

TERMINOLOGY:
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Element: The damage type and/or generalized action of the skill. If the skill has a description, the Element will be listed underneath the name in the first set of parentheses, (Element)|(). All skills with an Element (which is almost all of them) that can be directly used will have its level increased by an Elemental Skill Bonus. Even skills that are indirectly used (on striking, on attack, when struck, when hit, on kill, on death, on level up, on aura when equipped) will almost always gain a benefit from the respective ElementFal Skill Bonus. In this way, Elemental Skill Bonuses can scale everything of that element regardless of how the skill is used.

Archetype: The theme of the skill. In the case of a character skill, this is equivalent to the character class. For non-character skills (oskills), these are determined based on various qualities of the given skill. If the skill has a description, the Archetype will be listed underneath the name in the second set of parentheses, ()|(Archetype). All skills with a non-character Archetype (which is almost all non-character skills) that can be directly used will have its values increased by a respective Archetype Mastery. Even skills that are indirectly used (on striking, on attack, when struck, when hit, on kill, on death, on level up, on aura when equipped) will almost always gain a benefit from the respective Archetype Mastery. In this way, Archetype Masteries can scale everything of that Archetype regardless of how the skill is used. 

*NOTE: Element Skill Bonuses are stats, whereas Archetype Masteries are skills. If the given skill has a matching Element and Archetype, then there will be specific changes to prevent double action of Elemental Skill Bonuses. This same ruling is sometimes applied to All Skills as well, making it so that you can only gain an All Skill bonus to the skill from either the skill level OR the Mastery level, not both. Refer to the specific description to find out how it interacts.

Base Level: The number of skill points you put directly into a skill.
Accrued Level: The total level of the skill, factoring in the base level + added levels + all skills + elemental bonus levels.
Elemental Level: The level of the skill excluding all skills; factors in the base level + added levels + elemental bonus levels - all skills.
Effective Level: The benefits of the skill are as if it was of the described level, despite not actually being of that level.
Accrued Value: The total value of a specific stat.
if Present: Binary; true if you have the associated skill or stat.

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>PRIMARY TYPES
Attack-type: Applies attack, striking, hit, damage, kill and find effects; is most any melee attack that deals weapon damage. Damage is either from one-handed or two-handed damage, depending on if you are using a weapon one-handed or two-handed.
Striking-type: Applies striking, hit, damage, kill and find effects; is any missile that deals collision-based weapon damage. Damage is either from one-handed or two-handed damage, depending on if you are using a weapon one-handed or two-handed.
Cast-type: Applies kill and find effects (if they are applicable) as well as relevant Skill Damage and To Enemy Resistance; is any skill that either releases a missile that does not deal weapon damage (Fire Bolt, Frozen Orb, Armageddon, etc) or adds scaling element damage to a target (Enchant, Venom, Holy Fire, etc).
Minion-type: Applies find effects.
Intangible-type: Applies no effects by default; seen most significantly in vanilla on Conversion, Confusion, Attract, Mind Blast, Bone Wall and Bone Prison, as well as every skill that cannot directly hurt enemies (e.g. Cyclone Armor, Enchant, Teleport, Sword Mastery, Werewolf, etc). Note that if the Intangible-type directly deals damage and via a state (e.g. Life Tap, Bleeding), then you can force it to apply find effects by activating poison or open wounds on the target.
Kick-type: Same effects as attack-type, excluding +damage, minimum/maximum damage, damage to demons/undead and critical/deadly/mastery strike. Includes Dragon Talon, Dragon Tail and Dragon Flight. Uses boot damage instead of weapon damage. Gains (strength+dexterity-20)/4*(100+kickdamagepercent)/100 minimum and (strength+dexterity-20)/3*(100+kickdamagepercent)/100 maximum damage.
Shield-type: Applies attack, striking, hit, kill and find effects, excluding damage to demons/undead. Uses shield damage instead of weapon damage.
Throwing-type: Same effects as striking-type, except it uses throwing damage instead of one-handed or two-handed damage.
Environment-type: Applies no effects by default; changes and scales depending on the current act or area level.
Weapon-type: Applies damage, kill and find effects; anything that deals explosion-based weapon damage (does not exist in Vanilla).
Explosion-type: Applies kill, find and damage effects of the same element; anything that deals element-specific area of effect weapon damage, such as Exploding Arrow and Freezing Arrow.
Radial-type: Applies find effects and relevant Skill Damage and To Enemy Resistance; seen in vanilla on the radial damage from Holy Fire, Holy Freeze, Holy Shock and Sanctuary.
>SPECIAL TYPES
Sacrifice: Same effects as attack-type, excluding damage to demons/undead and critical/deadly/mastery strike.
Impale: Same effects as attack-type, excluding critical/deadly/mastery strike.
Whirlwind: Same effects as attack-type, excluding chance to cast on attack and chance to cast on striking.
Blade Shield: Same effects as attack-type, excluding striking and kill effects.
Blade Sentinel: Minion-type, but also applies your damage and hit effects.
Multiple Shot: Trigger Arrows are striking-type, non-trigger arrows only apply hit, damage and kill effects.


List of Attack Effects:
chance to cast on attack (requires a successful attack if the skill does not have striking effects)
fire, cold, lightning and poison skill damage
+damage


List of Striking Effects: 
chance to cast on striking
knockback
hit causes monsters to flee
slow target
blind target
freeze target
prevent monster heal
life on striking
mana on striking
crushing blow (deals halved damage if the skill does not have attack effects)
open wounds (deals halved damage if the skill does not have attack effects)


List of Hit Effects:
target defense
ignore target defense
monster defense per hit
enhanced damage
enhanced minimum damage
enhanced maximum damage
damage against undead/demons
attack rating
percent attack rating


List of Damage Effects {maybe better to call it weapon effects}:
minimum/maximum damage
minimum/maximum fire damage, cold damage, lightning damage, poison damage, magic damage
cold duration, poison duration, poison override length
life stolen
mana stolen
critical/deadly/mastery strike

List of Elemental Effects:
to enemy fire/cold/lightning/poison resistance (always applies to any elemental damage directly dealt by the user)

List of Kill Effects:
chance to cast on kill
life on kill
mana on kill
reanimate
rest in peace

List of Find Effects:
extra gold from monsters
better chance of getting magic items

Unusual Effects:
burning damage (can ONLY be applied by skills WITHOUT attack effects; also cannot be resisted; also is not modified by % skill damage; otherwise works like poison damage, except it applies 1 frame later; also the firelength is reduced by srcdamage, but the damage itself seems to be unaffected by srcdamage) {so I might want to rework it as acid damage; can color the shatter as green and give it a splashing sound, and set the overlay to something more acidish; also doesn't seem like any extra damage works with it}

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[NEW SKILLS]
[PSEUDOSTATS]

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quick dmg calc (for hand calculating):
(0*1)+(0*7)+(0*8)+(0*6)+(0*6)+(0*n)

quick dmg calc (for in-game use):
A+B*max(min(lvl-1,7),0)+C*max(min(lvl-8,8),0)+D*max(min(lvl-16,6),0)+E*max(min(lvl-22,6),0)+F*max((lvl-28),0)


synergy		hitshift	mindam/maxdam*
50*()		(hitshift=8)	2
25*()		(hitshift=7)	4
25*()/2		(hitshift=6)	8
25*()/4		(hitshift=5)	16
25*()/8		(hitshift=4)	32
25*()/16	(hitshift=3)	64
25*()/32	(hitshift=2)	128
25*()/64	(hitshift=1)	256
25*()/128	(hitshift=0)	512	

*if you want the value to not scale, cut it in half; e.g. for hitshift=8, set mindam/maxdam=1; may only work for lightning damage


quick elen calc (for in-game use):
A+B*max(min(lvl-1,7),0)+C*max(min(lvl-8,8),0)+D*max((lvl-16),0)

quick poison dmg calc (in-game display/damage description):
frames*bitrate*(2^hitshift)/256 over frames/25

quick radius conversion:
X (input to game files) = 1 + X*2/3 (display)


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softcoded dmg completely controlled by synergies (this allows for directly added damage with multipliers):
clc2=(stat('mindam'.accr)+stat('maxdam'.accr))/2
clc3=(synergy)*(A+B*max(min(lvl-1,7),0)+C*max(min(lvl-8,8),0)+D*max(min(lvl-16,6),0)+E*max(min(lvl-22,6),0)+F*max((lvl-28),0))/2
clc4=((1)*((clc2*100)/(clc3))/(1))

clc2 determines your damage of a given element (or more if desired), this is the player's added damage componenet
clc3 multiplies the full synergy (sans clc4, since that would be recursive) by the skill's current average damage
clc4 determines the divisor of player added damage by skill added damage, then multiplies it by the numerator, then divides it by the denominator; clc4 is added to the synergy calculation to adjust the damage accordingly

the only disadvantages of this method are that it can only read 1% to infinity (so anything under 1% is lost) and will truncate decimal values; in practice, this will probably mean a few points of damage are lost. also it increases damage proportionally, so you partially lose control of the way dmg is calculated but also gain control in other ways

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NEW SKILL CHECKLIST:
make sure each component of the missile has masteries applied, if applicable.

Earth; of the underground, physical, static beings and natural constructions
Animalistic; of beasts, creatures and the living energy that propels them forward
Demonic; of fire, burning, trade, aggressiveness, deceit and demons
Angelic; of holy magic, fairness, power, measured action and angels
Death; of unholy magic, the undead and corpses, whether in that which manipulates, causes or uses them, and the destruction of living energy
Blood; of life, blood and enhanced natural or naturally derived or manipulated change of self and others, whether for good or bad
Weather; of the atmosphere, expanses, sky, wind, water, sun, energy and lightning
Mystery; of mana, randomness, non-holy magic, the unknown, the unusual, true emptiness and the fundamentally lacking
Crystal; of the cold, static, ordered, structured, progression and the magically constructed
Control; of stalling, changing and redirecting actions, beings, thoughts, minds or magic, whether applied physically or mentally
Alchemical; of poison, consumables, application, unusual conversion or combination, technology and unnatural constructions, forms or actions


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Character synergies:

fire	skill('st'.ast1)
cold	skill('st'.ast2)
ltng	skill('st'.ast3)
pois	skill('st'.ast4)
phys	skill('st'.ast5)
mag	skill('st'.ast6)
life	skill('st'.pst1)
mana	skill('st'.pst2)
stam	skill('st'.pst3)
stun	skill('st'.pst4)
motl	skill('st'.pst5)

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[NEW SKILLS]

[Death Mastery]
(motley|death)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Crystal Mastery]
(cold|crystal)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Demonic Mastery]
(fire|demonic)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Angelic Mastery]
(magic|angelic)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Earth Mastery]
(physical|earth)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Blood Mastery]
(life drain|blood)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Mystery Mastery]
(mana drain|mystery)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Weather Mastery]
(lightning|weather)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Alchemical Mastery]
(poison|Alchemical)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Animalistic Mastery]
(stamina drain|Animalistic)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.

[Control Mastery]
(stun|Control)
Improves skills of the same archetype regardless whether they are cast directly or indirectly (via chance to cast or equipped auras); refer to the specific skill to find its interaction.







warp
(lightning|mystery/weather)
like teleport, but also releases a charged bolt nova
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synergies:
lightning and mana drain skills: +2-4 lightning damage per base levels
mystery mastery: +10-20 lightning damage per elemental level
weather mastery: +5% lightning damage per elemental level
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vampiric fire ball
(life drain|death)
scales like normal fire ball, but heals 10% of the damage dealt

vampiric fire wall
(life drain|death)
scales like normal fire wall, but heals 10% of the damage dealt

vampiric meteor
(life drain|death)
scales like normal meteor, but heals 10% of the damage dealt

scorch
(fire|demonic)
releases a tiny little fireball, spawns a little 1 tile burning patch underneath the target hit. fire patch increases in size and lasts longer at higher levels

chill
(cold|crystal)
requires direct contact with target (basically no range), applies very long cold duration, deals minimal cold damage; gains increasing area of effect with levels.

spark
(lightning|weather)
automatically targets an enemy in close range FoH style, deals excellent lightning damage. at level 5, begins releasing half damage charged bolts at nearby enemies, 1 every 5th level.

iron fist
(stamina drain|earth)
uses slow casting. shoots a slow moving iron fist that deals high damage and applies knockback

life seeker
(life drain|blood)
summons a seeking missile that leaves behind a trail of harmless blood, dealing minor physical damage and excellent life leeching.

fizzle
(magic|mystery)
spawns a fizzle at the selected area, dealing minor magic damage to the target. after a ~second delay, has a 10% chance to cast scorch, chill, spark, iron fist or life seeker. has a 50% chance of casting fizzle

[Angelic Haven]
(magic|angelic)
Similar to vanilla 1.13c sanctuary, but the damage/attack rating bonuses work (and against demons instead of undead) and it does not deal radial damage.

[Thaw]
(fire|blood,control,crystal)
Shares the same state with cold, replacing it when cast without applying chill.
Lasts for 1 frame.
Heals 1 life per level.
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Synergies:
Fire Skill Bonus: +1 Life per Accrued Value
Crystal Mastery, Control Mastery: +1 Life per Elemental Level
Blood Mastery: +10% Life per Elemental Level
Drain Efficacy: +1% Life per Accrued Value
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rainy day
(cold|weather)
mutually exclusive with other day spells, uses the same state and can only have one day out at a time. lasts for 4+ 1 seconds per level. 
level 1 rain: it barely rains, and allies within area of effect rejuvenates 0.1% per level
level 5 lightning: wimpy thunderbolts can rarely strike the ground randomly, hitting only a single tile
level 10 rain: it begins to rain, now also rejuvenates an equal amount of mana
level 15 lightning: wimpy thunderbolts now chain if they strike a target, once for every 15 levels
level 20 rain: the rain is now intense, enemies now take constant, minor cold damage
level 25 lightning: thunderbolts now explode upon hitting the ground
level 30 rain: the rain can now randomly flood on and off, dealing constant, minor physical damage
level 35 lightning: wimpy thunderbolts return, but with intensity, blanketing the entire area on and off

sunny day
(fire|weather)
mutually exclusive with other day spells, uses the same state and can only have one day out at a time. lasts for 4+ 1 seconds per level. 
level 1 sunlight: allies within radius get 1% enhanced damage per level.
level 5 heatwave: enemies within radius take periodic, minor fire damage
level 10 sunlight: allies within radius get 1% enhanced defense per level.
level 15 heatwave: fire damage occurs much quicker
level 20 sunlight: allies within radius get 

throw dagger
(physical|demonic)
throws a dagger that deals 1/2 weapon damage; gains 5% attack rating, 3% enhanced damage and 1-2 damage per level; flat damage scales by 1.3x per tier, truncated

demon rally
(stamina drain|demonic)
an area of effect buff that lasts for 1 second + 0.2 seconds per level. scales up to a 20% total speed bonus and gives 4% enhanced damage per level

summon silkmaggot
(mana drain|animalistic/control)
can only have one
looks like a baby maggot, but white/silver colored (or maybe like those white holding worms in BG)
slow and cowardly and low threat, tries to avoid enemies
occasionally pulses, restoring allies for 4% of its current life as healing and 1% of its current life as mana rejuvenating
also releases silkweb for a while after being hit, which slows down enemies for a while; silkweb levels increase the amount of slowing (diminishing returns), as well as increasing the duration that webs will apply for, as well as increasing the amount of time the webs remain for, as well as increasing the duration that it will release webs for after being hit
has a 5 second pulse interval
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synergies:
mana drain skills: +1% replenishing per 4 base levels
animalistic mastery: +20% life per elemental level
control mastery: +1 to silkweb level per elemental level
drain efficacy: +1% life multiplier per accrued value
raven: percent velocity
motley skills: +1 to natural resistance per 5 base levels
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gloom's trap
(cold|demonic)
[synergy: 360% cold damage]
counts toward the trap limit
shoots out a cold wave ala baal
has a 6% cold damage synergy from wake of inferno, wake of fire and fire blast
scales like wake of fire, but deals half the damage (without taking the extra synergy value into account)
shoots 6 times
cold duration is 1 second, increasing by 0.20 seconds per level
unlike normal traps, this one does benefit from cold skill damage and -enemy cold resistance%
costs 78 mana and life per cast

gravesite
(physical|earth;death)
summons an intangible that begins rapidly casting Bury
casts bury at the same level as your gravesite level
borrows your synergy bonuses, as well as slain monsters rest in peace
sticks around for 1 second per level
costs a minimum of 300 mana to cast, but only 30 mana per cast
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synergies:
physical skills, necromancer poison and bone skills: +4% damage per base level
find potion, find item, grim ward, redemption, death sentry, cycle of life, solar creeper, enchant, telekinesis: +5% damage per base level
sorceress skills: +3% damage per base level
earth mastery: +5% damage and +1 radius per elemental level
death mastery: +5% damage and +1 second of duration per elemental level
slain monsters rest in peace: +200% damage if present
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bury
(physical|earth;death)
Consumes a corpse, covering it with dirt.
{current graphics kind of suck, feels really wimpy and the corpse is still totally exposed, ideally it'd create a little nova of dirt clumps all over it to make its area of effect more obvious and make it feel more powerful}
Consumed corpse deals a base of 50 physical damage and gains 10/30/80/100/120 damage per level.


gore
(life drain|death)
[synergy: 320% enhanced damage]
effective level is based on death mastery and frenzy
consumes a corpse, replacing it with an exploded corpse graphic
applies the frenzy state on the player for 6 seconds, giving the maximum bonus of an equivalently leveled frenzy (including enhanced damage, attack speed, movement speed and attack rating)
has the same synergies as frenzy

[Abandoned's Synergy]
(motley|amazon)
[Changeling's Synergy]
(motley|assassin)
[Hand's Synergy]
(motley|barbarian)
[Woodsman's Synergy]
(motley|druid)
[Damned's Synergy]
(motley|necromancer)
[Faithless's Synergy]
(motley|paladin)
[Scholar's Synergy]
(motley|sorceress)
each level is equivalent to putting one point into each synergy of a skill, but only for skills that the character does not have inherently (so if you are an assassin with +1 Changeling's Synergy and a Bone Spear oskill which has a synergy of 7% per four synergizing skills, then you gain +28% magic damage per level; this also applies to on striking/attack/kill)
{names: amast, assst, barst, drust, necst, palst, sorst}

gravepalm
(physical|earth/death)
a basic attack
gives rest in peace while active
ignores undead physical resistances while acting
gains 50% damage against undead and +50 attack rating against undead per level while acting
debuffs undead, decreasing all of their resistances by 10% for 1 second
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synergies:
physical skills: +7% enhanced damage per base levels
earth mastery: +1 second of duration per elemental level 
death mastery: -5% undead resistances per elemental level
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[Call Upon Blinkbat]
(fire|animalistic/demonic)
Summons a bat demon pet (it is considered to be an animal and not a demon despite the name).
Flies through monsters.
Has a summon limit of 1.
Has a 100% chance to cast level 1 Teleport and level 1/20/40 Demonic Fire Bolt when hit.
Has mostly the same stats as a Dark Familiar of the same level (which is equivalent to the player's level) and difficulty (relatively, it has doubled life regeneration, is size 1, has +1 melee range, has 2/3x the base movement speed and does not randomly deal lightning damage).
Costs 120 mana to summon, decreasing by 5 per level down to a minimum of 25.
Gains +8-16 Fire Damage per level.
{demonic fire bolt desyncs because of the simultaneous teleporting}
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Synergies:
Fire Skills: +8-16 Fire Damage per Base Levels
Animalistic Mastery: +1 to Druid Animal Effective Levels per Elemental Level
Skeleton Mastery: +1 to Druid Animal Effective Levels per 5 Accrued Levels
Druid Animals: Full Synergy Benefits
Demonic Mastery, Critical Strike, Penetrate, Pierce: Gains your Current Accrued Level
Motley Skills: +1 to Natural Resistance per Base Levels
Fire Skill Damage, Enemy Fire Resistance: Gains Accrued Value
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bolt nova
(lightning|weather)
[synergy: 240% lightning damage]
bolts move and look like charged bolts
charged bolts are shot out in all directions
deals the same damage as charged bolt
shoots out 4 bolts + 1 bolt per level, up to a maximum of 48
uses the slow casting of lightning and chain lightning
has a 6% synergy from lightning and charged bolt

darksight
(magic|mystery)
aura
deals radial magic damage which is multiplied by negative light radius and divided by positive light radius
if you have activated cloak of shadows, then your light radius will always be considered negative, even if it isn't

mists of doom: ancient magic
(life drain|death)
has a spell timer that is 10 seconds longer than the duration of the spell
lasts for 10 seconds + 1 second per level
sets character life to 1 until the spell timer is up, but makes them immortal for the duration of the spell

death cleave
(physical|death)
WTAs all enemies around you for 100% weapon damage
places a whirlwind graphic on the character with each use
gains +1/+2/+3/+4/+5 damage per breakpoint

[Execute]
(physical|angelic)
Releases a single invisible, size 3 missile.
Missile has lastcollide (but due to its size, it can multi-hit if enemies are packed close together, although very few monsters can survive a hit from this, even players 8 Hell Baal will die in one hit with mild investment).
Missile can pierce, but requires piercing attack.
Deals 100% weapon damage (meaning it also applies striking effects).
Gains 250% enhanced damage per level.
Always hits (but can be blocked).
Makes a Dark Templar slashing sound each time it hits a monster.
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Synergies:
Physical Skill Bonus: +250% Enhanced Damage per Accrued Value
Angelic Mastery: +5% Enhanced Damage Multiplier per Elemental Level
Physical Skills: +250% Enhanced Damage per Base Levels
---

hellclap
(fire|demonic)
[synergy: 720% fire damage]
scales identically to vanilla exploding arrow
has the exact same synergies as exploding arrow, except it also has exploding arrow as a 12% fire damage synergy
is exactly the same as the explosion part of exploding arrow (so it carries over your character's full fire damage)

thunderstrike
(lightning|weather)
scales identically to vanilla thunderstorm
exactly like thunderstorm, only instead of hitting every few seconds, it hits once and immediately
also carries damage to all enemies within 3 yards of the strike
also carries over your character's full lightning damage onto the strike

bitterblast
(cold|crystal)
damage scales identically to vanilla freezing arrow, but does not freeze
carries the player's cold damage
deals damage in a small area of effect around the player

siphon guts
(life drain|alchemical/blood)
spawns gibs on the target, dealing non-striking physical damage equivalent to your total character's physical damage multipled by (1+0.03*SkillLevel), then further scaled by drain damage
1% of the damage dealt is stolen as life
damage is explosive, hitting everyone within 3 yards of the target
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synergies: 
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gull
(motley|animalistic/weather)
summons a white raven that casts a variant of find item with a static 40% chance of looting a corpse
find item level directly scales the looting chance (so a barbarian with level 60 find item giving 60% chance has a 100% chance of looting via the gull)
the number of times it will attempt to loot a corpse is equal to SkillLevel+RavenHits/10

diggle
(motley|mystery)
always causes open wounds
always hits and deals 29% of your physical, fire and cold damage, gaining +1% for each level
is non-striking
always spawns random garbage (potions, scrolls, keys; and very rarely, random low quality items, chipped gems, and els/elds/tirs) {could make a normaldrop esque monster, but with crappier drops}
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synergies:
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ghostflame
(magic|death)
is an aura
hits monsters in a radius of 3 yards and deals 100% of the player's magic damage ((minmagicdamage+maxmagicdamage)/2*(1+magicskilldamage/100)*(1+lightradius/10))
radius increases by 1 yard per light radius and level
hits every 1.4 seconds, decreasing by 0.04 frame per light radius and skill level (down to a minimum of 0.6 seconds)
if you have activated cloak of shadows, then your light radius will always be considered negative, even if it isn't

thunderstrike storm
(lightning|weather)
duration is only 1/10th as long as thunderstorm
thunderstrikes carry 100% of the character's lightning damage
otherwise scales and functions exactly the same as thunderstorm

bloodtree root
(life drain|blood/earth)
shoots out one of those tentacles from those guys in act 5 at a target, but instead of bursting out into a pronged root, it bursts into a pile of roots ala poison creeper
attacks are non-striking
deals your physical damage as follows: (minphysdmg+maxphysdamage)/2*(1+skilldraindamage/100)*(0.05*SkillLvl)
steals 1% of damage as life per level
roots move faster with levels
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synergies: 
life drain skills: 
blood mastery: +10% missile velocity per elemental level
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scrape
(physical|demonic)
releases a single, piercing missile that travels 4 yards at a velocity of 0.5 yard per second
the missile has no nextdelay and no lastcollide (so against a big enough enemy, it will hit up to 8 times)
the missile spawns (graphical) blood every time it hits
the missile deals the player's physical damage as follows: (physmindmg+physmaxdmg)/2*(1+physskilldamage/100)*(0.05*SkillLevel)

blackleach
(life drain|mystery)
is an aura
releases a missile every 2.4 seconds, decreasing by 0.04 per level and decreasing by 0.04 per negative light radius, down to a minimum of 0.6 seconds
the missile is a nova or explosion or aura hitter (ala sanctuary) that hits everything within 1 yard, +1 yard per negative light radius
uses vel/lvl to make the missiles travel further with levels
although the missiles are non-striking, they use 100% of the value of the player's life stolen per hit
the aura deals physical damage as follows (basically, you do no damage if you have positive light radius and your damage is multiplied by your light radius+1 if it is negative; you deal +1% weapon damage per level of the aura):
(minphysdmg+maxphysdmg)/2*(1+drainskilldamage/100)*(SkillLevel/100)-(lightradius)(minphysdmg+maxphysdmg)/2*(1+drainskilldamage/100)*(SkillLevel/100)
if you have activated cloak of shadows, then your light radius will always be considered negative, even if it isn't

grim's burning dead
(fire|death)
[soft synergy: skeleton mastery & raise skeleton]
raises necroskeletons that are red boned instead of white boned
skeletons deal physical damage that scales like raise skeleton, however 100% of the skeleton's physical damage is converted to fire (these skeletons use fire attack 100% of the time)
mutually exclusive with raise skeleton
benefits scale proportionally with both the level of grim's burning dead and raise skeleton (so if you have level 40 raise skeleton and level 5 grim's burning dead, your grim's burning dead is effectively level 45)
gains the full raised skeleton benefits of skeleton mastery
these skeletons have the grizzly bear AI instead of the necropet AI
this skill is just like raise skeleton in every other respect
---
synergies:
---

summon grim golem
(physical|death)
[soft synergy: golem mastery & fire golem & skeleton mastery & summon resist
hard synergy: clay golem|blood golem|iron golem]
summons a bone golem that is mutually exclusive with other golems
requires a corpse to be summoned
has the exact same synergies as the fire golem
benefits scale proportionally with both the level of summon grim golem and summon fire golem (so if you have level 40 fire golem and level 5 fire golem, your grim golem is effectively level 45)
gains the full raised skeleton benefits of skeleton mastery
has 25% physical resistances in all difficulties
gains +50 thorns per level
this skill is otherwise exactly like fire golem, only it deals physical damage instead of fire damage and does not have an aura and has 0% base resistances (in normal) and does not have fire absorb
has a 50% chance to shoot out a bone spear on attack that deals its full weapon damage


fire attack
(fire|demonic)
A plain attack that converts 100% of physical damage to fire.
Gains 5% enhanced damage and 5% attack rating per level.
{no skill description}

knell
(stun|angelic/weather)
releases a 5 yard explosion that emits from a target that deals physical damage and stuns
has an increasing chance of knockback
gains 100 physical damage per level
stuns for 0.4 seconds + 0.04 seconds per level
makes a donging sound like a bell
---
synergies:
---

holy plague
(poison|angelic/weather)
[synergy: 200% poison damage]
is an aura
applies the player's current poison damage rate to all enemies in radius
poison duration is 3 +1 second per level
radius is (10+(2*lvl))/3
poison damage is multiplied by (1+0.05*lvl)*(1+poisonskilldmg/100)*(1+synergy/100)
has a 10% poison damage synergy from cleansing

release viper
(poison|animalistic/earth)
[synergy: +900% Poison Damage]
scales exactly like poison explosion
has the same synergies as poison explosion, except it also has poison explosion as a 15% poison damage synergy
exploded corpses release a very fragile viper with the NPC AI (so that it doesn't crash on mercenaries) for a short distance, casting toxic field on death equal to 1/3rd the level of viper explosion

toxic field
(poison|blood)
exactly the same as static field, but resisted by poison instead of lightning

Flame Nova
(fire|weather/demonic)
Releases a fire nova.
Each sector of the nova can only hit once.
Has 0.16 seconds of nextdelay.
Sectors explode into fire patches on collision.
Fire patches last for 0.40 seconds.
Costs 24 mana to use.
Costs 24 life to use.
Can be used while transformed (but gains a 1 second skill delay).
{damage and the damage synergies aren't really set up right yet}
{NOTE: The fire damage per second is an approximation, based on the assumption that the enemy is size 2 and is getting burned by 4 patches; this may or may not be somewhat accurate}
---
Synergies:
Weather Mastery: -0.04 seconds Delay per Elemental Level
Demonic Mastery: -4 Life Cost per Elemental Level
Life Drain Skills: -1 Life Cost per 2 Base Levels
Non-Sorceress Fire Skills: +10% Fire Damage per Base Levels
Physical, Magic and Mana Drain Skills: +8% Fire Damage per Base Levels
Frost Nova, Nova, Blaze: +7% Fire Damage per Base Levels
Character Level: +4% Damage Multiplier per Accrued Value
---
{

(7*(skill('frost nova'.blvl)+skill('nova'.blvl)+skill('blaze'.blvl))+10*(skill('fireb'.clc1)-skill('sorst'.ast1))+8*(skill('physb'.clc1)+skill('magb'.clc1)+skill('manab'.clc1))+4*ulvl)*(100+4*ulvl)/100

(7*(skill('frost nova'.blvl)+skill('nova'.blvl)+skill('blaze'.blvl))+10*(skill('fireb'.clc1)-skill('sorst'.ast1))+8*(skill('physb'.clc1)+skill('magb'.clc1)+skill('manab'.clc1))+4*ulvl)*(100+4*ulvl)/100

burn dmg is currently:

25*miss('flamenovafire'.edmn)

miss('flamenovafire'.edmx)*(100+pst2)/100

stat('passive_fire_mastery'.accr)


(100*(100+pst2)/100)*(100+stat('passive_fire_mastery'.accr))/100



}

skewer
(physical|crystal)
releases a size 1 crystal missile with lastcollide that travels very far and very fast
missile deals physical damage as follows: (physmindmg+physmaxdmg)/2*(1+0.07*Lvl)*(1+PhysSkillDmg/100)
missile deals cold damage as follows: (coldmindmg+coldmaxdmg)/2*(1+0.07*Lvl)

gleaming
(cold|crystal)
is an aura
places crystals under your feet every 8 seconds, -0.08 seconds per level (blaze clone; make sure it doesn't interrupt actions)
crystals last for 24 seconds before melting
crystals explode with a radius of 3 yards and freeze, dealing your cold damage as follows: (mincolddmg+maxcolddmg)/2*(1+0.05*Lvl)*(1+LightRadius/10)
freezes for 1 second + 0.04 seconds per level

hellplague
(motley|demonic/weather)
releases rabies, but the rabies explodes into fire patches on expiration
has a 4 second duration
hellplague can be used in werewolf, werebear and normal form
has effective plague and hell levels; they are 1/2 the value of hellplague's level
plague levels increase the rabies damage, hell levels increase the fire patch damage
---
synergies: 
motley skills: +9% poison damage and +4% fire damage per base levels
demonic mastery: +1 effective hell level
poison skill bonus: +1 effective plague level per accrued value
rabies: +1 effective plague level per total level
---


[SHADOWFANG]
(magic|crystal/demonic)
Releases a magical missile that rapidly accelerates.
Can pierce.
Fangs explode with each collision, inflicting +2 range Pitiful Harm.
Has lastcollide.
has the same synergies as teeth, but applying to cold damage, and also teeth is a synergy
Shoots one fang per level, up to a maximum of 4.
Deals 50-180 magic damage on a direct hit.
Apples an invisible state (Brief) that adds cold and fire damage to you for 0.04 seconds (it applies to your harm, but probably not to your hit); damage is equal to 50-180 per level beyond the first (meaning level 1 doesn't benefit from this); it also drains 8-24 life from the user per level (which also only starts applying on level 2+).
{would like to make an independent state for Shadowfang, but I'm starved for states as is; if I do ever get more states, then give this an explosive overlay effect, the same as when tremain explodes}
{might want to make it work with poison dagger ala hobnails}
---
synergies:
Magic Skills: +20% Magic Damage per Base Levels
Cold Skills: +20% Cold Damage per Base Levels
Crystal Mastery: -5% to Enemy Cold Resistance via Harm per Elemental Level
Fire Skills: +35% Fire Damage per Base Levels
Demonic Mastery: +3-8 Life Replenished per Elemental Level
Character Level: +7% Magic Damage Multiplier per 2 Accrued Value
---


Soul Flay
(mana drain|mystery)
shoots a size 3 missile that is like the gout of energy ala baal's inferno
those hit are cursed with -25% total speed, -25% damage, -25% skill damage, -25% to all resistances; an additional -0.5% is added per effective level (meaning +mana drain skills applies even if it is from an On Attack)
also deals 500% weapon damage with lastcollide and nextdelay of 0.16 seconds (should not hit a target more than once)

Blacktongue
(poison|demonic/control)
has no nextdelay and no lastcollide
shoots an acid ball that explodes in 4 yards on colliding, creating acid pools that deal rapid poison damage
has a super long duration state that sets the enemy's defense to 99% of its current value (e.g. 100 defense to 99 defense to 98 defense to 97 defense... since it hits so often it rapidly updates and depletes defense)
enemies that have 0 defense start having their current life set to 99% of its current value
state does not apply to prime evils
the acid ball converts 100% of your damage to poison and adds 100% of your poison damage to its own damage
---
synergies:
demonic mastery: 
control mastery: acid pool length
---

Coldsteel Eye
(cold|crystal/earth)
creates a stationary glowing blue eye that converts your physical damage to cold and adds all your cold damage to itself
shoots out very quick cold beams at enemies
shoots 5 times before decaying
the eye gains +5% cold skill damage per level

[Bleeding]
(life drain|blood)
Drains life from a target based on your current bleeding level using the open wounds formula.
Bleeding level is equivalent to character level + Bleeding Token level.
Duration is 8 seconds.
Has minimal radius.
Note that Bleeding enemies do not stop regenerating life, so combining Bleeding with poison, open wounds or some other constantly damaging source will help it out.
If multiple instances of bleeding are applied at once, then the weakest takes priority {this is not desirable, but I do not know of a way to fix it; maybe look into conviction/battle cry/curses since they can have increasingly negative values but not be overridden by lessers}.
{doesn't give exp/apply magic/gold find unless the poison/open wounds state is applied}
---
synergies:
life drain skills: +5% drain damage per base levels
blood mastery: +3 to Effective Bleeding Token Level per Elemental Level
Bleeding Token: +1 to Effective Bleeding Level
Drain Efficacy: +1% Drain Damage per Accrued Value
Character Level: +1 to Bleeding Level per Base Level
---

[Bleeding Token]
(life drain|blood)
See Bleeding.

Hexfire
(fire|mystery)
is a curse
reduces fire resistance equivalent to an equally leveled vanilla 1.13c lower resist
reduces enemy fire skill damage just as much as it does fire resistance

Ginther's Rift
(magic|mystery)
opens a portal that lasts for 1 second per level
spews out an allied shadowy figure every second that can fly, move through allies and has a 100% chance to cast level 5 magic field on striking
shadowy figures have 25% to all resistances and their life, defense and attack rating scales equally to an assailant
allies decay after 30 seconds

Magic Field
(magic|mystery)
like static field, but deals magic damage instead
same radius as static field
decreases enemy life by 1% per level

Angelic Might
(physical|angelic)
Exactly the same as vanilla 1.13c Might.
competes with might

Angelic Sanctuary
(magic|angelic)
Vanilla 1.13c Sanctuary, except the broken undead damage/attack rating bonus now works.
competes with sanctuary

Angelic Vigor
(stamina drain|angelic)
Vanilla 1.13c Vigor, except it gets 25% velocity at level 60 (instead of 50%).
competes with vigor

Angelic Resist Fire
(fire|angelic)
Vanilla 1.13c Resist Fire, except it doesn't give max resistances and the resistance bonuses are 1/3rd as much.
competes with resist fire

Angelic Holy Fire
(fire|angelic)
The same as vanilla 1.13c Holy Fire.
competes with holy fire

Angelic Concentration
(motley|angelic)
The same as vanilla 1.13c Concentration.
competes with concentration

Angelic Holy Freeze
(cold|angelic)
The same as vanilla 1.13c Holy Freeze.
competes with holy freeze

Angelic Prayer
(life drain|angelic)
The same as vanilla 1.13c Prayer, except the healing is doubled.
probably partly competes with prayer

Angelic Resist Cold
(cold|angelic)
The same as vanilla 1.13c Resist Cold, except it doesn't give max resistances and the resistance bonuses are 1/3rd as much.
competes with resist cold

Angelic Resist Lightning
(lightning|angelic)
The same as vanilla 1.13c Resist Lightning, except it doesn't give max resistances and the resistance bonuses are 1/3rd as much.
competes with resist lightning

Angelic Meditation
(mana drain|angelic)
The same as vanilla 1.13c Meditation.
competes with meditation

Angelic Thorns
(physical|angelic)
The same as vanilla 1.13c Thorns.
competes with thorns

Angelic Salvation
(motley|angelic)
The same as vanilla 1.13c Salvation, except the resistance bonuses are 1/4th as much.
competes with salvation

Angelic Conviction
(motley|angelic)
The same as vanilla 1.13c Conviction.
competes with conviction

Angelic Holy Shock
(lightning|angelic)
The same as vanilla 1.13c Holy Shock.

Angelic Defiance
(physical|angelic)
The same as vanilla 1.13c Defiance.

Angelic Cleansing
(life drain|angelic)
The same as vanilla 1.13c Cleansing.

Angelic Redemption
(motley|angelic)
The same as vanilla 1.13c Redemption.

Angelic Fanaticism
(stamina drain|angelic)
The same as vanilla 1.13c Fanaticism.
competes with fanaticism

Angelic Blessed Aim
(physical|paladin)
The same as vanilla 1.13c Blessed Aim, except it doesn't have passive benefits and gives 80% base attack rating and +20% attack rating per level.
competes with blessed aim

Poison Shield
(life drain|angelic)
lasts for 3 seconds per level
renders you immune to poison damage
gives added defense as follows: lvl*totalpoisonres*(1+totalmaxpoisonres/100)
{might have to do this via an intangible}


Undaunted Movement
(stamina drain|angelic)
despite being an aura, it only applies to the player
gives +1% faster run/walk per level; but unlike faster run/walk on items, this has no diminishing returns
has the same state as increased speed, making them mutually exclusive
the value of increased speed adds directly to this skill, making the previous mutual exclusion meaningless: so if you have +20% movement speed from Increased Speed and +10% movement speed from this, then Undaunted Movement will actually give +30% movement speed and take priority over Increased Speed
{if possible, remove this skill and replace it with the property skillvelocitypercent; but I'm not sure if skillvelocitypercent actually works}

Greyform
(motley|mystery)
gives 1% physical, magic, fire, cold, lightning and poison resistance per level
has the same state as fade and is thus mutually exclusive with both fade and burst of speed
area of effect is 1 yard + 0.33 yards per level

[Essence Thief]
(motley|blood)
Converts a portion of your one-handed/two-handed (whichever is the greatest) damage to drain damage when used, which ignores all resistances except for drain resistance (meaning you can drain physical immunes).
Deals no direct damage, but it does count as an attack and does hit and miss and can be blocked.
Attacks with -100% attack rate, percent harm damage and quaternity skill damage.
Has a base damage conversion of -100%.
Gains +1% damage conversion and attack rate per 2 levels.
Attacks with +300% attack rating.
Requires you to have a minimum of 70 mana, but does not cost mana per use.
---
Synergies:
Motley Skills: +1% Attack Speed and Damage Conversion per 2 Base Levels
Blood Mastery: +10% Drain Damage per Elemental Level
Life and Mana Drain Skills: +1% Damage Conversion per Base Levels
Stamina Drain Skills: +1% Attack Rate per Base Levels
Sorceress Skills: +1% Attack Rate and Damage Conversion per 4 Base Levels
Drain Efficacy: +1% Drain Damage per Accrued Value
---


Moonlight
(magic|weather)
a skill that bathes the area in ephemereal strands of light, healing 0.4% of life per two seconds per positive light radius (0 if negative), and dealing 0.4% of enemy life per second as magic damage per negative light radius (0 if positive) (this skill makes use of shortlived intangibles with two auras, or maybe one aura and casting a magical static field)
damage and healing scales with magic skill damage
if you have activated cloak of shadows, then your light radius will always be considered negative, even if it isn't
{summons an intangible that follows you and that carries out the function; should have a duration that is fairly long, like a minute or two}


blood moonlight
(life drain|blood;weather)
gives increasing attack speed and velocity to allies with positive light radius
gives reduced total speed to enemies with negative light radius
deals life drain damage that increases with absolute light radius
aura radius increases with absolute light radius
use itemtypes reanimate to make it give increasing reanimate as blood pile (which themselves always reanimate kills as blood piles) with absolute light radius


Etherealize
(motley|death)
is an aura
does not have any area of effect
mutually exclusive with fade
gives the exact same benefits as vanilla 1.13c fade, but with a negligible duration (meaning if you take it off, you lose the bonus)


Gorefoot
(mana drain|death)
is an aura
like blaze, but instead of making fire it gores corpses and gives you mana
gives 1 mana per level per corpse gored
{if this doesn't work well, maybe can create a new stat based on blaze that applies bonuses when stepping?}

Gore Rider
(life drain|demonic)
teleports to a corpse, consuming it
costs as much mana as teleport, and an equal amount of life




quill shield
(physical|animalistic)
automatically shoots out quills at enemies, dealing 1/16th weapon damage with no nextdelay
can pierce
number of quills increases by 1 per level
drains 5% of total life per release of quills
each release of quills places the attack takes damage overlay over the caster
chance of releasing quills increases with lower life

Nethercrow
(life drain|animalistic)
effective level is based off of Animalistic Mastery and Raven
mutually exclusive with raven
maximum of 5
gains the same shared bonuses as ravens and gains the bonus from raven, does not provide its own shared bonus
velocity bonus is also given as an equivalent attack speed bonus
deals 10x the physical damage of raven
has 100% chance to cast level 1 bleeding on attack
uses the player's current bleeding token level
uses the player's current percent drain efficacy level
uses the player's current blood mastery level
gains an additional +3 to bleeding token per level
gains an additional +3 to percent drain efficacy per level
gives 5% of the damage it deals as life to the player

Darkfear
(magic|mystery)
is an aura
effective level is increased by negative light radius and mystery mastery
most strongly affects non-champion, non-unique, non-boss monsters
if a regular monster is successfully selected, it will die immediately
if a non-regular monster is successfully selected, it will take 100 magic damage per effective level in Darkfear
attempts a selection every 2 seconds, resulting in a heart attack/heart beating sound if it succeeds
chance of a successful selection is equal to 5% per level
if your light radius is zero or positive, then this aura does nothing
if you have activated cloak of shadows, then your light radius will always be considered negative, even if it isn't
{how this actually works is it spawns an intangible every few seconds that has an attack that debuffs an enemy with specific aurafilters that only target normal monsters, reducing their maximum life by 127%}

Maim
(physical|blood)
a debuff
reduces the maximum life of the target by 5% +1% per level
works on everything except constructs
lasts virtually indefinitely as long as you remain near the maimed enemy

Steel Ball
(physical|mystery)
[synergy: 200% physical damage]
shoots out a quick moving steel ball that always pierces and knocks back enemies
has lastcollide enabled
deals the player's physical damage, but is not considered an attack/strike
physical damage is increased by 10% per level
has a +10% physical damage synergy from volcano and molten boulder
uses the armageddon_rock graphics, which isn't used anywhere in vanilla

Odium
(stun|demonic)
is an aura
effective level is based on demonic mastery and taunt
works like taunt, making all generic monsters run up to you in melee
radius it 5 yards +2/3rds of a yard per level
applies the same debuff as taunt, but only giving 1/3rd as much (so if you have -99% maximum life on taunt, this only applies -33% maximum life)
debuff lasts for 1 second

Gash
(physical|animalistic)
hits everything in a cone in front of you
deals 100% weapon damage
gains 5% enhanced damage per level

Spine
(poison|animalistic)
makes a poison spitting sound
releases a solitary spine that, despite not being an attack/strike, takes 100% of the player's physical damage
also deals 5% of the player's physical damage as poison damage over 1 second, gaining an additional +5% per level
spines can benefit from pierce

Ancient Sight
(magic|mystery)
the same as vanilla 1.13c inner sight

Counterbalance
(stamina drain|earth)
when your total movement speed or attack speed is negative, you gain the negative amount as a positive amount (so if you have -100% movement speed, you actually have +100% movement speed)
the bonus is multiplied by an additional +0.05x per level (so if you have -100% movement speed and level 3 Stability Aura, then you actually have +115% movement speed)

[Death's Mark]
(cold|death)
Curses the hit target with Decrepify, the strength of which is equivalent to your current level of Decrepify.
The Decrepify rapidly spreads to nearby targets, constantly dealing damage to those around the afflicted (it's Rabies).
Base duration is 0.04 seconds.
Has a -95% cold damage multiplier at level 1.
Gains +1% cold damage multiplier every 3rd level.
Can be used in wereforms (this also means the Fire Claws attack rating override can apply).
Has 50% attack rating, gaining +15% attack rating per level.
Mana cost is 15.
---
Synergies:
Non-Paladin Cold Skills: +1% Cold Damage Multiplier per 3 Base Levels
Death Mastery: +1% Cold Damage Multiplier per 3 Accrued Levels
Mana Drain Skills: +1% Cold Damage Multiplier per 3 Base Levels
decrepify: +1% Cold Damage Multiplier per Base Level and Excess Values
Lower Resist: Reduced Enemy Cold Resistance
Cold Length: +100% Duration per 1/8 Accrued Value
---
{is it possible to add a deathly/ghostly hit effect? would feel a bit more deathy if it had that}

[Cathan's Trap]
(magic|alchemical)
Uses the casting animation.
Counts towards the trap limit.
This trap has a 2 second AI delay.
Each trap fires 10 shots.
Shoots out holy bolts (that deal the same damage as an equally leveled holy bolt, can damage all targets and only hits one target) that explode (dealing the same damage as an equally leveled fireball to all enemies in a radius).
Ignores the magic and fire resistance of the undead.
As with other traps, it does not gain the player's skill damage nor reduced enemy resistance.
Costs 45 mana to cast, but requires you to have at least 350 mana to attempt a cast.
---
Synergies:
Fire Skill Bonus: +7% Fire Damage per Accrued Value							(sumsyn3)
Fire Skills: +7% Fire Damage per Base Level								(sumsyn3)
Magic Skills, Fist of the Heavens: +12% Magic Damage per Base Level 					(sumsyn2)
Mana Drain Skills: +3% Fire Damage, +6% Magic Damage per Base Level					(sumsyn4)
Alchemical Mastery: +7% Fire Damage, +12% Magic Damage per Elemental Level				(sumsyn5)
---
{ideally, the bolts would have a red glow instead of a blue glow}
{give it a small magic explosion on collision that is only graphical}


Isenhart's Justice
(stamina drain|angelic;earth)
An "attack" with a very low frame rollback, making it attack around 6.67 times faster than Zeal.
Each "hit" releases a small area of effect explosion that deals 100% of weapon damage.
Cannot apply any hit effects (so no crushing blow, no ctc, no skill damage).
Gains +1 hit per level.
{the LCS applies skill damage despite it not working}
---
Synergies: 
Stamina Drain Skills: +1 Hit per 3 Base Levels
Angelic Mastery: +1 Hit per Elemental Level
Earth Mastery: +1 Hit per Elemental Level
Warmth and Enchant: +1 Hit per 2 Base Levels
---

{

missile damage:

(min+max)/2*(100+dmgpercent)/100

The LCS display for missile damage is bugged in that it pretends fire/cold/lightning/poison skill damage applies to weapon missile damage, but it doesn't. Which of these fixes to the display would be ideal?
>all weapon damage missiles display the average of every damage type combined, instead of a damage range (so if you deal 1-1000 lightning damage, 52-55 physical damage and 2-4 fire damage, then the display would show: 557)
>all weapon damage missiles display the accurate minimum weapon damage on top and the accurate maximum weapon damage on the bottom (so if you deal 1-1000 lightning damage, 52-55 physical damage and 2-4 fire damage, then the display would show: 55 over 1059)
>leave in the broken damage display for missiles, but include a secondary, perfectly accurate display on the skill Throw
Note that option 2 would prevent use of the bottom of the display, which means skills like Exploding Arrow have to have their explosive damage added to minimum and maximum value, instead of being displayed separately as is the case in vanilla (so if you are using exploding arrow which deals a +10-20 fire damage explosion, then the 55 over 1059 would become 65 over 1079).



}


[Sigon's Trituration]
(physical|alchemical)
A melee attack that requires you to wield either: nothing (fists), a dagger, a blunt weapon (excluding hammers and maces; meaning Sorceress Orbs, wands, clubs and scepters are valid choices) or an Assassin Katar.
Gains +9% damage per level.
Gains +2% damage per character level.
Gains +5% attack rating per level.
Gains +1% attack rating per character level.
Attacking while enemies are nearby will sometimes explode (usually) nearby corpses into gore, dealing 100% physical damage and 10-20% of the corpse's life.
Explosion has a radius of 6.6 yards.
Has a mana cost of 10.
---
Synergies:
Physical Skills: +3% Damage per Base Level
Alchemical Mastery: +6% Damage, +5% Attack Rating per Elemental Level
---

[Steel Fist]
(physical|alchemical)
Is an aura that melds you with Sigon's Steel if you are not wielding a weapon.
Adds melee-only damage that is equivalent to your character level.
Adds maximum life that is equivalent to your character level.
Adds armor that is equivalent to your character level
The added maximum life and armor are multiplied by your current durability/max durability (meaning that as the set breaks, the life bonus increasingly diminishes to zero).
The above bonuses are set to zero if the player's max durability exceeds the total of Sigon's Complete Steel (meaning you are using a weapon).
Also gives +1-2 (randomly) attacker takes damage to make doubly sure that the aura is updating occasionally.
---
synergies:
Physical Skills: +1 added damage, +1 life, +1 defense per Base Level
Physical Skill Bonus: +1 added damage, +1 life, +1 defense per Accrued Value
Alchemical Mastery: +1 added damage, +1 life, +1 defense per Accrued Level
Physical Skills: +1% added damage, +1% added life, +1% added defense per Base Level
Physical Skill Bonus: +1% added damage, +1% added life, +1% added defense per Accrued Value
Alchemical Mastery: +1% added damage, +1% added life, +1% added defense per Base Level
---

[Vidala's Entrapment]
(lightning/cold|crystal)
Summons a construct that spews out a short ranged hose that deals simultaneous cold and lightning damage.
Does not count towards the trap limit.
Construct deals 1 cold damage over 0.04 seconds and 1 lightning damage.
Construct borrows the player's cold damage, lightning damage, cold skill damage, lightning skill damage, reduced enemy cold resistance, reduced enemy lightning resistance and cold length.
---
Synergies:
Lightning Skills: +1% Lightning Damage per Base Levels
Lightning Skills: +0.04 seconds casting time per 5 Base Levels
Lightning Skill bonus: +10% lightning damage per accrued value
Cold Skills: +1% cold damage per base levels
Crystal Mastery: +4% cold damage and +0.12 seconds casting time per accrued level
---

The Ritual
(none|none)
summons an otherwordly portal that randomly summons one of the following: an angel, a demon, a beast, an earth warrior, a crystal servant, a blood puddle, a changeling, a void creature (etc; basically every type of mastery has its own summon, except for control mastery and alchemical mastery; or maybe even alchemical mastery could have like a construct or something)
causes the screen to go dark ala cloak of shadows; turns bright again after the minion dies
can only have one summon out at a time
mana cost is obscenely high, probably 300 mana at least
everyone in radius, including the player, including allies, takes an equal amount of damage as every single type of damage (meaning everyone takes ~2100 damage, is chilled, stunned, frozen and poisoned, which probably will kill undergeared hirelings and players outright)
all skills do not directly do anything for this skill, although they do increase masteries which increase the minions
the minion inherits the player's respective mastery: so an earth elemental gains earth mastery, a blood elemental gains blood mastery, etc
the minion only lasts for a short while, with the duration increasing by 1 second per level in control and alchemical mastery
has a spell timer as long as the duration
angel attacks with a very fast zeal, has angelic prayer, releases holy bolts with each hit and can cast fist of heavens; immune to magic; all damage and skill levels increase with angelic mastery
demon attacks with a slow cleaving attack that deals massive damage and excellent fire damage, releasing a cone of fire trails with each hit and a trail of fire in his wake; immune to fire; all damage increases with demonic mastery
beast has an AIdelay of 1 and absurdly fast attacks and max aggression, slowing enemies on hit; attacks with max speed fend and max speed strafe (which shoots out spikes); cannot be slowed by anything; speed and damage increases with animalistic mastery
earth warrior is incredibly slow, but deals absurdly high damage, and has 100% crushing blow, and ignores enemy physical resistance; immune to physical; damage increases with earth mastery
crystal servant has no defense and is fairly weak, but releases a number of possible miniature versions of himself that are aligned with the player, miniatures come in a number of forms, with fighter forms being fast and attacking in melee, ranger forms throwing piercing ice bolts and magic forms calling down miniature blizzards; servant and miniatures are immune to cold; all damage increases with crystal mastery
blood puddle's hits cause a splash that hit a large radius, causing everyone hit to be accursed with a high level bleeding; cannot be leeched from and is the only ritual minion with life regeneration; damage and bleeding damage increase with blood mastery
changeling looks like an unequipped assassin and attacks with frenzy and dragon flight, and has a 5% chance to cast frozen orb, meteor, chain lightning, tornado, firestorm, blessed hammer, poison nova, bone spear, war cry, all on striking; spawns with a randomized angelic aura; is 75% resistant to everything; gains base damage and levels in synergy efficacy with motley mastery
void creature is pitch black and outright erases any normal monsters it touches, corpse and all leaving only items behind, and has an aura that deals physical damage and erases anything it kills in a large radius; erasure threshold of its attack and aura decrease with mystery mastery

Quill Volley
(physical|animalistic)
shoots out one quill per level, dealing 100% weapon damage
can pierce
deals some physical damage

Wail
(stamina drain|animalistic)
[synergy: +40% malus multiplier]
slows enemy attack rate, cast rate, hit recovery, block recovery and movement speed by 25% +2% per level
duration is 4 seconds + 1 second per level
otherwise is identical to battle cry
gains +2% to malus multiplier per base level in battle command

Blood Mist
(life drain|blood)
spawns a stationary mist that drains life by dealing physical and life drain damage
duration is 1 second + 0.12 seconds per level
damage dealt is multiplied by drain skill efficacy

Lightning Prill
(lightning|alchemical)
shoots out a bighead orb
deals 100% weapon damage
uses slow animation cast rate
adds lightning damage per level
can pierce
has lastcollide
makes a spitting sound on use

antipodal prill
(lightning|mystery)
shoots out a bighead orb
deals 50% weapon damage
turns around after going far enough
uses slow animation cast rate
adds lightning damage per level
always pierces everything, including walls
has lastcollide
makes a spitting sound on use
{missile plan: bighead1 has no collision and alwaysexplodes, after it reaches its maximum length it shoots antipodalprill which is almost the same as bighead1 but faster and in the opposite direction; both bighead1 and antipodalprill use the poison javelin function to spawn a size 1 37.5% or 50% weapon damage missile}
{ideally bighead1 and antipodalprill should make the bighead explosion graphics each time it collides with a unit or wall; this would be only graphical}
{since afflicted uses this directly, will probably need to make a missile that immediately explodes, shooting a different client and srv missile, the client missile handling the wall explosions and the srv missile handling the constant damage missiles}
{if I can't get it to reverse properly, then can just have it redirect via lightning fury function}

Vile Prill
(poison|alchemical)
Shoots out a slow poison ball trap missile, which spawns a faster poison ball trap missile, which spawns a faster final poison ball trap missile.
The final poison ball trap missile deals 100% weapon damage, always hits and can pierce.
The first two poison ball trap missiles always pierce.
Damage per second is equivalent to Poison Javelin.
Duration is 1 + 0.20 seconds per level.
uses slow animation cast rate
has lastcollide
makes a spitting sound on use
cloud duration increases per level
synergy of +12% poison damage applied equally by base levels of Poison Javelin, Plague Javelin, Poison Nova and Poison Explosion; and also by total level of Alchemical Mastery

spark spittle
(lightning|animalistic)
Spews out a bunch of spark webs randomly over the target area.
Spark webs constantly hit targets standing on them.
Shoots 3 webs, +1 every 8 levels, and +1 every 6 base levels of Fire Blast.
Has a skill delay of 0.6 seconds.
uses slow animation cast rate
makes a spitting sound on use
Quaternity and Magic Damage Reduction has 1/25th effectiveness.
{since the bighead has to use it too, probably need to make it a single projectile that explodes into a bunch upon reaching the target area}
{ideally, would make it so that the shock web can face a number of different directions so it doesn't appear so repetitively}

spark sphere
(lightning|weather)
Shoots out a bighead orb that decelerates.
Deals near constant lightning damage to those it passes over.
Explodes into a nova of 32 sparks upon running out of range or hitting a wall.
Always pierces.
uses slow animation cast rate
makes a spitting sound on use
synergized by charged bolt, nova and claws of thunder
Deals 1/2 the damage of Charged Bolt per hit.
Quaternity and Magic Damage Reduction has 1/25th effectiveness.
Weather Mastery acts as a +50% lightning damage synergy.

[Transcendent Suffering]
(motley|mystery)
Makes it so you cannot be killed when you die, but stops protecting you immediately after death (this lets you release chance to cast on death without being killed; it is recommended to pair this with a skill that heals on death).
Sets your life to 0.
Your mana cannot go any lower during the duration, and your mana is filled after the effect expires.
Gains 0.04 seconds of duration every level.
Has a skill delay of 5 seconds.
Costs 55 mana after it wears off.
---
Synergies:
Fire, Cold, Lightning, Magic, Life, Mana, Motley Skills: +0.04 seconds Duration per Base Levels
Mana and Motley Skills: 
Mystery Mastery: +0.40 seconds Duration per Elemental Level
Transcendent Suffering: -0.04 seconds Skill Delay per 0.32 seconds Duration
---



[Grand Tribute]
(life drain|crystal)
Rapidly consumes corpses around you when cast, converting dead monsters into damaging, stationary ice shards.
Each corpse consumed rejuvenates 1% life.
Shards deal 250-350 cold damage and 2 seconds cold duration.
Shards hit enemies within a small radius every second (this is not using nextdelay, so you can stack corpses, burst them all at once and deal massive damage).
Shards last for 65/80/100 frames in normal/nightmare/hell difficulty.
Has a 6 second casting delay.
Costs 100 mana to activate.
Remains active almost indefinitely (unless you lose the full set bonus, in which case it will immediately deactivate).
---
Synergies:
Life Drain Skills: +20% cold damage/+1% life recovered per 5/20 base levels
Life Drain Skill Bonus, All Skills: +20% Cold Damage/+1% Life Recovered per 5/20 Accrued Values
Crystal Mastery: +0.20 Seconds Shard Duration per Elemental Level
Cold Skills: +20% Cold Damage per 5 Base Levels
Motley Skills: +15% Cold Damage per 5 Base Levels
Drain Skill Efficacy: +1% Cold Skill Damage per Accrued Value
---


[Entice Folly]
(motley|mystery)
Consumes a corpse to summon a garish purple creature known as the Folly.
Follies and Lesser Follies produce Lesser Follies if they kill a target.
Follies and Lesser Follies do not regenerate life and have 0% base resistances.
Follies and Lesser Follies spread their purpleness onto enemies, dealing poison damage over 8 seconds; this damage ignores enemy resistances and immunities.
Follies and Lesser Follies do not attack poisoned enemies and ignore poison immune enemies.
Follies and Lesser Follies do not regenerate life.
Follies and Lesser Follies are immune to curses.
Follies and Lesser Follies restore 1/2/3 life per second to nearby allies in Normal/Nightmare/Hell; this benefit stacks.
The Folly is considered to be a boss and a prime evil.
The Folly ignores target defense.
The Folly gains +8 attacker takes damage per character level and has a 100% chance to cast level 1 Return Thorns Damage when hit.
The Folly attacks very, very quickly.
The Folly is immune to poison damage.
Lesser Follies gain +4 attacker takes damage per monster level and have a 100% chance to cast Level 1 Return Thorns Damage when hit.
Lesser Follies deal 100% of their base damage as additional cold damage with an 8 second duration.
Lesser Follies have -50/50/300% poison skill damage.
---
Synergies:
Cold, Poison, Physical, Life, Stamina and Mana Drain Skills: +1 Effective Level per 5 Base Levels
Mystery Mastery: +1 Effective Level per Elemental Level
All Skills, Motley Skill Bonus: +1 Effective Level per Accrued Value
Effective Level: +10% Life and Poison Skill Damage per Accrued Value
Character Level: +1 Effective Level per 2 Levels past 28
---


heed call
(physical|blood)
summons guillaume (a barbarian), whitstan (a paladin), magnus (a druid) and wilhelm (a necromancer)
takes 4 seconds to cast
the players life is set to 1 upon casting
the orphan's life is set to 1 after being called (except for guillaume who has full life)
guillaume is equipped with guillaume's face; he has a normal attack and is fragile, but cannot be interrupted; has no life regeneration
whitstan is equipped with whitstan's guard; he attacks with smite, can block with no animation and is durable; has 75% physical resistance
magnus is equipped with magnus' skin; has a normal attack, but attacks very quickly and accurately; has 95% cold resistance
wilhelm is equipped with wilhelm's pride; he has a normal attack, but the life he leeches is also given to the player; has 95% fire resistance
when any of them die, they burst into crystal shards, dealing 100% weapon damage and freezing (for 5 seconds) to surrounding enemies
effective skill levels increase their base damage and life

mage killer
(mana drain|alchemical)
a trap
counts towards the trap limit
shoots a moderately fast blade (graphically radiates with energy) that rapidly accelerates
trap borrows the player's pierce chance
shoots only once by default
gains added physical damage equal to the cumulative damage from blade sentinel, blade fury and blade shield
gains 10x as much mana drain damage as it deals physical damage {only necessary if enemies can use energy shield}
gains added fire and lightning damage based on your fire blast and shock web damage
number of shots is synergized by other traps, gaining one shot per 6 combined base levels
each effective level gives a +1% multiplier to its physical, fire and lightning damage


[Caster Arrow]
(magic|control)
Casts a rain of size 2 magic arrows at a target location.
Has a 4 second Skill Delay.
Releases 12 arrows within 5.3 yards over 4 seconds.
Gains added damage and physical to magic damage conversion per effective level, both of which scale identically to Magic Arrow.
The effective level has a base of 1, and otherwise only increases via synergies.
Deals 1/16 weapon damage.
Can pierce (not very noticeable except against enemies that are very close together).
Mana cost is 25, decreasing by 1 per level.
---
Synergies:
Magic Arrow: +1 to Effective Level per Accrued Level
Other Magic Skills and Inner Sight: +1 to Effective Level per 2 Base Levels
Control Mastery: +2 to Effective Level per Elemental Level
Control Mastery: +2/2/3/5 Arrows on the 1st/2nd/3rd/4th Accrued Level
---


[Bursting Arrow]
(lightning|weather)
Shoots a lightning arrow that bursts into 10 charged bolts ala lightning enchanted unique monsters.
Missile and charged bolts can pierce.
Missile deals full weapon damage.
Adds 1-100 lightning damage to both the missile and charged bolts.
Converts 10% of physical damage to lightning.
Costs 10 mana.
---
Synergies:
Lightning skills: +16% Lightning Damage per Base Levels
Weather Mastery: +12% Lightning Damage per Accrued Level
Fire, Cold, Physical, Magic, Stamina Drain Skills: +9% Lightning Damage per Base Levels
Weather Mastery: 10% of Physical Damage is Converted to Lightning per Elemental Level
---

[True Sight]
(progeny|control)
Is an aura.
Applies the effects of your current level of Inner Sight to all nearby enemies.
Radius is equal to Inner Sight.
Activation interval and duration are both 0.04 seconds.
---
Synergies:
Control Mastery: +25 Maximum Magic Damage per Elemental Level
---

[Icy Clutch]
(progeny|crystal)
Is an aura.
Applies the effects of your current level of Slow Missiles to all nearby enemies.
Radius is equal to Slow Missiles.
Activation interval and duration are both 0.04 seconds.
---
Synergies:
Crystal Mastery: +25 Maximum Cold Damage per Elemental Level
---

[Immortality]
(none|none)
Makes it so the user can die one additional time before being killed.

[Call Upon Guardian Angel]
(life drain|angelic)
Summons a secretive angel friend; can only have one.
Is size 1, but has +10 melee range.
Guardian Angel is impervious to almost everything: enemies will not target it, you cannot target it and it has 200% to all immunities.
Dies if you cast Suffering while under the life threshold.
Has a 6 second casting delay.
Attacks with Level 1 Zeal.
Deals 120-240 base damage.
Has 1000 base attack rating.
Has a 10% chance to cast level 1 Fist of the Heavens on attack.
Adds 100% of the damage of Fist of the Heavens to each attack.
Uses level 1 Angelic Prayer.
Costs 290 mana.
Mana cost is reduced by 10 per level.
---
Synergies:
Motley and Mana Drain Skills: +1/5 to All Base Skills per Base Levels
Angelic Mastery: +1/3 to All Base Skills per Accrued Level
Physical and Stamina Drain Skills: +1 to Zeal per Base Levels
Lightning Skills: +1 to Holy Shock per Base Levels
Magic Skills: +1 to Holy Bolt per Base Levels
Life Drain Skills: +1 to Sacrifice and +1/4 to Prayer per Base Levels
---


[Suffering]
(life drain|demonic)
Summons an invisible minion that immediately dies, but counts towards the same limit as Call Upon Guardian Angel.
Has a limit of 2 minions, which is reduced to a limit of 1 if you go under the life threshold.
Life threshold is at character level below your maximum life (so if you are level 81 and have 1000 max life, then the threshold is at 919 life).
{make sure this doesn't cause hirelings to crash if triggered; can change the AI if necessary or make it so mercenaries instantly die by equipping the set}
---
Synergies:
Life Drain Skills: -2 to threshold per base level
Life Drain Bonus: -10 to threshold per accrued value
Demonic Mastery: -25 to threshold per accrued level
---


[Anvil of Fury]
(stamina drain|demonic)
Summons a Flying Ataghan, but only if you select an enemy that is within melee range.
The Flying Ataghan is equipped with a rare Ataghan.
Summon limit of 1.
Requires you to have 120 mana available, but does not cost mana.
Costs 120 life when cast (will not kill you, and can be cast even if you have less than 120 life).
While casting, you have -70% maximum life, increasing by +1% maximum life per level.
The Flying Ataghan has a base life modifier of +70%, which is modified by the casting life percent; meaning at level 1, it has +1% life.
Has the same life, damage, defense and attack rating as a vanilla Flying Scimitar of the same monster level.
Deals 100% of its base physical damage as additional fire damage.
Has a monster level of 36 in Normal.
Scales with the local monster level it is summoned within in Nightmare and Hell.
Moves 3x faster than a vanilla Flying Scimitar.
Gains +10% enhanced damage and attack rating per level.
AI delay is 0.04 seconds.
---
Synergies:
Stamina Drain Skills: +10% Enhanced Damage, +5% Attack Rating per Base Levels
Demonic Mastery: +5% Fire Damage, +5% Life per Accrued Level
Golem Mastery and Druid Animals: Gains the Full Non-Life, Non-Defense Values
Golem Mastery and Druid Animals: Gains 1/4 of Life Values
Gains your (Accrued: Enchant, Summon Resist, Decoy, Fade, Natural Resistance, Salvation; Base Druid Motley) as Natural Resistance
Gains the Accrued Level of Critical Strike and Penetrate, each increasing by 1 per Accrued Level of Blessed Aim
Gains the Accrued Level of Fire Mastery and Base Paladin Fire as Fire Mastery
Gains the Accrued Speed Value of your Blaze, Burst of Speed, Increased Speed, 1/2 Vigor, 1/2 Fanaticism
Gains Weapon Masteries as Sword Mastery (including Sword, Mace, Axe, Pole Arm, Spear, Throwing and Claw Mastery)
---
{ideally, the flying scimitar would have a reddish glow instead of blue}


[Angelic Purge]
(magic/fire|angelic)
Releases rows of rapid magic damage that tend to hit the closest row of enemies.
Ignores undead magic resistance.
Deals (very roughly estimated) 100 magic damage to a size 2 enemy.
---
Synergies: 
Angelic Mastery: +10% damage per accrued level
Assassin Fire, Druid Fire, Sorceress Fire, Amazon Physical, Amazon Magic, Amazon Fire: +7% damage per base level
Barbarian Magic, Paladin Magic, Necromancer Magic, Meditation, Solar Creeper: +10% damage per base level
---
Damage synergies are multiplied by ulvl/13.
{synergies are awkward on this one since the choice of magic fire and even physical is completely arbitrary; also need to factor in fire/magic skill bonus}

[Activate Deathwand]
(stamina drain|death)
Similar to Zeal, but interruptible.
Has a base number of hits of 1.
Hits past the first are very fast, at about twice the speed of Zeal.
Costs 25 mana.
---
Synergies:
Stamina Drain Skills: +10% enhanced damage, +5% attack rating and +1/10 to number of hits per base level
Death Mastery: +30% enhanced damage and +1/4 to number of hits per accrued level
Drain Skill Efficacy: +1% enhanced damage multiplier per accrued value
---

[Activate Mind]
(mana drain|control)
Cast to activate for a virtually indefinite duration.
Deals 1 physical damage and 0.04 seconds of stun duration every 1.4 seconds to a randomly selected target and to some enemies around the target.
Delay is increased to 11.11 hours if you do not have Activate Mind at the time of the next activation; recast to set the duration back to 1.4 seconds.
Costs 115 mana, which is reduced by 5 per level.
---
Synergies:
Energy: +1 Damage per Accrued Value
Mana Drain Skill Bonus: +10% Damage per Accrued Value
Mind Blast, Magic Skills, Mana Drain Skills: +10% Damage per Base Level
Telekinesis, Energy Shield: +15% Damage per Base Level
Control Mastery: +100% Stun Duration per 5 Accrued Levels
---

[Activate Sign]
(motley|alchemical)
Inferno that simultaneously deals an equal amount of fire, cold, lightning and magic damage.
Deals approximately 12-25 of each damage type to each enemy per second.
Range is 4.6 yards, increasing by 2/3rds of a yard per level.
Costs 21 mana per second.
---
Synergies:
Fire, cold, lightning and magic skills: +5% total damage per base level
Mana drain skills: +7% total damage per base level
Mystery mastery: +7% total damage per accrued level
Motley skill bonus: +14% total damage per accrued value
---
Synergy is added to and multiplied by ulvl/7.

Scintillating Shell
(lightning|animalistic)
Releases a ring of charged bolts ala lightning enchanteds and scarabs.
Deals the same damage as scarab bolts, except the base damage is halved.
Gains 100% lightning damage per level in Animalistic Mastery and Monster Mastery.

Bug Swarm
(motley|animalistic)
Causes a target to lose life over time.
Target also loses 5 + 2% defense, cast rate, block rate and hit recovery rate per level.
Lasts for 8 seconds.
{change this so that it works like rabies and deals ~1/8th weapon damage, and does not carry over crushing blow, knockback and cannot trigger strikes; the spell portion itself does pure added physical damage}

Volatile Guts
(fire|death)
similar to a fire enchanted death
releases gore, dealing damage in 2.67 yards
gains 0.67 yards every 5th level
deals 5.625-9.375% fire and physical damage based on max life
damage is multiplied by 0.622 for nightmare monsters and by 0.622*0.107 for hell monsters
death mastery directly multiplies the damage

Fire Patch
(fire|alchemical)
spawns a single patch of fire with a size of 3
The fire patch damage scales the same as Fire Wall.
Fire duration is 1 second, increasing by 0.04 seconds per level.
It has a default synergy of -90% fire damage.
Each accrued level in Fire Wall and Alchemical Mastery give a +90% fire damage synergy.

infernal creation
(motley|demonic)
summons a bulky (size 3), confused creature {it is this way since the inferal set is completely confused with a bunch of mismatched properties and features}
is mutually exclusive with golems
can only summon one at a time
gains the full benefits of skeleton mastery (as if it were simultaneously a skeleton warrior, skeleton mage and revive), golem mastery (the holy fire synergy is instead flat fire skill damage), summon resist and all the golem synergies
takes the full slow of clay golem (but only on a single target and only on a successful attack), the full leeching of blood golem (but does not share anything with the player), the full reflection of the iron golem and the full added fire damage of the fire golem (but not the holy fire aura)
also takes 1/4th of the bolt damage of skeleton mages, dealing all four damage types at once
is equipped with the full infernal tools set
has a 6 second skill delay
{I don't actually like this idea very much; should probably replace it. will be a pain to implement and not very interesting; it would probably be more fun to summon a bunch of actual demons, being mutually exclusive with either melee skeletons, mage skeletons or the golem}

[Exerted Berserking]
(physical|control)
Only exists to be referenced by Berserk.
Cuts the berserk defense reduction by half at level 6, and by half again on every 6th level (so at level 6=-50% defense, 12=-25% defense, 18=-12% defense...; at level 42 the defense reduction is zero).
The difference in Berserk defense reduction is added as run/walk speed while berserked (so at level 6=50% run/walk, 12=75% run/walk, 18=88% run/walk...; at level 42 it gives 100% run/walk).
Effective level of Exerted Berserking is equivalent to its skill level + Control Mastery's level (note that despite the fact that both Exerted Berserking and Control Mastery are increased by All Skills, All Skills only adds +1 to the Effective Level).

cleglaw's form
(stamina drain|animalistic)
Transforms you into a Minion.
Has a base movement speed that is 50% faster than normal walking and 44.4% faster than normal running.
Duration is virtually indefinite.
benefits are applied via the aura Cleglaw Form
maybe make it give like +2-3 damage range
{would like to make the minion look different from normal minions, but would probably have to screw around a lot since it doesn't read monstats2.txt for components, and it also ignores translvl}


cleglaw form
(none|none)
is an aura
allows the usage of all wereform skills
applies the full benefits of both werewolf and werebear
---
Synergies:
Werewolf and Werebear: Highest Benefits of Each Apply
---

[Hobnails]
(stamina drain|earth)
A kicking skill that releases a nail with each kick.
Starts with a single kick.
Nails deal 1/8 weapon damage.
Nails gain added damage equivalent to your average kick damage, but your doubled kick damage is halved (meaning doubled +1 kick damage only adds +1-1 damage); this added value is not reduced by the 1/4 weapon damage penalty.
Nails can pierce and have lastcollide enabled.
Can be used while transformed.
Costs 15 mana.
---
synergies:
Stamina Drain Skills: +2% Damage per Base Levels, +1 Kick per 20 Base Levels
Earth Mastery: +1 Kick on the 1st/3rd/6th/10th/20th/30th/40th Elemental Level
Earth Mastery: +1% of Accrued Strength is Added as Percent Damage per Elemental Level
Physical Skills: +2% Damage per Base Levels
Dragon Tail: +3% Damage per Accrued Level
Poison Dagger: 1/2 of Average Poison Rate is Added for 2 Seconds
Drain Efficacy: +1% Damage per Accrued Value
---




aldur's power
(|)
is an aura

[Demonic Fire Bolt]
(fire|demonic)
Deals 100% of the caster's fire damage.
Gains +32% damage synergy per level in Demonic Mastery.
Otherwise identical to Fire Bolt.
{mastery bonuses have been added, but not tested for bugs}

[Crystal Ice Bolt] {controlicebolt}
(cold|crystal)
Deals 100% of the caster's cold damage.
Each level in Control Mastery multiplies the total synergy bonus.
Synergy does not apply if you do not have at least one level in the respective mastery.
Each level in Control Mastery gives a +12% cold duration synergy.
Otherwise identical to Ice Bolt.
{mastery bonuses have been added, but not tested for bugs}

[Crystal Charged Bolt]
(lightning|crystal)
Deals 6.25% of the caster's lightning damage.
Each level in Crystal Mastery multiplies the total synergy bonus by +0.5x.
Synergy does not apply if you do not have at least one level in the respective mastery.
Gains +1/2 of a bolt per level in Crystal Mastery (maximum of 24 bolts per cast).
Otherwise identical to Charged Bolt.
{mastery bonuses have been added, but not tested for bugs}
---
Synergies:

---

[Crystal Frost Nova] {controlfrostnova}
(cold|crystal)
Deals 25% of the caster's cold damage.
Each level in Control Mastery multiplies the total synergy bonus.
Synergy does not apply if you do not have at least one level in the respective mastery.
Each level in Control Mastery gives a +4% cold duration synergy.
Otherwise identical to Frost Nova.
{mastery bonuses have been added, but not tested for bugs}

[Weather Nova]
(lightning|weather)
Deals 25% of the caster's lightning damage.
Gains a +4% damage synergy per level in Weather Mastery.
Otherwise identical to Nova.
{mastery bonuses have been added, but not tested for bugs}
---
Synergies:
Lightning Skills: +2% Lightning Damage per Base Levels
Weather Mastery: +6% Lightning Damage per Accrued Level
---

[Weather Lightning]
(lightning|weather)
Deals 50% of the caster's lightning damage.
Every level in Weather Mastery gives a +24% damage synergy.
Otherwise identical to Lightning.
---
Synergies:
Lightning Skills: +8% Lightning Damage per Base Levels
Weather Mastery: +24% Lightning Damage per Accrued Level
---

[Weather Chain Lightning]
(lightning|weather)
Adds approximately 40% of the caster's average lightning damage to the skill's average lightning damage.
Otherwise identical to Chain Lightning.
---
Synergies:
Lightning Skills: +4% Lightning Damage per Base Levels
Weather Mastery: +3% Caster Damage Added per Accrued Level
Weather Mastery: +1 Hit per 3 Accrued Levels
---

[Animalistic Hydra]
(fire|animalistic)
Deals 3.91% of the caster's fire damage.
Skill delay is decreased by 0.12 seconds per level in Animalistic Mastery (no delay at level 9).
The Animalistic Hydra gains +3% fire skill damage per level in Animalistic Mastery (note that the hydra functions mostly the same as vanilla, and thus gains the full amount of fire skill damage/reduced enemy fire resistance of the caster).
Otherwise identical to Hydra.
{mastery bonuses have been added, but not tested for bugs}

fist of hatred
(|demonic)

Steaming Gore
(fire|death)
Spawns explosive guts.
Explosion deals equivalent physical and fire damage: base is +(8-14), breakpoints are (14-24)/(25-44)/(37-64)/(43-64)/(49-74).
Leaves behind steam, which deals rapid physical and fire damage for 4 seconds, equivalent to Immolation Arrow.
physical damage and explosion radius increases with death mastery
fire damage and steam radius increases with fire skill levels

Alchemical Venom Nova
(motley|alchemical)
Deals Poison Nova's poison damage.
Also gains +(4-16) base physical damage and +4/6/8/10/12 damage per breakpoint; the damage is then multiplied by 16/256.
Has no nextdelay.
Bolts cannot pierce.
Bolt velocity is 2/3rds.
Alchemical Mastery acts as a +10% poison damage synergy.
Poison Dagger, Poison Explosion and Alchemical Mastery act as a +10% physical damage synergies.
Otherwise identical to Poison Nova.

normal drop
(none|none)
summons a very weak, corpseless, inactive orb monster that drops items equivalent to a normal monster

champion drop
(none|none)
summons a very weak, corpseless, inactive orb monster that drops items equivalent to a champion monster

unique drop
(none|none)
summons a very weak, corpseless, inactive orb monster that drops items equivalent to a unique monster

[Powerful Damage]
(none|none)
Deals 100% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).

[Strong Damage]
(none|none)
Deals 75% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).

[Moderate Damage]
(none|none)
Deals 50% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).

[Weak Damage]
(none|none)
Deals 25% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).

[Pitiful Damage]
(none|none)
Deals 12.5% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).

[Damnation]
(none|none)
Deals 100% of your weapon damage to enemies within radius.
Radius is increased by weapon range (illustrated by the level of the skill) and sources of Damage Range.
Only applies damage and modifiers to damage, hit effects do not get applied (e.g. crushing blow, freezing, blinding, fear, knockback, chance to cast on attack/striking).
It is important to note that added elemental damage will only apply to the radius if you have at least +1 minimum and +1 maximum of the damage type, otherwise the entire value is ignored (I have no idea why it works this way).
Enemies within radius are also afflicted with damnation, which gives them -400% curse resistance and applies reduced magic resistance equivalent to your current level in Lower Resist.
Damnation lasts for 16 seconds.
Uses the same state as Putrid Defilers, which makes it mutually exclusive with Putrid Defiler parasitization {this is a state-conserving effort; if I ever get unlimited states, then this will be changed}.

[Iratha's Cyclone Armor]
(motley|weather)
Can be cast on allies and minions.
---
Synergies:
Cyclone Armor: Damage Synergies Apply at 1/2 Value
Cyclone Armor: Non-damage Synergies Apply at Full Value
Weather Mastery: +7% damage per elemental level
Motley, Fire, Cold, Lightning, Poison and Physical skills: +3% damage per Base Levels
---
Otherwise identical to Cyclone Armor.

decay
(poison/life drain|death)
Is an aura with the same state as Rabies (which prevents Rabies from spreading beyond the initial afflicted target).
Has a radius of 4 yards.
Deals the same radial damage as Holy Fire, except with an inherent damage multiplier of 25/16.
Poison duration is 1 second.
Drains 10 life per second per level.
Has a delay of 1 second.
---
synergies:
poison skills and bonus: +10% poison damage per base levels and accrued value
life drain skills and bonus: +10% drain damage per base levels and accrued value
death mastery: +3% poison and drain damage per accrued level
death mastery: +0.66 yard radius per level
drain skill efficacy: +1% drain damage per accrued value
---
Monster Synergies: 
Aura Enchanted: +5% Poison and Drain Damage per Aura Level
Aura Enchanted: +100% Poison Duration per Aura Level
Aura Enchanted: +0.66 Yard Radius per Aura Level
---

{make a new skill based on blessed hammer; the hammers look like fire blast bombs and they only have a short range, and explode on collision; this creates a weird defensive matrix looking effect}


[Twinned Laceration]
(Poison|Blood)
Uses the same animation and function as Dragon Claw
Gives an additional 0.04 seconds of duration to Venom per level.
---
Synergies:
Poison Skills: +5% Damage and +5% Attack per Base Levels
Blood Mastery: +0.20 Seconds of Venom Duration per Elemental Level
Stun Skills: +10% Damage per Base Levels
Percent Drain Efficacy: +1% Damage and Attack Speed per Accrued Value
---
Otherwise identical to Double Swing.


[Ire]
(fire|Animalistic)
Uses the same animation as Dragon Claw.
Instead of giving attack speed, it gives faster block rate.
---
Synergies:
Fire Skills: +4% Damage per Base Levels
Animalistic Mastery: +4% Damage, +10% Attack,
+1% to Speeds per Elemental Level
Stun Skills: +8% Damage per Base Levels
Fire Skills: +1% Fire Conversion per Base Levels
---
Otherwise identical to Frenzy.

teleport self
(none|none)
teleports self when given via chance to cast, even with non-struck chance to cast


[Invoke Orb]
(stun|control)
Attacks with your shield, but uses your casting animation.
Can be interrupted.
Stuns for 1 second.
Gains +5% damage per level.
All bonuses, aside from the stun length, are gained to yourself only while casting Invoke Orb on an enemy; this means that the percent damage and added damage applies to your weapon's WTA, while only the percent damage applies to your shield damage.
Gives a -80% Weapon Damage Multiplier, which only applies to the added damage from synergies.
Costs 8 mana.
---
Synergies:
Stun Skills: 15% Enhanced Damage and Stun Length per Base Levels
Control Mastery: +5% Faster Cast Rate per Base and Elemental Level
Physical Skills: +4-8 Weapon Damage per Base Levels
Magic Skills and Sorceress Skills: +20-40 Weapon Magic Damage per Base Levels
Character Level: +1% Added Damage Multiplier per Base Level
---
Otherwise identical to Smite.
{could change the graphics and sound, they are a bit silly currently}


recover
(life drain|blood)
Heals the user.
Gives 0 life by default.
---
Synergies:
Life Drain Skills: +5 Life per Base Levels
Blood Mastery: +10% Life per Accrued Value
Drain Skill Efficacy: +1% Life per Accrued Value
Character Level: +1 Life per Accrued Value
---


blood rage
(stamina drain|blood)
Gives as much attack rate as it does velocity.
Uses the Bloodlust state.
Otherwise identical to Feral Rage.


wing valkyrie
(motley|angelic)
{flavor text: call upon a valkyrie to serve you with her bow}
summons a valkyrie with a bow
Wing Valkyries have an AI delay of 0.04 seconds.
wing valkyries occasionally attack with a guided magic arrow
Mutually exclusive with Valkyrie.
has the same synergies as a valkyrie {this is intentional so that the amazon gets by far the most out of her}
{left it partly finished; has entries in monstats, monstats2, monequip}
{gains damage from each elemental skill type like Flank}
---
synergies:
---
otherwise identical to valkyrie

mana shield
(|mystery;control)
energy shield that has been aurafied
borrows the user's energy shield's damage absorption/ratio if the values are higher than its own values
incrementally gains damage absorption and ratio per level


[Hail Shot]
(none|none)
Shoots an arrow or bolt, depending on if you are using a bow or crossbow.
Arrows release Moderate Damage on collision.
Bolts release Powerful Damage on collision.
Missiles can pierce, releasing their respective Damages each time.
{should probably make this physical/weather}


[Clocked Missiles]
(none|none)
Causes most of your missiles to move slower or faster, depending on the value.
Applies a speed multiplier that scales with level; at level 1, missiles do not move, at level 2 they move at 1% speed, level 3 = 2% speed, lvl 101 = normal speed, lvl 201 = double speed.

magewrath
(physical|mystery)
a spell that deals physical damage; purposely undesirable to spam so that amazons can find it useful despite their terrible cast speed
should cost a lot of mana

eaglehorn
(physical|animalistic)
summons three incredibly aggressive, aligned eagles (look like ravens but palette swapped to a brown color)
costs a lot of mana to cast
eagles last for like 10-20 seconds, maybe increasing with level
eagles borrow a portion of the player's physical damage
eagles take the players full IAS, movement speed and velocity
{use hydra to summon them and make them untargettable by enemies}

permeating arrow
(physical|alchemical/mystery)
Locks onto enemies and can pierce and always hits (it is like 1.09 Guided Arrow).
Cannot be interrupted.
Has -50% piercing while acting.
Has -200% harm damage while acting.
Has -40% hit damage, increasing by +5% per level.
---
synergies:
physical skills: +5% hit damage per base levels
alchemical mastery: +10% harm damage per elemental level
mystery mastery: +0-75% piercing with diminishing returns from elemental levels
---

leadcrow
(physical|earth)
shoots out a locking-on, flapping raven that bursts on collision, knocking back and stunning everyone in your damage range radius
raven should vanish on collision the same way normal ravens vanish (alternatively, make it leave a little permanent lead crow on the ground, with a crater around it)
give it a clanging sound on hitting

stunning
(stun|control)
stuns a target
{currently is just mostly a shockwave clone; only difference is it uses srvmissile instead of srvmissilea&b
{only exists because while melee can make use of stunlength, missiles cannot}

furious mending
(stamina drain|alchemical)
{as tristram was consumed by fire, so too was griswold consumed by the anvil of fury, the art of hammer and steel becoming irrevocably twisted}
an attack that repairs your current weapon if you successfully hit a target (impale clone)
damage is directly multiplied by damage doubling (like impale)
makes a very dimmed out repair sound every time you hit
does not work while dual-wielding (so as to prevent barbarians from repairing weapons that do not have the repair skill)
every strength you have gives +1% AR
every dex you have gives +1% dmg
every energy you have gives +1 min/max fire damage while attacking
every vitality you have gives +1 hp regen while attacking

vile bolt
(poison|alchemical/demonic)
shoots a poison bolt (like from poison nova) that can use piercing
deals 100% of the player's poison damage
adds a slight amount of additional physical and poison damage
---
synergies:
poison skills: +
alchemical mastery: +20% poison damage per elemental level
demonic mastery: +10% damage per elemental level
---

curse of oblivion
(motley|mystery)
Not actually a new skill, this is identical to the Oblivion Knight's curse.
Randomly curses with Amplify Damage, Weaken, Iron Maiden, Life Tap, Decrepify or Lower Resist; note that the new stats added to some of these curses in this mod do not get applied, only the default stats (e.g. for Life Tap, only the life stealing applies, the life drain does not).
{need to make it scale with mystery mastery somehow; could maybe make it apply an aurastate to the user that gives some benefit, maybe +1 to all skills with the duration scaling massively with mystery mastery}
---
synergies:
---


[Flank]
(physical|control)
Summons a clone of yourself that attacks enemies.
Flank has the same stat values as your current level of Decoy.
Has your full levels of Critical Strike, Penetrate and Pierce.
Mutually exclusive with Decoy.
Enemies consider her only 1/14th as threatening as a Decoy.
Has a 0.60 second AI delay.
Equipped with a rare Maiden Pike/Ceremonial Pike/Matriarchal Pike at levels 1/10/20.
Costs 150 mana, decreasing by 5 per level, down to a minimum of 1.
Has a 6 second skill delay, which decreases by 0.08 seconds per level.
Fully regenerates life in 41 seconds (Decoy regenerates in 11 seconds).
Secretly has -2 harm range.
---
Synergies:
Physical, Life Drain, Stamina Drain Skills: +8% Hit and Harm Damage per Base Levels
Lightning Skills: +4-32 Lightning Damage per Base Levels
Control Mastery: +1 Flank per 10 Elemental Levels
---

attentive shot
(|)
shoots an arrow/bolt
attack speed is super slow (like impale-tier)
shot is absurdly fast, always hits, cannot be blocked
gains harm range, harm damage% and damage% while animating

[Eviscerate]
(life drain|demonic/blood)
An attack that can be used with one or two claws (if using two claws, it will use both at once per attack).
Gives 100% of its Hit Damage as additional Harm Damage.
Has +1 harm range.
Targets occasionally produce additional blood when hit (as long as you have Blood Mastery).
Gains +5% damage and +8% attack per level.
---
Synergies:
Demonic Mastery: +10% Harm Damage per Elemental Level
Demonic Mastery: +1 Harm Range on Elemental Levels 1 and 13
Blood Mastery: +10% Open Wounds per Elemental Level
Blood Mastery: +1 Life on Striking per 2 Elemental Levels
Dragon Claw: Hit Damage and Attack
Dragon Claw: +1% Additional Harm Damage per Accrued Level
Blade Skills: +6% Hit Damage per Base Levels
---

ancestral recall
(|mystery)
summons a barbarian clone of the caster
uses the same SQ as lightning so that it is really slow
uses a state that sets the user's life/mana to 1 while casting (basically, you risk death if you use it in combat, and since your current life/mana will still be 1 after it runs it will necessitate rejuvs/find potion)
barbarian clone has the same base unmodified life as the user
barb makes the shouting noise on starting the sequence, and when the clone is summoned it makes the recall noise from arbiters (blue swirly effect too ideally)
clone uses same equipment as the player
the clone is summoned from the player (use blade sentinel function)

raise homunculus
(magic|mystery)
summons a tiny necromancer from a corpse (probably like 1/2 or 1/3rd the size of a normal necromancer)
the homunculus is size 1
makes the same sounds as a necromancer, but less noisy and slightly higher pitched
deals physical and poison damage on attack
equipped with an actual dagger, so it gains harm
can also shoot a mini bone spear when at range (it has the trailing part of bone spear but shrunk down, and the spear part is replaced by a single teeth missile); unlike normal bone spear, it does not always pierce (piercing scales with levels or maybe mastery or maybe uses the player's pierce chance)
costs life and mana to produce

[Darkforge Spawn]
(magic|alchemical)
Summons a dark metallic golem.
Has little light radius and glows purple.
Has the same base stats as an Iron Golem.
Targets killed by the Darkforge Spawn have unusable corpses.
Is of the Golem pet class; this means it is mutually exclusive with other golems (aside from Iron Golem).
Gains +3% Multiplier per level (also described in the synergies).
Costs 125 mana.
---
Synergies:
Uses Iron Golem Values and Synergies
Magic Skill Bonus/Level: +7%/3% Multiplier per Accrued Value
Alchemical Mastery: +10% Multiplier per Elemental Level
---



====================ALL SKILLS ABOVE THIS LINE WERE PRODUCED PRIOR TO THE +% SKILL DAMAGE OVERHAUL================================




[Kick]
(Stun|Animalistic/Earth)
An unavoidable kick that deals no direct damage, but triggers hit effects.
Adds 3-8 damage, and +1/2/3/4/6 damage per level, while kicking.
Interrupts itself every other kick.
Can be used in non-human form.
---
Synergies:
Stun Skills: +1% Damage per Base Levels
Animalistic Mastery: +5% Attack Flow per Elemental Level
Earth Mastery: +10% Harm Damage per Elemental Level
Doubled Kick Damage: +2 Damage per Accrued Value
---

[Heavy Kick]
(Stun|Control/Animalistic)
An unavoidable kick that deals physical damage and can knockback enemies.
Always knocks back normal monsters.
Gains 4-10 damage every level.
Stuns for 0.4 seconds.
Has -100% Attack Flow while kicking.
---
Synergies:
Physical Skills: +20% Damage per Base Levels
Stun Skills, Telekinesis, Psychic Hammer: +50% Stun Length per Base Levels
Control Mastery: +50% Stun Length and +10% Knockback per Elemental Level
Animalistic Mastery: +10% Attack Flow per Elemental Level
Strength and Dexterity: +1% Damage per Accrued Value
Doubled Kick Damage: +5% Damage per Accrued Value
---

Chain Kick
(stamina drain|earth/control)
a mixture of zeal and strafe, rapidly releases kick-damage-based harms with minimal radius
{




}
---
synergies:
---

Light Kick
(Stamina Drain|)
a slightly faster kick; applies hit effects
---
synergies:
---

Shin Kick
(Stun|Blood)
"a sweeping kick that aims for the shins of nearby targets"
applies a slight, short debuff; always hits
knocks back the target
decreases total speed
---
synergies:
---

Demonic Kick
(Fire|Demonic)
releases hellclap; always hits
---
synergies:
---

Sharkskin Kick
(Physical|Blood)
is a clone of the open wounds skill, but only works on a melee kick; references the stat values from open wounds, but also adds in a damage bonus based on its own synergies
---
synergies:
---

Mesh Kick
(Physical|Crystal)
a rabies clone that lasts for a very short duration and deals physical damage
---
synergies:
---

Battle Kick
(Physical|Animalistic)
releases powerful harm with +1 harm range
---
synergies:
---

War Kick
(Physical|Control)
releases a pitiful harm derivative with +5 harm range; always hits
---
synergies:
---

Draconic Kick
(|)
suck blood clone (+dmg% = life/mana steal)
---
synergies:
---

Scarab Kick
(Lightning|Animalistic/Alchemical)
releases bug lightning on the target; always hits
---
synergies:
---

Bone Kick
(Motley|Death/Control)
kicks a corpse, exploding it and spawning a random aligned skeleton
{

poison explosion to consume a corpse and spawn intangible1 (poison explosion can slightly vary the number of missiles produced via calcs)
intangible1 uses doomknightmissile
doomknightmissile produces skele1,skele2,skele3 (all of which are permeable to the player)
skele1: a heavily armored skeleton with a kite shield and no weapon; has 75% resistances and block; does not attack, but does walk up to enemies
skele2: an armorless skeleton with a random (appearance) weapon, and a random magical hand axe
skele3: a skeleton archer that spawns with a random magical short bow

}
---
synergies:
---

Mirror Kick
(|Alchemical/Mystery)
every time you kick, you also spawn a gearless clone that kicks a few times then dies
{
clone selection:

need to make a missile that selects a specific monster based on the character that created it

spawn priority (arbitrarily decided based on if they have clone spells and then by how magical they are):
assassin>amazon>necromancer>druid>sorceress>paladin>barbarian

miss1: spawns intangible1
intangible1: spawns intangible2 and kills self
intangible2: spawns intangible3 and kills self
...
intangible6: spawns intangible7 and kills self
intangible7: spawns monster and kills self
monster: some monster called "Empty Soul" that just kind of wanders around and does nothing; is not aligned

if "kills self" executes, then nothing happens; use the sarcophagus AI to do this and cast some spell with one use

if you have the correct character aura, then the intangibles instead use suicide logic to spawn the respective mirrored character


}
---
synergies:
---

Myrmidon Kick
(Motley|Blood/Control)
briefly buffs an ally; also knocks them back if possible
gives total speed
---
synergies:
---


punch
heavy punch
chain punch
light punch
??? {gauntlets; }

demonic punch
sharkskin punch
??? {heavy bracers; }
battle punch
war punch

bramble punch
vampirebone punch
??? {vambraces; elbow jab if we can get an animation that looks like elbow jabbing}
crusader punch
ogre punch


Return Thorns Damage
(none|none)
Deals your current thorns damage (plus an additional 2 damage) to the target.

Return Thorns Damage as Cold
(none|none)
Deals your current thorns damage as cold damage (plus an additional 2 damage) to the target.
Also deals your current cold length (plus an additional 0.08 seconds of duration).

Return Thorns Damage as Fire
(none|none)
Deals your current thorns damage as fire damage (plus an additional 2 damage) to the target.

Return Thorns Damage as Lightning
(none|none)
Deals your current thorns damage as lightning damage (plus an additional 2 damage) to the target.

Return Thorns Damage as Magic
(none|none)
Deals your current thorns damage as magic damage (plus an additional 2 damage) to the target.

Return Thorns Damage as Poison
(none|none)
Deals your current thorns damage as poison damage (plus an additional 2 damage) over 0.04 seconds to the target.





{could make it so each mastery has a special, more generalized benefit, like:
>mystery mastery increases the radius of curses as long as you do not have any base levels in curses (would make it so curses of all levels scale their radius with the base level of necro curses to make it fairer to necros that might use weapons that cast curses)
blood mastery already improves bleeding which is very common}



-----------------------

[PSEUDOSTATS]

