Shielded Transcendent
Chaos Damage taken does not cause double loss of Energy Shield
You cannot Recharge Energy Shield
Your Energy Shield starts at zero
Cannot be Stunned
no movement speed [1]
SpectreY
AreaThe Ziggurat Refuge, The Black Chambers, The Black Chambers
Tags1HSword_onhit_audio, allows_additional_projectiles, allows_inc_aoe, construct, humanoid, lightning_affinity, medium_movement, not_dex, ranged, red_blood
Packs
  • The Black Chambers, The Black Chambers: Shielded Transcendent, Doryani's Elite
  • The Ziggurat Refuge: Doryani's Elite, Shielded Transcendent
  • Life
    150%
    Energy Shield From Life
    20%
    Armour
    +100%
    Resistance
    30 0 30 0
    Damage
    128%
    Accuracy
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    4 ~ 14
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experience
    150%
    Model Size
    100%
    Type
    VaalHumanoidShieldLegs
    Metadata
    VallHumanoidShieldLegs
    Level
    70
    Life
    10,459
    Armour
    7,754
    Evasion Rating
    502
    Energy Shield
    2,615
    Damage
    317
    Spell Damage
    317
    Accuracy
    2,328
    Attack Time
    1.5
    Experience
    51,959
    Minion Life
    14,719
    Minion Energy Shield
    3,680
    Minion Damage
    2,768
    Minion Armour
    15,508
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Basic Attack
    Base Damage: 254–381
    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]
    CTS2VaalCyborgShieldGenerator
    Cooldown Time: 8 sec
    action attack or cast time uses animation length [1]
    CTS2VaalCyborgShieldGeneratorNoCooldown
    action attack or cast time uses animation length [1]
    DoLiterallyNothing
    ???
    MPSVaalHumanoidShieldLegsGrenade
    Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
    Cast Time: 1 sec
    action attack or cast time uses animation length [1]
    active skill projectile speed +% variation final [25]
    ballistic projectiles always bounce [1]
    base deal no damage [1]
    base is projectile [1]
    maintain projectile direction when using contact position [1]
    monster projectile variation [1127]
    projectile ballistic angle from reference event [1]
    projectile ballistic gravity override [3000]
    projectile spread radius [20]
    projectile uses contact position [1]
    spell maximum action distance +% [-30]
    GSShieldLegsGenadeExplosion
    Triggerable, Spell, Damage
    Cast Time: 1 sec
    Deals 2789 to 8368 Lightning Damage
    base is projectile [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	basic_action = "ChangeToStance1"
    }
    
    Stats
    {
    	strafe_distance_+% = -60
    }
    
    StateMachine
    {
    	define_shared_state = "lock_on; shields_up;"
    	on_state_lock_on_0 = "SetUsesDirectionalRunAnimations( false );"
    	on_state_lock_on_1 = "SetUsesDirectionalRunAnimations( true );"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	on_state_shields_up_0 =
    	"
    		shield_barrier.PlayAnimation( end );
    		shield_barrier.AddOnAnimationEnd( { RemoveAttached( shield_barrier ); }, true );
    	"
    
    	on_state_shields_up_1 =
    	"
    		this.shield_barrier = AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/VaalHumanoid03/shield_bubble.ao',  );
    		shield_barrier.PlayAnimation( start );
    		shield_barrier.QueueAnimation( idle );
    	"
    
    	create_state_shields_up_1 =
    	"
    		this.shield_barrier = AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/VaalHumanoid03/shield_bubble.ao',  );
    		shield_barrier.PlayAnimation( idle );
    	"
    
    	on_state_shields_up_2 =
    	"
    		shield_barrier.PlayAnimation( shatter );
    		shield_barrier.AddOnAnimationEnd( { RemoveAttached( shield_barrier ); }, true );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/VaalHumanoids/VaalHumanoidShieldLegs/VallHumanoidShieldLegs"] = {
        name = "Shielded Transcendent",
        life = 1.5,
        energyShield = 0.2,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.28,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 14,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "MPSVaalHumanoidShieldLegsGrenade",
            "CTS2VaalCyborgShieldGenerator",
            "CTS2VaalCyborgShieldGeneratorNoCooldown",
            "GSShieldLegsGenadeExplosion",
            "DoLiterallyNothing",
        },
        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["MPSVaalHumanoidShieldLegsGrenade"] = {
        name = "MPSVaalHumanoidShieldLegsGrenade",
        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_+%",
            "projectile_spread_radius",
            "projectile_ballistic_gravity_override",
            "active_skill_projectile_speed_+%_variation_final",
            "base_is_projectile",
            "projectile_uses_contact_position",
            "maintain_projectile_direction_when_using_contact_position",
            "action_attack_or_cast_time_uses_animation_length",
            "base_deal_no_damage",
            "projectile_ballistic_angle_from_reference_event",
            "ballistic_projectiles_always_bounce",
        },
        levels = {
            [1] = {1127, -30, 20, 3000, 25, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["CTS2VaalCyborgShieldGenerator"] = {
        name = "CTS2VaalCyborgShieldGenerator",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["CTS2VaalCyborgShieldGeneratorNoCooldown"] = {
        name = "CTS2VaalCyborgShieldGeneratorNoCooldown",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GSShieldLegsGenadeExplosion"] = {
        name = "GSShieldLegsGenadeExplosion",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "geometry_spell",
        castTime = 1,
        baseFlags = {
            spell = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_lightning_damage",
            "spell_maximum_base_lightning_damage",
            "is_area_damage",
            "base_is_projectile",
        },
        levels = {
            [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["DoLiterallyNothing"] = {
        name = "???",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Chaos Damage taken does not cause double loss of Energy Shield
    IdMonsterChaosTakenOnES
    FamilyChaosTakenOnES
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • base chaos damage does not damage energy shield extra hard Min: 1 Max: 1 Global
  • Craft Tagschaos
    You cannot Recharge Energy Shield
    IdElderNoEnergyShieldRecharge
    FamilyEnergyShieldRegeneration
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • cannot recharge energy shield Min: 1 Max: 1 Global
  • Craft Tagsenergy_shield defences
    Your Energy Shield starts at zero
    IdElderEnergyShieldStartsAtZero
    FamilyEnergyShieldRegeneration
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • start at zero energy shield Min: 1 Max: 1 Global
  • Craft Tagsenergy_shield defences
    IdNothing
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Cannot be Stunned
    no movement speed [1]
    IdStanceUnstunableSalmon
    FamilyStance
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • no movement speed Min: 1 Max: 1 Global
  • base cannot be stunned Min: 1 Max: 1 Global
  • Edit

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