local mType = Game.createMonsterType("Necromancer Servant")
local monster = {}

monster.description = "a necromancer servant"
monster.experience = 590
monster.outfit = {
	lookType = 9,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 600
monster.maxHealth = 600
monster.race = "blood"
monster.corpse = 18174
monster.speed = 105
monster.manaCost = 0

monster.events = {
	"NecromancerServantDeath",
}

monster.changeTarget = {
	interval = 5000,
	chance = 8,
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 4,
	runHealth = 10,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = true,
}

monster.light = {
	level = 0,
	color = 0,
}

monster.voices = {
	interval = 5000,
	chance = 10,
}

monster.loot = {
	{ name = "gold coin", chance = 74230, maxCount = 70 },
	{ name = "poison arrow", chance = 74230, maxCount = 5 },
	{ name = "book of necromantic rituals", chance = 74230 },
	{ name = "incantation fragment", chance = 100000 },
	{ name = "necromantic robe", chance = 54230 },
	{ name = "boots of haste", chance = 5000 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -45 },
	{ name = "combat", interval = 1000, chance = 10, type = COMBAT_PHYSICALDAMAGE, minDamage = -5, maxDamage = -40, range = 7, shootEffect = CONST_ANI_THROWINGKNIFE, target = false },
}

monster.defenses = {
	defense = 11,
	armor = 11,
	mitigation = 0.94,
	{ name = "combat", interval = 2000, chance = 25, type = COMBAT_HEALING, minDamage = 0, maxDamage = 70, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = -5 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 20 },
	{ type = COMBAT_EARTHDAMAGE, percent = 100 },
	{ type = COMBAT_FIREDAMAGE, percent = -5 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 100 },
	{ type = COMBAT_ICEDAMAGE, percent = 0 },
	{ type = COMBAT_HOLYDAMAGE, percent = -5 },
	{ type = COMBAT_DEATHDAMAGE, percent = 50 },
}

monster.immunities = {
	{ type = "paralyze", condition = true },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
