Enemies/Big Slug
Big Slug

Big Slug

The elite of Mirna's starting roster.
Elite

When it appears

  • The elite of Mirna in stages 1 and 5 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). Sometimes on the clock: Every 150 s; Every 75 s; Every 60 s (only part of the time, or only later in a run).
  • The elite of the Moon map, from the start of a run. Sometimes on the clock: Every 150 s; Every 120 s; Every 75 s; Every 60 s; Every 30 s (only part of the time, or only later in a run).
  • One in the first spell tutorial.

Numbers

Health150
Move speed0.8
Push resistance2
Damage reduction1
Damage amplification1
Loot chance100%
Experience given150
Damage threshold5
  • Push resistance 2: a hit slows it far less than it slows a normal monster, and it is back to full speed 2 times sooner.
  • Loot chance 100%: the roll it makes for a chest when it dies. After the first 1000 seconds of a run the chance is divided by a number that grows to 5 at the one hour mark, so chests dry up late.
  • Experience given also rises with the run's monster strength, by the same multiplier as its health.
  • Damage threshold 5: inside the Magus Circle mansion only, every 5 damage it takes shakes an extra pickup loose. It does nothing in the four regions.

What its tier means

  • Elite. The tough version. It is the only kind that rolls for a chest when it dies, the run's damage bonus against elites is what applies to it, and elite crit chance and elite crit damage are added on top of the normal ones. Touching it costs more than touching a common monster. Run stats: Damage against Elites, Crit Chance against Elites, Crit Damage against Elites.

Attacks

Contact

Touching it costs you one point of health, plus whatever the run's Heavy Hitters bonus adds, because it is an elite. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.

Immunities and behaviour

No immunities and no special movement behaviour.

How its health scales

In Mirna: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; +0.1 on reaching stage 3 of the roster; +0.25 on reaching stage 4 of the roster; x5 on reaching stage 5 of the roster.

In Yawm, Elysia, Yomori: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; x5 on reaching stage 4 of the roster.

Where two of these steps land on the same second, only one of them fires: the region's own page shows which.

In Mirna, the first boss fight also adds 20, as long as the first death scene has not played and you have died fewer than 2 times.

Once the multiplier is above 1, this enemy spawns with its base health multiplied by it: 150 health at 1, and a multiplier of 2 makes it 300, 5 makes it 750. The experience it gives is multiplied the same way.

Other things change this monster on top of that. Hard mode gives it 2 times its health and 1.25 times its speed. The energized run modifier gives every monster 1.25 times its speed. While you are extracting, every monster moves 1.15 times as fast. Each time a region's roster runs past its last stage, every monster except bosses gets +0.25 to its speed multiplier, up to 2 times its speed.

maguscircle.wikibuild 1.1.2