Enemies and bosses
The mine's dead: the horde, the realms' own, the magic and the rare, and the bosses at the end of the roads.
The horde · The realms' own · Magic and rare · Modifiers · Bosses
They grow with depth. The numbers below are at the surface. Deeper, every mob has more life and hits harder, and past depth 50 the horde grows faster still (bosses keep the straight line). The shallows hit softer: ×0.55 at the surface, full by depth 45.
| Depth | 0 | 25 | 50 | 75 | 100 | 150 |
|---|---|---|---|---|---|---|
| Life | ×1 | ×2.5 | ×4 | ×7 | ×13 | ×34 |
| Damage | ×0.6 | ×1.5 | ×2.8 | ×3.9 | ×5.8 | ×11 |
| Boss life | ×1 | ×2.5 | ×4 | ×5.5 | ×7 | ×10 |
The dark's own. A road pack, den or hall mob standing in the Myrkr hits ×1.5 and takes only 60% of your damage (a violet ring coils round its feet). Throw a flare at it, or pull it into the light. Chamber waves and bosses are never the dark's.
Telegraphs. Every big blow shows first: a red circle that fills, a lane, a dashed line. The dark never hides a warning.
The horde
Everywhere in the mine. Each kind joins the waves from its depth, a bigger share the deeper you go.
Draugr
The mine's restless dead, and most of every horde. Now and then one drops its head and barrels down a short lane at you: the Belly Charge.
Cave Bat
A flock of five: tiny, fast, swerving in arcs. One hit each, so swing wide.
Draugr Brute
A heavy, slow draugr. Every few seconds it stops and smashes the ground where you stand: a red circle fills, then lands.
Leaping Draugr
Crouches, marks where you stand with a circle, and lands on it.
Brood-mother
A spider with egg sacs round her. She bites and spits a web that slows. When she dies every sac still whole hatches spiderlings, so burst the sacs first.
Whirling Draugr
Roots itself when close, a ring fills round it, and then it whirls. Step out of the ring.
Bile-Spitter
Keeps its distance and lobs bile where you stand. The splash leaves a puddle that burns.
Ulfhedinn
A wolf-skin draugr. Wounded below half, or when an ally falls beside it, it enrages: faster feet, quicker blows. Finish what you wound.
Bloated Draugr
Shambles up, swells, and bursts in a wide ring. Kill it at range, or run.
Shield-Draugr
Its shield blocks most blows and shots from the front. Hit it from the side, burn it with skills, or break the shield with your movement skill.
Seidr-warder
Stands at the back and chants a ward onto the three nearest dead. Reach the back line.
Barrow-Digger
Sinks into its grave, crawls toward you as a mound, and bursts up under your feet.
Chain-draugr
Aims along a dashed line and throws a hook. A hit drags you to it and dazes you. Sidestep it, or charge through it.
Necro-Skald
Stands back and chants the dead up round itself. Kill it first.
Barrow-Wraith
Drifts through rock. A shimmer appears beside you, and then it is there, swiping fast.
Bone-thrower
Keeps its distance and throws bones. Sidestep, charge through, or let your swing swat the bone out of the air.
Egg sac
The brood-mother's. It sits still; left whole when she dies, it hatches three spiderlings.
Spiderling
What hatches from a brood-mother's sacs: small, quick and weak, and they come in swarms.
Draugr Champion
The Champion: a towering draugr that leads halls, guards dens and joins the Elite node's waves. It hits hard; watch its blows.
Hoard thief
A gold-laden wight that runs for a crack in the wall. Catch it before it dives, and its sack is yours.
Only in the Hoard thief node.
The realms' own
In each realm the horde takes that realm's shape: its own kinds take the place of a share of the plain ones. None before depth 8, full strength by depth 40.
Svartalfheim Earth
Skeleton Warrior
Svartalfheim's foot soldier: a draugr's numbers in old bones.
Takes the place of 35% of the plain draugr.
Cave Wolf
Runs in packs of four: fast, low and weak. They bite and dart away.
Takes the place of 8% of the plain draugr.
Skeleton Archer
Svartalfheim's bone-thrower: it shoots arrows, and they fly faster than bones.
Takes the place of 50% of Bone-throwers.
Moss Troll
Svartalfheim's Champion: slams the ground, and carries a shield of moss and stone that blocks from the front.
Takes the place of 50% of Draugr Champions.
Muspelheim Fire
Fire Imp
Runs in packs of four, and pounces from a distance.
Takes the place of 18% of the plain draugr.
Fire Mage
Muspelheim's bone-thrower: it throws fireballs that leave the ground burning.
Takes the place of 100% of Bone-throwers.
Magma Golem
Muspelheim's Champion: lobs lava that burns where it lands, and leaves a pool of it where it dies.
Takes the place of 100% of Draugr Champions.
Cinder Spitter
Muspelheim's spitter: its lava splashes burn longer and hotter than bile.
Takes the place of 100% of Bile-Spitters.
Niflheim Ice
Frost Wraith
Niflheim's dead: it blinks to you through the dark and leaves ice that slows where it dies.
Takes the place of 65% of the plain draugr.
Ice Wolf
Niflheim's wolves: packs of four, fast and weak.
Takes the place of 14% of the plain draugr.
Rime Witch
Niflheim's bone-thrower: its ice chills you, so you move slower.
Takes the place of 100% of Bone-throwers.
Polar Bear
Niflheim's Champion: it charges down a long lane, and the charge stuns.
Takes the place of 100% of Draugr Champions.
Magic and rare
Any kind of the horde can come magic (a pack sharing one modifier, glowing blue) or rare (a named leader with several, glowing yellow).
Magic
Life ×1.6 (×1.3 on an elite body) · 1 modifier · experience ×2 · drops roll 2×
Rare
Life ×5 (×2 on an elite body) · damage ×1.15 · 2 modifiers, 3 from depth 60 · experience ×3 · drops roll 1×, +1 a modifier
| Where | From depth | Chance there | Rising to |
|---|---|---|---|
| A sleeping pack on the road is magic | 3 | 12% | 25% by depth 60 |
| ...or led by a rare | 6 | 4% | 10% by depth 60 |
| A chamber wave holds a magic clump | 3 | 20% | 45% by depth 60 |
| A chamber holds a rare and its pack | 6 | 15% | 40% by depth 60 |
| The Champion leading a hall is rare | 6 | 35% | 70% by depth 60 |
| The Champion guarding a den is rare | 6 | 35% | 70% by depth 60 |
The Elite node's Champion is always rare, with 1 modifier more.
Modifiers
The word over a magic or rare mob's head. A rare also takes a by-name from one: "Hrolf the Swift".
| Modifier | What it does | From depth |
|---|---|---|
| Swift "…the Swift" | Moves and strikes faster. | 0 |
| Hulking "…the Mountain" | Much more health, bigger, hard to knock back. | 0 |
| Plagued "…the Rotten" | Leaves a pool of bile where it dies. | 5 |
| Enraged "…the Furious" | Below 40% health it moves and strikes much faster. | 6 |
| Regenerating "…the Undying" | Heals when left alone for 3 seconds. | 6 |
| Shield-bearing "…Shield-breaker" | Blocks blows from the front. Your movement skill breaks the shield. | 8 |
| Volatile "…the Bursting" | Bursts where it dies, after a moment. | 10 |
| Chilling "…Cold-hand" | Its hits chill you: you move slower for a while. | 10 |
| Oath-sworn "…Oath-keeper" | When it dies, its pack enrages. Rare only. | 10 |
| Warded "…the Warded" | A ward takes the blows first, and regrows after 4 seconds unhit. | 12 |
| Molten "…the Unburnt" | Leaves burning ground where it dies. | 12 |
| Rimed "…Frost-beard" | Leaves ice where it dies: it slows you. | 12 |
| Splitting "…the Twofold" | Dies into two smaller ones. They drop nothing. | 14 |
| Vampiric "…Blood-drinker" | Heals itself with every blow that lands on you. | 16 |
| Cursed "…the Accursed" | Leaves a curse where it dies: you take more damage in it. | 20 |
| Brood-caller "…the Caller" | Calls up more of its kind. They drop nothing. Rare only. | 20 |
Bosses
The season has 3 bands of 100 depths. Every band ends at its gate; half-way down, all its roads meet at a sub-gate; out on the side lanes wander others.
Gates unlock the next band at the mine (for that class, this season). The last band's gate is the season's final boss: nothing lies below it, and it drops only what outlives the run (hats, cloth and thread).
The sub-gate at depth 50 of every band must be passed to go deeper, but ends nothing and unlocks nothing.
Wandering bosses (1 a band) stand in the same place for everyone this season: the first-kill board is a race to them. First kills →
The chamber gutters. 50 s after a boss rises, its chamber's light starts to fail, over 40 s: the Myrkr closes in on a fight that lasts.
Draugr Jarl
The gate of the first band. A huge draugr lord with burning eyes: he slams the ground, and below half his life he enrages, slams in bursts and calls up the dead.
Drops Hall-Cleaver, Jarl's Crook, Grave-String (one of your class's, 25% a kill)
Galdra, the Corpse-Singer
The gate of the second band: a seidr-witch who never fights you herself. She throws rime, raises the dead, wards them, and slips away when you get close. Cut through to her.
Drops Varg-Fang, Singer's Tongue, Wyrm-Rib (one of your class's, 25% a kill)
Nidgraf, the Grave-Father
The gate of the last band: a vast barrow-digger with a wall of life. He burrows up under you, lobs tar that slows, and whirls when you stand close. Enraged, the floor runs out.
Drops Varg-Fang, Singer's Tongue, Wyrm-Rib (one of your class's, 25% a kill)
Draugr Hersir
The Jarl's man, waiting half-way down every band where all roads meet. Lesser than a gate boss, but you must go through him.
Drops Hall-Cleaver, Jarl's Crook, Grave-String (one of your class's, 25% a kill)
Hrimgrim, the Rime Jarl
A wandering Jarl, rimed: tougher and slower, and his slams come faster and wider.
Drops Hall-Cleaver, Jarl's Crook, Grave-String (one of your class's, 25% a kill)
Glodir, the Ember Jarl
A wandering Jarl, burning: faster and harder-hitting, with less life. Enraged, he slams four times and calls more dead.
Drops Hall-Cleaver, Jarl's Crook, Grave-String (one of your class's, 25% a kill)
Vargmodir, the Den-Mother
A huge wolf with her pack. A long charge down a lane that stuns, then two pounces. Enraged, she calls six more wolves and charges twice for every pounce.
Drops Varg-Fang, Singer's Tongue, Wyrm-Rib (one of your class's, 25% a kill)