Swamp Golem
Construct
SpectreY
AreaSandswept Marsh
Tags2HBluntWood_onhit_audio, allows_inc_aoe, construct, earth_elemental, humanoid, melee, mud_blood, not_dex, not_int, physical_affinity, very_slow_movement
Life
144%
Armour
+100%
Resistance
0 0 0 0
Damage
180%
Accuracy
100%
Critical Hits Chance
5%
Critical Damage Bonus
+30%
Attack Distance
4 ~ 18
Attack Time
1.5 Second
Damage Spread
±20%
Experience
120%
Model Size
100%
Type
MarshBruiser
Metadata
MarshBruiser
Level
33
Life
1,053
Armour
510
Evasion Rating
276
Damage
123
Spell Damage
123
Accuracy
604
Attack Time
1.5
Experience
2,833
Minion Life
2,621
Minion Damage
235
Minion Armour
1,020
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 98–147
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]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	basic_action = "Emerge"
}

Stats
{
	set_base_heavy_stun_duration_ms = 3650
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/MudGolem/MarshBruiser"] = {
    name = "Swamp Golem",
    life = 1.44,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.8,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 18,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    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 = { }, },
    },
}
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