伊澤洛
人形
地區: 昇華試煉
怪物增加 100% 經驗值
增加 15000% 物品掉落稀有度
monster base type attack cast speed +% and damage -% final [33]
cannot be taunted when taunted ms [0]
不能被擊退
monster penalty against minions damage +% final vs player minions [-20]
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
cant touch this [1]
cant possess this [1]
Izaro
幽魂N
地區昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉
標籤bludgeoning_weapon, 法術, flesh_armour, has_two_hand_mace, has_two_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood
生命
3400%
護甲
+100%
異常狀態臨界值
3400%
抗性
40 40 40 25
傷害
180%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
6 ~ 14
攻擊間隔
2.25 秒
傷害分佈
±20%
經驗值
200%
Model Size
100%
類型
LabyrinthBoss1
Metadata
LabyrinthBossMaul
等級
75
生命
17,281,185
護甲
49,865
閃避
6,029
能量護盾
0
傷害
1,162
法術傷害
1,734
命中
0
攻擊間隔
1.5075
經驗值
129,844
異常狀態臨界值
8,986,216
冰緩
28,414
感電
28,414
易碎
160,754
焦灼
28,414
殘喘
78,504
IzaroMelee
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
普通攻擊
基本傷害: 1845–2767
暴擊率: 5%
攻擊間隔: 2.25 秒
用強大的攻擊擊倒敵人。
25% 更多攻擊速度
skill can fire arrows [0]
skill can fire wand projectiles [0]
IzaroTaunt
冷卻時間: 25 秒
LbBossFlee
攻擊
基本傷害: 1845–2767
暴擊率: 5%
攻擊間隔: 2.25 秒
減少 33% 施放速度
LbBossShield
法術
施放時間: 1 秒
LbBossSummonLieutenants
法術
施放時間: 1 秒
33% 更少攻擊速度
LabyrinthBossLeapSlam
攻擊, 範圍, 近戰, 位移, 快行, Slam, 圖騰技能
躍擊
基本傷害: 1845–2767
暴擊率: 5%
攻擊間隔: 2.25 秒
冷卻時間: 10 秒
朝著目標區域躍起,並在落地時以你的武器重擊並擊退範圍內的敵人。被踩到的敵人將會被推出去。限定斧、錘、權杖、劍或是長杖。
造成 60% 更多傷害
47% 更少攻擊速度
基礎範圍為 1.5
cast time overrides attack duration [1]
is area damage [1]
GraspingOrnaments
法術, 範圍, 持續時間, 傷害, 範圍法術
施放時間: 3 秒
冷卻時間: 8 秒
造成 215.7323.5 物理傷害
你的擊中不能暈眩敵人
造成 30% 更少物理傷害
active skill area of effect radius +% final [60]
grasping ornament placement radius [16]
number of grasping ornaments [50]
IzaroSlam
攻擊, 範圍
基本傷害: 1845–2767
暴擊率: 5%
攻擊間隔: 2.25 秒
冷卻時間: 6 秒
15% 更少攻擊速度
active skill area of effect radius +% final [-25]
is area damage [1]
voll slam damage +% final at centre [100]
IzaroGlacialCascadeOrnaments
法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 可觸發, 冰冷, 範圍法術
暴擊率: 5%
施放時間: 2 秒
冷卻時間: 10 秒
造成 667.21001 物理傷害
爆發 +10
active skill area of effect radius +% final [-18]
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Positioned
{
	force_placement = true
}

Actor
{
	basic_action = "Emerge"
	basic_action = "ChangeToStance2"
}

Stats
{
	max_izaro_charges = 10
	attack_speed_+%_per_izaro_charge = 3
	cast_speed_+%_per_izaro_charge = 3
	damage_+%_per_izaro_charge_final = 3
	physical_damage_reduction_%_per_izaro_charge = 3
	resist_all_elements_%_per_izaro_charge = 3
	immune_to_lava_damage = 1
	damage_taken_+%_from_spike_traps_final = -100
	damage_taken_+%_from_arrow_traps_final = -100
	immune_to_labyrinth_degen_effect = 1
	attack_and_cast_speed_+% = 15
	base_movement_velocity_+% = 15
	curse_orb_additional_radius = 20
}

Transitionable
{
	num_states = 5
	on_transition_to_4 = "PlayAnimationType( Hide );"
}

Animated
{
	serialise_animation_progress = true
}

Life
{
	corpse_usable = false
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_spawned_dead =
	"
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
	"

	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"

	on_death =
	"
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
		FadeOutMusic( 1000 );
		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
	"
}

Animated
{
	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
}

Render
{
	//turn_duration = 0.5
	preload_animated_object = "SuperFrenzyCharge"
	preload_animated_object = "IzaroGainCharge"
	preload_animated_object = "LbLieutenantTeleportPoof"
}

Transitionable
{
	create_state_1 =
	"
		DisableTargetable();
		PlayAnimationType( Emerge );
		PauseAnimation();
	"

	create_state_4 = "DisableTargetable();"

	create_state_5 =
	"
		DisableTargetable();
		PlayAnimationType( Hide );
		GoToAnimationEnd();
	"

	on_transition_to_2 = "EnableTargetable();"

	on_transition_to_4 =
	"
		DisableTargetable();
		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Labyrinth/LabyrinthBossMaul"] = {
    name = "Izaro",
    life = 34,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    damage = 1.8,
    damageSpread = 0.2,
    attackTime = 2.25,
    attackRange = 14,
    accuracy = 1,
    weaponType1 = "Two Hand Mace",
    skillList = {
        "IzaroMelee",
        "LabyrinthBossLeapSlam",
        "IzaroGlacialCascadeOrnaments",
        "IzaroSlam",
        "GraspingOrnaments",
        "LbBossFlee",
        "LbBossSummonLieutenants",
        "LbBossShield",
        "IzaroTaunt",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroMelee"] = {
    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] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
        [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LabyrinthBossLeapSlam"] = {
    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_attack_speed_+%_final",
        "active_skill_damage_+%_final",
        "active_skill_base_area_of_effect_radius",
        "is_area_damage",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {-56, 40, 15, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
        [2] = {-56, 60, 15, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
        [3] = {-47, 60, 15, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroGlacialCascadeOrnaments"] = {
    name = "IzaroGlacialCascadeOrnaments",
    hidden = true,
    color = "3",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cold] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2,
    baseFlags = {
        area = true,
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "upheaval_number_of_spikes",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroSlam"] = {
    name = "IzaroSlam",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
        "active_skill_damage_+%_final",
        "voll_slam_damage_+%_final_at_centre",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
    },
    levels = {
        [1] = {-40, -10, 100, -25, levelRequirement = 2, statInterpolation = {1, 1},  cost = { }, },
        [2] = {-40, 0, 100, -25, levelRequirement = 61, statInterpolation = {1, 1},  cost = { }, },
        [3] = {-15, 0, 100, -25, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GraspingOrnaments"] = {
    name = "GraspingOrnaments",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Area] = true,
        [SkillType.Duration] = true,
        [SkillType.Damage] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
        area = true,
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "active_skill_area_of_effect_radius_+%_final",
        "number_of_grasping_ornaments",
        "base_skill_effect_duration",
        "grasping_ornament_placement_radius",
        "active_skill_physical_damage_+%_final",
        "cannot_stun",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
        [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
        [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
        [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
        [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
        [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
        [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
        [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
        [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
        [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
        [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
        [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
        [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
        [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
        [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
        [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
        [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
        [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
        [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
        [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
        [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
        [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
        [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
        [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
        [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
        [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
        [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
        [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
        [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
        [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossFlee"] = {
    name = "LbBossFlee",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2.75,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_cast_speed_+%",
    },
    levels = {
        [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossSummonLieutenants"] = {
    name = "LbBossSummonLieutenants",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_attack_speed_+%_final",
    },
    levels = {
        [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LbBossShield"] = {
    name = "LbBossShield",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IzaroTaunt"] = {
    name = "IzaroTaunt",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
怪物增加 100% 經驗值
增加 15000% 物品掉落稀有度
IdMonsterMapBoss
FamilyMonsterMapBoss
Domains怪物 (3)
GenerationType傳奇 (3)
Req. level1
Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 不能被擊退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊澤洛
    人形
    地區: 昇華試煉
    怪物增加 100% 經驗值
    增加 15000% 物品掉落稀有度
    monster base type attack cast speed +% and damage -% final [33]
    cannot be taunted when taunted ms [0]
    不能被擊退
    monster penalty against minions damage +% final vs player minions [-20]
    20% 攻擊傷害格擋率
    你承受 10% 來自格擋擊中的傷害
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    cant touch this [1]
    cant possess this [1]
    Izaro
    幽魂N
    地區昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉
    標籤法術, flesh_armour, has_one_hand_sword, has_one_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood, slashing_weapon
    生命
    3400%
    護甲
    +100%
    異常狀態臨界值
    3400%
    抗性
    40 40 40 25
    傷害
    180%
    命中
    100%
    暴擊率
    +5%
    暴擊加成
    +130%
    攻擊距離
    6 ~ 14
    攻擊間隔
    2.25 秒
    傷害分佈
    ±20%
    經驗值
    200%
    Model Size
    100%
    類型
    LabyrinthBoss1
    Metadata
    LabyrinthBossOneHandAndShield
    等級
    75
    生命
    17,281,185
    護甲
    49,865
    閃避
    6,029
    能量護盾
    0
    傷害
    1,162
    法術傷害
    1,734
    命中
    0
    攻擊間隔
    1.5075
    經驗值
    129,844
    異常狀態臨界值
    8,986,216
    冰緩
    28,414
    感電
    28,414
    易碎
    160,754
    焦灼
    28,414
    殘喘
    78,504
    IzaroMelee
    攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
    普通攻擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    用強大的攻擊擊倒敵人。
    25% 更多攻擊速度
    skill can fire arrows [0]
    skill can fire wand projectiles [0]
    IzaroTaunt
    冷卻時間: 25 秒
    LbBossFlee
    攻擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    減少 33% 施放速度
    LbBossShield
    法術
    施放時間: 1 秒
    LbBossSummonLieutenants
    法術
    施放時間: 1 秒
    33% 更少攻擊速度
    LabyrinthCharge
    攻擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    冷卻時間: 10 秒
    造成 60% 更多傷害
    GraspingOrnaments
    法術, 範圍, 持續時間, 傷害, 範圍法術
    施放時間: 3 秒
    冷卻時間: 8 秒
    造成 215.7323.5 物理傷害
    你的擊中不能暈眩敵人
    造成 30% 更少物理傷害
    active skill area of effect radius +% final [60]
    grasping ornament placement radius [16]
    number of grasping ornaments [50]
    EDAIzaroReave
    攻擊, 可觸發
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    冷卻時間: 6 秒
    造成 60% 更多傷害
    10% 更少攻擊速度
    is area damage [1]
    IzaroGlacialCascadeOrnaments
    法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 可觸發, 冰冷, 範圍法術
    暴擊率: 5%
    施放時間: 2 秒
    冷卻時間: 10 秒
    造成 667.21001 物理傷害
    爆發 +10
    active skill area of effect radius +% final [-18]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Positioned
    {
    	force_placement = true
    }
    
    Actor
    {
    	basic_action = "Emerge"
    	basic_action = "ChangeToStance2"
    }
    
    Stats
    {
    	max_izaro_charges = 10
    	attack_speed_+%_per_izaro_charge = 3
    	cast_speed_+%_per_izaro_charge = 3
    	damage_+%_per_izaro_charge_final = 3
    	physical_damage_reduction_%_per_izaro_charge = 3
    	resist_all_elements_%_per_izaro_charge = 3
    	immune_to_lava_damage = 1
    	damage_taken_+%_from_spike_traps_final = -100
    	damage_taken_+%_from_arrow_traps_final = -100
    	immune_to_labyrinth_degen_effect = 1
    	attack_and_cast_speed_+% = 15
    	base_movement_velocity_+% = 15
    	curse_orb_additional_radius = 20
    }
    
    Transitionable
    {
    	num_states = 5
    	on_transition_to_4 = "PlayAnimationType( Hide );"
    }
    
    Animated
    {
    	serialise_animation_progress = true
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_spawned_dead =
    	"
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
    	"
    
    	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"
    
    	on_death =
    	"
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
    		FadeOutMusic( 1000 );
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    
    Animated
    {
    	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
    }
    
    Render
    {
    	//turn_duration = 0.5
    	preload_animated_object = "SuperFrenzyCharge"
    	preload_animated_object = "IzaroGainCharge"
    	preload_animated_object = "LbLieutenantTeleportPoof"
    }
    
    Transitionable
    {
    	create_state_1 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Emerge );
    		PauseAnimation();
    	"
    
    	create_state_4 = "DisableTargetable();"
    
    	create_state_5 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Hide );
    		GoToAnimationEnd();
    	"
    
    	on_transition_to_2 = "EnableTargetable();"
    
    	on_transition_to_4 =
    	"
    		DisableTargetable();
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Labyrinth/LabyrinthBossOneHandAndShield"] = {
        name = "Izaro",
        life = 34,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.8,
        damageSpread = 0.2,
        attackTime = 2.25,
        attackRange = 14,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        weaponType2 = "Shield",
        skillList = {
            "IzaroMelee",
            "IzaroGlacialCascadeOrnaments",
            "LabyrinthCharge",
            "GraspingOrnaments",
            "LbBossFlee",
            "LbBossSummonLieutenants",
            "LbBossShield",
            "IzaroTaunt",
            "EDAIzaroReave",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroMelee"] = {
        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] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroGlacialCascadeOrnaments"] = {
        name = "IzaroGlacialCascadeOrnaments",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Cold] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            area = true,
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "upheaval_number_of_spikes",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LabyrinthCharge"] = {
        name = "LabyrinthCharge",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
            "active_skill_damage_+%_final",
        },
        levels = {
            [1] = {-20, 40, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-20, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {0, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GraspingOrnaments"] = {
        name = "GraspingOrnaments",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Area] = true,
            [SkillType.Duration] = true,
            [SkillType.Damage] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 3,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "active_skill_area_of_effect_radius_+%_final",
            "number_of_grasping_ornaments",
            "base_skill_effect_duration",
            "grasping_ornament_placement_radius",
            "active_skill_physical_damage_+%_final",
            "cannot_stun",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
            [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
            [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
            [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
            [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
            [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
            [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
            [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
            [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
            [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
            [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
            [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
            [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
            [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
            [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
            [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
            [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
            [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
            [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
            [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
            [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
            [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
            [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
            [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
            [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
            [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
            [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
            [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
            [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
            [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossFlee"] = {
        name = "LbBossFlee",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_cast_speed_+%",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossSummonLieutenants"] = {
        name = "LbBossSummonLieutenants",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossShield"] = {
        name = "LbBossShield",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroTaunt"] = {
        name = "IzaroTaunt",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EDAIzaroReave"] = {
        name = "EDAIzaroReave",
        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_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {-30, 44, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-30, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-10, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    
    怪物增加 100% 經驗值
    增加 15000% 物品掉落稀有度
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 不能被擊退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    20% 攻擊傷害格擋率
    你承受 10% 來自格擋擊中的傷害
    IdMonsterAttackBlock30Bypass20
    FamilyMonsterBlockAndBypass
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster base block % Min: 20 Max: 20 全域
  • base block % damage taken Min: 10 Max: 10 全域
  • Craft Tagsblock
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊澤洛
    人形
    地區: 昇華試煉
    怪物增加 100% 經驗值
    增加 15000% 物品掉落稀有度
    monster base type attack cast speed +% and damage -% final [33]
    cannot be taunted when taunted ms [0]
    不能被擊退
    monster penalty against minions damage +% final vs player minions [-20]
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    cant touch this [1]
    cant possess this [1]
    Izaro
    幽魂N
    地區昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉, 昇華試煉
    標籤法術, flesh_armour, has_dual_wield_melee, has_one_hand_sword, has_one_handed_melee, human, humanoid, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood, slashing_weapon
    生命
    3400%
    護甲
    +100%
    異常狀態臨界值
    3400%
    抗性
    40 40 40 25
    傷害
    180%
    命中
    100%
    暴擊率
    +5%
    暴擊加成
    +130%
    攻擊距離
    6 ~ 14
    攻擊間隔
    2.25 秒
    傷害分佈
    ±20%
    經驗值
    200%
    Model Size
    100%
    類型
    LabyrinthBoss1
    Metadata
    LabyrinthBossDualWield
    等級
    75
    生命
    17,281,185
    護甲
    49,865
    閃避
    6,029
    能量護盾
    0
    傷害
    1,162
    法術傷害
    1,734
    命中
    0
    攻擊間隔
    1.5075
    經驗值
    129,844
    異常狀態臨界值
    8,986,216
    冰緩
    28,414
    感電
    28,414
    易碎
    160,754
    焦灼
    28,414
    殘喘
    78,504
    IzaroMelee
    攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
    普通攻擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    用強大的攻擊擊倒敵人。
    25% 更多攻擊速度
    skill can fire arrows [0]
    skill can fire wand projectiles [0]
    IzaroTaunt
    冷卻時間: 25 秒
    LbBossFlee
    攻擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    減少 33% 施放速度
    LbBossShield
    法術
    施放時間: 1 秒
    LbBossSummonLieutenants
    法術
    施放時間: 1 秒
    33% 更少攻擊速度
    LabyrinthBossLeapSlam
    攻擊, 範圍, 近戰, 位移, 快行, Slam, 圖騰技能
    躍擊
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    冷卻時間: 10 秒
    朝著目標區域躍起,並在落地時以你的武器重擊並擊退範圍內的敵人。被踩到的敵人將會被推出去。限定斧、錘、權杖、劍或是長杖。
    造成 60% 更多傷害
    47% 更少攻擊速度
    基礎範圍為 1.5
    cast time overrides attack duration [1]
    is area damage [1]
    GraspingOrnaments
    法術, 範圍, 持續時間, 傷害, 範圍法術
    施放時間: 3 秒
    冷卻時間: 8 秒
    造成 215.7323.5 物理傷害
    你的擊中不能暈眩敵人
    造成 30% 更少物理傷害
    active skill area of effect radius +% final [60]
    grasping ornament placement radius [16]
    number of grasping ornaments [50]
    EDAIzaroReave
    攻擊, 可觸發
    基本傷害: 1845–2767
    暴擊率: 5%
    攻擊間隔: 2.25 秒
    冷卻時間: 6 秒
    造成 60% 更多傷害
    10% 更少攻擊速度
    is area damage [1]
    IzaroGlacialCascadeOrnaments
    法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 可觸發, 冰冷, 範圍法術
    暴擊率: 5%
    施放時間: 2 秒
    冷卻時間: 10 秒
    造成 667.21001 物理傷害
    爆發 +10
    active skill area of effect radius +% final [-18]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Positioned
    {
    	force_placement = true
    }
    
    Actor
    {
    	basic_action = "Emerge"
    	basic_action = "ChangeToStance2"
    }
    
    Stats
    {
    	max_izaro_charges = 10
    	attack_speed_+%_per_izaro_charge = 3
    	cast_speed_+%_per_izaro_charge = 3
    	damage_+%_per_izaro_charge_final = 3
    	physical_damage_reduction_%_per_izaro_charge = 3
    	resist_all_elements_%_per_izaro_charge = 3
    	immune_to_lava_damage = 1
    	damage_taken_+%_from_spike_traps_final = -100
    	damage_taken_+%_from_arrow_traps_final = -100
    	immune_to_labyrinth_degen_effect = 1
    	attack_and_cast_speed_+% = 15
    	base_movement_velocity_+% = 15
    	curse_orb_additional_radius = 20
    }
    
    Transitionable
    {
    	num_states = 5
    	on_transition_to_4 = "PlayAnimationType( Hide );"
    }
    
    Animated
    {
    	serialise_animation_progress = true
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_spawned_dead =
    	"
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 2 );
    	"
    
    	on_spawned_alive = "AddAttached( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, jnt_back_ornament );"
    
    	on_death =
    	"
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossOrnament.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/LabyrinthBossStatue.ao, 0 );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao,  );
    		AddAttached( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao,  );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathPrimary.ao, 0 );
    		PlayAnimationAttachedByIndex( Metadata/Monsters/Labyrinth/Death/OrnamentsDeathSecondary.ao, 0 );
    		FadeOutMusic( 1000 );
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    
    Animated
    {
    	on_taunt_maul = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword = "PlayNPCAudio( IzaroTaunt );"
    	on_taunt_sword_sword = "PlayNPCAudio( IzaroTaunt );"
    }
    
    Render
    {
    	//turn_duration = 0.5
    	preload_animated_object = "SuperFrenzyCharge"
    	preload_animated_object = "IzaroGainCharge"
    	preload_animated_object = "LbLieutenantTeleportPoof"
    }
    
    Transitionable
    {
    	create_state_1 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Emerge );
    		PauseAnimation();
    	"
    
    	create_state_4 = "DisableTargetable();"
    
    	create_state_5 =
    	"
    		DisableTargetable();
    		PlayAnimationType( Hide );
    		GoToAnimationEnd();
    	"
    
    	on_transition_to_2 = "EnableTargetable();"
    
    	on_transition_to_4 =
    	"
    		DisableTargetable();
    		PlayGlobalAudio( Audio/Music/Labyrinth/Boss_Resolve.ogg );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Labyrinth/LabyrinthBossDualWield"] = {
        name = "Izaro",
        life = 34,
        fireResist = 40,
        coldResist = 40,
        lightningResist = 40,
        chaosResist = 25,
        damage = 1.8,
        damageSpread = 0.2,
        attackTime = 2.25,
        attackRange = 14,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        weaponType2 = "One Hand Sword",
        skillList = {
            "IzaroMelee",
            "LabyrinthBossLeapSlam",
            "IzaroGlacialCascadeOrnaments",
            "GraspingOrnaments",
            "LbBossFlee",
            "LbBossSummonLieutenants",
            "LbBossShield",
            "IzaroTaunt",
            "EDAIzaroReave",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroMelee"] = {
        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] = {0, 0, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {0, 0, 25, levelRequirement = 75, statInterpolation = {1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LabyrinthBossLeapSlam"] = {
        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_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "cast_time_overrides_attack_duration",
        },
        levels = {
            [1] = {-56, 40, 15, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-56, 60, 15, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-47, 60, 15, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroGlacialCascadeOrnaments"] = {
        name = "IzaroGlacialCascadeOrnaments",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Cold] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            area = true,
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "upheaval_number_of_spikes",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 10, -18, critChance = 5, levelRequirement = 33, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GraspingOrnaments"] = {
        name = "GraspingOrnaments",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Area] = true,
            [SkillType.Duration] = true,
            [SkillType.Damage] = true,
            [SkillType.AreaSpell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 3,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "active_skill_area_of_effect_radius_+%_final",
            "number_of_grasping_ornaments",
            "base_skill_effect_duration",
            "grasping_ornament_placement_radius",
            "active_skill_physical_damage_+%_final",
            "cannot_stun",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
            [2] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 2, statInterpolation = {3, 3, 1},  cost = { }, },
            [3] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 4, statInterpolation = {3, 3, 1},  cost = { }, },
            [4] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 7, statInterpolation = {3, 3, 1},  cost = { }, },
            [5] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 11, statInterpolation = {3, 3, 1},  cost = { }, },
            [6] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 16, statInterpolation = {3, 3, 1},  cost = { }, },
            [7] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 20, statInterpolation = {3, 3, 1},  cost = { }, },
            [8] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 24, statInterpolation = {3, 3, 1},  cost = { }, },
            [9] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 28, statInterpolation = {3, 3, 1},  cost = { }, },
            [10] = {0.80000001192093, 1.2000000476837, 30, 50, 3, 16, -30, levelRequirement = 32, statInterpolation = {3, 3, 1},  cost = { }, },
            [11] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 36, statInterpolation = {3, 3, 1},  cost = { }, },
            [12] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 40, statInterpolation = {3, 3, 1},  cost = { }, },
            [13] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 44, statInterpolation = {3, 3, 1},  cost = { }, },
            [14] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 48, statInterpolation = {3, 3, 1},  cost = { }, },
            [15] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 52, statInterpolation = {3, 3, 1},  cost = { }, },
            [16] = {0.80000001192093, 1.2000000476837, 50, 50, 3, 16, -30, levelRequirement = 56, statInterpolation = {3, 3, 1},  cost = { }, },
            [17] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 60, statInterpolation = {3, 3, 1},  cost = { }, },
            [18] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 64, statInterpolation = {3, 3, 1},  cost = { }, },
            [19] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 67, statInterpolation = {3, 3, 1},  cost = { }, },
            [20] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 70, statInterpolation = {3, 3, 1},  cost = { }, },
            [21] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 72, statInterpolation = {3, 3, 1},  cost = { }, },
            [22] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 74, statInterpolation = {3, 3, 1},  cost = { }, },
            [23] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 76, statInterpolation = {3, 3, 1},  cost = { }, },
            [24] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 78, statInterpolation = {3, 3, 1},  cost = { }, },
            [25] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 80, statInterpolation = {3, 3, 1},  cost = { }, },
            [26] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 82, statInterpolation = {3, 3, 1},  cost = { }, },
            [27] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 84, statInterpolation = {3, 3, 1},  cost = { }, },
            [28] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 86, statInterpolation = {3, 3, 1},  cost = { }, },
            [29] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 88, statInterpolation = {3, 3, 1},  cost = { }, },
            [30] = {0.80000001192093, 1.2000000476837, 60, 50, 3, 16, -30, levelRequirement = 90, statInterpolation = {3, 3, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossFlee"] = {
        name = "LbBossFlee",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_cast_speed_+%",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossSummonLieutenants"] = {
        name = "LbBossSummonLieutenants",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_attack_speed_+%_final",
        },
        levels = {
            [1] = {-33, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LbBossShield"] = {
        name = "LbBossShield",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["IzaroTaunt"] = {
        name = "IzaroTaunt",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EDAIzaroReave"] = {
        name = "EDAIzaroReave",
        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_attack_speed_+%_final",
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {-30, 44, levelRequirement = 33, statInterpolation = {1, 1},  cost = { }, },
            [2] = {-30, 60, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
            [3] = {-10, 60, levelRequirement = 75, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    
    怪物增加 100% 經驗值
    增加 15000% 物品掉落稀有度
    IdMonsterMapBoss
    FamilyMonsterMapBoss
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster slain experience +% Min: 100 Max: 100 全域
  • monster dropped item rarity +% Min: 15000 Max: 15000 全域
  • monster base type attack cast speed +% and damage -% final [33]
    IdMonsterSpeedAndDamageFixupComplete
    FamilyMonsterSpeedAndDamageFixup
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster base type attack cast speed +% and damage -% final Min: 33 Max: 33 全域
  • Craft Tagscaster_damage damage attack caster speed
    cannot be taunted when taunted ms [0]
    IdTauntImmunityDurationActBoss
    FamilyTauntImmunityDuration
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be taunted when taunted ms Min: 0 Max: 0 全域
  • 不能被擊退
    IdImmuneToKnockback
    FamilyImmuneToKnockback
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 全域
  • Craft Tagsdamage
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    IdStunRepeatImmunityActBoss
    FamilyNothing
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • cannot be stunned while stunned Min: 1 Max: 1 全域
  • cannot be stunned for ms after stun finished Min: 2000 Max: 2000 全域
  • cant touch this [1]
    IdTormentCantTouchThis
    FamilyCantTouchThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant touch this Min: 1 Max: 1 全域
  • cant possess this [1]
    IdTormentCantPossessThis
    FamilyCantPossessThis
    Domains怪物 (3)
    GenerationType苦痛 (7)
    Req. level1
    Stats
  • cant possess this Min: 1 Max: 1 全域
  • 伊澤洛 Topic /9
    NPC名字
    卡迪羅.普蘭德斯伊澤洛.瑞希亞斯?暫且先不管我個人對於他的看法,他確實為我們普蘭德斯家族開創了前所未見的機會。

    過去的幾個世紀以來,我們每一次奪取王位的試圖都被瑞希亞斯家族所阻擋,他們讓民眾認為我們普蘭德斯的血統不具備成為皇族的品質。

    所以當伊澤落想用他建造的試煉迷宮來向群眾嘲笑我們的血統時,我們知道這是我們在瑞希亞斯的統治之下唯一翻身的機會。

    若不是因為伊澤落,普蘭德斯的名字可能永遠都不會跟王座關聯上。某種程度而言,我相當感謝著他。
    卡迪羅.普蘭德斯你重新將伊澤落建造的帝王試煉迷宮清理了一遍是嗎?證明了你值得成為帝國的領導者。

    可惜帝國已經失去了它原本輝煌的容貌,但隨時歡迎你來幫助我們重振它以往的雄風。

    暫且先不管我個人對於伊澤洛.瑞希亞斯的看法,他確實為我們普蘭德斯家族開創了前所未見的機會。

    過去的幾個世紀以來,我們每一次奪取王位的試圖都被瑞希亞斯家族所阻擋,他們讓民眾認為我們普蘭德斯的血統不具備成為皇族的品質。

    所以當伊澤落想用他建造的試煉迷宮來向群眾嘲笑我們的血統時,我們知道這是我們在瑞希亞斯的統治之下唯一翻身的機會。

    若不是因為伊澤落,普蘭德斯的名字可能永遠都不會跟王座關聯上。某種程度而言,我相當感謝著他。
    伊澤洛之謎伊澤洛從不把自己視為區區凡人
    而是一個天上降下、受困於凡人之軀的救世主
    伊澤洛之亂曾經雄霸一方的君主
    在他的親自打造的創造物中
    受到監禁結束了一生;
    一位僅僅只是找出無能之處
    並且給了怪物無窮力量的工具人
    先驅之脊人們凝視著大迷宮入口的那位,
    由鐵和金包覆的永恆英雄,
    成為史上第一位成功挑戰迷宮中可怕陷阱的英雄。
    為了紀念,伊澤洛為這位英雄親手鍍上金。
    昇華之風伊澤洛緩緩的發現背叛在他心中慢慢茁壯
    並無力抵擋;
    將船駛向礁石的船長。
    七彩碟從火焰裡鍛造的東西不會被燒傷
    舍吉的手柄"因為任何擁有關於機器知識的人
    皆有可能讓迷宮停止運作,
    伊澤洛命令我們設下許多假的誘餌
    但我仍然知道正確的開關是哪個。"
    - 舍吉,陷阱製造師的遺言
    必然伊澤洛使切特斯崛起。
    切特斯使福爾崛起。
    無人能知如何終止,
    也無人能夠阻擋。
    Izaro FlavourText /122
    nameflavour
    LabyrinthGlyph0
    NPCTextAudio
    "正義女神高居在人們頭上。帝國的未來掌握在她的雙手之中。"

    帝王的迷宮,恆曆 1317 年第二次疾馳日,由帝王伊澤洛.瑞希亞斯所開啟
    LabyrinthGlyph1
    NPCTextAudio
    "在我年幼時的統治時,我被鼓勵著相信身在我血液中高貴的血脈。那些庸俗的家臣們總是平淡得稱之為「神聖之酒」。

    不幸的是,我的神聖之酒卻拒絕了傳下到另一個杯子。儘管我不斷地與年輕忠誠的妻子嘗試,我神聖的種子卻無法散播。

    到底該選擇誰來做我的繼承人呢?手中最優秀的候選人也頂多是中等程度,最差的簡直是神經病一般。我感到十分的困擾。

    正當此時,命運帶領著我來到了薩恩圖書館中最寂靜的角落裡被人遺忘的書架前。這上面被世人遺忘的書卷寫著「古阿茲莫里族的昇華」。

    而剩下的,人們稱其為「歷史」。"

    - 帝王伊澤洛.瑞希亞斯
    LabyrinthGlyph2
    NPCTextAudio
    "阿茲莫里族人是歷史上第一個透過力量、智慧,和心靈的試煉來篩選其酋長的民族。

    第一次帝王的試煉是個充滿野生動物和危險陷阱的粗糙迷宮。它的目的就是測試阿茲莫里酋長的身心靈。

    為了攻克迷宮種種的難題,真正的戰士必須證明他無比的抗壓能力,才能成為酋長。

    第一次的試煉是個單純的陷阱試煉。隨著阿茲莫里的技術成長,試煉的複雜性也跟著提高了,從狡猾的迷宮成為了讓人無法理解的巨大迷宮。

    然而,當時大臣相維盧梭所經歷的試煉卻沒有留下任何關於試煉的記載或證據。我想那可能是個無法想像的困難試煉。"

    - 帝王伊澤洛.瑞希亞斯
    LabyrinthGlyph3
    NPCTextAudio
    "阿茲莫里族是個傑出的存活者。他們應當如此。他們曾定居在瓦爾克拉斯最不適合人類居住的群山之中。

    然而不幸的是,我不相信這些人們所說的。我認為那是與生俱來的。也因為身為子孫的我們。

    因此他們打造了帝王的試煉一點也不奇怪。在如此艱困環境下出生的他們,無時無刻都在擔憂著生存的本能已經是天生的了。

    強大的領導者能消彌存在和滅亡之間的裂縫。而差勁的領導者則會帶領整個部落墮入那樣的裂縫之中。

    當阿茲莫里的人們從山上來到瓦爾克拉斯中心肥沃的大地時,他們便在溫和的氣候下迅速的開始成長茁壯。

    而教會我們如何成長的絕不是貧困。"

    - 帝王伊澤洛.瑞希亞斯
    LabyrinthGlyph4
    NPCTextAudio
    「帝王試煉的習俗始自帝國創建之年。維盧梭的繼任者卡斯皮羅出生於低賤的軍團,他是試煉迷宮中唯一的生還者。所有其他有著高貴生世的挑戰著,包含維盧梭的獨生子皆殞於迷宮中。

    卡斯皮羅統治時證明了他在任何地方皆不亞於維盧梭。

    唉,帝王試煉迷宮被那些認為他們的血統比帝國更珍貴的虛榮者給汙衊。自私的血液滋生了自私的時光。而帝國則付出了帝國的血液為代價,隨著千緞之夜,隨著最為富豪的食人族,皇后羅米拉。

    不能再如此下去。我,伊澤洛.瑞希亞斯,應當返還正義。我將建立阿茲莫里史上最偉大的帝王試煉迷宮,而我的繼任者應當由女神來選擇。

    只有當帝王試煉迷宮被那些自私的血液浸濕之後,才會出現真正的領袖繼承皇位。」

    - 皇帝伊澤洛.瑞希亞斯
    IzaroSpeechAirlock
    NPCTextAudio
    你佇立在帝王試煉迷宮的大門前。在高牆之後,由正義女神掌管著。她將一手評判你的思想、另一手評判你的心靈。她若覺得你不值得,死亡將會是對你的制裁。她若覺得你值得,帝國的忠誠與愛將降臨於你。帝王試煉迷宮在等待著你。用智慧選擇。用敏捷出擊。用全心信任。你將會獲得你應得的。
    IzaroSpeechComplete
    NPCTextAudio
    在帝王眼中,你已經證明了自己。在試煉和挑選的阿茲莫里之主眼中,你已經證明了自己。在女神的眼中,你已經證明了自己。接受她的祝福。擁抱她的禮物。上升吧,昇華者。升至於你的限制之上。升至於帝國之上。這是我們都應該得到的結局。
    IzaroSpeechOpenDoorRandom
    NPCTextAudio
    精確的上升。
    IzaroSpeechOpenDoor2
    NPCTextAudio
    女神在看著。
    IzaroSpeechOpenDoor3
    NPCTextAudio
    正義將會獲得伸張。
    IzaroFlee1
    NPCTextAudio
    女神啊!如此的野心!
    IzaroFlee2
    NPCTextAudio
    女神啊!如此的野心!
    IzaroFlee3
    NPCTextAudio
    這樣的韌性!
    IzaroFlee4
    NPCTextAudio
    這樣的韌性!
    IzaroFlee5
    NPCTextAudio
    你是為此而生!
    IzaroFlee6
    NPCTextAudio
    你是為此而生!
    IzaroFlee7
    NPCTextAudio
    你真是難纏!
    IzaroFlee8
    NPCTextAudio
    你真是難纏!
    IzaroDeath1
    NPCTextAudio
    終於勝利了!
    IzaroDeath2
    NPCTextAudio
    你自由了!
    IzaroDeath3
    NPCTextAudio
    我為了帝國而死!
    IzaroDeath4
    NPCTextAudio
    暴政的陷阱是不可避免的。
    IzaroDeath5
    NPCTextAudio
    在鍍金的地牢中感到喜悅吧,昇華者。
    IzaroDeath6
    NPCTextAudio
    終點比你的旅途更加危險,昇華者。
    Izaro1_Prefight
    NPCTextAudio
    喔,疲倦的旅行者接近了道路的終點。
    Izaro2_Prefight
    NPCTextAudio
    當出擊的時刻來臨,帝王毫不猶豫地出擊。迎接猶豫等於與死亡共舞。
    Izaro3_Prefight
    NPCTextAudio
    試煉者看起來大有可為。一個帝王必須保持他的承諾。
    IzaroPlayerDeath1
    NPCTextAudio
    看樣子這是你應得結局。
    IzaroPlayerDeath2
    NPCTextAudio
    若上升的太快,必然會跌落。
    IzaroPlayerDeath3
    NPCTextAudio
    正義獲得了伸張。
    IzaroStartLieutenants
    NPCTextAudio
    帝王的效率取決於他的部屬。
    IzaroAllLieutenantsDead
    NPCTextAudio
    什麼事情都要我親自解決嗎!?
    IzaroFinishLieutenants0
    NPCTextAudio
    決心能夠克服統治。這是主權的法則。
    IzaroFinishLieutenants1
    NPCTextAudio
    它們說三分之二並不差。它們完全錯了。
    IzaroFinishLieutenants2
    NPCTextAudio
    你只完成了一課,昇華者。
    IzaroFinishLieutenants3
    NPCTextAudio
    我的三位副手還在。我想是同病相憐。
    IzaroStartToggleStatues
    NPCTextAudio
    汙穢雕像等同於汙穢帝王。
    IzaroFinishToggleStatues0
    NPCTextAudio
    人民臣服於他們真正的王權。
    IzaroFinishToggleStatues1Lightning
    NPCTextAudio
    帝國應該要能夠抵抗任何的風暴。
    IzaroFinishToggleStatues1Cold
    NPCTextAudio
    帝國應該像冬天石頭上的冰晶一樣閃亮。
    IzaroFinishToggleStatues1Fire
    NPCTextAudio
    帝國由石頭和火焰打造。
    IzaroFinishToggleStatues2
    NPCTextAudio
    反抗者的數量永遠不應該超過臣服者。
    IzaroFinishToggleStatues3
    NPCTextAudio
    當沒有人臣服於你時,你便不再是帝王。
    IzaroStartPylons
    NPCTextAudio
    是霸主賦予權杖力量,而不是相反。
    IzaroAllPylonsDestroyed
    NPCTextAudio
    終有一天,就算是神權之塔也將倒下。
    IzaroFinishPylons0
    NPCTextAudio
    清除過去帝王的牽絆,建立你的新帝國!
    IzaroFinishPylons1
    NPCTextAudio
    不論如何,帝王必須要完成他所開始的事。
    IzaroFinishPylons2
    NPCTextAudio
    短暫的勝利並不是勝利。
    IzaroFinishPylons3
    NPCTextAudio
    只要武器還留存,就會有新的敵人出現來取代舊的敵人。
    IzaroStartGargoyles
    NPCTextAudio
    有些在沉睡的東西不該被喚醒。
    IzaroAllGargoylesDead
    NPCTextAudio
    必須要位那忠誠報仇!
    IzaroFinishGargoyles0
    NPCTextAudio
    替獨自坐在王座上的帝王感到可憐。
    IzaroFinishGargoyles1
    NPCTextAudio
    失去一個家臣等於失去一個朋友。
    IzaroFinishGargoyles2
    NPCTextAudio
    失去一個家臣等於失去一個朋友。
    IzaroFinishGargoyles3
    NPCTextAudio
    帝國的生命和那最忠誠的僕人們繼續延續著。
    IzaroStartElementals
    NPCTextAudio
    帝國的精華必須讓所有人民平均享用。
    IzaroAllElementalsDead
    NPCTextAudio
    必須為了人民拯救帝國的精華。
    IzaroFinishElementals0
    NPCTextAudio
    末位君主總是最差勁的君主。
    IzaroFinishElementals1
    NPCTextAudio
    吸血的霸主離開,只留下乾枯的軀殼給後代。
    IzaroFinishElementals2
    NPCTextAudio
    吸血的霸主離開,只留下乾枯的軀殼給後代。
    IzaroFinishElementals3
    NPCTextAudio
    睿智的帝王能夠理解生命和帝國是一樣的。
    IzaroStartChronosStatues
    NPCTextAudio
    緩慢會將力量借給敵人。
    IzaroFinishChronosStatues0
    NPCTextAudio
    智慧是苦難和時間的產物。
    IzaroFinishChronosStatues1
    NPCTextAudio
    時間是第二次機會的王者。
    IzaroFinishChronosStatues2
    NPCTextAudio
    時間是第二次機會的王者。
    IzaroFinishChronosStatues3
    NPCTextAudio
    時間不能用來浪費。
    IzaroStartChargeDisruptors
    NPCTextAudio
    各種複雜的詭計結合為單一的一種力量。
    IzaroMaxCharges
    NPCTextAudio
    看哪,機器正以最大效率運行!
    IzaroFinishChargeDisruptors0
    NPCTextAudio
    就算是最偉大的設計也會被解體。
    IzaroFinishChargeDisruptors5
    NPCTextAudio
    雖然齒輪認同,帝國儀器繼續運行。
    IzaroFinishChargeDisruptors10
    NPCTextAudio
    對某些人,這儀器太複雜而無法理解。
    IzaroFinishChargeDisruptors15
    NPCTextAudio
    帝國光榮的設施。
    IzaroStartPortals
    NPCTextAudio
    帝王招手而世界來參加。
    IzaroAllPortalsDead
    NPCTextAudio
    你無法阻擋{這個}浪潮!
    IzaroFinishPortals0
    NPCTextAudio
    孤立的帝王也就只是個普通人。
    IzaroFinishPortals1
    NPCTextAudio
    忠誠就像是在一片乾燥的森林中快速蔓延的大火。
    IzaroFinishPortals2
    NPCTextAudio
    忠誠就像是在一片乾燥的森林中快速蔓延的大火。
    IzaroFinishPortals3
    NPCTextAudio
    剩餘的帝國充滿了等待中的帝王們。
    IzaroStartTraps1
    NPCTextAudio
    王位本身是一個最迂迴的陷阱。
    IzaroStartTraps2
    NPCTextAudio
    帝國張開著大口等著你。
    IzaroStartTraps3
    NPCTextAudio
    你必須帶領你的帝國通過充滿麻煩的水域。
    IzaroPlaquePrison
    NPCTextAudio
    信念,是堅硬的金屬。
    IzaroPlaqueChamber
    NPCTextAudio
    思考與猶豫之間有明確的劃分。前者是因為智慧,後者是因為恐懼。
    IzaroPlaqueChurch
    NPCTextAudio
    大膽的閃耀,讓夜幕降臨時能夠清楚地找到你。
    IzaroPlaqueCrematorium
    NPCTextAudio
    讓你的智慧透過過去的火焰平息。
    IzaroPlaqueHedge
    NPCTextAudio
    帝王一定要精準地知道他站立的位置。
    IzaroPlaqueCatacombs
    NPCTextAudio
    帝王手中一定拿著兩把刀。左手拿著希望。右手拿著保證。
    IzaroOpenGoldChest
    NPCTextAudio
    當這裡有把金鑰匙的同時,一定會有扇金色的門。
    IzaroOpenSilverChest
    NPCTextAudio
    當這裡有把銀鑰匙的同時,一定會有扇銀色的門。
    IzaroOpenGoldDoorRandom
    NPCTextAudio
    黃金是最奔放的金屬。
    IzaroOpenGoldDoor2
    NPCTextAudio
    黃金色的黎明,有任何的可能性。
    IzaroOpenSilverDoor
    NPCTextAudio
    只要有正確的鑰匙,任何謎題都可以被解開。
    IzaroGargoyleDoorRandom
    NPCTextAudio
    該是餵食我的寵物的時間了。
    IzaroGargoyleDoor2
    NPCTextAudio
    阿格斯最喜歡新玩具了!
    IzaroGargoyleDoor3
    NPCTextAudio
    享受你的小點心吧,我可愛的阿格斯。
    IzaroGargoyleDoor4
    NPCTextAudio
    阿格斯?去撿!
    IzaroGargoyleDeathRandom
    NPCTextAudio
    你殺了我那可憐的小阿格斯。
    IzaroGargoyleDeath2
    NPCTextAudio
    再見,阿格斯。我無法再要求一個更加忠誠,有愛的同伴。
    IzaroGargoyleDeath3
    NPCTextAudio
    喔,阿格斯。我將會想念你。
    IzaroDoorLockedRandom
    NPCTextAudio
    沒有什麼比上鎖的門更誘人了。
    IzaroDoorLocked2
    NPCTextAudio
    一個上鎖的門只會加強對於它的好奇。
    IzaroDoorLocked3
    NPCTextAudio
    一個上鎖的門只會加強對於它的好奇。
    IzaroShrineTagRandom
    NPCTextAudio
    追求力量會是一件相當奇怪的事務。
    IzaroShrineTag2
    NPCTextAudio
    追求力量會是一件相當奇怪的事務。
    IzaroShrineTag3
    NPCTextAudio
    黑暗的影響力限於黑暗的地方。
    IzaroShrineTag4
    NPCTextAudio
    黑暗的影響力限於黑暗的地方。
    IzaroShrineTag5
    NPCTextAudio
    我們上古祖先給的強大禮物。
    IzaroShrineTag6
    NPCTextAudio
    我們上古祖先給的強大禮物。
    WeylinGlyph3
    NPCTextAudio
    戰士的血液滴在伊澤洛的石頭上,
    並詛咒伊澤洛的血族。
    他望向墓牆,
    由他的主人,他的敵人所建,
    並呼叫著初代等領他
    進入艾茲麥的森林和原野。
    然而,儘管初代保持著沉默,
    嚮導卻說
    通過巧妙的雙手藏匿的秘密
    由黃金奴役。
    而隨著這樣的一個秘密,
    彈撥著戰士的生命
    從初代之顎。
    CadiroOnIzaro
    NPCTextAudio
    伊澤洛.瑞希亞斯?暫且先不管我個人對於他的看法,他確實為我們普蘭德斯家族開創了前所未見的機會。

    過去的幾個世紀以來,我們每一次奪取王位的試圖都被瑞希亞斯家族所阻擋,他們讓民眾認為我們普蘭德斯的血統不具備成為皇族的品質。

    所以當伊澤落想用他建造的試煉迷宮來向群眾嘲笑我們的血統時,我們知道這是我們在瑞希亞斯的統治之下唯一翻身的機會。

    若不是因為伊澤落,普蘭德斯的名字可能永遠都不會跟王座關聯上。某種程度而言,我相當感謝著他。
    CadiroOnLabyrinth
    NPCTextAudio
    你重新將伊澤落建造的帝王試煉迷宮清理了一遍是嗎?證明了你值得成為帝國的領導者。

    可惜帝國已經失去了它原本輝煌的容貌,但隨時歡迎你來幫助我們重振它以往的雄風。

    暫且先不管我個人對於伊澤洛.瑞希亞斯的看法,他確實為我們普蘭德斯家族開創了前所未見的機會。

    過去的幾個世紀以來,我們每一次奪取王位的試圖都被瑞希亞斯家族所阻擋,他們讓民眾認為我們普蘭德斯的血統不具備成為皇族的品質。

    所以當伊澤落想用他建造的試煉迷宮來向群眾嘲笑我們的血統時,我們知道這是我們在瑞希亞斯的統治之下唯一翻身的機會。

    若不是因為伊澤落,普蘭德斯的名字可能永遠都不會跟王座關聯上。某種程度而言,我相當感謝著他。
    HarganOnHighGardens
    NPCTextAudio
    如果你想搞古董事業,得熟悉歷史啊。像是死亡花園和伊澤洛之類的。你聽過領主迷宮嗎?伊澤洛設計了死亡花園,用來測試他的「偉大創作」。

    他把自己的花園改造成一座迷宮,擺上各式各樣的陷阱和野獸。落網的罪犯都可以選擇 死刑或進入死亡花園。雖然叫死亡花園,只要闖得過,他們的罪就受到赦免。不過,到目前為止似乎還沒人因此獲得赦免。

    當人們的時間和財富太多的時候,就會發生這種事。
    SinYugulQuest
    NPCTextAudio
    在伊澤洛的死亡花園裡,你會和我的一位老朋友見面:

    伊果成為一頭利齒獸,他相信自己瞭解恐懼的真諦:看見他那恐怖的雙眼時,人們就會清楚看見自己的恐懼。
    TaneOctaviusIzaro
    NPCTextAudio
    所以,那個發瘋的皇帝仍舊在他的迷宮之中來回踱步,一個在巨大機械之中碎念的死人。當你砸爛他的身體時,他有沒有碰巧釋放出任何一點的精華液體?沒有?嗯。真丟臉。一瞬之間,我以為--

    不。這不重要了。我不相信我們會想要他那樣子的永生方式。
    CadiroOnGrandSpectrum
    NPCTextAudio
    你從伊澤洛的金庫裡偷了那顆寶石嗎?
    先驅之脊
    UniqueItems
    人們凝視著大迷宮入口的那位,
    由鐵和金包覆的永恆英雄,
    成為史上第一位成功挑戰迷宮中可怕陷阱的英雄。
    為了紀念,伊澤洛為這位英雄親手鍍上金。
    伊澤洛之謎
    UniqueItems
    伊澤洛從不把自己視為區區凡人
    而是一個天上降下、受困於凡人之軀的救世主
    昇華之風
    UniqueItems
    伊澤洛緩緩的發現背叛在他心中慢慢茁壯
    並無力抵擋;
    將船駛向礁石的船長。
    伊澤洛之亂
    UniqueItems
    曾經雄霸一方的君主
    在他的親自打造的創造物中
    受到監禁結束了一生;
    一位僅僅只是找出無能之處
    並且給了怪物無窮力量的工具人
    七彩碟
    UniqueItems
    從火焰裡鍛造的東西不會被燒傷
    舍吉的手柄
    UniqueItems
    "因為任何擁有關於機器知識的人
    皆有可能讓迷宮停止運作,
    伊澤洛命令我們設下許多假的誘餌
    但我仍然知道正確的開關是哪個。"
    - 舍吉,陷阱製造師的遺言
    必然
    UniqueItems
    伊澤洛使切特斯崛起。
    切特斯使福爾崛起。
    無人能知如何終止,
    也無人能夠阻擋。
    伊澤洛 Text Audio /98
    名字
    你佇立在帝王試煉迷宮的大門前。在高牆之後,由正義女神掌管著。她將一手評判你的思想、另一手評判你的心靈。她若覺得你不值得,死亡將會是對你的制裁。她若覺得你值得,帝國的忠誠與愛將降臨於你。帝王試煉迷宮在等待著你。用智慧選擇。用敏捷出擊。用全心信任。你將會獲得你應得的。
    IzaroSpeechAirlock
    在帝王眼中,你已經證明了自己。在試煉和挑選的阿茲莫里之主眼中,你已經證明了自己。在女神的眼中,你已經證明了自己。接受她的祝福。擁抱她的禮物。上升吧,昇華者。升至於你的限制之上。升至於帝國之上。這是我們都應該得到的結局。
    IzaroSpeechComplete
    精確的上升。
    IzaroSpeechOpenDoorRandom
    女神在看著。
    IzaroSpeechOpenDoor2
    正義將會獲得伸張。
    IzaroSpeechOpenDoor3
    女神啊!如此的野心!
    IzaroFlee1
    女神啊!如此的野心!
    IzaroFlee2
    這樣的韌性!
    IzaroFlee3
    這樣的韌性!
    IzaroFlee4
    你是為此而生!
    IzaroFlee5
    你是為此而生!
    IzaroFlee6
    你真是難纏!
    IzaroFlee7
    你真是難纏!
    IzaroFlee8
    終於勝利了!
    IzaroDeath1
    你自由了!
    IzaroDeath2
    我為了帝國而死!
    IzaroDeath3
    暴政的陷阱是不可避免的。
    IzaroDeath4
    在鍍金的地牢中感到喜悅吧,昇華者。
    IzaroDeath5
    終點比你的旅途更加危險,昇華者。
    IzaroDeath6
    喔,疲倦的旅行者接近了道路的終點。
    Izaro1_Prefight
    當出擊的時刻來臨,帝王毫不猶豫地出擊。迎接猶豫等於與死亡共舞。
    Izaro2_Prefight
    試煉者看起來大有可為。一個帝王必須保持他的承諾。
    Izaro3_Prefight
    看樣子這是你應得結局。
    IzaroPlayerDeath1
    若上升的太快,必然會跌落。
    IzaroPlayerDeath2
    正義獲得了伸張。
    IzaroPlayerDeath3
    帝王的效率取決於他的部屬。
    IzaroStartLieutenants
    什麼事情都要我親自解決嗎!?
    IzaroAllLieutenantsDead
    決心能夠克服統治。這是主權的法則。
    IzaroFinishLieutenants0
    它們說三分之二並不差。它們完全錯了。
    IzaroFinishLieutenants1
    你只完成了一課,昇華者。
    IzaroFinishLieutenants2
    我的三位副手還在。我想是同病相憐。
    IzaroFinishLieutenants3
    汙穢雕像等同於汙穢帝王。
    IzaroStartToggleStatues
    人民臣服於他們真正的王權。
    IzaroFinishToggleStatues0
    帝國應該要能夠抵抗任何的風暴。
    IzaroFinishToggleStatues1Lightning
    帝國應該像冬天石頭上的冰晶一樣閃亮。
    IzaroFinishToggleStatues1Cold
    帝國由石頭和火焰打造。
    IzaroFinishToggleStatues1Fire
    反抗者的數量永遠不應該超過臣服者。
    IzaroFinishToggleStatues2
    當沒有人臣服於你時,你便不再是帝王。
    IzaroFinishToggleStatues3
    是霸主賦予權杖力量,而不是相反。
    IzaroStartPylons
    終有一天,就算是神權之塔也將倒下。
    IzaroAllPylonsDestroyed
    清除過去帝王的牽絆,建立你的新帝國!
    IzaroFinishPylons0
    不論如何,帝王必須要完成他所開始的事。
    IzaroFinishPylons1
    短暫的勝利並不是勝利。
    IzaroFinishPylons2
    只要武器還留存,就會有新的敵人出現來取代舊的敵人。
    IzaroFinishPylons3
    有些在沉睡的東西不該被喚醒。
    IzaroStartGargoyles
    必須要位那忠誠報仇!
    IzaroAllGargoylesDead
    替獨自坐在王座上的帝王感到可憐。
    IzaroFinishGargoyles0
    失去一個家臣等於失去一個朋友。
    IzaroFinishGargoyles2
    帝國的生命和那最忠誠的僕人們繼續延續著。
    IzaroFinishGargoyles3
    帝國的精華必須讓所有人民平均享用。
    IzaroStartElementals
    必須為了人民拯救帝國的精華。
    IzaroAllElementalsDead
    末位君主總是最差勁的君主。
    IzaroFinishElementals0
    吸血的霸主離開,只留下乾枯的軀殼給後代。
    IzaroFinishElementals2
    睿智的帝王能夠理解生命和帝國是一樣的。
    IzaroFinishElementals3
    緩慢會將力量借給敵人。
    IzaroStartChronosStatues
    智慧是痛苦和時間的後代。
    IzaroFinishChronosStatues0
    時間是第二次機會的王者。
    IzaroFinishChronosStatues2
    時間不能用來浪費。
    IzaroFinishChronosStatues3
    各種複雜的詭計結合為單一的一種力量。
    IzaroStartChargeDisruptors
    看哪,機器正以最大效率運行!
    IzaroMaxCharges
    就算是最偉大的設計也會被解體。
    IzaroFinishChargeDisruptors0
    雖然齒輪認同,帝國儀器繼續運行。
    IzaroFinishChargeDisruptors5
    對某些人,這儀器太複雜而無法理解。
    IzaroFinishChargeDisruptors10
    帝國光榮的設施。
    IzaroFinishChargeDisruptors15
    帝王招手而世界來參加。
    IzaroStartPortals
    你無法阻擋{這個}浪潮!
    IzaroAllPortalsDead
    孤立的帝王也就只是個普通人。
    IzaroFinishPortals0
    忠誠就像是在一片乾燥的森林中快速蔓延的大火。
    IzaroFinishPortals2
    剩餘的帝國充滿了等待中的帝王們。
    IzaroFinishPortals3
    王位本身是一個最迂迴的陷阱。
    IzaroStartTraps1
    帝國張開著大口等著你。
    IzaroStartTraps2
    你必須帶領你的帝國通過充滿麻煩的水域。
    IzaroStartTraps3
    信念,是堅硬的金屬。
    IzaroPlaquePrison
    思考與猶豫之間有明確的劃分。前者是因為智慧,後者是因為恐懼。
    IzaroPlaqueChamber
    大膽的閃耀,讓夜幕降臨時能夠清楚地找到你。
    IzaroPlaqueChurch
    讓你的智慧透過過去的火焰平息。
    IzaroPlaqueCrematorium
    帝王一定要精準地知道他站立的位置。
    IzaroPlaqueHedge
    帝王手中一定拿著兩把刀。左手拿著希望。右手拿著保證。
    IzaroPlaqueCatacombs
    當這裡有把金鑰匙的同時,一定會有扇金色的門。
    IzaroOpenGoldChest
    當這裡有把銀鑰匙的同時,一定會有扇銀色的門。
    IzaroOpenSilverChest
    黃金是最奔放的金屬。
    IzaroOpenGoldDoorRandom
    黃金色的黎明,有任何的可能性。
    IzaroOpenGoldDoor2
    只要有正確的鑰匙,任何謎題都可以被解開。
    IzaroOpenSilverDoor
    該是餵食我的寵物的時間了。
    IzaroGargoyleDoorRandom
    阿格斯最喜歡新玩具了!
    IzaroGargoyleDoor2
    享受你的小點心吧,我可愛的阿格斯。
    IzaroGargoyleDoor3
    阿格斯?去撿!
    IzaroGargoyleDoor4
    你殺了我那可憐的小阿格斯。
    IzaroGargoyleDeathRandom
    再見,阿格斯。我無法再要求一個更加忠誠,有愛的同伴。
    IzaroGargoyleDeath2
    喔,阿格斯。我將會想念你。
    IzaroGargoyleDeath3
    沒有什麼比上鎖的門更誘人了。
    IzaroDoorLockedRandom
    一個上鎖的門只會加強對於它的好奇。
    IzaroDoorLocked2
    一個上鎖的門只會加強對於它的好奇。
    IzaroDoorLocked3
    追求力量會是一件相當奇怪的事務。
    IzaroShrineTagRandom
    追求力量會是一件相當奇怪的事務。
    IzaroShrineTag2
    黑暗的影響力限於黑暗的地方。
    IzaroShrineTag3
    黑暗的影響力限於黑暗的地方。
    IzaroShrineTag4
    我們上古祖先給的強大禮物。
    IzaroShrineTag6
    Edit

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