Field Enemies

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

The Tunnel Codex, Episode 3: What Lurks Below
Tunnel Rat

Tunnel Rat

Easy
T1HP 5ATK 1ARM 0SPD 3DIG 1
T2HP 7ATK 2ARM 0SPD 4DIG 1
T3HP 9ATK 3ARM 1SPD 5DIG 2

On Hit (once/turn): steal 1 Gold

Cave Bat

Cave Bat

Easy
T1HP 6ATK 1ARM 0SPD 3DIG 1
T2HP 8ATK 2ARM 0SPD 4DIG 1
T3HP 10ATK 3ARM 0SPD 5DIG 2

Every other turn: restore 1 HP

Frost Wisp

Frost Wisp

Easy
T1HP 7ATK 1ARM 0SPD 4DIG 1
T2HP 10ATK 2ARM 0SPD 5DIG 1
T3HP 13ATK 3ARM 0SPD 6DIG 2

If it acts first on Turn 1: apply 1 Chill

Coin Slug

Coin Slug

Easy
T1HP 7ATK 1ARM 2SPD 1DIG 1
T2HP 10ATK 2ARM 3SPD 1DIG 1
T3HP 13ATK 3ARM 4SPD 2DIG 2

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

Blood Mosquito

Blood Mosquito

Easy
T1HP 6ATK 1ARM 0SPD 3DIG 1
T2HP 9ATK 2ARM 0SPD 4DIG 1
T3HP 12ATK 3ARM 0SPD 5DIG 2

On Hit (once/turn): apply 1 Bleed

Spore Slime

Spore Slime

Medium
T1HP 7ATK 1ARM 2SPD 0DIG 1
T2HP 10ATK 2ARM 3SPD 0DIG 1
T3HP 13ATK 3ARM 4SPD 0DIG 2

Battle Start: apply 1 Chill to you

Rust Mite Swarm

Rust Mite Swarm

Medium
T1HP 6ATK 1ARM 0SPD 3DIG 2
T2HP 9ATK 2ARM 0SPD 4DIG 2
T3HP 12ATK 3ARM 0SPD 5DIG 3

On Hit (once/turn): apply 1 Rust

Powder Tick

Powder Tick

Medium
T1HP 6ATK 1ARM 0SPD 2DIG 1
T2HP 9ATK 2ARM 0SPD 3DIG 1
T3HP 12ATK 3ARM 0SPD 4DIG 2

Countdown(3): deal 3 damage to you and itself (non-weapon)

Shard Beetle

Shard Beetle

Medium
T1HP 8ATK 1ARM 2SPD 1DIG 2
T2HP 11ATK 2ARM 3SPD 1DIG 2
T3HP 14ATK 3ARM 4SPD 2DIG 3

Battle Start: gain 1 Shrapnel

Collapsed Miner

Collapsed Miner

Hard
T1HP 7ATK 1ARM 0SPD 1DIG 3
T2HP 11ATK 2ARM 0SPD 2DIG 3
T3HP 15ATK 3ARM 1SPD 3DIG 4

Wounded: gain +2 ATK (this battle)

Tunnel Warden

Tunnel Warden

Hard
T1HP 8ATK 2ARM 2SPD 2DIG 2
T2HP 11ATK 3ARM 4SPD 3DIG 2
T3HP 14ATK 4ARM 6SPD 4DIG 3

First strike each turn: remove 1 Armor from you before damage

Burrow Ambusher

Burrow Ambusher

Hard
T1HP 6ATK 2ARM 0SPD 4DIG 2
T2HP 9ATK 3ARM 0SPD 5DIG 2
T3HP 12ATK 4ARM 0SPD 6DIG 3

Battle 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.

PoolEnemies
EasyTunnel Rat, Cave Bat, Frost Wisp, Coin Slug, Blood Mosquito
MediumSpore Slime, Rust Mite Swarm, Powder Tick, Shard Beetle
HardCollapsed Miner, Tunnel Warden, Burrow Ambusher

Identifying Enemy Tiers

Tier II tag on an enemy
A Tier II Spore Slime: the numeral sits in the corner.
Enemy details card
Click an enemy to see its tier, stats, trait and Gold reward.

In-game, higher-tier enemies carry a small hand-inked tag in the corner of their sprite, printed with the tier's roman numeral on a dark paper background. Tier 1 enemies show no tag at all; Tier 2 shows II; Tier 3 shows III. 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.

TierGold Reward
T12g
T24g
T36g

Level Scaling

The stats shown above are the base values for each tier at campaign level 1. Beyond that, field enemies get tougher as you climb: HP grows a little with every campaign level, and ATK ticks up every 12 levels, with an extra flat ATK point layered on in Acts 2 and 3. This is on top of the tier a tile rolls — a Tier 1 enemy encountered at level 30 hits harder than the same Tier 1 enemy at level 1, even though it is still nominally “Tier 1.” ARM and SPD are not affected by level scaling.

Tier Distribution by Act

Enemy tiers scale with act progression. Earlier acts feature predominantly T1 enemies, while later acts shift toward T2 and T3. This is the default roll for tiles at a middling distance from spawn — see Pool Distribution by Distance below for how close and far tiles override it.

ActT1T2T3
Act 170%25%5%
Act 255%35%10%
Act 345%40%15%
Act 435%45%20%

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, measured as a percentage of the map's maximum possible distance. Tiles closer to spawn are dominated by Easy pool enemies, while tiles farther out increasingly draw from the Medium and Hard pools. Tiles in the nearest band also default to mostly T1 enemies, and tiles in the farthest band skew toward T2/T3, regardless of which act you are in.

Distance from SpawnEasyMediumHard
Near (0 – 33%)60%30%10%
Mid (34 – 66%)40%40%20%
Far (67 – 100%)30%40%30%

Night Behavior

At night, a nearby enemy steps toward you as you move.

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.

BiomeEmphasized 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