All summoning skills available when shapeshifting, all golems could no longer be stunned, all skeleton summoning skills would require a corpse with flesh.
Raise Skeleton: More fluently attacking in Nightmare and Hell difficulties, increased HP and defense in Normal difficulty, HP bonus rate rearranged, Much higher in earlier levels but lower in later levels. AI enhanced, may attack what you click at as priority. They would equip ‘low quality’, ‘normal’ or ‘superior’ armors or weapons by skill level to make them more effective in battle, and when this skill and ‘Skeleton Mastery’ both reached maximum level, they would have a chance to launch a Triple Strike in ‘Zeal’ logic.
Skeleton Mastery: Switch scythes to highest level weapons in appearance.

Raise Skeleton Mage: Greatly increased damage, more fluently casting in Nightmare and Hell difficulties, cold ones’ chill length removed to make them no longer destroying corpses. AI enhanced, may attack what you click at as priority. They would equip ‘low quality’, ‘normal’ or ‘superior’ armors by skill level to make them more effective in battle, and when this skill and ‘Skeleton Mastery’ both reached maximum level, they would have a chance to cast explosive spells. Also, they could be good torches in this extra dark MOD, due to enhancements above, they no longer have physical damage.
Clay Golem: Immune to Poison, has a chance to spray mud pile and slows multiple targets, added a new skill to dig into ground and climb out at the face of enemies, then sprays a circle of mud pile to slow them all; AI remade to be able to primarily target what you click at.


Golem Mastery: Also enhanced defense and damage, fire or lightning damage for fire or iron golems included. Change the formula co-working with synergies among golems from adding to multiplying, which would greatly make the synergies more valuable.
Blood Golem: Increased damage and IQ and have a chance to open wounds. It would eat corpses to make itself ‘Blood Rage’ which would grant damage and movement speed bonus, replenish HP after eating.
Iron Golem: Increased damage and IQ so that it won’t accidentally get lost anymore. Extra thorns percent increased by character level. Can’t regen HP automatically but would absorb lightning damage to heal itself. It could eat a corpse with flesh to gain extra lightning damage then heals HP, and if you summon one with lightning skill CTC items, those skills would do more damage than expected; if summoned with Indestructible items, would be immune to physical; if summoned with auto replenishing dur or quantity items, would automatically replenish HP. Iron Golems can’t be frozen, since such event would bring a bug if it’s summoned from an aura item.
Fire Golem: Immune to Poison, greatly increased damage, really great I mean. Now a Fire Golem has the top damage among all summoned pets. But its IQ would be very low. It has a chance to make an explosive hit and would release a powerful Fire Nova to damage any enemy nearby when being killed, not being unsummoned or replaced of course. As a cost, it has 66% chance to cremate corpses of common monsters slayed by it. Now it loses the ability of HP regen. Fire Golem can walk through bars, water or void, but as it’s so stupid, it may get jammed there. Fire Golem’s Cold resist starts at -100% and ‘Summon Resist’ won’t bonus its Cold resist, but Physical resist starts at 75%.

Revive: Can summon behind walls, Time Limit Removed but has a number limit similar as ‘Raise Skeleton’. Leveling up the skill would make them more powerful, not just physical damage but also spells. However, no more movement speed bonus, so beware, they are easier to get lost. Also, this skill would no longer bonus extra HP percent, but this stat still receive synergy from ‘Skeleton Mastery’.


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