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 id | 9070 (ES_StoryMonster, story 9, area 4); BossFinal = 0 |
| Model | Hero 20055 (body radius 1.0; no type flag) |
| Attribute points | 10 across the board |
| Poise / Resilience | 70 (regen 10) / 160 (regen 20); Stamina 80 |
| Crit resistance | 600: the crit bonus against him is multiplied by 0.6 |
| Weak points | No 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 cost | SanDamage 130 |
| Self-heal | His 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:
| State | Suffix | Gear |
|---|---|---|
| 1 | 1 | Bare hands, the weak state: swing and back-step L1, pants for breath S1, state-change moves (see Hidden mechanics) |
| 2 | 2 | Barrel and throwables: fire pots NSS2, bomb charge SP2, poison darts HP2, black sprites OP2, kick LP2, barrel hits LL2, smoke bomb H2 |
| 3 | 3 | Ladle and pole: heavy and light ladle combos HH3, LL3, pole vault S3, jump slam SP3 |
| 4 | 4 | Hammer: 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.
| Journey | Level | Stage | Health | Physical attack | Elemental attack | Defence | Elemental resist. | Pierce resist. |
|---|---|---|---|---|---|---|---|---|
| 1 | 25 | Whole fight | 12,565 | 425 | 412 | 296 | 417 | 835 |
| 2 | 50 | Whole fight | 21,315 | 737 | 725 | 343 | 500 | 1,000 |
| 3 | 70 | Whole fight | 26,740 | 940 | 975 | 368 | 515 | 1,030 |
| 4 | 89 | Whole fight | 30,065 | 1,130 | 1,212 | 378 | 522 | 1,045 |
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.
| Move | What it does | Phase | Flat power and effects | Attack mult. | AI (range, cone, chance, cooldown) |
|---|---|---|---|---|---|
L1 | Swing and step back | 70 phys | x0.7 | ≤4 m · 30° · 35% · cd 6s | |
S1 | Pants for breath (vulnerable) | 110 phys | x1 | 35% · cd 10s | |
NH1 | To state 4 (no barrel) | 110 phys | x1 | ||
NSS2 | Throws fire pots (arc) | 80 fire | x0.8 | 4–12 m · 30° · 35% · cd 5s | |
SP2 | Charges holding a bomb | 80–120 phys, guard break 150 | x0.8-1.2 | 5–12 m · 30° · 35% · cd 6s | |
HP2 | Throws poison darts | 110 poison, Poison | x1 | 4–15 m · 30° · 35% · cd 8s | |
OP2 | Calls black sprites that throw firecrackers | 110 phys, guard break 150 | x1 | 35% · cd 18s | |
LP2 | Kick | 100 phys, guard break 200 | x1 | ≤4.5 m · 45° · cd 2s | |
LL2 | Barrel: 2 hits | 100 phys | x1 | 4.5–5.5 m · 45° · cd 2s | |
H2 | Smoke bomb (leaves a cloud) | 50 phys | x0.5 | 6–13 m · 30° · 35% · cd 8s | |
HH3 | Ladle: heavy combo | 80–100 phys | x0.8-1 | 4.5–6 m · 45° · cd 2s | |
LL3 | Ladle: light combo | 80–110 phys | x0.8-1.1 | 4.5–6 m · 45° · cd 2s | |
S3 | Pole vault | 110 phys, guard break 150 | x1 | 3–18 m · 30° · 35% · cd 6s | |
SP3 | Jump and slam | 100 phys, guard break 150 | x1 | 4–8 m · 45° · 35% · cd 4s | |
LL4 | Hammer: light combo | 110 phys | x1.1 | 4.5–5.5 m · 45° · cd 2s | |
HP4 | Hammer charge | 110–130 phys, guard break 150 | x1-1.3 | 7–15 m · 45° · 35% · cd 5s | |
SP4 | Hammer sweep | 80 phys | x0.8 | ≤5.5 m · 60° · cd 5s | |
OP4 | Grab | 120 phys, guard break 150 | x1.2 | 2–5.5 m · 45° · 35% · cd 8s | |
DP4 | Parry (below 70% HP; heals him) | x1 | 45° · 30% · cd 15s | ||
NL1 | To state 2 (no barrel) | 110 phys | x1 | ||
NLP1 | To state 2 (picks up the barrel) | 110 phys | x1 | ||
ND1 | To state 3 (no barrel) | 110 phys | x1 | ||
NDP1 | To state 3 (picks up the barrel) | 110 phys | x1 | ||
NHP1 | To state 4 (picks up the barrel) | 110 phys | x1 | ||
skill102 | Dodge (state 2 only) | x1 | cd 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 1 | Journey 2 | Journey 3 | Journey 4 |
|---|---|---|---|---|
| Poison darts HP2 (110, poison) | 522 | 835 | 1085 | 1322 |
| Bomb charge SP2 (120, physical) | 630 | 1004 | 1248 | 1476 |
| Hammer charge HP4 (130, physical) | 682 | 1088 | 1352 | 1599 |
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,
BarrelHpPercent0.1); 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 theisWeakflag atanimalbase_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 fromIsChangeTimeArrival,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) carryDamageSub900, 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.
DP4is 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 fromES_SkillDataHeroId 20055 and the skill-condition check inanimalbase.lua:4215-4230.) - Pants for breath is free damage.
S1is 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 (
OP4grab at 2 to 5.5 m, chargeHP47 to 15 m) and use the barrel states for your openings. - The poison darts
HP2apply poison, the smoke bombH2leaves a cloud: both reward a sidestep and a forward roll rather than blocking. - Kill or ignore the black sprites that
OP2calls, but note that the arena is cleaned of them when he dies.
Sources#
- Tables:
ES_StoryMonsterrow 9070;ES_HeroData20055 (all weak-point multipliers 0);ES_StatusData10110, 10111;ES_SkillDataHeroId 20055 (DamageSub900 on skills 3, 20-24);ES_StoryQuest99104, 99109, 99112, 99113, 99115;ES_Achievement40003;ES_SkillDataHeroId 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.mdsection 17 andreports/data/boss_moves.json(hero 20055).