伊泽洛
人形
区域: 升华试炼
掉落的物品稀有度提高 15000%
怪物提供的经验值提高 100%
monster base type attack cast speed +% and damage -% final [33]
cannot be taunted when taunted ms [0]
无法被击退
monster penalty against minions damage +% final vs player minions [-20]
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
cant touch this [1]
cant possess this [1]
Izaro
幽魂N
地区升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼
标签bludgeoning_weapon, 施法, flesh_armour, has_two_hand_mace, has_two_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood
生命
3400%
护甲
+50%
异常状态临界值
3400%
抗性
40 40 40 25
伤害
180%
命中
100%
攻击暴击率
+5%
暴击伤害
+130%
攻击距离
6 ~ 14
攻击间隔
2.25 秒
伤害分布
±20%
经验值
200%
Model Size
100%
类型
LabyrinthBoss1
Metadata
LabyrinthBossMaul
等级
75
生命
17,281,185
护甲
74,798
闪避值
6,029
能量护盾
0
伤害
1,162
法术伤害
1,734
命中
381
攻击间隔
1.5075
经验值
129,844
异常状态临界值
8,986,216
冰缓
28,414
Shock
28,414
Brittle
160,754
Scorch
28,414
Sap
78,504
IzaroMelee
攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
普通攻击
基本伤害: 1845–2767
攻击暴击率: 5%
攻击间隔: 2.25 秒
对你的敌人无情痛击。
攻击速度总增 25%
skill can fire arrows [0]
skill can fire wand projectiles [0]
IzaroTaunt
冷却时间: 25 秒
LbBossFlee
攻击
基本伤害: 1845–2767
攻击暴击率: 5%
攻击间隔: 2.25 秒
施法速度减慢 33%
LbBossShield
法术
施放间隔: 1 秒
LbBossSummonLieutenants
法术
施放间隔: 1 秒
攻击速度总降 33%
LabyrinthBossLeapSlam
攻击, 范围, 近战, 位移, 快行, Slam, 图腾技能
跃击
基本伤害: 1845–2767
攻击暴击率: 5%
攻击间隔: 2.25 秒
冷却时间: 10 秒
一跃而起,落地时用武器对敌人造成伤害,并击退敌人。被踩到的敌人会被推出去。限定斧类、锤类、短杖、剑类或长杖。无法被多重打击辅助。
伤害总增 60%
攻击速度总降 47%
基础范围为 1.5
cast time overrides attack duration [1]
is area damage [1]
GraspingOrnaments
法术, 范围, 持续时间, 伤害, 范围法术
施放间隔: 3 秒
冷却时间: 8 秒
造成 215.7 - 323.5 物理伤害
你的击中不能眩晕敌人
物理伤害总降 30%
基础持续时间为 秒
active skill area of effect radius +% final [60]
grasping ornament placement radius [16]
number of grasping ornaments [50]
IzaroSlam
攻击, 范围
基本伤害: 1845–2767
攻击暴击率: 5%
攻击间隔: 2.25 秒
冷却时间: 6 秒
攻击速度总降 15%
active skill area of effect radius +% final [-25]
is area damage [1]
voll slam damage +% final at centre [100]
IzaroGlacialCascadeOrnaments
法术, 伤害, 范围, 陷阱技能, 图腾技能, 地雷技能, 法术可重复, 可触发, 冰冷, 范围法术
攻击暴击率: 5%
施放间隔: 2 秒
冷却时间: 10 秒
造成 667.2 - 1001 物理伤害
导致 +10 次爆发
active skill area of effect radius +% final [-18]
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Positioned
{
	force_placement = true
}

Actor
{
	basic_action = "Emerge"
	basic_action = "ChangeToStance2"
}

Stats
{
	max_izaro_charges = 10
	attack_speed_+%_per_izaro_charge = 3
	cast_speed_+%_per_izaro_charge = 3
	damage_+%_per_izaro_charge_final = 3
	physical_damage_reduction_%_per_izaro_charge = 3
	resist_all_elements_%_per_izaro_charge = 3
	immune_to_lava_damage = 1
	damage_taken_+%_from_spike_traps_final = -100
	damage_taken_+%_from_arrow_traps_final = -100
	immune_to_labyrinth_degen_effect = 1
	attack_and_cast_speed_+% = 15
	base_movement_velocity_+% = 15
	curse_orb_additional_radius = 20
}

Transitionable
{
	num_states = 5
	on_transition_to_4 = "PlayAnimationType( Hide );"
}

Animated
{
	serialise_animation_progress = true
}

Life
{
	corpse_usable = false
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_spawned_dead =
	"
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
	"

	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"

	on_death =
	"
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
		FadeOutMusic( 1000 );
		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
	"
}

Animated
{
	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
}

Render
{
	//turn_duration = 0.5
	preload_animated_object = "SuperFrenzyCharge"
	preload_animated_object = "IzaroGainCharge"
	preload_animated_object = "LbLieutenantTeleportPoof"
}

Transitionable
{
	create_state_1 =
	"
		DisableTargetable();
		PlayAnimationType( Emerge );
		PauseAnimation();
	"

	create_state_4 = "DisableTargetable();"

	create_state_5 =
	"
		DisableTargetable();
		PlayAnimationType( Hide );
		GoToAnimationEnd();
	"

	on_transition_to_2 = "EnableTargetable();"

	on_transition_to_4 =
	"
		DisableTargetable();
		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Labyrinth/LabyrinthBossMaul"] = {
    name = "Izaro",
    life = 34,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    damage = 1.8,
    damageSpread = 0.2,
    attackTime = 2.25,
    attackRange = 14,
    accuracy = 1,
    weaponType1 = "Two Hand Mace",
    skillList = {
        "IzaroMelee",
        "LabyrinthBossLeapSlam",
        "IzaroGlacialCascadeOrnaments",
        "IzaroSlam",
        "GraspingOrnaments",
        "LbBossFlee",
        "LbBossSummonLieutenants",
        "LbBossShield",
        "IzaroTaunt",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroMelee"] = {
    name = "Default Attack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
    },
    levels = {
        [1] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
        [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LabyrinthBossLeapSlam"] = {
    name = "Leap Slam",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Movement] = true,
        [SkillType.Travel] = true,
        [SkillType.Slam] = true,
        [SkillType.Totemable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.4,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
        "active_skill_damage_+%_final",
        "active_skill_base_area_of_effect_radius",
        "is_area_damage",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {-56, 40, 15, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
        [2] = {-56, 60, 15, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
        [3] = {-47, 60, 15, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroGlacialCascadeOrnaments"] = {
    name = "IzaroGlacialCascadeOrnaments",
    hidden = true,
    color = "3",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cold] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2,
    baseFlags = {
        area = true,
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "upheaval_number_of_spikes",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroSlam"] = {
    name = "IzaroSlam",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
        "active_skill_damage_+%_final",
        "voll_slam_damage_+%_final_at_centre",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {-40, -10, 100, -25, levelRequirement = 2, statInterpolation = {1, 1},  cost = { }, },
        [2] = {-40, 0, 100, -25, levelRequirement = 61, statInterpolation = {1, 1},  cost = { }, },
        [3] = {-15, 0, 100, -25, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GraspingOrnaments"] = {
    name = "GraspingOrnaments",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Area] = true,
        [SkillType.Duration] = true,
        [SkillType.Damage] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
        area = true,
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "active_skill_area_of_effect_radius_+%_final",
        "number_of_grasping_ornaments",
        "base_skill_effect_duration",
        "grasping_ornament_placement_radius",
        "active_skill_physical_damage_+%_final",
        "cannot_stun",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
        [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
        [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
        [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
        [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
        [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
        [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
        [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
        [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
        [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
        [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
        [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
        [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
        [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
        [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
        [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
        [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
        [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
        [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
        [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
        [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
        [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
        [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
        [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
        [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
        [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
        [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
        [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
        [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
        [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossFlee"] = {
    name = "LbBossFlee",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2.75,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_cast_speed_+%",
    },
    levels = {
        [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossSummonLieutenants"] = {
    name = "LbBossSummonLieutenants",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
    },
    levels = {
        [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossShield"] = {
    name = "LbBossShield",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroTaunt"] = {
    name = "IzaroTaunt",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
掉落的物品稀有度提高 15000%
怪物提供的经验值提高 100%
IdMonsterMapBoss
FamilyMonsterMapBoss
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 无法被击退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊泽洛
    人形
    区域: 升华试炼
    掉落的物品稀有度提高 15000%
    怪物提供的经验值提高 100%
    monster base type attack cast speed +% and damage -% final [33]
    cannot be taunted when taunted ms [0]
    无法被击退
    monster penalty against minions damage +% final vs player minions [-20]
    20% 攻击伤害格挡率
    被格挡的击中对你造成 10% 伤害
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    cant touch this [1]
    cant possess this [1]
    Izaro
    幽魂N
    地区升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼
    标签施法, flesh_armour, has_one_hand_sword, has_one_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood, slashing_weapon
    生命
    3400%
    护甲
    +50%
    异常状态临界值
    3400%
    抗性
    40 40 40 25
    伤害
    180%
    命中
    100%
    攻击暴击率
    +5%
    暴击伤害
    +130%
    攻击距离
    6 ~ 14
    攻击间隔
    2.25 秒
    伤害分布
    ±20%
    经验值
    200%
    Model Size
    100%
    类型
    LabyrinthBoss1
    Metadata
    LabyrinthBossOneHandAndShield
    等级
    75
    生命
    17,281,185
    护甲
    74,798
    闪避值
    6,029
    能量护盾
    0
    伤害
    1,162
    法术伤害
    1,734
    命中
    381
    攻击间隔
    1.5075
    经验值
    129,844
    异常状态临界值
    8,986,216
    冰缓
    28,414
    Shock
    28,414
    Brittle
    160,754
    Scorch
    28,414
    Sap
    78,504
    IzaroMelee
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    对你的敌人无情痛击。
    攻击速度总增 25%
    skill can fire arrows [0]
    skill can fire wand projectiles [0]
    IzaroTaunt
    冷却时间: 25 秒
    LbBossFlee
    攻击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    施法速度减慢 33%
    LbBossShield
    法术
    施放间隔: 1 秒
    LbBossSummonLieutenants
    法术
    施放间隔: 1 秒
    攻击速度总降 33%
    LabyrinthCharge
    攻击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    冷却时间: 10 秒
    伤害总增 60%
    GraspingOrnaments
    法术, 范围, 持续时间, 伤害, 范围法术
    施放间隔: 3 秒
    冷却时间: 8 秒
    造成 215.7 - 323.5 物理伤害
    你的击中不能眩晕敌人
    物理伤害总降 30%
    基础持续时间为 秒
    active skill area of effect radius +% final [60]
    grasping ornament placement radius [16]
    number of grasping ornaments [50]
    EDAIzaroReave
    攻击, 可触发
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    冷却时间: 6 秒
    伤害总增 60%
    攻击速度总降 10%
    is area damage [1]
    IzaroGlacialCascadeOrnaments
    法术, 伤害, 范围, 陷阱技能, 图腾技能, 地雷技能, 法术可重复, 可触发, 冰冷, 范围法术
    攻击暴击率: 5%
    施放间隔: 2 秒
    冷却时间: 10 秒
    造成 667.2 - 1001 物理伤害
    导致 +10 次爆发
    active skill area of effect radius +% final [-18]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Positioned
    {
    	force_placement = true
    }
    
    Actor
    {
    	basic_action = "Emerge"
    	basic_action = "ChangeToStance2"
    }
    
    Stats
    {
    	max_izaro_charges = 10
    	attack_speed_+%_per_izaro_charge = 3
    	cast_speed_+%_per_izaro_charge = 3
    	damage_+%_per_izaro_charge_final = 3
    	physical_damage_reduction_%_per_izaro_charge = 3
    	resist_all_elements_%_per_izaro_charge = 3
    	immune_to_lava_damage = 1
    	damage_taken_+%_from_spike_traps_final = -100
    	damage_taken_+%_from_arrow_traps_final = -100
    	immune_to_labyrinth_degen_effect = 1
    	attack_and_cast_speed_+% = 15
    	base_movement_velocity_+% = 15
    	curse_orb_additional_radius = 20
    }
    
    Transitionable
    {
    	num_states = 5
    	on_transition_to_4 = "PlayAnimationType( Hide );"
    }
    
    Animated
    {
    	serialise_animation_progress = true
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_spawned_dead =
    	"
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
    	"
    
    	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"
    
    	on_death =
    	"
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
    		FadeOutMusic( 1000 );
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    
    Animated
    {
    	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
    }
    
    Render
    {
    	//turn_duration = 0.5
    	preload_animated_object = "SuperFrenzyCharge"
    	preload_animated_object = "IzaroGainCharge"
    	preload_animated_object = "LbLieutenantTeleportPoof"
    }
    
    Transitionable
    {
    	create_state_1 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Emerge );
    		PauseAnimation();
    	"
    
    	create_state_4 = "DisableTargetable();"
    
    	create_state_5 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Hide );
    		GoToAnimationEnd();
    	"
    
    	on_transition_to_2 = "EnableTargetable();"
    
    	on_transition_to_4 =
    	"
    		DisableTargetable();
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Labyrinth/LabyrinthBossOneHandAndShield"] = {
        name = "Izaro",
        life = 34,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.8,
        damageSpread = 0.2,
        attackTime = 2.25,
        attackRange = 14,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        weaponType2 = "Shield",
        skillList = {
            "IzaroMelee",
            "IzaroGlacialCascadeOrnaments",
            "LabyrinthCharge",
            "GraspingOrnaments",
            "LbBossFlee",
            "LbBossSummonLieutenants",
            "LbBossShield",
            "IzaroTaunt",
            "EDAIzaroReave",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroMelee"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
        },
        levels = {
            [1] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroGlacialCascadeOrnaments"] = {
        name = "IzaroGlacialCascadeOrnaments",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Cold] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            area = true,
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "upheaval_number_of_spikes",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LabyrinthCharge"] = {
        name = "LabyrinthCharge",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "active_skill_damage_+%_final",
        },
        levels = {
            [1] = {-20, 40, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-20, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {0, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GraspingOrnaments"] = {
        name = "GraspingOrnaments",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Area] = true,
            [SkillType.Duration] = true,
            [SkillType.Damage] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 3,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "active_skill_area_of_effect_radius_+%_final",
            "number_of_grasping_ornaments",
            "base_skill_effect_duration",
            "grasping_ornament_placement_radius",
            "active_skill_physical_damage_+%_final",
            "cannot_stun",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
            [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
            [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
            [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
            [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
            [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
            [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
            [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
            [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
            [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
            [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
            [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
            [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
            [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
            [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
            [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
            [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
            [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
            [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
            [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
            [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
            [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
            [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
            [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
            [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
            [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
            [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
            [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
            [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
            [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossFlee"] = {
        name = "LbBossFlee",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_cast_speed_+%",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossSummonLieutenants"] = {
        name = "LbBossSummonLieutenants",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossShield"] = {
        name = "LbBossShield",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroTaunt"] = {
        name = "IzaroTaunt",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EDAIzaroReave"] = {
        name = "EDAIzaroReave",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {-30, 44, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-30, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-10, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    
    掉落的物品稀有度提高 15000%
    怪物提供的经验值提高 100%
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 无法被击退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    20% 攻击伤害格挡率
    被格挡的击中对你造成 10% 伤害
    IdMonsterAttackBlock30Bypass20
    FamilyMonsterBlockAndBypass
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster base block % Min: 20 Max: 20 全域
  • base block % damage taken Min: 10 Max: 10 全域
  • Craft Tagsblock
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊泽洛
    人形
    区域: 升华试炼
    掉落的物品稀有度提高 15000%
    怪物提供的经验值提高 100%
    monster base type attack cast speed +% and damage -% final [33]
    cannot be taunted when taunted ms [0]
    无法被击退
    monster penalty against minions damage +% final vs player minions [-20]
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    cant touch this [1]
    cant possess this [1]
    Izaro
    幽魂N
    地区升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼, 升华试炼
    标签施法, flesh_armour, has_dual_wield_melee, has_one_hand_sword, has_one_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood, slashing_weapon
    生命
    3400%
    护甲
    +50%
    异常状态临界值
    3400%
    抗性
    40 40 40 25
    伤害
    180%
    命中
    100%
    攻击暴击率
    +5%
    暴击伤害
    +130%
    攻击距离
    6 ~ 14
    攻击间隔
    2.25 秒
    伤害分布
    ±20%
    经验值
    200%
    Model Size
    100%
    类型
    LabyrinthBoss1
    Metadata
    LabyrinthBossDualWield
    等级
    75
    生命
    17,281,185
    护甲
    74,798
    闪避值
    6,029
    能量护盾
    0
    伤害
    1,162
    法术伤害
    1,734
    命中
    381
    攻击间隔
    1.5075
    经验值
    129,844
    异常状态临界值
    8,986,216
    冰缓
    28,414
    Shock
    28,414
    Brittle
    160,754
    Scorch
    28,414
    Sap
    78,504
    IzaroMelee
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    对你的敌人无情痛击。
    攻击速度总增 25%
    skill can fire arrows [0]
    skill can fire wand projectiles [0]
    IzaroTaunt
    冷却时间: 25 秒
    LbBossFlee
    攻击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    施法速度减慢 33%
    LbBossShield
    法术
    施放间隔: 1 秒
    LbBossSummonLieutenants
    法术
    施放间隔: 1 秒
    攻击速度总降 33%
    LabyrinthBossLeapSlam
    攻击, 范围, 近战, 位移, 快行, Slam, 图腾技能
    跃击
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    冷却时间: 10 秒
    一跃而起,落地时用武器对敌人造成伤害,并击退敌人。被踩到的敌人会被推出去。限定斧类、锤类、短杖、剑类或长杖。无法被多重打击辅助。
    伤害总增 60%
    攻击速度总降 47%
    基础范围为 1.5
    cast time overrides attack duration [1]
    is area damage [1]
    GraspingOrnaments
    法术, 范围, 持续时间, 伤害, 范围法术
    施放间隔: 3 秒
    冷却时间: 8 秒
    造成 215.7 - 323.5 物理伤害
    你的击中不能眩晕敌人
    物理伤害总降 30%
    基础持续时间为 秒
    active skill area of effect radius +% final [60]
    grasping ornament placement radius [16]
    number of grasping ornaments [50]
    EDAIzaroReave
    攻击, 可触发
    基本伤害: 1845–2767
    攻击暴击率: 5%
    攻击间隔: 2.25 秒
    冷却时间: 6 秒
    伤害总增 60%
    攻击速度总降 10%
    is area damage [1]
    IzaroGlacialCascadeOrnaments
    法术, 伤害, 范围, 陷阱技能, 图腾技能, 地雷技能, 法术可重复, 可触发, 冰冷, 范围法术
    攻击暴击率: 5%
    施放间隔: 2 秒
    冷却时间: 10 秒
    造成 667.2 - 1001 物理伤害
    导致 +10 次爆发
    active skill area of effect radius +% final [-18]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Positioned
    {
    	force_placement = true
    }
    
    Actor
    {
    	basic_action = "Emerge"
    	basic_action = "ChangeToStance2"
    }
    
    Stats
    {
    	max_izaro_charges = 10
    	attack_speed_+%_per_izaro_charge = 3
    	cast_speed_+%_per_izaro_charge = 3
    	damage_+%_per_izaro_charge_final = 3
    	physical_damage_reduction_%_per_izaro_charge = 3
    	resist_all_elements_%_per_izaro_charge = 3
    	immune_to_lava_damage = 1
    	damage_taken_+%_from_spike_traps_final = -100
    	damage_taken_+%_from_arrow_traps_final = -100
    	immune_to_labyrinth_degen_effect = 1
    	attack_and_cast_speed_+% = 15
    	base_movement_velocity_+% = 15
    	curse_orb_additional_radius = 20
    }
    
    Transitionable
    {
    	num_states = 5
    	on_transition_to_4 = "PlayAnimationType( Hide );"
    }
    
    Animated
    {
    	serialise_animation_progress = true
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_spawned_dead =
    	"
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
    	"
    
    	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"
    
    	on_death =
    	"
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
    		FadeOutMusic( 1000 );
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    
    Animated
    {
    	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
    }
    
    Render
    {
    	//turn_duration = 0.5
    	preload_animated_object = "SuperFrenzyCharge"
    	preload_animated_object = "IzaroGainCharge"
    	preload_animated_object = "LbLieutenantTeleportPoof"
    }
    
    Transitionable
    {
    	create_state_1 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Emerge );
    		PauseAnimation();
    	"
    
    	create_state_4 = "DisableTargetable();"
    
    	create_state_5 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Hide );
    		GoToAnimationEnd();
    	"
    
    	on_transition_to_2 = "EnableTargetable();"
    
    	on_transition_to_4 =
    	"
    		DisableTargetable();
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Labyrinth/LabyrinthBossDualWield"] = {
        name = "Izaro",
        life = 34,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.8,
        damageSpread = 0.2,
        attackTime = 2.25,
        attackRange = 14,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        weaponType2 = "One Hand Sword",
        skillList = {
            "IzaroMelee",
            "LabyrinthBossLeapSlam",
            "IzaroGlacialCascadeOrnaments",
            "GraspingOrnaments",
            "LbBossFlee",
            "LbBossSummonLieutenants",
            "LbBossShield",
            "IzaroTaunt",
            "EDAIzaroReave",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroMelee"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
        },
        levels = {
            [1] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LabyrinthBossLeapSlam"] = {
        name = "Leap Slam",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Movement] = true,
            [SkillType.Travel] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1.4,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "cast_time_overrides_attack_duration",
        },
        levels = {
            [1] = {-56, 40, 15, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-56, 60, 15, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-47, 60, 15, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroGlacialCascadeOrnaments"] = {
        name = "IzaroGlacialCascadeOrnaments",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Cold] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            area = true,
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "upheaval_number_of_spikes",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GraspingOrnaments"] = {
        name = "GraspingOrnaments",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Area] = true,
            [SkillType.Duration] = true,
            [SkillType.Damage] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 3,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "active_skill_area_of_effect_radius_+%_final",
            "number_of_grasping_ornaments",
            "base_skill_effect_duration",
            "grasping_ornament_placement_radius",
            "active_skill_physical_damage_+%_final",
            "cannot_stun",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
            [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
            [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
            [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
            [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
            [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
            [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
            [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
            [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
            [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
            [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
            [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
            [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
            [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
            [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
            [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
            [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
            [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
            [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
            [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
            [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
            [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
            [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
            [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
            [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
            [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
            [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
            [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
            [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
            [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossFlee"] = {
        name = "LbBossFlee",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_cast_speed_+%",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossSummonLieutenants"] = {
        name = "LbBossSummonLieutenants",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossShield"] = {
        name = "LbBossShield",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroTaunt"] = {
        name = "IzaroTaunt",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EDAIzaroReave"] = {
        name = "EDAIzaroReave",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {-30, 44, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-30, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-10, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    
    掉落的物品稀有度提高 15000%
    怪物提供的经验值提高 100%
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 无法被击退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊泽洛 Topic /9 ⍟
    NPC名字
    卡迪罗.普兰德斯伊泽洛. 瑞希亚斯? 暂且先不管我对他的偏见, 他确实为瑞希亚斯家族开创了前所未见的盛世.

    过去的几个世纪以来, 我们每一次夺取王位的企图都受到了瑞希亚斯家族的阻挠, 他们让民众认为我们普兰德斯的血统不配成为王族.

    所以当伊泽洛想用他建造的试炼迷宫来展示他们的强大时, 我们知道这是我们在瑞希亚斯的统治之下翻身的唯一机会.

    要不是因为伊泽洛, 普兰德斯的名字可能永远都不会跟王座联系在一起. 某种程度而言, 我非常感谢他.
    卡迪罗.普兰德斯你重新将伊泽洛建造的帝王试炼迷宫清理了一遍是吗? 这证明了你拥有成为帝国领导者的潜质.

    可惜帝国已经失去了它原本辉煌的面貌, 但随时欢迎你来帮我们重振它以往的雄风.

    暂且先不管我对伊泽洛. 瑞希亚斯的偏见, 他确实为瑞希亚斯家族开创了前所未见的盛世.

    过去的几个世纪以来, 我们每一次夺取王位的企图都受到了瑞希亚斯家族的阻挠, 他们让民众认为我们普兰德斯的血统不配成为王族.

    所以当伊泽洛想用他建造的试炼迷宫来展示他们的强大时, 我们知道这是我们在瑞希亚斯的统治之下翻身的唯一机会.

    要不是因为伊泽洛, 普兰德斯的名字可能永远都不会跟王座联系在一起. 某种程度而言, 我非常感谢他.
    伊泽洛之谜伊泽洛从不把自己视为区区凡人
    而是一个天上降下,受困于凡人之躯的救世主
    伊泽洛之乱曾经雄霸一方的君主
    在他的亲自打造的创造物中
    受到监禁结束了一生;
    一位仅仅只是找出无能之处
    并且给了怪物无穷力量的工具人
    先驱之脊人们凝视着大迷宫入口的那位,
    由铁和金包覆的永恒英雄,
    成为史上第一位成功挑战迷宫中可怕陷阱的英雄。
    为了纪念,伊泽洛为这位英雄亲手镀上金。
    升华之风伊泽洛缓缓的发现背叛在他心中慢慢茁壮
    并无力抵挡;
    将船驶向礁石的船长。
    七彩碟从火焰里锻造的东西不会被烧伤
    舍吉的手柄"因为任何拥有关于机器知识的人
    皆有可能让迷宫停止运作,
    伊泽洛命令我们设下许多假的诱饵
    但我仍然知道正确的开关是哪个。"
    - 舍吉,陷阱制造师的遗言
    不可避免伊泽洛造就了切图斯,
    切图斯造就了沃尔。
    没人知道一切会如何结束。
    也没人能阻止。
    Izaro FlavourText /122 ⍟
    nameflavour
    LabyrinthGlyph0
    NPCTextAudio
    "正义女神高高在上. 帝国的未来由她的双手所守护. "

    帝王的迷宫, 恒历 1317 年第二次疾驰日, 由帝王伊泽洛. 瑞希亚斯所开启
    LabyrinthGlyph1
    NPCTextAudio
    "在我还年轻的时候, 我曾坚信在我身躯中流淌着的, 是最高贵的血脉. 那些凡人们将之称为【神圣之血】.

    讽刺的是, 我的神圣之血却成为了帝国传承的最大障碍. 不论我如何尝试, 神圣的种子却总是无法被真正的继承和散播.

    到底该选择谁来做我的继承人呢? 当时我手中最优秀的候选人最多也就是不错的程度. 我感到十分的困扰.

    正当此时, 命运带领着我来到了萨恩图书馆. 在那最寂静的角落里, 在一排被历史遗忘的书架前. 我找到了一份古老的记录【古阿兹莫里族的升华】.

    后来? 我成为了人们口中的【传奇】. "

    - 帝王伊泽洛. 瑞希亚斯
    LabyrinthGlyph2
    NPCTextAudio
    "阿兹莫里族人是历史上第一个透过力量, 智慧, 和心灵的试炼来筛选其酋长的民族.

    第一次帝王的试炼是个充满野生动物和危险陷阱的粗糙迷宫. 它的目的就是测试阿兹莫里酋长的身体与心灵.

    为了攻克迷宫种种的难题, 真正的战士必须证明他无比的抗压能力, 才能成为酋长.

    第一次的试炼是个单纯的陷阱试炼. 随着阿兹莫里的技术成长, 试炼的复杂性也跟着提高了, 从狡猾的迷宫成为了让人无法理解的巨大迷宫.

    然而, 当时大臣相维鲁索所经历的试炼却没有留下任何关于试炼的记载或证据. 我想那可能是个无法想象的困难试炼. "

    - 帝王伊泽洛. 瑞希亚斯
    LabyrinthGlyph3
    NPCTextAudio
    "阿兹莫里族是个杰出的存活者. 他们应当如此. 他们曾定居在瓦尔克拉斯最不适合人类居住的群山之中.

    然而不幸的是, 我不相信这些人们所说的. 我认为那是与生俱来的. 也因为身为子孙的我们.

    因此他们打造了帝王的试炼一点也不奇怪. 在如此艰困环境下出生的他们, 无时无刻都在担忧着生存的本能已经是天生的了.

    强大的领导者能消弥存在和灭亡之间的裂缝. 而差劲的领导者则会带领整个部落堕入那样的裂缝之中.

    当阿兹莫里的人们从山上来到瓦尔克拉斯中心肥沃的大地时, 他们便在温和的气候下迅速的开始成长茁壮.

    而教会我们如何成长的绝不是贫困. "

    - 帝王伊泽洛. 瑞希亚斯
    LabyrinthGlyph4
    NPCTextAudio
    【帝王试炼的习俗始自帝国创建之年. 维鲁索的继任者卡斯皮罗出生于低贱的军团, 他是试炼迷宫中唯一的生还者. 所有其他有着高贵生世的挑战着, 包含维鲁索的独生子皆殒于迷宫中.

    卡斯皮罗统治时证明了他在任何地方皆不亚于维鲁索.

    唉, 帝王试炼迷宫被那些认为他们的血统比帝国更珍贵的虚荣者给污蔑. 自私的血液滋生了自私的时光. 而帝国则付出了帝国的血液为代价, 随着千缎之夜, 随着最为富豪的食人族, 皇后罗米拉.

    不能再如此下去. 我, 伊泽洛. 瑞希亚斯, 应当返还正义. 我将建立阿兹莫里史上最伟大的帝王试炼迷宫, 而我的继任者应当由女神来选择.

    只有当帝王试炼迷宫被那些自私的血液浸湿之后, 才会出现真正的领袖继承皇位. 】

    - 皇帝伊泽洛. 瑞希亚斯
    IzaroSpeechAirlock
    NPCTextAudio
    伫立在你面前的是升华试炼的大门. 正义女神掌管着这片大门之后的一切. 你的智慧和你的心灵都将经受女神的考验. 若你虚有其表, 死亡将会是对你的制裁. 若你名副其实, 那么帝国的忠诚与眷顾将降临于你. 试炼的迷宫在等待着你. 智慧, 力量, 自信. 愿你找到你应有的结局.
    IzaroSpeechComplete
    NPCTextAudio
    你已在帝王之前证明了你的勇气. 正义女神也认可了你的智慧. 现在, 接受我们的祝福和馈赠. 觉醒吧, 升华吧. 这是你理应获得的奖励.
    IzaroSpeechOpenDoorRandom
    NPCTextAudio
    精确的上升。
    IzaroSpeechOpenDoor2
    NPCTextAudio
    正义女神正在注视着你
    IzaroSpeechOpenDoor3
    NPCTextAudio
    正义凌驾于一切之上
    IzaroFlee1
    NPCTextAudio
    正义女神正注视着你! 野心勃勃的试炼者!
    IzaroFlee2
    NPCTextAudio
    正义女神正注视着你! 野心勃勃的试炼者!
    IzaroFlee3
    NPCTextAudio
    我看到了你的韧性,年轻人!
    IzaroFlee4
    NPCTextAudio
    我看到了你的韧性,年轻人!
    IzaroFlee5
    NPCTextAudio
    你正是为此而生!
    IzaroFlee6
    NPCTextAudio
    你正是为此而生!
    IzaroFlee7
    NPCTextAudio
    你真是个精力旺盛的试炼者!
    IzaroFlee8
    NPCTextAudio
    你真是个精力旺盛的试炼者!
    IzaroDeath1
    NPCTextAudio
    你赢了!
    IzaroDeath2
    NPCTextAudio
    你自由了!
    IzaroDeath3
    NPCTextAudio
    我为了帝国而死!
    IzaroDeath4
    NPCTextAudio
    暴政,似乎是每个王朝都不可避免的终点。
    IzaroDeath5
    NPCTextAudio
    在华丽的牢笼中感到喜悦吧, 升华者.
    IzaroDeath6
    NPCTextAudio
    终点比你的旅途更加危险, 试炼者.
    Izaro1_Prefight
    NPCTextAudio
    喔, 疲倦的旅行者离终点近了一些.
    Izaro2_Prefight
    NPCTextAudio
    当时机来临, 帝王必须果断出击. 优柔寡断等于自掘坟墓.
    Izaro3_Prefight
    NPCTextAudio
    对于那些杰出的试炼者. 帝王必将遵守承诺.
    IzaroPlayerDeath1
    NPCTextAudio
    显然, 这就是你应得的结局.
    IzaroPlayerDeath2
    NPCTextAudio
    若上升的太快, 必然会跌落的更惨.
    IzaroPlayerDeath3
    NPCTextAudio
    正义获得了宣扬。
    IzaroStartLieutenants
    NPCTextAudio
    帝王的效率取决于他的部属。
    IzaroAllLieutenantsDead
    NPCTextAudio
    什么事情都要我亲自解决吗! ?
    IzaroFinishLieutenants0
    NPCTextAudio
    决心能够克服统治. 这是主权的法则.
    IzaroFinishLieutenants1
    NPCTextAudio
    它们说三分之二并不差. 它们完全错了.
    IzaroFinishLieutenants2
    NPCTextAudio
    你只完成了一小步, 升华者.
    IzaroFinishLieutenants3
    NPCTextAudio
    我的三位副官都还活着. 我想我们都是同病相怜的人.
    IzaroStartToggleStatues
    NPCTextAudio
    亵渎雕像就等同于亵渎帝王.
    IzaroFinishToggleStatues0
    NPCTextAudio
    人民臣服于他们真正的统治者。
    IzaroFinishToggleStatues1Lightning
    NPCTextAudio
    帝国应该要能够抵抗任何的风暴。
    IzaroFinishToggleStatues1Cold
    NPCTextAudio
    帝国应该如阳光下的冰雪般闪耀
    IzaroFinishToggleStatues1Fire
    NPCTextAudio
    帝国由坚石与火焰铸成。
    IzaroFinishToggleStatues2
    NPCTextAudio
    站起来的,永远只是少数人
    IzaroFinishToggleStatues3
    NPCTextAudio
    如果没有人愿意臣服于你,你就不再是帝王
    IzaroStartPylons
    NPCTextAudio
    只有统治才能赋予王权, 不能本末倒置
    IzaroAllPylonsDestroyed
    NPCTextAudio
    终有一天, 就算是神权之塔也将倒下.
    IzaroFinishPylons0
    NPCTextAudio
    清除过去帝王的牵绊, 建立你的新帝国!
    IzaroFinishPylons1
    NPCTextAudio
    不论如何, 帝王必须有始有终.
    IzaroFinishPylons2
    NPCTextAudio
    局部胜利根本算不上胜利
    IzaroFinishPylons3
    NPCTextAudio
    只要不斩草除根, 新的敌人迟早会再次出现
    IzaroStartGargoyles
    NPCTextAudio
    有些在沉睡的东西不该被唤醒。
    IzaroAllGargoylesDead
    NPCTextAudio
    我一定会报仇的!
    IzaroFinishGargoyles0
    NPCTextAudio
    替独自坐在王座上的帝王感到可怜。
    IzaroFinishGargoyles1
    NPCTextAudio
    失去一个家臣等于失去一个朋友。
    IzaroFinishGargoyles2
    NPCTextAudio
    失去一个家臣等于失去一个朋友。
    IzaroFinishGargoyles3
    NPCTextAudio
    帝国永垂不朽, 忠诚的仆人得以永生
    IzaroStartElementals
    NPCTextAudio
    帝国的财富必须平等的分配给子民。
    IzaroAllElementalsDead
    NPCTextAudio
    帝国的财富必须合理使用。
    IzaroFinishElementals0
    NPCTextAudio
    末代君王总是最无能的。
    IzaroFinishElementals1
    NPCTextAudio
    统治阶级的吸血鬼只会为后人留下干枯的躯壳
    IzaroFinishElementals2
    NPCTextAudio
    统治阶级的吸血鬼只会为后人留下干枯的躯壳
    IzaroFinishElementals3
    NPCTextAudio
    睿智的帝王能够理解生命和帝国是一样的。
    IzaroStartChronosStatues
    NPCTextAudio
    迟缓将助长敌人的实力
    IzaroFinishChronosStatues0
    NPCTextAudio
    智慧来源于苦难和时间的积累。
    IzaroFinishChronosStatues1
    NPCTextAudio
    你很快将会经受下一轮的考验
    IzaroFinishChronosStatues2
    NPCTextAudio
    你很快将会经受下一轮的考验
    IzaroFinishChronosStatues3
    NPCTextAudio
    时间不应该被浪费。
    IzaroStartChargeDisruptors
    NPCTextAudio
    各种各样的机器啊,给我纯粹的力量吧
    IzaroMaxCharges
    NPCTextAudio
    看啊,力量的机器正在全速运转
    IzaroFinishChargeDisruptors0
    NPCTextAudio
    就算是最牢固的机械也有破损的一天。
    IzaroFinishChargeDisruptors5
    NPCTextAudio
    只要我的血脉依旧存在, 帝国前进的齿轮就不会停歇
    IzaroFinishChargeDisruptors10
    NPCTextAudio
    对某些人来说, 掌握一整个帝国, 是复杂到难以理解的事情.
    IzaroFinishChargeDisruptors15
    NPCTextAudio
    向伟大的帝国致敬。
    IzaroStartPortals
    NPCTextAudio
    世界将响应帝王的呼唤
    IzaroAllPortalsDead
    NPCTextAudio
    你无法力挽狂澜!
    IzaroFinishPortals0
    NPCTextAudio
    失去臣子和子民的帝王也就是个普通人。
    IzaroFinishPortals1
    NPCTextAudio
    当帝国处于崩溃之时,忠诚也会像山火一样闪耀,随后耗尽
    IzaroFinishPortals2
    NPCTextAudio
    当帝国处于崩溃之时,忠诚也会像山火一样闪耀,随后耗尽
    IzaroFinishPortals3
    NPCTextAudio
    这个帝国从来不缺少帝王
    IzaroStartTraps1
    NPCTextAudio
    权利本身就是一个最危险的陷阱
    IzaroStartTraps2
    NPCTextAudio
    帝国会将你吞噬
    IzaroStartTraps3
    NPCTextAudio
    你必须带领你的帝国通过艰难险阻。
    IzaroPlaquePrison
    NPCTextAudio
    信念,是最坚固的东西。
    IzaroPlaqueChamber
    NPCTextAudio
    思考与犹豫有着明显的不同. 前者是因为智慧, 后者是因为恐惧.
    IzaroPlaqueChurch
    NPCTextAudio
    闪耀吧,在夜幕降临时,狩猎者们才能更容易的发现你。
    IzaroPlaqueCrematorium
    NPCTextAudio
    让上古之火淬炼你的智慧
    IzaroPlaqueHedge
    NPCTextAudio
    帝王必须能够清晰的洞察自己的处境
    IzaroPlaqueCatacombs
    NPCTextAudio
    帝王必须手持两把利刃, 希望与誓约
    IzaroOpenGoldChest
    NPCTextAudio
    有金钥匙,就一定有黄金门。
    IzaroOpenSilverChest
    NPCTextAudio
    有银钥匙,就必定有白银门。
    IzaroOpenGoldDoorRandom
    NPCTextAudio
    黄金,是最高贵的金属。
    IzaroOpenGoldDoor2
    NPCTextAudio
    金色黎明,无限的可能性。
    IzaroOpenSilverDoor
    NPCTextAudio
    只要有正确的线索, 任何谜题都可以被解开.
    IzaroGargoyleDoorRandom
    NPCTextAudio
    开饭了, 阿格斯.
    IzaroGargoyleDoor2
    NPCTextAudio
    阿格斯,你的新玩具来了!
    IzaroGargoyleDoor3
    NPCTextAudio
    点心来了, 亲爱的阿格斯.
    IzaroGargoyleDoor4
    NPCTextAudio
    阿格斯? 去吧!
    IzaroGargoyleDeathRandom
    NPCTextAudio
    你击败了我可怜的小阿格斯。
    IzaroGargoyleDeath2
    NPCTextAudio
    再见, 阿格斯. 你是我最忠诚和可爱的伙伴.
    IzaroGargoyleDeath3
    NPCTextAudio
    喔, 阿格斯. 我会想你的.
    IzaroDoorLockedRandom
    NPCTextAudio
    没有什么比上锁的门更诱人了。
    IzaroDoorLocked2
    NPCTextAudio
    一扇上锁的门只会让人更好奇。
    IzaroDoorLocked3
    NPCTextAudio
    一扇上锁的门只会让人更好奇。
    IzaroShrineTagRandom
    NPCTextAudio
    追求力量会让人走火入魔
    IzaroShrineTag2
    NPCTextAudio
    追求力量会让人走火入魔
    IzaroShrineTag3
    NPCTextAudio
    黑暗只能影响没有光的地方
    IzaroShrineTag4
    NPCTextAudio
    黑暗只能影响没有光的地方
    IzaroShrineTag5
    NPCTextAudio
    来自先祖的馈赠
    IzaroShrineTag6
    NPCTextAudio
    来自先祖的馈赠
    WeylinGlyph3
    NPCTextAudio
    战士的血液滴在伊泽洛的石头上,
    并诅咒伊泽洛的血族.
    他望向墓墙,
    由他的主人, 他的敌人所建,
    并呼叫着初代等领他
    进入艾兹麦的森林和原野.
    然而, 尽管初代保持着沉默,
    响导却说
    通过巧妙的双手藏匿的秘密
    由黄金奴役.
    而随着这样的一个秘密,
    弹拨着战士的生命
    从初代之颚.
    CadiroOnIzaro
    NPCTextAudio
    伊泽洛. 瑞希亚斯? 暂且先不管我对他的偏见, 他确实为瑞希亚斯家族开创了前所未见的盛世.

    过去的几个世纪以来, 我们每一次夺取王位的企图都受到了瑞希亚斯家族的阻挠, 他们让民众认为我们普兰德斯的血统不配成为王族.

    所以当伊泽洛想用他建造的试炼迷宫来展示他们的强大时, 我们知道这是我们在瑞希亚斯的统治之下翻身的唯一机会.

    要不是因为伊泽洛, 普兰德斯的名字可能永远都不会跟王座联系在一起. 某种程度而言, 我非常感谢他.
    CadiroOnLabyrinth
    NPCTextAudio
    你重新将伊泽洛建造的帝王试炼迷宫清理了一遍是吗? 这证明了你拥有成为帝国领导者的潜质.

    可惜帝国已经失去了它原本辉煌的面貌, 但随时欢迎你来帮我们重振它以往的雄风.

    暂且先不管我对伊泽洛. 瑞希亚斯的偏见, 他确实为瑞希亚斯家族开创了前所未见的盛世.

    过去的几个世纪以来, 我们每一次夺取王位的企图都受到了瑞希亚斯家族的阻挠, 他们让民众认为我们普兰德斯的血统不配成为王族.

    所以当伊泽洛想用他建造的试炼迷宫来展示他们的强大时, 我们知道这是我们在瑞希亚斯的统治之下翻身的唯一机会.

    要不是因为伊泽洛, 普兰德斯的名字可能永远都不会跟王座联系在一起. 某种程度而言, 我非常感谢他.
    HarganOnHighGardens
    NPCTextAudio
    如果你想搞古董, 那经常读读史书还是很有帮助的. 比如说贵族花园和伊泽洛大帝. 你听说过帝王试炼迷宫吗? 贵族花园就是伊泽洛设计来测试他的“杰作”的试验场.

    他把他的私人花园改造成了一个迷宫, 在里头装满了各式各样的陷阱和恶兽, 然后告诉罪无可赦的罪犯, 要么走迷宫, 要么上断头台. 如果他们能通过迷宫, 就能获得特赦. 据我所知, 获得特赦的人一个都没有.

    钱和时间都太多的人就是这样啦.
    SinYugulQuest
    NPCTextAudio
    你会在伊泽洛那恶心的小花园中找到我的一位旧友.

    一个名为尤格尔的…家伙…或者说, 是他相信恐惧的本源后转化而成的异形. 看到他的人都会不由自主地感到恐惧.
    TaneOctaviusIzaro
    NPCTextAudio
    所以那个疯子皇帝才能不断在迷宫里寻欢作乐,在巨型机器里当活死人。话说你砸烂他身体的时候,有没有流出什么精华?没有吗?太可惜了。我还确信无疑呢……

    不过没关系,反正我们也不想要他那种长生不老……
    CadiroOnGrandSpectrum
    NPCTextAudio
    这珠宝是你从伊泽洛的宝库里抢来的?
    先驱之脊
    UniqueItems
    人们凝视着大迷宫入口的那位,
    由铁和金包覆的永恒英雄,
    成为史上第一位成功挑战迷宫中可怕陷阱的英雄。
    为了纪念,伊泽洛为这位英雄亲手镀上金。
    伊泽洛之谜
    UniqueItems
    伊泽洛从不把自己视为区区凡人
    而是一个天上降下,受困于凡人之躯的救世主
    升华之风
    UniqueItems
    伊泽洛缓缓的发现背叛在他心中慢慢茁壮
    并无力抵挡;
    将船驶向礁石的船长。
    伊泽洛之乱
    UniqueItems
    曾经雄霸一方的君主
    在他的亲自打造的创造物中
    受到监禁结束了一生;
    一位仅仅只是找出无能之处
    并且给了怪物无穷力量的工具人
    七彩碟
    UniqueItems
    从火焰里锻造的东西不会被烧伤
    舍吉的手柄
    UniqueItems
    "因为任何拥有关于机器知识的人
    皆有可能让迷宫停止运作,
    伊泽洛命令我们设下许多假的诱饵
    但我仍然知道正确的开关是哪个。"
    - 舍吉,陷阱制造师的遗言
    不可避免
    UniqueItems
    伊泽洛造就了切图斯,
    切图斯造就了沃尔。
    没人知道一切会如何结束。
    也没人能阻止。
    伊泽洛 Text Audio /98 ⍟
    名字
    伫立在你面前的是升华试炼的大门. 正义女神掌管着这片大门之后的一切. 你的智慧和你的心灵都将经受女神的考验. 若你虚有其表, 死亡将会是对你的制裁. 若你名副其实, 那么帝国的忠诚与眷顾将降临于你. 试炼的迷宫在等待着你. 智慧, 力量, 自信. 愿你找到你应有的结局.
    IzaroSpeechAirlock
    你已在帝王之前证明了你的勇气. 正义女神也认可了你的智慧. 现在, 接受我们的祝福和馈赠. 觉醒吧, 升华吧. 这是你理应获得的奖励.
    IzaroSpeechComplete
    精确的上升。
    IzaroSpeechOpenDoorRandom
    正义女神正在注视着你
    IzaroSpeechOpenDoor2
    正义凌驾于一切之上
    IzaroSpeechOpenDoor3
    正义女神正注视着你! 野心勃勃的试炼者!
    IzaroFlee1
    正义女神正注视着你! 野心勃勃的试炼者!
    IzaroFlee2
    我看到了你的韧性,年轻人!
    IzaroFlee3
    我看到了你的韧性,年轻人!
    IzaroFlee4
    你正是为此而生!
    IzaroFlee5
    你正是为此而生!
    IzaroFlee6
    你真是个精力旺盛的试炼者!
    IzaroFlee7
    你真是个精力旺盛的试炼者!
    IzaroFlee8
    你赢了!
    IzaroDeath1
    你自由了!
    IzaroDeath2
    我为了帝国而死!
    IzaroDeath3
    暴政,似乎是每个王朝都不可避免的终点。
    IzaroDeath4
    在华丽的牢笼中感到喜悦吧, 升华者.
    IzaroDeath5
    终点比你的旅途更加危险, 试炼者.
    IzaroDeath6
    喔, 疲倦的旅行者离终点近了一些.
    Izaro1_Prefight
    当时机来临, 帝王必须果断出击. 优柔寡断等于自掘坟墓.
    Izaro2_Prefight
    对于那些杰出的试炼者. 帝王必将遵守承诺.
    Izaro3_Prefight
    显然, 这就是你应得的结局.
    IzaroPlayerDeath1
    若上升的太快, 必然会跌落的更惨.
    IzaroPlayerDeath2
    正义获得了宣扬。
    IzaroPlayerDeath3
    帝王的效率取决于他的部属。
    IzaroStartLieutenants
    什么事情都要我亲自解决吗! ?
    IzaroAllLieutenantsDead
    决心能够克服统治. 这是主权的法则.
    IzaroFinishLieutenants0
    它们说三分之二并不差. 它们完全错了.
    IzaroFinishLieutenants1
    你只完成了一小步, 升华者.
    IzaroFinishLieutenants2
    我的三位副官都还活着. 我想我们都是同病相怜的人.
    IzaroFinishLieutenants3
    亵渎雕像就等同于亵渎帝王.
    IzaroStartToggleStatues
    人民臣服于他们真正的统治者。
    IzaroFinishToggleStatues0
    帝国应该要能够抵抗任何的风暴。
    IzaroFinishToggleStatues1Lightning
    帝国应该如阳光下的冰雪般闪耀
    IzaroFinishToggleStatues1Cold
    帝国由坚石与火焰铸成。
    IzaroFinishToggleStatues1Fire
    站起来的,永远只是少数人
    IzaroFinishToggleStatues2
    如果没有人愿意臣服于你,你就不再是帝王
    IzaroFinishToggleStatues3
    只有统治才能赋予王权, 不能本末倒置
    IzaroStartPylons
    终有一天, 就算是神权之塔也将倒下.
    IzaroAllPylonsDestroyed
    清除过去帝王的牵绊, 建立你的新帝国!
    IzaroFinishPylons0
    不论如何, 帝王必须有始有终.
    IzaroFinishPylons1
    局部胜利根本算不上胜利
    IzaroFinishPylons2
    只要不斩草除根, 新的敌人迟早会再次出现
    IzaroFinishPylons3
    有些在沉睡的东西不该被唤醒。
    IzaroStartGargoyles
    我一定会报仇的!
    IzaroAllGargoylesDead
    替独自坐在王座上的帝王感到可怜。
    IzaroFinishGargoyles0
    失去一个家臣等于失去一个朋友。
    IzaroFinishGargoyles2
    帝国永垂不朽, 忠诚的仆人得以永生
    IzaroFinishGargoyles3
    帝国的财富必须平等的分配给子民。
    IzaroStartElementals
    帝国的财富必须合理使用。
    IzaroAllElementalsDead
    末代君王总是最无能的。
    IzaroFinishElementals0
    统治阶级的吸血鬼只会为后人留下干枯的躯壳
    IzaroFinishElementals2
    睿智的帝王能够理解生命和帝国是一样的。
    IzaroFinishElementals3
    迟缓将助长敌人的实力
    IzaroStartChronosStatues
    智慧来自苦难和时间的积累
    IzaroFinishChronosStatues0
    你很快将会经受下一轮的考验
    IzaroFinishChronosStatues2
    时间不应该被浪费。
    IzaroFinishChronosStatues3
    各种各样的机器啊,给我纯粹的力量吧
    IzaroStartChargeDisruptors
    看啊,力量的机器正在全速运转
    IzaroMaxCharges
    就算是最牢固的机械也有破损的一天。
    IzaroFinishChargeDisruptors0
    只要我的血脉依旧存在, 帝国前进的齿轮就不会停歇
    IzaroFinishChargeDisruptors5
    对某些人来说, 掌握一整个帝国, 是复杂到难以理解的事情.
    IzaroFinishChargeDisruptors10
    向伟大的帝国致敬。
    IzaroFinishChargeDisruptors15
    世界将响应帝王的呼唤
    IzaroStartPortals
    你无法力挽狂澜!
    IzaroAllPortalsDead
    失去臣子和子民的帝王也就是个普通人。
    IzaroFinishPortals0
    当帝国处于崩溃之时,忠诚也会像山火一样闪耀,随后耗尽
    IzaroFinishPortals2
    这个帝国从来不缺少帝王
    IzaroFinishPortals3
    权利本身就是一个最危险的陷阱
    IzaroStartTraps1
    帝国会将你吞噬
    IzaroStartTraps2
    你必须带领你的帝国通过艰难险阻。
    IzaroStartTraps3
    信念,是最坚固的东西。
    IzaroPlaquePrison
    思考与犹豫有着明显的不同. 前者是因为智慧, 后者是因为恐惧.
    IzaroPlaqueChamber
    闪耀吧,在夜幕降临时,狩猎者们才能更容易的发现你。
    IzaroPlaqueChurch
    让上古之火淬炼你的智慧
    IzaroPlaqueCrematorium
    帝王必须能够清晰的洞察自己的处境
    IzaroPlaqueHedge
    帝王必须手持两把利刃, 希望与誓约
    IzaroPlaqueCatacombs
    有金钥匙,就一定有黄金门。
    IzaroOpenGoldChest
    有银钥匙,就必定有白银门。
    IzaroOpenSilverChest
    黄金,是最高贵的金属。
    IzaroOpenGoldDoorRandom
    金色黎明,无限的可能性。
    IzaroOpenGoldDoor2
    只要有正确的线索, 任何谜题都可以被解开.
    IzaroOpenSilverDoor
    开饭了, 阿格斯.
    IzaroGargoyleDoorRandom
    阿格斯,你的新玩具来了!
    IzaroGargoyleDoor2
    点心来了, 亲爱的阿格斯.
    IzaroGargoyleDoor3
    阿格斯? 去吧!
    IzaroGargoyleDoor4
    你击败了我可怜的小阿格斯。
    IzaroGargoyleDeathRandom
    再见, 阿格斯. 你是我最忠诚和可爱的伙伴.
    IzaroGargoyleDeath2
    喔, 阿格斯. 我会想你的.
    IzaroGargoyleDeath3
    没有什么比上锁的门更诱人了。
    IzaroDoorLockedRandom
    一扇上锁的门只会让人更好奇。
    IzaroDoorLocked2
    一扇上锁的门只会让人更好奇。
    IzaroDoorLocked3
    追求力量会让人走火入魔
    IzaroShrineTagRandom
    追求力量会让人走火入魔
    IzaroShrineTag2
    黑暗只能影响没有光的地方
    IzaroShrineTag3
    黑暗只能影响没有光的地方
    IzaroShrineTag4
    来自先祖的馈赠
    IzaroShrineTag6
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