Deranged Occultist
◆ ◆ ◆
| Combat level | 20 |
| Faction | Bandit |
| Aggro range | 12 m |
| Found in | Overworld, Ancient Observatory, Kal Mine |
Stats
Vitals
Level 20Combat levels
Best at SorceryResistances
Weakest against Pierce
Attacks
Fireball
HeatDamage 115% · Range 4–18 m · Wind-up 0.3 s · Cooldown 3.6 s · Projectile: Fireball (19 m/s, flies 1.8 s)
Frost Nova
ColdDamage 90% · Range up to 5 m · Wind-up 0.2 s · Cooldown 9 s
Ember Dart
HeatDamage 70% · Range 3–18 m · Wind-up 0.15 s · Cooldown 2.2 s · Projectile: Ember Dart (27 m/s, flies 1.3 s)
Ember Volley
HeatDamage 55% · 3 hits · Range 3–18 m · Wind-up 0.25 s · Cooldown 8 s · Projectile: 3× Ember Dart (27 m/s, flies 1.3 s)
Meteor
HeatRange 5–20 m · Wind-up 0.3 s · Cooldown 12 s · Ground hazard: Meteor (+3 Heat damage, radius 3.5 m, warning 1.4 s)
Human Warp
EvasiveRange up to 30 m · Cooldown 5.5 s
Damage % is a share of the monster's base damage (Stats panel); attacks with several hits list the % of each kind of hit. A ground hazard's own damage (+N) is added to the monster's base damage. Effect chips show the chance to apply when it is not certain, and the number of stacks.
Drops
Main drops
2 rolls · 5% chance of nothingBonus drops
Rolled on their own, every kill
Chances are per kill, for a player without loot bonuses. Each kill is rolled once, for the player who gets the kill: party members don't get their own roll, and dealing more damage doesn't add rolls. Main drops come from the main loot table, picked once per roll; some picks open a smaller pool (food, herbs, coins...) that rolls one item of its own. Bonus drops are rolled on their own every kill. Loot Quantity (Magic Find (Quantity), curse levels) adds rolls; Loot Quality makes the rarer picks more likely.























