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<channel>
	<title>3. Character &amp; Skills - Lonegirl Studios</title>
	<atom:link href="https://lonegirl.net/eng/category/mod/tde/lore/skill/feed/" rel="self" type="application/rss+xml" />
	<link>https://lonegirl.net/eng</link>
	<description></description>
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	<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>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>
</ol>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Other Skills</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/other/other-skills/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/other/other-skills/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:41:35 +0000</pubDate>
				<category><![CDATA[8. Others]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=134</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
<ol class="wp-block-list">
<li>CTC skills: Remade into similar skills, with slightly different names but fully synergized, so that they would be useful instead of fireworks. But if a spell's original skill does not belong to Sorceress, Sorceress' Elemental Mastery skills only give it 1/4 value of bonus, if cast by an enemy monster, would be NO synergy version.</li>



<li>Staff charged spells: Remade into similar skills, with slightly different names but fully synergized, so that they would be useful instead of wasting suffixes. But if a spell's original skill does not belong to Sorceress, Sorceress' Elemental Mastery skills only give it 1/4 value of bonus.</li>



<li>Item offered or item charged physical combat skills: Remade into similar skills, with slightly different names but merged synergy system to their own levels, to make them more useful but not overpowered.</li>



<li>Equipped elemental damage auras: Remade into similar skills, with slightly different names, if you are NOT a Sorceress, their damage would be partially synergized, which means without 'Salvation' synergy bonus, this would make them useful on those non-Paladin builds. When their level equal to or greater than 30, synergy factors switched to those of 'Salvation' instead of single resist auras. If an item offers 'Holy Shock' like aura summoned into an Iron Golem, it would use 'Salvation' synergy value and can only accept Lightning Mastery Stats ONCE.</li>



<li>Warping: A new skill that replaced most 'Teleport' skill on items, including the famous 'Enigma' Rune Word. It's almost the same as 'Teleport' but can't go through walls.</li>
</ol>



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



<ol start="6" class="wp-block-list">
<li>CTC &amp; staff charged version 'Bone Spirit': Keeps vanilla damage logic but fully synergized.</li>



<li>CTC 'Charged Bolt', 'Twister', 'Tornado', 'Firestorm', 'Poison Nova': When triggered by hitting or killing target, releasing location switched to the target instead of yourself.</li>



<li>CTC &amp; staff charged version 'Venom': Unlike player version, if the caster is NOT Assassin, would not make your attack ignoring Demon Creatures' resisits.</li>



<li>CTC &amp; staff charged version 'Frozen Orb': Unlike player version, keeps vanilla logic but had its on-hit BUG fixed.</li>



<li>CTC &amp; staff charged 'Meteor': Unlike the player version, larger explosion radius, ground fire won't block enemies.</li>



<li>Staff charged 'Vengeance': Unlike the player version, it still works as vanilla, NO Punish damage, 1 handed weapons available, but counted as 'Duel Skill'.</li>



<li>Mercs or summoned minions could be affected by 'Terror' or 'Blind' states, but not Golems, Valkyries, Spirit Ancestors, Saints, etc...</li>



<li>Some items would offer nice summoning skills, and some of them are limited as below, only one type of summoned ones could exist in the same group~ 
<ul class="wp-block-list">
<li>Low Minions: Generally, they're weaker but larger in numbers.</li>



<li>Medium Minions: Generally, they're average in both numbers and power.</li>



<li>High Minions: Generally, they're very powerful but only 1 in numbers.</li>
</ul>
</li>



<li>'Hydra' type skills elsewhere won't change along with Sorceress version, just damage improved and cooldown reduced fully synergized versions.</li>



<li>Staff or CTC version 'Bone Spear': Unlike the player version, it doesn't grind.</li>



<li>CTC version 'Enchant': Except for which on 'Immortal King' Set, would be unlike the player version, only apply to yourself.</li>
</ol>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Martial Arts</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/asn/martial-arts/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/asn/martial-arts/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:39:45 +0000</pubDate>
				<category><![CDATA[7. Assassin]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=132</guid>

					<description><![CDATA[Kick damage Str/Dex bonus param changed from str 1.2 to str/dex 0.9 each. Elemental charge-up skills now correctly receive elemental masteries. Greatly increased attack rating related stats to charging skills. All final strikes are now uninterruptable, attack rating bonuses switched to be scaled with character level instead of skill level. Missing hits problem of elemental [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Kick damage Str/Dex bonus param changed from str 1.2 to str/dex 0.9 each.</p>



<p>Elemental charge-up skills now correctly receive elemental masteries.</p>



<p>Greatly increased attack rating related stats to charging skills.</p>



<p>All final strikes are now uninterruptable, attack rating bonuses switched to be scaled with character level instead of skill level.</p>



<p>Missing hits problem of elemental charge-up skills somehow solved.</p>



<p><strong>Tiger Strike</strong>: Damage bonus increased by 25%.</p>



<p><strong>Fist of Fire</strong>: Moved the last 2 charges forward and brings Meteor from 'Phoenix Strike' to its 3rd charge, slightly balanced the damage.</p>



<p><strong>Dragon Talon</strong>: Decrease knockback chance against champions, attack rating bonus scaling would be reasonable.</p>



<p><strong>Dragon Claw</strong>: Screaming sound and attack speed penalty removed, attack rating bonus scaling would be reasonable.</p>



<p><strong>Claws of Thunder</strong>: Moved the last 2 charges forward and brings Chain Lightning from 'Phoenix Strike' to its 3rd charge, Nova's NHD decreased to 1F, other NHD removed, missile overlays changed to some cooler style.</p>



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



<p><strong>Cobra Strike</strong>: Mana cost removed, uninterruptable, if spent 20 hard points on it, ALL your Physical Melee Combat Skills would ignore target resists, which would make 'Dragon Tail' always have a Full Value basic damage for further calculation.</p>



<p><strong>Dragon Tail</strong>: Attack speed penalty removed, attack rating bonus scaling is incredible, Fire damage Radius randomly change between vanilla and x2.</p>



<p><strong>Blade of Ice</strong>: Moved the last 2 charges forward and brings Chaos Bolts from Phoenix Strike to its 3rd charge and made the bolts able to pierce target, missile overlays changed to some cooler style. 2nd charge-up's area freezing function changed to an ice pool on ground, using ground fire damage logic and have freezing function removed, to avoid missing hits when target got frozen.</p>



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



<p><strong>Dragon Flight</strong>: Cooldown removed, lowering MP cost per level, attack rating bonus scaling is incredible.</p>



<p><strong>Phoenix Strike</strong>: Changed to a passive skill that increases elemental damage of elemental charging skills.</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Shadow Disciplines</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/asn/shadow-disciplines/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/asn/shadow-disciplines/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:37:20 +0000</pubDate>
				<category><![CDATA[7. Assassin]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=130</guid>

					<description><![CDATA[Fixed some stat-display bugs on Shadow summoning skills' panel, removed shadows' shadow projecting and made their colors dumber to make them looked more like 'shadows', removed the screaming sound of shadows on get hit. Psychic Hammer: Replaced by 'Tactical Acrobat', a swift rolling action, making the assassin rush into or escape from battle easier. Knockback [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Fixed some stat-display bugs on Shadow summoning skills' panel, removed shadows' shadow projecting and made their colors dumber to make them looked more like 'shadows', removed the screaming sound of shadows on get hit.</p>



<p><strong>Psychic Hammer</strong>: Replaced by '<strong>Tactical Acrobat</strong>', a swift rolling action, making the assassin rush into or escape from battle easier. Knockback and Stuns enemy if hits. Can move through monsters, very useful when you blocked by Traps you mistakenly placed.</p>



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



<p><strong>Burst of Speed</strong>: Could be triggered by CTC, available when shapeshifting.</p>



<p><strong>Cloak of Shadows</strong>: Animation changed to S3, available when shapeshifting, crash bug fixed, hardcoded cooldown bypassed, now you can cast it freely.</p>



<p><strong>Fade</strong>: Available when shapeshifting, show every bonus in skill panel.</p>



<p><strong>Shadow Warrior</strong>: Can be summoned behind walls, can use 'Dragon Flight' more frequently, but can't use 'Tactical Acrobat' and 'Psychic Hammer' anymore, inherits your Crush Blow, Open Wounds and Double Damage type stats, and after skill level 40, would equip Unique Armors and Trinkets.</p>



<p><strong>Venom</strong>: Casting overlay fulfilled, greatly increased poison damage and bypasses Demon creature's resistance, poison duration reduced to 5F.</p>



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



<p><strong>Shadow Master</strong>: Can NOT be summoned behind walls anymore, more often to use 'Cobra Strike', can deploy Traps that would not conflict with the player, no longer using 'Mind Blast'.</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Traps</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/asn/traps/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/asn/traps/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:33:58 +0000</pubDate>
				<category><![CDATA[7. Assassin]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=128</guid>

					<description><![CDATA[Lightning traps have their light radius now. All traps would inherit your elemental mastery or pierce stats. Traps now must be deployed next to you with S3 animation, no more ranged deploying, 1 collide size added, so they would block monsters, even yourself. Fire traps and Death Sentry are no longer unique monsters. Fulfilled hit [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Lightning traps have their light radius now.</p>



<p>All traps would inherit your elemental mastery or pierce stats.</p>



<p>Traps now must be deployed next to you with S3 animation, no more ranged deploying, 1 collide size added, so they would block monsters, even yourself.</p>



<p>Fire traps and Death Sentry are no longer unique monsters.</p>



<p>Fulfilled hit overlay of traps' missiles.</p>



<p><strong>Fire Blast</strong>: Added physical damage equal to fire, exploding delay after landing increased to 5 min, but explodes at once when colliding, so it now could be used as a land mine.</p>



<p><strong>Shock Web</strong>: Cooldown and NHD removed, damage behavior changed to ground fire logic, but DPS is same as vanilla.</p>



<p><strong>Blade Sentinel</strong>: NHD reduced to 4F, Cooldown removed, no longer considered as traps, endless summoning amounts. Skill physical damage could be enhanced by non-weapon damage percent bonus. Can fly across rivers or through bars, can trigger most effects except CTC skills or HP/MP stealing.</p>



<p><strong>Charged Bolt Sentry</strong>: 1 extra shot per 3 skill levels, adds 'Shock Web' as damage synergy skill and greatly increased related skills' damage synergy bonus, but reasonably decreased sensing and missile range.</p>



<p><strong>Wake of Fire</strong>: NHD removed, greatly increased synergy skill bonus, Fire Blast would synergy 1 extra shot per 3 levels, reasonably decreased sensing and missile range.</p>



<p><strong>Blade Fury</strong>: Damage up to 100% weapon damage, Blizzard abandoned feature retrieved! The blade would now split into 5 smaller ones on hit, and the smaller blades would further split into 3 even smaller ones on later hit, damage of split ones would be half of their mother blades and cannot trigger CTCs. Skill physical damage could be enhanced by non-weapon damage percent bonus.</p>



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



<p><strong>Lightning Sentry</strong>: Reasonably increased related skills' damage synergy bonus and make their attacks more fluently.</p>



<p><strong>Wake of Inferno</strong>: Greatly improved damage logic which means fake grinding turned true, also ignoring resists of demon creatures, sensing range enlarged but would fire at what out of missile range in lower level.</p>



<p><strong>Death Sentry</strong>: Synergy skill 'Lightning Sentry' switched to 'Fire Blast', missile overlay changed to red lightning, added physical damage equal to lightning.</p>



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



<p><strong>Blade Shield</strong>: Cast and State Overlay fulfilled, available when shapeshifting, 2 handed weapons won't half their damage, damaging rate up to 5F, Defense percent bonus added, can trigger CTCs or other effects, skill damage could be enhanced by non-weapon damage percentage bonuses, the BUG that interrupts 'Dragon Talon' and 'Dragon Tail' fixed, however, in order to avoid possible problems, it could no longer be cast within towns.</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/skill/asn/bldshd.jpg" alt=""/></figure>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Assassin Summery</title>
		<link>https://lonegirl.net/eng/mod/tde/lore/skill/asn/assassin-summery/</link>
					<comments>https://lonegirl.net/eng/mod/tde/lore/skill/asn/assassin-summery/#respond</comments>
		
		<dc:creator><![CDATA[Nagahaku]]></dc:creator>
		<pubDate>Sat, 27 Jul 2024 10:31:26 +0000</pubDate>
				<category><![CDATA[7. Assassin]]></category>
		<guid isPermaLink="false">https://lonegirl.net/eng/?p=126</guid>

					<description><![CDATA[Fulfilled S3 animation. Greatly increased attack speed with 2 handed swords. Move 'Psychic Hammer' to initial skill, damage and other functions increasing by character level and 'energy' stat.]]></description>
										<content:encoded><![CDATA[
<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 Assassin Skills" width="500" height="281" src="https://www.youtube.com/embed/ut5-1Kdm20Q?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>
</div></figure>



<p>Fulfilled S3 animation.</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://lonegirl.net/media/pic/tde/skill/asn/asns3.jpg" alt=""/></figure>



<p>Greatly increased attack speed with 2 handed swords.</p>



<p>Move '<strong>Psychic Hammer</strong>' to initial skill, damage and other functions increasing by character level and 'energy' stat.</p>
]]></content:encoded>
					
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			</item>
		<item>
		<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><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><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><strong>Arctic Blast</strong>: Has a chance to knockback, greatly improved damage logic, which means fake grinding turned true.</p>



<p><strong>Fissure</strong>: NHD removed, density increased, slightly lowered damage, changed damage display to DPS instead of direct damage per frame.</p>



<p><strong>Cyclone Armor</strong>: Available when shapeshifting, cannot be frozen feature added.</p>



<p><strong>Twister</strong>: NHD removed, so it could be much better since it has a grinding behavior.</p>



<p><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><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><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><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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		<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>Greatly increased blocking animation speed when shapeshifting, equipping shields or fringes won't be problem anymore.</p>



<p>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><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><strong>Werebear</strong>: Grants extra faster block rate.</p>



<p><strong>Feral Rage</strong>: Switched attack speed bonus to critical strike chance.</p>



<p><strong>Maul</strong>: Direct damage bonus added, charged damage bonus has extra multiplying with direct damage bonus and 'Werebear' damage bonus.</p>



<p><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><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><strong>Hunger</strong>: Totally remade, changed to a passive skill offering HP and MP stealing when shapeshifting.</p>



<p><strong>Shock Wave</strong>: NHD Removed to make its damage a bit higher vs close targets, also accepts 'Werebear' damage bonus.</p>



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



<p>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>Totem Spirits' Auras applied to all team members in Towns.</p>



<p><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><strong>Poison Creeper</strong>: Ability of slowing targets retrieved, also increased poison damage through character leveling up and ignores target resist.</p>



<p><strong>Spirit of Barbs</strong>: Extra thorns percent increased through character level, base value also greatly increased.</p>



<p><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><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><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><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><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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		<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>
</div></figure>



<p>Fulfilled barehand A2 animation.</p>



<p>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>Shapeshifted A1 animation length increased to 16 frames.</p>



<p>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>Shapeshifted S3 animation bug fixed and switched this Biting animation to A2.</p>



<p>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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