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New room variant, or changed behaviour for "Slowly Mobbing" Rooms.

New room variant, or changed behaviour for "Slowly Mobbing" Rooms.

The room description for the "Slowly Mobbing" room type states that the inactive waves gradually become active. I haven't run Maiz in many years, but that certainly matches my memory. When I last ran it, my characters were weak, so I had difficulty wiping out all the active mobs before the second wave joined in.

Recently ran Maiz and encountered a variant I have not seen before. It's like the slowly mobbing room, but the second wave doesn't become active until all the first wave has been killed. I checked this by running away and using crises escape. I went over three minutes without killing anything, and none of the inactive mobs became active.

So what changed. Is it:

(a) The existing Slowly Mobbing room type has had its behaviour changed; or

(b) A new variant has been added that is similar to the old Slowly Mobbing variant, but the old variant still exists.

My memory of Maiz is that we always encountered every room variant at least once in every run of the dungeon, and I haven't seen the old Slowly Mobbing behaviour, so I'm guessing it's (a), but I'll do a few more runs to verify this before changing anything on the page.

No matter whether it's (a) or (b), we need a new name to describe the new behaviour. "Slowly mobbing" suggests the inactive mobs become active based on a timer, and that's no longer the case.

The best name I've come up with is "Visible Queue". We get to see all the mobs we're going to have to fight, even if they aren't all active to fight yet. Not a great name, but I don't have anything better so far. The other alternatives I had were longer, like "All visible, some inactive." And that's not even a completely accurate name, because this variant does exist in a one wave form, where all the mobs are active from the start. (This is NOT the same as the "one wave" version of the traditional Trapped Chest Room that is the most common room type. In a trapped chest room, the exit is initially open, closes when you hit the chest, and reopens when the last mob is killed, and one mob in the wave awards you a key which opens the exit to a LATER room. In the one wave version of the Visible Queue room, the exit is initially closed, has a coloured keyhole, and reopens when the last mob is killed. You never see a key. (However, if you are trying to analyse the zone structure of the dungeon, a process that it best started by tracking key colours, pretend that killing the last mob awards you a key that matches the coloured keyhole, but you never see the key because it's immediately used to open the door to THIS room.)

Does anyone have a better suggestion than "Visible Queue"?

Is anyone currently running Karu for other reasons? If so, can you report if Karu's Slowly Mobbing rooms have also changed? (I'm currently trying to collect the Stone Gargoyle transformation on my 3 characters, so I'm going to be doing lots of runs of Maiz. I don't currently have other reasons to run Karu, but I'll get around to checking it eventually if no one beats me to it.)

Librarian (talk)00:01, 28 May 2025