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	<title>1. Common Monsters - Lonegirl Studios</title>
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	<item>
		<title>Newly Added Monster Classes</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/newly-added-monster-classes/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/newly-added-monster-classes/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 13:04:16 +0000</pubDate>
				<category><![CDATA[1. Common Monsters]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=156</guid>

					<description><![CDATA[A highlight of this mod, gangsters in jungles around Kurast. Subtypes listed as blow. A highlight of this mod, corrupted Barbarian tribes dwelt in act 5 lower ice caves. Subtypes listed as below. A Highlight of version 3.1! In Nightmare and Hell difficulties, most maps would have a chance to spawn 3-5 'Goblin Portals' in [&#8230;]]]></description>
										<content:encoded><![CDATA[
<ol class="wp-block-list">
<li>Quill Bear Series: Huge Quill Rat Mothers that spawns Quill Rats, can melee attack or shoot huge spikes that knocks back targets. They would appear with same faction Quill Rats in where they should be.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/qbear.jpg" alt=""/></figure>



<ol start="2" class="wp-block-list">
<li>Bush Barbs: Quill Rats spawns in Act 3 jungles, along with Quill Bear of the same faction.</li>



<li>Mosquito Nest Series: They will appear where same faction Mosquitos should be and keep spawning them. They are defined to be Lumber and Botanies, also constructs of course</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/msqtnest.jpg" alt=""/></figure>



<ol start="4" class="wp-block-list">
<li>Guest Blood Hawk Nest Series: They will appear in Nightmare and Hell difficulty and replace common Blood Hawk Nests, to spawn Guest version Blood Hawks, and also replaced champion nests in Normal difficulty.</li>



<li>Black Archer: Black colored Corrupted Rogue Archer unlocked, appears in Outer Cloister and Barracks.</li>



<li>Black Lancer: Black colored Corrupted Rogue Lancer unlocked, appears in Outer Cloister and Barracks.</li>



<li>Sand Fishers: Desert theme spiders, appear in act 2 deserts.</li>



<li>Uber Sand Fishers: Replaced Uber Arachs in Forgotten Sands, actually it's just a name and palshift changing XD.</li>



<li>Uber Flesh Lancers: Replaced Uber Black Lancers in Matron's Den, actually it's just a name and palshift changing XD.</li>



<li>Uber Flesh Archers: Replaced Uber Dark Archers in Matron's Den, actually it's just a name and palshift changing XD.</li>



<li>Uber Blood Temptress: Replaced Uber Hell Temptress in Matron's Den, actually it's just a name and palshift changing XD.</li>



<li>Uber Blood Lord: New type of Vampire Lich, Replaced Uber Vile Witch in Matron's Den.</li>



<li>Minion Spawner Series: Structures that keep spawning Minions, appear in act 5, Normal difficulty would only spawn their champion versions, they are defined to be Demons.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/mspawner.jpg" alt=""/></figure>



<ol start="14" class="wp-block-list">
<li>Fallen Hut Series: Huts that keep spawning Fallens, appear in act 1 outer areas, guarded by a small pack of Fallen Series also with Shaman Series, Normal difficulty would only spawn their champion versions, they are defined to be Demons and Lumber or Botanies.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/fallenhut.jpg" alt=""/></figure>



<ol start="15" class="wp-block-list">
<li>Evil Holes: Flaming holes, keep spawning Warped Ones, appear in act 1 wild caves, guarded by a small pack of Warped Ones with Shamans, Normal difficulty would only spawn their champion versions, they are defined to be Demons</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/evilhole.jpg" alt=""/></figure>



<ol start="16" class="wp-block-list">
<li>Swamp Ghost: Green colored Will-o-Wisps, appear in Act 3 'Swampy Pits'.</li>



<li>Black Soul: Blue colored Will-o-Wisps, appear in Act 5 lower ice caves with water.</li>



<li>Plague Bugs: Unlocked Swarm type, appear in some Act 3 underground areas.</li>



<li>Rat Men: Blow Dart, Shaman and Undead factions unlocked, appear in Act 1 Tamoe Highland's cave.</li>



<li>Stygian Dolls: Melee, Blow Dart and Shaman factions unlocked, appear in act 5 red portal areas, would be replaced by guest versions in Nightmare and Hell difficulties or champions in Normal difficulty.</li>



<li>Undead Fetishes: Unlocked in some act 3 underground areas such as Spider Cavern.</li>



<li>Guest Cantors: Newly added to be leading Guest Faithfuls instead of bugged Guest Hierophants.</li>



<li>Cardinal Hierarch: Highest Zakarumite Priests, appear in Act 3 as some Super Unique ones' minions</li>



<li>Jungle Gang</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/jungle.jpg" alt=""/></figure>



<p class="wp-block-paragraph">A highlight of this mod, gangsters in jungles around Kurast. Subtypes listed as blow.</p>



<ul class="wp-block-list">
<li>Jungle Robbers: Lowest members of the gang, with weakest base stats but could charge at you with dagger.</li>



<li>Jungle Thugs: Main members of the gang, wielding rusted weapons and have a chance to equip shields, no special talents, attack in huge mobs, also assist other higher members in robberies.</li>



<li>Jungle Bandits: Tough guys with heavy 2 handed weapons, can stun or get wilder with Frenzy.</li>



<li>Jungle Looters: Attack with bows, got a chance to shot Fire Arrows.</li>



<li>Jungle Lords: Leaders of gang, better equipped, can Smite target with shields or attack with Zeal.</li>
</ul>



<ol start="25" class="wp-block-list">
<li>Uncleaned Barbarians</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/uncleaned.jpg" alt=""/></figure>



<p class="wp-block-paragraph">A highlight of this mod, corrupted Barbarian tribes dwelt in act 5 lower ice caves. Subtypes listed as below.</p>



<ul class="wp-block-list">
<li>Uncleaned Hooligans: Lowest members of the tribe, using rough weapons, has a chance to equip shield, no special talents, often attack in huge mobs or assist other higher members.</li>



<li>Uncleaned Wreckers: Wielding heavy 2 handed weapons and attack with 'Bash' and 'Concentrate'.</li>



<li>Uncleaned Berserkers: Wielding 2 handed swords and attack with 'Frenzy' and 'Double Swing'.</li>



<li>Uncleaned Lancers: Wielding 2 handed spears and attack with 'Jab' and 'Charge'.</li>



<li>Uncleaned Slingers: Throw javelins, may use 'Nomad Spear' to launch multiple missiles.</li>



<li>Uncleaned Archer: Bow archers, may use 'Hypershot' for piercing attack.</li>
</ul>



<ol start="26" class="wp-block-list">
<li>Fallen Wolf Series: Added in version 3.1, spawned as minions of 'Fallen' Series, stats are same as matched faction of 'Fallen' but more aggressive and don't have run away behavior.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/fwolf.jpg" alt=""/></figure>



<ol start="27" class="wp-block-list">
<li>Gargoyles: Diablo I monster returned in version 3.1! But now they only appear as minions of 'Drakon Nyktos'.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/gargs.jpg" alt=""/></figure>



<ol start="28" class="wp-block-list">
<li>Rock Dwellers: Unlocked in version 3.1, gray colored 'Baboons', spawned in Act 2 later areas.</li>



<li>Assailants: Unlocked in version 3.1, black colored 'Sand Raiders', spawned in Act 4 Plains of Despair and City of the Damned.</li>



<li>Jungle Catgirls: Added in version 3.1, including 3 factions: melee, javelin and gas potion. Spawned in Act 3 'Great Marsh'.</li>



<li>Frost Catgirls: Added in version 3.1, including 3 factions: melee, javelin and explosive potion. Spawned in Act 5 Ice Caves without 'Uncleaned Barbarians' and 'Frozen Tundra'.</li>



<li>Magma Demons: Added in version 3.1, spawned in Lava Areas, can walk on lava, can melee attack and throw lava blocks at you.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/magma.jpg" alt=""/></figure>



<ol start="33" class="wp-block-list">
<li>Mad Druid Shapeshifters: A Highlight of version 3.1! Unskillful Druid Shapeshifting Skill beginners who lost their mind during practice, including 2 types: Werewolf' and 'Werebear', spawned in newly added 'Druid Madhouse' Story areas, and also in 'Great Marsh', In Nightmare or Hell Difficulty, their Champion or Unique versions would have a chance to drop 'Aldur' or 'Flowkrad' Set Items.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/madruid.jpg" alt=""/></figure>



<ol start="34" class="wp-block-list">
<li>Goblin Invasion</li>
</ol>



<p class="wp-block-paragraph">A Highlight of version 3.1! In Nightmare and Hell difficulties, most maps would have a chance to spawn 3-5 'Goblin Portals' in group, and Goblins would flush out from them to attack you. Goblins can drop lots of coins and have a higher chance to drop Trinkets. Goblin Portals have better droppings than common Nests, if a Goblin Portal was destroyed, a Goblin Champion would spawn, they're very powerful, dropping quality almost as good as Super Unique monsters.</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/goblin.jpg" alt=""/></figure>



<ul class="wp-block-list">
<li>Goblin Portals: Have high elemental resists, physical or magic damage skills recommended.</li>



<li>Goblin Robbers: Common Goblins equipping swords and shields, can block attacks.</li>



<li>Goblin Looters: Common Goblins equipping spears, have longer melee range.</li>



<li>Goblin Slasher: Champion sword and shield Goblins, fight with 'Zeal' and 'Bash'.</li>



<li>Goblin Impaler: Champion spear Goblins, fight with 'Jab' and 'Fend'.</li>
</ul>



<ol start="35" class="wp-block-list">
<li>Skeleton Demons: Added in version 3.1b, winged, powerful undead demons, leading a skeleton pack, can cast evil spells to attack you and revive undead creatures nearby, spawned in Mausoleum.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/skdmn.jpg" alt=""/></figure>



<ol start="36" class="wp-block-list">
<li>Guest Brute: Can throw rocks in range and added 'Bash' to deal stun attack.</li>



<li>Guest Wailing Beast: More aggressive, can run when approaching.</li>



<li>Guest Drifter: Can throw snowballs in range and deals splash damage.</li>
</ol>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Specific Monster Modifications</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/specific-monster-modifications/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/specific-monster-modifications/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 13:00:04 +0000</pubDate>
				<category><![CDATA[1. Common Monsters]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=153</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
<ol class="wp-block-list">
<li>Guest Tomb Viper's gas is no longer grinding.</li>



<li>Will-o-Wisps's lightning damage balanced.</li>



<li>Festering Appendages's damage and HP halved.</li>



<li>Exchange Succubi and Sirens' looking (Avian or Bat Wings, according to Diablo I and III and actual world mythology records.</li>



<li>Succubi and Sirens' AI remade, now they could curse you more effectively.</li>



<li>Siren Series: 'Blood Star' changed to a Cold missile skill, Curse skills are 'Amplify Damage', 'Weaken' and 'Defense Curse', no longer using 'Blood Mana'.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/sirenstar.jpg" alt=""/></figure>



<ol start="7" class="wp-block-list">
<li>Minions of Destruction: Resist value readjusted, no longer focus on Fire resist, can be revived.</li>



<li>Scarabs: Lower their CTC Charged Bolt's min damage to always 1 and no longer cause Frost Nova of 'Cold Enchanted' or Corpse Explosion of 'Fire Enchanted' burst together with them, reasonably lower their Pack Size.</li>



<li>Minions: Rearranged their color shift to match their names better, Fire or Cold damage added based on types, 'Boars' can run, 'Spawns' and 'Hight Spawns' can run and fight with 'Zeal'.</li>



<li>Suicide Minions: Rearranged their color shift to match their names better, use BaseMod function to make them no longer spawned as Champions, cannot be frozen, suicide damage can hurt mercs or summoned ones not just the player, guaranteed cold damage to Players removed, but arranged Fire or Cold damage based on types instead</li>



<li>Blow Dart Fetishes: Fulfilled their color shift to be same as melee ones.</li>



<li>Gidbinn Guards: Name changed from 'Rat Man' to 'Endugu's Minion'</li>



<li>Imps: No longer play bleed animation, since they should have some burning blood according to their death overlay. As they seem to be burned into ashes on death, you could no longer use their corpse.</li>



<li>Frozenhorrors: No longer play bleed animation, because it's ridiculous, cold effect would increase their speed instead of slowing them, in Hell difficulty, cold damage would replenish their HP.</li>



<li>Viper Series: Collide size reduced to 2, so they can creep up and down their altar.</li>



<li>Serpent Magi: Damage turned to Cold, also changed guest version's missile to a proper cold missile.</li>



<li>Guest Hierophants: Minion type bug fixed, now they can correctly lead their pack of Guest Zealots instead of Guest Faithfuls.</li>



<li>All Doom Knight Series: Could no longer use their corpses for summoning skeletons.</li>



<li>Oblivion Knights: Can be revived and enabled AI switch.</li>



<li>Siege Beasts: Unable to knockback.</li>



<li>Snow Yetis: Added 'Cannot be Frozen' ability.</li>



<li>Frozen Horrors: Added 'Cannot be Frozen' ability.</li>



<li>Sirens: Demon type removed.</li>



<li>Vile Huts: Demon and Lumber or Botany types added.</li>



<li>Blood Hawk Nests: Lumber or Botany type added.</li>



<li>Catapults: Demon and Lumber or Botany types added.</li>



<li>Bigheads: Removed a troubling Blizzard design with their A2 animation that made them can't be selected by players when splitting lightning balls. This is NOT a bug, as it also had been deeply planted within their token hardcoded, not just the COF file.</li>



<li>Catgirls: Bloody death animation retrieved, no idea why blizzard disabled that in their token. Enlarged their group and improved the group organization.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/mons/cmon/ddcatgirl.jpg" alt=""/></figure>



<ol start="29" class="wp-block-list">
<li>Guest Slingers: Blizzard abandoned feature retrieved, would throw beautiful lightning javelins, but not so powerful as appearance.</li>



<li>Guest Spear Cats: Blizzard abandoned feature retrieved, would throw powerful cold explosive javelins.</li>



<li>Guest Hell Slingers: Blizzard abandoned feature retrieved, would throw powerful fire explosive javelins.</li>



<li>Birds: Fulfilled NU and S1 animation.</li>



<li>Parrots: Fulfilled NU and S1 animation.</li>



<li>Hell Bovines: Retrieved description text 'this cow bites', no longer drop the Cow King Set, but more frequently dropping common and superior weapons or armors, which make the Moo Moo Farm a good place to find Rune Word base materials, they also have pretty high chance to drop Normal Grade Set Items.</li>



<li>Gargoyle Traps: Spawns more and tougher.</li>



<li>Defiler series: No longer count as Bosses, switch their minions to Minion Series.</li>



<li>Venom Lords: Poison damage added, to fit the name.</li>



<li>Guest Zakarumite Zealots: AI changed, can melee with 'Zeal' and no longer run away after certain mission completed, which used to be matched with the story line but made them very annoying to farm.</li>



<li>Scavenger(Leaper) Series: To avoid certain BUGs, they're now immune to 'Cloak of Shadows' and AI shifting stats.</li>



<li>Spikefist: Unlike other Thornhulks, they can bleed.</li>



<li>Undead Fetishes: Self explosion logic fully remade! Now the explosion has 1 sec delay after death, explosion damage balanced and could hurt mercs or summoned ones not just the player. As they're exploded, you can no longer use their corpses.</li>



<li>Council Members: Red Lightning Bolts added Physical damage, but no longer casting 'Hydra' in Normal Difficulty.</li>



<li>Minotaur Series: Much more threatening, enjoy the battle~</li>



<li>Ghost and Swarm Series: Collide size increased to 3.</li>



<li>Overseers: Cry Help switched to a Marking skill that lower target's defense, Healing Vortex switched to a direct Healing skill.</li>



<li>Frozen Abyss: Would have a chance to Freeze Target.</li>
</ol>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Overall</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/overall/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/mons/cmon/overall/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 12:53:25 +0000</pubDate>
				<category><![CDATA[1. Common Monsters]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=150</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
<ol class="wp-block-list">
<li>Most ridiculous monster immunity in Hell difficulty removed, only kept a few reasonable ones as below.<br>Physical: Wraiths, Swarms, Night Marauders.<br>Magic: Unravellers, Wailing Beasts.<br>Fire: Burning Skeletons (including warriors, archers, mages), Burning Souls, Magma Demons.<br>Cold: Snow Yetis.<br>Lightning: Will-o-Wisps except Burning Souls, Flying Scimitars.<br>Poison: Machines, Structures, Flying Scimitars.</li>



<li>No immune monsters in normal difficulty, except for machines and structures, they're always immune to poison.</li>



<li>No immune non-champion monsters in Nightmare difficulty, except for machines and structures, they're always immune to poison.</li>



<li>Except for some 'obviously should be' ones, most champion monsters in Nightmare and Hell difficulty would have to own both 'magic resist' and a 'enhanced' MonUMod to acquire certain immunity.</li>



<li>Monster Resists Greatly Readjusted, basic rules as below~<br>Undead: Very high Poison resist, pretty high Elemental and Physical resists as well except Magic resist, Mostly, NOT all.<br>Demons: Notably higher Fire resist and zero Poison resist, Mostly, NOT all.<br>Wild Animals: Zero Fire resist, Mostly, NOT all.<br>Insects: Negative Fire resist except 'Hell Swarm' and 'Fire Spider'; Negative Poison resist.<br>Succubus: Just like Andariel, Very high Poison resist and Negative Fire resist.<br>Non-Undead Casters: Higher Magic resist, and Zero Physical resist, Mostly, NOT all.<br>Lumber and Botany: Negative Fire resist, Very high Poison resist and pretty high Cold resist, Mostly, NOT all.<br>Humanoid: Average All Elemental resists but Zero Poison resist, Mostly, NOT all.<br>Amphibious: Notably high Poison and Fire resist and Zero Cold resist, Mostly, NOT all.<br>Fire Theme Creatures: Notably high Fire resist and Negative Cold resist, Mostly, NOT all, some of them Cannot be Frozen.<br>Cold Theme Creatures: Notably high Cold resist and Cannot be Frozen, but Negative Fire resist, Mostly, NOT all.<br>Pandemonium Balrogs: No longer immune to 5, changed to 90%</li>



<li>As modifications above would bring great advantage to Elemental damage builds, Fire, Cold and Lightning attacks would receive some damage penalty in Nightmare and even more in Hell difficulty.</li>



<li>Guest monsters no longer appear in Act 5, instead, they replaced champion monsters in Normal difficulty and Areas lower than level 85 of Act 1, 2 and 3 of Nightmare and Hell difficulties, also replaced monsters with the same names of Areas level 85 or higher in Nightmare and Hell difficulties of Act 1, 2 and 3 and ALL of Act 4 and 5. This would be highly challenging.</li>



<li>Defense stat works on most ranged monsters' missiles, including magical ones, even their CTCs.</li>



<li>Fulfilled more types of monsters' 'no freeze', 'stun attack' or 'steals MP' descriptions.</li>



<li>Melee monsters attack more fluently in Nightmare and Hell difficulties, except those 'Chargers'.</li>



<li>Monsters below are no longer 'large', so they could be knockback by Molten Boulder:<br>Minions, Bigheads, Flying Scimitars, Frog Demons, Vile Mothers, Fingermages.</li>



<li>Monsters below are set to 'large', so they couldn't be knockback by 'Molten Boulder':<br>Balrogs.</li>



<li>Most monsters can't be knocked back are set to 'large' so 'Molten Boulder' won't roll over them:<br>Structures, Griswold, Machines such as Catapults, etc.</li>



<li>Simulate monsters below as 'flat', so they couldn't be knockback by anything but being able to be rolled over by 'Molten Boulder' then suffer massive damage from it:<br>Sandmaggots, Baby Sandmaggots, Sandmaggot Queens, Swarms.</li>



<li>Monsters below are set to 'shrunken', won't be able to steal HP or MP from them:<br>Wraith Series, Bone Fetish Series, Fingermage Series, Doom Knight Series, Thornhulk Series, Imp Series, Frozenhorror Series.</li>



<li>Simulate some monsters that should bleed green blood really bleed green:<br>Insects, Spiders, Regurgitators, Frogs, etc</li>



<li>Traps or Fire Towers and some structures are changed to 3rd party monsters, would attack everything, even each other.</li>



<li>Those extra solid Towers, Nests and Sarcophaguses now have an impressive chance to drop trinkets or runes, spending time to smash them would be more worthy.</li>



<li>When 'Nests' spawned as unique, their minions would be what they spawn instead of themselves, so there would be no longer a massive pack of Nests anymore, but blue Champion packs are still Nests.</li>



<li>Nests may not appear through random monster spawning, might spawn what they spawn instead.</li>



<li>All petite monsters spawn in huge packs had their HP and defense halved. This would make them easier to be killed by AOE skills. Beware, 'Fallens' are not included.</li>



<li>Most monsters no longer have their light radius.</li>



<li>Mana stealing monsters had their stealing values readjusted much lower.</li>



<li>Fulfilled most monsters that missing palshift in vanilla, to make them can change colors when being Champion or Unique ones.</li>



<li>Bloody themed monsters have higher HP recovery rate and can openwounds.</li>



<li>All Self-Explosive Monsters' exploding logic Remade and improved.</li>
</ol>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Monster Skills</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/other/monster-skills/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/other/monster-skills/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:45:43 +0000</pubDate>
				<category><![CDATA[1. Common Monsters]]></category>
		<category><![CDATA[8. Others]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=136</guid>

					<description><![CDATA[Trivia: In both Chinese versions, 'Warped' Fallen Serie's names were translated to a term meaning 'Teleport', which is indeed an explanation of 'Warp', but maybe actually it should be meaning 'Twisted' here in English not 'Teleport'. Since my earliest players are all Chinese speakers, making them 'Teleporting' would just match the name and more challenging.]]></description>
										<content:encoded><![CDATA[
<ol class="wp-block-list">
<li>Siege Beasts: Their earthshaking skill now dealing damage normally.</li>



<li>Flesh Lancers: Can use Jab and Zeal.</li>



<li>Flesh Archer: Can use Multiple Shot.</li>



<li>Oblivion Knights: No longer cast Life Tap.</li>



<li>Warped Ones: Can Warp at your face.</li>



<li>Warped Shamans: May Warp away when get hit.</li>
</ol>



<p class="wp-block-paragraph">Trivia: In both Chinese versions, 'Warped' Fallen Serie's names were translated to a term meaning 'Teleport', which is indeed an explanation of 'Warp', but maybe actually it should be meaning 'Twisted' here in English not 'Teleport'. Since my earliest players are all Chinese speakers, making them 'Teleporting' would just match the name and more challenging.</p>



<ol start="7" class="wp-block-list">
<li>Monster Curses: Can stack except 'Amplify Damage', 'Decrepify', 'Lower Resist' and 'Blood Mana', but duration is half of player version, Curse Resisting skills or stats are useless to those can stack, for 'Amplify Damage', 'Decrepify' and 'Lower Resist', enemy monster versions' values are same as vanilla, won't be limited by hard points like player versions, 'Lower Resist' cast by monsters can also lower your magic resist.</li>



<li>Monster Smite: Changed to 'Bash' logic so they won't 'always hit'.</li>



<li>Guest Sand Raider Series: Adjusted their elemental enchanting skills' elemtype to be same as common ones.</li>



<li>Guest Sand Raider Flurry: Ugly animation bug fixed.</li>



<li>Greater Mummies' Resurrect and Healing Skills: Fulfilled overlays and made healing functional.</li>



<li>Monster version Arctic Blast: Return fire bug fixed.</li>



<li>Monster version Bone Spirit: Same as vanilla, not the player version.</li>



<li>Defiler Serie's Impregnant skills: Can spawn more Pain Worm Series.</li>



<li>Diablo's Armageddon: Same as vanilla, not the player version.</li>



<li>Diablo's Bone Prison: Logic changed to be same as player version, and the original skill renamed to 'Hell Cage' and remade as a CTC skill, used on certain items.</li>



<li>Baal's Inferno: Adjusted missile animation to make the tentacles within showing clearer.</li>



<li>Monster's Elemental Archery Skills: Replaced missile type with specific ones to make their skill leveling work, and no longer freezing player's minions.</li>



<li>Monster's Glacial Spike: Replaced missile type with specific ones to make their skill leveling work, no longer freezing player's minions.</li>



<li>Monster's Concentrate: Splash Damage much weaker than player version.</li>



<li>Blood Mana: Changed to HP and MP Draining, as switching MP cost to HP would be more useful in later versions.</li>



<li>Monster's Hydra: Unlike player version, almost same as vanilla but even weaker.</li>



<li>All monsters' Lightning damage adjusted to min-damage 1 but keeping average damage same as before.</li>



<li>Catapult missiles may hurt their fellow monsters as well, fixed a bug that caused cold missiles dealing no damage.</li>



<li>Catapult Fire missile changed to a better animation.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/skill/mon/fcata.jpg" alt=""/></figure>



<ol start="26" class="wp-block-list">
<li>Diablo's Red Lightning Hose can hit close range targets in Nightmare and Hell difficulties now.</li>
</ol>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/skill/mon/diablight.jpg" alt=""/></figure>



<ol start="27" class="wp-block-list">
<li>Fixed the vanilla BUG that made 'Blood Star' doesn't link with its skill's magic damage.</li>



<li>Fixed the vanilla BUG that made Abyss Knight's 'Bone Armor' can't absorb damage.</li>



<li>Fixed the vanilla BUG that causing Fallen Shaman's fire missile desync.</li>



<li>Fixed the vanilla BUG that causing Achmel's Unraveller minions' 'Unholy Bolt' has no damage.</li>



<li>Added extra poison damage to Regurgitators' corpse spitting.</li>



<li>Zakarum Heal percentage reduced.</li>



<li>Fixed the vanilla BUG that causing Mephisto's Lightning has no damage.</li>



<li>All Monster 'Frenzy' are double hits now.</li>
</ol>
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