Enemies in Recettear are found in Dungeons. Their sole purpose is to serve as loot piñatas, aside from hindering, hurting, and knocking out the adventurer. There are a total of 14 types of enemies that you will encounter, each with variations expressed normally through different colours which provide the same boosts regardless of the enemy. In general the trend is:
- Green = Weak
- Blue = Standard
- Red = High Damage
- Yellow = High Speed
- Purple = High Health
- Grey = High Defence
While enemy descriptions remain the same in the current version (1.106), Ropers and Slimes were made far less powerful than they were in the previous version (1.105), any comparisons will be made using the latest version.
For a list of enemy bosses, see: Bosses.
The first time a foe can be found in a dungeon will be listed though a few exceptions are worth noting. Common drops (typically Ingredients only) are listed in the description. Any other drop worth noting will be mentioned in the relevant enemy section.
Slimes are the first enemy type you will encounter. They look literally like a blob of slime with a face. All slimes jump in vertical or horizontal directions only, and with the exception of the Purple Slime this is the only way they can deal damage. All slimes should be approached from the diagonals to avoid been hit by a sudden jump. All slimes drop Slime Fluid as a common drop, regardless of level and may drop low level Food items.
- Appearance: The Hall of Trials (1F)
Blue Slimetrap. Note, the 'Slime-go-round' trap type breaks all chains, even those with itself.
- Appearance: The Hall of Trials (2-4F), Jade Way, Amber Garden
- Drops: Slime Fluid, Walnut Bread, Roast Chicken (not in The Jade Way)
Ropers are very colourful enemies; it is the colour of their tentacles rather than their body colour that defines their attributes. They chase your adventurers relentlessly and drain an amount of HP dependent on their MDEF, adding it to their own. One thing worth noting is that multiple Ropers will not hit multiple times in the same instant, they also do not stun the adventurer, significantly reducing their 'swarming' threat. They are not limited by the game's 8 movement directions and can approach from any angle making them much more awkward to combat. In later dungeons, Ropers will, upon noticing you, spawn duplicates of themselves behind you in order to ambush you. Ropers can be very dangerous during slick floor traps as the motion of the trap may make you slide into them and take damage. All Ropers can drop Powerful Antivenom as a common drop, and their rare drops vary by type.
- Appearances: Hall of Trials, (4F), The Jade Way, Obsidian Tower, Lapis Ruins
- Drops: Powerful Antivenom, Shark Fin (rare),
- Appearances: The Jade Way (6-14F), Amber Garden, Obsidian Tower, Lapis Ruins
- Drops: Powerful Antivenom, Red Oil (rare)
- Appearances: Amber Garden (15-29F), Obsidian Tower (41-49F)
- Drops: Purity Ring, Egg Toast, Watermelon, Candy Apple
Mushrooms are exactly as you would expect, small and Mushroom shaped with a face. The boss encounter with Reginald Drisby has a unique type of Burrowing Mushroom that appears and will sit there doing nothing until either killed, eaten or the boss is killed. Regular ones come in 2 types, a 'Jumping' Mushroom and a 'Burrowing' Mushroom. As the names imply the former will jump around pretty randomly and occasionally slide, causing a fairly small amount of damage if it contacts you mid-jump. This jumping motion seems to be able to dodge melee attacks so while these foes can rarely be considered dangerous they can be considered annoying and can easily get multiple hits in purely by accident. Burrowing Mushrooms are immobile, and will dig up from the ground, stay there for 2 seconds, then go back underground. Their appearance is preceeded by a small cloud of dust, allowing you to position yourself to kill it. The only way they can cause damage is it you are on the exact spot they are digging onto. For chaining purposes, there is no distincton between type, only colour. Note, you cannot walk over a spot they are about to appear on. All non-boss encounter Mushrooms drop Water Shrooms.
Note: While with most monsters differant types of the same monster will break the battle chain a Jumping Mushroom and a Burrowing Mushroom are the same as far as the chain goes.
Red Jumping Mushroom
Red Burrowing Mushroom
Purple Jumping Mushroom
- Appearances: Lapis Ruins
Purple Burrowing Mushroom
Referred to as 'Ahrimans' by Caillou, the Eyebats are flying foes but they fly too low for this to dodge melee attacks but their floating state still allows them to evade some projectiles such as Caillou's charge fireball and Arma's crisis cannon. They resemble a giant eye with wings and are much smaller than most dungeon foes. Their only attacks are a 'magic ring' projectile, fired in the 4 principle directions, which can be blocked by Louie. All Eyebats can drop a Bat Wing (common) and Fin Fan (rare).
- Appearances: The Jade Way (11-14F), Amber Garden
- Drops: Bat Wing , Fin Fan , Chocolate Bar (rare), Apple (rare)
- Appearances: Amber Garden (26-29F)
- Appearances: Amber Garden (15F), Obsidian Tower, Lapis Ruins
- Drops: Bat Wing, Peach Tin, Fin Fan (rare)
Knights are clad in full armour, wielding a large shield and a sword. All frontal attacks will be blocked unless caught with his guard down during an attack. They can be easily defeated as they will attack the moment they come near the adventurer, sometimes attacking even before they are within range leaving themselves wide open to a counter attack. They drop extremely large amounts of experience in early versions of the game, but the amount has been reduced in version 1.106. A current known bug when using Nagi is if you are standing too close when you attack from the back, you will strike the shield and inflict no damage. All Knights drop Toothpicks (common) and a Crystal (rare) which is determined by each Knight's colour. In the Crystal Nightmare each Knight also has an Emblem drop (very rare) associated with it.
- Appearances: Jade Way (11-14F), Amber Garden, Obsidian Tower
- Drops: Toothpicks, Water Crystal (rare), Egg Toast (rare), Grapes (rare)
Red KnightTielle, Caillou, and Arma can take advantage of that.
- Appearances: Obsidian Tower (45F (with boss), 46-49F), Lapis Ruins (91F), Crystal Nightmare (26F)
- Drops: Fire Crystal (rare)
Jack-o-lanternsSamhain boss encounters and a very select number of levels in the Obsidian Tower, a 'Bouncer' Jack-o-lantern can be encountered which deflects off the sides of the arena in a similar style to Pong. Also during the fight with Tielle, Floating Jack-o-lanterns will be hidden in some of the boxes. These types cannot be stunned. All non-boss types drop Gaseous Grass (common) and Herb Seed (rare).
Floating Jack-o-lanternsThe flying type will be viewable on the ground in the distance when moving upwards, allowing ranged characters to kill them early. Once you approach they will rise up well above the adventurers head where only some of Caillou's magic and Tielle's secondary special can hit them. They will attempt to drop on your adventurer and tricking them into doing so without taking damage can be tricky. The best strategy is to move towards them as they stop over a location as they will not drop while moving, then stop before you get there. They also, at times, attempt to drop on Recette, who, as you know, is invulnerable to damage, so use this to your advantage when it occurs by trying to spread your adventurer and Recette as far apart as you can manage and lead her into the Jack-o-Lantern's line of sight in order to coerce it into dropping on Recette. They can also be struck by falling rock traps while in the air.
- Appearances: Lapis Ruins
Ghosts are your standard Wraith type enemy with teleporting abilities. Both types have the same behaviour, appearing nearby in 1 of the 4 principle directions and attacking you before vanishing again shortly afterwards. They can be somewhat awkward to kill in some circumstances but mostly just require persistance. All Ghosts drop a Broken Seal (common) and Ghost Tear (rare).
Skeletons are perhaps the least threatening foe in the game. They look like a skeleton wielding a knife and will lunge widly, travellng quite a distance, in a seemingly random direction with no bearing on the adventurer's location. They must be defeated three times before being destroyed which makes them quite time consuming to defeat though they offer good experience and Caillou can utilise this excess of health to regenerate SP as late game a Skeleton could have up to 900 HP over all three deaths. All Skeletons can drop Broken Rings (common) and a Crystal, dependant on Colour similar to the Knights. They also drop an Emblem in the Crystal Nightmare though this is the same for both types. Late game their Broken Ring drop appears to be replaced by Toothpicks, though this may be unintentional.
GnollsChestnuts (common) and with the exception of pre-Jade Way, Charred Lizards (rare) or Special Inkwells (rare).
Fire Punch GnollFire Punch Gnolls use an attack similar to the Flame Charge skill of some adventurers when they get in line with the adventurer. The attack is deceptively fast and can take you by surprise. The gnoll becomes invincible during the attack so it is best either to approach diagonally and kill it first or attack it after it finishes its charge.
- Appearances: The Hall of Trials (3F), The Jade Way, Amber Garden (1-15F), Lapis Ruins
- Drops: Chestnut, Special Inkwell, Egg Toast (rare)
Chestnut Thrower GnollChestnut Thrower Gnolls are a fairly standard ranged enemy, throwing a projectile quite fast in the 4 principle directions when the adventurer comes in line. This projectile can be blocked by both Louie and Nagi. From the Obsidian Tower onwards they also appear in a formation of 4. These can be quite dangerous as they will throw rocks regardless of the adventurers current location; the only thing that you can affect is the direction which can only be thrown perpendicular to the line formation. Once they take damage they will split and revert to standard behaviour.
- Appearances: The Hall of Trials (4F), The Jade Way, Amber Garden (1-15F), Obsidian Tower (46-49F), Lapis Ruins
- Drops: Chestnut, Candy, Egg Toast, Charred Lizard, Durian (rare)
Stone Thrower Gnoll
Same as the Chestnut Thrower Gnoll, it can attack in the 4 same directtions, only more damaging and the projectile can be farther thrown then the chestnut.
Bees are very small insects that attack with their stinger, paralyzing you for a brief period of time. They will buzz around your head briefly, the duration of which is determined by their colour and will float up and down where they can only be struck by weapons when they are near the ground as judged by the position of their shadow. They are not restricted by the 8 movement directions and can hit from any angle and due to their size they can be difficult to hit when distracted by other enemies. All Bees can drop Insect Trap (common) and Honey (rare).
- Appearances: Lapis Ruins (31-99F)
Bombs are living, floating molten rocks that cast rings that will track the adventurer for a short time, then erupt in fire. After being killed, all bombs turn into a bomb with a countdown, the duration of which depends on their colour. While easily avoided early game, bomb explosions in the higher levels of the Crystal Nightmare can deal upwards of 200-300 damage, potentially knocking out your adventurer. It is also critical to remember that the bombs will explode immediately contact with another enemy is made, or thrown back against a wall. All Bombs drop Gunpowder (common) and Natural Heater (rare).
- Appearances: Amber Garden
- Appearances: Obsidian Tower
- Appearances: Lapis Ruins.
- Appearances: Lapis Ruins
These totem pole-like Statues are completely stationary, though they can turn around and fire in all 8 directions. They fire 4 'Magic Rings' in a row and have a short downtime that is just enough to allow an adventurer through the gap without damage. Their attacks can be blocked by Louie but it can still be difficult to avoid being hit when facing multiple statues. It is worth remembering when fighting them that they must turn through each direction individually to get to you so running around to their back before attacking is advised. Alone these do not cause much trouble but in groups they can be a serious problem as getting through their attacks can be extremely difficult, usually having to resort to a special attack. They do little damage early on but can be a serious threat in Crystal Nightmare. All Statues drop Flint (common) and Soft Stone (rare).
- Appearances: Lapis Ruins
Snow Rabbits are based on the snow bunnies typically made by Japanese children. They rarely attack and when they do they have very low damage and tend to just jump around, occasionally making contact with you seemingly by accident. Unless you catch them as they land a jump they will jump backwards, dodging the strike. Only the fastest adventurers can chase them down in time to prevent any further jumps, so most melee adventurers have to deal with the fact they will have to force the Rabbit into a wall before they can kill it, or have to hit them with their melee weapon's reaching edge. Note that Fur Balls are required in huge amounts to complete fusion and they appear to have a considerably lower drop rate in the later dungeons.
- Appearances: The Jade Way, Amber Garden (26-29F), Lapis Ruins
- Drops: Fur Ball (common), Nut Mix (rare), Treeseed Necklace, Egg Toast ,Mango Pudding (rare)
Will o' Wisps
Will o' Wisps are described as a seething cloud of hate and fire. This enemy only appears after you have spent too long on a dungeon floor, and there exists a floor effect that makes them appear sooner than normal. New ones will spawn every few seconds.
The first time you encounter them a short cutscene will trigger where Tear explains what they are. Towards the start of the game it is unlikely you would ever encounter them due to small dungeon sizes unless you are chain-exp farming. If your equipment is sufficient these enemies pose very little threat but in turn provide no experience and drops. Later game, particularly in the Crystal Nightmare, these enemies are extremely dangerous, able to deal 200-400 damage and combined with already strong dungeon foes can easily kill the adventurer if you are still seeking the exit, making the associated floor effect potentially one of the most dangerous. Their damage is based on Magic, so it is affected by MDEF.
Will o' Wisps gradually increases their level as the adventurer continues to stay on the floor, and thus health, defense, and damage, apparently capped at 25 levels higher than base. These are the only enemy in the game to drop Salamander Scales, of which 28 pieces are required for Fusions; they also only drop them in the Lapis Ruins and Crystal Nightmare dungeons where they have much higher attack power. It is advised to farm these on the lowest levels of the Lapis Ruins.
- Drops: in Amber Garden and Obsidian Tower: Natural Heater
- Drops: in Lapis Ruins and Crystal Nightmare: Salamander Scale (rare, around 1:25)
This table list the Health-group of the enemies. Each column states how much the health increases per level Incomplete
|Bee, Yellow||Mushroom, Red|| Slime: Green, Blue|
Roper: Green, Orange
| Slime, Red|