Enemies

Moboria has no named monsters. Each raid draws a few enemy races from the Deep, in several variants, and sends them at your party one duel at a time. The last enemy is always a boss.

Categories

Every enemy race belongs to one of three categories. Every class has a favored foe: heroes of that class deal 10% more damage to enemies of that category. See the heroes for what each class can do.

Humanoids

They have names, plans, and opinions about your plan.

Humans, orcs, goblins, lizardfolk, cyclopes and minotaurs: the thinking folk of the Deep. They fight with tactics, which is exactly why rogues, rangers and necromancers, who like to think one step ahead, hit them harder than anything else.

Hit harder by

RogueRangerNecromancer

Races

Human, Orc, Goblin, Lizardfolk, Cyclops, Minotaur

Beasts

Fangs, claws, scales, and no manners.

Wolves, spiders, bats, slimes, trolls, nagas and dragons: the creatures of the Deep that never learned to talk and see no reason to start. Knights, barbarians and druids know how to deal with them, and hit them harder than they hit anything else.

Hit harder by

KnightBarbarianDruid

Races

Spider, Wolf, Bat, Slime, Dragon, Naga, Troll

Cursed

Not alive, not entirely unalive, and very much in the way.

Skeletons, zombies, shadows, imps, gargoyles, oni, and the occasional mimic pretending to be a chest. Sorcerers and clerics, whose magic cuts straight through old curses, hit them harder than anything else.

Hit harder by

SorcererCleric

Races

Skeleton, Zombie, Shadow, Imp, Gargoyle, Oni, Mimic

Enemy tiers

Enemy

1xhealth of a common enemy of its race

Each raid has one enemy per participant. The last one is the boss.

Miniboss

1.5xhealth of a common enemy of its race

One per raid, only in raids with 8 or more enemies. 1.5x the health of a common enemy of its race, and up to 5.9% more health and attack.

Boss

2xhealth of a common enemy of its race

The last enemy of every raid. 2x the health of a common enemy of its race, and up to 17.6% more health and attack. It carries the biome's signature ability and fights in a boss format.

Boss formats

The boss fight is played as heroes x enemies. When the raid starts, the game compares the heroes' power with the enemy line-up and picks one of 3x1, 2x1, 1x1, 2x2 (from the weakest raid to the strongest); the format is then locked for the whole raid. Only the boss fight changes format.

FormatHeroesEnemies
3x131
2x121
1x111
2x222

Boss warning and guard

Most boss abilities are announced 2 attacks before they land. Use that window: answer in chat with !guard before the attack lands and it hurts you far less. Knights can answer with their skill, Taunt, instead.

-70%damage and effect from the announced attack if you guard in time
3.5xdamage from that attack if you do not answer
50%of your next basic attack is what a useful guard costs

Guarding when no warning is open wastes 100% of that next attack, so wait for the announcement.

Enemy races

Stats are for an ordinary enemy at raid level 10; each range covers all the variants of the race. In a real raid they scale with the raid level and the number of players, and stronger variants show up deeper.

Humanoids

EnemyAttacksHPAttackDefense %Crit %Dodge %Variants
HumanNot in raidsMelee225–25510–1215–2115–2110–143
OrcMelee225–25510–1215–216–188–123
GoblinRanged180–2109–113–918–2412–164
LizardfolkMelee195–2259–106–2121–2410–123
CyclopsMelee2401218343
MinotaurMelee225–27010–1518–276–120–83

Beasts

EnemyAttacksHPAttackDefense %Crit %Dodge %Variants
SpiderRanged150–1805–90–618–3010–184
WolfMelee195–2409–126–1812–184–104
BatMelee1657012204
SlimeMelee225–2858–100–60–30–43
DragonMelee225–2709–1412–219–152–83
NagaMelee22511151583
TrollMelee2401021323

Cursed

EnemyAttacksHPAttackDefense %Crit %Dodge %Variants
SkeletonRanged210–2259–106–2112–2484
ZombieMelee22596303
ShadowMelee195–2258–100–96–1812–163
ImpRanged180–2108–100–615–216–144
GargoyleMelee240830003
OniMelee2251218983
MimicRareMelee150–2707–130–180–210–123

Mimic is rare: each raid has a 1% chance to include one, rising to 10% at the deepest depths.