Ulfred, der Befallene
Ulfred, the Afflicted
SpectreN
TagsArrow_onhit_audio, fast_movement, human, humanoid, not_int, red_blood
Leben
125%
Rüstung
+30%
Ausweichen
+30%
Widerstand
0 0 0 0
Damage
175%
Genauigkeit
100%
Kritische Treffer Chance
5%
Bonus für kritische Treffer
+30%
Attack Distance
4 ~ 65
Angriffszeit
1.005 Second
Damage Spread
±20%
Erfahrung
250%
Model Size
100%
Type
ExileMercenary1
Metadata
ExileMercenary1
Stufe
68
Leben
9,696
Rüstung
3,137
Ausweichwert
620
Damage
408
Zauberschaden
408
Genauigkeit
2,180
Angriffszeit
1.005
Erfahrung
71,585
Minion Life
8,289
Minion Damage
909
Minion Armour
4,585
MeleeCrossbowRogueExile
Attack, RangedAttack, Projectile, ProjectilesFromUser, Area, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving
Armbrustschuss
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffszeit: 1.005 Sek.
Schießt einen Bolzen mit Eurer Armbrust ab.
action required target facing angle tolerance degrees [90]
action requires aiming stance [1]
active skill crossbow ammo pairing index [1]
base is projectile [1]
can perform skill while moving [1]
cannot cancel skill before contact point [1]
check for targets between initiator and projectile source [1]
crossbow barrage attack time ratio % [10]
crossbow barrage debuff duration ms [300]
crossbow barrage recoil per shot [2]
crossbow barrage total recoil buff count [8]
disable visual hit effect [1]
has modular projectiles enabled [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
UnloadAmmoRogueExile
CrossbowAmmoSkill, Attack, UsableWhileMoving
Basis-Bolzen
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffszeit: 1.005 Sek.
Entfernt Euren aktiven Bolzen und lädt beliebige Munition nach.
7 Bolzen nachgeladen pro Magazin
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
active skill crossbow ammo pairing index [1]
base deal no damage [1]
can perform skill while moving [1]
crossbow ammo skill binds default attack [1]
movement speed +% final while performing action [-30]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
RapidShotRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving, Fire
Schnellfeuer-Bolzen
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 20%
Angriffszeit: 1.005 Sek.
Feuert stark modifizierte Bolzen, die bewirken, dass Eure Armbrust Hitze aufbaut. Das Benutzen der Fertigkeit führt zu einem anfänglichen Aufbau von Hitze, bevor eine Reihe von feurigen Bolzen entfesselt wird, die Feuerschaden basierend auf Eurer Hitze verursachen. Von Euch geworfene Granaten erhalten ebenfalls Bonusschaden durch Hitze, jedoch löst sich diese schnell wieder auf, wenn sie nicht aufgebaut wird. Ihr könnt eine große Anzahl von Bolzen abfeuern, bevor Ihr nachladen müsst.
Verursacht 80% weniger Angriffsschaden
Wandelt 60% des physischen Schadens in Feuerschaden um
Stößt Gegner zurück
25% mehr Angriffsgeschwindigkeit
Maximal 15 Hitze
Maximal Hitze
Schnellfeuer-Schüsse verursachen 7% des Schadens als Feuerschaden pro Hitze
Wird vor dem Abfeuern mit 400% der Angriffszeit aufgeladen, wenn Ihr die Fertigkeit benutzt, während Ihr keine Hitze habt
Erhaltet Hitze 4 Mal pro Sekunde während des Feuerns
Granaten verursachen 6% des Schadens als Feuerschaden pro Hitze
action do not face target [1]
action required target facing angle tolerance degrees [60]
action requires aiming stance [1]
active skill crossbow ammo pairing index [12]
active skill facing angle turn duration ms [100]
active skill override turn duration ms [100]
base is projectile [1]
can perform skill while moving [1]
check for targets between initiator and projectile source [1]
crossbow barrage debuff duration ms [300]
crossbow barrage recoil per shot [1]
crossbow barrage total recoil buff count [8]
disable visual hit effect [1]
has modular projectiles enabled [1]
incendiary rapid shot buff decay per stack ms [200]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
rapid shot minimum stacks required to fire [1]
should use additive aiming animation [1]
RapidShotAmmoRogueExileMercenary1
CrossbowAmmoSkill, ReservesManually, Attack, UsableWhileMoving
Schnellfeuer-Bolzen laden
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 120%
Angriffszeit: 1.005 Sek.
Lädt Eure Armbrust mit einem großen Magazin mit stark modifizierten Bolzen, die bewirken, dass Eure Armbrust Hitze aufbaut, bevor eine Reihe von feurigen Bolzen entfesselt wird, die Feuerschaden basierend auf Eurer Hitze verursachen. Von Euch geworfene Granaten erhalten ebenfalls Bonusschaden durch Hitze, jedoch löst sich diese schnell wieder auf, wenn sie nicht aufgebaut wird. Durch das erneute Benutzen dieser Fertigkeit wird das Magazin nachgeladen.
Verursacht 20% mehr Angriffsschaden
50% weniger Nachladegeschwindigkeit
40 Bolzen nachgeladen pro Magazin
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
active skill crossbow ammo pairing index [12]
base deal no damage [1]
can perform skill while moving [1]
display statset hide usage stats [1]
movement speed +% final while performing action [-30]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
ExplosiveShotRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, Area, CrossbowSkill, Trappable, Totemable, Mineable, Fire, UsableWhileMoving
Explosiver Bolzen
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 150%
Angriffszeit: 1.005 Sek.
Feuert einen feurigen Bolzen, der bei Aufprall explodiert. Die Explosion lässt sämtliche Granaten in ihrem Bereich ebenfalls explodieren.
Verursacht 50% mehr Angriffsschaden
Wandelt 30% des physischen Schadens in Feuerschaden um
Stößt Gegner zurück
action required target facing angle tolerance degrees [90]
action requires aiming stance [1]
active skill crossbow ammo pairing index [10]
base is projectile [1]
base skill show average damage instead of dps [1]
can perform skill while moving [1]
cannot cancel skill before contact point [1]
check for targets between initiator and projectile source [1]
crossbow barrage attack time ratio % [10]
crossbow barrage debuff duration ms [300]
crossbow barrage recoil per shot [2]
crossbow barrage total recoil buff count [8]
disable visual hit effect [1]
has modular projectiles enabled [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
projectiles fire at ground [1]
should use additive aiming animation [1]
ExplosiveShotAmmoRogueExileMercenary1
CrossbowAmmoSkill, ReservesManually, Attack, UsableWhileMoving
Explosiven Bolzen laden
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 120%
Angriffszeit: 1.005 Sek.
Lädt Eure Armbrust mit feurigen Bolzen, die bei Aufprall explodieren. Die Explosion lässt sämtliche Granaten in ihrem Bereich ebenfalls explodieren.
Verursacht 20% mehr Angriffsschaden
30% weniger Nachladegeschwindigkeit
1 Bolzen nachgeladen pro Magazin
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
active skill crossbow ammo pairing index [10]
base deal no damage [1]
can perform skill while moving [1]
display statset hide usage stats [1]
movement speed +% final while performing action [-30]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
FragmentationRoundsRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving, SkillConsumesFreeze
Fragmentierungsbolzen
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 20%
Angriffszeit: 1.005 Sek.
Feuert eine Salve von durchbohrenden Bolzen, die sich im Flug aufteilen. Bolzen, die einen eingefrorenen Gegner treffen, verbrauchen die Einfrierung und entfesseln eine Explosion aus Schrapnellen. Bolzen, die einen Eiskristall treffen, lassen diesen explodieren.
Verursacht 80% weniger Angriffsschaden
Stößt Gegner zurück
Blendet Gegner bei Treffer
Kann nicht einfrieren
Verbraucht Einfrieren bei Treffer
Überwältigt % physische Schadensminderung
Feuert 10 Bolzen pro Explosion
Bolzen durchbohren 2 Ziele
Mehrere Fragmente können dasselbe Ziel treffen
Mehrere Fragmente, die ein Ziel gleichzeitig treffen, kombinieren ihren Schaden zu einem einzigen Treffer
action required target facing angle tolerance degrees [90]
action requires aiming stance [1]
active skill crossbow ammo pairing index [11]
active skill projectile speed +% variation final [40]
base is projectile [1]
base skill show average damage instead of dps [1]
can perform skill while moving [1]
cannot cancel skill before contact point [1]
check for targets between initiator and projectile source [1]
destroy frost wall segment on hit [1]
disable visual hit effect [1]
has modular projectiles enabled [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
projectile distance variance [10]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles normal distribution height mean [3]
projectiles normal distribution height standard deviation [20]
projectiles normal distribution spread standard deviation [8]
should use additive aiming animation [1]
FragmentationRoundsAmmoRogueExileMercenary1
CrossbowAmmoSkill, ReservesManually, Attack, UsableWhileMoving
Fragmentierungsbolzen laden
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 120%
Angriffszeit: 1.005 Sek.
Lädt Eure Armbrust mit durchbohrenden Bolzen, die sich im Flug aufteilen. Bolzen, die einen eingefrorenen Gegner treffen, verbrauchen die Einfrierung und entfesseln eine Explosion aus Schrapnellen. Bolzen, die einen Eiskristall treffen, lassen diesen explodieren.
Verursacht 20% mehr Angriffsschaden
1 Bolzen nachgeladen pro Magazin
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
active skill crossbow ammo pairing index [11]
base deal no damage [1]
can perform skill while moving [1]
display statset hide usage stats [1]
movement speed +% final while performing action [-30]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
ExplosiveGrenadeRogueExileMercenary1
Attack, RangedAttack, Area, ProjectileNumber, ProjectileSpeed, Cooldown, Grenade, Fire, UsableWhileMoving, DetonatesAfterTime, Projectile
Sprengstoffgranate
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 265%
Angriffszeit: 1.005 Sek.
Abklingzeit: 7 Sek.
Feuert eine springende Granate, die eine verheerende Explosion entfesselt, wenn der Zünder abläuft.
Detonationszeit beträgt 3 Sekunden
Verursacht 165% mehr Angriffsschaden
Wandelt 80% des physischen Schadens in Feuerschaden um
Explosionsradius beträgt 2 Meter
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
action required target facing angle tolerance degrees [90]
active skill projectile speed +% variation final if multiple projectiles [15]
ballistic projectiles always bounce [1]
base is projectile [1]
base skill show average damage instead of dps [1]
can perform skill while moving [1]
fixed projectile spread [30]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
projectile ballistic angle from reference event [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles cannot fork [1]
FlashGrenadeRogueExileMercenary1
Attack, RangedAttack, Area, ProjectileNumber, ProjectileSpeed, Cooldown, Grenade, UsableWhileMoving, DetonatesAfterTime, Projectile
Blendgranate
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffsschaden: 150%
Angriffszeit: 1.005 Sek.
Abklingzeit: 5 Sek.
Feuert eine springende Granate, die eine blendende und betäubende Explosion entfesselt, wenn der Zünder abläuft. Diese Explosion kann sowohl Verbündete als auch Gegner blenden.
Detonationszeit beträgt 0.85 Sekunden
Verursacht 50% mehr Angriffsschaden
500% mehr Betäubungsaufbau
Explosionsradius beträgt 2.6 Meter
Blendet Gegner und Verbündete
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
action required target facing angle tolerance degrees [90]
active skill projectile speed +% variation final if multiple projectiles [15]
ballistic projectiles always bounce [1]
base is projectile [1]
base skill show average damage instead of dps [1]
can perform skill while moving [1]
disable visual hit effect [1]
fixed projectile spread [30]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
projectile ballistic angle from reference event [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles cannot fork [1]
OilGrenadeRogueExileMercenary1
Attack, RangedAttack, Area, ProjectileNumber, ProjectileSpeed, Cooldown, Duration, Grenade, Fire, UsableWhileMoving, CreatesGroundEffect, DetonatesAfterTime, Projectile
Ölgranate
Base Damage: 326–490
Kritische Trefferchance: 5%
Angriffszeit: 1.005 Sek.
Abklingzeit: 5 Sek.
Feuert eine springende Granate, die in einen Nebel von Öl explodiert, wenn der Zünder abläuft oder Kontakt mit dem Gegner besteht, was minimalen Schaden verursacht, jedoch den Boden und Gegner im Umkreis mit Öl bedeckt. Auf diese Weise erzeugtes Öl kann durch Zünder-Fertigkeiten oder entzündeten Boden entzündet werden.
Detonationszeit beträgt 1.6 Sekunden
Das Bedecken von Gegnern mit Öl verlangsamt deren Bewegungsgeschwindigkeit um 20%
Das Bedecken von Gegnern mit Öl verursacht Feuer-Anfälligkeit und verringert den gesamten Feuerwiderstand um 20%
Öliger Boden verlangsamt die gegnerische Bewegungsgeschwindigkeit um 30%
Öliger Boden verursacht bei Gegnern Feuer-Anfälligkeit, was den gesamten Feuerwiderstand um 20% verringert
Öl-Verteilungsradius beträgt 2 Meter
Dauer von Öl und öligem Boden beträgt 5 Sekunden
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
action required target facing angle tolerance degrees [90]
active skill projectile speed +% variation final if multiple projectiles [15]
ballistic projectiles always bounce [1]
base is projectile [1]
base skill show average damage instead of dps [1]
can perform skill while moving [1]
fixed projectile spread [30]
ground oil art variation [2000]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [80]
projectile ballistic angle from reference event [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles cannot fork [1]
DodgeRollRogueExileGeneric
UsableWhileShapeshifted
+3.7 Meter zur Ausweichrollen-Distanz
Verursacht 10% weniger Angriffsschaden
Die Zaubergeschwindigkeit dieser Fertigkeit kann nicht modifiziert werden
action allowed queue time override ms [100]
action attack or cast time uses animation length [1]
base deal no damage [1]
base skill enabled while mounted [1]
dodge roll additional pushiness modifier [5]
dynamic target updating prioritises movement vector [1]
skill cannot be knocked back [1]
skill is not considered a skill [1]
usable while shapeshifted town or hideout only [1]

Object Type

version 2
extends "Metadata/Monsters/RogueExiles/RogueExileBase"

PlayerClass
{
	class = "Mercenary"
}

Object Type Codes

version 2
extends "Metadata/Monsters/RogueExiles/RogueExileBase"

/* ------------------------------------------------------------------------------------------------------------------- */
/* Audio */
/* ------------------------------------------------------------------------------------------------------------------- */

Functions
{
	combat_dialogue = 
	"
	Roll(1, 3,
	{
		PlayTextAudio( RogueExile_Ulfred_CombatGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );
	} );
	" 
	    // this will have a chance to fire instead of the class specific lines when combat first starts
    player_engaged_random = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"

    target_fleeing_dialogue = "QueueTextAudio( RogueExile_Sondar_PlayerFlees_Random, 'Metadata/Monsters/RogueExiles/DexInt/ExileMonk1' );"

    on_death = 
    "
	Roll(1, 5,
	{	
    	PlayTextAudio( RogueExile_Ulfred_Death_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );
    } );
    "
}

Brackets
{
	player_engaged_dialogue_StrFour = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_StrFourb = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_IntFour = "PlayTextAudio( RogueExile_Ulfred_EngageWitch, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_IntFourb = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_DexFour = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_DexFourb = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_StrDexFour = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_StrDexFourb = "PlayTextAudio( RogueExile_Ulfred_EngageMerc, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_DexIntFour = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_DexIntFourb = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_StrIntFour = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_engaged_dialogue_StrIntFourb = "PlayTextAudio( RogueExile_Ulfred_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"

	player_death_dialogue_StrFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_StrFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_IntFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_IntFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_DexFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_DexFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_StrDexFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_StrDexFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_DexIntFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_DexIntFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_StrIntFour = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
	player_death_dialogue_StrIntFourb = "PlayTextAudio( RogueExile_Ulfred_KillPlayerGeneral_Random, 'Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1' );"
} 
-- src\Data\Spectres.lua
minions["Metadata/Monsters/RogueExiles/StrDex/ExileMercenary1"] = {
    name = "Ulfred, the Afflicted",
    life = 1.25,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.75,
    damageSpread = 0.2,
    attackTime = 1.005,
    attackRange = 65,
    accuracy = 1,
    weaponType1 = "Crossbow",
    skillList = {
        "MeleeCrossbowRogueExile",
        "UnloadAmmoRogueExile",
        "DodgeRollRogueExileGeneric",
        "RapidShotRogueExileMercenary1",
        "RapidShotAmmoRogueExileMercenary1",
        "ExplosiveShotRogueExileMercenary1",
        "ExplosiveShotAmmoRogueExileMercenary1",
        "FragmentationRoundsRogueExileMercenary1",
        "FragmentationRoundsAmmoRogueExileMercenary1",
        "ExplosiveGrenadeRogueExileMercenary1",
        "FlashGrenadeRogueExileMercenary1",
        "OilGrenadeRogueExileMercenary1",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeCrossbowRogueExile"] = {
    name = "Crossbow Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire a bolt from your crossbow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Area] = true,
        [SkillType.CrossbowSkill] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_required_target_facing_angle_tolerance_degrees",
        "crossbow_barrage_attack_time_ratio_%",
        "crossbow_barrage_recoil_per_shot",
        "crossbow_barrage_total_recoil_buff_count",
        "crossbow_barrage_debuff_duration_ms",
        "base_knockback_distance",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_crossbow_ammo_pairing_index",
        "base_is_projectile",
        "has_modular_projectiles_enabled",
        "action_requires_aiming_stance",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectiles_crossbow_barrage",
        "cannot_cancel_skill_before_contact_point",
        "disable_visual_hit_effect",
        "can_perform_skill_while_moving",
    },
    levels = {
        [1] = {90, 10, 2, 8, 300, 0, -70, 160, 60, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["UnloadAmmoRogueExile"] = {
    name = "Basic Bolt",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Clear your active Bolt and reload any ammunition.",
    skillTypes = {
        [SkillType.CrossbowAmmoSkill] = true,
        [SkillType.Attack] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_allowed_queue_time_override_ms",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "base_number_of_crossbow_bolts",
        "active_skill_crossbow_ammo_pairing_index",
        "crossbow_ammo_skill_binds_default_attack",
        "action_can_be_used_in_aiming_stance",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
    },
    levels = {
        [1] = {1000, -30, 160, 60, 7, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DodgeRollRogueExileGeneric"] = {
    name = "DodgeRollRogueExileGeneric",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.UsableWhileShapeshifted] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.75,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_allowed_queue_time_override_ms",
        "dodge_roll_base_travel_distance",
        "dodge_roll_additional_pushiness_modifier",
        "base_deal_no_damage",
        "skill_cannot_be_knocked_back",
        "spell_cast_time_cannot_be_modified",
        "action_attack_or_cast_time_uses_animation_length",
        "usable_while_shapeshifted_town_or_hideout_only",
        "dynamic_target_updating_prioritises_movement_vector",
        "skill_is_not_considered_a_skill",
        "base_skill_enabled_while_mounted",
    },
    levels = {
        [1] = {100, 37, 5, baseMultiplier = 0.9, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["RapidShotRogueExileMercenary1"] = {
    name = "Rapid Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire heavily modified bolts that cause Heat to build up on your crossbow. Using this skill causes an initial buildup of Heat before unleashing a stream of flaming bolts that gain [Fire] Damage based on your Heat. Heat also grants bonus damage to [Grenade|Grenades] you fire, but dissipates rapidly when not building up. Can fire a large number of bolts before needing to reload.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.CrossbowSkill] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Fire] = true,
    },
    statDescriptionScope = "rapid_shot_incendiary",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "rapid_shot_maximum_num_of_stacks",
        "action_required_target_facing_angle_tolerance_degrees",
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "incendiary_rapid_shot_buff_decay_per_stack_ms",
        "rapid_shot_minimum_stacks_required_to_fire",
        "active_skill_override_turn_duration_ms",
        "active_skill_facing_angle_turn_duration_ms",
        "crossbow_barrage_recoil_per_shot",
        "crossbow_barrage_total_recoil_buff_count",
        "crossbow_barrage_debuff_duration_ms",
        "base_knockback_distance",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "rapid_shot_charge_up_time_as_%_of_attack_time",
        "rapid_shot_heat_gained_per_minue_while_performing",
        "rapid_shot_all_damage_%_to_gain_as_fire_per_stack",
        "rapid_shot_next_grenade_all_damage_%_to_gain_as_fire_per_stack",
        "active_skill_crossbow_ammo_pairing_index",
        "active_skill_attack_speed_+%_final",
        "base_is_projectile",
        "has_modular_projectiles_enabled",
        "action_requires_aiming_stance",
        "should_use_additive_aiming_animation",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectiles_crossbow_barrage",
        "disable_visual_hit_effect",
        "action_do_not_face_target",
        "can_perform_skill_while_moving",
        "quality_display_rapid_shot_maximum_num_of_stacks_is_gem",
    },
    levels = {
        [1] = {15, 60, 60, 200, 1, 100, 100, 1, 8, 300, 30, -70, 160, 400, 240, 7, 6, 12, 25, baseMultiplier = 0.2, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["RapidShotAmmoRogueExileMercenary1"] = {
    name = "Load Rapid Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "[Ammunition|Load your Crossbow] with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain [Fire] Damage based on your Heat. Heat also grants bonus damage to [Grenade|Grenades] you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.",
    skillTypes = {
        [SkillType.CrossbowAmmoSkill] = true,
        [SkillType.ReservesManually] = true,
        [SkillType.Attack] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.2,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_number_of_crossbow_bolts",
        "action_allowed_queue_time_override_ms",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_reload_speed_+%_final",
        "active_skill_crossbow_ammo_pairing_index",
        "action_can_be_used_in_aiming_stance",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
        "display_statset_hide_usage_stats",
    },
    levels = {
        [1] = {40, 1000, -30, 160, 60, -50, 12, baseMultiplier = 1.2, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExplosiveShotRogueExileMercenary1"] = {
    name = "Explosive Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire a flaming bolt that explodes on impact. The explosion will cause any [Grenade|Grenades] in its area of effect to also explode.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Area] = true,
        [SkillType.CrossbowSkill] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Fire] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "power_shot_incendiary",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_required_target_facing_angle_tolerance_degrees",
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "crossbow_barrage_attack_time_ratio_%",
        "crossbow_barrage_recoil_per_shot",
        "crossbow_barrage_total_recoil_buff_count",
        "crossbow_barrage_debuff_duration_ms",
        "base_knockback_distance",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_crossbow_ammo_pairing_index",
        "base_is_projectile",
        "has_modular_projectiles_enabled",
        "action_requires_aiming_stance",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectiles_crossbow_barrage",
        "cannot_cancel_skill_before_contact_point",
        "disable_visual_hit_effect",
        "projectiles_fire_at_ground",
        "can_perform_skill_while_moving",
        "should_use_additive_aiming_animation",
        "base_skill_show_average_damage_instead_of_dps",
    },
    levels = {
        [1] = {90, 30, 10, 2, 8, 300, 400, -70, 160, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExplosiveShotAmmoRogueExileMercenary1"] = {
    name = "Load Explosive Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "[Ammunition|Load your Crossbow] with flaming bolts that explode on impact. The explosion will cause any [Grenade|Grenades] in its area of effect to also explode.",
    skillTypes = {
        [SkillType.CrossbowAmmoSkill] = true,
        [SkillType.ReservesManually] = true,
        [SkillType.Attack] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_number_of_crossbow_bolts",
        "action_allowed_queue_time_override_ms",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_reload_speed_+%_final",
        "active_skill_crossbow_ammo_pairing_index",
        "action_can_be_used_in_aiming_stance",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
        "display_statset_hide_usage_stats",
    },
    levels = {
        [1] = {1, 1000, -30, 160, 60, -30, 10, baseMultiplier = 1.2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FragmentationRoundsRogueExileMercenary1"] = {
    name = "Fragmentation Rounds",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire [Pierce|Piercing] bolts that fragment in flight. Bolts that hit a [Frozen] enemy [Consume] the [Freeze] and cause an explosion of shrapnel. Bolts that hit an [IceCrystals|Ice Crystal] cause it to explode.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.CrossbowSkill] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.SkillConsumesFreeze] = true,
    },
    statDescriptionScope = "burst_shot_piercing",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "projectiles_normal_distribution_height_mean",
        "projectiles_normal_distribution_height_standard_deviation",
        "projectiles_normal_distribution_spread_standard_deviation",
        "action_required_target_facing_angle_tolerance_degrees",
        "base_number_of_projectiles",
        "projectile_distance_variance",
        "active_skill_projectile_speed_+%_variation_final",
        "active_skill_hit_damage_stun_multiplier_+%_final",
        "enemy_phys_reduction_%_penalty_vs_hit",
        "projectile_base_number_of_targets_to_pierce",
        "base_knockback_distance",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_crossbow_ammo_pairing_index",
        "global_chance_to_blind_on_hit_%",
        "base_is_projectile",
        "projectiles_can_shotgun",
        "has_modular_projectiles_enabled",
        "action_requires_aiming_stance",
        "should_use_additive_aiming_animation",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "cannot_cancel_skill_before_contact_point",
        "destroy_frost_wall_segment_on_hit",
        "disable_visual_hit_effect",
        "can_perform_skill_while_moving",
        "base_skill_show_average_damage_instead_of_dps",
        "base_consume_enemy_freeze_on_hit",
        "never_freeze",
    },
    levels = {
        [1] = {3, 20, 8, 90, 10, 10, 40, 0, 0, 2, 100, -70, 160, 50, 11, 100, baseMultiplier = 0.2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FragmentationRoundsAmmoRogueExileMercenary1"] = {
    name = "Load Fragmentation Rounds",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "[Ammunition|Load your Crossbow] with [Pierce|Piercing] bolts that fragment in flight. Bolts that hit a [Frozen] enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an [IceCrystals|Ice Crystal] cause it to explode.",
    skillTypes = {
        [SkillType.CrossbowAmmoSkill] = true,
        [SkillType.ReservesManually] = true,
        [SkillType.Attack] = true,
        [SkillType.UsableWhileMoving] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.8,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_number_of_crossbow_bolts",
        "action_allowed_queue_time_override_ms",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_crossbow_ammo_pairing_index",
        "action_can_be_used_in_aiming_stance",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
        "display_statset_hide_usage_stats",
    },
    levels = {
        [1] = {1, 1000, -30, 160, 60, 11, baseMultiplier = 1.2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExplosiveGrenadeRogueExileMercenary1"] = {
    name = "Explosive Grenade",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire a bouncing [Grenade] that unleashes a devastating fiery blast when its fuse expires.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Cooldown] = true,
        [SkillType.Grenade] = true,
        [SkillType.Fire] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.DetonatesAfterTime] = true,
        [SkillType.Projectile] = true,
    },
    statDescriptionScope = "explosive_grenade",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_area_of_effect_radius",
        "action_allowed_queue_time_override_ms",
        "action_required_target_facing_angle_tolerance_degrees",
        "base_skill_detonation_time",
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "fixed_projectile_spread",
        "active_skill_projectile_speed_+%_variation_final_if_multiple_projectiles",
        "base_is_projectile",
        "projectile_ballistic_angle_from_reference_event",
        "projectile_uses_contact_position",
        "is_area_damage",
        "action_can_be_used_in_aiming_stance",
        "ballistic_projectiles_always_bounce",
        "can_perform_skill_while_moving",
        "projectile_uses_contact_direction",
        "base_skill_show_average_damage_instead_of_dps",
        "projectiles_cannot_fork",
    },
    levels = {
        [1] = {20, 1000, 90, 3000, 80, -70, 160, 60, 30, 15, baseMultiplier = 2.65, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FlashGrenadeRogueExileMercenary1"] = {
    name = "Flash Grenade",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire a bouncing [Grenade] that unleashes a [Blind|Blinding], [Stun|Stunning] explosion when its fuse expires. This explosion can [Blind|Blind] both [Allies|Allies] and Enemies.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Cooldown] = true,
        [SkillType.Grenade] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.DetonatesAfterTime] = true,
        [SkillType.Projectile] = true,
    },
    statDescriptionScope = "flash_grenade",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_area_of_effect_radius",
        "action_allowed_queue_time_override_ms",
        "action_required_target_facing_angle_tolerance_degrees",
        "base_skill_detonation_time",
        "attacks_chance_to_blind_on_hit_%",
        "active_skill_hit_damage_stun_multiplier_+%_final",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "fixed_projectile_spread",
        "active_skill_projectile_speed_+%_variation_final_if_multiple_projectiles",
        "base_is_projectile",
        "projectile_ballistic_angle_from_reference_event",
        "projectile_uses_contact_position",
        "is_area_damage",
        "action_can_be_used_in_aiming_stance",
        "disable_visual_hit_effect",
        "ballistic_projectiles_always_bounce",
        "can_perform_skill_while_moving",
        "projectile_uses_contact_direction",
        "base_skill_show_average_damage_instead_of_dps",
        "projectiles_cannot_fork",
    },
    levels = {
        [1] = {26, 1000, 90, 850, 100, 500, -70, 160, 60, 30, 15, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["OilGrenadeRogueExileMercenary1"] = {
    name = "Oil Grenade",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Cooldown] = true,
        [SkillType.Duration] = true,
        [SkillType.Grenade] = true,
        [SkillType.Fire] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.CreatesGroundEffect] = true,
        [SkillType.DetonatesAfterTime] = true,
        [SkillType.Projectile] = true,
    },
    statDescriptionScope = "oil_grenade",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_area_of_effect_radius",
        "action_allowed_queue_time_override_ms",
        "ground_oil_art_variation",
        "action_required_target_facing_angle_tolerance_degrees",
        "base_skill_detonation_time",
        "base_secondary_skill_effect_duration",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "skill_base_covered_in_oil_movement_speed_+%_final_to_apply",
        "skill_base_ground_oil_movement_speed_+%_final_to_apply",
        "skill_base_ground_oil_exposure_-_to_total_fire_resistance",
        "skill_base_covered_in_oil_exposure_-_to_total_fire_resistance",
        "fixed_projectile_spread",
        "active_skill_projectile_speed_+%_variation_final_if_multiple_projectiles",
        "base_is_projectile",
        "projectile_ballistic_angle_from_reference_event",
        "projectile_uses_contact_position",
        "is_area_damage",
        "action_can_be_used_in_aiming_stance",
        "ballistic_projectiles_always_bounce",
        "can_perform_skill_while_moving",
        "projectile_uses_contact_direction",
        "base_skill_show_average_damage_instead_of_dps",
        "projectiles_cannot_fork",
    },
    levels = {
        [1] = {20, 1000, 2000, 90, 1600, 5000, -70, 160, 80, -20, -30, 20, 20, 30, 15, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
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