1. NSCs
  2. flashpoint
  3. star_fortress
  4. boss
  5. solo_boss
  6. trash_add_bmn_02
Portrait

Zakuul-Ritter-Cyborg

Stufe 65 | Schwach | Nahkampf


Eigenschaften

Passives (3)

Passive abilities are applied as soon as the NPC spawns. They usually add certain buffs to the NPC.

Abilities (8)

NPCs always use the abilities with the highest priority. If an ability is not available (because it is still on cooldown or the conditions are not met), then the NPC tries to use the ability with the second-highest priority, and so on.

AbilityCooldownActivationRangePriorityChance

[utl_trash_download_switch_caster]

FQN: abl.​flashpoint.​star_fortress.​boss.​solo_boss.​trash.​utl_trash_download_switch_caster

[utl_trash_download_switch_caster]
4.5 Sek.Sofort30 m900100%

Machtsprung

Springt zum Ziel, lähmt es 1,5 Sekunden lang und verursacht geringen Schaden. Kürzere Abklingzeit und geringere Maximalreichweite.

FQN: abl.​flashpoint.​star_fortress.​boss.​solo_boss.​trash.​atk_trash_pole_leap

Machtsprung
15 Sek.Sofort6-30 m200100%

Doppelschlag

Greift zwei Ziele in Nahkampf-Reichweite an und verursacht mittleren Schaden.

FQN: abl.​flashpoint.​star_fortress.​boss.​solo_boss.​trash.​atk_trash_pole_double_strike

Doppelschlag
4.5 Sek.Sofort4 m100100%

Nahkampfangriff

Eine Reihe von Nahkampfschwüngen für einen NSC.

FQN: abl.​flurry.​npc.​melee

Nahkampfangriff
noneSofort4 m0100%

Unbewaffneter Angriff

Ein einzelner unbewaffneter Schwung für einen NSC.

FQN: abl.​flurry.​npc.​unarmed

Unbewaffneter Angriff
noneSofort4 m0100%

Granate

FQN: abl.​npc.​ability.​tech.​anticover_grenade

Granate
15 Sek.Sofort30 m02%

Kopftreffer

FQN: abl.​npc.​ability.​tech.​anticover_headshot

Kopftreffer
15 Sek.Sofort30 m04%

Fernkampfangriff

Eine Reihe von Fernschüssen für einen NSC.

FQN: abl.​flurry.​npc.​ranged

Fernkampfangriff
noneSofort30 m0100%

Interaction

Loot information

Loot package: 154578349802304063

Metadaten

Appearance

3D model
Facial details
SlotDetails
headhead_human_bmn_african_a01
  • Material: head_human_bmn_non_npc01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
faceface_ssneck01_bmn_archetype
  • + face_ssneck01_bmn_light_ss_a05_ear
  • Material: face_ssneck01_light_ss_a05c01_u
hairhair_human_bmn_non_a07
  • Material: hair_human_non_a07_v01_m
facehair[no archetype]
  • + facehair_human_bmn_african_sm_cyber02_bottom
  • + facehair_human_bmn_african_sm_cyber02_front
  • Material: facehair_human_non_sm_cyber02_u
skincolor[empty]
haircolor
 haircolor_human_non_h10_p
    eyecolor[empty]
    complexioncomp_human_non_c01_m
      Body details
      SlotDetails
      chestchest_tight_bmn_archetype
      • + chest_tight_bmn_heavy_ge_zki01_armor
      • + chest_tight_bmn_heavy_ge_zki01_sleeve
      • + chest_tight_bmn_heavy_ge_zki01_loin
      • + chest_tight_bmn_heavy_ge_zki01_shoulder
      • Material: chest_tight_heavy_ge_zki01c01_u
      bracerbracer_short_bmn_archetype
      • Material: bracer_short_med_ge_a14military07_u_v02
      handhand_glove_bmn_archetype
      • + hand_glove_bmn_heavy_ge_zki01_forearm
      • Material: hand_glove_heavy_ge_zki01c01_u
      waistwaist_belt_bmn_archetype
      • + waist_belt_bmn_heavy_ge_zki01_back
      • + waist_belt_bmn_heavy_ge_zki01_front
      • Material: waist_belt_heavy_ge_zki01c01_u
      legleg_cyborg01_bmn_archetype
      • Material: leg_cycborg01_med_ge_cy01c02_u
      bootboot_tall_bmn_archetype
      • + boot_tall_bmn_heavy_ge_zki01_cover
      • Material: boot_tall_heavy_ge_zki01c01_u