Minibosses: Difference between revisions

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==Minibosses==
[[File:MinibossRoom.png|thumb|right|600px|Large room with multiple minibosses]]
[[File:PLACEHOLDER.png|frame|right|Large Room that Mini-bosses and Minions Spawn in]]
Minibosses are special enemies that can be encountered on floor two and below. They have loot tables that contain not only EXP and Gold, but also items such as potions, food, weapons, and more. Killing them in deeper floors will yield better rewards.
Minibosses are found on Floor 3 and below, there are two known ones which are the Scorpion Boss and the Mantis Boss. Both have fairly decent health points and hit quite hard on early level players and are recommended to be taken down as a team.  


They typically spawn in large rooms with many other minions that inflict damage from melee and range. The Mantis is unique in that it can cause a unique curse that can only be cured upon death. The Scorpion also has a nasty poison attack that inflicts 20 ticks of poison damage.
Their health scales depending on total levels of nearby players, and often the floor they spawn in. '''Note that you can encounter rooms where there are multiple minibosses!'''


==Mantis==
<gallery mode="packed-hover" heights="400px">
MantisMiniboss.png|A Mantis preparing its charge attack
</gallery>
The Mantis miniboss can be found in floor two and below. It will approach the nearest enemy before pausing a short distance away. After 2 seconds, it'll charge towards its target and attack rapidly for up to 2 seconds before flying away and launching numerous poison attacks.
The amount of melee attacks and frequency of poison attacks increase in deeper floors.


Work in progress
At floors five and six, it can afflict those caught by its melee attacks with the [[curses|Mind Toxin curse]] upon direct contact.


Minibosses spawn on floor 3 and below
==Scorpion==
<gallery mode="packed-hover" heights="400px">
ScorpionMiniboss.png|A Scorpion approaching
</gallery>
The scorpion miniboss can be found in floor two and below. Its initial combat strategy is simply to run towards a player to melee attack them. However, upon sustaining heavy damage or being struck with a melee attack, it'll attempt to run away whilst laying one or more eggs. If players aren't able to kill the eggs quickly enough, they can hatch into a ranged attacking bug (type varies depend on floor). When the scorpion's target is facing away from it, the scorpion will prepare a deadly sting attack that applies a large amount of poison if its target is caught unaware.


Minibosses apply [https://dungeons.block.land/wiki/curses curses]
On floors two and three, the scorpion's eggs hatch into [[Monsters#Floor 2|Bug Spitters]]. On floors four and five, the eggs hatch into [[Monsters#Floor 4|Mite Spitters]]. On floor six, the eggs will hatch into [[Monsters#Floor 6|Jumping Mites]].


Get Miniboss health per floor
==Dark Wraith==
<gallery mode="packed-hover" heights="400px">
DarkWraith.png|A Dark Wraith approaching
DarkWraith2.png|Dark Wraith charges its ShadowBomb attack
</gallery>
The Dark Wraith can be found in floor three and below, and will spawn with numerous allies. It uses a longsword that can pull players towards it when it performs its combo at point-blank, and a ShadowBomb when the player strays too far from itself.<br>
Reward Chests from Dark Wraiths can very rarely contain a Sword Fragment, which is used to [[Prayer#Crafting|craft]] the Wraithcutter.


Scorpion adds 20 poison per sting attack
==Wasp Swarm==
<gallery mode="packed-hover" heights="400px">
WaspSwarm.png|A Wasp Swarm approaching
</gallery>
Occasionally, the player may encounter a large wasp swarm instead of the usual miniboss. Having low health but being incredibly fast, wasps can easily kill a lone adventurer if they're unable to fend them off. They spawn in groups of 8 on the fourth floor, 10 on the fifth floor, and 12 on the sixth floor.
 
==Mesmerizing Shade==
<gallery mode="packed-hover" heights="400px">
MesmerizingShade.png|A Mesmerizing Shade and its clones
</gallery>
The Mesmerizing Shade can be found in floor four and below. A ranged spellcaster, its main gimmick is discreetly teleporting around while leaving behind clones of itself to confuse other combatants. By itself it will deal very low damage, but all of its clones have the same damage output and can become deadly if left unchecked.
 
==Mashhit==
 
<gallery mode="packed-hover" heights="400px">
Mashhit.png|The Mashhit standing near the effects of its fire attack
Mashhit2.png|The Mashhit attacking with its spear
</gallery>
 
When attempting to obtain [[Legendaries|Gram]], players must first fight against Mashhit in floor five or six before being able to claim their reward. Mashhit comes in three variants: Corrupting, Bloodthirsty, and Amok. Corrupting variants apply double the curse stacks, Bloodthirsty variants heal upon successfully landing a hit on you, and Amok variants deal more damage.
 
Mashhit will initially wield a spear when attacking in melee and switch to a Shadow Bolt attack when at range. Occasionally, they'll coat a 16x16 area with fire to limit the area that players can move safely. Upon dropping to ~15% HP, Mashhit will pull out a longsword for melee attacks which is impossible to dodge. If the player breaks line of sight with Mashhit, they'll teleport to an area nearby the player.
 
==Mind-Torn Guard==
<gallery mode="packed-hover" heights="400px">
mtg.png|A Mind-Torn Guard before it has engaged a player
</gallery>
Due to the influences of the Void and the dungeon, a wandering guard has lost sight of their main goal. Upon sighting a player, the guard will declare them as a player killer and that they're to be struck down. Much like Mashhit, the guard will switch to a shortsword when in melee range or a bow when far away. The damage output that the guard can deal is immense, and it's generally advised to keep a fair distance to have a better chance of surviving the ordeal.
 
When the guard initially drops to or below 50% HP, they will receive Sarmina's blessing alongside having their health restored to 75%. Whilst in this state, the guard will receive benefits of the Crown of Protection, and become invincible for 3 seconds.
As a last ditch attempt, they will fire off a Sunburst spell shortly after reaching 10% HP.

Latest revision as of 23:31, 5 May 2025

Large room with multiple minibosses

Minibosses are special enemies that can be encountered on floor two and below. They have loot tables that contain not only EXP and Gold, but also items such as potions, food, weapons, and more. Killing them in deeper floors will yield better rewards.

Their health scales depending on total levels of nearby players, and often the floor they spawn in. Note that you can encounter rooms where there are multiple minibosses!

Mantis[edit]

The Mantis miniboss can be found in floor two and below. It will approach the nearest enemy before pausing a short distance away. After 2 seconds, it'll charge towards its target and attack rapidly for up to 2 seconds before flying away and launching numerous poison attacks. The amount of melee attacks and frequency of poison attacks increase in deeper floors.

At floors five and six, it can afflict those caught by its melee attacks with the Mind Toxin curse upon direct contact.

Scorpion[edit]

The scorpion miniboss can be found in floor two and below. Its initial combat strategy is simply to run towards a player to melee attack them. However, upon sustaining heavy damage or being struck with a melee attack, it'll attempt to run away whilst laying one or more eggs. If players aren't able to kill the eggs quickly enough, they can hatch into a ranged attacking bug (type varies depend on floor). When the scorpion's target is facing away from it, the scorpion will prepare a deadly sting attack that applies a large amount of poison if its target is caught unaware.

On floors two and three, the scorpion's eggs hatch into Bug Spitters. On floors four and five, the eggs hatch into Mite Spitters. On floor six, the eggs will hatch into Jumping Mites.

Dark Wraith[edit]

The Dark Wraith can be found in floor three and below, and will spawn with numerous allies. It uses a longsword that can pull players towards it when it performs its combo at point-blank, and a ShadowBomb when the player strays too far from itself.
Reward Chests from Dark Wraiths can very rarely contain a Sword Fragment, which is used to craft the Wraithcutter.

Wasp Swarm[edit]

Occasionally, the player may encounter a large wasp swarm instead of the usual miniboss. Having low health but being incredibly fast, wasps can easily kill a lone adventurer if they're unable to fend them off. They spawn in groups of 8 on the fourth floor, 10 on the fifth floor, and 12 on the sixth floor.

Mesmerizing Shade[edit]

The Mesmerizing Shade can be found in floor four and below. A ranged spellcaster, its main gimmick is discreetly teleporting around while leaving behind clones of itself to confuse other combatants. By itself it will deal very low damage, but all of its clones have the same damage output and can become deadly if left unchecked.

Mashhit[edit]

When attempting to obtain Gram, players must first fight against Mashhit in floor five or six before being able to claim their reward. Mashhit comes in three variants: Corrupting, Bloodthirsty, and Amok. Corrupting variants apply double the curse stacks, Bloodthirsty variants heal upon successfully landing a hit on you, and Amok variants deal more damage.

Mashhit will initially wield a spear when attacking in melee and switch to a Shadow Bolt attack when at range. Occasionally, they'll coat a 16x16 area with fire to limit the area that players can move safely. Upon dropping to ~15% HP, Mashhit will pull out a longsword for melee attacks which is impossible to dodge. If the player breaks line of sight with Mashhit, they'll teleport to an area nearby the player.

Mind-Torn Guard[edit]

Due to the influences of the Void and the dungeon, a wandering guard has lost sight of their main goal. Upon sighting a player, the guard will declare them as a player killer and that they're to be struck down. Much like Mashhit, the guard will switch to a shortsword when in melee range or a bow when far away. The damage output that the guard can deal is immense, and it's generally advised to keep a fair distance to have a better chance of surviving the ordeal.

When the guard initially drops to or below 50% HP, they will receive Sarmina's blessing alongside having their health restored to 75%. Whilst in this state, the guard will receive benefits of the Crown of Protection, and become invincible for 3 seconds. As a last ditch attempt, they will fire off a Sunburst spell shortly after reaching 10% HP.