Wizard Snail
Wizard Snail
When it appears
- The common monster of Yomori in stages 1 and 4 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). All the time on its own: 90 a minute at the start of a run. Sometimes on the clock: Every 75 s; Every 30 s (only part of the time, or only later in a run).
- On the field the moment Yomori loads, 5 of them.
Numbers
| Health | 30 |
| Move speed | 0.8 |
| Push resistance | 2 |
| Damage reduction | 1 |
| Damage amplification | 1 |
| Loot chance | 0% |
| Experience given | 10 |
| Damage threshold | 5 |
- 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 only matters on an elite: nothing else rolls for a chest when it dies, whatever this number says.
- 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.
Special drop
On top of its usual pickups, this monster can drop an ingredient when it dies in one particular way.
| Drops | |
| When | It falls off the edge of the ground and dies. Monsters only fall on Yomori, the Yomori Corrupted map and the Mansion map, and a boss or a flying monster never falls. |
| Chance | 50% |
| How many | 1 |
What its tier means
- Common. An ordinary monster of the wave. Touching it costs you one point of health. Run stats: Damage against Normal Enemies.
Attacks
Contact
Touching it costs you one point of health. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.
Immunities and behaviour
| Artwork faces right | Only an art setting: its picture is drawn facing right, so the game mirrors it. |
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: 30 health at 1, and a multiplier of 2 makes it 60, 5 makes it 150. 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.