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Bluthand Aliras
Humanoid
Gebiet: Der Westwald
50% des physischen Schadens werden in Chaosschaden umgewandelt
20% Chance, Angriffsschaden zu blocken
Ihr erleidet 10% des Schadens von geblockten Treffern
stance movement speed +% final [112]
Alira's Blood Hand
Spectre
AreaDer Westwald
Tagsbandit, cleaving_weapon, flesh_armour, has_one_hand_sword, has_one_handed_melee, human, humanoid, medium_height, melee, not_int, not_str, physical_affinity, red_blood, very_slow_movement
Leben
115%
Ausweichen
+20%
Ailment Threshold
115%
Widerstand
IconEnemyResistanceFire0% IconEnemyResistanceCold0% IconEnemyResistanceLightning0% IconEnemyResistanceChaos0%
Damage
90%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritische Treffer
+130%
Attack Distance
6 ~ 11
Attack Time
1.35 Second
Damage Spread
±20%
Erfahrung
100%
Model Size
100%
Type
GuardBandit
Metadata
BanditGuardMeleeChaos
Stufe
17
Leben
182
Rüstung
286
Ausweichwert
552
Damage
18
Zauberschaden
18
Genauigkeit
64
Attack Time
1.35
Erfahrung
526
Minion Life
69
Minion Damage
15
Ailment Threshold
182
Chill
1
Shock
1
Brittle
3
Scorch
1
Sap
2
Phys Convert Ele
0%
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Standardangriff
Base Damage: 14—21
Kritische Trefferchance: 5%
Attack Time: 1.35 Sek.
Streckt Eure Feinde mit einem mächtigen Schlag nieder.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
iconbasicattack
EASBanditTaunt
Spell
Zauberzeit: 1.1 Sek.
Abklingzeit: 6 Sek.
disable skill repeats [1]

Object Type

version 2
extends "Metadata/Monsters/Bandits/BanditRun"

NPC
{
	marker_enabled = false
}

Actor
{
	main_hand_unarmed_type = "Dagger"
	basic_action = "ChangeToStance2"
	basic_action = "ChangeToStance1"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Bandits/BanditGuardMeleeChaos"] = {
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    name = "Alira's Blood Hand",
    life = 1.15,
    damage = 0.9,
    damageSpread = 0.2,
    attackTime = 1.35,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "One Hand Sword",
    weaponType2 = "Shield",
    skillList = {
        "MeleeAtAnimationSpeed",
        "EASBanditTaunt",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeed"] = {
    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",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASBanditTaunt"] = {
    name = "EASBanditTaunt",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "disable_skill_repeats",
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
50% des physischen Schadens werden in Chaosschaden umgewandelt
FamilyChaosDamageAsPortionOfDamage
DomainsMonster (3)
GenerationTypeEinzigartig (3)
Req. level1
Stats
  • base physical damage % to convert to chaos 50 — 50 Global
  • Craft Tagsphysical_damage chaos_damage Schaden Physisch Chaos
    20% Chance, Angriffsschaden zu blocken
    Ihr erleidet 10% des Schadens von geblockten Treffern
    FamilyMonsterBlockAndBypass
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • monster base block % 20 — 20 Global
  • base block % damage taken 10 — 10 Global
  • Craft Tagsblock
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    stance movement speed +% final [112]
    FamilyStance
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • stance movement speed +% final 112 — 112 Global
  • Craft TagsGeschwindigkeit
    Edit

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