This document describes changes to vanilla skills. Each entry includes:

Skill Name
(element|archetype)
[synergy: amount at level 20]
description of changes

Element describes how it will behave and be modified by related element type stats. There are a total of 11 elements: Fire, Cold, Lightning, Poison, Physical, Magic, Life Drain (skills with a strong relation to life), Mana Drain (skills with a strong relation to mana), Stamina Drain (skills with a strong relation to stamina or increased action rates), Stun and Motley (skills with a variety of represented elements).

If a skill has more than one element described (such as in Vengeance with cold;fire+lightning) then the first listed is the primary element type and gains all the benefits of its element (as described in ElemTypes and Stats), while the other elements are lesser element types, and only gain some of the benefits (which will be described in this document under the description). In all cases, only the primary element benefits from + to a specific element (so for Vengeance, +1 to cold skills increases its skill level, but +1 to fire or lightning skills does not)

Archetypes describe either what the source is or what kind of theme it has, and ultimately how it will be modified by related archetype type stats. See the Archetypes section of Stats for further explanation.

Synergy describes the maximum amount of increases for a given skill from hard points (this will appear with normal text coloration) as well as in some cases softpoints or from item stats (this will appear with blue text coloration). Synergies can also be changed by certain stats. See the Synergy section of Stats for further explanation. 



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[GENERAL CHANGES]
[SELECTION CHANGES]
[SHARED]
[AMAZON]
[ASSASSIN]
[BARBARIAN]
[DRUID]
[NECROMANCER]
[PALADIN]
[SORCERESS]
[MONSTER] This sections describes the ways vanilla skills change when operated by certain monsters. This is information is not really relevant to the player unless it is noticed that the supposedly monster-only effects are leaking over to the player due to a mistake.

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[GENERAL CHANGES]

The missile that comes out from the user when casting a curse is now 25% longer, showing the entire animation length instead of ending abruptly.

Skills now have complete descriptions; some of these changes are described in this doucument for the relevant skills, some are not.
Nextdelay is described as immunity to delayed missiles.
Lastcollide is described as not hitting the same target consecutively.
If a missile can make use of piercing chance from the skill or items, then it is described as "can pierce" (as opposed to always piercing, which is the case for skills like Bone Spear or Nova).
All skills have a "-type", which describes how they generally interact with various stats.
All skills now describe their elemental type and archetype; a skill of a given element is boosted by bonuses to that element, and archetypes either describe which character skills it is boosted by or which archetype masteries apply (if it is a non-character oskill).
Any additional unusual qualities of a skill are described, such as: if it is blockable (if it is a spell), if it isn't blockable (if it is an attack), if it modifies your own block chance, if it has hidden explosions (tornado), firing rate/number of releases, hidden damage types (armageddon), new functionality (Vengeance's new interaction with skill damage), if it ignores a few stats that its "-type" would normally use (Sacrifice, Impale), etc.
{Some skills require "grafts", which confer an aura to control skill functionality. If this is necessary, it is described on the skill.}

Skill vernacular is standardized:
Skills that used to say they give walk/run speed now correctly say they give velocity (velocity is uncapped, whereas run/walk speed has breakpoints). 
Skills now say what kind of damage they give; damage percent is applied to the character, whereas hit damage is only applied to a hit with the skill (this is a particularly relevant distinction for this mod, since weapon-type damage on attack/striking for weapons does not take into account hit effects).
Mastery skills that give critical strike now correctly say they give mastery strike (either mastery strike, critical strike or deadly strike applies, but each will try to apply).

If a skill gives or applies an amount of fire/cold/lightning/poison damage, then skill damage will apply. Skills no longer pretend to apply skill damage while not actually applying it (see Molten Boulder and Armageddon), nor do they ignore skill damage for no apparent reason (charge-up skills).

Damage percent is now more complicated, it can exist as hit damage and harm damage. Hit damage applies to direct hits, like by whacking a monster with a hammer or shooting a bow at them, whereas harm damage applies to the residual damage that comes from chance to cast Harm found on most weapons. Most vanilla skills now give hit damage (this isn't really a change to those skills, just a clarification of function based on this new system).



---

[SELECTION CHANGES]

Although technically not a change to any skill, these changes have been implemented to make Cloak of Shadows function without crashing: for the Mummy Sarcophagi and Crow Nests the change is indescernible for the player (thanks to Nagahaku of D2mods); whereas Evil Demon Huts, Korlic and Talic are now immune to Cloak of Shadows by keeping them out of the Aurafilter (this also confers immunity to Sanctuary and Slow Missiles due to the specific filter being shared). {I've also heard that Trapped Souls cause crashes, but I haven't experienced that myself; if it is the case, then I can fix it}

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[SHARED]

Identify and Town Portal can no longer be cast manually; this is to reduce the number of skills on the Speed Bar (60 is the limit). If someone wants these, then I can re-implement them on some special unique charm or graft.

Attack now describes the damage of each tier of Harm, as well as your current damage radius (in units of feet, 3 feet = 1 yard).


---

[AMAZON]

[Magic Arrow]
(magic|amazon)
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
Added damage increased and scales with breakpoints, giving a base of +2 damage and +2/4/6/8/10 damage per level.
The character screen now calculates the average added damage from Magic Arrow, taking into account your percentage damage bonuses from dexterity and other sources (it only averages when taking into account percent minimum and maximum enhanced damage).

[Fire Arrow]
(fire|amazon)
[synergy: 480% fire damage]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
Deals 2x more fire damage at all levels.
Now has a travel range of 60 (used to have 40).
Now has generalized synergies.
---
Synergies:
Amazon Fire Skills: +12% Fire Damage per Level
Amazon Cold, Physical, Magic, Stamina Drain, Motley Skills: +6% Fire Damage per Level
[Synergy Limit: +0/480]
---


[Cold Arrow]
(cold|amazon)
[synergy: 480% cold damage]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
No longer pretends to deal half damage.
Deals 2x more cold damage at all levels.
Now has a travel range of 40 (used to have 20; this is especially relevant for Act 1 hirelings).
Now has generalized synergies.
---
Synergies:
Amazon Cold Skills: +12% Cold Damage per Level
Amazon Fire, Magic, Physical, Stamina Drain, Motley Skills: +6% Fire Damage per Level
[Synergy Limit: +0/480]
---


[Multiple Shot]
(magic|amazon)
Weapon damage is now 100%.
Still starts with 2 trigger missile and gains another trigger missile every 12 additional levels (so you gain another at levels 13, 25, 37, 49...).

[Exploding Arrow]
(fire|amazon)
[synergy: 480% fire damage]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
Now gains synergy from Immolation Arrow.

[Ice Arrow]
(cold|amazon)
[synergy: 320% cold damage|100% freeze length]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
Freezing Arrow now gives this skill an additional damage synergy of +8%.
Now describes its hidden cold length to freeze conversion, as well as showing the true freezing length.
Now applies accumulating reduced cold resistance to targets on noninitial hits (every successive hit after the first) for as long as the freeze duration; this reduction subtracts directly from resistance and as such is equivalently reducing on immunes and non-immunes.
{might want to make the overlay smaller}

[Guided Arrow]
(physical|amazon)
Now has a base of 60% enhanced damage and gains 15% enhanced damage per level.
Now reduces the blocking, dodging, avoiding and evading of targets that it passes over and collides with for a short duration.
Also substantially reduces the defense of targets that it passes over and collides with for the same duration.

[Strafe]
(stamina drain|amazon)
Changed the description so that it describes lastcollide.
Weapon damage is now 100%.
When using a bow, each shot has a nextdelay of 3 frames (this should make it so all of your arrows hit, probably).
When using a crossbow, each shot has no nextdelay, meaning that every bolt you shoot will hit a target at least once (this will probably only make a difference against overlapping enemies).
Gains +1% enhanced damage per Percent Drain Efficacy.

[Immolation Arrow]
(fire|amazon)
[synergy: 100% fire damage|100% fire damage per second]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
20% increased explosion damage (this is the same as vanilla 1.13c).
Fire duration is 33% longer (this is the same as vanilla 1.13c).
Explosion radius is 33% larger (this is the same as vanilla 1.13c).
Fire radius is 50% larger (this is the same as vanilla 1.13c).
Burn synergy is doubled.
Burning damage is increased by fire skill damage (it used to pretend it was increased by fire skill damage, but wasn't).

[Freezing Arrow]
(cold|amazon)
[synergy: 240% cold damage|100% freeze length]
No longer pretends to give attack rating.
Now adds 30 + 9% attack rating per level to Penetrate if it is the highest level arrow skill that gives attack rating, but only if you have the Dodgy Graft.
Now describes its hidden cold length to freeze conversion, as well as showing the true freezing length.

[Inner Sight]
(physical|amazon)
Now also directly subtracts from enemy block rate, by 5% + 1% per level.

[Critical Strike]
(physical|amazon)
Gains 30 +10% maximum enhanced damage per level.

[Dodge]
(physical|amazon)
Now can be toggled (if you have a Dodgy Token), allowing you to control if Dodge, Avoid and Evade are active.
Toggling is uninterruptible.
When toggled, it gives 50% + 5% damage per level and 25% + 5% defense per level; this effect requires the Dodgy Token.
Has a synergy with Jab, giving +3% damage and defense per base level.
Has an accrued synergy with itemized dodge, giving +3% damage and defense per stat.
Active dodging cannot exceed 65% chance (if you have a Dodgy Token); if it does, the excess is converted to +3% damage and defense per stat.
While dodging, faster hit recovery is added as attack rate, which directly increases the speed at which you dodge.

[Slow Missiles]
(stamina drain|amazon)
Now also slows targets by 5% + 1% per 2 levels.
Percent Drain Efficacy increases the slow target percentage by a percent increase.

[Avoid]
(life drain|amazon)
Now can be toggled (if you have a Dodgy Token), allowing you to control if Dodge, Avoid and Evade are active.
Toggling is uninterruptible.
When toggled, it gives 10% + 1% max life per level; this effect requires the Dodgy Token.
Has a synergy with Impale, giving +2% max life per base level.
Has an accrued synergy with itemized avoid, giving +1% maximum life per point.
Active avoiding cannot exceed 75% chance (if you have a Dodgy Token); if it does, the excess is converted to +1% maximum life per stat.
While dodging, faster hit recovery is added as attack rate, which directly increases the speed at which you avoid.

[Penetrate]
(physical|amazon)
Now gains a bonus to attack rating equivalent to the highest penetrate bonus of your bow/crossbow skills, but only if you have the Dodgy Graft.

[Decoy]
(life drain|amazon)
It may appear that the life bonus was reduced, but it is still the same, the only difference is how it is calculated in the description; description now says the exact amount of life it will spawn with, as well as the total percentage it takes from the player (taking into account both the percent of life it takes from the player and the percent life bonus it receives based on level) and also its quaternity (fire/cold/lightning/poison) resistances.
Percent Drain Efficacy adds +0.5% to Your Life Used.

[Evade]
(stamina drain|amazon)
Now can be toggled (if you have a Dodgy Token), allowing you to control if Dodge, Avoid and Evade are active.
Toggling is uninterruptible.
When toggled, it gives 11% + 1% velocity per level and 0 + 1% cast rate per level; this effect requires the Dodgy Token.
Has a synergy with Fend, giving +1% velocity and cast rate per base level.
Has an accrued synergy with itemized evade, giving +1% velocity and cast rate per stat.
Active evading cannot exceed 65% chance (if you have a Dodgy Token); if it does, the excess is converted to +1% velocity and cast rate per stat.
While dodging, faster hit recovery is added as attack rate, which directly increases the speed at which you evade.

[Valkyrie]
(motley|amazon)
[synergy: 400% life|+800 attack rating|+80% to all Resistances]
Now gains a magic ring at level 11 and a second magic ring at level 19.
Magic rings are replaced with a rare rings at levels 23 and 28.
The resistance synergy from Decoy and the current total resistance bonus of the Valkyrie is now described.
The Valkyrie now only gains 1 resistance per level (used to be 2 in vanilla) (the resistance cap is still at 85% to all resistances).
Now gains Pierce.
Now uses the player's total levels in Critical Strike, Dodge, Avoid and Evade (and also Pierce) instead of base level.

[Pierce]
(motley|amazon)
Gains 24 +8% enhanced minimum damage per level.
{add this to the amazon graft so that if the player's total pierce goes over 100%, then the excess is converted to percent minimum damage; maybe like every 1% pierce is 2% minimum damage}

[Jab]
(physical|amazon)
Now has 0% enhanced damage at level 1 (instead of -15%).

[Power Strike]
(lightning|amazon)
Attack rating now actually functions (in vanilla, it only pretends to do something).
Lightning damage is no longer appended to your attack, but rather to your character; meaning that it is added to everything else while you are attacking (e.g. your weapon's area of effect damage).
Now has generalized synergies.
---
Synergies:
Amazon Lightning, Poison, Physical, Life and Stamina Drain Skills: +40% Lightning Damage per Levels
Amazon Fire, Cold, Magic, Motley Skills: +15% Lightning Damage per Levels
[Synergy Limit: +0/1600]
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[Poison Javelin]
(poison|amazon)
Poison rate is 3x from levels 9-16 and 4x for levels 17+.
No longer has a skill delay.
Now has the range of a normal javelin throw.
Maximum damage increased by +4% beyond level 28 (this prevents the minimum damage from exceeding the maximum at very high levels).
Now has generalized synergies.
---
Synergies:
Plague Javelin: +12% Poison Damage per Level
Amazon Life and Stamina Drain Skills: +5% Poison Damage per Levels
Amazon Motley Skills: +4% Poison Damage per Levels
Amazon Physical Skills: +3% Poison Damage per Levels
[Synergy Limit: +0/240%]
---


[Impale]
(life drain|amazon)
Can no longer be interrupted by anything except Dodge, Avoid and Evade.
Critical strike, Deadly Strike and Mastery Strike are converted into a multiplier to the enhanced damage and can exceed 100% (note that Impale cannot benefit from damage doubling, so this is my workaround to that issue).
The character's total durability across all equipped items is added directly as enhanced damage (you might notice that the bonus given by a javelin-type weapon is far lower than that of its quantity; this is because javelins have very low durability that is not shown on the item).
Percent Drain Efficacy is added directly as enhanced damage.
Gives an equal amount of harm damage as it does hit damage while attacking.

[Lightning Bolt]
(lightning|amazon)
[synergy: 240% lightning damage]
Now deals 100% weapon damage.
Deals 3x damage.

[Charged Strike]
(lightning|amazon)
[synergy: 400% lightning damage]
Bolts can now pierce.

[Plague Javelin]
(poison|amazon)
[synergy: 200% poison damage]
Poison rate is doubled.
Now always hits instead of having attack rating (in vanilla, the attack rating didn't work at all).
Skill delay is now 2 seconds (instead of 4).
Now has 0.5x the range of a javelin throw (used to have 0.375x the range).


[Fend]
(stamina drain|amazon)
Now by far the fastest attack in the game when you get past the first attack in the sequence (this strongly benefits weapons with longer reach).
Now tells you the number of hits it attempts.
Now gives 1 +1 hit per skill level (used to have 12 hits at all levels).
Percent Drain Efficacy is added directly as enhanced damage.


[Lightning Strike]
(lightning|amazon)
[synergy: 640% lightning damage]
Radius and nextdelay are now displayed.
Still has the same amount of synergy, but it gains it all from itself (this should make Lightning Strike very useful for hybrids, since it doesn't really have much use for a pure lightningzon).

[Lightning Fury]
(lightning|amazon)
[synergy: 80% lightning damage]
Lightning Fury now always explodes (this doesn't actually change how it functions, it just makes it so you can see the bolts even when it runs out of range or runs into a wall).

[ASSASSIN]

[Fire Blast]
(fire|assassin)
Now has generalized synergies.
---
Synergies:
Psychic Hammer, Mind Blast: +18% Fire Damage per Level
Assassin Fire, Cold, Lightning, Poison, Motley Skills: +9% Fire Damage per Levels
[Synergy Limit: +0/1080]
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[Shock Web]
(lightning|assassin)
[synergy: 660% lightning damage|+6.67 missiles]
No longer has a skill delay.
Duration now increases by 0.04 seconds per level.

[Blade Sentinel]
(physical|assassin)
No longer has a cast delay.
No longer deals halved damage with two handed weapons.
No longer has a weapon damage penalty.
Now is simultaneously considered a "Blade" and a "Trap"; it gains all the benefits that both of these groups would gain, in addition to not counting toward the trap limit.
Now deals +4 minimum damage.
Now calculates its true average damage, taking into account percent damage, as well as the strength and dexterity boni depending on your weapon type.
Now gains the user's -% enemy quaternity resistance.

[Charged Bolt Sentry]
(lightning|assassin)
[synergy: 360% lightning damage|+6.67 bolts|+5 shots]
Now shoots 1 extra bolt.

[Wake of Fire]
(fire|assassin)
[synergy: 320% fire damage]
No longer has nextdelay (before the missiles had 0.20 seconds of nextdelay, which significantly reduced its damage output and made it awkward to use effectively).
Now gains a +8% fire damage synergy from Death Sentry.

[Blade Fury]
(physical|assassin)
No longer deals halved damage with two handed weapons.
No longer has a weapon damage penalty.
Now uses total attack speed from skills and items: with no modifiers, it takes 6 frames to release a blade (giving ~4.17 attacks per second, the same as vanilla), but with every 75% attack speed, it goes down a frame, to a minimum of 3 frames (so at 75%, you have 5 attacks per second, and at 150% you shoot 6.25 attacks per second, and at 225% you shoot 8.33 attacks per second); however, this also means that slow weapons, decrepify, holy freeze and cold can slow down your attack rate. Note that your secondary weapon does not count towards this attack speed.
Base minimum damage is increased by 2.
Now shows its current attack rating.
Now calculates its true average damage, taking into account percent damage, as well as the strength and dexterity boni depending on your weapon type.
Now can pierce.

[Lightning Sentry]
(lightning|assassin)
[synergy: 720% lightning damage]

[Wake of Inferno]
(fire|assassin)
[synergy: 540% fire damage|+10 yards]
Now shoots out size 3 fire puffs which should greatly increase its area of effect and damage output.
Puffs now move 50% faster.

[Death Sentry]
(motley|assassin)
[synergy: 240% lightning damage|+6.67 shots]

[Blade Shield]
(physical|assassin)
No longer deals halved damage with two handed weapons.
Now has +29 minimum damage.
Now deals 4x base damage and gains 16x damage per breakpoint.
Skill description now pre-emptively applies damage penalty to the skill damage.
Character screen description now accurately determines the skill damage added to weapon damage, including the weapon damage penalty.
Applies (-152+2*lvl)% harm damage and -1 harm range while active.
Now applies Claw Mastery's enhanced damage to the skill damage (note that unlike Blade Fury, this damage is spell damage, so strength, dexterity and damage percent do not help it).

[Claw Mastery]
(physical|assassin)
[synergy: +20 seconds]
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.
Now scales up to 35% critical strike chance.
Now gives +1 charge duration to charge-up skills per level.
Now has a synergy from Dragon Claw that gives +1 charge duration per second per level.
Now gives attack rating to all weapons instead of only giving it to claws.

[Psychic Hammer]
(magic|assassin)
Deals double base damage
Gains 2x damage up to level 8.
Gains 5x damage up to level 16.
Gains 10x damage after level 16.
Each further damage breakpoint gains doubled the last (so the next breakpoint is 20x, and then 40x) (deals ~6000 physical and 6000 magic damage at level 60).
Description now includes the increasing chance of knockbacking champions/uniques and bosses.

[Burst of Speed]
(stamina drain|assassin)
[synergy: +20% movement speed|+20% attack rate]
Now gains a self-synergy of +1% movement speed and attack rate per base level.
Now a passive that is always active (as long as you have the Vibrant Graft), unless Fade is active in which case it is inactivated.

[Weapon Block]
(motley|assassin)
[synergy: +10% block chance]
Now gains +1% block chance per two base levels (at level 60 with 20 base levels, this gives a 75% chance to block).

[Cloak of Shadows]
(stun|assassin)
Now subtracts from enemy block rate by 6% +1% per level.
Personal defense bonus is now 5% per level.
Although technically not a change to the skill itself, all of the known crashes were fixed (see [MONSTER SELECTION CHANGES]).

[Fade]
(motley|assassin)
[synergy: +20% to quaternity resistances]
Now gains a self-synergy of +1% to quaternity (fire, cold, lightning, poison) resistance per level.
Physical damage reduction is now displayed.
Duration is now virtually forever.
Now will not function unless you have the Vibrant Graft.
Can be toggled; casting once turns it on (enabling Fade and disabling Burst of Speed), casting again turns it off (disabling Fade and enabling Burst of Speed).

[Shadow Warrior]
(motley|assassin)
Now has a delay after each action of 0.24 seconds (used to be 0.60 seconds).
The messed up stat override bug was fixed, so all of her aurastats will not be identical to aurastat2, and all of her passivestats will not be equal to passivestat2: now gains 40*lvl attack rating (instead of 12*lvl), still gains 12*lvl defense% and strength/dexterity.
Now describes what level she borrows your skills at, as well as her skill level bonus.
Now gains +1 to all skills for 0.04 seconds on attack (this is only here to update her passives, otherwise she will not take in her passive synergy benefits).
Can now use passives, including Claw Mastery, Burst of Speed, Weapon Block and Venom; she has level 1 in them even if you have not invested in these skills.

[Mind Blast]
(stun|assassin)
Base damage is doubled.
Gains 2x damage up to level 8.
Gains 5x damage up to level 16.
Gains 5x damage after level 16.
Each further damage breakpoint gains doubled the last (so the next breakpoint is 10x, and then 20x) (deals ~6000 damage at level 60).

[Venom]
(poison|assassin)
Now a passive skill that only functions if you have the Vibrant Graft (it still double dips with skill damage, but it will constantly update based on your current skill damage).
Gains +0.04 seconds of override duration per level.

[Shadow Master]
(motley|assassin)
Now has a delay after each action of 0.24 seconds (used to be 0.60 seconds).
Spawns with the Toggle Activator (which is necessary for Burst of Speed, Fade and Venom to function).
The messed up stat override bug was fixed, so all of her aurastats will not be identical to aurastat2, and all of her passivestats will not be equal to passivestat2: now gains 40*lvl attack rating (instead of 10*lvl), still gains 10*lvl strength/dexterity.
Now describes what level she borrows your skill levels at, as well as her skill level bonus.

[Tiger Strike]
(physical|assassin)
Charges now last for 20 seconds (used to last for 9 seconds).
Gives +3% enhanced hit and harm damage per charge per level if you have the Charged Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
Releases an increasingly powerful "Tiger Harm", which is like Harm except it gains increased percent damage from Tiger Strike.
Tiger Harm radius is equivalent to your attack Harm radius, down to a minimum of 6 Feet (this is significant for 0-range weapons and 0/1-range weapons used with Blade Shield).
{The LCS may be bugged.}


[Dragon Talon]
(stamina drain|assassin)
Gains 35% attack rating per level (same as vanilla 1.13c).
Description updated to explain that only the first kick gains the charge-up bonus; also that it does not benefit from damage doubling, added physical damage and undead/demon damage.
Gains +1% to number of kicks per Drain Efficacy.
No longer listed on the LCS due to the impossibility of accurate damage calculations; instead the damage is displayed on the skill itself (including elemental damage and enhanced damage, which the vanilla display would not); also includes the base added kick damage from Strength and Dexterity.

[Fists of Fire]
(fire|assassin)
[synergy: 240% fire damage]
Charges now last for 20 seconds (used to last for 9 seconds).
Hidden fire damage conversion is now displayed on the skill.
Fire skill damage now applies to the fire damage over time.
The player's fire damage now adds to the damage of the Charge 2 fire explosion.
Fire pyres are now size 3 (used to be size 2; this means it will hit more easily and more pyres will be able to hit at a time).
Radius of the explosion and pyre area now increases by 2/3rds yards every 5 levels.
Explosion radius is doubled if you have one Phoenix Strike Charge.
Fire pyre duration now increases by 0.16 seconds per level.
Now displays fire pyre duration.
Gives +1% fire skill damage per active charge per level if you have the Charged Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
{The LCS may be bugged.}

[Dragon Claw] [Dragon Blade]
(physical|assassin)
[synergy: +80% enhanced damage]
Now has a +4% enhanced damage synergy from Claw Mastery (same as vanilla 1.13c).
The assassin now starts with the skill Dragon Blade, which functions much like vanilla Dragon Claw; Dragon Blade's damage and attack rating scales directly off of Dragon Claw.
Dragon Claw IS NOT a finishing move.
Dragon Blade IS a finishing move.
Dragon Claw CAN be interrupted.
Dragon Blade CANNOT be interrupted.
Both Dragon Claw and Dragon Blade gain 1/3rd of the first charge added damage of Fists of Fire, Claws of Thunder and Blades of Ice, per charge, meaning with full charges you gain 100% of the first charge damage of that charge-up skill (before factoring in the charge-up bonus multiplier) {NOTE: Dragon Claw does not gain minimum lightning damage since there are only six aurastats available and the function it uses only supports enhanced damage via an aurastat; the enhanced damage is gained via aurastat and replaces the minimum lightning damage; this constitutes a negligible difference in total added lightning damage}.
Dragon Claw has a charge-up bonus multiplier that starts out at -99% and increases by +1% per level.
Dragon Blade has a charge-up bonus multiplier that starts out at 3% and increases by +3% per level.
Dragon Claw DOES NOT gain the charge-up attack rating bonus.
Dragon Blade DOES gain the charge-up attack rating bonus.
Dragon Claw loses all bonus damage from Fists of Fire, Claws of Thunder and Blades of Ice if you have any Phoenix Strike charges.
Dragon Blade functions as normal with Phoenix Strike charges.
Dragon Claw functions as normal with Tiger Strike charges.
Dragon Blade gains 2x the passive charge benefit of Tiger Strike charges, which is further multiplied by the charge-up bonus multiplier.

[Cobra Strike]
(motley|assassin)
Charges now last for 20 seconds (used to last for 9 seconds).
Gives 1% poison skill damage per level per charge if you have the Charged Graft in your inventory.
Each active charge adds on to the current poison override length of Venom if you have the Shifting Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
Now applies the player's poison damage to all enemies within radius on the third charge.
Your number of Phoenix Strike charges multiplies the radius of your poison damage (with both zero and one charges being equal to a 1x multiplier).
Now stacks charges instead of releasing the current level charge; this means the first charge gives 40% life steal, the second gives 80% life steal and 40% mana steal and the third charge gives 80% life steal, 40% mana steal and poison damage radius {ideally it would give the same amount of life and mana steal at max charges ala vanilla, but this cannot be easily fixed}.
{The LCS may be bugged.}

[Claws of Thunder]
(lightning|assassin)
[synergy: 240% lightning damage]
Charges now last for 20 seconds (used to last for 9 seconds).
The first charge damage is now added both to the finishing hit and within your Harm Radius.
The third charge bolts no longer have nextdelay (this used to work very poorly, since both the nova and bolts had nextdelay, meaning if you release all three charges, then most targets would only be hit by the nova since it would move out faster than the bolts, resulting in terrible damage).
Description updated so that the second and third charges take lightning skill damage into account (previously, the lightning skill damage was being applied, but it just didn't update on the skill description).
Lightning skill damage now applies to the nova and bolts.
Gives +1% lightning skill damage per charge per level if you have the Charged Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
Chaos lightning count of Phoenix Strike is increased by the number of Claws of Thunder charges.
Charged bolt count is massively increased if you have two Phoenix Strike charges.
{The LCS may be bugged.}

[Dragon Tail]
(fire|assassin)
Fire Damage is now directly increased by +% Fire Skill Damage instead of the final fire damage being increased (this should result in the same damage as in vanilla).
Now has a base attack rating of 40%.
Range is now multiplied by your Phoenix Strike charges + 1.
Description updated to show the previously hidden -40% attack speed; also how the fire damage is based on how much physical damage you deal to your target; also to explain that it does not benefit from damage doubling, added physical damage and undead/demon damage.
No longer listed on the LCS due to the impossibility of accurate damage calculations; instead the damage is displayed on the skill itself (including enhanced damage, which the vanilla display would not); includes both the Kick Damage and Explosion Damage.
Dragon Tail now shows the reduced explosion damage as a result of Fists of Fire conversion (since reduced physical kick damage means reduced resulting fire explosion damage).
{should add the fire damage from weapons/charges onto the dragon tail explosion, thereby making it not complete garbage if converted; but it should only add if you have fist of fire charges}
{
NEW FOF COOPERATION:

(1) change current kick dmg skilldesc so that they are reduced by fire conv%
{NOTHING BELOW THIS LINE HAS BEEN IMPLEMENTED}
(2) add in a new dragon tail srvmissile that explodes with radius equivalent to dragon tail (synergy sets its damage to 0 unless you have 1+ progressive_fire charges); this missile deals PHYSICAL damage (so Dragon Tail = Physical to Fire, and Converted to Fire Dragon Tail = Fire to Physical; it creates a kind of loop, or tailing; this would mainly only be useful for FOF builds that want to kill fire immunes)
(3) add in a new skilldesc that shows the amount of converted fire damage separately



CLC FOR FIRE TO PHYS EXPLOSION:
mindam=3
maxdam=4
syn=averagekicksyn+averagebootkickdmg
syn multiplier1=skill('fists of fire'.clc1)-100
syn multiplier2=stat('harmdamagepercent'.accr)+(120*stat('strength'.accr))/100






}

[Blades of Ice]
(cold|assassin)
[synergy: 160% cold damage]
Charges now last for 20 seconds (used to last for 9 seconds).
The first charge damage is now added both to the finishing hit and within your Harm Radius.
The second charge explosion and third charge freeze radius is now equal (note that the freeze cubes are not equally distributed over the radius, so there are likely to be monsters that are hit by the second charge, but not the third charge).
The third charge ice spawning now melts away instead of phasing out of existence.
The explosion and freeze radius increases by 2/3rds of a yard every 7 levels.
Gives 1% cold skill damage per charge per level if you have the Charged Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
{The LCS may be bugged.}


[Dragon Flight]
(stamina drain|assassin)
No longer has a skill delay.
Description updated to explain that it does not benefit from damage doubling, added physical damage and undead/demon damage.
Now displays the attack range in yards.
Gains 1/5th of its percent kick damage as percent harm damage.
Gains +1% harm damage per accrued Drain Efficacy.
No longer listed on the LCS due to the impossibility of accurate damage calculations; instead the damage is displayed on the skill itself (including elemental damage and enhanced damage, which the vanilla display would not); also includes the base added kick damage from Strength and Dexterity.


[Phoenix Strike]
(motley|assassin)
[synergy: 200% fire damage|120% fire damage per second|200% cold damage|260% lightning damage]
Charges now last for 20 seconds (used to last for 9 seconds).
Meteor explosion and meteor fire are now both affected by fire skill damage.
Now displays meteor fire duration.
Chain lightning is now affected by lightning skill damage.
Chain lightning now has a nextdelay of 1 (used to be 4).
Chain lightning is now size 3 (used to be size 2).
Chaos lightning count is increased by the number of Claws of Thunder charges.
Chaos ice bolts are now affected by cold skill damage.
Chaos ice now has a nextdelay of 1 (used to be 4).
Chaos ice no longer has lastcollide.
Chaos ice bolts increase by 1 per level.
Chaos ice bolt count is multiplied by the number of Blades of Ice charges active plus 1 (meaning if you have all 3 charges, you get 4x the bolts).
Chaos ice bolt range now increases by 0.16 seconds per level.
Chaos ice bolts now make little ice explosions when they collide or decay (graphical change).
Gives +1% attack speed per charge per level if you have the Charge Graft in your inventory.
Cannot be interrupted.
Now displays the range of attack rating, instead of the attack rating per hit.
{The LCS may be bugged.}

---

[BARBARIAN]

[Bash]
(stun|barbarian)
Added damage is now displayed as drain damage with an explanation of its function (in vanilla, it never actually added on except when calculating life and mana steal, hence it now being called drain damage).
Added drain damage is 10x at all levels.
Now has a +5% drain damage synergy from Battle Orders.
Now gains +1% drain damage per Percent Drain Efficacy.

[Leap]
(stun|barbarian)
Now passively acts as a combat skill multiplier, multiplying the stats of almost all combat skills by 2% per level: this includes Percent Damage, Percent Attack Rating, Drain Damage (Bash), Attack Speed (Double Swing and Frenzy), Run/Walk Speed (Frenzy), Stun Duration (Stun; applies to both the base duration and to the duration synergy), Defense (Concentrate), Damage Resistance (Concentrate), Deadly Strike (Concentrate), Duration (Frenzy); Magic Damage Conversion (Concentrate and Frenzy) and Duration/Reduced Defense (Berserk) are not changed by this multiplier.

[Double Swing]
(stamina drain|barbarian)
[synergy: +200% enhanced damage]
Now gains +3% enhanced damage per level.
Now displays its base attack speed bonus, which has been increased to 51%.
Now gains +1% attack speed per additional level.
Gains +1% attack speed and enhanced damage per Percent Drain Efficacy.

[Stun]
(stun|barbarian)
[synergy: +160% enhanced damage|+100% attack rating|+100% stun duration]
Now gains +8% enhanced damage per level.
Now applies reduced hit recovery, block rate and block chance to enemies in a small radius, with the amount increasing with dimishing returns by the same progression as weapon masteries.

[Double Throw]
(physical|barbarian)
[synergy: +160% enhanced damage]
Now starts with 30% enhanced damage.
Now gains +6% enhanced damage per level.
Percent damage now adds passively to you while you are wielding a throwing weapon; this even applies when attacking in melee, although it may not necessarily apply if you are using a throwing and non-throwing weapon simultaneously (this depends on how quickly the game updates the value, which should usually be faster than the time it takes for the next, non-throwing weapon hit to occur); this behavior requires the Crude Graft.
Due to the above, the LCS is now accurate when calculating Double Throw's damage (it used to wrongly think +dmg% and +throwing dmg% were multiplicative instead of additive).

[Leap Attack]
(physical|barbarian)
[synergy: +1000% enhanced damage]
Now gains +100% enhanced damage per level.
Now has +1000% attack rating, gaining an additional +150% per level.
Synergy now gives 50% enhanced damage per level.

[Concentrate]
(magic|barbarian)
[synergy: +600% enhanced damage|converts 20% physical damage to magic damage|+20% physical resistance]
Description updated to properly describe the interaction with its Berserk synergy.
Now gives deadly strike while active, scaling up to 35%.
Now gains +1% damage reduction per point in Iron Skin.
Both Bash and Battle Orders give +15% damage per level.

[Frenzy]
(magic|barbarian)
[synergy: +320% enhanced damage|converts 20% physical damage to magic damage]
Description updated to properly describe the interaction with its Berserk synergy.

[Whirlwind]
(stamina drain|barbarian)
Now costs 12.5 mana per use at level 1 (same as vanilla version 1.13c).
Gains +1% enhanced damage per Percent Drain Efficacy.

[Berserk]
(magic|barbarian)
[synergy: +400% enhanced damage]
Magic damage percent has been replaced with damage percent (this is just a change to make the description more clear; skill magic damage multiplies your total magic damage, while the "magic damage" that was on berserk was the same as enhanced damage).
Now says that it converts 100% of physical damage to magic damage (this is just a change to make the description more clear).

[Sword Mastery]
(physical|barbarian)
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.

[Axe Mastery]
(physical|barbarian)
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.

[Mace Mastery]
(physical|barbarian)
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.

[Polearm Mastery][Pole Arm Mastery]
(physical|barbarian)
Now called Polearm Mastery instead of Pole Arm Mastery.
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Now has double the enhanced damage and attack rating at all levels.
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.

[Throwing Mastery]
(physical|barbarian)
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Now gives pierce, scaling up to 75% at level 60.
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.
Enhanced damage applies to weapons applying Harm when used in both melee and ranged so long as they are capable of being thrown (in contrast, enhanced damage only applies to hits when you are throwing).
Percent damage now adds passively to you while you are wielding a throwing weapon; this even applies when attacking in melee, although it may not necessarily apply if you are using a throwing and non-throwing weapon simultaneously (this depends on how quickly the game updates the value, which should usually be faster than the time it takes for the next, non-throwing weapon hit to occur); this behavior requires the Crude Graft.
Due to the above, the LCS is now accurate when calculating throwing damage (it used to wrongly think +dmg% and +throwing dmg% were multiplicative instead of additive).
This change also fixes the bug where Throwing Mastery's damage bonus applies twice to single-handed throwing; ideally, this would be re-implemented as a feature of single-handed throwing, although I do not presently know of a way of doing this.


[Spear Mastery]
(physical|barbarian)
Critical strike chance now scales up to 35% (same as in vanilla 1.13c).
Now has double the enhanced damage and attack rating at all levels.
Critical strike chance has been renamed to Mastery Strike since they are technically different, which can be relevant in some special cases.

[Increased Stamina]
(stamina drain|barbarian)
Now requires a Crude Token to give any benefits.
No longer directly gives a stamina bonus; instead gives it as a soft synergy to Shout.
Now gains a +1% multiplier per level that increases the percent effectiveness of Increased Speed, Iron Skin and Natural Resistance.
(NOTE: your critical strike chance will fluctuate by +0-1% randomly, which is not shown on the skill itself; this is to make sure your stats are constantly updating).
Increased Stamina also applies to weapon masteries: it takes your highest value (not level) for a given stat found on weapon masteries and gives non-weapon specific percent hit damage, harm damage, attack rating and critical strike (note that critical strike and mastery strike are mutually exclusive, if one succeeds, the other will not be rolled for) as a bonus based on the multiplier (so if you have a mastery with +100% damage to swords and a +10% multiplier, you will gain +10% damage to all weapons); this also applies to pierce which isn't weapon-limited anyways.

[Iron Skin]
(physical|barbarian)
Now requires a Crude Token to give any benefits.

[Increased Speed]
(stamina drain|barbarian)
Now requires a Crude Token to give any benefits.

[Natural Resistance]
(motley|barbarian)
Now requires a Crude Token to give any benefits.

[Howl]
(stun|barbarian)
Now describes the increase in missile velocity.
Missiles are now size 3 (instead of 1) which should theoretically help at higher levels (although I'm not noticing any significant difference).
Gains a +3% missile velocity multiplier per base level in Battle Command.

[Find Potion]
(motley|barbarian)
No longer uses mana.
Now always gives life and mana when used (in addition to a chance of a potion); the recovery is technically a rate given over the duration of casting, so the benefit has been purposely adjusted such that the same amount will be given regardless of cast rate over 0%, although the faster you cast, the faster you will gain the full benefit.
Now has a +10% recovery synergy from Bash, Find Item and Grim Ward, and a +3% to recovery multiplier from Battle Command.
Now has a soft synergy of +1% recovery per point of Drain Efficacy.
You gain an increased recovery if you have a negative cast rate since I only adjusted for increased cast rates; this is not really desirable, but it'd be a pain to fix so it can be considered a feature.

[Taunt]
(stun|barbarian)
[synergy: +800% Increased Damage Taken]
Now applies an equivalent amount of increased damage taken on the target as it does reduced defense and attack rating.
Now has synergy with Warcry, Shout, Battle Cry and Howl, each giving +10% increased damage taken per base level.
Now gains synergy from Battle Command, increasing all of its maluses by +2% per base level (it applies to the increased damage taken's base value and to the synergy).

[Shout]
(physical|barbarian)
[synergy: +200 seconds]
Now acts as a control state of Battle Orders and Battle Command, meaning that these two skills feed into Shout (this means you only need to cast Shout now to gain the benefits of all three).
Now selects between all the sounds of Shout, Battle Orders and Battle Command when used.
Now gains a +1% multiplier to all of its provided bonuses per level of Battle Command.
Takes the duration from Battle Orders or Battle Command if their duration is superior.

[Find Item]
(motley|barbarian)
Now goes up to 63% item find chance at level 60.
Now has a synergy with Battle Command which multiplies the item find chance by +3% per base level (giving a 100% chance with level 20 Battle Command and level 60 Find Item).
Now has a synergy with Find Potion, gaining 5% of Find Potion's life recovery per level.

[Battle Cry]
(physical|barbarian)
Now reduces block rate of enemies by 5% +1% per level.

[Battle Orders]
(motley|barbarian)
Now a passive skill that feeds its bonuses to Shout.

[Grim Ward]
(stun|barbarian)
Now reduces the maximum life of terrorized enemies by 15-50% (diminishing returns).
Gains +1% maximum life reduction per level.

[War Cry]
(stun|barbarian)
[synergy: 600% physical damage]
Now gains 6% damage synergies from Leap and Stun.

[Battle Command]
(motley|barbarian)
Now a passive skill that feeds into Shout.

---

[DRUID]

[Raven]
(motley|druid)
Now also applies -1 enemy defense per hit per level.
Base damage is now 4-8.
Minimum and maximum damage increases cumulatively by 1 damage per damage breakpoint (deals 236 damage at level 60, and 1687 damage at level 60 with level 60 grizzly bear).
Now gains the attack rating and damage benefits of the spirit wolves and the bear.
Now passively gives a 3% velocity bonus per level to itself, the wolves and the bear.
AI delay is now 0.04 seconds (used to be 0.6 seconds).

[Poison Creeper]
(poison|druid)
Now has an AI delay of 0.04 seconds (used to be 0.60 seconds).
Now always spawns with maximum life (used to have randomized life).
Base damage is doubled.
First breakpoint damage is tripled (66-69 poison damage at level 8).
Second breakpoint damage is 10x (441-444 damage at level 16).
Third breakpoint damage is 20x (1144-1148 damage at level 22).
Fourth breakpoint damage is 30x (2340-2349 damage at level 28).
Fifth breakpoint damage is 40x (8871-8874 damage at level 50).
Gains +50% life per level (used to be +25%).
Description updated to show hidden life bonus.
Gains +3% to quaternity resistances per level, up to a maximum of +75%.
Now has a base of 25% poison resistance on all difficulties.
Gains the percent velocity bonus from Raven.
Gains the percent defense bonus from Summon Spirit Wolf.
Gains the percent life bonus from Summon Dire Wolf.
Now tangles allied minions, allowing them to deal its full poison damage (the vines that spawn underneath are graphical).

[Oak Sage]
(life drain|druid)
Now always spawns with maximum life (used to have randomized life).
No longer immune to physical in nightmare difficulty.
Now has 25% physical resistance in all difficulties.
Now has 100% poison resistance in all difficulties.
Borrows 50% of the damage and attack rating bonus of Heart of Wolverine to its own aura (which depends on the level of Oak Sage's Heart of Wolverine skill).
No longer has the skill Oak Sage Aura.
Now has level 1 Oak Sage Aura built into itself as an inherent property, which borrows 100% of the life bonus of Oak Sage to the built-in aura (which depends on the level of Oak Sage's Oak Sage skill) (this allows you to have multiple, different Oak Sages applying the same aura but where only the strongest stats are given; previously, it would only consider which aura is the highest level).
Now fluctuates between giving +1-2% gold find (this is just to force it to constantly update the aura; without it the entire system breaks down).

[Summon Spirit Wolf]
(motley|druid)
Now always spawns with maximum life (used to have randomized life).
Life is doubled on all difficulties.
Now says that it gives +attack rating instead of % attack rating (this is just more honest; in vanilla, it said it gave % attack rating but it really gave +attack rating)
Base attack rating bonus is quadrupled.
Attack rating bonus per level is doubled.
Now has an AI delay between actions of 0.4 seconds (used to be 0.6 seconds).
Maximum wolves is doubled.

[Carrion Vine]
(life drain|druid)
Now has an AI delay of 0.04 seconds (used to be 0.60 seconds).
Now always spawns with maximum life (used to have randomized life).
Gains +3% to quaternity resistances per level, up to a maximum of +75%.
Now has 25% physical resistance on all difficulties.
Description updated to show hidden life bonus.
Gains the percent velocity bonus from Raven.
Gains the percent defense bonus from Summon Spirit Wolf.
Gains the percent life bonus from Summon Dire Wolf.
Now gives as much life steal percent as it gives healing to minions.

[Heart of Wolverine]
(stamina drain|druid)
Now always spawns with maximum life (used to have randomized life).
No longer immune to physical in nightmare difficulty.
Now has 25% physical resistance in all difficulties.
Now has 100% poison resistance in all difficulties.
Now gives 60% +10% attack rating per level.
Now gives 30% +10% enhanced damage per level.
Now gives an attack speed bonus, with diminishing returns up to 25% at level 60.
Borrows 60% of the life bonus from Oak Sage and adds it to its own aura.
No longer has the skill Wolverine Aura.
Now has level 1 Wolverine Aura built into itself as an inherent property, which borrows 100% of the damage and attack rating bonus of Heart of Wolverine to the built-in aura (which depends on the level of Heart of Wolverine's Heart of Wolverine skill) (this allows you to have multiple, different Hearts of Wolverine applying the same aura but where only the strongest stats are given; previously, it would only consider which aura is the highest level).
Now fluctuates between giving +1-2% gold find (this is just to force it to constantly update the aura; without it the entire system breaks down).

[Summon Dire Wolf]
(motley|druid)
Now always spawns with maximum life (used to have randomized life).
Life is doubled on all difficulties.
Maximum number is increased by 1.
No longer cast FenrisRage.
Now cast DirewolfRage, which gives 100% enhanced damage + 10% enhanced damage per level and 0-18% attack speed and 0-36% velocity, speeds scaling up with diminishing returns.
DireWolfRage lasts for 20 seconds, the same duration as FenrisRage.
Now has an AI delay between actions of 0.04 seconds (used to be 0.6 seconds).


[Solar Creeper]
(mana drain|druid)
Now has an AI delay of 0.04 seconds (used to be 0.60 seconds).
Now always spawns with maximum life (used to have randomized life).
Gains +3% to quaternity resistances per level, up to a maximum of 75%.
Now has 75% magic resistance on all difficulties.
Description updated to show hidden life bonus.
Gains the percent velocity bonus from Raven.
Gains the percent defense bonus from Summon Spirit Wolf.
Gains the percent life bonus from Summon Dire Wolf.
Now gives 4% base mana recovery, and up to 24% at level 60.
Gives +1 to all skills to minions, gaining an additional +1 every 8th level.

[Spirit of Barbs]
(physical|druid)
Now always spawns with maximum life (used to have randomized life).
No longer immune to physical in nightmare difficulty.
Now has 25% physical resistance in all difficulties.
Now has 200% poison resistance in all difficulties.
Borrows 80% of the life bonus from Oak Sage and adds it to its own aura.
Borrows 100% of the attack rating and damage bonus from Heart of Wolverine and adds it to its own aura.
No longer has the skill Barbs Aura.
Now has level 1 Barbs Aura built into itself as an inherent property, which borrows 100% of the thorns bonus of Spirit of Barbs to the bult-in aura (which depends on the level of Spirit of Barb's Spirit of Barbs skill) (this allows you to have multiple, different Spirits of Barbs applying the same aura but where only the strongest stats are given; previously, it would only consider which aura is the highest level).
Now fluctuates between giving +1-2% gold find (this is just to force it to constantly update the aura; without it the entire system breaks down).

[Summon Grizzly]
(motley|druid)
Now always spawns with maximum life (used to have randomized life).
Now has an AI delay between actions of 0.04 seconds (used to be 0.6 seconds).
Now has a 100% chance to cast Weak Harm on attack.
Now gains +1 Harm Range every 10th level, up to a maximum of +3.
Gains half of his bonus percent hit damage as percent harm damage.
BearSmite is now described and slightly modified such that it is always level 1 regardless of difficulty (the bear has -3 all skills in Nightmare and -7 all skills in hell); BearSmite now gives +50% hit and harm damage and gains +50% hit and harm damage per level.

[Werewolf]
(physical|druid)
Now lasts virtually indefinitely, but only with hardpoints.
Requires a Shifting Graft to function.

[Lycanthropy]
(life drain|druid)
Now gives Soft Duration, which only matters if you have not placed a hardpoint into Werewolf or Werebear.
Now also gives Charge Duration, giving +1 second per level to Maul and Feral Rage.
Now gives 30 +15 replenish life per level to Werewolf and Werebear (the description multiplies the value by 25/256 to portray the amount you get per second).
Now gives a passive aura that is required for Werewolf and Werebear to fully function; without this, they will not give any benefits; this allows Werewolf and Werebear form to update their stats actively without having to recast those skills.

[Werebear]
(physical|druid)
Damage bonus increased by 15% at all levels, health increased by 25% and armor by 1% per level (same as 1.13c patch).
Now lasts virtually indefinitely, but only with hardpoints.
Requires a Shifting Graft to function.

[Feral Rage]
(life drain|druid)
[synergy: 100% life drain damage]
Now gives 4% life stolen at level 1 (this is the same as vanilla, the description said it gave 8% but it didn't).
Now gives 1% increased velocity per Drain Efficacy.

[Maul]
(stun|druid)
Gains half as much Harm Damage as it does Hit Damage.

[Rabies]
(poison|druid)
Poison damage rate is tripled.
Rabies can travel twice as far.
No longer misses every other hit thanks to mmpx222's "Hunger & Rabies Bug Fix" plugin.
Now has generalized synergies.
---
Synergies:
Poison Creeper: +18% Poison Damage per Level
Druid Motley and Mana Drain Skills: +6% Poison Damage per Levels
Druid Physical, Stamina Drain and Stun Skills: +4% Poison Damage per Levels 
Druid Fire Skills sans Fire Claws: +2% Poison Damage per Levels
[Synergy Limit: +0/360%]
---


[Fire Claws]
(fire|druid)
[synergy: 1760% fire damage]
now a passive skill
No longer necessarily gives an attack rating bonus; if its attack rating exceeds the attack rating of other shapeshifting attacks, then its attack rating is applied, otherwise it is ignored.
The full fire damage bonus is applied to all hits as long as you are shapeshifted.

[Hunger]
(motley|druid)
No longer has a damage penalty (the "damage" penalty was actually a physical damage MULTIPLIER, so if you did 1000 physical damage, it used to reduce it to 250 physical damage).
Life and mana steal values are multiplied by 1/4th (this is effectively unchanged in terms of base stealing since it adjusts for the increased base damage; usually though it is much stronger since your non-hunger steal is no longer reduced).
No longer misses every other hit thanks to mmpx222's "Hunger & Rabies Bug Fix" plugin.
Now gains a percentage increase in life and mana steal from Percent Drain Efficacy.


[Shock Wave]
(stun|druid)
[synergy: 100% physical damage]
Now gains a 5% damage synergy from Maul (same as in vanilla 1.13c).
No longer has nextdelay.

[Fury]
(stamina drain|druid)
Gains +1% enhanced damage per Percent Drain Efficacy.

[Firestorm]
(fire|druid)
[synergy: 920% fire damage]
Now shoots 5 fire streams (used to shoot 3).
Fire streams now travel twice as far.
No longer has a cast delay.
Can now be cast in wereform, but the skill delay becomes 1.2 seconds.

[Molten Boulder]
(fire|druid)
Fire Skill Damage now applies to fire damage per second (used to only pretend that it applies).
Physical and fire hit damage is 2x higher at all levels.
Base fire damage per second is 2x higher, and each breakpoint is 2x/3x/4x/5x/6x higher (with maxed firestorm, this deals 60-84 per second at base, and 316-341/828-853/1413-1437/2235-2260/6257-6282 per second at levels 8/16/22/28/50).
Now has a 0.8 second skill delay.
Can now be cast in wereform, but the delay increases to 2.4 seconds.
Has re-worked synergies to encourage hybridization.
---
Synergies:
Volcano: +10% Damage per Levels
Physical, Mana Drain, Stamina Drain, Stun and Motley Skills: +5% Damage per Level
(Damage Cannot Exceed a Combined Value of +200%)
Other Fire Skills: +8% Fire Damage per Levels
Mana Drain, Stamina Drain, Stun and Motley Skills: +4% Fire Damage per Levels
(Fire Damage Cannot Exceed a Combined Value of +160%)
---

[Arctic Blast]
(cold|druid)
Now deals 3x damage at every single level (tooltip damage might make it seem that it only deals slightly more than vanilla, but that is because the damage calculation was also fixed).
Blasts are now 12x bigger (this also allows them to multihit when enemies are packed together, massively increasing the damage).
Damage calculation is now based off my DPS tests, which determined that this spell deals 0.418x the damage it thinks it does in vanilla (which confuses me, since theoretically it should deal 0.5x the vanilla damage calculation; tests were conducted 7 times with an average kill time of 205 frames, with <1% deviation between min/max values, against 750 life enemies).
Has re-worked synergies to encourage hybridization.
---
Synergies:
Cyclone Armor and Hurricane: +15% Cold Damage per Levels
Mana Drain, Stamina Drain and Stun Skills: +10% Cold Damage per Levels
Motley Skills sans Cyclone Armor: +6% Cold Damage per Levels
(bonus cannot exceed 600%)
---

[Fissure]
(fire|druid)
[synergy: 480% fire damage]
Delay between vent openings is still 0.30 seconds at level 1, but every 6 levels it decreases by 1, down to a minimum delay of 0.04 seconds.
Duration increases by 0.04 seconds per level.
Can now be cast in wereform, but the delay increases to 6 seconds.
Now has generalized synergies.
---
Synergies:
Druid Fire and Mana Drain Skills: +12% Fire Damage per Levels
Druid Poison, Stamina Drain, Stun, Motley Skills: +7% Fire Damage per Levels
[Synergy Limit: +0/480%]
---


[Cyclone Armor]
(motley|druid)
[synergy: 700% damage absorption|+2 Half Freeze Duration|+1 Cannot be Frozen]
Now has a 14% damage absorption synergy from Arctic Blast.
Now gains half freeze duration if you have 10 levels in Arctic Blast and cannot be frozen if you have 20 levels in Arctic Blast.

[Twister]
(stun|druid)
Nextdelay removed (this made it so it can only hit a target once per second).
Now has lastcollide (this makes it so individual twisters cannot hit the same target repeatedly).
Now deals 2x damage at all levels.
Now release +1 Twister every 6 levels in Cyclone Armor.
Can now be cast in wereform, but the delay increases to 1.2 seconds.
Has re-worked synergies to encourage hybridization.
---
Synergies:
Hurricane, Physical and other Stun Skills: +10% Damage per Levels
Molten Boulder, Volcano, Armageddon: +8% Damage per Levels
Motley sans Cyclone Armor; Mana and Stamina Drain Skills: +6% Damage per Levels
[Synergy Limit: +0/400%]
Cyclone Armor: +1 Twister per 6 Levels
---


[Volcano]
(fire|druid)
Now spews out projectiles twice as fast.
Projectiles are now 50% larger.
Spewed out projectiles now have a nextdelay of 0.12 seconds (instead of 0.2 seconds).
Cast delay is now 1 second.
Can now be cast in wereform, but the delay increases to 3 seconds.
Has re-worked synergies to encourage hybridization.
---
Synergies:
Molten Boulder: +24% Damage per Level
Physical, Mana Drain, Stun and Motley Skills: +12% Damage per Level
(Damage Cannot Exceed a Combined Value of +240%)
Other Fire Skills: +12% Fire Damage per Levels
Mana Drain and Motley Skills: +6% Fire Damage per Levels
(Fire Damage Cannot Exceed a Combined Value of +240%)
---

[Tornado]
(physical|druid)
[synergy: 540% physical damage]
Can now be cast in wereform, but the delay increases to 2.4 seconds.

[Armageddon]
(fire|druid)
[synergy: 1120% fire damage|420% physical damage]
Duration is now 60 seconds at all levels.
Now displays the physical damage it secretly always had.
Fire skill damage now applies to fire damage per second.
No longer has a skill delay.
Now gains a 14% fire damage synergy from Fissure.
Fire synergy used to be only 7% for the damage per second; it is now correctly 14%.
Now gains a 28% physical damage synergy from Molten Boulder and Volcano.
The fire patches are now size 3 (used to be size 2); this should help with the inaccuracy of the skill.
Fire patches now last an additional 0.12 seconds per level.
Fire patch damage per second now assumes only one fire patch will damage an enemy at a time, rather than three.
The fire damage per second is now 3x higher at all levels.
The fire patch graphics no longer instantaneously disappear after their time has elapsed, now they fizzle out like all other fire patch graphics.
The meteor explosions and falling sound are now quieter.

[Hurricane]
(cold|druid)
[synergy: 720% cold damage]
Now has an 18% cold damage synergy from Arctic Blast.
No longer has a skill delay.
Can now be cast in wereform, but the delay increases to 6 seconds.
Whooshing is now only 2/3rds as loud.

---

[NECROMANCER]

[Amplify Damage]
(physical|necromancer)
[synergy: +20% damage taken]
Now also gives a shared damage increase which applies to other curses, which increases with diminishing returns based on the level of amplify damage, which scales up to 120% at level 60 (but the percentage of this shared bonus depends on the specific receiving curse and will likely be less than the full amount).
Now gains a +1% damage increase per base level self-synergy that applies to both the personal and shared damage increase (meaning with full investment at level 60, the personal value will be 120% and the shared value will be 140%).

[Dim Vision]
(stun|necromancer)
Now also applies -10% + -1% attack rating and defense per level to the cursed.

[Weaken]
(motley|necromancer)
Enemy enhanced damage reduction now starts at 31% and scales with diminishing returns, giving 70% at level 60 (this scales exactly the same as lower resist).
Now also reduces the skill level of enemies, by 1 +1 every 7 levels (requires at least one base level in Weaken).
Also applies to enemy quaternity (fire, lightning, cold, poison) skill damage: -5%, -1% per level (requires at least one base level in Weaken).

[Iron Maiden]
(physical|necromancer)
Now also returns missile physical damage (used to only return melee physical damage).
Radius now increases by 2/3rds of a yard per level.
Effectiveness is divided by 256 when applied against players (used to be divided by 4).
Now borrows 85% of the shared bonus of Amplify Damage.

[Terror]
(stun|necromancer)
Gains 100% of Amplify Damage's shared bonus.
Gains 100% of Lower Resist's lowered fire resist.
Description now takes the difficulty duration reduction into account.

[Confuse]
(motley|necromancer)
Gains 100% of the reduced poison resistance from Lower Resist.
Gains 50% of the shared reduced damage resistance from Amplify Damage.

[Life Tap]
(life drain|necromancer)
[synergy: +200% life drain damage]
Now also applies a modest life drain to enemies which scales with Drain Skill Efficacy (the damage per second is approximately equivalent to 1/4th the average poison damage of a similarly leveled Poison Nova sans synergies) (note that the life draining will not start until the enemy has lost any amount of life; this is intentional).
Gains +10% life drain damage per total level in Blood Golem.
Now borrows 80% of the reduced poison resistance of Lower Resist.
Now causes the cursed to immediately spew out some blood (this is entirely graphical).

[Attract]
(stun|necromancer)
Curses those exposed to the miasma of the curse, reducing their magical resistances by 25-70% (diminishing returns).

[Decrepify]
(stamina drain|necromancer)
Gains half of the shared bonus of Amplify Damage in excess of 50%.
Gains half of the reduced damage of Weaken in excess of 50%.
Now gains 1/3 of a yard radius per base level.
Gains a 1% increase in radius per Percent Drain Efficacy, but only if you have at least one base level in the skill.

[Lower Resist]
(motley|necromancer)
Now gains 50% of the shared bonus from Amplify Damage.

[Teeth]
(magic|necromancer)
[synergy: 2400% magic damage]
Base damage is increased by 50%.
Synergy bonus is doubled.
Damage per level past level 8 is doubled.
Can now pierce if you have piercing attack.
Now has generalized synergies.
---
Synergies:
Necromancer Magic, Stun Skills: +30% Magic Damage per Levels
Fire Golem, Iron Maiden, Bone Armor, Bone Wall, Bone Prison: +30% Magic Damage per Levels
Necromancer Poison, Life and Stamina Drain, Motley Skills: +15% Magic Damage per Levels
Amplify Damage, Raise Skeleton, Iron Golem: +5% Magic Damage per Levels
[Synergy Limit: +0/2400]
---

[Bone Armor]
(physical|necromancer)
[synergy: +600 physical damage absorption|+20% to quaternity resistances]
Now gives 1/10th of the damage absorption as damage reduction (this reduces damage on the hit that breaks the armor).
Now gains 10% of iron maiden's percent damage returned as reflected physical damage per level in iron maiden (meaning at level 20 iron maiden, bone armor reflects 200% of iron maiden's returned damage as flat physical damage).
Weaken gives +1% to quaternity resistances to bone armor per level while active.

[Poison Dagger]
(poison|necromancer)
[synergy: 800% poison damage]
Poison rate is quadrupled.
Base attack rating is now 2% and increases by 12% per level (the lost attack rating was shifted off onto passive attack rating; Poison Dagger still has the same effective attack rating value).
Passively gives a base of +28% damage, +28% attack rating and +5% mastery strike with daggers.
Gives +5% enhanced damage and +8% attack rating per level, and up to 35% mastery strike at level 60 (with daggers).
Gains +10% passive damage per base level in Amplify Damage.
Gains +10% passive attack rating per base level in Dim Vision.
{maybe make it so a curse, maybe attract, gives +1% critical strike per level}
{should re-work it so that the poison damage is added while attacking instead of on attack so that it works with harm}

[Corpse Explosion]
(fire|necromancer)
Now displays its damage conversion.

[Bone Wall]
(physical|necromancer)
[synergy: 400% life]

[Poison Explosion]
(poison|necromancer)
[synergy: 600% poison damage]
Poison rate is quadrupled.
Clouds now have a larger hitbox.
Clouds now last for an additional 0.24 seconds per level.
No longer has lastcollide.

[Bone Spear]
(magic|necromancer)
[synergy: 560% magic damage]
Damage per level past level 8 is doubled.

[Bone Prison]
(physical|necromancer)
[synergy: 320% life]

[Bone Spirit]
(magic|necromancer)
[synergy: 480% magic damage]
Damage at all levels is doubled.

[Poison Nova]
(poison|necromancer)
[synergy: 400% poison damage]
Deals 2x poison rate.
Bolts can now pierce.

[Skeleton Mastery]
(motley|necromancer)
Now gives +1 to all skills to revives per level (this applies to all skills they may cast, whether it be goat lord frenzy, blunderbore smite, viper charge, hierophant blizzard, fallen shaman fireballs, scarab jab, any of the new skills I have added to monsters, etc)
Now gives +5% fire, cold, lightning and poison skill damage to revives per level.
Each level in Weaken increases revive Life by +2% and skeleton life by +3.

[Raise Skeleton]
(physical|necromancer)
Changed the description to accurately portray skeleton life, previously it would show a value much, much lower than reality.
Skeleton Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
Gains +3% enhanced damage per total level in Amplify Damage.

[Clay Golem]
(stamina drain|necromancer)
[soft synergy: +120% enhanced damage|100% life|+700 defense]
Base damage is 3x higher on all difficulties.
Now displays its total enhanced damage, including from synergy and itself (enhanced damage per level is the same as in vanilla, +35% per level).
Fire golem synergy now gives an enhanced damage multiplier instead of additional enhanced damage (so if your clay golem has +1000% damage, each point in fire golem will give it +60% enhanced damage).
Synergy bonuses are now based on total level instead of base level.
Golem Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
Gains +18% enhanced damage per total level in Amplify Damage.
Gains +1% enhanced damage per Percent Drain Efficacy.
Now part of a separate pettype from the Iron Golem.


[Golem Mastery]
(magic|necromancer)
Gives attack speed to golems at 1/2 the value of walk/run speed.
Now gives +1% Holy Fire synergy per level to Fire Golem.
Each level in Weaken increases golem life by +5%.
Gives +2 max golems.
Gives -2 max golems if you have put any base levels into Raise Skeleton.
Gives +1 max golem per 10 base levels.

[Raise Skeletal Mage]
(motley|necromancer)
Life regeneration speed is 3x faster (this should make their life regeneration per second about half as fast as skeleton warriors despite the massive difference in life).
Changed the description to accurately portray skeleton life, previously it would show a value much, much lower than reality.
Description now accurately displays the current damage of each mage, factoring in both your Raise Skeletal Mage and Skeleton Mastery levels.
Skeleton Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
Skeleton Mage missiles can now be improved with skill damage (they still do not borrow your skill damage).
Skeleton Mages now gain +3% to quaternity skill damage (combined fire, cold, lightning and poison skill damage) per level in Amplify Damage.

[Blood Golem]
(life drain|necromancer)
[soft synergy: +120% enhanced damage|+400 attack rating|+700 defense]
Base damage is 3x higher on all difficulties.
Now only gives 10% of life stolen to the player (used to be 30%).
Now displays its total enhanced damage, including from synergy and itself (enhanced damage per level is the same as in vanilla, +70% per level).
Fire golem synergy now gives an enhanced damage multiplier instead of additional enhanced damage (so if your blood golem has +1000% damage, each point in fire golem will give it +60% enhanced damage).
Now has an AI delay of 0.04 seconds (used to be 0.6 seconds).
Note that you take 10% of the damage the Blood Golem takes, as it was before 1.13c vanilla.
Synergy bonuses are now based on total level instead of base level.
Golem Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
Gains +18% enhanced damage per total level in Amplify Damage.
Gains +2% enhanced damage per Percent Drain Efficacy.
You can have additional golems out if you have put no base levels into Raise Skeleton.

[Summon Resist]
(motley|necromancer)
Description updated to tell the player that this does not actually apply to revives (this functions the same as vanilla, just more honest).
Now has a self-synergy that gives +1% quaternity resistances per 2 base levels.

[Iron Golem]
(physical|necromancer)
[synergy: +120% enhanced damage|100% life|+400 attack rating]
Now displays its total enhanced damage, which only includes its synergy (unlike the other golems, this one never got damage from levels in vanilla 1.13c).
Now deals 7-19 damage in normal (same as vanilla 1.13c), 14-40 in nightmare (used to be 11-30) and 24-54 damage in hell (used to be 12-33).
Synergy bonuses are now based on total level instead of base level.
Golem Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
Now gains 100% of the value of Iron Maiden's damage return to its thorns.
Gains +6% enhanced damage per total level in Amplify Damage.
Now is of a different category than other golems; this means you can never oversummon an Iron Golem (except with a different Iron Golem) and that you can have a different golem along with an Iron Golem.
Now gains a malus of -10 Harm Range and -1000% Harm Damage for every 2 base levels you put into Raise Skeleton, Revive and Corpse Explosion (meaning 2 points into any of these skills, or 1 point into two of these skills, will result in Harm negation).


[Fire Golem]
(fire|necromancer)
[soft synergy: 100% life|+400 attack rating|+700 defense]
synergy bonuses gained by the fire golem apply to the fire golem's holy fire aura
Holy Fire no longer has a maximum level (used to cap out at level 30 Holy Fire).
Note that the Fire Golem uses the exact same Holy Fire that the paladin uses, as such it now deals more radial damage and gains +1% Fire Skill Damage per level (this bonus is included in the golem's radial and attack damage displays by multiplying the radial damage by the skill damage bonus once and the added attack damage by the skill damage twice, since skill damage applies to the added damage then again when it hits).
Now has a 50% chance to release a level 1 Hellclap on attack (most importantly, Hellclap adds 100% of the user's fire damage to its area of effect) (note that the level of Hellclap does not increase with difficulties or skill level).
Now has a 10% chance to release level 1 Thaw when hit (this removes chill from allies within the area of effect).
Synergy bonuses are now based on total level instead of base level.
Golem Mastery and Summon Resist no longer show up as synergies (this is just a description change and does not change the skill whatsoever).
You can have additional golems out if you have put no base levels into Raise Skeleton.
Now has 0% base fire resistances on all difficulties instead of 100% (this way he can actually absorb fire damage instead of just ignoring it).
Fire Golem now is described as having a constant 100% fire absorb (this is actually a lie; in reality, his fire absorb caps at 40% like anyone else, but to compensate I also secretly gave him +10000 fire absorb).
Now loses 2x the fire resistance he gains from Summon Resist (effectively, he gains -1 times the fire resistance from Summon Resist).

[Revive]
(motley|necromancer)
Duration now increases by 10 seconds per level.
Skeleton Mastery and Summon Resist no longer shows up as a synergy (this is just a description change and does not change the skill whatsoever; summon resist didn't do anything for this skill anyways despite it saying it did).
Now displays the previously hidden velocity bonus.
Velocity bonus now increases with diminishing returns, starting at 57% at level 1 and increasing to 100% at level 60.
Gains +5% enhanced damage per total level in Amplify Damage.

---

[PALADIN]

[Sacrifice]
(life drain|paladin)
[synergy: +400% enhanced damage; +1% enhanced damage per enhanced damage against undead or demons, double damage multiplies total enhanced damage proportionally with no upper limit]
Added in a description describing how Sacrifice cannot deal double damage, and cannot deal enhanced damage specifically against the undead or demons (this is how it worked in vanilla too).
Now gains +1% enhanced damage for every point of enhanced damage against undead or demons (note that Sacrifice in vanilla does not ever deal enhanced damage against undead or demons, hence this new bonus).
Now gains a 1% enhanced damage multiplier for every percentage of deadly strike, critical strike or mastery strike that the player has with no upper limit (note that Sacrifice in vanilla does not ever allow for damage doubling, hence this new bonus).
Gains +1% enhanced damage per Percent Drain Efficacy.

[Smite]
(stun|paladin)

[Holy Bolt]
(magic|paladin)
(synergy: 2000% damage|300% healing)
Now composed of two overlapping missiles:
Missile 1 is just like normal Holy Bolt.
Missile 2 is like normal Holy Bolt, but it can hurt all enemies and does not ignore magic immunities.
Both missiles can pierce.

[Zeal]
(stamina drain|paladin)
(synergy: +240% enhanced damage)
Gains +1% enhanced damage per Percent Drain Efficacy.

[Charge]
(stamina drain|paladin)
[synergy: +800% damage]
Now gains 50% enhanced damage per level.

[Vengeance]
(motley|paladin)
[synergy: +100% elemental damage, +200% fire damage, +200% cold damage, +200% lightning damage]
Salvation synergy is increased to 5% per level.
Skill Damage now applies directly to the +% elemental damage of Vengeance (this should result in exactly the same damage as in vanilla).
No longer applies cold duration on direct hit; cold duration is instead applied by the area of effect.
Now releases a Harm-like explosion "Vengeful Harm" that deals cold, fire and lightning damage within your Harm Radius, based on your physical damage (each explosion deals almost equivalent damage assuming equivalent +% elemental damage and infinite physical damage; the lower your base damage, the larger the loss from truncation will be); the explosion damage is increased by Harm Damage (so +% Harm Damage, as well as Strength/Dexterity bonus apply) and by Vengeance's +% elemental damage.


[Blessed Hammer]
(magic|paladin)
[synergy: 560% damage]
Changed undead damage percent description, which more accurately portrays its damage bonus.
Added in description describing its ability to ignore undead and demon immunities.
Description for damage changed from magic damage to "ethereal magic damage"; this is just to make the interaction between it and Concentration clearer.
Now gains 100% of the value of Ethereal Damage percent from Concentration (this is identical to vanilla, just more clear).

[Conversion]
(stun|paladin)
Now can get up to 100% conversion chance at level 60.
Now has a base attack rating bonus of 30%.
Now gains +15% attack rating per level.
If your converted monster is killed by an enemy monster, then your magic find and gold find should be applied to its drop.
Applies a blessing to yourself and allies in the direction of your attack, giving 50+10% hit damage, 20+5% velocity and +(20+8/10/12/14/17)-(55+10/12/14/16/21) magic damage per level.
{the missile is super inconsistent, around half the convertees aren't getting the buff}
{could add in sounds to the blessed state, as well as the travelsound for the missile; might want to change the missile graphics too}
{ideally, would want it so that the cltmissile doesn't appear unless an attack is made, since the srvmissile is only made if an attack is made}

[Holy Shield]
(physical|paladin)
[synergy: +300% defense]
Now requires a Holy Graft to function.
Now lasts indefinitely and constantly updates its damage and defense values.
No longer costs mana.
Base minimum damage is increased by 3.
The new Holy Shield Damage pseudostat adds directly to the damage given by this skill and is added onto the character screen damage, allowing for accurate damage calculations.
{change the synergies; they no longer need to be tagged onto holy shield, and can be placed onto their respective skills directly}

[Fist of the Heavens]
(lightning|paladin)
[synergy: 200% magic damage|140% lightning damage]
Now deals 3x lightning damage.
No longer has a skill delay.
No longer has nextdelay.

[Might]
(physical|paladin)
Adds minimum and maximum damage to melee attacks, Holy Shield's Smite Damage and throwing weapons.
Adds doubled minimum damage to two-handed weapons (including both melee and ranged weapons).
{NOTE: The Holy Shield Damage bonus is calculated based off 1/2 two-handed minimum damage since you should never be able to wield a two-handed weapon with a shield, but this may have unintended consequences.}

[Holy Fire]
(fire|paladin)
[synergy: 720% fire damage]
Each level, aside from the base level, gains +25% more damage, with decimal values being added onto slvl 28+ and then rounded up (in vanilla, progression is 3/6/9/15/21; it is now 3/7/11/18/29)
Pulse damage is now half of added attack damage.
Now gives +1% fire skill damage per level.

[Thorns]
(physical|paladin)
Now gives base Attacker Takes Physical Damage of 15.
Now gains Attacker Takes Physical Damage of 8/25/80/100/150 per level (gives a little over 6000 at level 60).
Gains 100% of Concentration's Harm Damage.

[Blessed Aim]
(physical|paladin)
No longer gives a hidden passive attack rating bonus based on base level.
Now gives its hidden attack rating bonus as a synergy to Holy Shield, with the bonus doubled.
No longer overrides Amazon's Penetrate skill.
Now also gives as much +attack rating as it does percent attack rating.
Now also gives 25 + 3% deadly strike and piercing per level.

[Concentration]
(motley|paladin)
Now describes its interaction with Blessed Hammers, with 100% of the listed Ethereal Damage percent being applied to it.
No longer gives a 20% chance to be "uninterruptable"; as far as I can tell, the uninterruptibility does not actually prevent interruption, and even worse it appears to interrupt subsequent actions, making your interruptions even worse than normal (this is without a doubt the biggest vanilla blunder I've seen while making this mod).
Now gives a bonus to Harm Damage, equivalent to 1/2 the Hit Damage bonus.

[Holy Freeze]
(cold|paladin)
[synergy: 720% cold damage]
Now gives +1% cold skill damage per level.

[Holy Shock]
(lightning|paladin)
[synergy: 480% lightning damage]
Now gives +1% lightning skill damage per level.

[Sanctuary]
(magic|paladin)
[synergy: 420% magic damage]
Description updated to explain how it ignores undead physical resistances.
Now actually gives damage against undead (previously it gave the bonus to the undead).
Now actually gives attack rating against undead (previously it gave the bonus to the undead).
Now tells you how much attack rating against undead it gives.
Periodic magic damage is tripled at all levels.
Now gives added magic damage to your attacks equivalent in value to the periodic, undead-only magic damage.
Now also gains a 7% magic damage synergy from both Meditation and Sanctuary.

[Fanaticism]
(stamina drain|paladin)

[Conviction]
(motley|paladin)
Now gives -1% enemy resistance per level past 25 (used to give nothing).
Now borrows half the fire, cold and lightning skill damage from Holy Fire, Freeze and Shock, respectively.

[Resist Fire]
(fire|paladin)
Now describes its max resist self-synergy, which has been cut in half (but is the same as vanilla as long as you have Holy Shield activated; note that Holy Shield can be active with a two hander by casting it on the off-hand then swapping back).
No longer gives a hidden passive maximum fire resistance bonus.
Now gives its hidden passive maximum resistance as a synergy to Holy Shield.
Now borrows 100% of the added damage and skill damage from Holy Fire and applies it while active; only applies to the caster.

[Resist Cold]
(cold|paladin)
Now describes its max resist self-synergy, which has been cut in half (but is the same as vanilla as long as you have Holy Shield activated; note that Holy Shield can be active with a two hander by casting it on the off-hand then swapping back).
No longer gives a hidden passive maximum cold resistance bonus.
Now gives its hidden passive maximum resistance as a synergy to Holy Shield.
Now borrows 100% of the added damage and skill damage from Holy Freeze and applies it while active; only applies to the caster.
Now borrows 100% of the slow target from holy freeze and applies it only to attacks while active; only applies to the caster.

[Resist Lightning]
(lightning|paladin)
Now describes its max resist self-synergy, which has been cut in half (but is the same as vanilla as long as you have Holy Shield activated; note that Holy Shield can be active with a two hander by casting it on the off-hand then swapping back).
No longer gives a hidden passive maximum lightning resistance bonus.
Now gives its hidden passive maximum resistance as a synergy to Holy Shield.
Now borrows 100% of the added damage and skill damage from Holy Shock and applies it while active; only applies to the caster.

[Prayer]
(life drain|paladin)
Healing is doubled.
Now also gives 5 +1% Maximum Life per level to those under its effect.
Now takes 1/2 of the damage bonus from might, concentration and fanaticism; only applies to caster.
Now takes 1/2 of the percent attack rating bonus from blessed aim and fanaticism; only applies to caster.

[Defiance]
(physical|paladin)
Now gains 1% physical damage reduction every 2 levels.
Now gains 1 physical damage reduction every 2 levels.
Now takes 1/2 of the damage bonus from might, concentration and fanaticism; only applies to caster.
Now takes 1/2 of the percent attack rating bonus from blessed aim and fanaticism; only applies to caster.

[Cleansing]
(poison|paladin)
[synergy: +50 life restored]
Duration reduction now scales up to 100% at level 60 (used to scale up to 90%).
Now takes 1/2 of the damage bonus from might, concentration and fanaticism; only applies to caster.
Now takes 1/2 of the attack rating bonus from blessed aim and fanaticism; only applies to caster.
Now secretly gives +1% enhanced defense while active (for some bizarre reason, the character screen will not display the bonus from Cleansing's attack rating/damage unless this is added).
Now secretly gives +1-2 stamina every interval while active (this ensures that the stats are updating).
Gives +0.04 seconds of poison duration per duration reduction.
Uses the percentage of reduction as percentage of weapon damage added as additional poison damage, which is increased by the amount of percent Hit Damage that Cleansing has gained from Offensive Auras.
Also uses the percentage of reduction as poison length (in frames, so every 25% reduction = +1 second of poison length).
Has a self-synergy that gives +1% additional weapon damage as poison damage per base level.


[Vigor]
(stamina drain|paladin)
Now takes 1/2 of the damage bonus from Might, Concentration and Fanaticism; only applies to the caster.
Now takes 1/2 of the attack rating bonus from Blessed aim and Fanaticism; only applies to the caster.
Now takes the full attack speed bonus from Fanaticism; only applies to the caster.

[Meditation]
(mana drain|paladin)
[synergy: +50 life restored]
Gains 50% of the attack speed of fanaticism as faster cast rate; applies to everyone.
Gains 1% of the magic damage of sanctuary as magic damage reduction.

[Redemption]
(motley|paladin)
Gains the full attack rating and damage against undead of Sanctuary.
Gains the full healing from Prayer and mana recovery from Meditation.
Gains level*2/3 life on striking per level.
Gains level*1/3 mana on striking per level.
Gains a 1% increase in life on striking per level in Prayer.
Gains a 5% increase in mana on striking per level in Meditation.

[Salvation]
(motley|paladin)
Gains half the added damage of holy fire, holy freeze and holy shock; bonus only applies to the caster.
Gains 1/5th the resistance reduction of conviction as -% enemy resistance; bonus applies to everyone.

---

[SORCERESS]

[Fire Bolt]
(fire|sorceress)
Base damage is doubled.
Gains 2x as much damage up to level 22, after which the damage scaling is the same as vanilla.
Can now pierce.
Now has generalized synergies.
---
Synergies:
Sorceress Fire Skills sans Utility and Mastery: +16% Fire Damage
Sorceress Utility Skills, Charged Bolt, Ice Bolt: +24% Fire Damage
[Synergy Limit: +0/640%]
---


[Warmth]
(fire|sorceress)
[synergy: +100% mana regeneration multiplier]
Now has a self-synergy that multiplies total percent regeneration by 25% per 5 base levels (meaning at level 20, you get a double regeneration bonus).

[Inferno]
(fire|sorceress)
Now deals 1.5x damage at every single level (tooltip damage might make it seem that it deals much less than vanilla, but that is because the damage calculation was also fixed; the vanilla calc thought it did ~2.4x more damage than it actually did, massively overstating its true DPS).
Flames are now 12x bigger (this also allows them to multihit when enemies are packed together, massively increasing the damage).
Has re-worked synergies.
---
Synergies:
Sorceress Utility Skills: +13% Fire Damage per Levels
[Synergy Limit: +0/260%]
---


[Blaze]
(fire|sorceress)
[synergy: +20% movement speed]
Blaze fire is now size 3 (instead of size 1), making it far easier to deal the maximum damage output against a single enemy and allows you to hit enemies by running around them.
Deals 2x damage at all levels.
Gives a movement speed bonus while active, scaling up to 35% at level 60.
Has a self-synergy that gives +1% movement speed per base level.
Now describes its duration.

[Fireball]
(fire|sorceress)
[synergy: 560% fire damage]
Now correctly displays its radius of 2.6 yards (used to say it only had 1 yard radius).
Radius now increases by 2/3rds of a yard every 22nd level.

[Fire Wall]
(fire|sorceress)
Firewall fire is now size 2 (instead of size 1), increasing its damage output and area of effect (note: damage calculation is changed to be 3x greater since it should be able to hit size 2 monsters 3x as much; for other sized monsters, the results may vary).

[Enchant]
(fire|sorceress)
[synergy: 180%]
No longer pretends to give less damage to ranged attacks.
No longer needs to be cast, now is automatically given to all allies within a 90 yard radius as long as you have a Mental Graft (which can be obtained shortly after starting the game).

[Meteor]
(fire|sorceress)
[synergy: 200% damage|60% damage per second]
Explosion radius (the pyre radius stays the same) now increases by 2/3rds of a yard every 22nd level.

[Fire Mastery]
(fire|sorceress)
Gives up to 30% piercing attack at level 60, scaling with diminishing returns.

[Hydra]
(fire|sorceress)
Damage increased by 15% (this is the same as 1.13c vanilla).
Missile speed increased slightly (this is the same as 1.13c vanilla).
Skill delay is now 25 frames (used to be 50 frames).
Hydra bolts now last for 2 seconds (used to only last for 1.2 seconds).
Hydra bolts now borrow the player's pierce chance.
Hydras now borrow the player's total attack speed, but only if it would make them attack faster.
Now has generalized synergies.
---
Synergies:
Ice Bolt, Charged Bolt: +4% Fire Damage per Level
Sorceress Fire Skills sans Mastery: +3% Fire Damage per Level
Sorceress Utility Skills sans Fire: +2% Fire Damage per Level
[Synergy Limit: +0/120%]
---


[Charged Bolt]
(lightning|sorceress)
[synergy: 120% damage]
Can now pierce.
Now has generalized synergies.
---
Synergies:
Fire Bolt, Ice Bolt: +8% Lightning Damage per Levels
Sorceress Lightning Skills sans Mastery: +6% Lightning Damage per Levels
Sorceress Utility Skills sans Lightning-type: +2% Lightning Damage per Levels
[Synergy Limit: +0/120%]
---


[Static Field]
(lightning|sorceress)

[Telekinesis]
(lightning; physical/fire/cold|sorceress)
[soft synergy: current cold mastery pierce value is converted to increased damage]
Now also deals physical damage, which scales with lightning levels but the damage is increased by lightning, fire and cold skill damage, as well as Cold Mastery's piercing value.
Damage is much higher, having a base of 8-10 damage and gaining an equivalent amount of min/max damage of 4/6/8/12/18 per level breakpoint.

[Nova]
(lightning|sorceress)
Gains 3x damage per level past level 1 (this will make Nova about as strong as Lightning with 36 points in synergies).

[Lightning]
(lightning|sorceress)
[synergy: 480% damage]

[Thunder Storm]
(lightning|sorceress)
Delay between bolts is now included in the description.
Delay between bolts is halved at all levels (can get down to 0.5 seconds of delay at level 60).
{might want to graftify this; other methods won't work since the delay and damage is saved if you cast then swap equipment}

[Chain Lightning]
(lightning|sorceress)
[synergy: 240% damage]

[Teleport]
(lightning|sorceress)

[Energy Shield]
(lightning|sorceress)
[synergy: +140% Energy Shield Resistance]
Lasts virtually indefinitely (unless broken by mana loss).
Casting while active will toggle your Energy Shield off.
Now displays the energy shield's inherent resistance, which is -100% by default (this is the same as vanilla).
Telekinesis synergy is now described and gives +7% energy shield resistance (used to be +6.25%).

[Lightning Mastery]
(lightning|sorceress)
Gives up to 10% piercing attack at level 60, scaling with diminishing returns.

[Ice Bolt]
(cold|sorceress)
Gains 2x damage at all levels.
Can now pierce.
Now has generalized synergies.
---
Synergies:
Sorceress Cold Skills sans Utility: +15% Cold Damage per Levels
Sorceress Utility Skills: +25% Cold Damage per Levels
Fire Bolt, Charged Bolt: +30% Cold Damage per Levels
[Synergy Limit: +0/1500]
---


[Frozen Armor]
(cold|sorceress)
[synergy: 200% freeze length]
Duration synergies removed.
Duration is 1/30th the length unless you invest at least one point into this skill, in which case this skill lasts virtually indefinitely.
No longer directly gives a defense bonus; now gives a defense bonus to the Mental Graft, half of which is shared with your allies (assuming that Frozen Armor is the highest defense cold armor you have, otherwise it is ignored).
Now has a base of +35% defense (from +30%).
Now gives +7% defense per level (from +5%).
Now gains +10% defense per base level in Warmth.

[Frost Nova]
(cold|sorceress)
Gains 2x damage past level 8.
Now has generalized synergies.
---
Synergies:
Sorceress Cold Skills: +10% Cold Damage per Levels
Sorceress Utility Skills sans Cold: +8% Cold Damage per Levels
[Synergy Limit: +0/400]
---


[Ice Blast]
(cold|sorceress)
[synergy: 480% damage|200% freeze length]

[Glacial Spike]
(cold|sorceress)
[synergy: 300% damage|60% freeze length]
Radius increases by 2/3rds of a yard every 22 levels.

[Shiver Armor]
(cold|sorceress)
[synergy: 360% damage]
Deals 10x damage at all levels.
Duration synergies removed.
Now gives a base of +48% defense (from 45%).
Duration is 1/30th the length unless you invest at least one point into this skill, in which case this skill lasts virtually indefinitely.
No longer directly gives a defense bonus; now gives a defense bonus to the Mental Graft, half of which is shared with your allies (assuming that Shiver Armor is the highest defense cold armor you have, otherwise it is ignored).
Now gains +10% defense per base level in Warmth.

[Blizzard]
(cold|sorceress)
[synergy: 300% damage]

[Chilling Armor]
(cold|sorceress)
[synergy: 280% damage]
Deals 12x damage at all levels.
Duration synergies removed.
Duration is 1/30th the length unless you invest at least one point into this skill, in which case this skill lasts virtually indefinitely.
No longer directly gives a defense bonus; now gives a defense bonus to the Mental Graft, half of which is shared with your allies (assuming that Chilling Armor is the highest defense cold armor you have, otherwise it is ignored).
Now gives a base of +55% armor (from 45%).
Bolt now travels up to 3x the distance.
Bolt now benefits from your pierce.
Now gains +10% defense per base level in Warmth.

[Frozen Orb]
(cold|sorceress)
Frozen Orb now automatically has its damage synergy maxed.

[Cold Mastery]
(cold|sorceress)
Now gives +2% cold skill damage per -5% Enemy Cold Resistance past -200% if you have a Mental Token (or more accurately, the Mental Uplink aura; there is at least one other item that also gives this aura).
Gives up to 40% piercing attack at level 60, scaling with diminishing returns.

---

[MONSTER]

All Paladin Auras have -1 radius per elemental level in Negation Mastery.

Pierce: Enhanced minimum damage is set to zero if you have any levels in Monster Mastery.



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[NOT YET ADDED] OR [INHERENTLY UNCHANGED] OR [CHANGE NOT NEEDED UNTIL CHARACTER OVERHAUL]








{see if any sequenced moving skills can be changed to SC/A1/any non-SQ animation; if so we can attach srvmissile to each use}

{make it so charge gains the full enhanced damage from sacrifice, zeal, and in the case of vengeance gains whichever the highest element damage bonus is; this makes it more realistic to use when rushing up to enemies; also should make it so the highest AR of sacrifice/zeal/vengeance/conversion adds on to it}



{find a way to make charms update auras without having to re-equip; possibly it could be done by making a new stat that scales based on another stat that constantly changes, and by including the new stat on the item it would also update the other stats just like auras do; if this doesn't work, then will need to force the player to append tokens to equipment}



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{try to find applications for the "blade creeper" missile. it turns your character into a blade sentinel. If I can figure out how to control when it is on/off, then I can add this to whirlwind or make some wonky new skill}

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{incorporate the 1.09 baal corpse explosion graphics; they look slick and show the corpses disintegrating in a unique way}

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{skill that gives 10000 DR when struck, but only for 1 frame; will this negate the damage taken, or will it be taken still?}

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