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	<title>6. Druid - Lonegirl Studios</title>
	<atom:link href="https://lonegirl.net/eng/category/mod/tde/lore/skill/dru/feed/" rel="self" type="application/rss+xml" />
	<link>https://lonegirl.net/eng</link>
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		<title>Elemental Skills</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/dru/elemental-skills/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/dru/elemental-skills/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:23:04 +0000</pubDate>
				<category><![CDATA[6. Druid]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=124</guid>

					<description><![CDATA[Firestorm: Cooldown removed but using slower cast rate, the maker missiles can attack through water or void and damage targets above them but won't deploy ground fire on them. Molten Boulder: Cooldown removed but using slower cast rate, adjusted rolling speed and missile duration to increase range, slightly increased fire duration after explosion. Ground fire [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph"><strong>Firestorm</strong>: Cooldown removed but using slower cast rate, the maker missiles can attack through water or void and damage targets above them but won't deploy ground fire on them.</p>



<p class="wp-block-paragraph"><strong>Molten Boulder</strong>: Cooldown removed but using slower cast rate, adjusted rolling speed and missile duration to increase range, slightly increased fire duration after explosion. Ground fire has a chance to knockback.</p>



<p class="wp-block-paragraph"><strong>Arctic Blast</strong>: Has a chance to knockback, greatly improved damage logic, which means fake grinding turned true.</p>



<p class="wp-block-paragraph"><strong>Fissure</strong>: NHD removed, density increased, slightly lowered damage, changed damage display to DPS instead of direct damage per frame.</p>



<p class="wp-block-paragraph"><strong>Cyclone Armor</strong>: Available when shapeshifting, cannot be frozen feature added.</p>



<p class="wp-block-paragraph"><strong>Twister</strong>: NHD removed, so it could be much better since it has a grinding behavior.</p>



<p class="wp-block-paragraph"><strong>Volcano</strong>: NHD removed, could be cast behind walls, knockback ability removed, synergy skill damage bonus increased. This is an extremely deadly skill against single, big, slow targets.</p>



<p class="wp-block-paragraph"><strong>Tornado</strong>: Collides NOTHING, meaning walls or other blocks won't stop the missile, but also lose hitting damage, now the damage only dealt through its Periodic Explosions. The exploding rate and radius are greatly enhanced but with random logic. Don't worry about IMBA in multiplayer since this is NOT a multiplayer MOD at all.</p>



<p class="wp-block-paragraph"><strong>Armageddon</strong>: Totally remade, switched to 'Thunderstorm' logic, meteor shards would directly hit targets in a proper rate, keep exploding and ground fire effects. Physical damage increased to be equal as fire damage and could also receive synergy skill bonuses. Ground fire display bug fixed. Duration also increased by skill level, and shares base duration with 'Hurricane'.</p>



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



<p class="wp-block-paragraph"><strong>Hurricane</strong>: Available when shapeshifting, changed damage logic to per frame with damage value readjusted. Duration also increased by skill level, and shares base duration with 'Armageddon', Damage synergy skills switched to 'Cyclone Amor' and 'Arctic Blast'.</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/skill/dru/hrcn.jpg" alt=""/></figure>
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			</item>
		<item>
		<title>Shape Shifting Skills</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/dru/shape-shifting-skills/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/dru/shape-shifting-skills/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:20:16 +0000</pubDate>
				<category><![CDATA[6. Druid]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=122</guid>

					<description><![CDATA[Greatly increased blocking animation speed when shapeshifting, equipping shields or fringes won't be problem anymore. Totally changed attack speed system when shapeshifting, which would bring important effects as below: Lycanthropy: Grants extra defense against missiles, readjusted HP bonus of Werewolf and Werebear, Bear form's value would be x2 as Wolf form, if the caster is [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Greatly increased blocking animation speed when shapeshifting, equipping shields or fringes won't be problem anymore.</p>



<p class="wp-block-paragraph">Totally changed attack speed system when shapeshifting, which would bring important effects as below:</p>



<ol class="wp-block-list">
<li>No longer breaking A1 and A2 animation speed cap, so 4F 'Fire Claws' won't exist anymore</li>



<li>No longer specifically rely on weapon IAS, any attack speed stat would be as useful.</li>



<li>Human form weapon class IAS breakpoints no longer effect transformed, only werewolf or werebear's animation speed should be considered.</li>



<li>Base weapon speed is also important, a Demon Crossbow with -60 base speed is definitely much easier to reach the fastest breakpoint.</li>



<li>I am too lazy to calculate a new IAS breakpoint table for you <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f61b.png" alt="😛" class="wp-smiley" style="height: 1em; max-height: 1em;" /></li>
</ol>



<p class="wp-block-paragraph"><strong>Lycanthropy</strong>: Grants extra defense against missiles, readjusted HP bonus of Werewolf and Werebear, Bear form's value would be x2 as Wolf form, if the caster is NOT a Druid, would NOT bonus HP to Shapeshifting skills.</p>



<p class="wp-block-paragraph"><strong>Werebear</strong>: Grants extra faster block rate.</p>



<p class="wp-block-paragraph"><strong>Feral Rage</strong>: Switched attack speed bonus to critical strike chance.</p>



<p class="wp-block-paragraph"><strong>Maul</strong>: Direct damage bonus added, charged damage bonus has extra multiplying with direct damage bonus and 'Werebear' damage bonus.</p>



<p class="wp-block-paragraph"><strong>Fire Claws</strong>: Explodes on hit, half the vanilla damage but also inherits fire damage from other sources.</p>



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



<p class="wp-block-paragraph"><strong>Rabies</strong>: Synergy skill switched to 'Hunger' and greatly increased synergy skill bonus, a special type of 'Plague Damage' added, as an extra enhancement, as this type of damage would ignore enemy resists.</p>



<p class="wp-block-paragraph"><strong>Hunger</strong>: Totally remade, changed to a passive skill offering HP and MP stealing when shapeshifting.</p>



<p class="wp-block-paragraph"><strong>Shock Wave</strong>: NHD Removed to make its damage a bit higher vs close targets, also accepts 'Werebear' damage bonus.</p>



<p class="wp-block-paragraph"><strong>Fury</strong>: Uninterruptable, automatically switch to normal attack if no MP, Changed to 'Double Swing' Logic, much cooler graphic, lower miss hit chance, but max targets reduced to 2.</p>
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			</item>
		<item>
		<title>Summoning Skills</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/dru/summoning-skills/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/dru/summoning-skills/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:16:45 +0000</pubDate>
				<category><![CDATA[6. Druid]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=120</guid>

					<description><![CDATA[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, [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">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.</p>



<p class="wp-block-paragraph">All vines are now immune to poison, more HP bonus through character level, cannot be summoned in town, can summon behind walls.</p>



<p class="wp-block-paragraph">Wolves and Grizzly now display their resistant in skill panel, but they no longer have light radius, and now they could be summoned together.</p>



<p class="wp-block-paragraph">Totem Spirits' Auras applied to all team members in Towns.</p>



<p class="wp-block-paragraph"><strong>Raven</strong>: Replaced by '<strong>Mark of Nature</strong>', shoots a missile with bows or crossbows, imbued with elemental power. When shot by bows, it would convert physical damage to fire, and to lightning when shot by crossbows. The missile would mark the target, lower their defense and greatly slower their hit recovery and block animation. All other summoning skill would synergy its damage.</p>



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



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



<p class="wp-block-paragraph"><strong>Poison Creeper</strong>: Ability of slowing targets retrieved, also increased poison damage through character leveling up and ignores target resist.</p>



<p class="wp-block-paragraph"><strong>Spirit of Barbs</strong>: Extra thorns percent increased through character level, base value also greatly increased.</p>



<p class="wp-block-paragraph"><strong>Summon Spirit Wolf</strong>: Could be summoned behind walls, extra HP increased in Nightmare and Hell difficulties, can walk through water, void and bars. Now they can teleport at enemies to give them a surprising attack. Damage type changed to magic, which makes them useful when facing physical immune enemies, 'Mark of Nature' when using Bows or Crossbows would synergy its damage.</p>



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



<p class="wp-block-paragraph"><strong>Carrion Vines</strong>: Merged with vanilla 'Solar Creeper', to summon a branched vine, two different branches would separately consume corpses to replenish your HP or MP. It can't be targeted or attacked by enemies anymore.</p>



<p class="wp-block-paragraph"><strong>Summon Dire Wolf</strong>: Extra HP increased in Nightmare and Hell difficulties, greatly increased damage bonused by eating corpse, corpse eating skill works on fleshless corpses as well and would heal its HP after eating. 'Mark of Nature' when using Bows or Crossbows would synergy its damage.</p>



<p class="wp-block-paragraph"><strong>Solar Creeper</strong>: Totally remade, it would bring a vast light radius, best torch in this extra dark MOD. Also, it would flash the enemies, weaken them by reducing their attack ratings and block chance, slowing their spell cast rate, but most caster foes don't use SC animation, so this function is not so powerful as the former 2.</p>



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



<p class="wp-block-paragraph"><strong>Summon Grizzly</strong>: Smite bug fixed, now it can stun target correctly, 'Mark of Nature' when using Bows or Crossbows would synergy its damage as well.</p>
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			</item>
		<item>
		<title>Druid Summery</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/dru/druid-summery/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/dru/druid-summery/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:12:08 +0000</pubDate>
				<category><![CDATA[6. Druid]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=118</guid>

					<description><![CDATA[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 [&#8230;]]]></description>
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<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Diablo II MOD: The Dark Exile Druid Skills" width="500" height="281" src="https://www.youtube.com/embed/A4NRN9xq07Q?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p class="wp-block-paragraph">Fulfilled barehand A2 animation.</p>



<p class="wp-block-paragraph">All human shape Hit Recovery rate animation reduced to while using 1 handed slash weapon, to make certain spells casting rate really slowed.</p>



<p class="wp-block-paragraph">Shapeshifted A1 animation length increased to 16 frames.</p>



<p class="wp-block-paragraph">Shapeshifted A2 animation switched to S3, as it's more like a 'Left hand attack', which should be used by a Shapeshifted Barbarian when dual wielding.</p>



<p class="wp-block-paragraph">Shapeshifted S3 animation bug fixed and switched this Biting animation to A2.</p>



<p class="wp-block-paragraph">Move original '<strong>Raven</strong>' skill to initial, could be summoned behind walls, extra damage increased through character level, (almost) no longer disappears, a bit more aggressive. 1 more to summon per 10 character levels, summoning number caps at 10. Also, it has a proper light radius, makes it useful in this extra dark MOD. Snd now they display buff state overlays on them, to avoid misunderstanding, because they do accept buffs instead of refusing them.</p>



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