Swamp Bandit
◆ ◆ ◆
| Combat level | 28 |
| Faction | Bandit |
| Aggro range | 12 m |
| Found in | Overworld |
Stats
Vitals
Level 28Combat levels
Best at StrengthResistances
Weakest against Energy
Attacks
Sword Pommel Strike
BludgeonDamage 130% · Stamina damage 8 · Range up to 2.5 m · Cooldown 9 s
Sword Fencing Strike
Pierce MeleeDamage 105% · Stamina damage 5 · Range 1.5–4 m · Wind-up 0.3 s · Cooldown 8 s
Sword Swing Combo
Slash MeleeDamage 75% / 90% · 2 hits · Stamina damage 4 · Range up to 2.75 m · Wind-up 0.15 s · Cooldown 4 s
Human Dodge
EvasiveRange up to 4 m · Cooldown 6 s
Block
BlockRange up to 2.5 m
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.































