Bronnach, the Manhunter
Humanoid
SpectreN
TagsArrow_onhit_audio, fast_movement, human, humanoid, not_int, not_str, red_blood
Life
75%
Evasion
+50%
Resistance
0 0 0 0
Damage
175%
Accuracy
100%
Critical Hits Chance
5%
Critical Damage Bonus
+30%
Attack Distance
4 ~ 60
Attack Time
1.005 Second
Damage Spread
±20%
Experience
250%
Model Size
100%
Type
ExileRanger1
Metadata
ExileRanger1
Level
68
Life
5,818
Armour
2,413
Evasion Rating
716
Damage
408
Spell Damage
408
Accuracy
2,180
Attack Time
1.005
Experience
71,585
Minion Life
5,198
Minion Damage
1,695
Minion Armour
2,413
MeleeBowRogueExile
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, CanRapidFire, UsableWhileMoving, Bow
Bow Shot
Base Damage: 326–490
Critical Hit Chance: 5%
Attack Time: 1.005 sec
Fire an arrow with your Bow.
base is projectile [1]
can perform skill while moving [1]
check for targets between initiator and projectile source [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]
should use additive aiming animation [1]
SnipeRogueExileRanger1
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Channel, CanRapidFire, Area, PerfectTiming, Bow
Snipe
Base Damage: 326–490
Critical Hit Chance: 5%
Attack Damage: 140%
Attack Time: 1.005 sec
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Deals 40% more Attack Damage
200% increased Critical Damage Bonus
Modifers to Attack speed also affect this skill's cost
active skill override turn duration ms [120]
base is projectile [1]
base minimum channel time ms [300]
channel end duration as % of attack time [133]
channel skill end animation duration multiplier permyriad [2500]
channel start lock cancelling of attack time % [16]
channel start lock cancelling scales with attack speed [1]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
perfect strike timing window base ms [300]
projectile uses contact direction [1]
projectile uses contact position [1]
skill animation duration multiplier override [2]
skill moving start slowdown [1]
BarrageRogueExileRanger1
Spell, Duration, ModifiesNextSkill, Cooldown, ConsumesCharges, UsableWhileMoving, Buff, EmpowersOtherSkill, SkillConsumesFrenzyChargesOnUse, UsableWhileMounted
Barrage
Cast Time: 0.7 sec
Cooldown Time: 2 sec
Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Empowered Attacks repeat 2 times, plus an additional time per Frenzy Charge consumed
Repeats deal 50% less Damage
600% of repeated Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
Maximum Buff duration is 5 seconds
active skill ignore setting aim stance [1]
base deal no damage [1]
can perform skill while moving [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]
BoneCageRogueExileRanger1
Spell, Duration, Area, Physical, CanRapidFire, Nova, UsableWhileMoving, Damage, Triggerable, Cascadable
Bone Cage
Critical Hit Chance: 15%
Cast Time: 1 sec
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Deals 250.2 to 375.4 Physical Damage
Supported Skills have 50% more Area of Effect
Supported Skills have +6 seconds to Cooldown
Hits are Pinning
Pins Enemies as though dealing +200% more Damage
Cage radius is 1.8 metres
Explosion radius is 1 metre
Cage duration is 1.6 seconds
base pinned art variation [1]
can perform skill while moving [1]
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]
ring of bone maximum number of rings [1]
ring of bone spike break chance % [100]
IceNovaRogueExileRanger1
Spell, Damage, Area, Trappable, Totemable, Mineable, Multicastable, Triggerable, Cold, CanRapidFire, AreaSpell, Nova, Invokable, UsableWhileMoving, Cascadable
Ice Nova
Critical Hit Chance: 7%
Cast Time: 1 sec
Cooldown Time: 8 sec
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you.
Deals 382.6 to 573.9 Cold Damage
Supported Skills have 50% more Area of Effect
Supported Skills have +8 seconds to Cooldown
100% more Magnitude of Chill inflicted
100% more Freeze Buildup
Knocks Back Enemies
Nova radius is 3.2 metres
can perform skill while moving [1]
generic knockback +% final at max distance [-90]
generic knockback +% final at min distance [50]
generic knockback distance limit [20]
ice nova number of frost bolts to cast on [1]
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]
FreezingSalvoRogueExileRanger1
Damage, Area, Cold, Projectile, ProjectilesFromUser, Attack, RangedAttack, CannotChain, ProjectileNoCollision, Bow, GainsStages, HasSeals, GroundTargetedProjectile
Freezing Salvo
Base Damage: 326–490
Critical Hit Chance: 5%
Attack Damage: 55%
Attack Time: 1.005 sec
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
Deals 45% less Attack Damage
Converts 80% of Physical Damage to Cold Damage
10% reduced Projectile Speed
15% less Attack Speed
100% more Freeze Buildup
Impact radius is 1.2 metres
Accumulates up to 12 additional missiles
Accumulates a missile every 1.05 seconds
active skill base secondary area of effect radius [20]
base is projectile [1]
can perform skill while moving [1]
is area damage [1]
movement speed +% final while performing action [-35]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
projectile uses contact position [1]
EscapeShotRogueExileRanger1
Attack, RangedAttack, Cold, Area, ProjectileSpeed, ProjectileNumber, Cooldown, ProjectilesNumberModifiersNotApplied, Jumping, ProjectileNoCollision, Bow, GroundTargetedProjectile, CanCancelActions
Escape Shot
Base Damage: 326–490
Critical Hit Chance: 5%
Attack Damage: 225%
Attack Time: 1.005 sec
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Supported Skills create Consecrated Ground for 4 seconds on landing
Supported Skills create Consecrated Ground in an area of 1.4 metres
Deals 125% more Attack Damage
Converts 100% of Physical Damage to Cold Damage
Projectile count cannot be modified
+0.7 seconds to Total Attack Time
600% more Freeze Buildup
Impact radius is 2.4 metres
base is projectile [1]
base skill show average damage instead of dps [1]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
is area damage [1]
projectile distance override [20]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles fire at ground [1]
support holy descent consecrated ground on landing [1]
DodgeRollRogueExileGeneric
UsableWhileShapeshifted
+3.7 metres to Dodge Roll distance
Deals 10% less Attack Damage
This Spell's Cast Speed cannot be modified
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 = "Ranger"
}

Object Type Codes

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

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

Functions
{
	combat_dialogue =
	{
		Roll( 1, 3,
		{
			PlayTextAudio( RogueExile_Bronnach_Combat_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' );
		} );
	}

	// this will have a chance to fire instead of the class specific lines when combat first starts
	player_engaged_random = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
}

Brackets
{
	player_engaged_dialogue_StrFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrFourb = { PlayTextAudio( RogueExile_Bronnach_EngageWarrior, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_IntFour = { PlayTextAudio( RogueExile_Bronnach_EngageWitch, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_IntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageSorceress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexFourb = { PlayTextAudio( RogueExile_Bronnach_EngageHuntress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrDexFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrDexFourb = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexIntFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexIntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageMonk, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrIntFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrIntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	
	player_death_dialogue_StrFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrFourb = { PlayTextAudio( RogueExile_Bronnach_KillWarrior, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_IntFour = { PlayTextAudio( RogueExile_Bronnach_KillWitch, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_IntFourb = { PlayTextAudio( RogueExile_Bronnach_KillSorceress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexFourb = { PlayTextAudio( RogueExile_Bronnach_KillHuntress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrDexFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrDexFourb = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexIntFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexIntFourb = { PlayTextAudio( RogueExile_Bronnach_KillMonk_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrIntFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrIntFourb = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/RogueExiles/Dex/ExileRanger1"] = {
    name = "Bronnach, the Manhunter",
    life = 0.75,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.75,
    damageSpread = 0.2,
    attackTime = 1.005,
    attackRange = 60,
    accuracy = 1,
    skillList = {
        "MeleeBowRogueExile",
        "SnipeRogueExileRanger1",
        "BarrageRogueExileRanger1",
        "BoneCageRogueExileRanger1",
        "FreezingSalvoRogueExileRanger1",
        "EscapeShotRogueExileRanger1",
        "DodgeRollRogueExileGeneric",
        "IceNovaRogueExileRanger1",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeBowRogueExile"] = {
    name = "Bow Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire an arrow with your Bow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.CanRapidFire] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Bow] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "skill_can_fire_arrows",
        "can_perform_skill_while_moving",
        "should_use_additive_aiming_animation",
        "has_modular_projectiles_enabled",
    },
    levels = {
        [1] = {-70, 160, 60, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SnipeRogueExileRanger1"] = {
    name = "Snipe",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed [Critical|Critical] Hit.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Channel] = true,
        [SkillType.CanRapidFire] = true,
        [SkillType.Area] = true,
        [SkillType.PerfectTiming] = true,
        [SkillType.Bow] = true,
    },
    statDescriptionScope = "channelled_snipe",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_override_turn_duration_ms",
        "skill_animation_duration_multiplier_override",
        "perfect_strike_timing_window_base_ms",
        "channel_start_lock_cancelling_of_attack_time_%",
        "base_minimum_channel_time_ms",
        "base_critical_strike_multiplier_+",
        "channel_skill_end_animation_duration_multiplier_permyriad",
        "channel_end_duration_as_%_of_attack_time",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "skill_can_fire_arrows",
        "has_modular_projectiles_enabled",
        "attack_speed_modifiers_apply_to_over_time_cost",
        "channel_start_lock_cancelling_scales_with_attack_speed",
        "skill_moving_start_slowdown",
    },
    levels = {
        [1] = {120, 2, 300, 16, 300, 200, 2500, 133, baseMultiplier = 1.4, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BarrageRogueExileRanger1"] = {
    name = "Barrage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Ready a volley of arrows or spears, [Empowered|Empowering] your next [Bow|Bow] or [Projectile] [Spear|Spear] [Attack|Attack] to repeat multiple times. Consumes your [Charges|Frenzy Charges] on use to add additional repeats.",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Duration] = true,
        [SkillType.ModifiesNextSkill] = true,
        [SkillType.Cooldown] = true,
        [SkillType.ConsumesCharges] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Buff] = true,
        [SkillType.EmpowersOtherSkill] = true,
        [SkillType.SkillConsumesFrenzyChargesOnUse] = true,
        [SkillType.UsableWhileMounted] = true,
    },
    statDescriptionScope = "empower_barrage",
    castTime = 0.7,
    baseFlags = {
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "empower_barrage_cooldown_%_of_attack_time",
        "base_skill_effect_duration",
        "empowered_barrage_maximum_cooldown_ms",
        "empower_barrage_base_number_of_barrage_repeats",
        "empower_barrage_number_of_barrage_repeats_per_frenzy_charge",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "empower_barrage_damage_-%_final_with_repeated_projectiles",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
        "active_skill_ignore_setting_aim_stance",
        "quality_display_barrage_is_gem",
    },
    levels = {
        [1] = {600, 5000, 30000, 2, 1, -70, 160, 60, 50, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BoneCageRogueExileRanger1"] = {
    name = "Bone Cage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and [Pinned|Pinning] those enemies.",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Duration] = true,
        [SkillType.Area] = true,
        [SkillType.Physical] = true,
        [SkillType.CanRapidFire] = true,
        [SkillType.Nova] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cascadable] = true,
    },
    statDescriptionScope = "ring_of_bone",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "base_skill_effect_duration",
        "active_skill_base_area_of_effect_radius",
        "active_skill_base_secondary_area_of_effect_radius",
        "ring_of_bone_maximum_number_of_rings",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "ring_of_bone_spike_break_chance_%",
        "base_pinned_art_variation",
        "active_skill_pins_as_though_dealt_damage_+%_final",
        "support_hourglass_display_cooldown_time_ms",
        "support_aoe_cooldown_aoe_+%_final",
        "is_area_damage",
        "can_perform_skill_while_moving",
        "base_all_damage_can_pin",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 1600, 18, 10, 1, -70, 160, 60, 100, 1, 200, 6000, 50, critChance = 15, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FreezingSalvoRogueExileRanger1"] = {
    name = "Freezing Salvo",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.",
    skillTypes = {
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Cold] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.CannotChain] = true,
        [SkillType.ProjectileNoCollision] = true,
        [SkillType.Bow] = true,
        [SkillType.GainsStages] = true,
        [SkillType.HasSeals] = true,
        [SkillType.GroundTargetedProjectile] = true,
    },
    statDescriptionScope = "freezing_salvo",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "freezing_salvo_seals_gain_base_interval_ms",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "base_number_of_projectiles",
        "active_skill_base_area_of_effect_radius",
        "active_skill_base_secondary_area_of_effect_radius",
        "active_skill_base_physical_damage_%_to_convert_to_cold",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "freezing_salvo_maximum_number_of_seals",
        "base_projectile_speed_+%",
        "active_skill_attack_speed_+%_final",
        "base_is_projectile",
        "skill_can_fire_arrows",
        "projectile_uses_contact_position",
        "can_perform_skill_while_moving",
        "is_area_damage",
        "quality_display_freezing_salvo_is_gem",
    },
    levels = {
        [1] = {1050, 50, 1, 12, 20, 80, -35, 160, 60, 50, 12, -10, -15, baseMultiplier = 0.55, levelRequirement = 1, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EscapeShotRogueExileRanger1"] = {
    name = "Escape Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Leap backwards and fire an arrow which can [Chill] or [Freeze|Freeze] enemies around the location you escaped from.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Cold] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.Cooldown] = true,
        [SkillType.ProjectilesNumberModifiersNotApplied] = true,
        [SkillType.Jumping] = true,
        [SkillType.ProjectileNoCollision] = true,
        [SkillType.Bow] = true,
        [SkillType.GroundTargetedProjectile] = true,
        [SkillType.CanCancelActions] = true,
    },
    statDescriptionScope = "escape_shot",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "active_skill_base_area_of_effect_radius",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "active_skill_base_physical_damage_%_to_convert_to_cold",
        "total_attack_time_+_ms",
        "projectile_distance_override",
        "support_holy_descent_consecrated_ground_base_duration_ms",
        "support_holy_descent_consecrated_ground_on_landing_radius",
        "base_is_projectile",
        "is_area_damage",
        "skill_can_fire_arrows",
        "modifiers_to_projectile_count_do_not_apply",
        "has_modular_projectiles_enabled",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectiles_fire_at_ground",
        "base_skill_show_average_damage_instead_of_dps",
        "support_holy_descent_consecrated_ground_on_landing",
    },
    levels = {
        [1] = {300, 24, 300, 100, 700, 20, 4000, 14, baseMultiplier = 2.25, levelRequirement = 1, statInterpolation = {1},  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["IceNovaRogueExileRanger1"] = {
    name = "Ice Nova",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Conjure a wave of ice in all directions, [Knockback|Knocking Back] enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt [Projectile] will cause it to originate from the Frostbolt instead of you.",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cold] = true,
        [SkillType.CanRapidFire] = true,
        [SkillType.AreaSpell] = true,
        [SkillType.Nova] = true,
        [SkillType.Invokable] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Cascadable] = true,
    },
    statDescriptionScope = "ice_nova",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_cold_damage",
        "spell_maximum_base_cold_damage",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "generic_knockback_+%_final_at_min_distance",
        "generic_knockback_+%_final_at_max_distance",
        "generic_knockback_distance_limit",
        "active_skill_base_area_of_effect_radius",
        "ice_nova_number_of_frost_bolts_to_cast_on",
        "active_skill_chill_effect_+%_final",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "support_hourglass_display_cooldown_time_ms",
        "support_aoe_cooldown_aoe_+%_final",
        "is_area_damage",
        "global_knockback",
        "can_perform_skill_while_moving",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 100, 50, -90, 20, 32, 1, 100, -70, 160, 60, 8000, 50, critChance = 7, levelRequirement = 1, statInterpolation = {3, 3, 1},  cost = { }, },
    },
}
Bronnach, the Manhunter Text Audio /58
Name
No place to hide!
RogueExile_Bronnach_Combat_Random
No place to hide!
RogueExile_Bronnach_Combat_2
No place to hide!
RogueExile_Bronnach_Combat_3
I live for this!
RogueExile_Bronnach_Combat_4
I live for this!
RogueExile_Bronnach_Combat_5
I live for this!
RogueExile_Bronnach_Combat_6
Yes! Fight back!
RogueExile_Bronnach_Combat_7
Yes! Fight back!
RogueExile_Bronnach_Combat_8
Yes! Fight back!
RogueExile_Bronnach_Combat_9
Take this!
RogueExile_Bronnach_Combat_10
Take this!
RogueExile_Bronnach_Combat_11
Take this!
RogueExile_Bronnach_Combat_12
I love a challenge!
RogueExile_Bronnach_Combat_13
I love a challenge!
RogueExile_Bronnach_Combat_14
I love a challenge!
RogueExile_Bronnach_Combat_15
Did that hurt? Good.
RogueExile_Bronnach_Combat_16
Did that hurt? Good.
RogueExile_Bronnach_Combat_17
I'll make you scream!
RogueExile_Bronnach_Combat_18
I'll make you scream!
RogueExile_Bronnach_Combat_19
I'll make you scream!
RogueExile_Bronnach_Combat_20
Taste my arrow!
RogueExile_Bronnach_Combat_21
Taste my arrow!
RogueExile_Bronnach_Combat_22
Squirm!
RogueExile_Bronnach_Combat_23
Squirm!
RogueExile_Bronnach_Combat_24
Squirm!
RogueExile_Bronnach_Combat_25
Suffer!
RogueExile_Bronnach_Combat_26
Suffer!
RogueExile_Bronnach_Combat_27
Suffer!
RogueExile_Bronnach_Combat_28
Bleed!
RogueExile_Bronnach_Combat_29
Bleed!
RogueExile_Bronnach_Combat_30
Rip! Tear! Break!
RogueExile_Bronnach_Combat_31
Rip! Tear! Break!
RogueExile_Bronnach_Combat_32
Maim!
RogueExile_Bronnach_Combat_33
Maim!
RogueExile_Bronnach_Combat_34
Skewer!
RogueExile_Bronnach_Combat_35
Skewer!
RogueExile_Bronnach_Combat_36
Try to run. Go on, try.
RogueExile_Bronnach_EngageGeneral_Random
What's this? Another plaything?
RogueExile_Bronnach_EngageGeneral_2
What delightful screams you'll make!
RogueExile_Bronnach_EngageGeneral_3
You will regret coming here...
RogueExile_Bronnach_EngageGeneral_4
Pain is the great equaliser.
RogueExile_Bronnach_EngageGeneral_5
Let's see if you're still so calm when I'm through with you.
RogueExile_Bronnach_EngageMonk
Oh, look at all those muscles! Let's see what's underneath.
RogueExile_Bronnach_EngageWarrior
Such soft skin. I wonder how easily it tears.
RogueExile_Bronnach_EngageWitch
Your hands weave spells. Mine tear flesh.
RogueExile_Bronnach_EngageSorceress
An Azmerian...? But not of my time...
RogueExile_Bronnach_EngageHuntress
Beggar, king, it matters not - they all scream the same.
RogueExile_Bronnach_KillGeneral_Random
Well, well... no contest. What a pity.
RogueExile_Bronnach_KillGeneral_2
How disappointing...
RogueExile_Bronnach_KillGeneral_3
And here I was thinking we'd get to play for hours.
RogueExile_Bronnach_KillGeneral_4
Ugh. What a waste.
RogueExile_Bronnach_KillGeneral_5
Was that it?
RogueExile_Bronnach_KillGeneral_6
Meditate on that.
RogueExile_Bronnach_KillMonk_Random
All that 'inner peace', and you still died screaming.
RogueExile_Bronnach_KillMonk_2
Tried to hex me, did you? How adorable.
RogueExile_Bronnach_KillWitch
What use are spells when your body betrays you?
RogueExile_Bronnach_KillSorceress
All that strength, and still... so fragile.
RogueExile_Bronnach_KillWarrior
Are all Azmeri from your time as weak as you?
RogueExile_Bronnach_KillHuntress
Edit

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