Field Enemies
The 12 field enemies encountered while exploring the map. Each belongs to a difficulty pool and scales across three tiers.

Tunnel Rat
EasyOn Hit (once/turn): steal 1 Gold

Cave Bat
EasyEvery other turn: restore 1 HP

Frost Wisp
EasyIf it acts first on Turn 1: apply 1 Chill

Coin Slug
EasyBattle Start: gain Armor equal to floor(your Gold/10), cap 3

Blood Mosquito
EasyOn Hit (once/turn): apply 1 Bleed

Spore Slime
MediumBattle Start: apply 1 Chill to you

Rust Mite Swarm
MediumOn Hit (once/turn): apply 1 Rust

Powder Tick
MediumCountdown(3): deal 3 damage to you (non-weapon)

Shard Beetle
MediumBattle Start: gain 1 Shrapnel

Collapsed Miner
HardWounded: gain +2 ATK (this battle)

Tunnel Warden
HardFirst strike each turn: remove 1 Armor from you before damage

Burrow Ambusher
HardBattle Start: deal 1 damage ignoring Armor
Difficulty Pools
Every field enemy belongs to one of three difficulty pools that govern where and when it can appear. Pools determine both stat scaling and encounter probability based on map distance.
| Pool | Enemies |
|---|---|
| Easy | Tunnel Rat, Cave Bat, Frost Wisp, Coin Slug, Blood Mosquito |
| Medium | Spore Slime, Rust Mite Swarm, Powder Tick, Shard Beetle |
| Hard | Collapsed Miner, Tunnel Warden, Burrow Ambusher |
Identifying Enemy Tiers
In-game, enemy tiers are visually distinguished by a colored glow around the enemy sprite. Tier 1 enemies have no glow, Tier 2 enemies have a yellow/golden glow, and Tier 3 enemies have a red glow. This lets you quickly assess threat level before engaging.

Gold Rewards
Defeating a field enemy awards gold based on its tier. Higher-tier enemies yield more gold, incentivizing riskier engagements.
| Tier | Gold Reward |
|---|---|
| T1 | 2g |
| T2 | 4g |
| T3 | 6g |
Tier Distribution by Act
Enemy tiers scale with act progression. Earlier acts feature predominantly T1 enemies, while later acts shift toward T2 and T3.
| Act | T1 | T2 | T3 |
|---|---|---|---|
| Act 1 | 70% | 25% | 5% |
| Act 2 | 30% | 50% | 20% |
| Act 3 | 10% | 45% | 45% |
| Act 4 | 0% | 30% | 70% |
Pool Distribution by Distance
The probability of encountering enemies from each difficulty pool shifts based on the tile's distance from the player's spawn point. Tiles closer to spawn are dominated by Easy pool enemies, while tiles farther out increasingly draw from the Medium and Hard pools.
| Distance | Easy | Medium | Hard |
|---|---|---|---|
| 0 – 6 | 80% | 15% | 5% |
| 7 – 12 | 50% | 35% | 15% |
| 13 – 18 | 20% | 45% | 35% |
| 19+ | 10% | 40% | 50% |
Night Behavior
During the night phase, all field enemies on the map begin moving toward the player's position. Enemies move one tile per turn in the direction of the player, making it dangerous to remain stationary or linger in open corridors. This creates pressure to either engage enemies strategically or retreat to a Mole Den or Rest Alcove.
Biome Weighting
Each biome emphasizes certain enemies, increasing their spawn weight relative to other enemies in the same difficulty pool. This makes biome-specific builds more relevant as you learn which threats to expect.
| Biome | Emphasized Enemies |
|---|---|
| Biome A (Acts 1 & 3) | Tunnel Rat, Collapsed Miner, Shard Beetle, Coin Slug |
| Biome B (Acts 2 & 4) | Rust Mite Swarm, Frost Wisp, Blood Mosquito, Burrow Ambusher, Powder Tick |