敌人
Moboria 没有命名怪物。每场突袭会从深渊中抽取几个敌人种族,各有多种变体,并一次一场对决地派它们对付你的队伍。最后一个敌人永远是首领。
类别
每个敌人种族都属于三个类别之一。每个职业都有一个宿敌:该职业的英雄对该类别的敌人造成的伤害提高10%。各职业能做什么,请参阅英雄。
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.
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.
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.
敌人阶级
Enemy
1x同种族普通敌人的生命值
Each raid has one enemy per participant. The last one is the boss.
Miniboss
1.5x同种族普通敌人的生命值
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
2x同种族普通敌人的生命值
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.
首领阵型
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.
| 阵型 | 英雄 | 敌人 |
|---|---|---|
| 3x1 | 3 | 1 |
| 2x1 | 2 | 1 |
| 1x1 | 1 | 1 |
| 2x2 | 2 | 2 |
首领预警与格挡
大多数首领技能会提前2次攻击发出预告。利用这段时间:在攻击命中前,在聊天室输入 !guard 应对,受到的伤害会小得多。 Knight 也可以改用自己的技能 Taunt 来应对。
没有预警时格挡,会白白浪费下一次攻击的100%,所以请等预告出现再格挡。
敌人种族
数值为突袭等级 10 下的普通敌人;每个范围涵盖该种族的所有变体。在真实突袭中,它们会随突袭等级和玩家人数而成长,更强的变体会在更深处出现。
Humanoids
| 敌人 | 攻击次数 | HP | 攻击 | 防御 % | 暴击 % | 闪避 % | 变体 |
|---|---|---|---|---|---|---|---|
| Human | 近战 | 225–255 | 10–12 | 15–21 | 15–21 | 10–14 | 3 |
| Orc | 近战 | 225–255 | 10–12 | 15–21 | 6–18 | 8–12 | 3 |
| Goblin | 远程 | 180–210 | 9–11 | 3–9 | 18–24 | 12–16 | 4 |
| Lizardfolk | 近战 | 195–225 | 9–10 | 6–21 | 21–24 | 10–12 | 3 |
| Cyclops | 近战 | 240 | 12 | 18 | 3 | 4 | 3 |
| Minotaur | 近战 | 225–270 | 10–15 | 18–27 | 6–12 | 0–8 | 3 |
Beasts
| 敌人 | 攻击次数 | HP | 攻击 | 防御 % | 暴击 % | 闪避 % | 变体 |
|---|---|---|---|---|---|---|---|
| Spider | 远程 | 150–180 | 5–9 | 0–6 | 18–30 | 10–18 | 4 |
| Wolf | 近战 | 195–240 | 9–12 | 6–18 | 12–18 | 4–10 | 4 |
| Bat | 近战 | 165 | 7 | 0 | 12 | 20 | 4 |
| Slime | 近战 | 225–285 | 8–10 | 0–6 | 0–3 | 0–4 | 3 |
| Dragon | 近战 | 225–270 | 9–14 | 12–21 | 9–15 | 2–8 | 3 |
| Naga | 近战 | 225 | 11 | 15 | 15 | 8 | 3 |
| Troll | 近战 | 240 | 10 | 21 | 3 | 2 | 3 |
Cursed
| 敌人 | 攻击次数 | HP | 攻击 | 防御 % | 暴击 % | 闪避 % | 变体 |
|---|---|---|---|---|---|---|---|
| Skeleton | 远程 | 210–225 | 9–10 | 6–21 | 12–24 | 8 | 4 |
| Zombie | 近战 | 225 | 9 | 6 | 3 | 0 | 3 |
| Shadow | 近战 | 195–225 | 8–10 | 0–9 | 6–18 | 12–16 | 3 |
| Imp | 远程 | 180–210 | 8–10 | 0–6 | 15–21 | 6–14 | 4 |
| Gargoyle | 近战 | 240 | 8 | 30 | 0 | 0 | 3 |
| Oni | 近战 | 225 | 12 | 18 | 9 | 8 | 3 |
| Mimic | 近战 | 150–270 | 7–13 | 0–18 | 0–21 | 0–12 | 3 |
Mimic 很稀有:每场突袭有1%的几率出现一个,在最深处会升至10%。