Orphans and summoner orbs ALWAYS drop items. For every other enemy, there is a small chance it will drop an item.
Abominations
| Abomination are mindless, faceless creatures littering the landscapes of Purgatory, The Abyss, and demonic pits. They are generally slow and weak, but prone to sudden bursts of speed, particulary when in a crowd or when their victim is turned away. Summoned versions of these creations (by Anakim and summoners) do not score points nor count towards achievements. |
Screamers
| Screamers are mutated, yellow Abominations found in the plains of Desolation. They are quicker than greyish counterparts and can not be slowed or staggered by arrows. |
Bats
| Bats can fe found in clusters in the plains of Desolation. They attack in packs and can be difficult to hit due to their small size. |
Monks
Corrupted religious fanatics armed with bows and granted teleportation powers during the rise of Asmodeus. Their arrows are supplemented by magic, leading to ever-increasing speed and unnatural trajectories as they rise in level.
| Common monks in brown robes. These and each of the following monk types have attacks that get progressively difficult at higher levels. They start to attack more quickly when alerted and their arrows fly faster with unnatural trajectories. |
| Monks of Saint Benedict in white robes with red trim. These monks fire the soonest and most frequently of all the monks once alerted. They are unlocked by the achievement "Lay Them To Rest II - Exterminate 66 Abominations" |
| Monks of Anakim in white robes. These monks are standard monks that only appear during the Anakim boss fight. |
| Monks of Saint Augustine in red robes. These monks charge a very fast moving arrow that travels in a straight line. They are unlocked by the achievement "Devocate the Tormented II - Banish 61 Ghosts" |
| Monks of the Carthusian Order in black robes. These monks have much more health and fire a cluster of arrows that are difficult to block. They are unlocked by the achievement "Lay Them to Rest IV - Exterminate 966 Abominations" |
| Monks of the Underworld in black robes with red trim. These monks are standard monks that will teleport to a different location in front of you when hit with an arrow. They only appear in The Abyss and its pits. |
| Monks of the Crypts in black robes with yellow trim. These monks are standard monks that will teleport to a different location in front of you when hit with an arrow. They only appear in the underground crypts of Desolation. |
Knights
Once respected and revered knights whose souls have been taken by Asmodeus. Various classes come armed with combinations of axes, swords, and shields.
| Temple knights in white coats. Knights perform leaping attacks while running from a distance, occasionally two attacks in a row if you've moved. When close, they will perform a single or double swing that cannot be interrupted. All knights also throw axes when they can't reach you and move progressively faster at higher levels. |
| Knights in white coats with a shield. Knights Templar carry shields that block damage from most arrows. They are unlocked by the achievement "Temple Raider I - Slay 9 Temple Knights" |
| Knights in red coats. Red Order of the Knights Templar have slightly higher health and run much faster than other knights, ridiculously fast at higher levels. They are unlocked by the achievement "Burn The Witch III - Execute 69 Banshees" |
| Knights in red coats with a shield. Cardinal Order of the Knights Templar have slightly higher health and run much faster than other knights, ridiculously fast at higher levels. They are unlocked by the achievement "Abolish The Incubi II - Kill 39 Incubi" |
| Knights in black coats. Black Order of the Knights Templar have much higher health than other knights. They are unlocked by the achievement "Clear Sky I - Murder 16 Cupids" |
| Knights in black coats with a shield. Black Command of the Knights Templar have much higher health than other knights. They are unlocked by the achievement "Storm the Abbey III - Slaughter 251 Monks" |
Orphans
| Innocent, laughing souls of trapped children. Unaware of their plight by Asmodeus' deceptions, they will flee towards evil and return to their eternal prison if not saved from the golden shell tethering them to Asmodeus. Saved orphans will always drop an item. |
Ghosts
| Ghosts, aka wraiths, are long-dead spirits returned from the underworld guarding and populating demonic portals. They can move through all obstacles and are impervious to damage save from a small part of their chest. They will always travel directly up or down to match your level on a vertical plane then approach directly. Their movement generates an audible cue to how close they are when they can't be seen. |
Skeleton Knights
| Skeleton knights are the remains of long-dead knights re-animated by Asmodeus. Unlike their sentient counterparts, these Knights can teleport, and do so aggressively, although they will rarely teleport to slanted rooftops. Like knights, they have leaping attacks, can't be interrupted during close attacks, and may do double swings when stationary. |
Skeleton Archers
| Skeleton archers are the remains of long-dead monks re-animated by Asmodeus. Their tireless arms result in a faster, relentless rate of fire. When killed, they will transform into an abomination. |
Incubi
| Incubi are loud, bloated demons serving as guardians to pit exits and Abyss paths. They hurl large, slow-moving fireballs that can not be blocked with a shield. Their bellowing laughter will often drown out their surroundings, making it harder to hear when other enemies are alerted, teleport, or how close ghosts are. |
Cupids
| Cupids are tiny winged cherubs that were corrupted with the fall of Gabriel. They fly slowly but have the longest teleporation range of all creatues. They fire a pair of arrows but their aim is is often poor at a distance. However, they can fire arrows quickly after teleporting nearby. Cupids make a small grunt when firing their arrows, providing fair warning when attacking from a distance. |
Banshees
| Banshees are screeching feminine demons populating The Abyss and brought to Paradise Lost by the rise of Asmodeus. They are armed with magical staffs which fire a trio of guided arcane balls. They also perform staff twirls that can occasionally block arrows fired at them. They may also block the wide attack from Tempest arrows while holding their staff in front of them. |
Flaming Skulls
| Flaming skulls are slow-moving, but explosive detached skulls which serve as guardians in The Abyss. They usually appear in a cluster of three. Their murmurs are loud and diffused once alerted, often masking their true location. With the exception of those summoned by Asmodeus, flaming skulls can be swatted away as a shield and used as small bombs to kill other enemies. |
Summoners
| Summoners, aka totems, are towering monks populating The Abyss. They summon pentagram-marked abominations from a red orb surrounded by a damaging aura. They will only start summoning once aware of your presence and only while you are where the summoned abominations can reach you. Their summons can't be used to contribute to achievements nor to score points. Killing the summoner destroys the orb which will always drop an item. Since the summoner may also drop an item, it's possible to obtain two item drops from summoners. |
Exorcists
| Exorcists are tall warlocks inhabiting the crypts of Desolation. They protect their dens religiously by constantly summoning pools of lava under the feet of intruders until their last breath. |