Regions/Mirna

Mirna

"A world fallen is not devoid of magic nor secrets…" The wastes of Mirna has nearly fallen to The Tide. There is no one left to save, only destruction to be wrought.
Starting region

How to unlock

Every run starts here. Nothing to unlock.

Monsters you meet here

MonsterRoleTierHealthSpeedExperienceLoot chanceWhen it arrives
Common monsterCommon100.8100.5%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).
InterloperCommon501.2100%On the clock: Every 104 s.
SprinterCommon102.4255%Sometimes on the clock: Every 75 s; Every 60 s; Every 49 s; Every 30 s (only part of the time, or only later in a run).
EliteElite1500.8150100%Sometimes on the clock: Every 150 s; Every 75 s; Every 60 s (only part of the time, or only later in a run).
BombBomb101.75250.5%Sometimes on the clock: Every 120 s; Every 75 s; Every 49 s (only part of the time, or only later in a run).
Elite bombBombElite501.5750.5%Sometimes on the clock: Every 120 s; Every 75 s; Every 60 s; Every 49 s (only part of the time, or only later in a run).
MinibossMinibossElite5000.75500100%On the clock: Every 300 s.

This is the roster a run starts with, stage 1 of the region's spawn setting. Each miniboss you kill moves it on a stage, so others take these roles later in the same run (see how the roster changes, below).

Boss

BossSnake Boss
Health2500
Speed3
Experience3000
Seconds between attacks5
Region rewardMana Crystal Slab
Corrupted-region rewardCrystal Fang

It fights faster once it drops under half its health, and beating it is what opens the next region. Its own page has the full pattern.

Who appears when

The common monster of the current stage arrives on its own all the time: 90 a minute at the start of a run (180 in the final battle and on hard mode), spread over one spawn tick every 0.25 seconds, each tick up to 33% above or below the average.

At the start of a run that is Slug.

While a boss fight is on, it is 180 a minute instead.

A run opens with 5 of them at once.

No more than 300 monsters are on the field at once: a spawn that comes while the field is full is skipped.

The wave number starts at 0 and goes up by one every 60 seconds; many counts below grow with it. A change to common monsters a minute is worked out from the normal starting rate, so a stage that scales the rate scales those changes too.

WhenWhat arrivesWhat else changes
Every 1000 sDeath: one arrives, 1.5 screens outnothing
At 2:00, then 600 s later for every boss you have killed
while no boss is on the field
nothing newyour magus says "Something's coming…"
the screen shakes
At 7:30, then 600 s later for every boss you have killed
while no boss is on the field
nothing newyour magus says "It's getting closer…"
a boss distance readout counts down from 10000000 metres to 0 over 150 seconds
Every 600 sSnake Boss: arrives, and the boss fight starts52.2 fewer common monsters a minute (-58% of the starting rate)
the music turns tense
Every 300 sBig Zap (miniboss): one arrives, 1.5 screens out
Thrower: a surge, one per 3 minutes survived (with Shifting Tide)
54 more common monsters a minute (+60% of the starting rate)
a cage is drawn around you: it pens you in, and brings no monster with it
monster strength +0.5
Every 150 s
only when the 300 s step does not fire on the same second
Big Slug (elite): one arrives, 1.4 screens out
Thrower: a surge, one per 3 minutes survived, at least 1 (with Shifting Tide)
monster strength +0.25
18 more common monsters a minute (+20% of the starting rate)
Every 120 s
only when none of the 300 s, 150 s steps fires on the same second
Bomb-omb (bomb): a surge, one per minute survived
Bomb-omb Big (elite bomb): a surge, one per 3 minutes survived (from 6 minutes in)
Bomb Thrower: one arrives, 1.4 screens out (from 11 minutes in, with Shifting Tide)
29.7 fewer common monsters a minute (-33% of the starting rate)
monster strength +0.1
Every 120 snothing newthe nearest unopened chest is marked on your map
Every 104 sWorm (interloper): 2 per minute survived drop in as one clump, each with +1 on top of the strength multipliernothing
Every 75 s
while no boss is on the field, with Hazard Pay
nothing new3 to 8 Hazard Pay traps drop around you, 20 to 40 units out, scaling up over 20 minutes
Every 75 s
while no boss is on the field
a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: Bomb-omb (bomb, 50%), Sprinter (sprinter, 50%) (the 4th firing, then one firing in 3)
a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: Bomb-omb Big (elite bomb, 80%), Big Slug (elite, 20%) (otherwise, the 6th firing, then one firing in 5)
Slug (common monster): a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes (otherwise, not the first firing)
nothing
Every 60 s
only when none of the 300 s, 150 s, 120 s steps fires on the same second
Big Slug (elite): one arrives, 1.4 screens out
Sprinter (sprinter): a surge, one per minute survived
Bomb-omb Big (elite bomb): a surge, one per 3 minutes survived (from 5 minutes in)
90 more common monsters a minute (+100% of the starting rate)
monster strength +0.1
Every 49 s
while no boss is on the field
10 drop in as one clump, each with +1 on top of the strength multiplier at the start of a run, rising to +1.5 by 10 minutes; how many clumps: a random number from 1 to 0.4 per minute of run time, rounded down: Sprinter (sprinter, 65%), Bomb-omb (bomb, 30%), Bomb-omb Big (elite bomb, 5%, until 5 minutes in, Sprinter instead)nothing
Every 30 s
only when none of the 300 s, 150 s, 120 s, 60 s steps fires on the same second
Slug (common monster): a surge, 1.5 per minute survived, rounded down
Sprinter (sprinter): a surge, one per 2 minutes survived (from 2 minutes in)
Thrower: a surge, one per 5 minutes survived, at least 1 (from 20 minutes in, with Shifting Tide)
nothing

Monsters in this table are the ones of stage 1, the roster a run starts with; each role is filled by the current stage's monster, see how the roster changes below.

While you extract

While you extract (never in the final battle), every spawn tick also rolls this table once for every 30% of the common monsters it brought. Each roll is out of 100 and picks one line.

MonsterChanceHow manyWhere
Big Slug (elite)30%12 screens out
Sprinter (sprinter)20%31.6 screens out
Bomb-omb Big (elite bomb)25%12 screens out
Bomb-omb (bomb)20%31.6 screens out
Big Zap (miniboss)2%13 screens out

The other 3% of rolls bring nothing extra.

How the roster changes

The roster moves on one stage every time you kill a miniboss.

Nothing on the clock moves it, so a run that leaves the miniboss alive keeps its starting monsters for as long as it lasts.

After stage 5 the next move goes back to stage 2, and the loop carries on from there.

Every move past the last stage also makes every monster except bosses faster: +0.25 to their speed multiplier each time, up to 2 times their speed.

Stage 1 is where every run starts; its entry changes never apply to that first stage.

RoleRoster stage 1Roster stage 2Roster stage 3Roster stage 4Roster stage 5
Common monsterSlugSnailshroomWormThe ThingSlug
InterloperWormThe ThingSlugSnailshroomWorm
SprinterSprinterSprinterThe ThingThe ThingSprinter
EliteBig SlugJellyshroomJellyshroomJellyshroomBig Slug
BombBomb-ombBomb-ombBomb-ombBomb-ombBomb-omb
Elite bombBomb-omb BigBomb-omb BigBomb-omb BigBomb-omb BigBomb-omb Big
MinibossBig ZapBig ZapBig ZapBig ZapBig Zap
Common monsters a minute, on entering-x0.33x0.93x0.93x0.93
Monster strength, on entering--+0.1+0.25x5
Surge on entering-Snailshroom: 5--Slug: one per minute survived

The first 10 minutes

The same rules run second by second and grouped by the minute they land in, with no miniboss killed, no run modifier active and every step that waits for no boss on the field treated as clear. The common monster's own steady arrival is left out.

Difficulty ramp

Monster strength multiplies every monster's health and the experience it gives, once it is above 1. Monsters a minute is how many of the common monster arrive on their own between the steps.

WhenMonster strengthCommon monsters a minute
When a run beginsset to 190 normally, 180 in the final battle and on hard mode
Every 600 s52.2 fewer common monsters a minute (-58% of the starting rate)
Every 300 smonster strength +0.554 more common monsters a minute (+60% of the starting rate)
Every 150 s
only when the 300 s step does not fire on the same second
monster strength +0.2518 more common monsters a minute (+20% of the starting rate)
Every 120 s
only when none of the 300 s, 150 s steps fires on the same second
monster strength +0.129.7 fewer common monsters a minute (-33% of the starting rate)
Every 60 s
only when none of the 300 s, 150 s, 120 s steps fires on the same second
monster strength +0.190 more common monsters a minute (+100% of the starting rate)
On reaching stage 2 of the rosterx0.33
On reaching stage 3 of the roster+0.1x0.93
On reaching stage 4 of the roster+0.25x0.93
On reaching stage 5 of the rosterx5x0.93
When the boss fight starts, before the first death scene has played and while you have died fewer than 2 times+20
While a boss fight is on180, in place of the rate above

What that adds up to

Time into the runMonster strengthSlug healthCommon monsters a minute
5 minutesx2.1521282.6
10 minutesx3.333423
20 minutesx5.656756
30 minutesx7.9781089
60 minutesx14.81472088

The same steps worked out on the clock, with no miniboss killed and no boss fight. Every miniboss kill moves the roster on a stage and can change both numbers, so a real run usually climbs faster than this.

Music

Has its own combat theme.

Every map plays the same combat track and switches its mood instead of its song. The game keeps one setting for that and moves it to a different value on each of the 7 maps it knows.

How the ground is built

Chance of small scenery64%
Chance of medium scenery77%
Chance of large scenery95%
Space kept clear around small scenery2
Space kept clear around medium scenery4
Space kept clear around large scenery6
Space kept clear around the biggest scenery6
Scatter luck a chunk starts with100
Scatter luck lost each time something is placed-100
Chance of a hazard67%
Size of one piece of ground10
Pieces of ground kept loaded around you2
Distance before a piece of ground unloads5

The ground is built in pieces as you walk, and these are the settings it is scattered with. They change what the map looks like and how much cover you get, not how strong the monsters are.

What map objects give

The map picks each prop at random from a list, every entry equally likely. These are the ones that give you something, and exactly how much. Each works once.

Chest. 1 of the 3 special objects the map picks from. Walk into it to open it. It gives a card, not an item: a choice of spells when you have a free spell slot, otherwise a choice of spell upgrades (see Cards).

Mirnan heart tree. 1 of the 3 special objects the map picks from. Draw a heart around it. You get 1 heart (draw a circle around it for 1 Life Gem, or walk into it to heal instead) and 1 to 2 Sap Syrup.

Mirnan circle tree. 1 of the 3 special objects the map picks from. Draw a circle around it. You get 1 to 3 large mana motes (draw a circle around it for 1 Mana Gem, or walk into it for 10 mana instead) and 1 to 2 Sap Syrup.

Corrupted Mirna

The game also carries a corrupted Mirna. It is built from the same layout settings as Mirna, so it is the same ground under a different sky.

History

  • 1.1.2
    • Description. Before: "A world fallen is not devoid of magic nor secrets..." The wastes of Mirna has nearly fallen to The Tide. There is no one left to save, only destruction to be wrought. After: "A world fallen is not devoid of magic nor secrets…" The wastes of Mirna has nearly fallen to The Tide. There is no one left to save, only destruction to be wrought.

Full list of this build.

maguscircle.wikibuild 1.1.2