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Juvenile Bashmu

Juvenile Bashmu

Charm50
Kills to unlock2,500
Walks through
EnergyFirePoison
Can't pass
75 Armor
7,500 Health
4,500 Experience
1800 (400 Physical Damage, 900 Energy Damage, 500 Earth Damage)
4,590~4,680 Experience
195 Speed
3.50% Mitigation
Damage taken
Weak
120%110%
Resistant
95%95%95%
Neutral
100%100%100%100%

Abilities

Melee0-400
Energy Beam300-400
Berserk400-500
Terra Strike400-500

Max damage

1800

Energy900 · 50%
Earth500 · 28%
Physical400 · 22%

Location

General Properties

ClassificationSerpents
Spawn TypeRegular
Rankno
Illusionable
Pushable
Pushes

Bestiary Properties

ClassMagical
DifficultyHard
OccurrenceCommon
BehaviourLogout Block Icon Magic Level Icon
Soul CoreJuvenile Bashmu Soul Core

Immunity Properties

Paralysable
Sense Invis

Other Properties

Version12.70.10953
July 12, 2021
Summer Update 2021
StatusActive

Notes

Juvenile Bashmu are the younger versions of Bashmus.

Both versions of Bashmu are able to inflict damage over time upon a player, which is poison and electrify at the same time. The status of being electrified isn't shown on the status bar however, only the poisoning, but you can see that the charges of lightning pendant or strange amulet slowly disappear. To dispose of being electrified and poisoned, player must simply use Cure Poison spell or wait till these effects wear off.

Behaviour

A juvenile bashmu attacks in melee range. A juvenile bashmu never retreats.