Bestiary & items
Everything that appears in Delve. In the game, herbs and scrolls stay unidentified until used.
Monsters
Deeper floors make the same monster a little tougher. Kills give experience and sometimes an item.
Blob B1–4F
HP 4 · Atk 1 · Def 0 · EXP 2
Chases and hits
Bat B1–6F
HP 7 · Atk 3 · Def 0 · EXP 3
Chases and hits
Toadstool B2–8F
HP 12 · Atk 4 · Def 1 · EXP 5
Starts asleep; may wake when you approach
Pilferer B3–12F
HP 10 · Atk 3 · Def 1 · EXP 7
Steals an item and flees; drops it when killed
Sniper B4–14F
HP 14 · Atk 5 · Def 2 · EXP 9
Shoots from a distance when in line
Rockman B6–16F
HP 30 · Atk 9 · Def 6 · EXP 16
Chases and hits
Swiftwolf B9–20F
HP 20 · Atk 8 · Def 2 · EXP 20 · moves twice
Chases and hits
Wisp B11–24F
HP 24 · Atk 10 · Def 4 · EXP 26
Starts asleep; may wake when you approach
Rustknight B14–30F
HP 40 · Atk 13 · Def 8 · EXP 42
Chases and hits
Dragonet B20–30F
HP 55 · Atk 16 · Def 9 · EXP 80
Shoots from a distance when in line
Nibbler B2–7F
HP 7 · Atk 2 · Def 0 · EXP 4
Each hit drains 10 fullness
Rattlebones B5–13F
HP 18 · Atk 7 · Def 3 · EXP 12
Chases and hits
Hex Elder B7–16F
HP 14 · Atk 5 · Def 2 · EXP 14
Hits sometimes sap 1 strength
Magpie B10–22F
HP 22 · Atk 7 · Def 3 · EXP 22 · moves twice
Steals an item and flees; drops it when killed
Shadowcat B16–27F
HP 34 · Atk 12 · Def 6 · EXP 38 · moves twice
Chases and hits
Horned Fiend B24–30F
HP 70 · Atk 20 · Def 11 · EXP 110
Hits sometimes sap 1 strength
Shopkeeper shops
HP 200 · Atk 30 · Def 15 · EXP 300 · moves twice
Guards the shop. Leave without paying and it hunts you. Drops a fortune
Items
Herbs (unidentified until used; throwable)
Mend Herb from B1F
Heals 30 HP
Bloom Herb from B4F
Fully heals, +2 max HP
Might Seed from B3F
+1 strength
Bitter Herb from B2F
-1 strength. Throw it at a monster instead
Drowse Herb from B2F
Sleep 5 turns. Throw it to put a monster to sleep
Haze Herb from B5F
Confuses every monster in the room
Bread
Bread from B1F
+50 fullness
Big Bread from B6F
Fills you up completely
Scrolls (unidentified until read)
Scroll of Light from B1F
Reveals the whole floor
Scroll of Warp from B2F
Teleports you somewhere on this floor
Scroll of Thunder from B4F
30 damage to every monster in the room
Scroll of Insight from B2F
Identifies everything you carry
Scroll of Whetting from B5F
+1 to your equipped sword
Scroll of Tempering from B5F
+1 to your equipped shield
Scroll of Pitfall from B3F
Drops you to the next floor
Scroll of Cleansing from B4F
Lifts every curse in your bag
Staffs (charges; target ahead)
Staff of Gust from B3F
Blows the monster ahead back; 10 damage if it hits a wall
Staff of Binding from B4F
Holds the monster ahead for 10 turns
Staff of Swapping from B6F
Swap places with the monster ahead
Staff of Sapping from B8F
Halves the HP of the monster ahead
Swords (plus values; Whetting adds +1; cursed ones will not come off until Cleansed)
Club B1–8F
+3 attack
Copper Sword B3–12F
+5 attack
Iron Sword B6–16F
+7 attack
Steel Sword B9–22F
+10 attack
Great Cleaver B14–30F
+13 attack
Thunder Blade B18–30F
+16 attack
Ember Greatsword B24–30F
+20 attack
Shields (plus values; Tempering adds +1; can be cursed)
Pot Lid B1–8F
+2 defense
Leather Shield B3–12F
+4 defense
Iron Shield B6–16F
+6 defense
Steel Shield B9–22F
+8 defense
Giant Shield B14–30F
+11 defense
Mirror Shield B18–30F
+14 defense
Dragon Shield B24–30F
+18 defense
Arrows (fly straight ahead)
Wooden Arrows from B1F
Throw for 5 damage in a straight line
Gold (adds to score)
Gold from B1F
Adds to your score when you bring it back