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Miku

Miku Izayoi, Spirit of Yesod: 5,000 HP, three phases, and a concert. Rooted at her keyboard in front of the organ Gabriel, she strikes with sound waves, binds, empowers herself, charms anyone with less EP than her and heals as she sings.

Early access Boss v0.0.2 6 min read

Miku Izayoi, Spirit of Yesod, doesn't fight: she gives a concert. On first contact the organ Gabriel rises behind her, the circular keyboard surrounds her, and she never moves again. Her songs carry twenty-four blocks, her waves go through armour: to reach her, you have to cross her music.

At a glance

5,000
HP
26
Armour
3
Phases
below 66% HP
Phase 2
below 33% HP
Phase 3
24 blocks
Song range
3 h
Respawn
500
Experience
  • Summon: /summon dateaslime:miku
  • Find her sanctum: /locate structure dateaslime:miku_sanctum
  • Angel: she carries Gabriel, and her songs are exactly those of a player carrying it: same effects, same range, same music.
  • Defences: immune to abnormal conditions and paralysis; resists magic, spiritual, physical and piercing attacks.

Like every Spirit, she adapts to the hits she takes, can be staggered by a big burst of damage, becomes enraged after six minutes of combat, and none of her blows can take more than a set share of your health at once. See The Spirits.

Behaviour

On first contact: "Gabriel rises behind Miku — the concert begins". The organ settles behind her and she never leaves her keyboard. If she is pushed or pulled out of the circle, she walks right back. While she plays, the audience has to come to the stage.

Her waves only hit her hostile audience: players, and the animals that belong to them. Her songs start from the keyboard and reach everything within 24 blocks (48 for Fantasia).

Phases and techniques

Technique Phase Range Effect Cooldown
Wave 1+ 30 blocks Narrow wave at her target: 9 HP, ignores armour, knockback 1.7 s
Symphony 1+ 14 blocks Wide cone (60° either side): 18 HP, ignores armour, knockback 9 s
Rondo 1+ 24 blocks 8 s song: Slowness VII, Weakness II, momentum cut 18 s
March 1+ 24 blocks 8 s song: Strength II, Speed II, Haste II, Resistance, Jump Boost for her 30 s
Requiem below 70% HP herself 5 s channel: up to 10% of her HP restored 45 s
Solo 2+ 24 blocks 8 s song: charms whoever doesn't resist (20 s for a player) 40 s
Fantasia 3 48 blocks 30 s: March, Requiem and 4 HP restored per second for her 10 min

When enraged, all these cooldowns are 30% shorter. Every song is announced on screen.

Phase 1 — Wave, Symphony, Rondo and March

The wave is her basic attack: a quick sonic strike at whoever she targets, up to 30 blocks, that no armour stops. Anyone who gets within 14 blocks eats the Symphony, a wide and much heavier cone. The organ traces its arcs in the direction of the blow: you can see where it comes from.

Songs last 8 seconds. Rondo ("Rondo — Miku's music binds you") nearly pins down whoever advances: Slowness VII, Weakness II and momentum cut with every bar — only those with more than 150 max HP are merely slowed. March ("March — Miku grows stronger with every bar") makes her stronger and quicker.

As soon as she drops below 70% of her HP, she can sing the Requiem ("Requiem — Miku heals: break her song!"): a 5-second channel that restores up to a tenth of her health. That is the thing to interrupt.

Phase 2 — Solo (below 66%)

Solo ("Solo — Miku sings to you. Don't listen") charms her hostile audience. A charmed player glows for 20 seconds and their blows no longer hurt her. Tamed animals caught by it stay charmed for a minute and turn against you.

Immune to Solo: Angel bearers, anything with more than 150 max HP, and anyone with at least as much max EP as her — which is rare, since she has a Spirit's reserve, two million magicules.

Phase 3 — Fantasia (below 33%)

As soon as the last phase begins, Miku plays Fantasia ("Fantasia — Miku plays everything at once"): for 30 seconds, across 48 blocks, she and those she has charmed receive March and Requiem, and she regains 4 HP per second. Meanwhile she casts no other song.

How to beat her

  • Cross the music: she won't come to you. The longer you stay at range, the more waves you eat; up close, expect the Symphony.
  • Rondo is telegraphed: when it's announced, you face eight seconds of near-immobility. Close in between two Rondos.
  • Break the Requiem: while she channels it, a combined burst of damage staggers her and cuts the heal (see The Spirits). Letting a Requiem through gives her back 500 HP.
  • Beware of Solo in phase 2: a charmed player is useless for 20 s. Coming as an Angel bearer, or with a big health pool, helps a lot. Leave your pets at home.
  • Weather the Fantasia: thirty seconds during which she heals and hits harder. Unload your biggest blows just before it, or hold on during it and resume the assault afterwards.
  • Pushing her out of the circle doesn't make her flee: she goes straight back to her keyboard.

Loot

  • 500 experience points.
  • Qlipha Crystal of Yesod (Lilith): 1% chance (qliphaDropChance rule). It is her gem: Miku always gives Yesod's. The crystal doesn't despawn or burn. Once purified it becomes the Sephira Crystal: Yesod, and so Gabriel: see Qlipha Crystals.
  • The sanctum chests: note blocks, amethyst shards, goat horn, jukebox, glowstone dust, emeralds, bottles o' enchanting, diamonds; plus a separate roll that can give a music disc or a golden apple.

The sanctum

Miku's Sanctum floats high in the Overworld sky, like the other The Sky Sanctums: a concert hall whose floor draws concentric waves of violet glass lit from below, with the stage where the organ settles at its centre. All around, 48 light bars rise and fall like an equaliser, eight spotlight masts watch over the stage, and the underside of the island is made of loudspeaker cones. Three islets each carry a glass musical note. No monsters spawn there, and nothing leads down to the ground.

Respawn

An invisible marker at the centre of the arena brings Miku into being and watches over her. Once defeated, she comes back three hours (world time) after it last saw her alive — adjustable with the spiritRespawnMinutes rule (0: never). Pushed out of her sanctum (more than 72 blocks away, or 24 below), she is brought back. With no opponent, she slowly heals and forgets what she had learned.

See also