Elites & Mini-Bosses
Any mob you fight can be promoted to a tougher role. Elites and Mini-Bosses keep their base creature identity but gain scaled stats, larger rewards, and a unique combat rotation. They are marked everywhere they appear with a coloured role pill so you can spot them at a glance.
Roles
There are three instance-level mob roles:
- Normal — the baseline mob. No pill is shown.
- Elite — a tougher variant marked with a blue Elite pill. Hits harder, survives longer, and rewards more XP.
- Mini-Boss — the toughest variant, marked with a gold Mini-Boss pill. It has the largest stat scaling and a telegraphed finisher in its rotation.
Roles are applied to a specific encounter, not baked into the creature. The same family member can show up as Normal in one fight and Elite in another. The pill appears next to the mob's name in encounter-site rooms, single-mob combat playback, and your combat history, so a promoted mob is always obvious before and during the fight.
Where They Appear
Promoted roles can show up during ordinary exploration as well as inside encounter sites:
- Normal exploration & travel ambushes — each ambushing mob has a 5% chance to be an Elite. Single-mob ambushes are never Mini-Bosses.
- Encounter sites — each mob slot has a 10% chance to roll Elite. Sites with 3+ rooms are guaranteed at least one Elite in the final room, and the final room has a 35% chance to add a Mini-Boss when there is still room for that guaranteed Elite. Larger sites guarantee additional Elite pressure in the closing rooms.
Stat Scaling
Role multipliers are applied after any prefix and active world or zone event modifiers, so a promoted mob stacks all three. The multipliers are:
| Stat | Elite | Mini-Boss |
|---|---|---|
| Max HP | 1.6x | 2.4x |
| Damage | 1.15x | 1.3x |
| Accuracy | 1.08x | 1.12x |
| Defence | 1.08x | 1.12x |
| Magic Defence | 1.08x | 1.12x |
| Evasion | 1x | 1.05x |
| XP reward | 1.4x | 2x |
Combat Rotations
In encounter sites, promoted mobs do not just have bigger numbers — they fight differently. Encounter-site Elites and Mini-Bosses run a family-themed rotation (spider, wolf, bandit, treant, spirit, undead, or caster) with a setup move, a damage spike, and, for Mini-Bosses, a telegraphed finisher. Their special and spike actions are amplified relative to a normal mob:
| Action | Elite | Mini-Boss |
|---|---|---|
| Special damage | 1.25x | 1.45x |
| Spike damage | 1.5x | 1.9x |
| Debuff strength | 1x | 1.25x |
A Mini-Boss telegraphs its finisher a round in advance, giving you a window to defend, heal, or burst it down before the hit lands. Exploration and travel Elites use the same base combat pattern as their underlying mob, with only the role stat, XP, durability, and display changes applied.
Rewards & Costs
Elites and Mini-Bosses award more combat XP (1.4x and 2x respectively) on top of any prefix XP bonus. They also wear your gear down faster: durability degradation is multiplied by 1.5x against Elites and 2x against Mini-Bosses, versus 1x for a normal mob.
In completed encounter sites, defeated promoted mobs also improve the final chest. Each defeated Elite adds a +20% material-roll bonus and 1 extra signature material roll. Each defeated Mini-Boss adds a +50% material-roll bonus and 2 extra signature material rolls. These promoted-role bonuses improve site materials, not potion rewards or ordinary open-world mob drops.
Bestiary
Roles are an encounter-time property, so the Bestiary tracks them by base creature, not as separate entries. Defeating an Elite Cave Bat counts toward the same Cave Bat kill total as a normal one, and the Bestiary shows the creature's base (un-promoted) stats. Unlike prefixes, which are recorded per-creature, Elite and Mini-Boss variants are not catalogued separately — the role pill in combat and combat history is where you see them.
Key Constants
| Constant | Value | Description |
|---|---|---|
NORMAL_EXPLORATION_ELITE_CHANCE | 5% | Chance an exploration/travel ambush mob is an Elite |
ENCOUNTER_SITE_ELITE_CHANCE | 10% | Per-slot chance an encounter-site mob rolls Elite |
MINI_BOSS_CHANCE | 35% | Chance the final room of a 3+ room site is led by a Mini-Boss |
MIN_ROOMS_FOR_PROMOTED_ROLES | 3 | Minimum site room count before guaranteed Elite / Mini-Boss placement applies |
ROLE_REWARD_BONUSES.elite.materialRollMultiplier | +20% | Final chest material-roll bonus per defeated encounter-site Elite |
ROLE_REWARD_BONUSES.elite.signatureRolls | 1 | Extra final chest signature material rolls per defeated encounter-site Elite |
ROLE_REWARD_BONUSES.mini_boss.materialRollMultiplier | +50% | Final chest material-roll bonus per defeated encounter-site Mini-Boss |
ROLE_REWARD_BONUSES.mini_boss.signatureRolls | 2 | Extra final chest signature material rolls per defeated encounter-site Mini-Boss |
DEGRADATION_MULTIPLIER.elite | 1.5x | Durability degradation multiplier when fighting an Elite |
DEGRADATION_MULTIPLIER.mini_boss | 2x | Durability degradation multiplier when fighting a Mini-Boss |