Blood Elemental
SpectreY
Tagsmedium_movement, not_int, not_str, red_blood, Unarmed_onhit_audio, water_elemental
Life
338%
Evasion
+60%
Ailment Threshold
%
Resistance
0 0 0 0
Damage
338%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
4 ~ 14
Attack Time
1.5 Second
Damage Spread
±20%
Experience
150%
Model Size
150%
Type
LiquidElementalBlood
Metadata
LiquidElementalBlood
Level
68
Life
26,219
Armour
3,451
Evasion
477
Energy Shield
0
Damage
788
Spell Damage
788
Accuracy
0
Attack Time
1.5
Experience
42,951
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 630–946
[Critical|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]
TCBloodElementalGush
Attack, Melee, MeleeSingleTarget, Movement, Travel
Table Charge
Base Damage: 630–946
[Critical|Critical Hit] Chance: 5%
Attack Time: 1.5 sec
Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.
ignores proximity shield [1]
is area damage [1]
skill cannot be interrupted [1]
skill cannot be knocked back [1]
skill cannot be stunned [1]
MPSBloodElementalProj
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
Cast Time: 1 sec
action attack or cast time uses animation length [1]
base is projectile [1]
check for targets between initiator and projectile source [1]
corrupted blood on hit % average damage to deal per minute per stack [30]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
monster projectile variation [1049]
projectile uses contact position [1]
spell maximum action distance +% [-40]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	basic_action = "Emerge"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

BaseEvents
{
	on_construction_complete = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/epk/bodyfx_alive.epk' );"
}

Life
{
	on_death = "RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/epk/bodyfx_alive.epk' );"
}

Actor
{
	on_effect_start_TCBloodElementalGush = "AddAttachedObjectToBones( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', spine_1_jntBnd );"
}

Animated
{
	on_end_dash_start_01 = "PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', loop );"
	on_end_dash_01 = "PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', end );"
	on_end_dash_end_01 = "DetachAllContainingText( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash' );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LiquidElementals/LiquidElementalBlood"] = {
    name = "Blood Elemental",
    life = 3.38,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 3.38,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 14,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MPSBloodElementalProj",
        "TCBloodElementalGush",
    },
    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.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MPSBloodElementalProj"] = {
    name = "MPSBloodElementalProj",
    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 = {
        "monster_projectile_variation",
        "spell_maximum_action_distance_+%",
        "corrupted_blood_on_hit_%_average_damage_to_deal_per_minute_per_stack",
        "corrupted_blood_on_hit_duration",
        "corrupted_blood_on_hit_num_stacks",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
        "action_attack_or_cast_time_uses_animation_length",
        "check_for_targets_between_initiator_and_projectile_source",
    },
    levels = {
        [1] = {1049, -40, 30, 4000, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["TCBloodElementalGush"] = {
    name = "Table Charge",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Melee] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Movement] = true,
        [SkillType.Travel] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_movement_velocity_+%",
        "ignores_proximity_shield",
        "is_area_damage",
        "skill_cannot_be_interrupted",
        "skill_cannot_be_stunned",
        "skill_cannot_be_knocked_back",
    },
    levels = {
        [1] = {0, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}