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Master Wizard

Bestiary entry · 4,800 HP

Master Wizard is a boss body with 4,800 HP, heavy at weight 1.4. It fights with 2 authored moves. It sees 160° ahead and gives chase from 26 m. A kill pays 12 coins (the cap).

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
mw_swipe170meleemid0.35 s of 0.7 s2.2 m2.414f (233 ms)16f (267 ms)10
mw_swipe270meleemid0.36 s of 0.72 s2.2 m2.614f (233 ms)16f (267 ms)10

Abilities & behaviour (26)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (6)

StateWhat it is
CastThe master wizard's cast.
ComboThe signature juggle: "teleport behind a player -> launcher kick (knocks them airborne) -> teleport to chase them into the air -> strike them down into the ground -> teleport near where they land -> say 'Sorry… it's nothing personal, kid.'" A scripted 5-beat sequence: blink (behind) / kick (kb_up launcher) / blink (up to the airborne player) / spike (kb_down, drives them into the floor) / blink (near their landing) + the quote.
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatReplay the player's combo against the player.
RushThe kill sprint — the stare-down gone wrong (mood bottomed out).
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (20)

StateWhat it is
ApproachCommit and close the gap.
AscendThe 50% beat: at low HP he "levitates up away from the player (never out of camera view) with a magic shader effect, and talks — says that if it's really true he will die today, then he must use everything at his disposal to win.
BlockShared guard stance.
DashA superhuman movement burst — much faster and shorter than the dodge roll (MimicMove), and unlike a roll it keeps the body upright and facing the player, so it reads as a juke/close, not an escape tumble.
DeadDeath: no more sink-and-vanish.
FleeBack away from the player (hurt + timid).
HideFreeze while the player is looking at us (unnerving, Bracken-style); the instant they look away, slip into a sneak.
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
MimicMoveMirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk.
OpeningThe opening gesture: the hat toss is a watchable beat, not a silent pop-off.
SearchLost the player: walk to where they were last seen, scan around, then give up.
SlipBreak line of sight and vanish back into the stalk — the "sprint away to try to hide" half of the Bracken kit.
SneakCreep toward the player while they aren't looking; freeze (Hide) the instant they turn toward us.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
StartleCaught stalking — the player's gaze landed on us and stayed (see the caught timer in enemy_stalk/enemy_hide).
SwordPhase-2 sword string: with the energy longsword out he "dash-dashes in with sword combos blasting players back to set up the teleport- launcher." A dash-in, two quick energy cuts, then a heavy ender that blasts the player back — leaving the spacing the signature combo (mw_combo.gd) wants.
TauntThe laugh — entered by dashing out of the player's reach after building a big duel lead (Npc.hit_lead() >= TAUNT_LEAD, see the smug checks in stalk/approach/mimic_combat).
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Not in the dungeon spawn pool. Underground, this body is placed deliberately — by a dungeon, a boss room or a script — rather than rolled onto open floor.

On islands

Not on the island encounter table. This body belongs to dungeons, a town, or a scripted placement — you will not meet it wandering a shore. See Overworld spawns.

Drops

PayoutAmountNotes
Coins12Always. Scales with max HP, then capped.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/boss/master_wizard.tscn
Scriptres://enemies/boss/master_wizard.gd
ClassCharacterBody3D
Categories: Bestiary · Bosses