Unvollkommener Schlangenkrieger
Leiche
Monsterkategorie: Unheimlich
Greift mit Schwertern an, wenn offensiv
Feuert Mörser, wenn defensiv
Feuert Mörser, wenn defensiv
Rechtsklicke auf diesen Gegenstand, um diese Leiche zu erzeugen.
Imperfect Serpent Warrior
Unvollkommener Schlangenkrieger BasaliskLow /8
Name | Vollständige Beschreibung zeigen |
---|---|
DropLevel | 81 |
BaseType | Imperfect Serpent Warrior |
BaseType | Unvollkommener Schlangenkrieger |
Class | Leichen |
Flags | AlwaysAllocate |
Type | Metadata/Items/ItemisedCorpses/BasaliskLow |
Icon | Art/2DItems/Currency/Azmeri/AtlasExile3ApparitionCorpse |
Reference | Community Wiki |
Unvollkommener Schlangenkrieger
Unheimlich
Imperfect Serpent Warrior
Spectre | Y |
---|---|
Tags | Zauberer, chaos_affinity, eldritch, energy_armour, exile, fast_movement, human, humanoid, is_unarmed, large_model, melee, not_dex, ranged, red_blood, slashing_weapon |
Leben
150%
Energy Shield From Life
100%
Rüstung
+100%
Ailment Threshold
150%
Widerstand
0 0 0 75
Damage
135%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritischen Treffer
+130%
Attack Distance
10 ~ 20
Attack Time
1.995 Second
Damage Spread
±20%
Erfahrung
150%
Model Size
100%
Type
AzmeriBasalisk
Metadata
BasaliskLow
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Stufe
68
Leben
9,650
Rüstung
57,580
Ausweichen
4,739
Energieschild
6,127
Damage
504
Zauberschaden
504
Genauigkeit
290
Attack Time
1.995
Erfahrung
15,383
Ailment Threshold
9,650
Chill
31
Shock
31
Brittle
173
Scorch
31
Sap
84
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
MeleeAtAnimationSpeedChaos
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Standardangriff
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Streckt Eure Feinde mit einem mächtigen Schlag nieder.
25% des physischen Schadens werden in Chaosschaden umgewandelt
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]
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]
AzmeriBasiliskShoulderMortar
Projectile, ProjectilesFromUser, Spell, Damage, Area, Trappable, Totemable, Mineable, Multicastable, Triggerable, AreaSpell
Kritische Trefferchance: 5%
Zauberzeit: 1 Sek.
Generische Monster-Mörser-Fertigkeit. Wie Monsterprojektil, nur mit Aufprall-Effekt.
Verursacht 270.4 bis 405.7 physischen Schaden
60% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% verlängerte Giftdauer
base is projectile [1]
is area damage [1]
projectile minimum range [15]
projectile spread radius [8]
projectile uses contact position [1]
visual hit effect chaos is green [1]
60% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% verlängerte Giftdauer
base is projectile [1]
is area damage [1]
projectile minimum range [15]
projectile spread radius [8]
projectile uses contact position [1]
visual hit effect chaos is green [1]
AzmeriBasiliskComboThrust
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 40%
Attack Time: 1.995 Sek.
Verursacht 60% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskComboSlam
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 162.5%
Attack Time: 1.995 Sek.
Verursacht 62.5% mehr Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDecapitateRightToLeft
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 75%
Attack Time: 1.995 Sek.
Verursacht 25% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
is area damage [1]
visual hit effect chaos is green [1]
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDecapitateLeftToRight
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 75%
Attack Time: 1.995 Sek.
Verursacht 25% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
is area damage [1]
visual hit effect chaos is green [1]
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDecapThrust
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 40%
Attack Time: 1.995 Sek.
Verursacht 60% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
Verstümmelt bei Treffer
is area damage [1]
visual hit effect chaos is green [1]
40% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
Verstümmelt bei Treffer
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskWyvernFlight
Attack, Triggerable
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 145%
Attack Time: 1.995 Sek.
Projektile durchbohren alle Ziele
Verursacht 45% mehr Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% erhöhter Schaden mit Gift
action attack or cast time uses animation length [1]
base is projectile [1]
projectile uses contact position [1]
visual hit effect chaos is green [1]
Verursacht 45% mehr Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% erhöhter Schaden mit Gift
action attack or cast time uses animation length [1]
base is projectile [1]
projectile uses contact position [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDualProjectile
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 20%
Attack Time: 1.995 Sek.
Projektile durchbohren alle Ziele
Verursacht 80% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
base is projectile [1]
monster projectile variation [174]
projectile uses contact position [1]
use scaled contact offset [1]
visual hit effect chaos is green [1]
Verursacht 80% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
base is projectile [1]
monster projectile variation [174]
projectile uses contact position [1]
use scaled contact offset [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDualProjectileImpact
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
Verursacht Bluten
is area damage [1]
visual hit effect chaos is green [1]
60% Chance, bei Treffer zu vergiften
50% verlängerte Giftdauer
Verursacht Bluten
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskDualProjectile2
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 20%
Attack Time: 1.995 Sek.
Projektile durchbohren alle Ziele
Verursacht 80% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
base is projectile [1]
monster projectile variation [175]
projectile uses contact position [1]
use scaled contact offset [1]
visual hit effect chaos is green [1]
Verursacht 80% weniger Angriffsschaden
40% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
base is projectile [1]
monster projectile variation [175]
projectile uses contact position [1]
use scaled contact offset [1]
visual hit effect chaos is green [1]
AzmeriBasiliskWyvernGroundCollide
Triggerable, Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Angriffsschaden: 125%
Attack Time: 1.995 Sek.
Verursacht 25% mehr Angriffsschaden
60% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
60% des physischen Schadens werden in Chaosschaden umgewandelt
40% Chance, bei Treffer zu vergiften
is area damage [1]
visual hit effect chaos is green [1]
AzmeriBasiliskShoulderMortar2
Projectile, ProjectilesFromUser, Spell, Damage, Area, Trappable, Totemable, Mineable, Multicastable, Triggerable, AreaSpell
Kritische Trefferchance: 5%
Zauberzeit: 1 Sek.
Generische Monster-Mörser-Fertigkeit. Wie Monsterprojektil, nur mit Aufprall-Effekt.
Verursacht 297.9 bis 446.8 physischen Schaden
60% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% verlängerte Giftdauer
base is projectile [1]
is area damage [1]
projectile minimum range [15]
projectile spread radius [13]
projectile uses contact position [1]
visual hit effect chaos is green [1]
60% des physischen Schadens werden in Chaosschaden umgewandelt
60% Chance, bei Treffer zu vergiften
100% verlängerte Giftdauer
base is projectile [1]
is area damage [1]
projectile minimum range [15]
projectile spread radius [13]
projectile uses contact position [1]
visual hit effect chaos is green [1]
EmptyActionAttackBasiliskProjectileBarrageAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
25% weniger Angriffsgeschwindigkeit
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
EmptyActionAttackBasiliskProjectileBarrageLargeAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Abklingzeit: 10 Sek.
25% weniger Angriffsgeschwindigkeit
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
EmptyActionAttackBasiliskProjectileLargeAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Abklingzeit: 10 Sek.
25% weniger Angriffsgeschwindigkeit
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
EmptyActionAttackBasiliskWyvernAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Abklingzeit: 20 Sek.
25% weniger Angriffsgeschwindigkeit
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
+10 Meter zur Nahkampfschlagreichweite
action attack or cast time uses animation length [1]
EmptyActionAttackBasiliskDecapitateAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Abklingzeit: 15 Sek.
25% weniger Angriffsgeschwindigkeit
action attack or cast time uses animation length [1]
action attack or cast time uses animation length [1]
EmptyActionAttackBasiliskSpinAttackAzmeri
Attack
Base Damage: 403–605
Kritische Trefferchance: 5%
Attack Time: 1.995 Sek.
Abklingzeit: 15 Sek.
25% weniger Angriffsgeschwindigkeit
action attack or cast time uses animation length [1]
action attack or cast time uses animation length [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { basic_action = "ChangeToStance2Immediate" basic_action = "ChangeToStance1Immediate" } Functions { }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua minions["Metadata/Monsters/LeagueAzmeri/SpecialCorpses/BasaliskLow"] = { name = "Imperfect Serpent Warrior", life = 1.5, energyShield = 1, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 75, damage = 1.35, damageSpread = 0.2, attackTime = 1.995, attackRange = 20, accuracy = 1, weaponType1 = "One Hand Sword", weaponType2 = "Dagger", skillList = { "MeleeAtAnimationSpeedChaos", "AzmeriBasiliskWyvernFlight", "AzmeriBasiliskDualProjectile", "AzmeriBasiliskDualProjectile2", "AzmeriBasiliskComboThrust", "AzmeriBasiliskDecapThrust", "AzmeriBasiliskComboSlam", "AzmeriBasiliskDecapitateRightToLeft", "AzmeriBasiliskDecapitateLeftToRight", "AzmeriBasiliskDualProjectileImpact", "AzmeriBasiliskWyvernGroundCollide", "EmptyActionAttackBasiliskProjectileBarrageAzmeri", "EmptyActionAttackBasiliskProjectileBarrageLargeAzmeri", "EmptyActionAttackBasiliskProjectileLargeAzmeri", "EmptyActionAttackBasiliskWyvernAzmeri", "EmptyActionAttackBasiliskDecapitateAzmeri", "EmptyActionAttackBasiliskSpinAttackAzmeri", "AzmeriBasiliskShoulderMortar", "AzmeriBasiliskShoulderMortar2", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["MeleeAtAnimationSpeedChaos"] = { 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_physical_damage_%_to_convert_to_chaos", "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] = {25, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskWyvernFlight"] = { name = "AzmeriBasiliskWyvernFlight", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_poison_damage_+%", "base_chance_to_poison_on_hit_%", "base_is_projectile", "always_pierce", "projectile_uses_contact_position", "visual_hit_effect_chaos_is_green", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {40, 100, 60, baseMultiplier = 1.45, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDualProjectile"] = { name = "AzmeriBasiliskDualProjectile", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Damage] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "base_is_projectile", "projectile_uses_contact_position", "use_scaled_contact_offset", "always_pierce", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {174, 40, 60, baseMultiplier = 0.2, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDualProjectile2"] = { name = "AzmeriBasiliskDualProjectile2", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Damage] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "base_is_projectile", "projectile_uses_contact_position", "use_scaled_contact_offset", "always_pierce", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {175, 40, 60, baseMultiplier = 0.2, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskComboThrust"] = { name = "AzmeriBasiliskComboThrust", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "is_area_damage", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 40, baseMultiplier = 0.4, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDecapThrust"] = { name = "AzmeriBasiliskDecapThrust", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "is_area_damage", "global_maim_on_hit", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 40, baseMultiplier = 0.4, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskComboSlam"] = { name = "AzmeriBasiliskComboSlam", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "is_area_damage", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 40, baseMultiplier = 1.625, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDecapitateRightToLeft"] = { name = "AzmeriBasiliskDecapitateRightToLeft", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_poison_duration_+%", "base_poison_damage_+%", "base_chance_to_poison_on_hit_%", "is_area_damage", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 50, 0, 40, baseMultiplier = 0.75, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDecapitateLeftToRight"] = { name = "AzmeriBasiliskDecapitateLeftToRight", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_poison_duration_+%", "base_poison_damage_+%", "base_chance_to_poison_on_hit_%", "is_area_damage", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 50, 0, 40, baseMultiplier = 0.75, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskDualProjectileImpact"] = { name = "AzmeriBasiliskDualProjectileImpact", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_poison_duration_+%", "base_chance_to_poison_on_hit_%", "is_area_damage", "global_bleed_on_hit", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {40, 50, 60, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskWyvernGroundCollide"] = { name = "AzmeriBasiliskWyvernGroundCollide", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_chaos", "base_chance_to_poison_on_hit_%", "is_area_damage", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {60, 40, baseMultiplier = 1.25, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskProjectileBarrageAzmeri"] = { name = "EmptyActionAttackBasiliskProjectileBarrageAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "melee_range_+", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, 100, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskProjectileBarrageLargeAzmeri"] = { name = "EmptyActionAttackBasiliskProjectileBarrageLargeAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1.5, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "melee_range_+", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, 100, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskProjectileLargeAzmeri"] = { name = "EmptyActionAttackBasiliskProjectileLargeAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 2.83, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "melee_range_+", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, 100, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskWyvernAzmeri"] = { name = "EmptyActionAttackBasiliskWyvernAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3.33, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "melee_range_+", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, 100, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskDecapitateAzmeri"] = { name = "EmptyActionAttackBasiliskDecapitateAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBasiliskSpinAttackAzmeri"] = { name = "EmptyActionAttackBasiliskSpinAttackAzmeri", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3.5, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {-25, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskShoulderMortar"] = { name = "AzmeriBasiliskShoulderMortar", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Generic monster mortar skill. Like Monster Projectile but has an impact effect.", skillTypes = { [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [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.AreaSpell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { area = true, spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "projectile_spread_radius", "projectile_minimum_range", "skill_physical_damage_%_to_convert_to_chaos", "base_poison_duration_+%", "base_chance_to_poison_on_hit_%", "is_area_damage", "base_is_projectile", "projectile_uses_contact_position", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 8, 15, 60, 100, 60, critChance = 5, levelRequirement = 0, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["AzmeriBasiliskShoulderMortar2"] = { name = "AzmeriBasiliskShoulderMortar2", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Generic monster mortar skill. Like Monster Projectile but has an impact effect.", skillTypes = { [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [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.AreaSpell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { area = true, spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "projectile_spread_radius", "projectile_minimum_range", "skill_physical_damage_%_to_convert_to_chaos", "base_poison_duration_+%", "base_chance_to_poison_on_hit_%", "is_area_damage", "base_is_projectile", "projectile_uses_contact_position", "visual_hit_effect_chaos_is_green", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 13, 15, 60, 100, 60, critChance = 5, levelRequirement = 0, statInterpolation = {3, 3}, cost = { }, }, }, }