local mType = Game.createMonsterType("Barkless Devotee")
local monster = {}

monster.description = "a barkless devotee"
monster.experience = 2200
monster.outfit = {
	lookType = 990,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 1486
monster.Bestiary = {
	class = "Humanoid",
	race = BESTY_RACE_HUMANOID,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Barkless Cult Trial Zone (below Ab'Dendriel)."
	}

monster.health = 2800
monster.maxHealth = 2800
monster.race = "blood"
monster.corpse = 6012
monster.speed = 240
monster.manaCost = 390
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 20
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 95,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Prepare yourself!", yell = false},
	{text = "You are not loved by this world!", yell = false},
	{text = "Pain and suffering!", yell = false}
}

monster.loot = {
	{id = 2148, chance = 48000, maxCount = 199},
	{id = 29044, chance = 1540},
	{id = 29043, chance = 4050},
	{id = 29045, chance = 970}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -150},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_EARTHDAMAGE, minDamage = -250, maxDamage = -420, range = 7, radius = 4, shootEffect = CONST_ANI_SPEAR, effect = CONST_ME_GREEN_RINGS, target = true},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_EARTHDAMAGE, minDamage = 0, maxDamage = -150, radius = 6, effect = CONST_ME_GREEN_RINGS, target = false}
}

monster.defenses = {
	defense = 35,
	armor = 35
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 17},
	{type = COMBAT_EARTHDAMAGE, percent = 0},
	{type = COMBAT_FIREDAMAGE, percent = 10},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 15},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 15}
}

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

mType:register(monster)
