Minecraft Dungeons:Enchanted

The term enchanted refers to mobs that have a glowing, slightly larger appearance than that of a regular $$. Enchanted mobs have higher damage resistance and one or more additional properties that make them more of a threat to heroes compared to standard mobs.

Enchanted mobs
Enchanted mobs obtain their enchantments from an, the , or spawn with enchantments. Passive, such as, and neutral mobs can also appear with enchantments.

Enchanted mobs have an enchanted glowing appearance. The more enchantments they have, the brighter their appearance. For example, a mob with 3 enchantments appears brighter than a mob with 1 enchantment. The mob also becomes slightly larger when enchanted.

Enchanted mobs are the hero's hunting target for the mystery merchant to unlock more slots in his stall and to change the way his stall looks. Enchanted mobs can overwhelm the hero much faster than mini-boss or mobs, especially on Apocalypse Plus threat levels, where they spawn in large numbers, are much faster, and have less stagger durations. On such high difficulties, these mobs are not to be approached recklessly. The presents the name, enchantments, and enchantment rarity (Common or Powerful) possessed by nearby enchanted mobs. Players can use this as an indication that enchanted mobs are close and plan ahead on how to confront them.

List of mob obtainable enchantments
can apply Double Damage or Fast Attack onto nearby mobs. Players using the artifact can apply Double Damage, Fast Attack, or Quick onto nearby Summoned mobs, such as the, and players. "Quick" can also be naturally obtained by certain ancient mobs. Enchanted mobs can possess any of the following properties:
 *  &mdash; Mob emits a circle that continuously damages players within it.
 *  &mdash; Mob emits a chilling aura that slows the player's movement and attack speed every 2 seconds.
 *  &mdash; Mobs deflect projectiles back at the player.
 *  &mdash; Mobs deal 2 times as much damage to the player. Similar to the Strength potion.
 *  &mdash; Mob emits an electrical burst every 5 seconds, dealing major damage to nearby players. So this means that mobs roll every 5 seconds.
 *  &mdash; Increased mob attack speed.
 *  &mdash; Mob leaves a trail of purple fire as it moves.
 *  &mdash; Mob attack speed increases by 50% when below half its maximum health.
 *  &mdash; Mob emits a pulse that pulls in nearby players every 10 seconds.
 *  &mdash; Mob receiving damage heals other nearby mobs.
 *  &mdash; Mob receive 50% less damage.
 *  &mdash; Mobs have higher movement speed. Similar to
 *  &mdash; Mob has a chance to summon an aura that heals it and all allies when attacking, ranged mobs have Instead.
 *  &mdash; Mobs regenerate health within seconds.
 *  &mdash; Mobs gain increased movement speed for a short duration after receiving damage.
 *  &mdash; 12.5% of damage received is applied onto the attacker.

Ranged mobs only

 *  &mdash; Ranged mobs have a chance of firing an additional shot when shooting.
 *  &mdash; Mobs that shoot projectiles have a chance to split into 5 more projectiles on impact.
 *  &mdash; Projectiles pull in allies of the player to the impact point of the arrow.
 *  &mdash; Projectiles fired from the mob become larger and deal more damage the longer the projectile travel.
 *  &mdash; Projectiles cause the player to levitate and take fall damage when hit.
 *  &mdash; Ranged mobs have a chance to shoot 5 projectiles instead of 1.
 *  &mdash; Projectiles create a poison cloud identical to those that throw wherever they land.
 *  &mdash; Mob inflicts increased ranged damage.
 *  &mdash; Projectiles fired heal the mobs' allies but not the player.
 *  &mdash; Has a chance to have their projectile bounce from player to player.
 *  &mdash; Mob steals speed from players hit by the projectile.
 *  &mdash; Projectiles apply Void Touched on the player, causing it to take more damage from further mob attacks.

Daily Trial mobs only

 *  &mdash; Mob damage to the player increases as player Health decreases.
 *  &mdash; Mob has a chance to inflict three times as much damage when they attack.
 *  &mdash; Mob has a chance to instantaneously repeat an attack right after attacking.
 *  &mdash; Lighting strikes nearby players after every attack.
 *  &mdash; Mob inflicts for 5 seconds, reducing the player's attack damage and increasing damage taken.

Seasonal Trials mobs only

 *  &mdash; Mob is invisible and cannot be targeted unless they are attacking or casting. Chills and Thrills event trials.

Ancient mobs and minions only

 *  — Mobs deal extra damage when at full health.
 *  — Mob attacks inflict.
 *  — Projectiles fired explode after a short duration.
 *  — Mob appears larger.
 *  — Mobs gain a percent of the player's health every time they attack.
 *  — Nearby mobs, not including the enchantment bearer, are resurrected upon death.
 *  — Mob attack speed increase upon attacking the player.
 *  — Mob Melee damage increased.
 *  — Mob projects a damaging wave after every attack in the direction of the attack.
 *  — Mob emits a damaging radius upon attack when player is nearby.

Raid captains only

 *   — Mob binds target and the target is unable to move.

Ancient mobs


Formidable and powerful boss-like variants of Enchanted mobs exclusive to, Ancient Mobs are gold glowing mobs, companioned by a group of enchanted minion mobs, possessing their own title name, and themed arena accessed through Hunt Doors. Ancients can possess over 5 enchantments simultaneously, some that would otherwise be player-exclusive, such as, and some only available to ancients. These mobs spawn once the player has interacted with a button within the ancient's arena. Upon the ancient's defeat, a Gilded item, within the ancient's loot pool, of any is dropped as a reward.

26 different ancient mobs exist within  that each minimum Rune requirements, satisfied by offering and sacrificing a combination of equipment possessing the runes required. Multiple ancient mobs can be fulfilled by a single overall offer Sacrificing, in addition to equipment, increases the ratio of Ancient Mobs occupying Hunt Doors rather than s.

10 Ancient mobs are locked to DLC due to their equipment drops:
 * Thundering Growth requires Jungle Awakens
 * Frostwarden requires Creeping Winter
 * Windbeard requires Howling Peaks
 * The Unending and Unstoppable Tusk requires Flames of the Nether
 * Vengeful Mariner and Abyssal Eye requires Hidden Depths
 * Scuttling Torment, The Swarm and  Watcher of The End requires Echoing Void

Weaknesses

 * and any ranged or melee weapon with deal extra damage to enchanted mobs.
 * , and any other ranged or melee weapon with  causes enchanted mobs to attack and hinder one another with their enchantments.

Trivia

 * The does not affect enchanted mobs.
 * Players can use ranged weapons with on enchanted mobs with the  enchantment, which makes the mob burn on its own trail.
 * Occasionally, animals can spawn enchanted, while the can rarely spawn enchanted on  and.
 * Regeneration, Heal Allies, Huge, Mob Resurrection Aura, and Invisible are obtainable on mobs but are not enchantable onto player equipment.
 * Only two boss mobs can be enchanted in a non-Ancient Hunt environment, the and the.
 * Mob Resurrection Aura is a 100% variant of the pre- "chance for mobs to revive" property.
 * Ancient Mobs can spawn enchanted; there is a minimum number of enchantments for each specific mob.
 * Due to a bug, ancient mobs may spawn with additional enchantments that they are not supposed to bear.