Die stählerne Seele
Konstrukt
15000% erhöhte Seltenheit fallen gelassener Gegenstände
Monster gewähren 100% erhöhte Erfahrung
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
The Steel Soul
SpectreN
Area'Arsenal'-Karte
TagsZauberer, construct, fast_movement, ghost_armour, has_two_hand_sword, has_two_handed_melee, large_height, melee, non_unique_map_boss, physical_affinity, slashing_weapon
Leben
400%
Ailment Threshold
400%
Widerstand
40 40 40 25
Damage
120%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritischen Treffer
+130%
Attack Distance
6 ~ 11
Attack Time
1.5 Second
Damage Spread
±20%
Erfahrung
200%
Model Size
130%
Type
AnimatedWeaponMonsterMapBoss
Metadata
AnimatedWeaponMapBoss
Stufe
69
Leben
649,329
Rüstung
31,158
Ausweichen
4,907
Energieschild
0
Damage
542
Zauberschaden
809
Genauigkeit
301
Attack Time
1.005
Erfahrung
115,357
Ailment Threshold
383,104
Chill
1,211
Shock
1,211
Brittle
6,853
Scorch
1,211
Sap
3,347
SawbladeAnimatedWeaponCyclone
Attack, Area, Melee, Movement
Wirbelsturm
Base Damage: 861–1292
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Verursacht Schaden bei Gegnern um Euch herum und führt dann eine Reihe wirbelnder Angriffe aus, während Ihr Euch in Richtung Eures Zielortes bewegt. Kann nicht durch 'Unbarmherzigkeit' oder 'Mehrfachschlag' unterstützt werden.
Verursacht 50% weniger Schaden
80% mehr Bewegungsgeschwindigkeit
150% mehr Angriffsgeschwindigkeit
cyclone extra distance [30]
is area damage [1]
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Standardangriff
Base Damage: 861–1292
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Streckt Eure Feinde mit einem mächtigen Schlag nieder.
skill can fire arrows [1]
skill can fire wand projectiles [1]
DoubleSlashAnimatedWeapon
Attack, Area, Multistrikeable, Melee, Physical
Zerfleischen
Base Damage: 861–1292
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Führt zwei Schläge aus, die Kraftwellen auslösen und bei getroffenen Gegnern Schaden verursachen. Gegner, die sich zwischen beiden Schlägen befinden, können von beiden Schlägen getroffen werden. Während Ihr Euch in der Bluthaltung befindet, haben die Schläge eine Chance, Bluten zu verursachen, und einen größeren Winkel, während Ihr Euch in der Sandhaltung befindet. Standardmäßig befindet Ihr Euch in der Bluthaltung. Erfordert Äxte oder Schwerter.
active skill area of effect radius +% final [70]
is area damage [1]
SwordStormCascade
Spell, Damage, Area, Fire, Triggerable, AreaSpell
Zauberzeit: 1 Sek.
Abklingzeit: 10 Sek.
Verursacht 227.1 bis 340.6 physischen Schaden
Basisdauer beträgt 2 Sekunden
Die sekundäre Basisdauer beträgt 1.5 Sekunden
Ein Aufprall alle 0.19 Sekunden
Erzeugt +10 Explosionen
active skill area of effect radius +% final [-50]
base skill show average damage instead of dps [1]
is area damage [1]
skill override pvp scaling time ms [450]

Object Type

version 2
extends "Metadata/Monsters/AnimatedItem/AnimatedWeaponMonster"

Positioned
{
	collision_hull_type = "walk"
}

Transitionable
{
	
}

Stats
{
	set_item_drop_slots = 1
}

Object Type Codes

version 2
extends "Metadata/Monsters/AnimatedItem/AnimatedWeaponMonster"

Transitionable
{
	create_untransitioned = "PlayAnimation( emerge_stuck_sword_heavy ); PauseAnimation();"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/AnimatedItem/AnimatedWeaponMapBoss"] = {
    name = "The Steel Soul",
    life = 4,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    damage = 1.2,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "Two Hand Sword",
    skillList = {
        "Melee",
        "SawbladeAnimatedWeaponCyclone",
        "DoubleSlashAnimatedWeapon",
        "SwordStormCascade",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["Melee"] = {
    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] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SawbladeAnimatedWeaponCyclone"] = {
    name = "Cyclone",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Damage enemies around you, then perform a spinning series of attacks as you travel to a target location. Cannot be supported by Ruthless or Multistrike.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Movement] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
        "cyclone_movement_speed_+%_final",
        "cyclone_extra_distance",
        "active_skill_damage_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {150, 80, 30, -50, levelRequirement = 68, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DoubleSlashAnimatedWeapon"] = {
    name = "Lacerate",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {70, levelRequirement = 68, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SwordStormCascade"] = {
    name = "SwordStormCascade",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Fire] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "base_skill_effect_duration",
        "fire_storm_fireball_delay_ms",
        "skill_override_pvp_scaling_time_ms",
        "upheaval_number_of_spikes",
        "base_secondary_skill_effect_duration",
        "active_skill_area_of_effect_radius_+%_final",
        "base_skill_show_average_damage_instead_of_dps",
        "is_area_damage",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 2000, 190, 450, 10, 1500, -50, levelRequirement = 68, statInterpolation = {3, 3},  cost = { }, },
    },
}
15000% erhöhte Seltenheit fallen gelassener Gegenstände
Monster gewähren 100% erhöhte Erfahrung
IdMonsterMapBoss
FamilyMonsterMapBoss
DomainsMonster (3)
GenerationTypeEinzigartig (3)
Req. level1
Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 Global
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 Global
  • Die stählerne Seele
    Konstrukt
    15000% erhöhte Seltenheit fallen gelassener Gegenstände
    Monster gewähren 100% erhöhte Erfahrung
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    The Steel Soul
    SpectreN
    TagsZauberer, construct, fast_movement, ghost_armour, has_two_hand_sword, has_two_handed_melee, large_height, melee, physical_affinity, slashing_weapon, standalone_map_boss
    Leben
    400%
    Ailment Threshold
    400%
    Widerstand
    40 40 40 25
    Damage
    120%
    Genauigkeit
    100%
    Kritische Trefferchance
    +5%
    Multiplikator für kritischen Treffer
    +130%
    Attack Distance
    6 ~ 11
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Erfahrung
    200%
    Model Size
    130%
    Type
    AnimatedWeaponMonsterMapBoss
    Metadata
    AnimatedWeaponMapBossStandalone
    Stufe
    68
    Leben
    557,385
    Rüstung
    28,790
    Ausweichen
    4,739
    Energieschild
    0
    Damage
    511
    Zauberschaden
    762
    Genauigkeit
    290
    Attack Time
    1.005
    Erfahrung
    112,805
    Ailment Threshold
    351,153
    Chill
    1,110
    Shock
    1,110
    Brittle
    6,282
    Scorch
    1,110
    Sap
    3,068
    SawbladeAnimatedWeaponCyclone
    Attack, Area, Melee, Movement
    Wirbelsturm
    Base Damage: 811–1216
    Kritische Trefferchance: 5%
    Attack Time: 1.5 Sek.
    Verursacht Schaden bei Gegnern um Euch herum und führt dann eine Reihe wirbelnder Angriffe aus, während Ihr Euch in Richtung Eures Zielortes bewegt. Kann nicht durch 'Unbarmherzigkeit' oder 'Mehrfachschlag' unterstützt werden.
    Verursacht 50% weniger Schaden
    80% mehr Bewegungsgeschwindigkeit
    150% mehr Angriffsgeschwindigkeit
    cyclone extra distance [30]
    is area damage [1]
    Melee
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Standardangriff
    Base Damage: 811–1216
    Kritische Trefferchance: 5%
    Attack Time: 1.5 Sek.
    Streckt Eure Feinde mit einem mächtigen Schlag nieder.
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    DoubleSlashAnimatedWeapon
    Attack, Area, Multistrikeable, Melee, Physical
    Zerfleischen
    Base Damage: 811–1216
    Kritische Trefferchance: 5%
    Attack Time: 1.5 Sek.
    Führt zwei Schläge aus, die Kraftwellen auslösen und bei getroffenen Gegnern Schaden verursachen. Gegner, die sich zwischen beiden Schlägen befinden, können von beiden Schlägen getroffen werden. Während Ihr Euch in der Bluthaltung befindet, haben die Schläge eine Chance, Bluten zu verursachen, und einen größeren Winkel, während Ihr Euch in der Sandhaltung befindet. Standardmäßig befindet Ihr Euch in der Bluthaltung. Erfordert Äxte oder Schwerter.
    active skill area of effect radius +% final [70]
    is area damage [1]
    SwordStormCascade
    Spell, Damage, Area, Fire, Triggerable, AreaSpell
    Zauberzeit: 1 Sek.
    Abklingzeit: 10 Sek.
    Verursacht 220.5 bis 330.7 physischen Schaden
    Basisdauer beträgt 2 Sekunden
    Die sekundäre Basisdauer beträgt 1.5 Sekunden
    Ein Aufprall alle 0.19 Sekunden
    Erzeugt +10 Explosionen
    active skill area of effect radius +% final [-50]
    base skill show average damage instead of dps [1]
    is area damage [1]
    skill override pvp scaling time ms [450]

    Object Type

    version 2
    extends "Metadata/Monsters/AnimatedItem/AnimatedWeaponMonster"
    extends "Metadata/Monsters/StandaloneMapBoss"
    
    Positioned
    {
    	collision_hull_type = "walk"
    }
    
    Stats
    {
    	set_item_drop_slots = 1
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/AnimatedItem/AnimatedWeaponMonster"
    extends "Metadata/Monsters/StandaloneMapBoss"
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/AnimatedItem/AnimatedWeaponMapBossStandalone"] = {
        name = "The Steel Soul",
        life = 4,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.2,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "Melee",
            "SawbladeAnimatedWeaponCyclone",
            "DoubleSlashAnimatedWeapon",
            "SwordStormCascade",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["Melee"] = {
        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] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["SawbladeAnimatedWeaponCyclone"] = {
        name = "Cyclone",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Damage enemies around you, then perform a spinning series of attacks as you travel to a target location. Cannot be supported by Ruthless or Multistrike.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Movement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "cyclone_movement_speed_+%_final",
            "cyclone_extra_distance",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 80, 30, -50, levelRequirement = 68, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["DoubleSlashAnimatedWeapon"] = {
        name = "Lacerate",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Physical] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {70, levelRequirement = 68, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["SwordStormCascade"] = {
        name = "SwordStormCascade",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Fire] = true,
            [SkillType.Triggerable] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            area = true,
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "base_skill_effect_duration",
            "fire_storm_fireball_delay_ms",
            "skill_override_pvp_scaling_time_ms",
            "upheaval_number_of_spikes",
            "base_secondary_skill_effect_duration",
            "active_skill_area_of_effect_radius_+%_final",
            "base_skill_show_average_damage_instead_of_dps",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 2000, 190, 450, 10, 1500, -50, levelRequirement = 68, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    
    15000% erhöhte Seltenheit fallen gelassener Gegenstände
    Monster gewähren 100% erhöhte Erfahrung
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 Global
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 Global
  • Die stählerne Seele
    Konstrukt
    15000% erhöhte Seltenheit fallen gelassener Gegenstände
    Monster gewähren 100% erhöhte Erfahrung
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    The Steel Soul
    SpectreN
    Tagsconstruct, elder_map_boss, fast_movement, ghost_armour, has_two_hand_sword, has_two_handed_melee, large_height, non_attacking, slashing_weapon
    Leben
    400%
    Ailment Threshold
    400%
    Widerstand
    40 40 40 25
    Damage
    120%
    Genauigkeit
    100%
    Kritische Trefferchance
    +5%
    Multiplikator für kritischen Treffer
    +130%
    Attack Distance
    6 ~ 11
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Erfahrung
    200%
    Model Size
    130%
    Type
    AnimatedWeaponMonsterMapBoss
    Metadata
    AnimatedWeaponMapBossElder__

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	corpse_usable = false
    }
    
    Stats
    {
    	base_cannot_be_damaged = 1
    	base_cannot_be_stunned = 1
    	cannot_be_knocked_back = 1
    	is_hidden_monster = 1
    	immune_to_curses = 1
    	immune_to_auras_from_other_entities = 1
    	set_immune_vaal_lighting_warp = 1
    }
    
    Transitionable
    {
    	
    }
    
    Preload
    {
    	preload_object = "Metadata/Monsters/ElderBosses/ElderAbsorb"
    	preload_object = "Metadata/MiscellaneousObjects/ElderPortal"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Transitionable
    {
    	on_transition = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/AtlasofWorldsBosses/Elder/entrance/affecting_target.epk );"
    	create_transitioned = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/AtlasofWorldsBosses/Elder/entrance/affecting_target_instant.epk );"
    }
    
    Animated
    {
    	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/AtlasofWorldsBosses/Elder/entrance/entrance.ao"
    	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/AtlasofWorldsBosses/Elder/absorb/absorb.ao"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/AnimatedItem/AnimatedWeaponMapBossElder__"] = {
        name = "The Steel Soul",
        life = 4,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.2,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
        },
        modList = {
        },
    }
    
    15000% erhöhte Seltenheit fallen gelassener Gegenstände
    Monster gewähren 100% erhöhte Erfahrung
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 Global
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 Global
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