General Marceus Lioneye
Humanoide
monster ignores delve darkness mechanic [1]
Los monstruos otorgan la experiencia aumentada un 100%
monster dropped item rarity +% [15000]
monster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
cannot be stunned for ms after stun finished [4000]
cannot be stunned while stunned [1]
No puede ser empujado
SpectreN
Tagsbone_armour, Lanzador de hechizos, fast_movement, fire_affinity, has_bow, humanoid, large_height, legion_monster, not_int, puncturing_weapon, ranged, red_blood
Vida
614%
Armadura
+50%
Evasión
+50%
Ailment Threshold
614%
Resistencia
50 50 50 30
Damage
140%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de Golpe Crítico
+130%
Attack Distance
6 ~ 80
Attack Time
1.5 Second
Damage Spread
±20%
Experiencia
200%
Model Size
135%
Type
LegionEternalEmpireGeneral
Metadata
LegionEternalEmpireGeneral
Nivel
68
Vida
855,587
Armadura
43,185
Evasión
7,109
Escudo de energía
0
Damage
596
Daño de hechizos
889
Precisión
290
Attack Time
1.005
Experiencia
112,805
Ailment Threshold
539,020
Chill
1,704
Shock
1,704
Brittle
9,643
Scorch
1,704
Sap
4,709
MeleeLioneye
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque estándar
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Derriba a tus enemigos con un golpe poderoso.
Inflige un 150.3% más de daño
El 75% del daño físico se convierte en daño de fuego
25% menos Velocidad de Ataque
apply attached retract arrow on hit [1]
arrow projectile variation [20]
skill can fire arrows [1]
use scaled contact offset [1]
EmptyActionLegionLioneyeCircleOfDeath
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 18 seg
25% menos Velocidad de Ataque
skill cannot be knocked back [1]
skill cannot be stunned [1]
DelayedAreaBarrage
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Daño de ataque: 30%
Attack Time: 1.5 seg
Tiempo de recarga: 12 seg
Inflige un 70% menos de daño de ataque
Inflige un 105.3% más de daño
El 50% del daño físico se convierte en daño de fuego
72% menos Velocidad de Ataque
base is projectile [1]
is area damage [1]
projectile uses contact direction [1]
projectile uses contact position [1]
LioneyeTriggeredProjectile
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Los proyectiles perforan a todos los objetivos
Inflige un 69.25% más de daño
El 50% del daño físico se convierte en daño de fuego
apply attached retract arrow on hit [1]
base is projectile [1]
monster projectile variation [78]
use scaled contact offset [1]
EmptyActionLegionLioneyeAttackLeft
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 5 seg
25% menos Velocidad de Ataque
EmptyActionLegionLioneyeAttackRight
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 5 seg
25% menos Velocidad de Ataque
EmptyActionLegionLioneyeAttackBack
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 5 seg
25% menos Velocidad de Ataque
RetractArrowNuke
Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 5 seg
Los proyectiles perforan a todos los objetivos
Inflige un 18.25% más de daño
El 25% del daño físico se convierte en daño de fuego
25% menos Velocidad de Ataque
apply attached retract arrow on hit [1]
base is projectile [1]
GeometryTriggerLioneyeFlareObjects
Triggerable, Spell
Tiempo de lanzamiento: 3 seg
Tiempo de recarga: 15 seg
skill cannot be knocked back [1]
skill cannot be stunned [1]
LegionLioneyeSpawnFlareObject
Triggerable, Spell
Tiempo de lanzamiento: 1 seg
LioneyeTriggeredProjectiles
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Los proyectiles perforan a todos los objetivos
Inflige un 69.25% más de daño
Dispara 2 proyectiles adicionales
El 50% del daño físico se convierte en daño de fuego
apply attached retract arrow on hit [1]
base is projectile [1]
monster projectile variation [78]
use scaled contact offset [1]
FireWakeArrowCombo
Attack, Projectile
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 15 seg
Tus golpes no pueden aturdir a los enemigos
Los proyectiles perforan a todos los objetivos
Inflige de 337 a 505.6 de daño de fuego
25% menos Velocidad de Ataque
base is projectile [1]
skill can fire arrows [1]
use scaled contact offset [1]
LegionLioneyeDeathCircleLeft
Attack, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Inflige un 105.3% más de daño
El 50% del daño físico se convierte en daño de fuego
is area damage [1]
LegionLioneyeDeathCircleRight
Attack, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Inflige un 105.3% más de daño
El 50% del daño físico se convierte en daño de fuego
is area damage [1]
LegionLioneyeSpawnFireCircleObject
Triggerable, Spell
Tiempo de lanzamiento: 1 seg
LegionLioneyeFireCircleBombard
Triggerable, Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Inflige un 62.5% más de daño
El 75% del daño físico se convierte en daño de fuego
GeometryTriggerLegionLioneyeFireCircleBombard
Triggerable, Spell
Tiempo de lanzamiento: 1 seg
LegionLioneyeFireCircleFire
Triggerable, Attack
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Daño de ataque: 65%
Attack Time: 1.5 seg
Tus golpes no pueden aturdir a los enemigos
Inflige un 35% menos de daño de ataque
Inflige un 75.25% más de daño
El 100% del daño físico se convierte en daño de fuego
is area damage [1]
LegionLioneyeSnipeMedium
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Los proyectiles perforan a todos los objetivos
Inflige un 105.3% más de daño
El 50% del daño físico se convierte en daño de fuego
apply attached retract arrow on hit [1]
base is projectile [1]
monster projectile variation [78]
use scaled contact offset [1]
LegionLioneyeSnipeLarge
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 946–1419
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Los proyectiles perforan a todos los objetivos
Inflige un 105.3% más de daño
El 50% del daño físico se convierte en daño de fuego
apply attached retract arrow on hit [1]
base is projectile [1]
monster projectile variation [79]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/LegionLeague/LegionGeneralBase"

StateMachine
{
	define_shared_state = "use_arrow2=0;"
}

Object Type Codes

version 2
extends "Metadata/Monsters/LegionLeague/LegionGeneralBase"

Life
{
	on_death = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/charfx/charfx.epk );"
}

Actor
{
	on_start_Emerge2 = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/charfx/charfx.epk );"
}

StateMachine
{
	on_state_activated_1 = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/charfx/charfx.epk );"
	create_state_activated_1 = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/charfx/charfx.epk );"
	on_state_arrow_visible_0 = "DetachAllOfType( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/default_arrow/arrow.ao );"
	on_state_arrow_visible_1 = "AddAttached( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/default_arrow/arrow.ao, R_Weapon );"
	create_state_arrow_visible_1 = "AddAttached( Metadata/Effects/Spells/monsters_effects/League_Legion/EternalEmpire/General_Marceus_Lioneye/default_arrow/arrow.ao, R_Weapon );"

	create_state_breakout_0 =
	"
		IfMapStat( map_is_legion_endgame_map, {},
		{
			AddAttached( Metadata/Effects/Spells/monsters_effects/League_Legion/epk/flee/about_to_flee.ao,  );
			AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/epk/affected/general_indicator.epk );
		} );
	"

	on_state_breakout_1 =
	"
		DetachAllOfType( Metadata/Effects/Spells/monsters_effects/League_Legion/epk/flee/about_to_flee.ao );
		RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Legion/epk/affected/general_indicator.epk );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LegionLeague/LegionEternalEmpireGeneral"] = {
    name = "General Marceus Lioneye",
    life = 6.14,
    fireResist = 50,
    coldResist = 50,
    lightningResist = 50,
    chaosResist = 30,
    damage = 1.4,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 80,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "MeleeLioneye",
        "EmptyActionLegionLioneyeCircleOfDeath",
        "EmptyActionLegionLioneyeAttackLeft",
        "EmptyActionLegionLioneyeAttackRight",
        "EmptyActionLegionLioneyeAttackBack",
        "LegionLioneyeSpawnFlareObject",
        "LegionLioneyeSpawnFireCircleObject",
        "GeometryTriggerLioneyeFlareObjects",
        "GeometryTriggerLegionLioneyeFireCircleBombard",
        "LegionLioneyeDeathCircleLeft",
        "LegionLioneyeDeathCircleRight",
        "DelayedAreaBarrage",
        "LioneyeTriggeredProjectile",
        "LioneyeTriggeredProjectiles",
        "RetractArrowNuke",
        "FireWakeArrowCombo",
        "LegionLioneyeFireCircleBombard",
        "LegionLioneyeFireCircleFire",
        "LegionLioneyeSnipeMedium",
        "LegionLioneyeSnipeLarge",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeLioneye"] = {
    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",
        "arrow_projectile_variation",
        "active_skill_attack_speed_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "skill_can_fire_arrows",
        "apply_attached_retract_arrow_on_hit",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {-30, 20, -25, 75, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 20, -25, 75, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 20, -25, 75, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {200, 20, -25, 75, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionLegionLioneyeCircleOfDeath"] = {
    name = "EmptyActionLegionLioneyeCircleOfDeath",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
        "skill_cannot_be_stunned",
        "skill_cannot_be_knocked_back",
    },
    levels = {
        [1] = {-25, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionLegionLioneyeAttackLeft"] = {
    name = "EmptyActionLegionLioneyeAttackLeft",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
    },
    levels = {
        [1] = {-25, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionLegionLioneyeAttackRight"] = {
    name = "EmptyActionLegionLioneyeAttackRight",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
    },
    levels = {
        [1] = {-25, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionLegionLioneyeAttackBack"] = {
    name = "EmptyActionLegionLioneyeAttackBack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
    },
    levels = {
        [1] = {-25, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeSpawnFlareObject"] = {
    name = "LegionLioneyeSpawnFlareObject",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeSpawnFireCircleObject"] = {
    name = "LegionLioneyeSpawnFireCircleObject",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GeometryTriggerLioneyeFlareObjects"] = {
    name = "GeometryTriggerLioneyeFlareObjects",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_cannot_be_stunned",
        "skill_cannot_be_knocked_back",
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GeometryTriggerLegionLioneyeFireCircleBombard"] = {
    name = "GeometryTriggerLegionLioneyeFireCircleBombard",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeDeathCircleLeft"] = {
    name = "LegionLioneyeDeathCircleLeft",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Triggerable] = 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] = {-30, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {140, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeDeathCircleRight"] = {
    name = "LegionLioneyeDeathCircleRight",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Triggerable] = 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] = {-30, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {140, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DelayedAreaBarrage"] = {
    name = "DelayedAreaBarrage",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 4,
    baseFlags = {
        attack = true,
        projectile = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "active_skill_attack_speed_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "is_area_damage",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
    },
    levels = {
        [1] = {-30, -72, 50, baseMultiplier = 0.3, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, -72, 50, baseMultiplier = 0.3, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, -72, 50, baseMultiplier = 0.3, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {140, -72, 50, baseMultiplier = 0.3, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LioneyeTriggeredProjectile"] = {
    name = "LioneyeTriggeredProjectile",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "monster_projectile_variation",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "apply_attached_retract_arrow_on_hit",
        "use_scaled_contact_offset",
        "always_pierce",
    },
    levels = {
        [1] = {-30, 78, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 78, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 78, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {92, 78, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LioneyeTriggeredProjectiles"] = {
    name = "LioneyeTriggeredProjectiles",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "monster_projectile_variation",
        "number_of_additional_projectiles",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "apply_attached_retract_arrow_on_hit",
        "use_scaled_contact_offset",
        "always_pierce",
    },
    levels = {
        [1] = {-30, 78, 2, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 78, 2, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 78, 2, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {92, 78, 2, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["RetractArrowNuke"] = {
    name = "RetractArrowNuke",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3.7,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "active_skill_attack_speed_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "apply_attached_retract_arrow_on_hit",
        "always_pierce",
    },
    levels = {
        [1] = {-30, -25, 25, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, -25, 25, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, -25, 25, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {24, -25, 25, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FireWakeArrowCombo"] = {
    name = "FireWakeArrowCombo",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Projectile] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 4,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "active_skill_attack_speed_+%_final",
        "base_is_projectile",
        "skill_can_fire_arrows",
        "cannot_stun",
        "use_scaled_contact_offset",
        "always_pierce",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, -25, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeFireCircleBombard"] = {
    name = "LegionLioneyeFireCircleBombard",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_fire",
    },
    levels = {
        [1] = {-30, 75, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 75, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 75, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {83, 75, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeFireCircleFire"] = {
    name = "LegionLioneyeFireCircleFire",
    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",
        "cannot_stun",
    },
    levels = {
        [1] = {-30, 100, baseMultiplier = 0.65, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 100, baseMultiplier = 0.65, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 100, baseMultiplier = 0.65, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {100, 100, baseMultiplier = 0.65, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeSnipeMedium"] = {
    name = "LegionLioneyeSnipeMedium",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "monster_projectile_variation",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "apply_attached_retract_arrow_on_hit",
        "use_scaled_contact_offset",
        "always_pierce",
    },
    levels = {
        [1] = {-30, 78, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 78, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 78, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {140, 78, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LegionLioneyeSnipeLarge"] = {
    name = "LegionLioneyeSnipeLarge",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "monster_projectile_variation",
        "skill_physical_damage_%_to_convert_to_fire",
        "base_is_projectile",
        "apply_attached_retract_arrow_on_hit",
        "use_scaled_contact_offset",
        "always_pierce",
    },
    levels = {
        [1] = {-30, 79, 50, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [2] = {0, 79, 50, levelRequirement = 19, statInterpolation = {2},  cost = { }, },
        [3] = {1, 79, 50, levelRequirement = 20, statInterpolation = {2},  cost = { }, },
        [4] = {140, 79, 50, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
monster ignores delve darkness mechanic [1]
IdMonsterIgnoresDelveDarkness
FamilyMonsterIgnoresDelveDarkness
Domainsmonstruo (3)
GenerationTypeÚnico (3)
Req. level1
Stats
  • monster ignores delve darkness mechanic Min: 1 Max: 1 Global
  • Los monstruos otorgan la experiencia aumentada un 100%
    monster dropped item rarity +% [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
  • monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    IdBreachReducedBeyondPortalChance
    FamilyBeyondPortalChance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster hellscape charge +% Min: -66 Max: -66 Global
  • monster beyond portal chance +% final Min: -66 Max: -66 Global
  • cannot be stunned for ms after stun finished [4000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityMapBossSuper
    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: 4000 Max: 4000 Global
  • No puede ser empujado
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 Global
  • Marceus Lioneye Topic /5 ⍟
    NPCNombre
    BestelMarceus lideró a la Legión Eterna del extremo sur, aquí en la Vigilancia de Lioneye. ¿Por qué se llamaba Lioneye? Significa Ojo de León. El loco y tonto perdió su ojo y se puso una gema dorada en su lugar.

    Su cabeza debe haber sido un lindo adorno para el cinturón del Rey Kaom.
    La mirada de Lioneye"Observa sin dudas; mata sin titubear".
    - Marceus Lioneye de Sarn
    Visión de Lioneye"Las Gemas de Virtud son un regalo de la tierra,
    nuestra tierra, y no dejaremos que nuestros regalos
    sean destruidos por salvajes".
    - Marceus Lioneye
    Busto de Marceus LioneyeEl Emperador honra a Marceus Lioneye como Siervo Supremo.
    "El camino a la Gloria está pavimentado con sacrificio".
    El León{Los Eternos alababan su valor. Los Karui saborearon su derrota. Pero los últimos pensamientos de Marceus Lioneye no eran nada salvo lamento por su orgullo.}
    General Marceus Lioneye Text Audio /32 ⍟
    Nombre
    ¡Defenderemos a nuestro emperador hasta el final!
    LegionLioneyeBattleCry1
    ¡Los desertores serán usados como blancos de entrenamiento!
    LegionLioneyeBattleCry2
    ¡Manténganse firmes!
    LegionLioneyeBattleCry3
    Somos. ¡Eternos!
    LegionLioneyeBattleCry4
    ¡Por nuestro Emperador!
    LegionLioneyeBattleCry5
    ¡Fuego!
    LegionLioneyeAttackOneRandom
    ¡Fuego!
    LegionLioneyeAttackOne2
    ¡No pueden ocultarse de mí!
    LegionLioneyeAttackTwoRandom
    ¡No pueden ocultarse de mí!
    LegionLioneyeAttackTwo2
    ¡Trata de escapar!
    LegionLioneyeAttackThreeRandom
    ¡Trata de escapar!
    LegionLioneyeAttackThree2
    ¡Traidores!
    LegionLioneyeAttackFourRandom
    ¡Traidores!
    LegionLioneyeAttackFour2
    Justo entre los ojos…
    LegionLioneyeArrackFiveRandom
    Justo entre los ojos…
    LegionLioneyeAttackFive2
    ¡Retrocedan!
    LegionLioneyeFleeing1
    ¡Hacia la entrada!
    LegionLioneyeFleeing2
    ¡A resguardo! ¡Protejan al emperador!
    LegionLioneyeFleeing3
    Es el fin, traidor rebelde. ¡Es hora de pagar por tus crímenes!
    LegionLioneyeMapIntro1
    ¡Tu rebelión termina aquí!
    LegionLioneyeMapIntro2
    Traidor, la voluntad del Emperador es la ley.
    LegionLioneyeMapIntro3
    No puedes destruir lo eterno.
    LegionLioneyeMapIntro4
    No... Esto... Esto se siente... familiar...
    LegionLioneyeDefeat1
    Muero... por mi Emperador.
    LegionLioneyeDefeat2
    Chitus... perdóname.
    LegionLioneyeDefeat3
    Una muerte... de guerrero.
    LegionLioneyeDefeat4
    ¡Solo estamos comenzando!
    LegionLioneyeInjured1
    Portaré estas cicatrices con orgullo.
    LegionLioneyeInjured2
    Al fin encuentro un adversario digno.
    LegionLioneyeInjured3
    ¡Rebelde! El Emperador me recompensará enormemente por tu cabeza.
    LegionLioneyeTaunt1
    ¿Puedes moverte más rápido que una flecha, rebelde?
    LegionLioneyeTaunt2
    ¿Estás listo para morir por tu causa, traidor?
    LegionLioneyeTaunt3
    Edit

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