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Humanoids[]

Special properties:

  • drop weapons and ammo that they carry
  • considered a biological enemy type
  • unaffected by EMP damage
    • but have no other innate resistances, being affected by fire, cold, toxin, acid and bleeding
  • affected by gibbing

Former[]

Former
Tier HP Armor Attack Kill XP
Former grunt 18 9mm pistol, 9mm combat pistol 20
Former soldier 18 2 9mm auto rifle, 9mm SMG, .44 hunter rifle 32
Former sergeant 18 2 12ga shotgun 32
Former guard 18 5 9mm pistol, .44 revolver, .44 long revolver 40
Former commando 28 2 chaingun 50
Former heavy 20 rocket launcher 40

Corrupted[]

  • Found in Europa and its branches
Corrupted
Tier HP Armor Attack Kill XP
Corrupted grunt 22 9mm pistol, 9mm combat pistol, 9mm SMG, 7.62 sidearm, 7.62 assault SMG 20
Corrupted soldier 22 3 9mm auto rifle, .44 hunter rifle, 7.62 assault rifle, 7.62 sniper rifle 32
Corrupted sergeant 22 3 12ga auto-shotgun 32
Corrupted guard 22 5 9mm pistol, .44 revolver, 9mm combat pistol, .44 long revolver 40
Corrupted commando 30 3 chaingun 50
Corrupted heavy 25 rocket launcher 40

Former CRI[]

  • Found in Io and its branches
Former CRI
Tier HP Armor Attack Kill XP
Former CRI grunt 35 9mm pistol, CRI plasma pistol, 9mm SMG, 9mm combat pistol, 7.62 sidearm, 7.62 assault SMG 20
Former CRI soldier 35 4 7.62 assault rifle, .44 hunter rifle, CRI plasma rifle, 7.62 sniper rifle 32
Former CRI sergeant 35 4 CRI plasma shotgun, 12ga auto-shotgun 32
Former CRI guard 35 5 .44 revolver, CRI plasma pistol, .44 long revolver, 7.62 sidearm 40
Former CRI commando 45 4 CRI hyperblaster, chaingun 50
Former CRI heavy 30 rocket launcher, CRI plasma launcher 40

CRI[]

  • Identical stats to Former CRI, but do not count as zombies for "zombiebane".
  • Fight against demons/former when they see them.
CRI
Tier HP Armor Attack Kill XP
CRI grunt 35 9mm SMG, CRI plasma pistol, 7.62 sidearm, 7.62 assault SMG 20
CRI soldier 35 4 .44 hunter rifle, CRI plasma rifle, 7.62 sniper rifle 32
CRI sergeant 35 4 CRI plasma shotgun, 12ga auto-shotgun 32
CRI guard 35 5 CRI plasma pistol, .44 long revolver, 7.62 sidearm 40
CRI commando 45 4 CRI hyperblaster, chaingun 50
CRI heavy 30 rocket launcher, CRI plasma launcher 40
CRI marine 80 6 CRI plasma rifle-like, does not need reloading. Ranges 3/11. 50

Hellish[]

  • Hellish are toughest variant of zombies found in some specific areas.
Hellish
Tier HP Armor Attack Kill XP
Hellish grunt 50 9mm pistol, 9mm combat pistol, 7.62 sidearm, 7.62 assault SMG 20
Hellish soldier 50 4 .44 hunter rifle, 7.62 assault rifle, 7.62 sniper rifle 32
Hellish sergeant 45 4 12ga dual shotgun 32
Hellish guard 50 5 9mm pistol, .44 revolver, .44 long revolver, 7.62 sidearm 40
Hellish commando 60 4 chaingun 50
Hellish heavy 40 rocket launcher 40


Beasts[]

Special properties:

  • never drop weapons
  • take damage from toxic gas
  • unaffected by EMP damage
  • affected by gibbing

Fiend[]

  • Found from Callisto on, except toxic which is not seen until Io.
Fiends
Tier HP Immune Attack Kill XP
Fiend 30 melee, jump attack (move and attack in straight line) 30
Fire fiend 20 Ignite 2 melee, fireball (inflicts burning 3) 40
Ice fiend 35 Frozen 2 melee, iceball (inflicts chilled) 60
Toxic fiend 50 melee, toxic ball (leaves toxic cloud) 70

Watcher[]

  • Watchers float and can move over gaps
  • Watchers never leave a corpse (always gib on death) and thus never ressurect at Nightmare/Apocalypse difficulties.
  • Watchers (all types) cannot attack directly and will instead hang near group of organic enemies to assist them. If these enemies are killed, watcher will flee to nearest other group of enemies. If there is no eligible enemies left (only mechs or other watchers), watchers will stop fleeing and will instead try to approach and suicide-bomb you in fanatic's-like manner.
Watchers
Tier HP Immune Gaze Kill XP
Watcher 20 Watcher Gaze - buffs ally/decreases enemy accuracy by 20% 20
Cryowatcher Frozen
Pyrowatcher 160 Fire Creates burning ground at your location 80

Reaver[]

  • First seen in Callisto Anomaly, regular enemy in Europa, except toxic which is not seen until Io. Temple guardians may only be encountered in Europa Ruins' Frozen Temple special level.
Reavers
Tier HP Armor Resistances Attack Speed Kill XP
Reaver 80 melee 100% 80
Archreaver 80 4 50% emp (can be affected) melee, ball of acid (leaves 1x1 acid puddle) 120% 100
Cryoreaver 90 3 100% cold, -100% fire melee, iceball (inflicts chilled) 110% 100
Toxic reaver 150 100% poison melee, toxic ball (leaves 1x1 toxic cloud) 110% 120
Temple guardian 100 4 100% cold, -100% fire melee, iceball (inflicts chilled) 110% 0
Plaguebearer 200 100% poison melee, toxic ball (leaves 1x1 toxic cloud) 120% 0

Ravager[]

First seen in Europa.

Ravagers
Tier HP Armor Attack Kill XP
Ravager 120 similar to 7.62 assault rifle (drops 7.62 ammo), melee 100
Armored ravager 120 4 similar to chaingun (drops 7.62 ammo) or rocket launcher (drops rockets), melee 150
Siege ravager 160 4 delayed two grenade attack (drops rockets), melee 250
Plasma ravager 140 4 similar to CRI plasma rifle (drops energy), melee 200

Kerberos[]

First seen in Europa, except toxic which is not seen until Io.

Kerberi
Tier HP Armor Attack Kill XP
Kerberos 1001 Claw attack (causes bleeding) 100
Cyberos 1001 4 Claw attack (causes bleeding) 80
Toxiberos 1201 2 Claw attack, toxic ball launcher 120
Cryoberos 1001 4 Claw attack, frozen ball launcher 120

After losing more than 40% of its' health, the Kerberos will become Enraged. This causes it to stop using its ranged attack and rush the player. It also gets buffs that reduce the time it takes to move by 30% and increase its damage output by 50% for 10 turns. Should the Kerberos' health go back above 60%, the buff will be reapplied every subsequent time it falls below 60%.

Medusa[]

Typically seen in Io and Beyond. The medusa has a plasma ball attack similar to that of the CRI bot's and has an innate dodge bonus (called "slithering") against all incoming attacks that is partially depleted when it is not moving.

The archmedusa has a high damage beam attack that is very likely to hit if line of sight is not broken. Archmedusae don't slither, but while the archmedusa is charging its laser attack, all damage it takes is reduced by 75%. It also afflicts Ignite 5 on hit.

Medusae
Tier HP Armor Immune Attack Kill XP
Medusa 150 Ignite 5 Plasma ball launcher, biting attack that lowers max HP 150
Archmedusa 150 8 Ignite 5 Beam attack, biting attack that lowers max HP 200

Strategy

  • Both types are deadly, but a single direct hit Gas Grenade can kill them most of the time and give you an opportunity to run thanks to its smoke.
  • It may be more advisable to target the gas grenade's landing tile slightly 'in front of' the medusa. This is because, when injured, the (now angry) medusa will move towards the player if there are no 'safe' tiles to retreat from the gas. By adjusting the gas cloud to be very slightly closer to the player, the medusa will spend more turns slithering through poison, which often makes the difference between a flawless kill and a nasty injury.
  • Plasma ball is an AoE attack, so is affected by items/traits that reduce splash damage, if not hit directly by the ball that is.
  • Melee builds beware, Medusa melee attacks will permanently reduce your max HP by 3 every hit! Medical Stations (increase health) and the Soulstealer can counteract this.
  • Resurrected medusa don't just come back with an exalted modifier - they also get their weapon 'upgraded' to the archmedusa's. In truth, nightmare and apocalypse would probably be a lot harder if medusa plasma balls were not changed in this way. This means that on the higher difficulties, archmedusa beams go from a somewhat rare occasion, to a frequent situation to be mastered:
  • An archmedusa's beam attack will always hit, but most effects that reduce accuracy (including dodge, melee guard, and cover/hunker, but not including bleed) will instead reduce the beam's damage accordingly. For example, a player with 90% dodge will take much less damage from the attack, less still if they use cover simultaneously.
  • When an archmedusa notices the player, it will begin charging its laser. 'Charging' appears in the enemy status description area, and it receives vastly decreased damage from player attacks. Next time the medusa gets a turn when the player is in sight, it will fire its laser.
  • Note that if the player manages to 'wait out' a medusa until the 'charging' status disappears (around 10 or so turns), the medusa will indeed take full damage, but when the laser stops 'charging', that means it's charged! Many players seeing this situation expect the arch medusa to start charging again from scratch, and are hit with a laser attack they didn't expect.
  • The above archmedusa details come together to form the basic strategy to deal with archmedusae - Immediately shoot them if you get a chance, once they start charging, retreat to cover, then *hunker* (or move through cover if your dodge is high) as the laser hits you. This will reduce the laser's damage massively. You'll now have an aimed attack ready to counter the pain accuracy penalty from taking the hit.
  • If you feel you'll need healing to beat an archmedusa or soon afterwards, strongly consider using a stimpack during the fight - the immunity to fire will help against the laser, and the increased speed will often afford you double-attacks between its 'charging' defenses.

Warlock[]

Starts showing up at Io. Usually spawns together with a group of demons to support it. These are typically fiends, but potentially (arch)reavers, kerberos, or even medusae.

Will melee you if you get close, and its ranged attack is a 1-cell explosion that takes a turn to shoot, so move out of the way if you can. Both types have a Warlock Aura that allows regeneration (up to double the default hitpoints) and resistances for nearby enemies, including itself.

Meanwhile, the Archwarlock still has its aura, but also gets a 3x3 AoE explosion (3x3 area) and Warlock Gaze, inflicting the player constant with constant Pain as long as he stays within line of sight.

Warlocks
Tier HP Attack Location XP
Warlock Explosion (inflicts Ignite), melee (inflicts bleed) Io, Dante, Beyond
Archwarlock AoE explosion (inflicts Ignite), melee (causes bleed) Io, Dante, Beyond

Strategy

  • Perhaps the simplest and most important weakness to learn about warlocks is bleed.
  • It's possible to lure and kill its minions one by one before drawing attention from the Warlock.
  • Warlocks will target you exactly with a delayed ranged attack. You can typically dodge this, but the time spent evading will give the warlock time to heal his wounds. Players that rely on aiming, cover, and weapons that need reloading after every shot (e.g. shotguns) struggle here.
  • Weapons without a high damage output will often be unable to overcome a warlock's regeneration. If you're using such a weapon, you have a few choices:
    1. Avoid the warlock completely.
    2. Remain stationary, allowing his ranged attacks to hit you. This can be very costly, often requiring a large medkit; and for a paltry XP reward, consider 1, above!
    3. Make the warlock bleed. Warlocks resist bleed, but since bleed prevents regeneration, it is still extremely effective. Most characters are able to kill a warlock with 2/3 good turns of firing immediately after throwing a frag grenade.
  • It's not a bad idea to prepare in advance, by taking a 'warlock killing' weapon if you have the space. Plasma shotguns or launchers with 'autoloader' are easy for whizkids to make, and handle both the warlock and his allies effectively. For non-whizkids, holding on to a barbed weapon or a frag grenade works!
  • ARCHwarlocks don't target the player's square; their attack will always target one of the 8 tiles around the player. This allows a player to avoid the attack *only* if there is room to move away from the blast, so try to ensure you don't engage an archwarlock until you're in an open space, and if given the choice while avoiding his attacks, try to select destinations that have all 4 cardinal directions 'free'.
  • When warlocks are found close to other strong opponents, like medusae or packs of Kerberos/archreavers, you'll almost invariably find that the resources spent defeating them were more valuable than the experience gained for the kill.
  • Archwarlocks have a greater than 100% speed rating and may double-turn. [edit: only for movement?]
  • If warlocks are acting faster than you are, this can mean that their attacks target you and hit you without your character having a chance to act. Slow-moving characters can work around this weakness by 'baiting' their attack with fast actions (swapping to a pistol/melee weapon, loading single .44 rounds etc). This will make their targeting reticule appear 'safely', giving you a chance to move away.

Mechanical units[]

Special properties:

  • Resistant against slash and fire damage - damage is halved
  • Vulnerable to pierce damage - double damage taken
  • Never drop weapons
  • Can be disabled by the EMP status for 2-3 turns
  • Bots and Sentries can resist weaker EMP, but are still disrupted (slowed)
  • Unaffected by toxic gas damage or poison status
  • Can be hacked using multitools or terminals

Drone[]

  • Drones fly and thus can cross areas other enemies cannot
Drones
Tier HP Attack Location XP
Security drone 10 similar to 9mm auto rifle (drops 9mm ammo) Callisto 20
Combat drone 20 similar to 9mm auto rifle (drops 9mm ammo) Europa 30
Military drone 30 similar to 7.62 assault rifle (drops 7.62 ammo) Io 40

Turret[]

  • Turrets are immobile.
  • They do not attack on sight. When the player enters a turret's line-of-sight, it makes a beep sound, and attacks only in the next turn.
  • If you leave turret's line of sight when it readies itself, it will fire anyway, at last place where it saw you.
  • Should you damage a turret from out of its sight range, it will fire back at your position.
Turrets
Tier HP Attack XP
Turret 30 similar to 7.62 assault rifle (drops 7.62 ammo) 20
Rocket turret 30 similar to rocket launcher (drops rockets) 30
CRI turret 60 similar to CRI plasma rifle (drops energy) 30

Sentry[]

  • Sentry bots disperse a smoke screen in an area of 1 around themselves after taking enough damage or dying. 
  • They also have the ability to repair themselves when out of combat, spending a turn to restore 5 HP up to 5 times. 
Sentries
Tier HP EMP resistance Attack Location XP
CalSec sentry 50 EMP 1 similar to chaingun (drops 7.62 ammo) Callisto 60
Security sentry 60 EMP 1 similar to chaingun (drops 7.62 ammo) Europa 60
Military sentry 60 EMP 1 toxic grenade (delayed 3x3 explosion that leaves cloud of poison gas in same location) (drops rockets) Io[1] 80
  1. Can be encountered earlier in "The Rift" special level of the Callisto Rift side branch.

Bot[]

Bots
Tier HP EMP resistance Attack Location XP
CalSec bot 60 25% similar to chaingun (drops 7.62 ammo) Callisto 80
Security bot 80 25% similar to chaingun (drops 7.62 ammo) Europa 100
Military bot 100 25% similar to chaingun (drops 7.62 ammo) Io 120
Guardian bot 140 50% similar to chaingun, rockets (drops 7.62 ammo) Valhalla Command, Dante, Beyond 200
CRI bot 180 50% ball of plasma, chaingun, chainsaw (drops energy) Io, Dante 150
CRI bot MkII 180 75% ball of plasma, chaingun, chainsaw CRI Armory 250

Demonic Bot[]

  • Both types of demonic bots float, just like drones, and thus can cross areas other enemies cannot
Demonic Bots
Tier HP Defense Attack Location XP
Guardian 60 50% EMP, 80% damage reduction while not attacking, more severe piercing vulnerability (triple damage rather than double) Piercing barbed beam Dante 120
Sentinel 100 25% EMP, 25% evasion Freezing plasma mortar Dante 50


Exalted enemies[]

An exalted enemy is an enemy with greater HP and with special features and abilities.

Their stats vary depending on the abilities they have.

Types of exalted enemies:

  • exalted fiend (100 XP) Base health 40.
  • exalted soldier (100 XP) Base health 60.
  • exalted reaver (200 XP) Base health 100.
  • exalted kerberos (200 XP) Base health 120.
  • exalted ravager (200 XP) Base health 120.
  • exalted medusa (300 XP) Base health 150.

Possible special features and abilities:

  • Accurate - bonus accuracy (+25% flat value).
  • Armored - bonus armor
  • Deadly - double damage
  • Explosive (ravager) - Accuracy + 20%. Weapon becomes a rocket launcher, does 40 slash damage, ranges 2/9.
  • Fast - action speed is increased by 20%, after which the time taken to move is reduced by .2 of a turn. Does not affect attack speed.
  • Fire (fiends and reavers) - enemy is given a fireball attack. Inflicts 20 impact damage, ranges 2/9.
  • Heavy (soldiers) - weapon is replaced with a chaingun.
  • Hellfire (fiends and reavers) - enemy is given a fireball attack. Does 14 impact damage, ranges 2/6 and inflicts burning status.
  • Hunter - move time decreased by .2 of a turn, smell sense is always active within 1 tile range (cannot be masked by gases).
  • Juggernaut - enemy's base health is reduced by 20, time taken to move increases by 10% and is given 10 armour.
  • Mortar (ravager) - weapon is replaced with a rocket-like weapon. Inflicts 20 slash damage in an area of 1, ranges 2/9 and inflicts burning damage.
  • Regenerate - regenerate HP every turn
  • Resilient - HP is 2x the normal value, action speed is reduced to 90% of original value.
  • Unstable - Enemy explodes on death, dealing 25 slash damage in area of 1.

Bosses[]

Bosses
Tier HP Armor Attack Location Kill XP resistance Notes
Cryomancer Nightmare! - 480/240 4(1000) ranged - 40 impact damage, launcher area 1, range:2/2/9, cold 3

melee - 20 slash damage, +30% accuracy, cold2

Europa Central Dig 500 fire:50%

cold:100%

toxin:50%

bleed:50%

acid:50%

emp:100%

accuracy: +210%

move speed: 0.9s

Ancient Nightmare! - 400/200 6(-) ranged - 11x3 impact damage, range:2/2/9

melee - 25 slash damage, +20% accuracy

Gateway 500 speed: 110%

damage gate: 100

Harbinger's Throne[]

Ultraviolent - 400/200

Nightmare! - 440/220

8(2000) ranged - 25 slash damage, launcher area 1, range:2/2/9

ranged - 10x3 plasma damage, +20% accuracy, range:5/11

Dante Altar - fire:60%

toxin:60%

bleed:60%

acid:60%

emp:50%

[1]accuracy: +10%

move speed: 0.7s

Harbinger Ultraviolent - 400/200

Nightmare! - 440/220

- ranged - 25 pierce damage, +20% accuracy, range:2/4/12, bleeding2 after destroy Throne - fire:50%

toxin:50%

bleed:50%

acid:50%

emp:100%

speed: 120%

accuracy: +10%

Swordmaster

Easy - 320
Medium - 360
Hard - 400
Ultraviolent - 440
Nightmare! - 480
16 sword - 50 slash damage, high accuracy The Shattered Abyss 1000 [2]

Summoner

Easy - 280
Medium - 320
Hard - 360
Ultraviolent - 400
Nightmare! - 440
6 melee Precipice of Defeat - [3][4][5]
  1. Stage 1: Carapace 75% (reduce damage taken by 75%). Immune to poison. Can't move. Stage 2: Damage Gate 80 (receive 80 damage maximum per attack/bullet(?)).
  2. Resistances: Toxin 2.
  3. Abilities: fast, regenerate, summons reavers, archreavers and toxic reavers
  4. Resistances: Ignite 2, Toxin 2, Bleed 2. Has 75% damage resistance while summoning.
  5. Note: As of patch 0.9.3, the Summoner has a damage gate that will not allow more than 80 damage to be dealt in the same turn.
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