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Shadow Shaman (dangerous)


Shadow Shaman (dangerous)
Shadow Shaman (dangerous)
Type Monster
Location Dangerous Mines
Floors 81-119
HP 310
Damage 21-30
Defence 6
Speed 3
XP 15

The dangerous Shadow Shaman is the single most awkward monster the Shrine of Challenge puts into the Mines, not because of its own strength but because of what it does for everything around it. Its healing spell restores a far larger amount than the ordinary version's, enough to undo a sustained attack on a dangerous Shadow Brute in one cast, and it keeps throwing the green fireball that leaves the farmer Jinxed and stripped of defence. The tell is different too: a ring of leaves appears around it before it casts. It counts towards the hundred and fifty void spirits Gil rewards with the Savage Ring, exactly as the easier version does.


Behaviour


The order of a fight is everything here. A dangerous Shaman heals itself and every enemy standing near it for a large amount, and on floors where the other residents are dangerous Shadow Brutes with heavy health pools of their own, one cast can wipe out a minute of work. There is no interrupt. The only reliable play is to reach the Shaman before it has company worth healing, and to kill it before anything else on the floor.

The leaves are the warning. A ring of leaves forms around a dangerous Shaman just before a spell goes out, and that cue is the farmer's cue to either close the distance or get out of the fireball's way.

The fireball itself leaves the farmer Jinxed, which takes a large slice of defence away for several seconds. That is far worse on these floors than on the ordinary ones, because the monsters hitting the farmer afterwards do more damage to begin with. Retreating until the debuff clears is the right response, however much it costs in time. A Basilisk Paw removes the debuff from the game entirely and is the single best piece of kit for the dangerous mine.

Contact damage is a real threat on its own here, since a dangerous Shaman walks at the farmer as readily as a Brute does and hits for a range rather than a fixed figure.

Location


Dangerous Shadow Shamans appear on the lava floors of the Mines, from the eighties down to the bottom, and only while the mine is in its dangerous state. That state begins with Mr. Qi's Danger In The Deep order, taken from the board in Qi's Walnut Room, which flips the whole mine, resets the elevator and asks for the bottom within a week. Finishing it unlocks the Shrine of Challenge at the lowest floor, after which the mine can be switched between states at will, the change arriving the next morning.

Dangerous Shadow Brutes and Shadow Snipers hold the same depth. That trio is the worst combination in the mine: the Sniper shoots from across the room and blinds the farmer, the Brute walks in and refuses to be pushed back, and the Shaman stands behind both of them undoing the damage. Clearing from the back forward, Shaman first, is the only reliable sequence.

Radioactive Nodes appear nowhere else, so these floors are walked by anyone who wants Radioactive Ore. Travelling back to the entrance resets the layout for another pass.

Drops


The drop list is the ordinary Shaman's and does not improve. Void Essence comes off three kills in four, often twice, and remains the most heavily demanded monster drop in the game: fifty of it goes into an Iridium Band and one into every Mega Bomb. The dangerous floors are precisely where a farmer wants both.

Finished bars still fall out, Copper through Iridium, each rarer than the last, along with small stacks of Coal. On a floor where the bag is filling with Radioactive Ore and stone, a ready-made bar is a welcome shortcut past the Furnace.

The Rare Disc appears occasionally and is a Museum artefact, one of the pieces needed for the Burnt Offering reward. Dwarf Scrolls III and IV turn up rarely and belong in the Museum as well.

Items this monster can drop when it is defeated, with the chance of each.

Item Image Chance
Copper Bar Copper Bar 4%
Dwarf Scroll III Dwarf Scroll III 0.5%
Dwarf Scroll IV Dwarf Scroll IV 0.1%
Gold Bar Gold Bar 1%
Iridium Bar Iridium Bar 0.2%
Iron Bar Iron Bar 2%
Prismatic Shard Prismatic Shard 0.05%
Rare Disc Rare Disc 0.3%
Void Essence Void Essence 75%
Void Essence Void Essence 20%
Diamond Diamond 0.05%
Prismatic Shard Prismatic Shard 0.05%

Notes


Nothing about the loot justifies seeking these out. The reason to kill one is that it is healing something the farmer is trying to kill.

For the void spirit bounty, flipping the shrine off and sweeping the ordinary lava floors is much quicker, since a normal Shaman dies in a fraction of the swings. The count is shared with Shadow Brutes and Shadow Snipers in either state.

Monster Musk is the drink to leave behind on these floors. Two dangerous Shamans in one room can out-heal most weapons, and the musk makes that outcome far more likely.

All Monsters


Every entry in this group, with its key details.

Name Image Location HP Damage
Armored Bug Armored Bug Skull Cavern 1 8
Armored Bug (dangerous) Armored Bug (dangerous) Skull Cavern 250 20-27
Bats Bats The Mines & Skull Cavern 24, 36, 80, 300,; 268, 277 06, 07, 15, 30, 13, 14
Blue Squid Blue Squid The Dangerous Mines 310 18
Bug Bug The Mines 1 8
Bug (dangerous) Bug (dangerous) Dangerous Mines 250 15-16
Carbon Ghost Carbon Ghost Skull Cavern; The Dangerous Mines 190 25
Cave Fly Cave Fly The Mines 22 6
Cave Fly (dangerous) Cave Fly (dangerous) Dangerous Mines 266 13-15
Duggy Duggy The Mines 40 6
Duggy (dangerous) Duggy (dangerous) Dangerous Mines 280 8
Dust Sprite Dust Sprite The Mines 40 6
Dust Sprite (dangerous) Dust Sprite (dangerous) The Mines 280 13-15
Dwarvish Sentry Dwarvish Sentry Volcano Dungeon 300 18
False Magma Cap False Magma Cap Volcano Dungeon 290 15
Ghost Ghost The Mines 96 10
Grub Grub The Mines 20 4
Grub (dangerous) Grub (dangerous) Dangerous Mines 265 12-13
Haunted Skull Haunted Skull Quarry Mine; The Mines random dungeon floors 160 15
Haunted Skull (dangerous) Haunted Skull (dangerous) Dangerous Mines 310 19-26
Hot Head Hot Head Volcano Dungeon 215 18
Iridium Crab Iridium Crab Skull Cavern 240 15
Iridium Golem Iridium Golem Wilderness Farm 430 15
Lava Crab Lava Crab The Mines 120 15
Lava Crab (dangerous) Lava Crab (dangerous) Dangerous Mines 340 19-26
Lava Lurk Lava Lurk Volcano Dungeon 220 15
Magma Duggy Magma Duggy Volcano Dungeon 380 16
Magma Sparker Magma Sparker Volcano Dungeon 310 15
Magma Sprite Magma Sprite Volcano Dungeon 220 15
Metal Head Metal Head The Mines 40 15
Metal Head (dangerous) Metal Head (dangerous) Dangerous Mines 280 19-26
Mummy Mummy Skull Cavern 260 30
Mummy (dangerous) Mummy (dangerous) Skull Cavern 445 38-55
Mutant Fly Mutant Fly Mutant Bug Lair, Skull Cavern 66 12
Mutant Grub Mutant Grub Mutant Bug Lair 100 12
Pepper Rex Pepper Rex Skull Cavern 300 15
Putrid Ghost Putrid Ghost The Dangerous Mines 500 25
Rock Crab Rock Crab The Mines 30 5
Rock Crab (dangerous) Rock Crab (dangerous) Dangerous Mines 272 13
Royal Serpent Royal Serpent Skull Cavern 150 + (50 × tail segments) 32-48
Serpent Serpent Skull Cavern 150 23
Shadow Brute Shadow Brute The Mines 160 18
Shadow Brute (dangerous) Shadow Brute (dangerous) Dangerous Mines 370 22-32
Shadow Shaman Shadow Shaman The Mines 80 17
Shadow Shaman (dangerous) Shadow Shaman (dangerous) Dangerous Mines 310 21-30
Shadow Sniper Shadow Sniper The Mines 300 18
Skeleton Skeleton The Mines 140 10
Skeleton (dangerous) Skeleton (dangerous) Dangerous Mines, Quarry Mine 655 16-18
Skeleton Mage Skeleton Mage Dangerous Mines, Quarry Mine 355 20-25
Slimes Slimes The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon Varies Varies
Spider Spider The Mines (Shrine ON) 200 15
Squid Kid Squid Kid The Mines 1 18
Squid Kid (dangerous) Squid Kid (dangerous) The Dangerous Mines; Skull Cavern 250 22-32
Stick Bug Stick Bug The Dangerous Mines 700 20
Stone Golem Stone Golem The Mines 45 5
Stone Golem (dangerous) Stone Golem (dangerous) Dangerous Mines 283 13
Truffle Crab Truffle Crab The Farm 30 5
Wilderness Golem Wilderness Golem The Farm 30 5