BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

The Black Marshal

Boss · Native to the Yeehaw Frontier

This article is about the creature. For the region, see the Yeehaw Frontier.

The Black Marshal is a boss creature found in the Yeehaw Frontier. It has 6,000 hitpoints and hits for up to 96, placing it in the middle of the bestiary by hitpoints (#79 of 511).

It drops The Peacemaker and 3 other items, and yields 2,700 experience and 3,400 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.

Combat statistics

HIT POINTS
6,000
DAMAGE
96
DPS
~137
SPEED
12 / 26.4
EXPERIENCE
2,700
COINS
3,400

At 0.7 seconds a swing for 96, sustained contact costs roughly 137 health per second. The charge multiplier takes it from 12 to 26.4 while closing.

Behaviour

Charges
Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
Ranged
Attacks from distance rather than closing. Breaking line of sight or forcing it into melee removes most of its threat.
Boss
Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.

Drops

Drop table — 4 items
ItemQuantityRarityType
The Peacemaker1AlwaysWeapon
Cowboy Hat1AlwaysArmour
Gold Nugget10AlwaysMaterial
Gold Bar8AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

The Black Marshal spawns inside the Yeehaw Frontier, a region of radius 20 centred on 410, 0. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.

Others on this spawn table

Strategy

  • Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
  • Close the gap. It loses most of its output once you are inside its minimum range.
  • Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
  • At 96 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.