Vaal Flame Guardian
Construct
50% of Physical Damage Converted to Fire Damage
SpectreY
AreaDisused Furnace, Reclaimed Barracks, Sealed Basement, Desolate Isle, Disused Furnace, Reclaimed Barracks, Sealed Basement, Desolate Isle
Tagsbone_armour, bones, cleaving_weapon, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
Life
130%
Armour
+100%
Ailment Threshold
130%
Resistance
75 0 0 0
Damage
161%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
4 ~ 11
Attack Time
1.32 Second
Damage Spread
±30%
Experience
100%
Model Size
100%
Type
ConstructMeleeFire
Metadata
SkeletonMeleeKnightFireSword
Level
68
Life
8,363
Armour
57,580
Evasion
4,739
Energy Shield
0
Damage
601
Spell Damage
601
Accuracy
290
Attack Time
1.32
Experience
10,255
Ailment Threshold
8,363
Chill
26
Shock
26
Brittle
150
Scorch
26
Sap
73
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 421–782
Critical Strike Chance: 5%
Attack Time: 1.32 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]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "One_Hand_Mace"
	basic_action = "Emerge"
	basic_action = "Revive"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_death = "RemoveEffects( );"
	on_spawned_dead = "RemoveEffects( );"
}

Render
{
     //turn_duration = 0.35
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightFireSword"] = {
    name = "Vaal Flame Guardian",
    life = 1.3,
    fireResist = 75,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.61,
    damageSpread = 0.3,
    attackTime = 1.32,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "Two Hand Sword",
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    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 = { }, },
    },
}
50% of Physical Damage Converted to Fire Damage
IdMonsterElementalSkeletonFire
FamilyFireDamageAsPortionOfDamage
DomainsMonster (3)
GenerationTypeUnique (3)
Req. level1
Stats
  • base physical damage % to convert to fire Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    Vaal Flame Guardian
    Construct
    Gain 100% of Physical Damage as Extra Fire Damage
    SpectreY
    AreaThe Eternal Laboratory
    Tagsbone_armour, bones, cleaving_weapon, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • The Eternal Laboratory: Vaal Flame Guardian, Vaal Flame Guardian
  • Life
    130%
    Armour
    +100%
    Ailment Threshold
    130%
    Resistance
    75 0 0 0
    Damage
    128%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    4 ~ 11
    Attack Time
    1.32 Second
    Damage Spread
    ±30%
    Experience
    100%
    Model Size
    100%
    Type
    ConstructMeleeFireMaps
    Metadata
    SkeletonMeleeKnightFireSwordMaps
    Level
    68
    Life
    8,363
    Armour
    57,580
    Evasion
    4,739
    Energy Shield
    0
    Damage
    478
    Spell Damage
    478
    Accuracy
    290
    Attack Time
    1.32
    Experience
    10,255
    Ailment Threshold
    8,363
    Chill
    26
    Shock
    26
    Brittle
    150
    Scorch
    26
    Sap
    73
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 335–622
    Critical Strike Chance: 5%
    Attack Time: 1.32 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]

    Object Type

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

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_death = "RemoveEffects( );"
    	on_spawned_dead = "RemoveEffects( );"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightFireSwordMaps"] = {
        name = "Vaal Flame Guardian",
        life = 1.3,
        fireResist = 75,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.28,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "MeleeAtAnimationSpeed",
        },
        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 = { }, },
        },
    }
    
    Gain 100% of Physical Damage as Extra Fire Damage
    IdMonsterPhysicalAddedAsFireSkeletonMaps
    FamilyPhysicalAddedAsFire
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • physical damage % to add as fire Min: 100 Max: 100 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    Vaal Flame Guardian
    Construct
    50% of Physical Damage Converted to Fire Damage
    SpectreY
    AreaDisused Furnace, Reclaimed Barracks, Sealed Basement, Desolate Isle, Disused Furnace, Reclaimed Barracks, Sealed Basement, Desolate Isle
    Tagsbludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Life
    130%
    Armour
    +100%
    Ailment Threshold
    130%
    Resistance
    75 0 0 0
    Damage
    161%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    4 ~ 11
    Attack Time
    1.32 Second
    Damage Spread
    ±30%
    Experience
    100%
    Model Size
    100%
    Type
    ConstructMeleeFire
    Metadata
    SkeletonMeleeKnightFireMaul
    Level
    68
    Life
    8,363
    Armour
    57,580
    Evasion
    4,739
    Energy Shield
    0
    Damage
    601
    Spell Damage
    601
    Accuracy
    290
    Attack Time
    1.32
    Experience
    10,255
    Ailment Threshold
    8,363
    Chill
    26
    Shock
    26
    Brittle
    150
    Scorch
    26
    Sap
    73
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 421–782
    Critical Strike Chance: 5%
    Attack Time: 1.32 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]

    Object Type

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

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_death = "RemoveEffects( );"
    	on_spawned_dead = "RemoveEffects( );"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightFireMaul"] = {
        name = "Vaal Flame Guardian",
        life = 1.3,
        fireResist = 75,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "MeleeAtAnimationSpeed",
        },
        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 = { }, },
        },
    }
    
    50% of Physical Damage Converted to Fire Damage
    IdMonsterElementalSkeletonFire
    FamilyFireDamageAsPortionOfDamage
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base physical damage % to convert to fire Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    Vaal Flame Guardian
    Construct
    Gain 100% of Physical Damage as Extra Fire Damage
    SpectreY
    AreaThe Eternal Laboratory
    Tagsbludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • The Eternal Laboratory: Vaal Flame Guardian, Vaal Flame Guardian
  • Life
    130%
    Armour
    +100%
    Ailment Threshold
    130%
    Resistance
    75 0 0 0
    Damage
    128%
    Accuracy
    100%
    Critical Strike Chance
    +5%
    Critical Strike Multiplier
    +130%
    Attack Distance
    4 ~ 11
    Attack Time
    1.32 Second
    Damage Spread
    ±30%
    Experience
    100%
    Model Size
    100%
    Type
    ConstructMeleeFireMaps
    Metadata
    SkeletonMeleeKnightFireMaulMaps
    Level
    68
    Life
    8,363
    Armour
    57,580
    Evasion
    4,739
    Energy Shield
    0
    Damage
    478
    Spell Damage
    478
    Accuracy
    290
    Attack Time
    1.32
    Experience
    10,255
    Ailment Threshold
    8,363
    Chill
    26
    Shock
    26
    Brittle
    150
    Scorch
    26
    Sap
    73
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Default Attack
    Base Damage: 335–622
    Critical Strike Chance: 5%
    Attack Time: 1.32 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]

    Object Type

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

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Life
    {
    	on_death = "RemoveEffects( );"
    	on_spawned_dead = "RemoveEffects( );"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightFireMaulMaps"] = {
        name = "Vaal Flame Guardian",
        life = 1.3,
        fireResist = 75,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.28,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "MeleeAtAnimationSpeed",
        },
        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 = { }, },
        },
    }
    
    Gain 100% of Physical Damage as Extra Fire Damage
    IdMonsterPhysicalAddedAsFireSkeletonMaps
    FamilyPhysicalAddedAsFire
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • physical damage % to add as fire Min: 100 Max: 100 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental fire
    Edit

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