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Treasure Thieves is the DLC boss better known in the data as the Black Sprite King. He switches between four weapon states, throws fire pots, poison darts and smoke bombs, calls black sprites, and has the highest Defence of the three DLC bosses. He is one of the Bosses and is fought in the DLC arena Arena14012.

Overview#

Story monster id9070 (ES_StoryMonster, story 9, area 4); BossFinal = 0
ModelHero 20055 (body radius 1.0; no type flag)
Attribute points10 across the board
Poise / Resilience70 (regen 10) / 160 (regen 20); Stamina 80
Crit resistance600: the crit bonus against him is multiplied by 0.6
Weak pointsNo bonus damage: all weak-point multipliers are 0 (x1) and he gets no bonus Resilience loss on armour break (WeaknessPermilSub = 0). The barrel is a weak collider with its own pool (see Hidden mechanics)
Sanity costSanDamage 130
Self-healHis parry DP4 restores 5% of his maximum Health

Phases#

He has no grade at all (GetGradeThreshold = 0, one empty row in ES_StoryMonsterProperty). The suffix of a move name is the state he is in:

StateSuffixGear
11Bare hands, the weak state: swing and back-step L1, pants for breath S1, state-change moves (see Hidden mechanics)
22Barrel and throwables: fire pots NSS2, bomb charge SP2, poison darts HP2, black sprites OP2, kick LP2, barrel hits LL2, smoke bomb H2
33Ladle and pole: heavy and light ladle combos HH3, LL3, pole vault S3, jump slam SP3
44Hammer: light combo LL4, charge HP4, sweep SP4, grab OP4, parry DP4

The moves NL1, NLP1, ND1, NDP1, NHP1 and NH1 move him between the states, either picking up or dropping the barrel.

Stats#

How the numbers scale#

Stats come from the model's attribute points plus the placement level and the grade rows of ES_StoryMonsterProperty (New Game Plus enemy scaling#What a level does to a stat). Journey 1 is the first playthrough; journeys 2 to 4 are New Game Plus, and later journeys reuse journey 4 (BattleData.GameLoopMax = 4). The values below were calculated with the game's own formula and rounded down.

JourneyLevelStageHealthPhysical attackElemental attackDefenceElemental resist.Pierce resist.
125Whole fight12,565425412296417835
250Whole fight21,3157377253435001,000
370Whole fight26,7409409753685151,030
489Whole fight30,0651,1301,2123785221,045

His Defence (296 at journey 1) is about 45% higher than Guderian's, and his elemental resistance is only slightly lower than Guderian's.

Moves#

The "Attack mult." column is each move's BaseRate.

MoveWhat it doesPhaseFlat power and effectsAttack mult.AI (range, cone, chance, cooldown)
L1Swing and step back70 physx0.7≤4 m · 30° · 35% · cd 6s
S1Pants for breath (vulnerable)110 physx135% · cd 10s
NH1To state 4 (no barrel)110 physx1
NSS2Throws fire pots (arc)80 firex0.84–12 m · 30° · 35% · cd 5s
SP2Charges holding a bomb80–120 phys, guard break 150x0.8-1.25–12 m · 30° · 35% · cd 6s
HP2Throws poison darts110 poison, Poisonx14–15 m · 30° · 35% · cd 8s
OP2Calls black sprites that throw firecrackers110 phys, guard break 150x135% · cd 18s
LP2Kick100 phys, guard break 200x1≤4.5 m · 45° · cd 2s
LL2Barrel: 2 hits100 physx14.5–5.5 m · 45° · cd 2s
H2Smoke bomb (leaves a cloud)50 physx0.56–13 m · 30° · 35% · cd 8s
HH3Ladle: heavy combo80–100 physx0.8-14.5–6 m · 45° · cd 2s
LL3Ladle: light combo80–110 physx0.8-1.14.5–6 m · 45° · cd 2s
S3Pole vault110 phys, guard break 150x13–18 m · 30° · 35% · cd 6s
SP3Jump and slam100 phys, guard break 150x14–8 m · 45° · 35% · cd 4s
LL4Hammer: light combo110 physx1.14.5–5.5 m · 45° · cd 2s
HP4Hammer charge110–130 phys, guard break 150x1-1.37–15 m · 45° · 35% · cd 5s
SP4Hammer sweep80 physx0.8≤5.5 m · 60° · cd 5s
OP4Grab120 phys, guard break 150x1.22–5.5 m · 45° · 35% · cd 8s
DP4Parry (below 70% HP; heals him)x145° · 30% · cd 15s
NL1To state 2 (no barrel)110 physx1
NLP1To state 2 (picks up the barrel)110 physx1
ND1To state 3 (no barrel)110 physx1
NDP1To state 3 (picks up the barrel)110 physx1
NHP1To state 4 (picks up the barrel)110 physx1
skill102Dodge (state 2 only)x1cd 6s

Raw strength of three typical hits#

A move's raw strength is attack stat x the move's attack multiplier + the move's flat power, using the stat that matches its damage type; your defence or resistance then reduces it (see Damage formula and Damage types and resistances). The table shows that raw number before your defence is applied.

Move (flat power, type)Journey 1Journey 2Journey 3Journey 4
Poison darts HP2 (110, poison)52283510851322
Bomb charge SP2 (120, physical)630100412481476
Hammer charge HP4 (130, physical)682108813521599

Drops and rewards#

His row has no drop list, no story item and no sanity drop. Defeating him fires these quests: 99104 (leave boss mode; achievement Beg, Borrow or Steal, id 40003), 99115 (removes the black-sprite placements 9200 to 9225 from the arena), 99112 (opens a door), 99113 (dialog 94267) and 99109 (save).

Hidden mechanics#

  • No weak points, no Resilience shortcut. Every weak-point multiplier in his model is 0, so a hit on any body part does the same damage, and breaking his armour only gives the guaranteed critical hit. The barrel is the one special target; see the next entry.
  • The barrel is his weak spot and the weak state is a punishment window. Hits on the barrel collider drain a separate pool of 10% of his maximum Health (1,256 at journey 1, BarrelHpPercent 0.1); when it is empty his Resilience is set to 0 and he is Weakened and drops the barrel (hero20055_value.lua:14-57; hero20055.lua:266-278; whether the barrel collider is the model's weak collider is inferred from the isWeak flag at animalbase_value.lua:2083-2097). When a Weakened state ends while he holds the barrel, ladle or hammer, he switches to state 1 (hero20055.lua:384-392). In state 1 he gives himself status 10110 (physical defence -40% of base) and 10111 (max Resilience -30%) (hero20055.lua:112-127; ES_StatusData); a state is held for at most 30 s (state 1) or 120 s (the others) before a change is forced (inferred from IsChangeTimeArrival, hero20055.lua:84-99; hero20055_define.lua:53-54).
  • The state-change moves are armoured. Skills 3 and 20 to 24 (NH1, NL1, NLP1, ND1, NDP1, NHP1) carry DamageSub 900, a 90% damage reduction while their armour window is open (Damage formula#6. Damage-reduction moves).
  • Crit bonus cut to 60%. His crit-resist stat of 600 multiplies your crit damage bonus by 0.6.
  • The parry heals him. DP4 is only chosen at 70% Health or lower (SkillDP4HPPercent = 0.7), has a 30% chance and a 15 s cooldown; the second part restores 5% of his maximum Health (hero20055.lua:728-740, HpAddPercent = 0.05). That is about 629 Health at journey 1 per successful parry. Do not attack into the hammer stance when he faces you.
  • He can only dodge in state 2. Every skill row of this model carries a state number in SkillCondition (state 1 rows 1-3 and 20-24, state 2 rows 4-10 and 102, state 3 rows 11-14, state 4 rows 15-19), and the Dodge row (102) is a state 2 row, so he cannot dodge while he holds the ladle, the hammer or no barrel. (Derived from ES_SkillData HeroId 20055 and the skill-condition check in animalbase.lua:4215-4230.)
  • Pants for breath is free damage. S1 is a 4 second recovery with a 35% chance and a 10 s cooldown; it is a built-in opening.
  • Some moves deal 999 Poise damage (see Poise and stagger) (inferred: a guarded hit of that size will still stagger you).
  • Sanity cost 130. Same as the other DLC bosses; about 38% of his Health drops you to the Lunatic line.

Strategy#

  • Stay out of the hammer state's reach (OP4 grab at 2 to 5.5 m, charge HP4 7 to 15 m) and use the barrel states for your openings.
  • The poison darts HP2 apply poison, the smoke bomb H2 leaves a cloud: both reward a sidestep and a forward roll rather than blocking.
  • Kill or ignore the black sprites that OP2 calls, but note that the arena is cleaned of them when he dies.

Sources#

  • Tables: ES_StoryMonster row 9070; ES_HeroData 20055 (all weak-point multipliers 0); ES_StatusData 10110, 10111; ES_SkillData HeroId 20055 (DamageSub 900 on skills 3, 20-24); ES_StoryQuest 99104, 99109, 99112, 99113, 99115; ES_Achievement 40003; ES_SkillData HeroId 20055.
  • Code: hero20055.lua:84-127, 266-278, 301-303, 384-392, 728-740; hero20055_value.lua:14-57; hero20055_define.lua:30-33, 46, 49-54, 72; attack20055.lua:183, 1243, 1476-1480; animalbase_value.lua:2463-2467.
  • Move list: reports/bosses_and_enemies.md section 17 and reports/data/boss_moves.json (hero 20055).
Categories:Bosses