Bearded Devil
Beast
Genus: Goatmen
Group: Primates
Family: The Wilds
80% of Physical Damage Converted to Lightning Damage
SpectreY
AreaPrisoner's Gate, Cremated Archives, Dusty Bluff, Cremated Archives, Cremated Archives, Dusty Bluff, Cremated Archives, Olmec's Sanctum
Tagsbeast, goatman, has_one_hand_mace, has_one_handed_melee, humanoid, light_armour, mammal_beast, medium_height, melee, not_int, not_str, physical_affinity, red_blood, slow_movement
Packs
  • Prisoner's Gate: Bearded Devil
  • Prisoner's Gate: Ungulath, Bearded Shaman, Bearded Devil
  • WorldAreas#822, WorldAreas#889, WorldAreas#982, Olmec's Sanctum: Bearded Devil, Bearded Shaman
  • Bearded Devil
  • Life
    110%
    Evasion
    +5%
    Ailment Threshold
    110%
    Resistance
    40 0 0 0
    Damage
    165%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    4 ~ 7
    Attack Time
    1.2 Second
    Damage Spread
    ±20%
    Experience
    110%
    Model Size
    100%
    Type
    Goatman
    Metadata
    GoatmanLightningLeapSlam
    Level
    68
    Life
    7,077
    Armour
    28,790
    Evasion
    4,739
    Energy Shield
    0
    Damage
    616
    Spell Damage
    616
    Accuracy
    0
    Attack Time
    1.2
    Experience
    11,281
    Ailment Threshold
    7,077
    Chill
    22
    Shock
    22
    Brittle
    127
    Scorch
    22
    Sap
    62
    GoatmanLeapSlam
    Spell, Movement
    Effectiveness of Added Damage: 150%
    Cast Time: 1.23 sec
    Cooldown Time: 0.3 sec
    Cannot be Stunned
    Deals 50% more Attack Damage
    skill cannot be interrupted [1]
    walk emerge extra distance [-1]
    GAGoatmanLeapSlamDamage
    Triggerable, Attack
    Base Damage: 493–740
    Critical Strike Chance: 5%
    Attack Damage: 150%
    Attack Time: 1.2 sec
    Deals 50% more Attack Damage
    Deals 1% more Damage
    is area damage [1]
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 493–740
    Critical Strike Chance: 5%
    Attack Time: 1.2 sec
    Strike your foes down with a powerful blow.
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    GoatmanWait
    Cooldown Time: 5 sec
    Base duration is 0.3 seconds
    GoatmanWait2
    Cooldown Time: 5 sec
    Base duration is 0.8 seconds

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    }
    
    Actor
    {
    	basic_action = "Emerge"
    }
    
    Monster
    {
    	flip_enabled = true
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.3
    }
    
    Animated
    {
    	on_event_leave_ground_for_leap = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/kickup.ao );"
    	on_event_effect_for_cliffjump = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/land_dust.ao );"
    }
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Goatman/GoatmanLightningLeapSlam"] = {
        name = "Bearded Devil",
        life = 1.1,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.65,
        damageSpread = 0.2,
        attackTime = 1.2,
        attackRange = 7,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "GoatmanLeapSlam",
            "GAGoatmanLeapSlamDamage",
            "GoatmanWait",
            "GoatmanWait2",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanLeapSlam"] = {
        name = "GoatmanLeapSlam",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Movement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1.23,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "walk_emerge_extra_distance",
            "base_cannot_be_stunned",
            "skill_cannot_be_interrupted",
        },
        levels = {
            [1] = {-1, baseMultiplier = 1.5, levelRequirement = 2, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAGoatmanLeapSlamDamage"] = {
        name = "GAGoatmanLeapSlamDamage",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {50, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {1, baseMultiplier = 1.5, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
            [3] = {1, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanWait"] = {
        name = "GoatmanWait",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_skill_effect_duration",
        },
        levels = {
            [1] = {300, levelRequirement = 0, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanWait2"] = {
        name = "GoatmanWait2",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_skill_effect_duration",
        },
        levels = {
            [1] = {800, levelRequirement = 0, statInterpolation = {},  cost = { }, },
        },
    }
    
    80% of Physical Damage Converted to Lightning Damage
    IdMonsterConvertToLightningDamage1
    FamilyLightningDamageAsPortionOfDamage
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 80 Max: 80 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    Bearded Devil
    Beast
    Genus: Goatmen
    Group: Primates
    Family: The Wilds
    Gain 100% of Physical Damage as Extra Lightning Damage
    SpectreY
    AreaThe Eternal Laboratory, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory
    Tagsbeast, goatman, has_one_hand_mace, has_one_handed_melee, humanoid, light_armour, mammal_beast, medium_height, melee, not_int, not_str, physical_affinity, red_blood, slow_movement
    Packs
  • The Eternal Laboratory: Bearded Skycaller, Bearded Devil
  • The Eternal Laboratory: Bearded Devil
  • Bearded Devil, Bearded Shaman, Bearded Skycaller
  • Goatman Shaman, Bearded Shaman, Goatman, Bearded Devil
  • Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void: Bearded Devil, Bearded Shaman, Bearded Skycaller
  • Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Fragmented Memory, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void, Memory Void: Goatman Shaman, Bearded Shaman, Goatman, Bearded Devil
  • Life
    100%
    Evasion
    +5%
    Ailment Threshold
    100%
    Resistance
    40 0 0 0
    Damage
    80%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    6 ~ 7
    Attack Time
    1.455 Second
    Damage Spread
    ±20%
    Experience
    100%
    Model Size
    100%
    Type
    GoatmanMaps
    Metadata
    GoatmanLightningLeapSlamMaps
    Level
    83
    Life
    32,017
    Armour
    92,477
    Evasion
    7,860
    Energy Shield
    0
    Damage
    720
    Spell Damage
    720
    Accuracy
    0
    Attack Time
    1.455
    Experience
    13,132
    Ailment Threshold
    32,017
    Chill
    101
    Shock
    101
    Brittle
    573
    Scorch
    101
    Sap
    280
    GoatmanLeapSlam
    Spell, Movement
    Effectiveness of Added Damage: 150%
    Cast Time: 1.23 sec
    Cooldown Time: 0.3 sec
    Cannot be Stunned
    Deals 50% more Attack Damage
    skill cannot be interrupted [1]
    walk emerge extra distance [-1]
    GAGoatmanLeapSlamDamage
    Triggerable, Attack
    Base Damage: 576–864
    Critical Strike Chance: 5%
    Attack Damage: 150%
    Attack Time: 1.455 sec
    Deals 50% more Attack Damage
    Deals 1% more Damage
    is area damage [1]
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 576–864
    Critical Strike Chance: 5%
    Attack Time: 1.455 sec
    Strike your foes down with a powerful blow.
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    GoatmanWait
    Cooldown Time: 5 sec
    Base duration is 0.3 seconds
    GoatmanWait2
    Cooldown Time: 5 sec
    Base duration is 0.8 seconds

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    }
    
    Actor
    {
    	basic_action = "Emerge"
    }
    
    Monster
    {
    	flip_enabled = true
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.3
    }
    
    Animated
    {
    	on_event_leave_ground_for_leap = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/kickup.ao );"
    	on_event_effect_for_cliffjump = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/land_dust.ao );"
    }
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Goatman/GoatmanLightningLeapSlamMaps"] = {
        name = "Bearded Devil",
        life = 1,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 0.8,
        damageSpread = 0.2,
        attackTime = 1.455,
        attackRange = 7,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "GoatmanLeapSlam",
            "GAGoatmanLeapSlamDamage",
            "GoatmanWait",
            "GoatmanWait2",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanLeapSlam"] = {
        name = "GoatmanLeapSlam",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Movement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1.23,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "walk_emerge_extra_distance",
            "base_cannot_be_stunned",
            "skill_cannot_be_interrupted",
        },
        levels = {
            [1] = {-1, baseMultiplier = 1.5, levelRequirement = 2, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAGoatmanLeapSlamDamage"] = {
        name = "GAGoatmanLeapSlamDamage",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {50, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {1, baseMultiplier = 1.5, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
            [3] = {1, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanWait"] = {
        name = "GoatmanWait",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_skill_effect_duration",
        },
        levels = {
            [1] = {300, levelRequirement = 0, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanWait2"] = {
        name = "GoatmanWait2",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_skill_effect_duration",
        },
        levels = {
            [1] = {800, levelRequirement = 0, statInterpolation = {},  cost = { }, },
        },
    }
    
    Gain 100% of Physical Damage as Extra Lightning Damage
    IdMonsterPhysicalAddedAsLightningSkeletonMaps
    FamilyPhysicalAddedAsLightning
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • physical damage % to add as lightning Min: 100 Max: 100 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    Bearded Devil
    Beast
    80% of Physical Damage Converted to Lightning Damage
    SpectreY
    Tagsbeast, goatman, has_one_hand_mace, has_one_handed_melee, humanoid, light_armour, mammal_beast, medium_height, not_int, not_str, physical_affinity, red_blood, slow_movement
    Packs
  • WorldAreas#1351: Bearded Devil
  • Life
    110%
    Evasion
    +5%
    Ailment Threshold
    110%
    Resistance
    40 0 0 0
    Damage
    165%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    4 ~ 7
    Attack Time
    1.2 Second
    Damage Spread
    ±20%
    Experience
    110%
    Model Size
    100%
    Type
    Goatman
    Metadata
    GoatmanLightningLeapSlamExtra
    Level
    68
    Life
    7,077
    Armour
    28,790
    Evasion
    4,739
    Energy Shield
    0
    Damage
    616
    Spell Damage
    616
    Accuracy
    0
    Attack Time
    1.2
    Experience
    11,281
    Ailment Threshold
    7,077
    Chill
    22
    Shock
    22
    Brittle
    127
    Scorch
    22
    Sap
    62
    GoatmanLeapSlam
    Spell, Movement
    Effectiveness of Added Damage: 150%
    Cast Time: 1.23 sec
    Cooldown Time: 0.3 sec
    Cannot be Stunned
    Deals 50% more Attack Damage
    skill cannot be interrupted [1]
    walk emerge extra distance [-1]
    GAGoatmanLeapSlamDamage
    Triggerable, Attack
    Base Damage: 493–740
    Critical Strike Chance: 5%
    Attack Damage: 150%
    Attack Time: 1.2 sec
    Deals 50% more Attack Damage
    Deals 1% more Damage
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    }
    
    Actor
    {
    	basic_action = "Emerge"
    }
    
    Monster
    {
    	flip_enabled = true
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.3
    }
    
    Animated
    {
    	on_event_leave_ground_for_leap = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/kickup.ao );"
    	on_event_effect_for_cliffjump = "PlayEffect( Metadata/Effects/Spells/monsters_effects/goat_slam_02/land_dust.ao );"
    }
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Goatman/GoatmanLightningLeapSlamExtra"] = {
        name = "Bearded Devil",
        life = 1.1,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.65,
        damageSpread = 0.2,
        attackTime = 1.2,
        attackRange = 7,
        accuracy = 1,
        skillList = {
            "GoatmanLeapSlam",
            "GAGoatmanLeapSlamDamage",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GoatmanLeapSlam"] = {
        name = "GoatmanLeapSlam",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Movement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1.23,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "walk_emerge_extra_distance",
            "base_cannot_be_stunned",
            "skill_cannot_be_interrupted",
        },
        levels = {
            [1] = {-1, baseMultiplier = 1.5, levelRequirement = 2, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAGoatmanLeapSlamDamage"] = {
        name = "GAGoatmanLeapSlamDamage",
        hidden = true,
        color = "4",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "is_area_damage",
        },
        levels = {
            [1] = {50, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {1, baseMultiplier = 1.5, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
            [3] = {1, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    
    80% of Physical Damage Converted to Lightning Damage
    IdMonsterConvertToLightningDamage1
    FamilyLightningDamageAsPortionOfDamage
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 80 Max: 80 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
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