Steward of Kulemak
Ascendancy: Abyssal Lich
Character: Witch
Grants Skill: Abyssal Apparition
Damaging Spells consume a Power Charge if able to trigger Abyssal Apparition
Steward of Kulemak Attr /5
NameShow Full Descriptions
IDAscendancyAltWitch1Notable4
IconArt/2DArt/SkillIcons/passives/Lich/AbyssalLichAbyssalApparition.png
AscendancyIDAbyssal Lich
PassiveSkillsHash11705
TagsisKeystone: false isNotable: true isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Steward of Kulemak
SpectreN
Tagsis_unarmed, non_attacking, small_height, stone_armour, Unarmed_onhit_audio, very_slow_movement
Life
100%
Resistance
0 0 0 0
Damage
67%
Accuracy
100%
5%
Attack Distance
6 ~ 6
Attack Time
1 Second
Damage Spread
±20%
Experience
100%
Model Size
100%
Type
Daemon
Metadata
LichApparitionPlayerSummoned
IsSummoned
Y

Object Type

version 2
extends "Metadata/Monsters/Daemon/Daemon"

BaseEvents
{
	on_construction_complete = "AddEffectPack( 'Metadata/Effects/Spells/ascendancy_classes/lich/apparition_fade/epks/apparition_fade_01.epk' );"
}

Actor
{
	on_end_action = "SetStateTo( WaitingForAction, 1 );" 
}

StateMachine
{
	define_shared_state = "WaitingForAction"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Daemon/Daemon"

StateMachine
{
	on_change_state_WaitingForAction = "IfState( WaitingForAction, == 1, (){ DisableRendering(); } );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueAbyss/LichBoss/LichApparitionPlayerSummoned"] = {
    name = "Steward of Kulemak",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.67,
    damageSpread = 0.2,
    attackTime = 1,
    attackRange = 6,
    accuracy = 1,
    skillList = {
    },
    modList = {
    },
}
keyval
Stats.item_drop_slots0
Stats.energy_shield_recharge_rate_per_minute_%750
Stats.base_maximum_mana200, 100000
Stats.maximum_physical_damage_reduction_%75
Stats.base_maximum_all_resistances_%75
Stats.monster_base_flask_charges_percent_of_monster_power50
Stats.base_critical_hit_damage_bonus30
Stats.max_endurance_charges0
Stats.max_frenzy_charges0
Stats.max_power_charges0
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_+%_limit200
Stats.base_heavy_stun_duration_ms2000
Stats.melee_defer_damage_prediction1
Stats.poise_decay_delay_ms8000
Stats.poise_decay_%_per_second5
Stats.base_block_angle_degrees180
Stats.action_attack_or_cast_time_uses_animation_length1
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.immune_to_curses1
Stats.immune_to_auras_from_other_entities1
Stats.mana_regeneration_rate_per_minute_%100
Stats.monster_no_drops_or_experience1
Stats.monster_do_not_fracture1
Stats.is_hidden_monster1
Stats.base_cannot_be_damaged1
Stats.base_cannot_be_stunned1
Stats.cannot_be_knocked_back1
Stats.is_daemon1
Stats.skill_can_be_active_blocked_from_all_directions1
ObjectMagicProperties.stat_description_listMetadata/StatDescriptions/monster_stat_descriptions.csd
Positioned.blockingtrue, false
Positioned.team0
Positioned.serialise_collidabletrue
BaseEvents.server_onlytrue
BaseEvents.on_construction_completeAddEffectPack( 'Metadata/Effects/Spells/ascendancy_classes/lich/apparition_fade/epks/apparition_fade_01.epk' );
Actor.basic_actionMove, MoveForced, MoveToFormation, Flee, StrafeLeft, StrafeRight, StrafeRandom, Advance, DoNothing, MonsterPickup, MinionInteraction
Actor.slow_animations_go_to_idlefalse
Actor.on_end_actionSetStateTo( WaitingForAction, 1 );
Pathfinding.immobiletrue
Life.corpse_usablefalse
Life.prevent_corpse_sinkingtrue
StateMachine.define_shared_stateWaitingForAction
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