อูลเฟร็ด ผู้ระทม
มนุษย์
monster dropped item rarity +% [1500]
Ulfred, the Afflicted
SpectreN
TagsArrow_onhit_audio, fast_movement, human, humanoid, not_int, red_blood
พลังชีวิต
75%
การหลบหลีก
+30%
ค่าต้านทาน
0 0 0 0
Damage
175%
ความแม่นยำ
100%
Attack Distance
4 ~ 65
{เวลาโจมตี}
1.005 Second
Damage Spread
±20%
ค่าประสบการณ์
250%
Model Size
100%
Type
ExileMercenary1
Metadata
ExileMercenary1
เลเวล
68
พลังชีวิต
5,818
Damage
408
ความเสียหายเวท
408
ความแม่นยำ
2,502
{เวลาโจมตี}
1.005
ค่าประสบการณ์
71,585
Minion Life
5,198
Minion Damage
1,695
Minion Armour
4,585
MeleeCrossbowRogueExile
Attack, RangedAttack, Projectile, ProjectilesFromUser, Area, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving
ยิงด้วยหน้าไม้
Base Damage: 326—490
{เวลาโจมตี}: 1.005 {วิ}
ยิงลูกศรด้วยหน้าไม้ของคุณ
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 % [50]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
UnloadAmmoRogueExile
CrossbowAmmoSkill, Attack, UsableWhileMoving
ลูกศรพื้นฐาน
Base Damage: 326—490
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 0.3 {วิ}
ปลดลูกศรปัจจุบันที่มีอยู่และรีโหลดกระสุน
บรรจุลูกศร +7 ดอกต่อซองลูกศร
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 be used instantly in any set [1]
can perform skill while moving [1]
crossbow ammo skill binds default attack [1]
crossbow ammo skill does not transition [1]
RapidShotRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving, Fire
ลูกศรยิงรัว
Base Damage: 326—490
ความเสียหายโจมตี: 20%
{เวลาโจมตี}: 1.005 {วิ}
ยิงลูกศรความร้อนระลอกหนึ่ง ระหว่างที่ยิงจะสะสมความร้อนภายในหน้าไม้ของคุณและเมื่อความร้อนเต็มคุณจะไม่สามารถยิงลูกศรนี้ได้ในระยะเวลาอันสั้น แต่ทว่าสกิลอื่นสามารถใช้งานความร้อนนี้ให้เกิดประโยชน์ได้
สร้างความเสียหาย โจมตี ลดลง อีก 80%
แปลงความเสียหาย กายภาพ 60% เป็น ไฟ
ผลักศัตรูออกไป
เพิ่มความเร็วในการโจมตี อีก 25%
ความร้อนสูงสุด 26 ระดับ
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]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
rapid shot next grenade all damage % to gain as fire per stack [6]
should use additive aiming animation [1]
RapidShotAmmoRogueExileMercenary1
CrossbowAmmoSkill, ReservesManually, Attack, UsableWhileMoving
บรรจุลูกศรยิงรัว
Base Damage: 326—490
ความเสียหายโจมตี: 120%
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 0.3 {วิ}
บรรจุหน้าไม้ของคุณด้วยซองที่มีลูกศรความร้อนจำนวนมาก ระหว่างที่ยิงจะสะสมความร้อนภายในหน้าไม้ของคุณและเมื่อความร้อนเต็มคุณจะไม่สามารถยิงหรือรีโหลดลูกศรนี้ได้ในระยะเวลาอันสั้น แต่ทว่าสกิลอื่นสามารถใช้งานความร้อนนี้ให้เกิดประโยชน์ได้ การใช้สกิลนี้อีกครั้งจะเป็นการรีโหลดซองลูกศรนี้
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 20%
บรรจุลูกศร 100 ดอกต่อซองลูกศร
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 be used instantly in any set [1]
can perform skill while moving [1]
display statset hide usage stats [1]
ExplosiveShotRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, Area, CrossbowSkill, Trappable, Totemable, Mineable, Fire, UsableWhileMoving, Detonator
ลูกศรระเบิด
Base Damage: 326—490
ความเสียหายโจมตี: 150%
{เวลาโจมตี}: 1.005 {วิ}
ยิงลูกศรเพลิงที่ระเบิดเมื่อกระทบ ระเบิดนี้จะทำให้ลูกระเบิดที่อยู่ในพื้นที่ส่งผลระเบิดตามเช่นกัน
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 50%
แปลงความเสียหาย กายภาพ 30% เป็น ไฟ
ผลักศัตรูออกไป
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
บรรจุลูกศรระเบิด
Base Damage: 326—490
ความเสียหายโจมตี: 120%
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 0.3 {วิ}
บรรจุหน้าไม้ของคุณด้วยลูกศรเพลิงที่ระเบิดเมื่อกระทบ ระเบิดนี้จะทำให้ลูกระเบิดที่อยู่ในพื้นที่ส่งผลระเบิดตามเช่นกัน
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 20%
ลดความเร็วในการรีโหลด อีก 30%
บรรจุลูกศร +1 ดอกต่อซองลูกศร
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 be used instantly in any set [1]
can perform skill while moving [1]
display statset hide usage stats [1]
FragmentationRoundsRogueExileMercenary1
Attack, RangedAttack, Projectile, ProjectilesFromUser, CrossbowSkill, Trappable, Totemable, Mineable, UsableWhileMoving, SkillConsumesFreeze, Area
ลูกศรลูกแตก
Base Damage: 326—490
ความเสียหายโจมตี: 20%
{เวลาโจมตี}: 1.005 {วิ}
ยิงลูกศรเจาะทะลุที่แตกสะเก็ดกลางอากาศ ลูกศรที่ปะทะศัตรูที่ติดสถานะ แช่แข็ง จะกลืนกินสถานะ แช่แข็ง เพื่อให้เกิดระเบิดเกล็ดน้ำแข็ง สะเก็ดเหล่านี้สามารถผสานความเสียหายได้
สร้างความเสียหาย โจมตี ลดลง อีก 80%
ผลักศัตรูออกไป
สร้างสถานะ ตาบอด ต่อศัตรูเมื่อปะทะ
ไม่สร้างสถานะ แช่แข็ง
ท่วมท้น ค่าป้องกันกายภาพ %
ยิงสะเก็ด 10 ชิ้นในการยิงแต่ละครั้ง
ลูกศร เจาะทะลุ 4 เป้าหมาย
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]
precise cursor targeting uses contact point height offset [1]
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
บรรจุลูกศรลูกแตก
Base Damage: 326—490
ความเสียหายโจมตี: 120%
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 0.3 {วิ}
บรรจุหน้าไม้ของคุณด้วยลูกศรเจาะทะลุที่แตกสะเก็ดกลางอากาศ ลูกศรที่ปะทะศัตรูที่ติดสถานะ แช่แข็ง จะกลืนกินสถานะ แช่แข็ง เพื่อให้เกิดระเบิดแตกสะเก็ด การปะทะของลูกศรจะทำให้ผลึกน้ำแข็งระเบิดออก สะเก็ดเหล่านี้สามารถผสานความเสียหายได้
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 20%
บรรจุลูกศร +1 ดอกต่อซองลูกศร
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 be used instantly in any set [1]
can perform skill while moving [1]
display statset hide usage stats [1]
ExplosiveGrenadeRogueExileMercenary1
Attack, RangedAttack, Area, ProjectileNumber, ProjectileSpeed, Cooldown, Grenade, Fire, UsableWhileMoving, DetonatesAfterTime, Projectile, Detonator
ลูกระเบิดพร้อมระเบิด
Base Damage: 326—490
ความเสียหายโจมตี: 265%
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 5 {วิ}
ยิงลูกระเบิดกระดอนที่ระเบิดเพลิงอย่างร้ายแรงเมื่อชนวนหมดเวลา
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 165%
แปลงความเสียหาย กายภาพ 80% เป็น ไฟ
กลืนกินความร้อน 15 ระดับ หากเป็นไปได้
เพื่อนำความเสียหาย 50% ไปเสริมเป็น ไฟ
ระเบิด มีรัศมี 2 เมตร
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 % [50]
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
ลูกระเบิดแสง
Base Damage: 326—490
ความเสียหายโจมตี: 150%
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 5 {วิ}
ยิงลูกระเบิดกระดอนที่ระเบิดสร้างสถานะ ตาบอด และสะสมค่าสตันเมื่อชนวนหมดเวลา
สร้างความเสียหาย โจมตี เพิ่มขึ้น อีก 50%
สร้างสถานะ ตาบอด ต่อศัตรู
เพิ่มการสะสมค่าสตัน อีก 500%
ระเบิด มีรัศมี 2.6 เมตร
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 % [50]
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
ลูกระเบิดน้ำมัน
Base Damage: 326—490
{เวลาโจมตี}: 1.005 {วิ}
คูลดาวน์: 4 {วิ}
ยิงลูกระเบิดกระดอนที่แตกตัวแล้วพ่นน้ำมันออกมาเมื่อชนวนหมดเวลาหรือกระทบกับศัตรู เพื่อสร้างความเสียหายน้อยนิดแต่ทำให้พื้นและศัตรูอาบน้ำมัน น้ำมันที่ถูกสร้างด้วยวิธีนี้สามารถลุกไหม้ได้ด้วยสกิลจุดระเบิดหรือพื้นลุกไหม้
น้ำมัน ทำให้ความเร็วในการเคลื่อนที่ของศัตรู เชื่องช้าลง 40%
น้ำมัน สร้างสถานะ พ่ายแก่ธาตุ ซึ่งจะลดค่าต้านทาน ธาตุ สุทธิ 20%
ความเสียหายและการพ่นน้ำมัน มีรัศมี 2 เมตร
น้ำมัน มีระยะเวลา 6 วินาที
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 % [50]
projectile ballistic angle from reference event [1]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles cannot fork [1]
DodgeRollRogueExileGeneric
AttackInPlace, UsableWhileShapeshifted
ระยะการกลิ้งหลบ +4.6 เมตร
สร้างความเสียหาย โจมตี ลดลง อีก 10%
ความเร็วในการร่ายของสกิลนี้ ไม่สามารถเปลี่ยนแปลงได้
action allowed queue time override ms [100]
action attack or cast time uses animation length [1]
active skill override turn duration ms [200]
base deal no damage [1]
base skill enabled while mounted [1]
dodge roll additional pushiness modifier [5]
dodge roll stun threshold +% final [100]
dynamic target updating prioritises movement vector [1]
skill cannot be knocked back [1]
skill is not considered a skill [1]
usable with talisman [1]
WalkEmergeRogueExile
walk emerge distance [300]

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 = 0.75,
    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",
        "WalkEmergeRogueExile",
    },
    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",
        "precise_cursor_targeting_uses_contact_point_height_offset",
    },
    levels = {
        [1] = {90, 10, 2, 8, 300, 0, -70, 160, 50, 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",
        "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",
        "crossbow_ammo_skill_does_not_transition",
        "can_be_used_instantly_in_any_set",
    },
    levels = {
        [1] = {1000, 7, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DodgeRollRogueExileGeneric"] = {
    name = "DodgeRollRogueExileGeneric",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.AttackInPlace] = true,
        [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",
        "dodge_roll_stun_threshold_+%_final",
        "active_skill_override_turn_duration_ms",
        "base_deal_no_damage",
        "skill_cannot_be_knocked_back",
        "spell_cast_time_cannot_be_modified",
        "action_attack_or_cast_time_uses_animation_length",
        "dynamic_target_updating_prioritises_movement_vector",
        "skill_is_not_considered_a_skill",
        "base_skill_enabled_while_mounted",
        "usable_with_talisman",
    },
    levels = {
        [1] = {100, 46, 5, 100, 200, 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 a stream of heated bolts. [Heat] builds up on your [Crossbow] as you fire, and reaching maximum heat will prevent you from firing these bolts for a short time. However, other Skills can Consume [Heat] for extra benefits.",
    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",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "maximum_number_of_crossbow_heat_stacks",
        "action_required_target_facing_angle_tolerance_degrees",
        "active_skill_base_physical_damage_%_to_convert_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_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",
        "precise_cursor_targeting_uses_contact_point_height_offset",
    },
    levels = {
        [1] = {26, 60, 60, 100, 100, 1, 8, 300, 30, -70, 160, 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 heated bolts. [Heat] builds up on your [Crossbow] as you fire them, and reaching maximum [Heat] will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume [Heat] for extra benefits. 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 = {
        "action_allowed_queue_time_override_ms",
        "base_number_of_crossbow_bolts",
        "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",
        "quality_display_base_number_of_crossbow_bolts_is_gem",
        "can_be_used_instantly_in_any_set",
    },
    levels = {
        [1] = {1000, 100, 12, baseMultiplier = 1.2, levelRequirement = 1, statInterpolation = {},  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,
        [SkillType.Detonator] = true,
    },
    statDescriptionScope = "explosive_shot",
    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",
        "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",
        "can_be_used_instantly_in_any_set",
    },
    levels = {
        [1] = {1, 1000, -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 ice shards. These fragments can [Merging|Merge].",
    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,
        [SkillType.Area] = true,
    },
    statDescriptionScope = "fragmentation_rounds/statset_0",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "projectile_base_number_of_targets_to_pierce",
        "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",
        "precise_cursor_targeting_uses_contact_point_height_offset",
    },
    levels = {
        [1] = {2, 3, 20, 8, 90, 10, 10, 40, 0, 0, 2, 100, -70, 160, 50, 11, 100, baseMultiplier = 0.2, levelRequirement = 1, statInterpolation = {1},  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. These fragments can [Merging|Merge].",
    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",
        "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",
        "can_be_used_instantly_in_any_set",
    },
    levels = {
        [1] = {1, 1000, 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,
        [SkillType.Detonator] = 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",
        "consume_X_heat_on_skill_use",
        "active_skill_all_damage_%_as_fire_if_heat_is_consumed",
        "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, 50, 30, 15, 15, 50, 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.",
    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, 50, 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/statset_0",
    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_oil_movement_speed_+%_final_to_apply",
        "skill_base_oil_exposure_-_to_total_elemental_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, 6000, -70, 160, 50, -40, 20, 30, 15, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["WalkEmergeRogueExile"] = {
    name = "WalkEmergeRogueExile",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.272,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_distance",
    },
    levels = {
        [1] = {300, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
monster dropped item rarity +% [1500]
FamilyMonsterDroppedItemRarity
DomainsMonster (3)
GenerationTypeยูนิค (3)
Req. level1
Stats
  • monster dropped item rarity +% Min: 1500 Max: 1500 Global
  • keyval
    Stats.item_drop_slots0
    Stats.energy_shield_recharge_rate_per_minute_%750
    Stats.base_maximum_mana200
    Stats.maximum_physical_damage_reduction_%90
    Stats.base_maximum_all_resistances_%75
    Stats.monster_base_flask_charges_percent_of_monster_power50
    Stats.base_critical_hit_damage_bonus30
    Stats.max_endurance_charges3
    Stats.max_frenzy_charges3
    Stats.max_power_charges3
    Stats.object_inherent_base_maximum_block_%_from_ot50
    Stats.movement_velocity_cap128
    Stats.max_azurite_debuff_stacks10
    Stats.ignore_skill_weapon_restrictions1
    Stats.melee_hit_damage_stun_multiplier_+%_final_from_ot33
    Stats.physical_hit_damage_stun_multiplier_+%_final_from_ot100
    Stats.scale_melee_range_to_actor_scale1
    Stats.use_melee_pattern_range1
    Stats.melee_swing_not_scaled_by_area_modifiers1
    Stats.actor_scale_+%_limit100
    Stats.base_heavy_stun_duration_ms2000
    Stats.melee_defer_damage_prediction1
    Stats.poise_decay_delay_ms8000
    Stats.poise_decay_%_per_second50
    Stats.base_block_angle_degrees210
    Stats.action_attack_or_cast_time_uses_animation_length0
    Stats.slow_potency_+%_final_per_additional_player-10
    Stats.check_for_targets_between_initiator_and_projectile_source1
    Stats.maximum_life_+%_final_per_additional_player50
    Stats.maximum_energy_shield_+%_final_per_additional_player50
    Stats.poise_threshold_+%_final_per_additional_player50
    Stats.stun_base_duration_override_ms500
    Stats.bleeding_moving_damage_%_of_base_override200
    Stats.enable_weapon_setstrue
    Stats.base_number_of_weapon_sets1
    Stats.max_viper_strike_orbs4
    Stats.max_fuse_arrow_orbs5
    Stats.max_fire_beam_stacks8
    Stats.maximum_righteous_charges5
    Stats.maximum_blood_scythe_charges5
    Stats.base_number_of_traps_allowed15
    Stats.base_number_of_remote_mines_allowed15
    Stats.max_charged_attack_stacks6
    Stats.max_talisman_degen_stacks20
    Stats.max_frost_nova_stacks20
    Stats.max_rampage_stacks1000
    Stats.damage_+%_per_10_rampage_stacks2
    Stats.movement_velocity_+%_per_10_rampage_stacks1
    Stats.minions_have_labyrinth_trap_degen_effect_+%-90
    Stats.minions_are_immune_to_labyrinth_degen_effect0
    Stats.minion_damage_taken_+%_from_spike_traps_final-90
    Stats.minion_damage_taken_+%_from_arrow_traps_final0
    Stats.minion_damage_taken_+%_from_guillotine_traps_final-90
    Stats.traps_explode_on_timeout1
    Stats.maximum_rage30
    Stats.max_delve_degen_stacks5000
    Stats.melee_variation1
    Stats.base_total_number_of_sigils_allowed3
    Stats.enable_movement_skill_animation_skipping1
    Stats.additional_insanity_effects_while_delirious1
    Stats.max_steel_ammo12
    Stats.chance_to_deal_triple_damage_%_per_brutal_charge3
    Stats.stun_threshold_+%_per_brutal_charge10
    Stats.elemental_damage_taken_goes_to_energy_shield_over_4_seconds_%_per_absorption_charge12
    Stats.mines_invulnerable_for_duration_ms2000
    Stats.traps_invulnerable_for_duration_ms2000
    Stats.damage_taken_when_hit_+%_final_per_fortification-1
    Stats.base_max_fortification20
    Stats.base_presence_radius40
    Stats.mtx_max_killstreak_stacks1000
    Stats.mtx_max_killcounter_stacks30000
    Stats.melee_strike_bonus_attack_distance2
    Stats.accuracy_rating_+%_final_at_max_distance_scaled-90
    Stats.base_weapon_swap_duration_ms250
    Stats.quadruped_head_turn_duration_ms100
    Stats.has_quadruped_head_control0
    Stats.base_pay_cost_over_start_of_skill_animation1
    Stats.base_knockback_speed_+%-30
    Stats.base_maximum_number_of_stored_corpses10
    Stats.global_resummon_time_ms7500
    Stats.disable_minion_formation1
    Stats.crossbow_ammo_switch_time_ms300
    Stats.rage_loss_delay_ms2000
    Stats.object_inherent_armour_break_amount_+%_final_against_normal_monsters200
    Stats.object_inherent_armour_break_amount_+%_final_against_magic_monsters100
    Stats.object_inherent_evasion_break_amount_+%_final_against_normal_monsters200
    Stats.object_inherent_evasion_break_amount_+%_final_against_magic_monsters100
    Stats.fixed_frost_wall_limit60
    Stats.player_allow_dodge_roll_cancel1
    Stats.maximum_cold_infusion_stacks6
    Stats.maximum_fire_infusion_stacks6
    Stats.maximum_lightning_infusion_stacks6
    Stats.minimum_number_of_projectiles_to_fire_is_11
    Stats.base_infusion_duration_ms15000
    Stats.base_spirit10000
    Stats.active_skill_base_reload_time_override200
    Stats.additional_life_scaling_index10
    Stats.heat_base_delay_before_decay_ms3000
    Stats.heat_base_decay_rate_ms500
    ObjectMagicProperties.stat_description_listMetadata/StatDescriptions/monster_stat_descriptions.csd
    Positioned.blockingtrue
    Positioned.team0
    Positioned.serialise_collidabletrue
    Positioned.secondary_object_size4
    Positioned.object_targeting_size3
    Positioned.base_pushiness30
    BaseEvents.server_onlytrue
    Actor.basic_actionMove, MoveForced, MoveToFormation, Flee, StrafeLeft, StrafeRight, StrafeRandom, Advance, DoNothing, MonsterPickup, MinionInteraction, Interaction, InteractionChannelled, WashedUp, Dance, AreaTransitionAnimation, SinPickup, BloodVortexGetUp, EpilogueKnockdown, AncestralTrialDestroyTotem, RevivePlayer, BasicTownPortal, BindSpectre, MountMinion, Ascend, FakeDeath, Revive, Emerge
    Actor.slow_animations_go_to_idlefalse
    Actor.actor_sizeMedium
    Actor.leveled_starting_effectsDoLiterallyNothing
    Actor.blend_once_animations_by_defaulttrue
    Actor.simulation_height24
    StateMachine.define_shared_statelock_on;
    StateMachine.on_state_lock_on_0{ SetUsesDirectionalRunAnimations( false ); }
    StateMachine.on_state_lock_on_1{ SetUsesDirectionalRunAnimations( true ); }
    Animated.turn_duration0.2
    Animated.always_interpolate_bearingtrue
    MinimapIcon.iconRogueExile
    Functions.update_and_face_target =
    Functions.local turn_amountCalculateOrientation( arg1 );
    Functions.If( arg3, (){ TurnToOverTime( turn_amount, arg2, false ); } );
    Functions.If( arg4, (){ SetTarget( arg1, true ); } );
    Functions.If( arg5, (){ SetTargetLocation( arg1 ); } );
    PlayerClass.classMercenary
    Edit

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