Blood-fevered Axeman
SpectreN
AreaNgakanu, Heart of the Tribe, The Jade Isles, The Ziggurat Refuge
Tags2HSharpMetal_onhit_audio, fast_movement, human, humanoid, karui, melee, not_dex, not_int, physical_affinity, red_blood
Packs
  • Ngakanu, Heart of the Tribe: Blood-fevered Brew-breather, Blood-fevered Hookman, Blood-fevered Axeman
  • Heart of the Tribe: Blood-fevered Plaguespreader, Blood-fevered Spearman, Blood-fevered Axeman
  • Blood-fevered Brew-breather, Blood-fevered Axeman, Blood-fevered Warrior, Blood-fevered Maceman, Blood-fevered Spearman, Blood-fevered Hookman
  • The Ziggurat Refuge: Blood-fevered Brew-breather, Blood-fevered Hookman, Blood-fevered Axeman
  • The Ziggurat Refuge: Blood-fevered Plaguespreader, Blood-fevered Spearman, Blood-fevered Axeman
  • Life
    105%
    Armour
    +30%
    Resistance
    0 0 0 0
    Damage
    105%
    Accuracy
    100%
    5%
    Attack Distance
    5 ~ 10
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experience
    105%
    Model Size
    100%
    Type
    BloodFeverKarui1HAxe
    Metadata
    BloodFeverKarui1HAxe_
    Level
    65
    Life
    6,839
    Armour
    2,630
    Evasion Rating
    663
    Damage
    223
    Spell Damage
    223
    Accuracy
    2,214
    Attack Time
    1.5
    Experience
    22,582
    Minion Life
    6,596
    Minion Damage
    870
    Minion Armour
    3,844
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Basic Attack
    Base Damage: 178–268
    Critical Hit Chance: 5%
    Attack Time: 1.5 sec
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MPSBloodfeverBloodPustule
    Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
    Cast Time: 1 sec
    Deals 167.6 to 251.3 Physical Damage
    Converts 40% of Physical Damage to Fire Damage
    action attack or cast time uses animation length [1]
    base is projectile [1]
    check for targets between initiator and projectile source [1]
    monster projectile variation [1065]
    projectile ballistic angle from target distance [1]
    projectile spread radius [5]
    projectile uses contact position [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/BloodFeverKarui/BloodFeverBase"
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 2275
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/BloodFeverKarui/BloodFeverBase"
    
    Actor
    {
    	on_effect_custom_event_projectile_hit_for_MPSBloodfeverBloodPustule = "projectile.PlayAnimation( projectileimpact );"
    	on_effect_custom_event_projectile_hit_terrain_for_MPSBloodfeverBloodPustule = "projectile.PlayAnimation( projectileimpact );"
    }
    
    BaseEvents
    {
    	on_construction_complete = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/BloodFever/epk/bloodfever.epk' );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/BloodFeverKarui/BloodFeverKarui1HAxe_"] = {
        name = "Blood-fevered Axeman",
        life = 1.05,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.05,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 10,
        accuracy = 1,
        weaponType1 = "One Hand Axe",
        skillList = {
            "MeleeAtAnimationSpeed",
            "MPSBloodfeverBloodPustule",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Basic Attack",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MPSBloodfeverBloodPustule"] = {
        name = "MPSBloodfeverBloodPustule",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_physical_damage",
            "spell_maximum_base_physical_damage",
            "monster_projectile_variation",
            "projectile_spread_radius",
            "active_skill_base_physical_damage_%_to_convert_to_fire",
            "base_is_projectile",
            "check_for_targets_between_initiator_and_projectile_source",
            "projectile_ballistic_angle_from_target_distance",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 1065, 5, 40, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    
    Edit

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