Teniente del Arco
No muerto
damage taken +% from spike traps final [-100]
damage taken +% from arrow traps final [-100]
immune to labyrinth degen effect [1]
immune to lava damage [1]
El 50% del daño físico se convierte en daño de rayo
damage taken +% from arrow traps final [-100]
immune to labyrinth degen effect [1]
immune to lava damage [1]
El 50% del daño físico se convierte en daño de rayo
Lieutenant of the Bow
Spectre | N |
---|---|
Tags | bone_armour, bones, has_bow, humanoid, lightning_affinity, medium_height, not_int, not_str, physical_affinity, puncturing_weapon, ranged, skeleton, undead, very_slow_movement |
Vida
401%
Evasión
+10%
Ailment Threshold
401%
Resistencia
0 0 85 0
Damage
150%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de golpe crítico
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Experiencia
150%
Model Size
122%
Type
LabyrinthLieutenantSkeletonRangedBoss
Metadata
LabyrinthLieutenantSkeletonRanged
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Nivel
68
Vida
25,798
Armadura
28,790
Evasión
5,213
Escudo de energía
0
Damage
560
Daño de hechizos
560
Precisión
290
Attack Time
1.995
Experiencia
15,383
Ailment Threshold
25,798
Chill
82
Shock
82
Brittle
462
Scorch
82
Sap
225
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque estándar
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Derriba a tus enemigos con un golpe poderoso.
skill can fire arrows [1]
skill can fire wand projectiles [1]
skill can fire wand projectiles [1]
LieutenantRainOfArrows
Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
Lluvia de flechas
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Tiempo de recarga: 15 seg
Dispara una gran cantidad de flechas al aire que caen sobre el objetivo al cabo de un corto período de tiempo.
El 25% del daño físico se convierte en daño de rayo
Inflige un 80% más de daño
25% de probabilidad de electrocutar a los enemigos
active skill area of effect radius +% final [47]
base is projectile [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [-30]
Inflige un 80% más de daño
25% de probabilidad de electrocutar a los enemigos
active skill area of effect radius +% final [47]
base is projectile [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [-30]
LieutenantSplitArrow
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, Triggerable
Flecha dividida
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Tiempo de recarga: 15 seg
Dispara múltiples flechas a diferentes objetivos.
El 50% del daño físico se convierte en daño de rayo
Inflige un 20% menos de daño
Dispara 5 flechas adicionales
Daño físico aumentado un 28%
25% de probabilidad de electrocutar a los enemigos
skill can fire arrows [1]
Inflige un 20% menos de daño
Dispara 5 flechas adicionales
Daño físico aumentado un 28%
25% de probabilidad de electrocutar a los enemigos
skill can fire arrows [1]
Object Type
version 2 extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant" Transitionable { num_states = 5 // 1: lowered // 2: raising // 3: raised, active // 4: lowering // 5: lowered on_transition_to_2 = "PlayAnimationByName( lift_raise_bow ); MakeCollidable();" on_transition_to_4 = "PlayAnimationByName( lift_lower_bow );" on_transition_to_5 = "RemoveCollidability();" } NPC { marker_enabled = false } Positioned { force_placement = true }
Object Type Codes
version 2 extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant" Life { on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );" on_death = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );" } Animated { on_end_lift_lower_bow = "PlayAnimationByName( lift_idle_down_bow );" } Transitionable { create_state_1 = "PlayAnimationByName( lift_idle_down_bow ); RemoveCollidability();" create_state_5 = "PlayAnimationByName( lift_idle_down_bow ); RemoveCollidability();" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/Labyrinth/LabyrinthLieutenantSkeletonRanged"] = { name = "Lieutenant of the Bow", life = 4.01, fireResist = 0, coldResist = 0, lightningResist = 85, chaosResist = 0, damage = 1.5, damageSpread = 0.2, attackTime = 1.995, attackRange = 40, accuracy = 1, weaponType1 = "Bow", skillList = { "Melee", "LieutenantRainOfArrows", "LieutenantSplitArrow", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["Melee"] = { name = "Default Attack", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Strike your foes down with a powerful blow.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.MeleeSingleTarget] = true, [SkillType.Multistrikeable] = true, [SkillType.Melee] = true, [SkillType.ProjectilesFromUser] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, melee = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["LieutenantRainOfArrows"] = { name = "Rain of Arrows", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires a large number of arrows into the air, to land at the target after a short delay.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Area] = true, [SkillType.ProjectileSpeed] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Triggerable] = true, [SkillType.Rain] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_area_of_effect_radius_+%_final", "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_lightning", "base_chance_to_shock_%", "base_is_projectile", "is_area_damage", }, levels = { [1] = {23, 80, 25, 25, levelRequirement = 7, statInterpolation = {1}, cost = { }, }, [2] = {31, 80, 25, 25, levelRequirement = 30, statInterpolation = {1}, cost = { }, }, [3] = {39, 80, 25, 25, levelRequirement = 42, statInterpolation = {1}, cost = { }, }, [4] = {47, 80, 25, 25, levelRequirement = 56, statInterpolation = {1}, cost = { }, }, [5] = {-30, 47, 80, 25, 25, levelRequirement = 68, statInterpolation = {1, 1}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["LieutenantSplitArrow"] = { name = "Split Arrow", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires multiple arrows at different targets.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "number_of_additional_arrows", "physical_damage_+%", "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_lightning", "base_chance_to_shock_%", "skill_can_fire_arrows", }, levels = { [1] = {5, 28, -20, 50, 25, levelRequirement = 7, statInterpolation = {}, cost = { }, }, }, }
damage taken +% from spike traps final [-100]
Id | LabyrinthSpikeTrapDamageTaken2 |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
damage taken +% from arrow traps final [-100]
Id | LabyrinthArrowTrapDamageTaken2_ |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
immune to labyrinth degen effect [1]
Id | LabyrinthDegenTrapImmunity1 |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
immune to lava damage [1]
Id | ImmuneToLavaDamage |
---|---|
Family | ImmuneToLavaDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
El 50% del daño físico se convierte en daño de rayo
Id | MonsterElementalSkeletonLightning |
---|---|
Family | LightningDamageAsPortionOfDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats | |
Craft Tags | physical_damage elemental_damage damage physical elemental lightning |
Teniente del Arco
No muerto
damage taken +% from spike traps final [-100]
damage taken +% from arrow traps final [-100]
immune to labyrinth degen effect [1]
immune to lava damage [1]
El 50% del daño físico se convierte en daño de rayo
damage taken +% from arrow traps final [-100]
immune to labyrinth degen effect [1]
immune to lava damage [1]
El 50% del daño físico se convierte en daño de rayo
Lieutenant of the Bow
Spectre | N |
---|---|
Tags | bone_armour, bones, has_bow, humanoid, lightning_affinity, medium_height, not_int, not_str, physical_affinity, puncturing_weapon, ranged, skeleton, undead, very_slow_movement |
Vida
401%
Evasión
+10%
Ailment Threshold
401%
Resistencia
0 0 85 0
Damage
150%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de golpe crítico
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Experiencia
150%
Model Size
122%
Type
LabyrinthLieutenantSkeletonRangedBoss
Metadata
LabyrinthLieutenantSkeletonRanged2
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Nivel
68
Vida
25,798
Armadura
28,790
Evasión
5,213
Escudo de energía
0
Damage
560
Daño de hechizos
560
Precisión
290
Attack Time
1.995
Experiencia
15,383
Ailment Threshold
25,798
Chill
82
Shock
82
Brittle
462
Scorch
82
Sap
225
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque estándar
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Derriba a tus enemigos con un golpe poderoso.
skill can fire arrows [1]
skill can fire wand projectiles [1]
skill can fire wand projectiles [1]
LieutenantRainOfArrows
Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
Lluvia de flechas
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Tiempo de recarga: 15 seg
Dispara una gran cantidad de flechas al aire que caen sobre el objetivo al cabo de un corto período de tiempo.
El 25% del daño físico se convierte en daño de rayo
Inflige un 80% más de daño
25% de probabilidad de electrocutar a los enemigos
active skill area of effect radius +% final [47]
base is projectile [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [-30]
Inflige un 80% más de daño
25% de probabilidad de electrocutar a los enemigos
active skill area of effect radius +% final [47]
base is projectile [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [-30]
LieutenantSplitArrow
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, Triggerable
Flecha dividida
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.995 seg
Tiempo de recarga: 15 seg
Dispara múltiples flechas a diferentes objetivos.
El 50% del daño físico se convierte en daño de rayo
Inflige un 20% menos de daño
Dispara 5 flechas adicionales
Daño físico aumentado un 28%
25% de probabilidad de electrocutar a los enemigos
skill can fire arrows [1]
Inflige un 20% menos de daño
Dispara 5 flechas adicionales
Daño físico aumentado un 28%
25% de probabilidad de electrocutar a los enemigos
skill can fire arrows [1]
Object Type
version 2 extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant" Transitionable { num_states = 3 } NPC { marker_enabled = false }
Object Type Codes
version 2 extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant" Life { on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );" on_death = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/Labyrinth/LabyrinthLieutenantSkeletonRanged2"] = { name = "Lieutenant of the Bow", life = 4.01, fireResist = 0, coldResist = 0, lightningResist = 85, chaosResist = 0, damage = 1.5, damageSpread = 0.2, attackTime = 1.995, attackRange = 40, accuracy = 1, weaponType1 = "Bow", skillList = { "Melee", "LieutenantRainOfArrows", "LieutenantSplitArrow", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["Melee"] = { name = "Default Attack", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Strike your foes down with a powerful blow.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.MeleeSingleTarget] = true, [SkillType.Multistrikeable] = true, [SkillType.Melee] = true, [SkillType.ProjectilesFromUser] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, melee = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["LieutenantRainOfArrows"] = { name = "Rain of Arrows", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires a large number of arrows into the air, to land at the target after a short delay.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Area] = true, [SkillType.ProjectileSpeed] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Triggerable] = true, [SkillType.Rain] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_area_of_effect_radius_+%_final", "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_lightning", "base_chance_to_shock_%", "base_is_projectile", "is_area_damage", }, levels = { [1] = {23, 80, 25, 25, levelRequirement = 7, statInterpolation = {1}, cost = { }, }, [2] = {31, 80, 25, 25, levelRequirement = 30, statInterpolation = {1}, cost = { }, }, [3] = {39, 80, 25, 25, levelRequirement = 42, statInterpolation = {1}, cost = { }, }, [4] = {47, 80, 25, 25, levelRequirement = 56, statInterpolation = {1}, cost = { }, }, [5] = {-30, 47, 80, 25, 25, levelRequirement = 68, statInterpolation = {1, 1}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["LieutenantSplitArrow"] = { name = "Split Arrow", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires multiple arrows at different targets.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "number_of_additional_arrows", "physical_damage_+%", "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_lightning", "base_chance_to_shock_%", "skill_can_fire_arrows", }, levels = { [1] = {5, 28, -20, 50, 25, levelRequirement = 7, statInterpolation = {}, cost = { }, }, }, }
damage taken +% from spike traps final [-100]
Id | LabyrinthSpikeTrapDamageTaken2 |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
damage taken +% from arrow traps final [-100]
Id | LabyrinthArrowTrapDamageTaken2_ |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
immune to labyrinth degen effect [1]
Id | LabyrinthDegenTrapImmunity1 |
---|---|
Family | LabyrinthTrapDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
immune to lava damage [1]
Id | ImmuneToLavaDamage |
---|---|
Family | ImmuneToLavaDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats |
El 50% del daño físico se convierte en daño de rayo
Id | MonsterElementalSkeletonLightning |
---|---|
Family | LightningDamageAsPortionOfDamage |
Domains | monstruo (3) |
GenerationType | Único (3) |
Req. level | 1 |
Stats | |
Craft Tags | physical_damage elemental_damage damage physical elemental lightning |