Zap Eel
Zap Eel
When it appears
- The miniboss of Yawm in every stage of its roster. On the clock: Every 300 s.
Numbers
| Health | 750 |
| Move speed | 1.2 |
| Push resistance | 3 |
| Damage reduction | 1 |
| Damage amplification | 1 |
| Loot chance | 100% |
| Experience given | 500 |
| Damage threshold | 5 |
- Push resistance 3: a hit slows it far less than it slows a normal monster, and it is back to full speed 3 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.
Special drop
On top of its usual pickups, this monster can drop an ingredient when it dies in one particular way.
| Drops | |
| When | The hit that kills it comes from Chain Lightning or Thunder Storm. |
| Chance | 100% |
| How many | 1 |
What its tier means
- Miniboss. Killing one moves the region's roster on to its next stage: new monsters take the roles, and the stage can change how many arrive and how strong they are.
- 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
| 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: 750 health at 1, and a multiplier of 2 makes it 1500, 5 makes it 3750. 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.