Avatar de la Forja
Humanoide
Velocidad de movimiento aumentada un 30%
Los monstruos otorgan la experiencia aumentada un 100%
La rareza de los objetos arrojados está aumentada un 15000%
El 50% del daño físico se convierte en daño de fuego
20% de probabilidad de bloquear el daño de ataques
Recibes el 10% del daño de los golpes bloqueados
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
100% de probabilidad de ganar una carga de aguante con cada golpe
100% de probabilidad de ganar una carga de aguante con cada golpe
monster share charges with pack [1]
50% de probabilidad de ganar una carga de frenesí con cada golpe
Avatar of the Forge
SpectreN
AreaMapa de Arena
Tagsbludgeoning_weapon, cold_affinity, has_one_hand_mace, has_one_handed_melee, human, humanoid, medium_height, medium_movement, melee, non_unique_map_boss, not_dex, not_int, physical_affinity, plate_armour, red_blood, wb_elite
Vida
270%
Armadura
+100%
Ailment Threshold
270%
Resistencia
40 40 40 25
Damage
150%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de golpe crítico
+130%
Attack Distance
6 ~ 9
Attack Time
1.5 Second
Damage Spread
±20%
Experiencia
200%
Model Size
120%
Type
GladiatorBossEliteMap
Metadata
GladiatorBossEliteMap
Nivel
76
Vida
1,545,161
Armadura
107,792
Evasión
6,235
Escudo de energía
0
Damage
1,026
Daño de hechizos
1,532
Precisión
396
Attack Time
1.005
Experiencia
132,044
Ailment Threshold
788,032
Chill
2,492
Shock
2,492
Brittle
14,097
Scorch
2,492
Sap
6,884
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque estándar
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Derriba a tus enemigos con un golpe poderoso.
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]
GladiatorBossCyclone
Attack, Area, Melee, Movement
Ciclón
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Daño de ataque: 140%
Daño de ataque: 140%
Attack Time: 1.5 seg
Daña a los enemigos a tu alrededor y luego realiza una serie de ataques giratorios mientras te trasladas a una ubicación objetivo. No se puede asistir con Asistencia de Implacabilidad ni con Asistencia de Golpes múltiples.
Inflige un 40% más de daño de ataque
Inflige un 50% menos de daño
Daño físico aumentado un 54%
Velocidad de ataque aumentada un 46%
10% más Velocidad de Movimiento
is area damage [1]
GladiatorBossLeapSlam
Attack, Area, Melee, Movement, Travel, Slam, Totemable
Salto con impacto
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Daño de ataque: 180%
Daño de ataque: 180%
Attack Time: 1.5 seg
Tiempo de recarga: 5 seg
Saltas por los aires para infligir daño y empujar a los enemigos con tu arma en el lugar donde caes. Empujas a los enemigos sobre los que caerías fuera de tu camino. Requiere un hacha, una maza, un cetro, una espada o un báculo.
Inflige un 80% más de daño de ataque
Inflige un 25% más de daño
El radio base es de 1.5 metros
cast time overrides attack duration [1]
is area damage [1]
GladiatorBossIceCrash
Attack, Area, Melee, Cold, Multistrikeable, Slam, Totemable
Choque de hielo
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Daño de ataque: 180%
Daño de ataque: 180%
Attack Time: 1.5 seg
Golpea el suelo y daña a los enemigos en un área alrededor del impacto en tres fases de tamaño creciente. Los enemigos reciben ligeramente menos daño en la segunda y tercera fase y solo pueden ser golpeados por una de las fases. Funciona con espadas, mazas, cetros, hachas, báculos y estando desarmado.
Inflige un 80% más de daño de ataque
El 50% del daño físico se convierte en daño de hielo
25% menos Velocidad de Ataque
La Segunda Fase inflige 25% menos Daño
El radio base es de 1.1 metros
El radio base secundario es de 2.1 metros
El radio terciario base es de 3.1 metros
active skill area of effect radius +% final [-20]
is area damage [1]
GladiatorBossEliteGlacialHammer
Attack, MeleeSingleTarget, Multistrikeable, Melee, Cold, ThresholdJewelArea
Martillo glacial
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Daño de ataque: 180%
Daño de ataque: 180%
Attack Time: 1.5 seg
Golpea a los enemigos con parte de tu daño físico convertido a daño de hielo. Si un enemigo que no es único está congelado y tiene menos de un tercio de vida, se hará añicos al recibir el golpe del Martillo glacial. Si golpeas tres veces seguidas, el tercer golpe congelará a los enemigos más fácilmente. Requiere una maza, un cetro o un báculo.
Inflige un 80% más de daño de ataque
Inflige un 10% más de daño
Daño físico aumentado un 8%
El 50% del daño físico se convierte en daño de hielo
35% de probabilidad de congelar a los enemigos
20% más Velocidad de Ataque
active skill chill duration +% final [15]
GladiatorBossEliteVaalGlacialHammer
Attack, MeleeSingleTarget, Melee, Duration, Area, Vaal, Cold, NeverExertable
Martillo glacial vaal
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Daño de ataque: 180%
Daño de ataque: 180%
Attack Time: 1.5 seg
Tiempo de recarga: 10 seg
Golpea a los enemigos con parte de tu daño físico convertido a daño de hielo. Atrapa a los enemigos contigo en un círculo de hielo para que no puedan escapar. Requiere una maza, un cetro o un báculo.
Inflige un 80% más de daño de ataque
Inflige un 50% más de daño
La duración base es de 4 segundos
Daño físico aumentado un 29%
El 50% del daño físico se convierte en daño de hielo
20% de probabilidad de congelar a los enemigos
active skill area of effect radius +% final [35]
active skill chill duration +% final [35]
GladiatorBossEliteVaalGroundSlam
Attack, Area, Melee, Vaal, Slam, Totemable, NeverExertable
Impacto sísmico vaal
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 6 seg
El personaje golpea la tierra frente a él con un báculo, una maza o un cetro y crea una onda que viaja en todas direcciones y daña a los enemigos con una probabilidad aumentada de aturdirlos.
Empuja a los enemigos con cada golpe
La dirección del Empuje se invierte
Inflige un 20% menos de daño
Daño físico reducido un 15%
Distancia de empuje aumentada un 200%
active skill area of effect radius +% final [40]
animation effect variation [-1]
is area damage [1]
GladiatorBossEliteDoubleStrike
Attack, MeleeSingleTarget, Multistrikeable, Melee, Physical
Golpe doble
Base Damage: 1630–2445
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Ejecuta dos ataques rápidos con un arma cuerpo a cuerpo.
Daño físico aumentado un 6%
base skill number of additional hits [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Stats
{
}

Actor
{	
	basic_action = "ChangeToStance1"
	basic_action = "ChangeToStance2"
	basic_action = "ChangeToStance3"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/GladiatorBosses/GladiatorBossEliteMap"] = {
    name = "Avatar of the Forge",
    life = 2.7,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    damage = 1.5,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 9,
    accuracy = 1,
    weaponType1 = "One Hand Mace",
    weaponType2 = "Shield",
    skillList = {
        "GladiatorBossEliteVaalGroundSlam",
        "MeleeAtAnimationSpeedUnique",
        "GladiatorBossLeapSlam",
        "GladiatorBossEliteGlacialHammer",
        "GladiatorBossCyclone",
        "GladiatorBossIceCrash",
        "GladiatorBossEliteVaalGlacialHammer",
        "GladiatorBossEliteDoubleStrike",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossEliteVaalGroundSlam"] = {
    name = "Vaal Ground Slam",
    hidden = true,
    color = "1",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "The character slams the ground with a Staff, Mace or Sceptre, creating a wave that travels in all directions and damages enemies with an increased chance to stun.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Vaal] = true,
        [SkillType.Slam] = true,
        [SkillType.Totemable] = true,
        [SkillType.NeverExertable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "physical_damage_+%",
        "active_skill_damage_+%_final",
        "knockback_distance_+%",
        "animation_effect_variation",
        "active_skill_area_of_effect_radius_+%_final",
        "global_knockback",
        "is_area_damage",
        "enemy_knockback_direction_is_reversed",
    },
    levels = {
        [1] = {-15, -20, 200, -1, 40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    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["GladiatorBossLeapSlam"] = {
    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.",
    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_damage_+%_final",
        "active_skill_base_area_of_effect_radius",
        "is_area_damage",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {25, 15, levelRequirement = 38, statInterpolation = {},  cost = { }, },
        [2] = {25, 15, baseMultiplier = 1.4, levelRequirement = 56, statInterpolation = {},  cost = { }, },
        [3] = {25, 15, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossEliteGlacialHammer"] = {
    name = "Glacial Hammer",
    hidden = true,
    color = "1",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.Cold] = true,
        [SkillType.ThresholdJewelArea] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_chance_to_freeze_%",
        "physical_damage_+%",
        "active_skill_attack_speed_+%_final",
        "skill_physical_damage_%_to_convert_to_cold",
        "active_skill_chill_duration_+%_final",
        "active_skill_damage_+%_final",
    },
    levels = {
        [1] = {25, 0, 0, 50, 15, 10, levelRequirement = 4, statInterpolation = {1, 1, 1},  cost = { }, },
        [2] = {25, 1, 0, 50, 15, 10, levelRequirement = 11, statInterpolation = {1, 1, 1},  cost = { }, },
        [3] = {25, 1, 0, 50, 15, 10, levelRequirement = 20, statInterpolation = {1, 1, 1},  cost = { }, },
        [4] = {25, 2, 5, 50, 15, 10, levelRequirement = 29, statInterpolation = {1, 1, 1},  cost = { }, },
        [5] = {25, 2, 5, 50, 15, 10, levelRequirement = 32, statInterpolation = {1, 1, 1},  cost = { }, },
        [6] = {25, 3, 5, 50, 15, 10, levelRequirement = 37, statInterpolation = {1, 1, 1},  cost = { }, },
        [7] = {25, 4, 10, 50, 15, 10, levelRequirement = 42, statInterpolation = {1, 1, 1},  cost = { }, },
        [8] = {25, 4, 10, 50, 15, 10, levelRequirement = 50, statInterpolation = {1, 1, 1},  cost = { }, },
        [9] = {35, 5, 10, 50, 15, 10, levelRequirement = 52, statInterpolation = {1, 1, 1},  cost = { }, },
        [10] = {35, 5, 10, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 54, statInterpolation = {1, 1, 1},  cost = { }, },
        [11] = {35, 5, 15, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 58, statInterpolation = {1, 1, 1},  cost = { }, },
        [12] = {35, 6, 15, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 67, statInterpolation = {1, 1, 1},  cost = { }, },
        [13] = {35, 6, 15, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {1, 1, 1},  cost = { }, },
        [14] = {35, 7, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 71, statInterpolation = {1, 1, 1},  cost = { }, },
        [15] = {35, 8, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 73, statInterpolation = {1, 1, 1},  cost = { }, },
        [16] = {35, 8, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
        [17] = {35, 9, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 77, statInterpolation = {1, 1, 1},  cost = { }, },
        [18] = {35, 9, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 79, statInterpolation = {1, 1, 1},  cost = { }, },
        [19] = {35, 10, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 81, statInterpolation = {1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossCyclone"] = {
    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 = {
        "physical_damage_+%",
        "attack_speed_+%",
        "cyclone_movement_speed_+%_final",
        "active_skill_damage_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {0, 0, 10, -50, levelRequirement = 4, statInterpolation = {1, 1},  cost = { }, },
        [2] = {0, 0, 10, -50, levelRequirement = 9, statInterpolation = {1, 1},  cost = { }, },
        [3] = {0, 0, 10, -50, levelRequirement = 13, statInterpolation = {1, 1},  cost = { }, },
        [4] = {0, 0, 10, -50, levelRequirement = 18, statInterpolation = {1, 1},  cost = { }, },
        [5] = {0, 0, 10, -50, levelRequirement = 24, statInterpolation = {1, 1},  cost = { }, },
        [6] = {2, 2, 10, -50, levelRequirement = 27, statInterpolation = {1, 1},  cost = { }, },
        [7] = {5, 4, 10, -50, levelRequirement = 30, statInterpolation = {1, 1},  cost = { }, },
        [8] = {7, 6, 10, -50, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
        [9] = {9, 8, 10, -50, levelRequirement = 35, statInterpolation = {1, 1},  cost = { }, },
        [10] = {12, 10, 10, -50, levelRequirement = 38, statInterpolation = {1, 1},  cost = { }, },
        [11] = {14, 12, 10, -50, levelRequirement = 40, statInterpolation = {1, 1},  cost = { }, },
        [12] = {16, 14, 10, -50, levelRequirement = 43, statInterpolation = {1, 1},  cost = { }, },
        [13] = {19, 16, 10, -50, levelRequirement = 46, statInterpolation = {1, 1},  cost = { }, },
        [14] = {21, 18, 10, -50, levelRequirement = 48, statInterpolation = {1, 1},  cost = { }, },
        [15] = {24, 20, 10, -50, levelRequirement = 50, statInterpolation = {1, 1},  cost = { }, },
        [16] = {26, 22, 10, -50, levelRequirement = 52, statInterpolation = {1, 1},  cost = { }, },
        [17] = {28, 24, 10, -50, levelRequirement = 54, statInterpolation = {1, 1},  cost = { }, },
        [18] = {31, 26, 10, -50, baseMultiplier = 1.2, levelRequirement = 56, statInterpolation = {1, 1},  cost = { }, },
        [19] = {33, 28, 10, -50, baseMultiplier = 1.2, levelRequirement = 58, statInterpolation = {1, 1},  cost = { }, },
        [20] = {35, 30, 10, -50, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1, 1},  cost = { }, },
        [21] = {38, 32, 10, -50, baseMultiplier = 1.2, levelRequirement = 62, statInterpolation = {1, 1},  cost = { }, },
        [22] = {40, 34, 10, -50, baseMultiplier = 1.2, levelRequirement = 64, statInterpolation = {1, 1},  cost = { }, },
        [23] = {42, 36, 10, -50, baseMultiplier = 1.2, levelRequirement = 66, statInterpolation = {1, 1},  cost = { }, },
        [24] = {44, 37, 10, -50, baseMultiplier = 1.2, levelRequirement = 67, statInterpolation = {1, 1},  cost = { }, },
        [25] = {45, 38, 10, -50, baseMultiplier = 1.2, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
        [26] = {46, 39, 10, -50, baseMultiplier = 1.4, levelRequirement = 69, statInterpolation = {1, 1},  cost = { }, },
        [27] = {47, 40, 10, -50, baseMultiplier = 1.4, levelRequirement = 70, statInterpolation = {1, 1},  cost = { }, },
        [28] = {48, 41, 10, -50, baseMultiplier = 1.4, levelRequirement = 71, statInterpolation = {1, 1},  cost = { }, },
        [29] = {49, 42, 10, -50, baseMultiplier = 1.4, levelRequirement = 72, statInterpolation = {1, 1},  cost = { }, },
        [30] = {51, 43, 10, -50, baseMultiplier = 1.4, levelRequirement = 73, statInterpolation = {1, 1},  cost = { }, },
        [31] = {52, 44, 10, -50, baseMultiplier = 1.4, levelRequirement = 74, statInterpolation = {1, 1},  cost = { }, },
        [32] = {53, 45, 10, -50, baseMultiplier = 1.4, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        [33] = {54, 46, 10, -50, baseMultiplier = 1.4, levelRequirement = 76, statInterpolation = {1, 1},  cost = { }, },
        [34] = {55, 47, 10, -50, baseMultiplier = 1.4, levelRequirement = 77, statInterpolation = {1, 1},  cost = { }, },
        [35] = {56, 48, 10, -50, baseMultiplier = 1.4, levelRequirement = 78, statInterpolation = {1, 1},  cost = { }, },
        [36] = {58, 49, 10, -50, baseMultiplier = 1.4, levelRequirement = 79, statInterpolation = {1, 1},  cost = { }, },
        [37] = {59, 50, 10, -50, baseMultiplier = 1.4, levelRequirement = 80, statInterpolation = {1, 1},  cost = { }, },
        [38] = {60, 51, 10, -50, baseMultiplier = 1.4, levelRequirement = 81, statInterpolation = {1, 1},  cost = { }, },
        [39] = {61, 52, 10, -50, baseMultiplier = 1.4, levelRequirement = 82, statInterpolation = {1, 1},  cost = { }, },
        [40] = {64, 54, 10, -50, baseMultiplier = 1.4, levelRequirement = 84, statInterpolation = {1, 1},  cost = { }, },
        [41] = {66, 56, 10, -50, baseMultiplier = 1.4, levelRequirement = 86, statInterpolation = {1, 1},  cost = { }, },
        [42] = {68, 58, 10, -50, baseMultiplier = 1.4, levelRequirement = 88, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossIceCrash"] = {
    name = "Ice Crash",
    hidden = true,
    color = "1",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Cold] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Slam] = true,
        [SkillType.Totemable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_physical_damage_%_to_convert_to_cold",
        "active_skill_attack_speed_+%_final",
        "ice_crash_second_hit_damage_+%_final",
        "active_skill_area_of_effect_radius_+%_final",
        "active_skill_base_area_of_effect_radius",
        "active_skill_base_secondary_area_of_effect_radius",
        "active_skill_base_tertiary_area_of_effect_radius",
        "is_area_damage",
    },
    levels = {
        [1] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 28, statInterpolation = {},  cost = { }, },
        [2] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 37, statInterpolation = {},  cost = { }, },
        [3] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 44, statInterpolation = {},  cost = { }, },
        [4] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 54, statInterpolation = {},  cost = { }, },
        [5] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.4, levelRequirement = 58, statInterpolation = {},  cost = { }, },
        [6] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 68, statInterpolation = {},  cost = { }, },
        [7] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 70, statInterpolation = {},  cost = { }, },
        [8] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 82, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossEliteVaalGlacialHammer"] = {
    name = "Vaal Glacial Hammer",
    hidden = true,
    color = "1",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Melee] = true,
        [SkillType.Duration] = true,
        [SkillType.Area] = true,
        [SkillType.Vaal] = true,
        [SkillType.Cold] = true,
        [SkillType.NeverExertable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_physical_damage_%_to_convert_to_cold",
        "base_chance_to_freeze_%",
        "active_skill_chill_duration_+%_final",
        "physical_damage_+%",
        "active_skill_damage_+%_final",
        "base_skill_effect_duration",
        "active_skill_area_of_effect_radius_+%_final",
    },
    levels = {
        [1] = {50, 20, 35, 29, 50, 4000, 35, levelRequirement = 38, statInterpolation = {},  cost = { }, },
        [2] = {50, 20, 35, 29, 50, 4000, 35, baseMultiplier = 1.4, levelRequirement = 56, statInterpolation = {},  cost = { }, },
        [3] = {50, 20, 35, 29, 50, 4000, 35, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GladiatorBossEliteDoubleStrike"] = {
    name = "Double Strike",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Performs two fast strikes with a melee weapon.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "physical_damage_+%",
        "base_skill_number_of_additional_hits",
    },
    levels = {
        [1] = {6, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
Velocidad de movimiento aumentada un 30%
IdMonsterImplicitFastRun5
FamilyMovementVelocity
Domainsmonstruo (3)
GenerationTypeÚnico (3)
Req. level1
Stats
  • base movement velocity +% Min: 30 Max: 30 Global
  • Craft Tagsspeed
    Los monstruos otorgan la experiencia aumentada un 100%
    La rareza de los objetos arrojados está aumentada un 15000%
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • El 50% del daño físico se convierte en daño de fuego
    IdMonsterElementalSkeletonFire
    FamilyFireDamageAsPortionOfDamage
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • base physical damage % to convert to fire Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    20% de probabilidad de bloquear el daño de ataques
    Recibes el 10% del daño de los golpes bloqueados
    IdMonsterAttackBlock40Bypass15
    FamilyMonsterBlockAndBypass
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster base block % Min: 20 Max: 20 Global
  • base block % damage taken Min: 10 Max: 10 Global
  • Craft Tagsblock
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (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
  • 100% de probabilidad de ganar una carga de aguante con cada golpe
    IdGladiatorBossEliteGetEnduranceChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    100% de probabilidad de ganar una carga de aguante con cada golpe
    monster share charges with pack [1]
    IdGladiatorBossEliteSharingEnduranceCharges
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster share charges with pack Min: 1 Max: 1 Global
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    50% de probabilidad de ganar una carga de frenesí con cada golpe
    IdGladiatorBossEliteGainFrenzyChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add frenzy charge on skill hit % Min: 50 Max: 50 Global
  • Craft Tagsfrenzy_charge
    Avatar de la Forja
    Humanoide
    Velocidad de movimiento aumentada un 30%
    Los monstruos otorgan la experiencia aumentada un 100%
    La rareza de los objetos arrojados está aumentada un 15000%
    El 50% del daño físico se convierte en daño de fuego
    20% de probabilidad de bloquear el daño de ataques
    Recibes el 10% del daño de los golpes bloqueados
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    100% de probabilidad de ganar una carga de aguante con cada golpe
    100% de probabilidad de ganar una carga de aguante con cada golpe
    monster share charges with pack [1]
    50% de probabilidad de ganar una carga de frenesí con cada golpe
    Avatar of the Forge
    SpectreN
    Tagsbludgeoning_weapon, cold_affinity, has_one_hand_mace, has_one_handed_melee, human, humanoid, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, plate_armour, red_blood, standalone_map_boss, wb_elite
    Vida
    270%
    Armadura
    +100%
    Ailment Threshold
    270%
    Resistencia
    40 40 40 25
    Damage
    150%
    Precisión
    100%
    Probabilidad de golpe crítico
    +5%
    Multiplicador de golpe crítico
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experiencia
    200%
    Model Size
    120%
    Type
    GladiatorBossEliteMap
    Metadata
    GladiatorBossEliteMapStandalone
    Nivel
    68
    Vida
    376,235
    Armadura
    57,580
    Evasión
    4,739
    Escudo de energía
    0
    Damage
    638
    Daño de hechizos
    953
    Precisión
    290
    Attack Time
    1.005
    Experiencia
    112,805
    Ailment Threshold
    237,028
    Chill
    749
    Shock
    749
    Brittle
    4,240
    Scorch
    749
    Sap
    2,071
    MeleeAtAnimationSpeedUnique
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Ataque estándar
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Attack Time: 1.5 seg
    Derriba a tus enemigos con un golpe poderoso.
    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]
    GladiatorBossCyclone
    Attack, Area, Melee, Movement
    Ciclón
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 120%
    Daño de ataque: 120%
    Attack Time: 1.5 seg
    Daña a los enemigos a tu alrededor y luego realiza una serie de ataques giratorios mientras te trasladas a una ubicación objetivo. No se puede asistir con Asistencia de Implacabilidad ni con Asistencia de Golpes múltiples.
    Inflige un 20% más de daño de ataque
    Inflige un 50% menos de daño
    Daño físico aumentado un 45%
    Velocidad de ataque aumentada un 38%
    10% más Velocidad de Movimiento
    is area damage [1]
    GladiatorBossLeapSlam
    Attack, Area, Melee, Movement, Travel, Slam, Totemable
    Salto con impacto
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 140%
    Daño de ataque: 140%
    Attack Time: 1.5 seg
    Tiempo de recarga: 5 seg
    Saltas por los aires para infligir daño y empujar a los enemigos con tu arma en el lugar donde caes. Empujas a los enemigos sobre los que caerías fuera de tu camino. Requiere un hacha, una maza, un cetro, una espada o un báculo.
    Inflige un 40% más de daño de ataque
    Inflige un 25% más de daño
    El radio base es de 1.5 metros
    cast time overrides attack duration [1]
    is area damage [1]
    GladiatorBossIceCrash
    Attack, Area, Melee, Cold, Multistrikeable, Slam, Totemable
    Choque de hielo
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 180%
    Daño de ataque: 180%
    Attack Time: 1.5 seg
    Golpea el suelo y daña a los enemigos en un área alrededor del impacto en tres fases de tamaño creciente. Los enemigos reciben ligeramente menos daño en la segunda y tercera fase y solo pueden ser golpeados por una de las fases. Funciona con espadas, mazas, cetros, hachas, báculos y estando desarmado.
    Inflige un 80% más de daño de ataque
    El 50% del daño físico se convierte en daño de hielo
    25% menos Velocidad de Ataque
    La Segunda Fase inflige 25% menos Daño
    El radio base es de 1.1 metros
    El radio base secundario es de 2.1 metros
    El radio terciario base es de 3.1 metros
    active skill area of effect radius +% final [-20]
    is area damage [1]
    GladiatorBossEliteGlacialHammer
    Attack, MeleeSingleTarget, Multistrikeable, Melee, Cold, ThresholdJewelArea
    Martillo glacial
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 140%
    Daño de ataque: 140%
    Attack Time: 1.5 seg
    Golpea a los enemigos con parte de tu daño físico convertido a daño de hielo. Si un enemigo que no es único está congelado y tiene menos de un tercio de vida, se hará añicos al recibir el golpe del Martillo glacial. Si golpeas tres veces seguidas, el tercer golpe congelará a los enemigos más fácilmente. Requiere una maza, un cetro o un báculo.
    Inflige un 40% más de daño de ataque
    Inflige un 10% más de daño
    Daño físico aumentado un 6%
    El 50% del daño físico se convierte en daño de hielo
    35% de probabilidad de congelar a los enemigos
    15% más Velocidad de Ataque
    active skill chill duration +% final [15]
    GladiatorBossEliteVaalGlacialHammer
    Attack, MeleeSingleTarget, Melee, Duration, Area, Vaal, Cold, NeverExertable
    Martillo glacial vaal
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 140%
    Daño de ataque: 140%
    Attack Time: 1.5 seg
    Tiempo de recarga: 10 seg
    Golpea a los enemigos con parte de tu daño físico convertido a daño de hielo. Atrapa a los enemigos contigo en un círculo de hielo para que no puedan escapar. Requiere una maza, un cetro o un báculo.
    Inflige un 40% más de daño de ataque
    Inflige un 50% más de daño
    La duración base es de 4 segundos
    Daño físico aumentado un 29%
    El 50% del daño físico se convierte en daño de hielo
    20% de probabilidad de congelar a los enemigos
    active skill area of effect radius +% final [35]
    active skill chill duration +% final [35]
    GladiatorBossEliteVaalGroundSlam
    Attack, Area, Melee, Vaal, Slam, Totemable, NeverExertable
    Impacto sísmico vaal
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Attack Time: 1.5 seg
    Tiempo de recarga: 6 seg
    El personaje golpea la tierra frente a él con un báculo, una maza o un cetro y crea una onda que viaja en todas direcciones y daña a los enemigos con una probabilidad aumentada de aturdirlos.
    Empuja a los enemigos con cada golpe
    La dirección del Empuje se invierte
    Inflige un 20% menos de daño
    Daño físico reducido un 15%
    Distancia de empuje aumentada un 200%
    active skill area of effect radius +% final [40]
    animation effect variation [-1]
    is area damage [1]
    GladiatorBossEliteDoubleStrike
    Attack, MeleeSingleTarget, Multistrikeable, Melee, Physical
    Golpe doble
    Base Damage: 1014–1520
    Probabilidad de golpe crítico: 5%
    Attack Time: 1.5 seg
    Ejecuta dos ataques rápidos con un arma cuerpo a cuerpo.
    Daño físico aumentado un 6%
    base skill number of additional hits [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    extends "Metadata/Monsters/StandaloneMapBoss"
    
    Stats
    {
    }
    
    Actor
    {	
    	basic_action = "ChangeToStance1"
    	basic_action = "ChangeToStance2"
    	basic_action = "ChangeToStance3"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    extends "Metadata/Monsters/StandaloneMapBoss"
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/GladiatorBosses/GladiatorBossEliteMapStandalone"] = {
        name = "Avatar of the Forge",
        life = 2.7,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "One Hand Mace",
        weaponType2 = "Shield",
        skillList = {
            "GladiatorBossEliteVaalGroundSlam",
            "MeleeAtAnimationSpeedUnique",
            "GladiatorBossLeapSlam",
            "GladiatorBossEliteGlacialHammer",
            "GladiatorBossCyclone",
            "GladiatorBossIceCrash",
            "GladiatorBossEliteVaalGlacialHammer",
            "GladiatorBossEliteDoubleStrike",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossEliteVaalGroundSlam"] = {
        name = "Vaal Ground Slam",
        hidden = true,
        color = "1",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "The character slams the ground with a Staff, Mace or Sceptre, creating a wave that travels in all directions and damages enemies with an increased chance to stun.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Vaal] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
            [SkillType.NeverExertable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "physical_damage_+%",
            "active_skill_damage_+%_final",
            "knockback_distance_+%",
            "animation_effect_variation",
            "active_skill_area_of_effect_radius_+%_final",
            "global_knockback",
            "is_area_damage",
            "enemy_knockback_direction_is_reversed",
        },
        levels = {
            [1] = {-15, -20, 200, -1, 40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeedUnique"] = {
        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["GladiatorBossLeapSlam"] = {
        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.",
        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_damage_+%_final",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "cast_time_overrides_attack_duration",
        },
        levels = {
            [1] = {25, 15, levelRequirement = 38, statInterpolation = {},  cost = { }, },
            [2] = {25, 15, baseMultiplier = 1.4, levelRequirement = 56, statInterpolation = {},  cost = { }, },
            [3] = {25, 15, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossEliteGlacialHammer"] = {
        name = "Glacial Hammer",
        hidden = true,
        color = "1",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Cold] = true,
            [SkillType.ThresholdJewelArea] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_chance_to_freeze_%",
            "physical_damage_+%",
            "active_skill_attack_speed_+%_final",
            "skill_physical_damage_%_to_convert_to_cold",
            "active_skill_chill_duration_+%_final",
            "active_skill_damage_+%_final",
        },
        levels = {
            [1] = {25, 0, 0, 50, 15, 10, levelRequirement = 4, statInterpolation = {1, 1, 1},  cost = { }, },
            [2] = {25, 1, 0, 50, 15, 10, levelRequirement = 11, statInterpolation = {1, 1, 1},  cost = { }, },
            [3] = {25, 1, 0, 50, 15, 10, levelRequirement = 20, statInterpolation = {1, 1, 1},  cost = { }, },
            [4] = {25, 2, 5, 50, 15, 10, levelRequirement = 29, statInterpolation = {1, 1, 1},  cost = { }, },
            [5] = {25, 2, 5, 50, 15, 10, levelRequirement = 32, statInterpolation = {1, 1, 1},  cost = { }, },
            [6] = {25, 3, 5, 50, 15, 10, levelRequirement = 37, statInterpolation = {1, 1, 1},  cost = { }, },
            [7] = {25, 4, 10, 50, 15, 10, levelRequirement = 42, statInterpolation = {1, 1, 1},  cost = { }, },
            [8] = {25, 4, 10, 50, 15, 10, levelRequirement = 50, statInterpolation = {1, 1, 1},  cost = { }, },
            [9] = {35, 5, 10, 50, 15, 10, levelRequirement = 52, statInterpolation = {1, 1, 1},  cost = { }, },
            [10] = {35, 5, 10, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 54, statInterpolation = {1, 1, 1},  cost = { }, },
            [11] = {35, 5, 15, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 58, statInterpolation = {1, 1, 1},  cost = { }, },
            [12] = {35, 6, 15, 50, 15, 10, baseMultiplier = 1.4, levelRequirement = 67, statInterpolation = {1, 1, 1},  cost = { }, },
            [13] = {35, 6, 15, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {1, 1, 1},  cost = { }, },
            [14] = {35, 7, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 71, statInterpolation = {1, 1, 1},  cost = { }, },
            [15] = {35, 8, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 73, statInterpolation = {1, 1, 1},  cost = { }, },
            [16] = {35, 8, 20, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
            [17] = {35, 9, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 77, statInterpolation = {1, 1, 1},  cost = { }, },
            [18] = {35, 9, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 79, statInterpolation = {1, 1, 1},  cost = { }, },
            [19] = {35, 10, 25, 50, 15, 10, baseMultiplier = 1.8, levelRequirement = 81, statInterpolation = {1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossCyclone"] = {
        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 = {
            "physical_damage_+%",
            "attack_speed_+%",
            "cyclone_movement_speed_+%_final",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {0, 0, 10, -50, levelRequirement = 4, statInterpolation = {1, 1},  cost = { }, },
            [2] = {0, 0, 10, -50, levelRequirement = 9, statInterpolation = {1, 1},  cost = { }, },
            [3] = {0, 0, 10, -50, levelRequirement = 13, statInterpolation = {1, 1},  cost = { }, },
            [4] = {0, 0, 10, -50, levelRequirement = 18, statInterpolation = {1, 1},  cost = { }, },
            [5] = {0, 0, 10, -50, levelRequirement = 24, statInterpolation = {1, 1},  cost = { }, },
            [6] = {2, 2, 10, -50, levelRequirement = 27, statInterpolation = {1, 1},  cost = { }, },
            [7] = {5, 4, 10, -50, levelRequirement = 30, statInterpolation = {1, 1},  cost = { }, },
            [8] = {7, 6, 10, -50, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [9] = {9, 8, 10, -50, levelRequirement = 35, statInterpolation = {1, 1},  cost = { }, },
            [10] = {12, 10, 10, -50, levelRequirement = 38, statInterpolation = {1, 1},  cost = { }, },
            [11] = {14, 12, 10, -50, levelRequirement = 40, statInterpolation = {1, 1},  cost = { }, },
            [12] = {16, 14, 10, -50, levelRequirement = 43, statInterpolation = {1, 1},  cost = { }, },
            [13] = {19, 16, 10, -50, levelRequirement = 46, statInterpolation = {1, 1},  cost = { }, },
            [14] = {21, 18, 10, -50, levelRequirement = 48, statInterpolation = {1, 1},  cost = { }, },
            [15] = {24, 20, 10, -50, levelRequirement = 50, statInterpolation = {1, 1},  cost = { }, },
            [16] = {26, 22, 10, -50, levelRequirement = 52, statInterpolation = {1, 1},  cost = { }, },
            [17] = {28, 24, 10, -50, levelRequirement = 54, statInterpolation = {1, 1},  cost = { }, },
            [18] = {31, 26, 10, -50, baseMultiplier = 1.2, levelRequirement = 56, statInterpolation = {1, 1},  cost = { }, },
            [19] = {33, 28, 10, -50, baseMultiplier = 1.2, levelRequirement = 58, statInterpolation = {1, 1},  cost = { }, },
            [20] = {35, 30, 10, -50, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1, 1},  cost = { }, },
            [21] = {38, 32, 10, -50, baseMultiplier = 1.2, levelRequirement = 62, statInterpolation = {1, 1},  cost = { }, },
            [22] = {40, 34, 10, -50, baseMultiplier = 1.2, levelRequirement = 64, statInterpolation = {1, 1},  cost = { }, },
            [23] = {42, 36, 10, -50, baseMultiplier = 1.2, levelRequirement = 66, statInterpolation = {1, 1},  cost = { }, },
            [24] = {44, 37, 10, -50, baseMultiplier = 1.2, levelRequirement = 67, statInterpolation = {1, 1},  cost = { }, },
            [25] = {45, 38, 10, -50, baseMultiplier = 1.2, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [26] = {46, 39, 10, -50, baseMultiplier = 1.4, levelRequirement = 69, statInterpolation = {1, 1},  cost = { }, },
            [27] = {47, 40, 10, -50, baseMultiplier = 1.4, levelRequirement = 70, statInterpolation = {1, 1},  cost = { }, },
            [28] = {48, 41, 10, -50, baseMultiplier = 1.4, levelRequirement = 71, statInterpolation = {1, 1},  cost = { }, },
            [29] = {49, 42, 10, -50, baseMultiplier = 1.4, levelRequirement = 72, statInterpolation = {1, 1},  cost = { }, },
            [30] = {51, 43, 10, -50, baseMultiplier = 1.4, levelRequirement = 73, statInterpolation = {1, 1},  cost = { }, },
            [31] = {52, 44, 10, -50, baseMultiplier = 1.4, levelRequirement = 74, statInterpolation = {1, 1},  cost = { }, },
            [32] = {53, 45, 10, -50, baseMultiplier = 1.4, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
            [33] = {54, 46, 10, -50, baseMultiplier = 1.4, levelRequirement = 76, statInterpolation = {1, 1},  cost = { }, },
            [34] = {55, 47, 10, -50, baseMultiplier = 1.4, levelRequirement = 77, statInterpolation = {1, 1},  cost = { }, },
            [35] = {56, 48, 10, -50, baseMultiplier = 1.4, levelRequirement = 78, statInterpolation = {1, 1},  cost = { }, },
            [36] = {58, 49, 10, -50, baseMultiplier = 1.4, levelRequirement = 79, statInterpolation = {1, 1},  cost = { }, },
            [37] = {59, 50, 10, -50, baseMultiplier = 1.4, levelRequirement = 80, statInterpolation = {1, 1},  cost = { }, },
            [38] = {60, 51, 10, -50, baseMultiplier = 1.4, levelRequirement = 81, statInterpolation = {1, 1},  cost = { }, },
            [39] = {61, 52, 10, -50, baseMultiplier = 1.4, levelRequirement = 82, statInterpolation = {1, 1},  cost = { }, },
            [40] = {64, 54, 10, -50, baseMultiplier = 1.4, levelRequirement = 84, statInterpolation = {1, 1},  cost = { }, },
            [41] = {66, 56, 10, -50, baseMultiplier = 1.4, levelRequirement = 86, statInterpolation = {1, 1},  cost = { }, },
            [42] = {68, 58, 10, -50, baseMultiplier = 1.4, levelRequirement = 88, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossIceCrash"] = {
        name = "Ice Crash",
        hidden = true,
        color = "1",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Cold] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_physical_damage_%_to_convert_to_cold",
            "active_skill_attack_speed_+%_final",
            "ice_crash_second_hit_damage_+%_final",
            "active_skill_area_of_effect_radius_+%_final",
            "active_skill_base_area_of_effect_radius",
            "active_skill_base_secondary_area_of_effect_radius",
            "active_skill_base_tertiary_area_of_effect_radius",
            "is_area_damage",
        },
        levels = {
            [1] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 28, statInterpolation = {},  cost = { }, },
            [2] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 37, statInterpolation = {},  cost = { }, },
            [3] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 44, statInterpolation = {},  cost = { }, },
            [4] = {50, -25, -25, -20, 11, 21, 31, levelRequirement = 54, statInterpolation = {},  cost = { }, },
            [5] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.4, levelRequirement = 58, statInterpolation = {},  cost = { }, },
            [6] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 68, statInterpolation = {},  cost = { }, },
            [7] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 70, statInterpolation = {},  cost = { }, },
            [8] = {50, -25, -25, -20, 11, 21, 31, baseMultiplier = 1.8, levelRequirement = 82, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossEliteVaalGlacialHammer"] = {
        name = "Vaal Glacial Hammer",
        hidden = true,
        color = "1",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Melee] = true,
            [SkillType.Duration] = true,
            [SkillType.Area] = true,
            [SkillType.Vaal] = true,
            [SkillType.Cold] = true,
            [SkillType.NeverExertable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_physical_damage_%_to_convert_to_cold",
            "base_chance_to_freeze_%",
            "active_skill_chill_duration_+%_final",
            "physical_damage_+%",
            "active_skill_damage_+%_final",
            "base_skill_effect_duration",
            "active_skill_area_of_effect_radius_+%_final",
        },
        levels = {
            [1] = {50, 20, 35, 29, 50, 4000, 35, levelRequirement = 38, statInterpolation = {},  cost = { }, },
            [2] = {50, 20, 35, 29, 50, 4000, 35, baseMultiplier = 1.4, levelRequirement = 56, statInterpolation = {},  cost = { }, },
            [3] = {50, 20, 35, 29, 50, 4000, 35, baseMultiplier = 1.8, levelRequirement = 69, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GladiatorBossEliteDoubleStrike"] = {
        name = "Double Strike",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Performs two fast strikes with a melee weapon.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Physical] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "physical_damage_+%",
            "base_skill_number_of_additional_hits",
        },
        levels = {
            [1] = {6, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Velocidad de movimiento aumentada un 30%
    IdMonsterImplicitFastRun5
    FamilyMovementVelocity
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • base movement velocity +% Min: 30 Max: 30 Global
  • Craft Tagsspeed
    Los monstruos otorgan la experiencia aumentada un 100%
    La rareza de los objetos arrojados está aumentada un 15000%
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • El 50% del daño físico se convierte en daño de fuego
    IdMonsterElementalSkeletonFire
    FamilyFireDamageAsPortionOfDamage
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • base physical damage % to convert to fire Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    20% de probabilidad de bloquear el daño de ataques
    Recibes el 10% del daño de los golpes bloqueados
    IdMonsterAttackBlock40Bypass15
    FamilyMonsterBlockAndBypass
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster base block % Min: 20 Max: 20 Global
  • base block % damage taken Min: 10 Max: 10 Global
  • Craft Tagsblock
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (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
  • 100% de probabilidad de ganar una carga de aguante con cada golpe
    IdGladiatorBossEliteGetEnduranceChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    100% de probabilidad de ganar una carga de aguante con cada golpe
    monster share charges with pack [1]
    IdGladiatorBossEliteSharingEnduranceCharges
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster share charges with pack Min: 1 Max: 1 Global
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    50% de probabilidad de ganar una carga de frenesí con cada golpe
    IdGladiatorBossEliteGainFrenzyChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add frenzy charge on skill hit % Min: 50 Max: 50 Global
  • Craft Tagsfrenzy_charge
    Avatar de la Forja
    Humanoide
    Velocidad de movimiento aumentada un 30%
    Los monstruos otorgan la experiencia aumentada un 100%
    La rareza de los objetos arrojados está aumentada un 15000%
    El 50% del daño físico se convierte en daño de fuego
    20% de probabilidad de bloquear el daño de ataques
    Recibes el 10% del daño de los golpes bloqueados
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    100% de probabilidad de ganar una carga de aguante con cada golpe
    100% de probabilidad de ganar una carga de aguante con cada golpe
    monster share charges with pack [1]
    50% de probabilidad de ganar una carga de frenesí con cada golpe
    Avatar of the Forge
    SpectreN
    Tagsbludgeoning_weapon, elder_map_boss, has_one_hand_mace, has_one_handed_melee, human, humanoid, medium_height, medium_movement, non_attacking, not_dex, not_int, plate_armour, red_blood, wb_elite
    Vida
    270%
    Armadura
    +100%
    Ailment Threshold
    270%
    Resistencia
    40 40 40 25
    Damage
    150%
    Precisión
    100%
    Probabilidad de golpe crítico
    +5%
    Multiplicador de golpe crítico
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experiencia
    200%
    Model Size
    120%
    Type
    GladiatorBossEliteMap
    Metadata
    GladiatorBossEliteMapElder

    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
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    BaseEvents
    {
    	on_construction_complete = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/AtlasofWorldsBosses/Elder/entrance/affecting_target_instant.epk );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/GladiatorBosses/GladiatorBossEliteMapElder"] = {
        name = "Avatar of the Forge",
        life = 2.7,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "One Hand Mace",
        weaponType2 = "Shield",
        skillList = {
        },
        modList = {
        },
    }
    
    Velocidad de movimiento aumentada un 30%
    IdMonsterImplicitFastRun5
    FamilyMovementVelocity
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • base movement velocity +% Min: 30 Max: 30 Global
  • Craft Tagsspeed
    Los monstruos otorgan la experiencia aumentada un 100%
    La rareza de los objetos arrojados está aumentada un 15000%
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 Global
  • monster dropped item rarity +% Min: 15000 Max: 15000 Global
  • El 50% del daño físico se convierte en daño de fuego
    IdMonsterElementalSkeletonFire
    FamilyFireDamageAsPortionOfDamage
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • base physical damage % to convert to fire Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    20% de probabilidad de bloquear el daño de ataques
    Recibes el 10% del daño de los golpes bloqueados
    IdMonsterAttackBlock40Bypass15
    FamilyMonsterBlockAndBypass
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster base block % Min: 20 Max: 20 Global
  • base block % damage taken Min: 10 Max: 10 Global
  • Craft Tagsblock
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBoss_
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (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
  • 100% de probabilidad de ganar una carga de aguante con cada golpe
    IdGladiatorBossEliteGetEnduranceChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    100% de probabilidad de ganar una carga de aguante con cada golpe
    monster share charges with pack [1]
    IdGladiatorBossEliteSharingEnduranceCharges
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster share charges with pack Min: 1 Max: 1 Global
  • add endurance charge on skill hit % Min: 100 Max: 100 Global
  • Craft Tagsendurance_charge
    50% de probabilidad de ganar una carga de frenesí con cada golpe
    IdGladiatorBossEliteGainFrenzyChargeOnHit
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • add frenzy charge on skill hit % Min: 50 Max: 50 Global
  • Craft Tagsfrenzy_charge
    Edit

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