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Monsters

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Energy Wizard
Humans · Level 25

Energy Wizard

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image
Combat level25
FactionHumans
Aggro range12 m
Found inOverworld

Stats

Attacks

  • Arc Bolt

    Energy
    • Electrified×30%

    Damage 85% · Range 3–18 m · Wind-up 0.15 s · Cooldown 2.6 s · Projectile: Arc Bolt (38 m/s, flies 0.9 s)

  • Chain Lightning

    Energy
    • Electrified×30%

    Damage 80% · Range 3–16 m · Cooldown 7 s

  • Thunderstrike

    Energy
    • Stun××8

    Range 4–18 m · Wind-up 0.25 s · Cooldown 9 s · Ground hazard: Thunderstrike (+2 Energy damage, radius 2.6 m, warning 0.9 s)

  • Human Warp

    Evasive

    Range 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

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.