Caves (roguelike) Wiki
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Units in Caves are the characters or creatures that can perform actions.

Units in Caves, not considering the player-character, can be categorized into 2 main categories, hostile units and friendly units.

Enemies usually refer to enemies of player which mean hostile units.

Enemies of an enemy, say a skeleton, refer to the character and the units different from the faction of the skeleton.

Elite units are units that causes blinking of the enemy sensor when detected. They have superior stats and weapons and more versatile combat pattern comparing to non-elite units.

Killing an unit tends to drop items and weapons that the unit uses, besides items in the general reward pool.

Hostile Units

Hostile units are units that are spawned hostile to the character. Hostile units have a common point in combat pattern. The hostile units near and with a passable way towards the character have a chance to notice the character and then start move towards the character. The closer the distance, the higher the noticing chance. Once the character is in their attack range, hostile units perform actions instead of further moving close towards the character. Ranged hostile units move away from their enemies when the clips/magazines are empty until reloading finishes. Enemies stop chasing the character when the distance between two is too long (~20 tiles).

Below tabled non-elite hostile units and their information. While each elite hostile unit is discussed separately.

Note that cave types here means the cave types that the unit can spawn there, but not including spawning in ways like magic altar summoning, beacons summoning and spawning inside elite rooms (structure).

Spawn in More than One Caves Type:

Unit Faction

Weapon

Description

Weak Skeleton Skeleton Sword/ Mace/ Axe/ None Chance to leave an ignited dynamite on death
Swordsman Skeleton Skeleton Sword/ Mace/ Axe
Archer Skeleton Skeleton Bow
Emerald Golem Golem Melee and Ranged
  • Melee attack deals splash damage
  • Chance to reduce energy of target on successful attack
Electric Golem Golem Melee and Ranged
  • Melee attack deals splash damage
  • Chance to reduce energy of target on successful attack
Ninja Goblin Goblin Melee: Dagger

Ranged: Shortgun

Invisible unless attacks
Ninja Robot Robot Melee: variant claws/ Energy Sword

Ranged: Phase Gun/ Phase Repeater/ Variant Pistol/ Variant Revolver

  • Invisible unless attacks
  • Electric Bomb
Young Spider Spider Melee
  • Less chance and shorter range of noticing the character
  • Chance to poison target on successful attack
  • Gains Defence Enhance on spider web
  • Does not drop exp and resources if it is from Spider Sac
Spider Spider Melee
  • Less chance and shorter range of noticing the character
  • Chance to poison target on successful attack
  • Gains Defence Enhance on spider web
Spider Sac Spider N/A
  • Spawns a Young Spider neaby every ~1-2 turns if there are enemies ≤2 tiles from it for several times
  • Immobile
Recycler Robot Robot, Skeleton Melee: Electric Battle Axe

Ranged: Grenade gun (electric grenade, normal grenade)/ Improved arrow gun(shock arrow, arrow)

  • When HP < ~15%, launches self-destruction which explodes itself next turn. Electric explosion, 3 tiles radius.
  • Casts Energy Shield when damaged, usually energy shield 'Wave'
  • Drop its heads on death, the head explodes 1-2 turns later.

Electric explosion

(Sentinel's) Soldier Guard Random weapons Dashes forth and back to target but seldom attacks

Elite Electric Golem

  • Faction: Golem
  • Weapon: Melee and ranged
  • Melee attack deals splash damage
  • Chance to reduce energy of target on successful hit
  • Discharges energy impulse, casts lightning explosions around it while discharging radial energy impulse

Mob-up Squad Elites

  • Faction: Robot
  • Weapon: Energy/Electric Weapons
  • Consist of 2-6+ robots
  • Appears on the surfaces maps (not Ancient Ruins) out of nowhere after a period, repeatedly
  • Can be summoned with Mod-up Squad Beacon
  • Chance to appear together with some red units that looks like Mod-up Squad Elites. The red squad is stronger than the blue and they are hostile to each other. The red squad does not attack other units from robot faction but can be attacked by them.

Portal Guardian

  • Faction: Guard
  • Boss of location 1
  • Random weapons, Electric Bomb
  • Teleports near target if not in range of attack
  • Teleports away if there are more enemies than Guardians
  • Not neccessary to kill in order to enter the portal

Sentinel

  • Faction: Guard
  • Weapon:
    • Melee: Energy Sword 'Ghost'/'Jumper'/'Phantom'
    • Ranged: Quick Revolver
  • Boss of location 2
  • Summons a number of Soldier equals to the number of enemies in sight
  • Electric Bomb
  • Scroll of Destruction
  • Energy Shield
  • Dashes near target
  • Dashes away from enemies when HP is low, usually heal himself in the next turn
  • Same Super Speed levels with character, i.e. not affected by Super Speed
  • Slow Health Regeneration
  • Force teleport together with character to a random tile if character enters portal before killing Ghost Sentinel

Ghost Sentinel

  • Faction Guard
  • Weapon:
    • Melee: Energy Sword 'Ghost'/'Jumper'/'Phantom'
    • Ranged: Quick Revolver
  • Spawn on death of Sentinel
  • Electric Bomb
  • Scroll of Destruction
  • Energy Shield
  • Dashes near target
  • Dashes away from enemies when HP is low, usually heal himself in the next turn
  • Same Super Speed levels with character, i.e. not affected by Super Speed
  • Slow Health Regeneration
  • Force teleport together with character to a random tile if character enters portal before killing Ghost Sentinel

Guardian 'Split'

  • Faction: Guard
  • Weapon:
    • Melee: Energy Sword 'Phantom'
    • Ranged: Grenade Gun (Electric Grenades T-2)
  • Energy Impulse
  • Energy Shield
  • Aggressively uses Scroll of Destruction while enemies are invisible
  • Aggressively turns invisible during combat. Can mask himself again shortly after being umasked
  • Generate several copies after taken a certain amount of damage. The copies are weak but they can dash and cast energy shield and most importantly, they tend to crowd their enemies. While the real Guardian 'Split' remains the same stats and HP after 'splitting' and tends to dash away from enemies. The Guardian 'Split' then usually casts invisibility and launches Electric Grenades T-2 in stealth. The grenades can also be invisible until explode(needs confirmation).
  • Dashes away from enemies when HP is low, usually heal himself in the next turn.

Caves (caves type):

Unit Faction Weapon

Description

Skeleton Warrior Skeleton Sword
Thief Goblin Goblin Dagger
  • Flees after successfully attacks target or at low HP
  • If there is no way to run while fleeing, adopts general combat pattern.
  • High dodge chance
  • Successful attack steals some gold from character which drops on death of the goblin
Bomb Goblin,

Dynamite Goblin

Goblin Dagger
  • Throws a basic bomb or a dynamite to enemies 2 tiles away
  • 1 turn slower than character after a few turns of traveling
  • Explodes bombs/dynamites on itself immediately on death
Ogre Ogre Melee
  • Splash damge
  • Fire damage variant melee attack
Blue Skeleton Cyborg Skeleton, Robot Melee: Sword

Ranged:Pistol

Necromancer Skeleton Warrior

  • Faction: Skeleton
  • Weapon: Necro Sword/ Reflex Sword/ Jagged Word/ 'Protector' Sword
  • Summons ~5 necro-skeleton if there is ~≤2 of them every few turns during combat
  • Teleport to a tile 5-6 tiles away from target while summoning

Electric Necromancer Skeleton Warrior

  • Faction: Skeleton, Robot
  • Weapon: Electric Mace/ Electric Scimitar
  • Summons ~5 electric-skeleton if there is ~≤2 of them every few turns during combat
  • Teeleport to a tile 5-6 tiles away from target while summoning

Red Elite Guard

  • Faction: Guard
  • Weapon:
    • Melee: Phase Energy Sword
    • Ranged: Phase Gun/ Phase Repeater
  • Dashes near target
  • Dashes away from enemies when HP is low, likely to heal himself in the next turn

Green Elite Guard

  • Faction: Guard
  • Weapon:
    • Melee: Necro Sword 'Blink'
    • Ranged: Necro Pistol 'Blink'
  • Dashes near target
  • Dashes away from enemies when HP is low, likely to heal himself in the next turn

Guard's Fortress:

Unit

Faction Weapon

Description

Melee Guard Guard Sword/ Mace/ Reflex Sword
Skilled Melee Guard Guard Variant Sword/ variant Mace Cast energy shied during combat
Gun Guard Guard Shortgun/ Pistol/ Revolver

Fortress Red Cape Guard

  • Cave Type: Guard's Fortress
  • Weapons:
    • Melee:
    • Ranged: Shortgun
  • Uses Electric Bomb/Lightning Scroll
  • Casts Protection Scroll on himself or other guards
  • Casts Armor Destruction Scroll on enemies
  • Cast energy shield on himself during comat

Fortress Yellow Cape Guard

  • Faction: Guard
  • Weapon:
    • Melee: Midas Hammer
    • Ranged: Midas Shortgun
  • Uses Electric Bomb/Lightning Scroll
  • Casts Protection Scroll on himself or other guards
  • Casts Armor Destruction Scroll on enemies
  • Cast energy shield on himself during combat
  • Dashes near target
  • Dashes away from enemies when HP is low

Fortress Purple Cape Elite Guard

  • Faction: Guard
  • Weapon: Necro weapons
  • Seems to be wearing an advanced version of Necro Tablet of Anger, with higher damage and more frequent necro-explosion
  • Casts Protection Scroll on himself or other guards
  • Casts Armor Destruction Scroll on enemies
  • Cast energy shield on himself during combat
  • Dashes near target
  • Dashes away when HP is low, can heal himself in the next turn
  • Summons several necro-skeletons nearby on death

Acid Caves:

Unit

Faction

Weapon

Description

Archer Skeleton Skeleton Bow(Acid Arrow/ Shock Arrow/ Arrow)
Experimental Mutant Mutant Melee
  • Chance to poison target on successful hit
  • Chance to leave acid or an acid sac on tile on death
Melee Mutant Mutant ‘Protector’ Sword/ Jagged Sword/ Axe
  • Chance to leave acid on tile on death
  • Immune to acid
Muscular Melee Mutant Mutant ‘Protector’ Sword/ Jagged Sword/ Axe
  • Chance to leave acid on tile on death
  • Immune to acid
Ranged Mutant Mutant Rifle/ Shotgun
  • Chance to leave acid on tile on death
  • Immune to acid

Split Mutant

  • Faction: Mutant
  • Weapon: Jagged Sword
  • Wears a skeleton mask
  • Immune to acid
  • Uses Lightning Scroll, especially against target 2 tiles away
  • When HP < ~50% Splits into 4-5 copies with HP proprtional to the HP before spliting. The copies can split again when a number of them are killed.
  • Teleports forth and back from target
  • Cast energy shield during combat

Abandoned Lab:

Unit

Faction

Weapon

Description

Skeleton Cyborg Robot, Skeleton
Advanced Skeleton Cyborg Robot, Skeleton
Ranged Skeleton Cyborg Robot, Skeleton

Flame Elite Cyborg

  • Faction: Robot, Skeleton
  • Weapon: Flamthrower
  • Cast energy shield during combat
  • Immune to fire
  • Tends to attack enemies not on fire

Acid Elite Cyborg

  • Faction: Robot, Skeleton
  • Weapon:
    • Melee: Plasma Hammer
    • Ranged: Caustic Shotgun
  • Caustic Bomb, Electric Bomb
  • Cast energy shield during combat
  • Teleportation
  • High stats
  • Immune to acid

Lava Caves:

Unit

Faction

Weapon

Description

Fire Muntant Mutant, Demon Melee Puts tile(s) nearby on fire when dies
Imp Demon Claws
  • Can notice enemies in range even not in sight
  • Repeat: Teleport-strikes target, then flees for few turns, followed by 2-3 turns of general combat pattern
  • Puts tile(s) nearby on fire when dies
Demon Demon
  • Teleport to a nearby tile and summon a fire mutant on original tile every several turns when thare are enemies in sight
  • Puts tile(s) nearby on fire when dies
Orc Demon Sword/ Hammer/ Axe
  • Puts tile(s) nearby on fire when dies
  • Slow Health Regeneration
Stone Necromancer Demon Dagger

Shotgun

  • Move close to stone and summon Stone Golem using a block of stone within 2 tiles whenever enemies are in sight
  • Summons if there is no his Stone Golem or his Stone Golem has low HP or collapsed.
  • While his Stone Golem exists, Stone Necromancer keeps a distance from his enemies. When there is no way to flee, adopts general combat pattern.
Stone Golem Demon Melee
  • Splash damage
  • Collapes when HP=0. Recovers with full HP after 6-7 turns.
Demon Cyborg Demon, Robot Melee: Energy Sword/ Phase Energy Sword

Ranged:

Phase Gun/ Rifle

Guards of Vending Machines in Lava Caves
Small Slime Slime Melee
  • Less chance and shorter range of noticing enemies
  • Does not drop exp and resources if it is from Slime Hole
Slime Slime Melee
  • Less chance and shorter range of noticing enemies
  • Splits into few Small Slimes on death
Slime Hole Slime N/A Spawns a Small Slime neaby every few turns if there are enemies ≤2 tiles from it
Lava Slime Slime Melee
  • Less chance and shorter range of noticing enemies
  • Attack puts tile on fire
  • Splits into few Small Slimes on death
Lava Small Slime Slime Melee
  • Less chance and shorter range of noticing enemies
  • Attack puts tile on fire
  • Does not drop exp and resources if it is from Slime Hole
Lava Slime Hole Slime N/A
  • Spawns a Lava Small Slime neaby every ~1-2 turns if there are enemies ≤2 tiles from it for several times
  • Immobile

Infernal Golem

  • Faction: Demon
  • Weapon: Melee and ranged
  • Melee attack deals splash damage
  • Chance to reduce energy of target
  • Discharges energy impulse, put fire on tiles in range of the impulse
  • Cast invincibility after taking a few times of damage for a few turns
  • immune to fire and electric damage

Old Factory:

Unit

Faction

Weapon

Description

Polluted Worker Factory
  • Invisible unless attacks
Elite Polluted Worker Factory
  • Invisible unless attacks
  • Dashes away when HP is low
Spider-mine Factory N/A
  • Chase after enemies
  • Once target stays adjacent to it for 1 turn, it sets a grenade which explodes in the next turn even it is destroyed
  • Patrols randomly until any enemies in sight

Friendly Units

Friendly units are units that help the character directly or indirectly. Units that help by combating can also be called allied units.

With this definition, currently the units that are friendly but not allied units are Merchant and Bag Goblin.

Merchant

  • Faction: Friendly (attacked by all hostile units)
  • Does not attack
  • Spawns inside Merchant's House, often invaded by hostile unit
  • Character can trade with Merchant for items and equipment

Bag Goblin

  • Faction: Goblin
  • Does not attack
  • Flees from enemies
  • Drops the bag it carrying on death

Allied units:

All allied units and all hostile units are hostile to each other.

Unit Weapon Description
Allied Sentinel Random
  • Random Stats
  • Weaker than Shadow Copy
Shadow Copy Random
  • Eletric Bomb
  • Random stats on each summon
Spider Minion Melee Chance to poison target on successful hit
Energy Crystal Spider Minion Melee Chance to poison target on successful hit
Emerald Spider Minion Melee Chance to poison target on successful hit
Allied Weak Skeleton Melee
Allied Skeleton Warrior Sword (Bone) Quite high damage among friendly units
Necro-skeleton Melee
  • Chance to deal extra damage at the expense of losing some HP on successful hit
  • Tiny chance to deal necro damage which has chance to summon another necro-skeleton
Allied Imp Claw Same with Imps

The illusory clone of Invisibility ability is not considered as allied unit or unit since it does not perform any actions.

Factions

Almost all units can be classified into one or more factions. Units from one faction attacks units not from their factions.

  • Skeleton
    • Friendly to Goblin, Guard, Mutant
  • Goblin
    • Friendly to Skeleton
  • Golem
  • Ogre
    • Friendly to Mod-up Squad
  • Spider
  • Slime
  • Guard
    • Friendly to Skeleton
  • Robot
  • Mutant
  • Demon
  • Factory
  • Friendly

Some units are cross-factioned, like Mod-up Squad robots, some of them are half-skeleton and half-robot. Cross-factioned units enjoy not being attacked by units from the 2 factions, which is disadvantageous to character.

es:Enemigos

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