Coniraya, Shadow of Malice
Undead
50% of Physical Damage Converted to Lightning Damage
monster dropped item rarity +% [0]
monster additional quantity of dropped items in cruel +% [300]
monster additional quantity of dropped items in merciless +% [600]
monster additional rarity of dropped items in cruel +% [300]
monster additional rarity of dropped items in merciless +% [600]
monster penalty against minions damage +% final vs player minions [-20]
monster no map drops [1]
80% increased Attack Speed
Skills fire 2 additional Projectiles
level 33 or lower damage +% final [-20]
level 33 or lower life +% final [-20]
SpectreN
Tagsghost, ghost_armour, ghost_blood, has_bow, large_height, medium_movement, not_str, physical_affinity, puncturing_weapon, ranged, undead
Life
220%
Energy Shield From Life
50%
Evasion
+50%
Ailment Threshold
220%
Resistance
30 30 30 20
Damage
240%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
6 ~ 40
Attack Time
1.5 Second
Damage Spread
±20%
Experience
200%
Model Size
150%
Type
GhostBossSideArea
Metadata
GhostPirateBossSideArea
Level
68
Life
14,153
Armour
28,790
Evasion
7,109
Energy Shield
3,064
Damage
897
Spell Damage
897
Accuracy
290
Attack Time
1.5
Experience
20,510
Ailment Threshold
14,153
Chill
45
Shock
45
Brittle
253
Scorch
45
Sap
124
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 717–1076
Critical Strike Chance: 5%
Attack Time: 1.5 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]
MonsterShockedGroundRainOfArrows
Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
Rain of Arrows
Base Damage: 717–1076
Critical Strike Chance: 5%
Attack Time: 1.5 sec
Fires a large number of arrows into the air, to land at the target after a short delay.
Deals 132% more Damage
active skill area of effect radius +% final [33]
base is projectile [1]
is area damage [1]
rain of arrows place shocking ground duration ms [4000]
MonsterPunctureAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
Puncture
Base Damage: 717–1076
Critical Strike Chance: 5%
Attack Damage: 120%
Attack Time: 1.5 sec
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Deals 20% more Attack Damage
+197% more Damage with Bleeding
Causes Bleeding
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Bow"
}

Stats
{
	supress_muzzle_flash = 1
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_death = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_dead = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );" 
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/GhostPirates/GhostPirateBossSideArea"] = {
    name = "Coniraya, Shadow of Malice",
    life = 2.2,
    energyShield = 0.5,
    fireResist = 30,
    coldResist = 30,
    lightningResist = 30,
    chaosResist = 20,
    damage = 2.4,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 40,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "MonsterShockedGroundRainOfArrows",
        "MonsterPunctureAtAnimationSpeedUnique",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    name = "Default Attack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MonsterShockedGroundRainOfArrows"] = {
    name = "Rain of Arrows",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "rain_of_arrows_place_shocking_ground_duration_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
        "base_is_projectile",
    },
    levels = {
        [1] = {30, 3000, -50, -26, levelRequirement = 3, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [2] = {32, 3000, -50, -25, levelRequirement = 5, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [3] = {34, 3000, -50, -23, levelRequirement = 8, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [4] = {36, 3000, -50, -21, levelRequirement = 10, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [5] = {38, 3000, -50, -20, levelRequirement = 12, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [6] = {40, 3000, -50, -18, levelRequirement = 14, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [7] = {42, 3000, -50, -17, levelRequirement = 17, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [8] = {44, 3000, -50, -15, levelRequirement = 20, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [9] = {46, 3000, -50, -13, levelRequirement = 24, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [10] = {48, 3000, -50, -12, levelRequirement = 30, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [11] = {50, 3000, -50, -10, levelRequirement = 31, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [12] = {112, 4000, 0, 16, levelRequirement = 36, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [13] = {114, 4000, 0, 18, levelRequirement = 41, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [14] = {116, 4000, 0, 19, levelRequirement = 44, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [15] = {118, 4000, 0, 21, levelRequirement = 51, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [16] = {120, 4000, 0, 23, levelRequirement = 52, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [17] = {122, 4000, 0, 24, levelRequirement = 57, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [18] = {124, 4000, 0, 26, levelRequirement = 60, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [19] = {126, 4000, 0, 28, levelRequirement = 65, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [20] = {128, 4000, 0, 29, levelRequirement = 66, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [21] = {130, 4000, 0, 31, levelRequirement = 67, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [22] = {132, 4000, 0, 33, levelRequirement = 68, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [23] = {134, 4000, 0, 34, levelRequirement = 69, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [24] = {136, 4000, 0, 36, levelRequirement = 70, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [25] = {138, 4000, 0, 37, levelRequirement = 71, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [26] = {140, 4000, 0, 39, levelRequirement = 72, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [27] = {142, 4000, 0, 41, levelRequirement = 73, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [28] = {144, 4000, 0, 42, levelRequirement = 74, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [29] = {146, 4000, 0, 44, levelRequirement = 75, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [30] = {148, 4000, 0, 46, levelRequirement = 76, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [31] = {150, 4000, 0, 47, levelRequirement = 77, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [32] = {152, 4000, 0, 49, levelRequirement = 78, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [33] = {154, 4000, 0, 51, levelRequirement = 79, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [34] = {156, 4000, 0, 52, levelRequirement = 80, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [35] = {158, 4000, 0, 54, levelRequirement = 81, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [36] = {160, 4000, 0, 55, levelRequirement = 82, statInterpolation = {1, 1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MonsterPunctureAtAnimationSpeedUnique"] = {
    name = "Puncture",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Duration] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.DamageOverTime] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_bleeding_damage_+%_final",
        "skill_can_fire_arrows",
        "global_bleed_on_hit",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {112, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {155, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {197, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
50% of Physical Damage Converted to Lightning Damage
IdMonsterElementalSkeletonLightning
FamilyLightningDamageAsPortionOfDamage
DomainsMonster (3)
GenerationTypeUnique (3)
Req. level1
Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    monster dropped item rarity +% [0]
    IdMonsterSideAreaBoss
    FamilyMonsterSideAreaBoss
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster dropped item rarity +% Min: 0 Max: 0 Global
  • monster additional quantity of dropped items in cruel +% [300]
    monster additional quantity of dropped items in merciless +% [600]
    monster additional rarity of dropped items in cruel +% [300]
    monster additional rarity of dropped items in merciless +% [600]
    IdMonsterInvasionMercilessDrops1
    FamilyMonsterMercilessDrops
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster additional rarity of dropped items in cruel +% Min: 300 Max: 300 Global
  • monster additional quantity of dropped items in cruel +% Min: 300 Max: 300 Global
  • monster additional rarity of dropped items in merciless +% Min: 600 Max: 600 Global
  • monster additional quantity of dropped items in merciless +% Min: 600 Max: 600 Global
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 Global
  • Craft Tagsdamage
    monster no map drops [1]
    IdMonsterNoMapDrops
    FamilyMonsterNoMapDrops
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster no map drops Min: 1 Max: 1 Global
  • 80% increased Attack Speed
    IdMonsterImplicitFastAttack2
    FamilyIncreasedAttackSpeed
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • attack speed +% Min: 80 Max: 80 Global
  • Craft Tagsattack speed
    Skills fire 2 additional Projectiles
    IdMonsterMultipleProjectilesImplicit1
    FamilyMonsterMultipleProjectile
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • number of additional projectiles Min: 2 Max: 2 Global
  • level 33 or lower damage +% final [-20]
    level 33 or lower life +% final [-20]
    IdMonsterLifeAndDamageLessBelowLevel33
    FamilyMoreLifeBelowLevelThreshold
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • level 33 or lower life +% final Min: -20 Max: -20 Global
  • level 33 or lower damage +% final Min: -20 Max: -20 Global
  • Craft Tagsresource life damage
    Coniraya, Shadow of Malice
    Undead
    50% of Physical Damage Converted to Lightning Damage
    monster dropped item rarity +% [0]
    monster penalty against minions damage +% final vs player minions [-20]
    monster no map drops [1]
    80% increased Attack Speed
    Skills fire 2 additional Projectiles
    level 33 or lower damage +% final [-20]
    level 33 or lower life +% final [-20]
    SpectreN
    AreaForgotten Oubliette, Forgotten Oubliette
    Tagsghost, ghost_armour, ghost_blood, has_bow, large_height, medium_movement, not_str, physical_affinity, puncturing_weapon, ranged, undead, vaalsidearea_boss
    Life
    220%
    Energy Shield From Life
    50%
    Evasion
    +50%
    Ailment Threshold
    220%
    Resistance
    30 30 30 20
    Damage
    240%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    6 ~ 40
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experience
    200%
    Model Size
    150%
    Type
    GhostBossSideAreaLowbie
    Metadata
    GhostPirateBossSideAreaLowbie
    Level
    68
    Life
    14,153
    Armour
    28,790
    Evasion
    7,109
    Energy Shield
    3,064
    Damage
    897
    Spell Damage
    897
    Accuracy
    290
    Attack Time
    1.5
    Experience
    20,510
    Ailment Threshold
    14,153
    Chill
    45
    Shock
    45
    Brittle
    253
    Scorch
    45
    Sap
    124
    MeleeAtAnimationSpeedUnique
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Time: 1.5 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]
    MonsterShockedGroundRainOfArrows
    Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
    Rain of Arrows
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Time: 1.5 sec
    Fires a large number of arrows into the air, to land at the target after a short delay.
    Deals 132% more Damage
    active skill area of effect radius +% final [33]
    base is projectile [1]
    is area damage [1]
    rain of arrows place shocking ground duration ms [4000]
    MonsterPunctureAtAnimationSpeedUnique
    Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
    Puncture
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Damage: 120%
    Attack Time: 1.5 sec
    Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
    Deals 20% more Attack Damage
    +197% more Damage with Bleeding
    Causes Bleeding
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "Bow"
    }
    
    Stats
    {
    	supress_muzzle_flash = 1
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_death = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
    	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
    	on_spawned_dead = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );" 
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/GhostPirates/GhostPirateBossSideAreaLowbie"] = {
        name = "Coniraya, Shadow of Malice",
        life = 2.2,
        energyShield = 0.5,
        fireResist = 30,
        coldResist = 30,
        lightningResist = 30,
        chaosResist = 20,
        damage = 2.4,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 40,
        accuracy = 1,
        weaponType1 = "Bow",
        skillList = {
            "MeleeAtAnimationSpeedUnique",
            "MonsterShockedGroundRainOfArrows",
            "MonsterPunctureAtAnimationSpeedUnique",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeedUnique"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MonsterShockedGroundRainOfArrows"] = {
        name = "Rain of Arrows",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.ProjectileSpeed] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Rain] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "rain_of_arrows_place_shocking_ground_duration_ms",
            "base_projectile_speed_+%",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
            "base_is_projectile",
        },
        levels = {
            [1] = {30, 3000, -50, -26, levelRequirement = 3, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [2] = {32, 3000, -50, -25, levelRequirement = 5, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [3] = {34, 3000, -50, -23, levelRequirement = 8, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [4] = {36, 3000, -50, -21, levelRequirement = 10, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [5] = {38, 3000, -50, -20, levelRequirement = 12, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [6] = {40, 3000, -50, -18, levelRequirement = 14, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [7] = {42, 3000, -50, -17, levelRequirement = 17, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [8] = {44, 3000, -50, -15, levelRequirement = 20, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [9] = {46, 3000, -50, -13, levelRequirement = 24, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [10] = {48, 3000, -50, -12, levelRequirement = 30, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [11] = {50, 3000, -50, -10, levelRequirement = 31, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [12] = {112, 4000, 0, 16, levelRequirement = 36, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [13] = {114, 4000, 0, 18, levelRequirement = 41, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [14] = {116, 4000, 0, 19, levelRequirement = 44, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [15] = {118, 4000, 0, 21, levelRequirement = 51, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [16] = {120, 4000, 0, 23, levelRequirement = 52, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [17] = {122, 4000, 0, 24, levelRequirement = 57, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [18] = {124, 4000, 0, 26, levelRequirement = 60, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [19] = {126, 4000, 0, 28, levelRequirement = 65, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [20] = {128, 4000, 0, 29, levelRequirement = 66, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [21] = {130, 4000, 0, 31, levelRequirement = 67, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [22] = {132, 4000, 0, 33, levelRequirement = 68, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [23] = {134, 4000, 0, 34, levelRequirement = 69, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [24] = {136, 4000, 0, 36, levelRequirement = 70, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [25] = {138, 4000, 0, 37, levelRequirement = 71, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [26] = {140, 4000, 0, 39, levelRequirement = 72, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [27] = {142, 4000, 0, 41, levelRequirement = 73, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [28] = {144, 4000, 0, 42, levelRequirement = 74, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [29] = {146, 4000, 0, 44, levelRequirement = 75, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [30] = {148, 4000, 0, 46, levelRequirement = 76, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [31] = {150, 4000, 0, 47, levelRequirement = 77, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [32] = {152, 4000, 0, 49, levelRequirement = 78, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [33] = {154, 4000, 0, 51, levelRequirement = 79, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [34] = {156, 4000, 0, 52, levelRequirement = 80, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [35] = {158, 4000, 0, 54, levelRequirement = 81, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [36] = {160, 4000, 0, 55, levelRequirement = 82, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MonsterPunctureAtAnimationSpeedUnique"] = {
        name = "Puncture",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Duration] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Totemable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.DamageOverTime] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Physical] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_bleeding_damage_+%_final",
            "skill_can_fire_arrows",
            "global_bleed_on_hit",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {112, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
            [2] = {155, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
            [3] = {197, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
        },
    }
    
    50% of Physical Damage Converted to Lightning Damage
    IdMonsterElementalSkeletonLightning
    FamilyLightningDamageAsPortionOfDamage
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    monster dropped item rarity +% [0]
    IdMonsterSideAreaBoss
    FamilyMonsterSideAreaBoss
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster dropped item rarity +% Min: 0 Max: 0 Global
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 Global
  • Craft Tagsdamage
    monster no map drops [1]
    IdMonsterNoMapDrops
    FamilyMonsterNoMapDrops
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster no map drops Min: 1 Max: 1 Global
  • 80% increased Attack Speed
    IdMonsterImplicitFastAttack2
    FamilyIncreasedAttackSpeed
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • attack speed +% Min: 80 Max: 80 Global
  • Craft Tagsattack speed
    Skills fire 2 additional Projectiles
    IdMonsterMultipleProjectilesImplicit1
    FamilyMonsterMultipleProjectile
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • number of additional projectiles Min: 2 Max: 2 Global
  • level 33 or lower damage +% final [-20]
    level 33 or lower life +% final [-20]
    IdMonsterLifeAndDamageLessBelowLevel33
    FamilyMoreLifeBelowLevelThreshold
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • level 33 or lower life +% final Min: -20 Max: -20 Global
  • level 33 or lower damage +% final Min: -20 Max: -20 Global
  • Craft Tagsresource life damage
    Coniraya, Shadow of Malice
    Undead
    50% of Physical Damage Converted to Lightning Damage
    monster dropped item rarity +% [0]
    monster additional quantity of dropped items in cruel +% [300]
    monster additional quantity of dropped items in merciless +% [600]
    monster additional rarity of dropped items in cruel +% [300]
    monster additional rarity of dropped items in merciless +% [600]
    monster penalty against minions damage +% final vs player minions [-20]
    monster no map drops [1]
    monster is invasion boss [1]
    80% increased Attack Speed
    Skills fire 2 additional Projectiles
    level 33 or lower damage +% final [-20]
    level 33 or lower life +% final [-20]
    SpectreN
    AreaInvasionBoss
    End Game50% increased maximum Life
    Tagsghost, ghost_armour, ghost_blood, has_bow, invasion_boss, large_height, medium_movement, not_str, physical_affinity, puncturing_weapon, ranged, undead
    Packs
  • InvasionBoss: Coniraya, Shadow of Malice, Spectral Corsair
  • Life
    220%
    Energy Shield From Life
    50%
    Evasion
    +50%
    Ailment Threshold
    220%
    Resistance
    30 30 30 20
    Damage
    240%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    6 ~ 40
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experience
    200%
    Model Size
    150%
    Type
    GhostBossSideArea
    Metadata
    GhostPirateBossSideAreaInvasion
    Level
    68
    Life
    14,153
    Armour
    28,790
    Evasion
    7,109
    Energy Shield
    3,064
    Damage
    897
    Spell Damage
    897
    Accuracy
    290
    Attack Time
    1.5
    Experience
    20,510
    Ailment Threshold
    14,153
    Chill
    45
    Shock
    45
    Brittle
    253
    Scorch
    45
    Sap
    124
    MeleeAtAnimationSpeedUnique
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Time: 1.5 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]
    MonsterShockedGroundRainOfArrows
    Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
    Rain of Arrows
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Time: 1.5 sec
    Fires a large number of arrows into the air, to land at the target after a short delay.
    Deals 132% more Damage
    active skill area of effect radius +% final [33]
    base is projectile [1]
    is area damage [1]
    rain of arrows place shocking ground duration ms [4000]
    MonsterPunctureAtAnimationSpeedUnique
    Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
    Puncture
    Base Damage: 717–1076
    Critical Strike Chance: 5%
    Attack Damage: 120%
    Attack Time: 1.5 sec
    Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
    Deals 20% more Attack Damage
    +197% more Damage with Bleeding
    Causes Bleeding
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "Bow"
    }
    
    Stats
    {
    	supress_muzzle_flash = 1
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_death = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
    	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
    	on_spawned_dead = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );" 
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/GhostPirates/GhostPirateBossSideAreaInvasion"] = {
        name = "Coniraya, Shadow of Malice",
        life = 2.2,
        energyShield = 0.5,
        fireResist = 30,
        coldResist = 30,
        lightningResist = 30,
        chaosResist = 20,
        damage = 2.4,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 40,
        accuracy = 1,
        weaponType1 = "Bow",
        skillList = {
            "MeleeAtAnimationSpeedUnique",
            "MonsterShockedGroundRainOfArrows",
            "MonsterPunctureAtAnimationSpeedUnique",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeedUnique"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MonsterShockedGroundRainOfArrows"] = {
        name = "Rain of Arrows",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.ProjectileSpeed] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Rain] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "rain_of_arrows_place_shocking_ground_duration_ms",
            "base_projectile_speed_+%",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
            "base_is_projectile",
        },
        levels = {
            [1] = {30, 3000, -50, -26, levelRequirement = 3, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [2] = {32, 3000, -50, -25, levelRequirement = 5, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [3] = {34, 3000, -50, -23, levelRequirement = 8, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [4] = {36, 3000, -50, -21, levelRequirement = 10, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [5] = {38, 3000, -50, -20, levelRequirement = 12, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [6] = {40, 3000, -50, -18, levelRequirement = 14, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [7] = {42, 3000, -50, -17, levelRequirement = 17, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [8] = {44, 3000, -50, -15, levelRequirement = 20, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [9] = {46, 3000, -50, -13, levelRequirement = 24, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [10] = {48, 3000, -50, -12, levelRequirement = 30, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [11] = {50, 3000, -50, -10, levelRequirement = 31, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [12] = {112, 4000, 0, 16, levelRequirement = 36, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [13] = {114, 4000, 0, 18, levelRequirement = 41, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [14] = {116, 4000, 0, 19, levelRequirement = 44, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [15] = {118, 4000, 0, 21, levelRequirement = 51, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [16] = {120, 4000, 0, 23, levelRequirement = 52, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [17] = {122, 4000, 0, 24, levelRequirement = 57, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [18] = {124, 4000, 0, 26, levelRequirement = 60, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [19] = {126, 4000, 0, 28, levelRequirement = 65, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [20] = {128, 4000, 0, 29, levelRequirement = 66, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [21] = {130, 4000, 0, 31, levelRequirement = 67, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [22] = {132, 4000, 0, 33, levelRequirement = 68, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [23] = {134, 4000, 0, 34, levelRequirement = 69, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [24] = {136, 4000, 0, 36, levelRequirement = 70, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [25] = {138, 4000, 0, 37, levelRequirement = 71, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [26] = {140, 4000, 0, 39, levelRequirement = 72, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [27] = {142, 4000, 0, 41, levelRequirement = 73, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [28] = {144, 4000, 0, 42, levelRequirement = 74, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [29] = {146, 4000, 0, 44, levelRequirement = 75, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [30] = {148, 4000, 0, 46, levelRequirement = 76, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [31] = {150, 4000, 0, 47, levelRequirement = 77, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [32] = {152, 4000, 0, 49, levelRequirement = 78, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [33] = {154, 4000, 0, 51, levelRequirement = 79, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [34] = {156, 4000, 0, 52, levelRequirement = 80, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [35] = {158, 4000, 0, 54, levelRequirement = 81, statInterpolation = {1, 1, 1, 1},  cost = { }, },
            [36] = {160, 4000, 0, 55, levelRequirement = 82, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MonsterPunctureAtAnimationSpeedUnique"] = {
        name = "Puncture",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Duration] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Totemable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.DamageOverTime] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Physical] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_bleeding_damage_+%_final",
            "skill_can_fire_arrows",
            "global_bleed_on_hit",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {112, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
            [2] = {155, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
            [3] = {197, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
        },
    }
    
    50% of Physical Damage Converted to Lightning Damage
    IdMonsterElementalSkeletonLightning
    FamilyLightningDamageAsPortionOfDamage
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    monster dropped item rarity +% [0]
    IdMonsterSideAreaBoss
    FamilyMonsterSideAreaBoss
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster dropped item rarity +% Min: 0 Max: 0 Global
  • monster additional quantity of dropped items in cruel +% [300]
    monster additional quantity of dropped items in merciless +% [600]
    monster additional rarity of dropped items in cruel +% [300]
    monster additional rarity of dropped items in merciless +% [600]
    IdMonsterInvasionMercilessDrops1
    FamilyMonsterMercilessDrops
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster additional rarity of dropped items in cruel +% Min: 300 Max: 300 Global
  • monster additional quantity of dropped items in cruel +% Min: 300 Max: 300 Global
  • monster additional rarity of dropped items in merciless +% Min: 600 Max: 600 Global
  • monster additional quantity of dropped items in merciless +% Min: 600 Max: 600 Global
  • monster penalty against minions damage +% final vs player minions [-20]
    IdMonsterDamageVersusPlayerMinions20
    FamilyMonsterDamageVersusMinions
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster penalty against minions damage +% final vs player minions Min: -20 Max: -20 Global
  • Craft Tagsdamage
    monster no map drops [1]
    IdMonsterNoMapDrops
    FamilyMonsterNoMapDrops
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster no map drops Min: 1 Max: 1 Global
  • monster is invasion boss [1]
    IdIsInvasionBoss
    FamilyMonsterIsInvasionBoss
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • monster is invasion boss Min: 1 Max: 1 Global
  • 80% increased Attack Speed
    IdMonsterImplicitFastAttack2
    FamilyIncreasedAttackSpeed
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • attack speed +% Min: 80 Max: 80 Global
  • Craft Tagsattack speed
    Skills fire 2 additional Projectiles
    IdMonsterMultipleProjectilesImplicit1
    FamilyMonsterMultipleProjectile
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • number of additional projectiles Min: 2 Max: 2 Global
  • level 33 or lower damage +% final [-20]
    level 33 or lower life +% final [-20]
    IdMonsterLifeAndDamageLessBelowLevel33
    FamilyMoreLifeBelowLevelThreshold
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • level 33 or lower life +% final Min: -20 Max: -20 Global
  • level 33 or lower damage +% final Min: -20 Max: -20 Global
  • Craft Tagsresource life damage
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