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Author: Nagahaku

  • Summoning Skills

    All totem spirits immune to physical and poison in Nightmare and Hell difficulties, and no enemy curse would break their immunity. And now they could walk through bars. Also, they are good torches in this extra dark MOD, can summon behind walls. All vines are now immune to poison, more HP bonus through character level,…

  • Druid Summery

    Fulfilled barehand A2 animation. All human shape Hit Recovery rate animation reduced to while using 1 handed slash weapon, to make certain spells casting rate really slowed. Shapeshifted A1 animation length increased to 16 frames. Shapeshifted A2 animation switched to S3, as it's more like a 'Left hand attack', which should be used by a…

  • War Cries

    All war cries, except corpse digging skills can be cast when shapeshifting Corpse digging skills can be cast on Bosses Howl: No longer conflict with other curses Taunt: Overlay changed, no longer conflict with other curses, enhances target movement speed, Damage percent bonus stats no longer reduce its damage lowering effects by simple adding rule.…

  • Combat Masteries

    Throwing Mastery: Damage bonus works on throwing potions, fixed the vanilla bug that desync damage panel display. Spear Mastery: Remade to 'Thrust Mastery', works on daggers as well. Mace Mastery: Rename to 'Blunt Mastery', more accurate. Iron Skin: Grants extra damage resist bonus. Natural Resistance: Gives extra 5% all max resists.

  • Combat Skills

    Bash: Merged with 'Stun', animation switched to A2, would stun enemy on hit, additional damage bug fixed. 'War Cry' would synergy stun duration, on hit overlay that might be confused with 'Crush Blow' removed. Leap: Always leaping the longest range, no need for leveling up, skill level only determines knockback radius. Double Swing: Available when…

  • Barbarian Summery

    Stamina drain rate lower to 15. Fulfilled barehand A2 animation. FHR when double wielding increased, as this is the only way to increase top attack speed of 'Double Swing', 'Double Throw' and 'Frenzy'. Initial skill 'Rage' added, a 10 sec bursting skill that grants Strength and Dexterity stat, attack speed, endless stamina but -50% max…

  • Hidden Quest: Path of Penance

    Neither 'Token of Dervish' nor 'Akarat's Straw Hat' would offer all Dervish Skills, you must finish the bittering 'Path of Penance' to complete your trek. 'Token of Dervish' has a fixed drop chance from 'Corpsefire' in Normal Difficulty, it only offers 'Dual-Fist Combat' at the beginning, you need to beat Quests below in 3 difficulties~…

  • When Paladin Turns Dervish

    When having 'Token of Dervish' in his inventory or equipping 'Akarat's Straw Hat', a Paladin would turn to a Dervish. After turning, he would gain Dervish specific combat skills as below, and 'Zeal' would be limited. Dual-Fist Combat: Paladin only, Basic Boxing skill, only offered by 'Token of Dervish', similar to 'Double Swing', must equip…

  • When Paladin Turns Warrior

    If a Paladin has the Class Shifting Charm: 'Hammer of Fury' in inventory, he would turn to a 'Warrior'. A Warrior should not spend skill points on Aura skills and activate one by himself, if that, his current HP and MP would turn empty. But auras from other sources such as team members or items…

  • Defensive Auras

    Defiance: Grants defense vs missiles with the same value as the caster's current defense. Resist Fire/Lightning/Cold: Passive effects moved to Salvation and their own bonuses to save state.txt rows. Salvation: Receives extra bonus to max 3 resistances same as vanilla former 3's passive effects from the former 3 auras.