Perseguidor Flamejante da Provação
Humanóide
Trial Flamechaser
SpectreY
Spectre OverrideMetadata/Monsters/LeagueUltimatum/Guard/GuardBowFireSpectre
Tagsfire_affinity, has_bow, human, humanoid, medium_movement, not_int, plate_armour, puncturing_weapon, ranged, red_blood, spawner_cannot_spawn_as_rare
Vida
247%
Armadura
+30%
Evasão
+30%
Ailment Threshold
247%
Resistência
0 0 0 0
Damage
137%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
6 ~ 58
Attack Time
1.5 Second
Damage Spread
±20%
Experiência
130%
Model Size
100%
Type
VaalGuardRangedUltimatum
Metadata
GuardBowFire
Nível
68
Vida
15,890
Armadura
37,427
Evasão
6,161
Escudo de Energia
0
Damage
512
Dano Mágico
512
Precisão
290
Attack Time
1.5
Experiência
13,332
Ailment Threshold
15,890
Chill
50
Shock
50
Brittle
284
Scorch
50
Sap
139
UltimatumGuardMeleeFire
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque Padrão
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Abate seus inimigos com um golpe poderoso.
Todo Dano pode Incendiar
50% do Dano Físico Convertido para Dano de Fogo
10% de chance de Incendiar inimigos
action attack or cast time uses animation length [1]
arrow projectile variation [33]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
BlastRainUltimatum
Attack, RangedAttack, Fire, MirageArcherCanUse, Area, ProjectileSpeed, ProjectileNumber, Totemable, Trappable, Mineable, Triggerable, Rain
Chuva Explosiva
Base Damage: 409–614
Chance de Crítico: 5%
Dano de Ataque: 50%
Dano de Ataque: 50%
Attack Time: 1.5 seg
Recarga: 8 seg
Dispara uma flecha explosiva no ar, que se divide e chove em uma área. Cada flecha causa dano em área ao redor de onde cair, e todas elas se sobrepõem no local alvo.
Causa 50% menos Dano de Ataque
Causa 7.195% mais Dano
Dispara 4 Flechas adicionais
50% do Dano Físico Convertido para Dano de Fogo
Velocidade de Projéteis reduzida em 95%
active skill area of effect radius +% final [-50]
base is projectile [1]
blast rain arrow delay ms [160]
is area damage [1]
skill can fire arrows [1]
UltimatumGuardConeArrowFire
Triggerable, Attack
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Recarga: 8 seg
Causa 204.3% mais Dano
100% do Dano Físico Convertido para Dano de Fogo
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Preload
{
    preload_misc_animated = "UltimatumBowGuardTargetMarker"
    preload_misc_animated = "UltimatumBowGuardTargetMarkerRuin"
}

Object Type Codes

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Life
{
	on_spawned_alive =
	"
		IfVarietyContains( Lightning, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand ); } );
		IfVarietyContains( Fire, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand ); } );
		IfVarietyContains( Cold, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand ); } );
	"

	on_death =
	"
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand );
	"
}

Animated
{
	on_event_hide_arrow = "HideWeapons( 1, 0 );"
	on_event_show_arrow = "ShowWeapons( 1, 0 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueUltimatum/Guard/GuardBowFire"] = {
    name = "Trial Flamechaser",
    life = 2.47,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.37,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 58,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "UltimatumGuardMeleeFire",
        "BlastRainUltimatum",
        "UltimatumGuardConeArrowFire",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardMeleeFire"] = {
    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 = {
        "active_skill_damage_+%_final",
        "base_chance_to_ignite_%",
        "skill_physical_damage_%_to_convert_to_fire",
        "arrow_projectile_variation",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "all_damage_can_ignite",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {-50, 10, 50, 33, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 10, 50, 33, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BlastRainUltimatum"] = {
    name = "Blast Rain",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Fire] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "number_of_additional_arrows",
        "blast_rain_arrow_delay_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "base_is_projectile",
        "is_area_damage",
        "skill_can_fire_arrows",
    },
    levels = {
        [1] = {-50, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {20, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardConeArrowFire"] = {
    name = "UltimatumGuardConeArrowFire",
    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 = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "is_area_damage",
    },
    levels = {
        [1] = {0, 100, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {250, 100, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
Perseguidor Flamejante da Provação
Humanóide
Trial Flamechaser
SpectreY
Spectre OverrideMetadata/Monsters/LeagueUltimatum/Guard/GuardBowFireSpectre
Tagsfire_affinity, has_bow, human, humanoid, medium_movement, not_int, plate_armour, puncturing_weapon, ranged, red_blood, spawner_cannot_spawn_as_rare
Vida
247%
Armadura
+30%
Evasão
+30%
Ailment Threshold
247%
Resistência
0 0 0 0
Damage
137%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
6 ~ 58
Attack Time
1.5 Second
Damage Spread
±20%
Experiência
130%
Model Size
100%
Type
VaalGuardRangedUltimatum
Metadata
GuardBowFireRuin
Nível
68
Vida
15,890
Armadura
37,427
Evasão
6,161
Escudo de Energia
0
Damage
512
Dano Mágico
512
Precisão
290
Attack Time
1.5
Experiência
13,332
Ailment Threshold
15,890
Chill
50
Shock
50
Brittle
284
Scorch
50
Sap
139
UltimatumGuardMeleeFire
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque Padrão
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Abate seus inimigos com um golpe poderoso.
Todo Dano pode Incendiar
50% do Dano Físico Convertido para Dano de Fogo
10% de chance de Incendiar inimigos
action attack or cast time uses animation length [1]
arrow projectile variation [33]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
BlastRainUltimatumRuin
Attack, RangedAttack, Fire, MirageArcherCanUse, Area, ProjectileSpeed, ProjectileNumber, Totemable, Trappable, Mineable, Triggerable, Rain
Chuva Explosiva
Base Damage: 409–614
Chance de Crítico: 5%
Dano de Ataque: 50%
Dano de Ataque: 50%
Attack Time: 1.5 seg
Recarga: 8 seg
Dispara uma flecha explosiva no ar, que se divide e chove em uma área. Cada flecha causa dano em área ao redor de onde cair, e todas elas se sobrepõem no local alvo.
Causa 50% menos Dano de Ataque
Causa 7.195% mais Dano
Dispara 4 Flechas adicionais
50% do Dano Físico Convertido para Dano de Fogo
Velocidade de Projéteis reduzida em 95%
active skill area of effect radius +% final [-50]
apply ultimatum ruin on hit [1]
base is projectile [1]
blast rain arrow delay ms [160]
is area damage [1]
skill can fire arrows [1]
UltimatumGuardConeArrowFire
Triggerable, Attack
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Recarga: 8 seg
Causa 204.3% mais Dano
100% do Dano Físico Convertido para Dano de Fogo
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Preload
{
    preload_misc_animated = "UltimatumBowGuardTargetMarker"
    preload_misc_animated = "UltimatumBowGuardTargetMarkerRuin"
}

Object Type Codes

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Life
{
	on_spawned_alive =
	"
		IfVarietyContains( Lightning, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand ); } );
		IfVarietyContains( Fire, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand ); } );
		IfVarietyContains( Cold, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand ); } );
	"

	on_death =
	"
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand );
	"
}

Animated
{
	on_event_hide_arrow = "HideWeapons( 1, 0 );"
	on_event_show_arrow = "ShowWeapons( 1, 0 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueUltimatum/Guard/GuardBowFireRuin"] = {
    name = "Trial Flamechaser",
    life = 2.47,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.37,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 58,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "UltimatumGuardMeleeFire",
        "BlastRainUltimatumRuin",
        "UltimatumGuardConeArrowFire",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardMeleeFire"] = {
    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 = {
        "active_skill_damage_+%_final",
        "base_chance_to_ignite_%",
        "skill_physical_damage_%_to_convert_to_fire",
        "arrow_projectile_variation",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "all_damage_can_ignite",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {-50, 10, 50, 33, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 10, 50, 33, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BlastRainUltimatumRuin"] = {
    name = "Blast Rain",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Fire] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "number_of_additional_arrows",
        "blast_rain_arrow_delay_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "base_is_projectile",
        "is_area_damage",
        "skill_can_fire_arrows",
        "apply_ultimatum_ruin_on_hit",
    },
    levels = {
        [1] = {-50, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {20, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardConeArrowFire"] = {
    name = "UltimatumGuardConeArrowFire",
    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 = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "is_area_damage",
    },
    levels = {
        [1] = {0, 100, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {250, 100, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
Perseguidor Flamejante da Provação
Humanóide
Trial Flamechaser
SpectreY
Tagsfire_affinity, has_bow, human, humanoid, medium_movement, not_int, plate_armour, puncturing_weapon, ranged, red_blood, spawner_cannot_spawn_as_rare
Vida
247%
Armadura
+30%
Evasão
+30%
Ailment Threshold
247%
Resistência
0 0 0 0
Damage
137%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
6 ~ 58
Attack Time
1.5 Second
Damage Spread
±20%
Experiência
130%
Model Size
100%
Type
VaalGuardRangedUltimatum
Metadata
GuardBowFireSpectre
Nível
68
Vida
15,890
Armadura
37,427
Evasão
6,161
Escudo de Energia
0
Damage
512
Dano Mágico
512
Precisão
290
Attack Time
1.5
Experiência
13,332
Ailment Threshold
15,890
Chill
50
Shock
50
Brittle
284
Scorch
50
Sap
139
UltimatumGuardMeleeFire
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque Padrão
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Abate seus inimigos com um golpe poderoso.
Todo Dano pode Incendiar
50% do Dano Físico Convertido para Dano de Fogo
10% de chance de Incendiar inimigos
action attack or cast time uses animation length [1]
arrow projectile variation [33]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
BlastRainUltimatum
Attack, RangedAttack, Fire, MirageArcherCanUse, Area, ProjectileSpeed, ProjectileNumber, Totemable, Trappable, Mineable, Triggerable, Rain
Chuva Explosiva
Base Damage: 409–614
Chance de Crítico: 5%
Dano de Ataque: 50%
Dano de Ataque: 50%
Attack Time: 1.5 seg
Recarga: 8 seg
Dispara uma flecha explosiva no ar, que se divide e chove em uma área. Cada flecha causa dano em área ao redor de onde cair, e todas elas se sobrepõem no local alvo.
Causa 50% menos Dano de Ataque
Causa 7.195% mais Dano
Dispara 4 Flechas adicionais
50% do Dano Físico Convertido para Dano de Fogo
Velocidade de Projéteis reduzida em 95%
active skill area of effect radius +% final [-50]
base is projectile [1]
blast rain arrow delay ms [160]
is area damage [1]
skill can fire arrows [1]
UltimatumGuardConeArrowFire
Triggerable, Attack
Base Damage: 409–614
Chance de Crítico: 5%
Attack Time: 1.5 seg
Recarga: 8 seg
Causa 204.3% mais Dano
100% do Dano Físico Convertido para Dano de Fogo
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Preload
{
    preload_misc_animated = "UltimatumBowGuardTargetMarker"
    preload_misc_animated = "UltimatumBowGuardTargetMarkerRuin"
}

Object Type Codes

version 2
extends "Metadata/Monsters/LeagueUltimatum/UltimatumMonsterBase"

Life
{
	on_spawned_alive =
	"
		IfVarietyContains( Lightning, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand ); } );
		IfVarietyContains( Fire, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand ); } );
		IfVarietyContains( Cold, { AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand ); } );
	"

	on_death =
	"
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_light.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_fire.epk, OffHand );
		RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/monsters_effects/League_Ultimatum/general_combat/EPKs/vaal_bow_cold.epk, OffHand );
	"
}

Animated
{
	on_event_hide_arrow = "HideWeapons( 1, 0 );"
	on_event_show_arrow = "ShowWeapons( 1, 0 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueUltimatum/Guard/GuardBowFireSpectre"] = {
    name = "Trial Flamechaser",
    life = 2.47,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.37,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 58,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "UltimatumGuardMeleeFire",
        "BlastRainUltimatum",
        "UltimatumGuardConeArrowFire",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardMeleeFire"] = {
    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 = {
        "active_skill_damage_+%_final",
        "base_chance_to_ignite_%",
        "skill_physical_damage_%_to_convert_to_fire",
        "arrow_projectile_variation",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "all_damage_can_ignite",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {-50, 10, 50, 33, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 10, 50, 33, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BlastRainUltimatum"] = {
    name = "Blast Rain",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Fire] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "number_of_additional_arrows",
        "blast_rain_arrow_delay_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "base_is_projectile",
        "is_area_damage",
        "skill_can_fire_arrows",
    },
    levels = {
        [1] = {-50, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {20, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["UltimatumGuardConeArrowFire"] = {
    name = "UltimatumGuardConeArrowFire",
    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 = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "is_area_damage",
    },
    levels = {
        [1] = {0, 100, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {250, 100, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
    },
}
Trial Flamechaser
Humanóide
SpectreY
Tagsfire_affinity, has_bow, human, humanoid, medium_movement, not_int, plate_armour, puncturing_weapon, ranged, red_blood, spawner_cannot_spawn_as_rare
Packs
  • Trial Titan, Trial Guard, Trial Flamechaser, Trial Windchaser, Trial Stormchaser
  • Vida
    247%
    Armadura
    +30%
    Evasão
    +30%
    Ailment Threshold
    247%
    Resistência
    0 0 0 0
    Damage
    137%
    Precisão
    100%
    Chance de Crítico
    +5%
    Multiplicador de Acerto Crítico
    +130%
    Attack Distance
    6 ~ 58
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experiência
    130%
    Model Size
    100%
    Type
    VaalGuardRangedUltimatum
    Metadata
    GuardBowFireAllFlame
    Nível
    68
    Vida
    15,890
    Armadura
    37,427
    Evasão
    6,161
    Escudo de Energia
    0
    Damage
    512
    Dano Mágico
    512
    Precisão
    290
    Attack Time
    1.5
    Experiência
    13,332
    Ailment Threshold
    15,890
    Chill
    50
    Shock
    50
    Brittle
    284
    Scorch
    50
    Sap
    139
    UltimatumGuardMeleeFire
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Ataque Padrão
    Base Damage: 409–614
    Chance de Crítico: 5%
    Attack Time: 1.5 seg
    Abate seus inimigos com um golpe poderoso.
    Todo Dano pode Incendiar
    50% do Dano Físico Convertido para Dano de Fogo
    10% de chance de Incendiar inimigos
    action attack or cast time uses animation length [1]
    arrow projectile variation [33]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    BlastRainUltimatum
    Attack, RangedAttack, Fire, MirageArcherCanUse, Area, ProjectileSpeed, ProjectileNumber, Totemable, Trappable, Mineable, Triggerable, Rain
    Chuva Explosiva
    Base Damage: 409–614
    Chance de Crítico: 5%
    Dano de Ataque: 50%
    Dano de Ataque: 50%
    Attack Time: 1.5 seg
    Recarga: 8 seg
    Dispara uma flecha explosiva no ar, que se divide e chove em uma área. Cada flecha causa dano em área ao redor de onde cair, e todas elas se sobrepõem no local alvo.
    Causa 50% menos Dano de Ataque
    Causa 7.195% mais Dano
    Dispara 4 Flechas adicionais
    50% do Dano Físico Convertido para Dano de Fogo
    Velocidade de Projéteis reduzida em 95%
    active skill area of effect radius +% final [-50]
    base is projectile [1]
    blast rain arrow delay ms [160]
    is area damage [1]
    skill can fire arrows [1]
    UltimatumGuardConeArrowFire
    Triggerable, Attack
    Base Damage: 409–614
    Chance de Crítico: 5%
    Attack Time: 1.5 seg
    Recarga: 8 seg
    Causa 204.3% mais Dano
    100% do Dano Físico Convertido para Dano de Fogo
    is area damage [1]

    Object Type

    Object Type Codes

     
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/LeagueUltimatum/Guard/GuardBowFireAllFlame"] = {
        name = "Trial Flamechaser",
        life = 2.47,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.37,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 58,
        accuracy = 1,
        weaponType1 = "Bow",
        skillList = {
            "UltimatumGuardMeleeFire",
            "BlastRainUltimatum",
            "UltimatumGuardConeArrowFire",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["UltimatumGuardMeleeFire"] = {
        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 = {
            "active_skill_damage_+%_final",
            "base_chance_to_ignite_%",
            "skill_physical_damage_%_to_convert_to_fire",
            "arrow_projectile_variation",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "all_damage_can_ignite",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {-50, 10, 50, 33, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {0, 10, 50, 33, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["BlastRainUltimatum"] = {
        name = "Blast Rain",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.Fire] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.ProjectileSpeed] = true,
            [SkillType.ProjectileNumber] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Rain] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "skill_physical_damage_%_to_convert_to_fire",
            "number_of_additional_arrows",
            "blast_rain_arrow_delay_ms",
            "base_projectile_speed_+%",
            "active_skill_area_of_effect_radius_+%_final",
            "base_is_projectile",
            "is_area_damage",
            "skill_can_fire_arrows",
        },
        levels = {
            [1] = {-50, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {20, 50, 4, 160, -95, -50, baseMultiplier = 0.5, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["UltimatumGuardConeArrowFire"] = {
        name = "UltimatumGuardConeArrowFire",
        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 = {
            "active_skill_damage_+%_final",
            "skill_physical_damage_%_to_convert_to_fire",
            "is_area_damage",
        },
        levels = {
            [1] = {0, 100, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {250, 100, levelRequirement = 83, statInterpolation = {2},  cost = { }, },
        },
    }
    
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