Minecraft Dungeons:Enchanted

Enchanted mobs are glowing, slightly larger mobs with higher damage resistance and 1 or more additional properties that make them more of a threat to players 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 are the player's hunting target for the to unlock more slots in his stall. Enchanted mobs can overwhelm the Player much faster than mini-boss or boss 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 Heads-up display 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 in.
 *  &mdash; Mob emits a chilling aura that slows the player's movement and attack speed.
 *  &mdash; Mobs deflect projectiles back at the player.
 *  &mdash; Mobs deal 2 times as much damage to the player. Similar to
 *  &mdash; Mob emits an electrical burst every 5 seconds, dealing major damage to nearby players.
 *  &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; 12.5% of damage received is applied onto the attacker.

Ranged mobs only

 *  &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; 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.

Daily Trial modified 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; 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 Hunts.png Ancient mobs only

 * ''' &mdash; Mob attacks inflict.
 *  &mdash; Makes a mob bigger.
 *  &mdash; Causes mobs to be resurrected upon death.
 *  &mdash; A damaging wave is projected after every attack in the direction of the attack.
 *  &mdash; Lighting strikes nearby players after every attack.
 * &mdash; Any nearby players are hit with a damaging wave if too close to the mob.

Ancient Hunts.png 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 Rarity is dropped as a reward.

21 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 a Hunt Doors rather than a Gold Rooms. 5 Ancient mobs are locked to DLC due to their equipment drops:
 * Thundering Growth requires Jungle Awakens
 * Frost Warden requires Creeping Winter
 * Windbeard requires Howling Peaks
 * The Unending and Unstoppable Tusk requires Flames of the Nether

Weaknesses

 * Ranged weapons with deal extra damage to enchanted mobs.
 * has tier 1 built-in.
 * Ranged weapons with causes enchanted mobs to attack and hinder one another with their enchantments.
 * has tier 1 built-in.

Trivia

 * Enchanted mobs have an enchanted light-glowing appearance. The more enchantments they have, the brighter their appearance. For example, a mob with 3 enchantments appears brighter than if the mob has 1 enchantment. The mob also becomes slightly larger when enchanted.
 * The does not work on 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 Piggy Bank can rarely spawn enchanted on Daily Trials and Seasonal Trials.
 * Quick, 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.
 * This is most likely because both bosses have Enchanters summon in their boss arenas, allowing them to be enchanted. Other bosses may be enchanted too, but can't because Enchanters don't spawn in their arena.
 * 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.