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7) Summons:
7.1) Depending on how numerous a summon is, its power varies. If a char's purpose was to summon a single critter, then the critter should be nearly as strong as a player. Multiple summons essentially distribute the AoE of the player, lock enemies in place, and increase the player's HP. Multiple summons are balanced as a whole, for example Skellies (corpse required) should be durable, require significant investment, and are capped at three at once. Three skellies together should have about 2/3 the HP of a Tank like a Hireling does. Three skellies together should do about 2/3 the damage of a Tank. Recastable Golems (2 allowed at once) should together have the offence of a Fragile player, with similar durability, balanced for the lack of control the player has over minion AI. Summon stats normally follow linear growth unless a Mastery skill exists to allow exponential growth (since +Skill mods will allow improvements to the summon and the mastery at once). Exponential growth is possible if the stat is generated by dividing a number with a progressively smaller number. In this case the divisor is reduced as points are placed into the skill. Example calculation (lvl1=175, 10=657,20=1325, 30=3125):
"175000/(1000-max(0,min(7,lvl-1))*100-max(0,min(8,lvl-8))*17-max(0,min(6,lvl-16))*8-max(0,min(6,lvl-22))*9-max(0,lvl-28)*3)"
7.2) A purely summoning character should still be limited in role as either a Tank or damaging character.
7.3) Recastable (no corpse) tanks should be relatively fragile, and could be viewed as Fragile players (high dmg).
7.4) Non recastable (corpse required) could be stronger, but not as strong as a Hireling (perhaps lacking resistances).
Summon Strong Weak
Skelly HP dmg
CGolem Cold Lite
FleGol Lite Pois
IGolem Pois Fire
FirGol Fire Cold
SkMage dmg HP
DKnight none none
SBlades dmg HP
Valk phys ele
Decoy ele phys
ShMast none none
ShWarr none none
PVine dmg HP
SWolf HP dmg
DWolf none none
GBear dmg HP
8) Characters (Lvl100 = 500 stat poits + 15 via quests, 60HP via quests, 112 skill points), +20%HP +20%MP gear:
8.1) Amazon - Levelup +3HP +0.5MP. 2HP/Vit, 1MP/nrg. Base 40HP 25MP. Mostly ranged, some melee.
8.1.1) HP at Lvl100 = (100*3 + 300*2 + Base) * Gear = (300+600+40)*1.2 = 1128
8.1.2) HP with 66% hit = 1410 / (0.66) = HP * 1.5 = 1692
8.1.3) HP with 66% hit, 33%EvasionSkills = 1410 / (0.66*0.66) = HP * 2.25 = 2538
8.1.4) HP with 33% Block, 66% hit, 33%EvasionSkills = 1410 / (0.66*0.66*0.66) = HP * 3.375 = 3807
8.1.5) MP at Lvl100 = (100*0.5 + 0*1 + 25) * 1.2 = 75 * 1.2 = 90 MP
8.2) Assassin - Levelup +3HP +1MP. 2HP/Vit, 1MP/nrg. Base 60HP 20MP. Mostly melee (+Res/Block), some range.
8.2.1) HP at Lvl100 = (100*3 + 300*2 + Base) * Gear = (300+600+60)*1.2 = 1152
8.2.2) HP with 66% hit = 1152 / (0.66) = HP * 1.5 = 1745
8.2.3) HP with 66% hit, 50% block = 1152 / (0.66*0.5) = HP * 3 = 3491
8.2.4) HP with 66% hit, 33% block, 15%PhysRes = 1152 / (0.66*0.66*0.85)= HP * 2.7 = 3111
8.2.5) HP with 66% hit, 50% block, 15%PhysRes = 1152 / (0.66*0.5*0.85) = HP * 3.57 = 4107
8.2.6) MP at Lvl100 = (100*1 + 0*1 + 20) * 1.2 = 120 * 1.2 = 144 MP
8.3) Barbarian - Levelup +3HP +0MP. 3HP/Vit, 0.5MP/nrg. Base 60HP 20MP. Melee, support, low mana, Tank (+HP).
8.3.1) HP at Lvl100 = (100*3 + 300*3 + Base) * (Lvl30BO&IStamina, Gear) = (300+900+60)*1.95 = 2457
8.3.2) HP with 40% hit = 2457/ (0.4) = 6143
8.3.3) HP with 40% hit, 50%PhysRes = 2457/ (0.5*0.4) =12285
8.3.4) HP with 40% hit, 50%PhysRes, BarbMage = (100*3 + 0*3 + 60)*1.95 / 0.2 = 3510
8.3.5) MP at Lvl100 BarbMage = (100*0 + 360*0.5 + 20)*1.6 = 200 * 1.6 = 320 MP
8.4) Druid - Levelup +2HP +2MP. 2HP/Vit, 1MP/nrg. Base 30HP 30MP. Summons, transform Tank (+HP), mid-range caster.
8.4.1) TransformHP = (100*2 + 300*2 + Base) * (Lvl30Lyc&WereForm&Oak, Gear) = (200+600+30)*2.4 = 1992
8.4.1.1) TransformHP with 40% hit = 1992 / 0.4 = 4980
8.4.1.2) TransformHP with 50% hit, 25% Block = 1992 / (0.5 * 0.75) = 5312
8.4.1.3) TransformMP at Lvl100 = (100*2 + 0*1 + 30) * 1.2 = 230 * 1.2 = 253 MP
8.4.2) MidRangeCasterHP = (100*2 + 300*2 + Base) * (Gear) = (200+600+30)*1.2 = 996
8.4.2.1) MidRangeCasterHP with 40% hit = 996 / 0.4 = 2490
8.4.2.1) MidRangeCasterHP with 50%, 25% Block = 996 / (0.5 * 0.75) = 2656
8.4.3) MidRangeCasterMP at Lvl100 = (100*2 +100*1 +30) *1.2 =330*1.2 = 396 MP
8.5) Paladin - Levelup +4HP +0.5MP. 2HP/Vit, 1MP/nrg. Base 60HP 20MP. Melee, support, Tank (+Res/Block).
8.5.1) HP at Lvl100 = (100*4 + 300*2 + Base) * Gear = (400+600+60)*1.2 = 1272
8.5.2) HP with 50% Block, 50% hit = 1272 /(0.5 * 0.5) = HP*4 = 5088
8.5.3) MP at Lvl100 = (100*0.5 + 0*1 + 20) * 1.2 = 70 * 1.2 = 84 MP
8.6) Sorceress - Levelup +2HP +2MP. 1.5HP/Vit, 1.5MP/nrg. Base 25HP 35MP. Fragile caster.
8.6.1) HP at Lvl100 = (100*2 + 300*1.5 + Base)*Gear = (200+450+25)*1.2 = 525*1.2 = 810
8.6.2) EnergyShieldHP = (200 + 50 + Base)*Gear + 3*MP = 275*1.2 + 3*(200+375+35)*1.2 = 330 + 2196 = 2526
8.6.3) EnergyShieldHP with 66% hit = 2526 / (.66) = HP *1.5 = = 3827
8.6.4) EnergyShieldHP with 33% Block, 66% hit = 2526 / (.66 * .66) = HP * 2.25 = 5799
8.6.5) MP at Lvl100 = (100*2 + 250*1.5 + 35) * 1.2 = 732 MP
8.7) Necromancer - Levelup +2HP +2MP. 2HP/Vit, 1.5MP/nrg. Base 30HP 30MP. Summons, support, fragile caster.
8.7.1) HP at Lvl100 = (100*2 + 300*1.5 + Base) * Gear = (200+600+30)*1.2 = 996
8.7.2) HP with 66% hit = 996 / 0.66 = HP * 1.5 = 1509
8.7.3) HP with 50% hit, 400HP BArmor = ( 996 + 400)*2 = (HP + 400) * 2 = 2792
8.7.4) HP with 50% hit, 33% Block 400HP BArmor = ( 996 + 400)*2/0.66 = (HP + 400) * 3.03 = 4230
8.7.5) MP at Lvl100 = (100*2 + 100*1.5 + 30) * 1.2 = 380 * 1.2 = 456 MP
9) Amazon (Lvl100 probably 1128HP 90MP, expected stats maybe str50 dex150 vit300 nrg0)
9.1) Bow and Crossbow (ranged, so 2/5 MonsterHP damage max, (null) syn = Dmg reduced by 1 syn to compensate for Pierce+AoE)
MagicArrow - MP= 2 -0.1/Lvl, Convert to MagicDmg 100%, Dmg 2/25 +2%/Lvl Strafe, no Ammo
FireArrow - MP= 2 -0.1/Lvl, Convert to FireDmg 100%, Dmg 3/25 +2%/Lvl FrArrow, no Ammo
ColdArrow - MP= 2 -0.1/Lvl, Convert to ColdDmg 100%, Dmg 3/25 +2%/Lvl ExArrow, no Ammo
MultipleShot - MP= 2 +0.2/Lvl, -25%Damage, Arrows 5 +1/4Lvl +1/4Lvl GArrow, Range 8yards +2/3Lvl
ExplodingArrow - MP= 4 +0.2/Lvl, 3.6Yrds, Dmg 4/25monHP +2%/Lvl CArrow
IceArrow - MP= 1, Freeze 2s +0.5s/Lvl +0.5s/Lvl ColdArrow ImArrow, Dmg 1/25 +2%/Lvl ColdArrow ImArrow
GuidedArrow - MP= 4, Damage +24% +4%/Lvl +2%/Lvl MShot, Ignores Defence
ImmolationArrow - MP= 4 +0.4/Lvl, 2.6Yrds, Flames 2sec +0.1s/Lvl, Dmg 1/25 DPS 5/25 monHP +2%/Lvl IceArrow
Strafe - MP= 4 +0.2/Lvl, Damage +1%/Lvl, Arrows 3 +1/3Lvl +1Min/4Lvl MArrow 15Max.
FreezingArrow - MP= 7 +0.4/Lvl, 3.6Yrds, Freeze 1.1sec +0.1s/Lvl +0.1s/Lvl FiArrow, Dmg 3/25 +2%/Lvl FiArrow
9.1.1) MArrow + Strafe + Pierce
9.1.2) CArrow + ExArrow + Pierce
9.1.3) ImArrow + IceArrow + Pierce
9.1.4) FrArrow + Firrow + Pierce
9.1.5) MShot + GArrow + InnerSight + CStrike
9.1.6) Note that arrow skills do not use the attack rating bonus from the skill itself (only from items)
9.2) Javelin and Spear (javs ranged, so 10/25 MonHP damage max, spears are slightly defensive melee, str100 dex100)
Jab - MP= 4 -0.2/Lvl, Targets 3, Dmg -15% +3%/Lvl +2%/Lvl LStrike Impale, ARating +24% +4%/Lvl
DiseaseSpray - MP= 6 +0.5/Lvl, Dmg 4/25x8sec +2% Fend Evade, ARating +24% +4%/Lvl
PoisonJavelin - MP= 6 +0.5/Lvl, Dmg 3/25x8sec +2%/Lvl LFury Pierce, ARating +24% +4%/Lvl
Impale - MP= 5 +0.2/Lvl, Dmg +55% +5%/Lvl +5%/Lvl LStrike Evade, AR +67% +7%/Lvl. Convert to MgcDmg 5%/Lvl Jab.
LightningBolt - MP= 3 +0.2/Lvl, 100%Converted, Dmg 5/25 +2%/Lvl PlagueJav Pierce
ChargedStrike - MP= 6 +0.2/Lvl, Sparks 3 +1/Lvl (10max), Dmg 2/25 +2%/Lvl Fend Evade, ARating +24% +4%/Lvl
PlagueJavelin - MP=10 +0.5/Lvl, Dmg 3/25x8sec +2%/Lvl LBolt Pierce, (Removed Missiles.txt plaguejavcloud cellfile entry)
Fend - MP= 5, Targets 5, Dmg +24% +4%/Lvl +2%/Lvl ChStrike DSpray, ARating +67% +7%/Lvl
LightningStrike - MP= 6 +0.4/Lvl, Targets 5 +1/4Lvl Jab. Dmg 5/25 +2%/Lvl Impale Evade, ARating +24% +4%/Lvl
LightningFury - MP=10 +0.5/Lvl, Targets 3 +1/Lvl (10max), Dmg 2/25 +2%/Lvl PoisJav
9.2.1) PoisJav + LFury + Pierce
9.2.2) PlagueJav + LBolt + Pierce
9.2.3) Jab + LStrike + Impale + Evade
9.2.4) CStrike + Fend + DiseaseSpray + Evade
9.3) Magic and Passive
InnerSight - MP= 3 +0.5/Lvl, ReduceDef -14% -1%/Lvl, physRes -3% -1%/2Lvl, 4sec +1/Lvl, 10yards
Dodge - 12% +2%/Lvl. Dodges melee while still. Max Level 10.
CriticalStrike - 6% +1%/Lvl. ARating 12% +2%/Lvl
SlowMissiles - MP= 3 +0.5/Lvl, Reduce missle speed 34% +1%/Lvl (cap 80%), resAll -3% -1%/2Lvl, 4sec +1/Lvl, 10yards
Avoid - 12% +2%/Lvl. Dodges missiles while still. Max Level 10.
Penetrate - IAS +12% +2%/Lvl, FRWalk 6% +1%/Lvl, FCRate 1% +1%/Lvl
Decoy - MP= 15 +0.5/Lvl, Delay 5sec, 10sec +0.5/Lvl, Res 31% +1%/Lvl, 90%HP +1%/Lvl, SoftSyn with passives
Evade - Def +12% +2%/Lvl (+2%/Lvl All6MeleeSpearSkills), FHRate 12% +2%/Lvl, FRWalk 6% +1%/Lvl. 50%Uninterruptable.
Valkyrie - MP= 30 +1/Lvl, Delay 5sec HP 1/3TankHP +2%/Lvl Decoy, Equipment, SoftSyn with passives.
Pierce - 12% +2%/Lvl (max100). ARating 6% +1%/Lvl
9.3.1) Valk + Dodge + Avoid + Evade + Decoy
A) Assassin (Lvl100 probably 1152HP 84MP, expected stats maybe str100 dex100 vit300 nrg0)
A.1) Martial Arts (charge1_charge2_charge3), Charge3==2xCharge1, Charge2 = 16/3 Yards, ARating +48% +8%/Lvl
TigerStrike - MP=2.2 +0.2/Lvl, Dmg +(5_+5_+5)% +5%/Lvl.
DragonTalon - MP= 2 +0.0/Lvl, KickDmg -15% +3%/Lvl, Kicks 2 +1/10Lvl, MgcDmg +3/Lvl WBlock Fade
FistsFire - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+5sec@4/25DPS))/25 monHP +2%/Lvl WBlock SWarrior
DragonClaw - MP= 2 +0.2/Lvl, Dmg +24% +4%/Lvl +2%/Lvl WBlock Fade
CobraStrike - MP=4.2+0.2/Lvl, HP&MP Leach +(5_5+PNova_10+PNova)%, 3/25x8sec +2%/Lvl WBlock Fade
ClawsThunder - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+5)/25 monHP, 8 CBolts in Charge3, +2%/Lvl WBlock SWarrior
BladesIce - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+Frze 3+0.2s/Lvl)/25 monHP +2%/Lvl WBlock SWarrior
DragonTail - MP=4.2+0.2/Lvl, KickFireDmg +82%+2%/Lvl (DT%=10?Dmg=Displayed*10%), Yrd 2+1/5 PHammer
DragonFlight - MP=5.2+0.2/Lvl, KickMagicDmg 48% +8%/Lvl
PhoenixStrike - MP=5.1+0.1/Lvl,(Ice-3s_Lit_Fir-6s),Dmg(5_8_5+3)/25+2%/WBlock Fade, Ice=1?4Dmg+4AoE Lit=1?8D+4A F=1?1D+3DPS
A.1.1) WBlock + SWarrior + FFire? + CThunder? + BIce? + CoS? + Fade?
A.1.3) WBlock + Fade + DClaw? + DTalon? + Venom? + BShield? + Cobra? + Pheonix?
A.1.4) TStrike + DTail + PHammer
A.2) Traps (traps hit multiple times, hit radius, or have duration; therefore MP cost extra. str50 dex100 vit250 nrg100)
FireBlast - MP= 2 +0.5/Lvl, Dmg 5/25 monHP +2% CBSentry SMaster
ShockWeb - MP= 4 +1/Lvl, DPS Dmg 5/25 +2% SMaster, Duration 2sec +0.04s/Lvl, Spikes 8 +1/5Lvl WInferno
BladeSentinel - MP= 5 +1/Lvl, DPS Dmg 1/5Weapon +4/25 +2%/Lvl SMaster LSentry, Duration 4.2sec +0.2s/Lvl, DStrike
ChargedBoltSentry-MP= 8 +1/Lvl, Dmg 4/25 +2%/Lvl FBlast SMaster, Sparks 5, (Lit=50?250Dmg OR 50AoE), 1s Delay
WakeFire - MP= 8 +1/Lvl, DPS Dmg 4/25 +2%/Lvl BFury SMaster, Fire=50?50AoE, 1s Delay
BladeFury - MP= 1 +0.2/Lvl, Dmg 2/5Weapon +3/25 +2%/Lvl SMaster WoFire, ~50Blades/20sec, AR +48% +8%/Lvl, pierceable
LightningSentry - MP= 8 +1/Lvl, Dmg 6/25 +2% BSentinel SMaster, (Lit=50?50AoE), 1s Delay
WakeInferno - MP= 4 +1/Lvl, DPS Dmg 4/25 +2%/Lvl ShockWeb SMaster, Yards 8, 3Flames, (Fire=50?50AoE), 1s Delay
DeathSentry - MP= 12 +1/Lvl, CE 5/25 monHP (4/25 monHP), Yards 1.3 +0.3/Lvl Distance castable
Blade Shield - MP= 10 +1/Lvl, Dmg 3/5Weapon +2/25 monHP +2%/Lvl Fade WBlock, Duration 66ec +6s/Lvl +3s/WBlock Fade
A.2.1) SMaster + FBlast + CBSentry
A.2.2) SMaster + SWeb + WInferno
A.2.4) SMaster + BSentinel + LSentry + CMastery?
A.2.5) SMaster + BFury + WoFire + CMastery?
A.2.3) BShield + Fade + WBlock + Venom? + CMastery?
A.3) Shadow
ClawMastery - Dmg +6% +1%/Lvl, ARating +12% +2%/Lvl, CStrike +2% +2%/Lvl
PsychicHammer - MP= 4 +0.5/Lvl, MgcDmg 10/25 monHP +2%/Lvl TStrike DTail, Knockback
BurstSpeed - MP= 10 +1/Lvl, FRW +12%+2%/Lvl IAS +6%+1%/Lvl, 66sec +6s/Lvl, +1%IAS +3s /Lvl DFlight WBlock
CloakShadows - MP= 10 +1/Lvl, AC-21%-1%/Lvl, PhysRes-5%-1%/2DTail, Def+24%+4%/Lvl, 60sec -2s/SMast +6s/SWar
WeaponBlock - Block and FBRate 21% +1%/Lvl
Fade - MP= 10 +1/Lvl, RedCurse 6%+1%/Lvl, RedPois 6%+1%/L, PhysRes 1%/2L, 66s+6s/L, ResAll 1%/2L+1%/2WBlock
ShadowWarrior - MP= 25 +1/Lvl, Lays few traps even if available, Willing to tank, durable, Delay 5s -1/25s /MBlast
MindBlast - MP= 8 +1/Lvl, MgcDmg 5/25 monHP +2%/Lvl SWarrior SMaster, Converts 10% for 12sec
Venom - MP= 10 +1/Lvl, Dmg 3/25x8sec +2% WBlock Fade, Duration 66sec +6s/Lvl +3s/WBlock Fade
ShadowMaster - MP= 30 +1/Lvl, Uses some AoE MAs, buffs self (takes 4 seconds), fragile, Delay 5s -1/25s /MBlast
A.3.1) SWarrior: 1/3TankHP, No Res/Block, Equipment, Might be using CMastery and WBlock like any other skill
A.3.2) SMaster : 1/3TankHP, No Res/Block, Equipment, Delay 5sec, Might be using CMastery and WBlock like any other skill
A.3.3) ShadowXX skills are based on soft levels: skill/2+Shadow/3; Lvl34each=28, 34Shadow15Skill=18, 34Skill15Shadow=22
A.3.4) SWarrior and SMaster appear very hardcoded, so HP set to (150Norm 175NM 175Hell) +15%/Lvl (par1 field works)
A.3.5) MBlast + SWarrior + SMaster
B) Barbarian (Lvl100 probably 2014HP with 36MP to 320MP, expected stats maybe str150 dex50 vit300 nrg0)
B.1) Combat - Most combat skills gain +5 MgcDmg/Lvl Berserk, some convert 1% damage to magic instead
Bash - MP= 1 -0.1/Lvl, Knockback, CBlow 3% +1%/5Lvl, ARating +48% +8%/Lvl
Leap - MP= 1 Yards 2 +0.3/Lvl
Stun - MP= 1, Stuns 1.2sec +0.2sec/Lvl, Dmg +24% +4%/Lvl, ARating +48% +8%/Lvl. DmgToMgc 1%/Lvl Berserk.
DoubleSwing - MP= 1 -0.1/Lvl, Dmg +12% +2%/Lvl +2%/Lvl Frenzy, ARating +48% +8%/Lvl.
Leap Attack - MP= 2, Dmg +48% +8%/Lvl, ARating +48% +8%/Lvl. DmgToMgc 1%/Lvl Berserk.
Concentration - MP= 2 -0.1/Lvl, Dmg 6% +1%/Lvl, Def +24% +4%/Lvl, ARating +48% +8%/Lvl.
DoubleThrow - MP= 2, Dmg +24% +4%/Lvl +2%Dmg/Lvl Grimward, ARating +24% +4%/Lvl.
Whirlwind - MP= 5, Dmg -15% +2%/Lvl, ARating +24% +4%/Lvl. DmgToMgc 1%/Lvl Berserk.
Berzerk - MP= 3, Dmg +48% +8%/Lvl, ARating +48% +8%/Lvl, 50%Thorns/Lvl Taunt. Magic Damage. Zero Def.
Frenzy - MP= 3, Dmg +24% +4%/Lvl, ARating +48% +8%/Lvl, IAS +18% +3%/Lvl, FRW +12% +2%/Lvl, 30sec
B.1.1) Berzerk + Taunt + IStamina?
B.1.2) DThrow + Grimward
B.1.3) Concentration + ISkin + IStamina
B.1.4) Note DThrow's damage display should add together the %ED of stats and skill, but multiplies them erroneously.
B.2) Warcries
Howl - MP= 1 -0.2/Lvl (min 0). 5sec. MaxLvl 1.
FindPotion - MP= 2. 22% + 2%/Lvl + 2%/Lvl FItem (capped at 100%, MaxLvl10)
Shout - MP= 4. Def +24% +4%/Lvl, 66 + 6sec/Lvl, +3Sec/Lvl BO
Taunt - MP= 2. Enemy PhysRes and Def -2%/Lvl, 11sec + 1sec/Lvl
BattleCry - MP= 4. Enemy Dmg, Def, ARating -26% -1%/Lvl, 11sec +1sec/Lvl
FindItem - MP= 4. 22% + 2%/Lvl + 2%/Lvl FPotion (capped at 100%, MaxLvl10)
BattleOrders - MP= 8. HP/MP +6 +1/Lvl +6% +1%/Lvl, 66sec +6sec/Lvl, +3sec/Lvl Shout
GrimWard - MP= 4. Flee 3sec, Slow 14% + 1%/Lvl. Ward lasts 11sec + 1sec/Lvl
WarCry - MP=12 +0.4/Lvl. Stun 0.4sec +1/25sec/Lvl. Magic Damage 5/25 +1%/3energy (360 max)
BattleCommand - MP= 4. 120sec, +3sec/Lvl Shout BO.
B.2.1) WarCry + BO (expected stats maybe str100 dex50 vit50 nrg300)
B.3) Masteries
Sword - Dmg +6% +1%/Lvl, ARating +12% +2%/Lvl, CStrike +1%/Lvl
Spear - " "
Mace - " "
Axe - " "
Throwing - " "
Polearm - " "
IronSkin - PhysRes 1% +1%/Lvl +1%/2Lvl IStamina, Def +12 +12% +2/Lvl +2%/Lvl.
IncreasedStamina - HP +1% +1%/Lvl, ReplenishLife 12 +2/Lvl +2/ISkin, ManaRegen 12% +2%/Lvl +2%/Lvl WarCry
IncreasedSpeed - FBRate +12% +2%/Lvl, FHRate 12% +2%/Lvl, IAS 2% +2%/Lvl, FCRate 2% +2%/Lvl
NaturalResistances - 6% +1%/Lvl Resist All
C) Druid
C.1) Shapeshifting (Lvl100 probably 2147HP 253MP, stats maybe str150 dex0 vit350 nrg0 or str100 dex100 vit300)
Werewolf - MP= 10, ReplenishLife 36 +6/Lvl, CStrike 1% +1%/Lvl, ARating +12% +2%/Lvl, Duration 66sec +6s/Lvl
Lycanthropy - HP +2% +2%/Lvl, Def +12% +2%/Lvl, ARating +60 +10/Lvl, Duration +6sec/Lvl
Werebear - MP= 10, ReplenishLife 36 +6/Lvl, Def +24% +4%/Lvl, CBlow 2% +1%/10Lvl, Duration 66sec +6s/Lvl
Maul - MP= 3.2 +0.2/Lvl, ARating +24% +4%/Lvl, Stun +0.2sec/Charge, Dmg +5%/Charge, Charges 3 +1/2Lvl
FeralRage - MP= 3.2 +0.2/Lvl, ARating +24% +4%/Lvl, LifeLeach 1%/Charge, FRWalk 10%/Charge, Charges 1 +1/5Lvl
FireClaws - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg 4/25monHP +2% Hurricane Lycanthropy
Rabies - MP= 12 +1.0/Lvl, ARating +24% +4%/Lvl, Dmg 3/25x8sec +2%/Lvl DWolf Raven
ShockWave - MP= 8.5 +0.5/Lvl, Stun 1.2sec +0.2sec/Lvl. PhysDamage 5/25 +2%/Lvl GBear PVine
Frostbite - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg 4/25monHP +2% Armageddon Lycanthropy
Fury - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg +24% +4%/Lvl
C.1.1) FClaws + Hurricane + Lycanthropy
C.1.2) FBite + Armageddon + Lycanthropy
C.1.3) Rabies + DWolf + Raven
C.1.4) Shockwave + GBear + PVine + WereBear
C.1.5) Lycanthropy + WereForm + Maul? + FRage? + Fury?
C.2) Elemental (Lvl100 probably 1116HP 400MP, expected stats maybe str100 dex0 vit300 nrg100)
Firestorm - MP= 4 +2/Lvl, Dmg 8/25monHP per flame per sec +2%/Lvl Twister Hurricane, 3 flames
MoltenBoulder - MP= 8 +2/Lvl, Dmg 5/25monHP 4/25DPS(5sec) +2%/Lvl ABlast Armageddon, Knockback, +1Rock/10Lvl (3max)
ArcticBlast - MP= 4 +2/Lvl per sec, Yards 4.3+0.3/Lvl, Chills, Dmg 8/25 monHP/sec +2% MBoulder Armageddon
CycloneArmor - MP=15 +3/Lvl, +24% +4%/Lvl +2%/Lvl Firestorm, HP +15/Lvl +10/Lvl Hur Arm, FBRate +12% +2%/Lvl
Fissure - MP=12 +2/Lvl, Dmg 3/25monHP per jet +2%/Lvl Tornado Hurricane, Hits 10/25sec. Duration 4 sec.
Twister - MP= 8 +1/Lvl, Stun 1.2s +0.2s/Lvl, T's 2 +1/5Lvls, Dmg 3/25 monHP +%/Lvl FStorm Hurricane
Volcano - MP=12 +2/Lvl, Dmg 3/25monHP +2%/Lvl SWolf Armageddon. Hits 10/25sec. Duration 4 sec.
Tornado - MP= 8 +1/Lvl, Dmg 8/25monHP +2%/Lvl Fissure Hurricane
Hurricane - MP=33 +3/Lvl, Duration 32sec +2s/Lvl +3s/Lvl FClaws, Dmg 3/25. Hits 1/sec.
Armageddon - MP=33 +3/Lvl, Duration 32sec +2s/Lvl +3s/Lvl FBite, Dmg 4/25. 4/25 DPS (1.2sec +0.04s/Lvl)
C.2.1) Firestorm + Twister + Hurricane
C.2.2) MBoulder + ABlast + Armageddon
C.2.3) Tornado + Fissure + Hurricane
C.2.4) Volcano + SWolf + Armageddon
C.3) Summoning (Lvl100 probably 1116HP 400MP, expected stats maybe str100 dex0 vit300 nrg100)
Raven - MP= 6 +1/Lvl, Ravens 3+1/Lvl(max10), 10Hits, Blinds, LitDmg 2/25monHP +2%/Lvl DWolf Rabies
PoisonCreeper - MP=10 +3/Lvl, Dmg 3/25x8sec +2%/Lvl SWave GBear
OakSage - MP=10 +1/Lvl, HP +1% +1%/Lvl +1 +1/Lvl, Def +18% +3%/Lvl, 8Yrds +1/3Yrds/Lvl, HP/Hit +1/2Lvl HoW, RegenHP 1/2 SoBarbs (SoftSyn)
SpiritWolf - MP=20 +2/Lvl, Max 2 +1@Lvl10, Dmg 2/25monHP, HP 5/9TankHP +2%/Lvl SpiritBarbs, DR/MDR 1+3%/Lvl +1/Lvl Hurricane Armageddon
CarrionVine - MP=10 +1/Lvl, 3%HP +1%/2Lvl per corpse
HeartWolverine - MP=10 +1/Lvl, ARating Damage +12% + 2%/Lvl, HP onStrike +3 +1/2Lvl, 8Yrds +1/3Yrds/Lvl,HP+1%/2Lvl Oak, RegenHP 1/2 SoBarbs (SoftSyn)
DireWolf - MP=25 +2/Lvl, max 2, Dmg 10/25monHP, HP +12%/Lvl +1/Lvl Rabies Raven, Enrage Attack (+50%Dmg)
SolarCreeper - MP=10 +1/Lvl, 3%MP + 1%/2Lvl per corpse
SpiritBarbs - MP=10 +1/Lvl, Thorns 400%+10%/Lvl+15%/Lvl SWolf. 8Yrds+1/3/Lvl, PoRes 1%+1%/Lvl, +3 RegenHP/Lvl, 100% OWounds,HP+1%/2Lvl Oak,HP/Hit +1/2Lvl HoW
GrizzlyBear - MP=30 +2/Lvl, max 1, Dmg 15/25monHP, HP +12%/Lvl +2/Lvl Hurricane Armageddon, Bash (+20%Dmg,Stun,Knockback)
C.3.1) SWolf + DWolf + spirit
C.3.2) SWolf + GBear + Armageddon + Hurricane
C.3.3) SWolves have extra HP (5/9TankHP vs normal 3/9) rather than resists, block, or def. Regen2. ARating 40/Lvl
C.3.4) DWolf and GBear block 50%, DWolf=60Norm 75NM 80Hell, GBear=75 90 95, Regen5
C.3.4) Spirits have HP 70Norm 80NM 85Hell with +20%/Lvl. Threat3, 50%Block Oak 33%Block HoW, 50%ResAll SoBarbs 33%ResAllHoW, Regen5
C.3.5) Vines have HP 80Norm 95NM 100Hell with +10%/Lvl. Threat0, Regen5, PVine=50Norm 70NM 75Hell 33%Block 100%PoisRes
D) Paladin (Lvl100 probably 1272HP 84MP, expected stats maybe str100 dex100 vit300 nrg0)
D.1) Combat
Sacrifice - MP= 0, Dmg +48% +8%/Lvl +5%/Lvl Redemption, ARating +48% +8%/Lvl, LifeSteal -6% -0.2%/Lvl (Min2%).
HolyBolt - MP= 2.2 +0.2/Lvl, Heals 9 +4.5/Lvl (+1.5 +2%)/Lvl Prayer. DmgUndead 25/25 monHP +2%/Lvl BHammer Prayer
Smite - MP= 1 -0.1/Lvl. Stun 0.5sec +0.1/Lvl, Knockback. Dmg +24% +4%/Lvl +2%/Lvl Defiance, +2-3/Lvl HShield.
Zeal - MP= 2 -0.1/Lvl, ARating +24% +4%/Lvl, MaxAttacks 5. MgcDmg +4/Lvl HFire HFreeze HShock Sanctuary
Charge - MP= 3.2 +0.2/Lvl, Dmg +48% +8%/Lvl +5%/Lvl Defiance Vengeance, ARating +48% +8%/Lvl, Knockback.
Vengeance - MP= 2.1 +0.1/Lvl, EleDmg +14% +1%/Lvl for Fire+Cold+Lite, +1%/Lvl Salvation. ARating +24% +4%/Lvl.
BlessedHammer - MP= 2.2 +0.2/Lvl, Dmg +2% HBolt FoHeavens, +1/2 effect Concentration
Conversion - MP= 4, AR +48% +8%/Lvl, 16sec +1s/Lvl, 60%-100% Converted
HolyShield -MP=25,ICB+10%-40%,Def+24%+4%/Lvl+2%/Lvl Defiance,126sec+6s/Lvl.Abs+1%/2Lvl ResAuras,FRW+2%/Lvl Vigor
FistHeavens - MP= 6.2 +0.2/Lvl, HBolts 4 +1/4Lvl 4/25 +2%/Lvl Meditation. Magic 12/25 +2%/Lvl BHammer Meditation
D.1.1) HShield + Sacrifice + Redemption
D.1.2) HShield + Vengeance + Conviction + Salvation
D.1.3) HShield + Zeal + OffenseAura
D.1.5) HShield + Smite + Might? + Fanatacism? + Concentration? + Prayer/ResAuras? + Defiance?
D.1.4) HBolt + BHammer + Concentration? + Prayer?
D.1.5) BHammer + FoH + Concentration? + Meditation?
D.1.6) Charge + Defiance + Vengeance + Salvation? + Smite? + BAim? + Might? + Conviction?
D.2) Offensive Auras - 3.6Yrds +0.6Yrds/Lvl
Might - Damage +18% + 3%/Lvl. 2% CBlow.
HolyFire - LowerRes 5% +1%/2Lvl Zeal. Dmg 3/25 monHP +2%/Lvl Zeal +4%/Lvl Cleansing
Thorns - 440% +40%/Lvl. 2Yrds +0.6Yrds/Lvl Conversion.
BlessedAim - ARating +24% +4%/Lvl, DStrike 6% +1%/Lvl, Pierce 6% +1%/Lvl
Concentration - Damage +24% +4%/Lvl. 50% Uninterruptable. IAS +1%/2Lvl Fanaticism
HolyFreeze - LowerRes 5% +1%/2Lvl Zeal. Dmg 2/25 monHP +2%/Lvl Zeal +2%/Lvl resFire, Slow 6% +1%/Lvl.
HolyShock - LowerRes 5% +1%/2Lvl Zeal. Dmg 3/25 monHP +2%/Lvl Zeal +2%/Lvl resCold.
Sanctuary - Undead/Demons Dmg & ARating +24% +4%/Lvl. MagDmg 2/25 monHP +2%/Zeal +2%/resLit
Fanaticism - Damage +24% +4%/Lvl. IAS +14% +1%/Lvl. Uninterruptable +1%/Lvl Concentration
Conviction - Lower Res and Defence 6% +1%/Lvl.
D.2.1) HShock + MShot oSkill + Zeal + ResCold + BAim?
D.2.2) HFire + EArrow oSkill + Zeal + Cleansing + BAim?
D.2.4) HFreeze + FrArrow oSkill + Zeal + ResFire + BAim?
D.2.3) Sanctuary+ Strafe oSkill + Zeal + ResLit
D.2.5) Thorns + Conversion + Redemption?
D.2.6) Holy Aura pulses start at 2sec, -0.2s/Lvl synergy, Max range 20 Yards
D.3) Defensive Auras - 3Yrds +1Yrds/Lvl
Prayer - 3.5% +0.5%HP/Lvl per pulse.
ResistFire - AbsFire +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10.
ResistCold - AbsCold +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10.
ResistLightning - AbsLite +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10.
Defiance - Defence +24% +4%/Lvl. PhysRes 5% +1%/4Lvl Smite Charge.
Cleansing - Pois duration -2% -2%/Lvl (cap40), CLReduced=lvl/(lvl+2). 1/2 Prayer Soft Synergy. MaxLvl 10.
Vigor - FRW FHR FBR 12% +2%/Lvl. Dmg 15% +3%/Might. Res 5% +1%/Salvation. Def 15% +3%/Defiance. AR 15% +3%/BAim
Meditation - MP Regen +36% +6%/Lvl. 1/2 Prayer Soft Synergy. FCRate 12% +2%/Lvl
Redemption - 48HpMp/corpse +8/Lvl +1%/Lvl Sacrifice, Thorns +50%/Lvl Thorns. Pulse 2sec -0.05s/Lvl Sacrifice Thorns.
Salvation - Resistances +2% +2%/Lvl. MaxRes +1%/2Lvl Vengeance
D.3.1) One of two Paladins with the same maxed aura could use Vigor to prevent overlap.
E) Sorceress (Lvl100 probably 510HP 726MP, expected stats maybe str50 dex50 vit150 nrg250)
* Note that Energy Shield and Warmth synergize all skills with +1%Dmg/Lvl
E.1) Fire (AoE about 5/25th MonHP as Dmg, non-AoE 15/25th, stats maybe str50 dex50 vit250 nrg150)
FireBolt - MP= 3 +3/Lvl, Dmg 15/25 +2%/Lvl Meteor FWall
Warmth - ManaRegen +48% +8%/Lvl, Replenish Life 14 +1/Lvl, FBRate 12% +2%/Lvl, FHRecovery +12% +2%/Lvl
Inferno - MP= 4 +2/Lvl, Dmg 10/25 monHP/Sec +2% IBlast CBolt
Blaze - MP=10 +4/Lvl, 10.5sec +1s/Lvl, Flames 9sec +0.4s/Lvl, Dmg 4/25 +2% FNova TStorm,
Fireball - MP= 8 +3/Lvl, Dmg 8/25 +2%/Lvl Hydra TK
FireWall - MP=15 +4/Lvl, CastDelay 50, Duration 10sec, 10 yards, Dmg 10/25 +2% FBolt IBlast
Enchant - MP=10 +1/Lvl, 63sec +3s/Lvl, ARating +24% +4%/Lvl, Dmg 5/25 +3s+4%AR+2%Dmg/Lvl SArmor CArmor
Meteor - MP=15 +4/Lvl, CastDelay 50, Duration 6 +0.3s/Lvl, Dmg 8/25 Flames=5/25 +2%/Lvl FBolt GSpike
Hydra - MP=20 +5/Lvl, Max 2, Duration 9 +0.2s/Lvl. Dmg 6/25 monHP +2%/Lvl FBall
FireMastery - PierceFireRes 1%/Lvl, ManaRegen +12% +2%/lvl
E.1.1) FMastery + Enchant + SArmor + CArmor + CMastery? (FArmor & EShield synergized)
E.1.2) FMastery + Hydra + FBall + TK
E.1.3) FMastery + FBolt + Meteor + GSpike
E.2.4) FMastery + FBolt + FWall + IBlast
E.2) Cold (Cold damage chills for 4 seconds)
IceBolt - MP=20 +4/Lvl, Dmg 25/25 MonHP +2%/Lvl FArmor FOrb
FrozenArmor - MP=10 +1/Lvl, 63s +3/Lvl, +24%Def +4%/Lvl, +3s/Lvl +2%Def/Lvl Enchant SArmor CArmor
FrostNova - MP=10 +4/Lvl, Dmg 5/25 monHP +2%/Lvl Blaze TStorm
IceBlast - MP= 5 +2/Lvl, Freeze 4sec +0.2sec/Lvl +5%s/Lvl FWall, Dmg 8/25 monHP +2% CBolt Inferno Blizzard FWall
ShiverArmor - MP=10 +2/Lvl, 63sec +3/Lvl, Dmg +2%/Lvl +3s/Lvl Enchant CArmor, Retaliates to melee damage
GlacialSpike - MP=12 +3/Lvl, Freeze 3sec +0.2sec/Lvl, Dmg 5/25 monHP +2% Blizzard Meteor
Blizzard - MP=15 +4/Lvl, CastDelay 50, Dmg 9/25 +2%/Lvl IBlast GSpike, Duration 4sec +0.2s/Lvl
ChillingArmor - MP=10 +2/Lvl, 63sec +3/Lvl, Dmg +2%/Lvl +3s/Lvl Enchant SArmor, Retaliates to ranged damage
FrozenOrb - MP=20 +5/Lvl, CastDelay 75, Dmg 6/25 monHP +1%/Lvl IBolt FArmor
ColdMastery - PierceColdRes 1%/Lvl, ManaRegen +12% +2%/lvl
E.2.1) CMastery + IBolt + FArmor + FOrb
E.2.2) CMastery + IBlast + GSpike + Blizzard
E.3) Lightning
ChargedBolt - MP= 3 +3/Lvl, Sparks 3 +1/Lvl (max 12), Dmg 3/25 (usually 3-5 hit) +2% Inferno IBlast TK CLtng
Telekinesis - MP=10 +2/Lvl, KnockBack. Dmg 9/25monHP +2% CBolt CLtng FBall Hydra
StaticField - MP=10 +2/Lvl, Removes 5% of HP, 2Yrds +0.3Yrds/Lvl. CastDelay 45 -1/3Lvl.
Lightning - MP=12 +3/Lvl, Dmg 10/25 +2% Nova TStorm
Nova - MP=10 +4/Lvl, Dmg 5/25 +2% TStorm Ltng
ChainLightning - MP=15 +4/Lvl, Dmg 5/25 +2% CBolt TK, Remove Next Hit Delay?
Teleport - MP=15 -0.5/Lvl, Line of Sight only. MaxLvl 10.
ThunderStorm - MP=40 +6/Lvl, 63sec +3/Lvl +3/Lvl Nova Ltng FNova. BoltDelay 80 -1/Lvl Ltng Nova FNova, Dmg 10/25 +2%/Lvl Blaze
EnergyShield - MP=10 +1/Lvl, 26% +1%/lvl+1%/LvlSyn(max66%),126s+6/Lvl.-MP=2-(ES+SArm+CArm)/16(min0.5),PoisRed=6%+1/Lvl
LightningMastery - PierceLiteRes 1%/Lvl, ManaRegen +12% +2%/lvl
E.3.1) LMastery + Nova + TStorm + TK
E.3.2) LMastery + Lightning + CLightning + CBolt
E.3.3) CBolt + IBlast + Inferno
E.3.4) TStorm + FNova + Blaze
F) Necromancer (Lvl100 probably 636HP 454MP, expected stats maybe str50 dex50 vit300 nrg100)
F.1) Poison and Bone (Magic AoE about 4/25th MonHP as Dmg, non-AoE 12/25th, maybe dex100 for PDagger)
Teeth - MP= 3 +2/Lvl, Teeth 3 +1/Lvl (max 10), Dmg +2%/Lvl BSpirit AmpDmg
BoneArmor - MP=15 +2/Lvl, +24% +4%/Lvl +4%/Lvl PDagger, 10HP/Lvl +15HP/Lvl PDagger, FBRate +12% +2%/Lvl
PoisonDagger - MP= 5 +1/Lvl, +48% +8%/Lvl, Dmg 8/25x8sec +2% PExplosion SBlade BPrison PNova
CorpseExplosion - MP= 8 +3/Lvl, 40-60% base MonHP as magic (16-24% at 250% MonHP), Yards 1.3 +0.3/Lvl
BoneWall - MP=10 +2/Lvl, Yards 5 +1/Lvl (20max), HP 50 +15/Lvl +5%/Lvl +10/Lvl AmpDmg BSpirit, 400% Thorns
PoisonExplosion - MP=10 +3/Lvl, Dmg 6/25x8sec +2%/Lvl PDagger SBlade
BoneSpear - MP=10 +2/Lvl, Dmg +2%/Lvl BSpirit AmpDmg
BonePrison - MP=10 +2/Lvl, HP 50 +15/Lvl +5%/Lvl +10/Lvl PNova PDagger, 400% Thorns
PoisonNova - MP=20 +5/Lvl, Dmg 3/25x8sec +2%/Lvl PDagger BPrison, CastDelay 50
BoneSpirit - MP=15 +2/Lvl, Dmg 12/25monHP +2%/Lvl BoneSpear Teeth
F.1.1) Amp&IM + BSpirit + BSpear? + BWall? + Teeth?
F.1.2) PNova + BArmor + LRes? + Pets? +BPrison?
F.1.3) PDagger + PExplosion + SBlade + BonePrison + Amp? + LRes? + BArmor? + PNova?
F.1.4) BWall and BPrison HP is 50Norm 100NM 100Hell, Res Phys-33% Pois75% else 50%, 400% Thorns, Block 0%, Regen5.
F.2) Curses - 4Yrds + 0.3Yrds/lvl, 4Sec +1Sec/Lvl
AmplifyDamage - MP= 5 +1/Lvl, PhysRes -6% -1%/Lvl
DimVision - MP= 5 +1/Lvl, Blinds, EleRes -1%/Lvl LRes
Weaken - MP=15 +1/Lvl, -30%PhysDmg, -30%EleDmg, -1%/2Lvl LRes, PhysRes -1%/Lvl Amp
IronMaiden - MP=15 +1/Lvl, Thorns 200% +10%/Lvl, -1%PhysRes and +30%Thorns from Amp
Terror - MP= 1 +0.2/Lvl, Monsters flee.
Confuse - MP= 5 +1/Lvl, Monsters attack each other. 6Yrds. Stacks with curses. Dur +0.6s/Lvl PDagger, Dmg -1%/Lvl PDagger
LifeTap - MP= 4 +1/Lvl, LifeSteal 5% (before resistances considered).
Attract - MP= 4 +0.2/Lvl, Monsters in radius now target this. Stacks with curses. Dur +0.6s/Lvl CExplosion PExplosion
Decrepify - MP=10 +0.5/Lvl, Slow 33%, EleRes -1%/Lvl Amp
LowerResist - MP=10 +1/Lvl, EleRes reduced 6% +1%/Lvl, PhysDmg -1%/Lvl PDagger
F.3) Summoning
RaiseSkeleton - MP=20 +2/Lvl, Max 2 +1@Lvl10, HP= 1/3TankHP +1%/Lvl SMage,Def +6/Lvl,Dmg 2/25,AR +40/Lvl
SkeletonMastery - DR/MDR +1/Lvl +4%/SMage +2%/RSkel SKnight, Def +12% +2%/Lvl, Dmg +1%/Lvl, AR +12% +2%/Lvl, +MageSkill/2Lvl
ClayGolem - MP=25 +2/Lvl, HP=40(Norm), Dmg 7/25monHP, +Cold -Lit, Slow 6% +1%/Lvl
GolemMastery - HP +1/Lvl +10%/Lvl, Dmg +1%/Lvl, FRW +12% +2%/Lvl, DR/MDR 4% +4%/Lvl
SkeletalMage - MP=10 +3/Lvl, Max2 +1@Lvl10,HP=1/6THP+1%/Lvl RSkel SKnight,Dmg 5/25 +1%RSkel SKnight, +MageSkill/2Lvl
BloodGolem - MP=25 +2/Lvl, HP=45(Norm), Dmg 9/25monHP, +Lit -Pois. 100% Open Wounds
SpectralBlade - MP=25 +2/Lvl, HP=50(Norm) +10%/Lvl +2/Lvl PDagger, Dmg 6/25monHP, +Magic (no Mastery skill)
IronGolem - MP=25 +2/Lvl, HP=50(Norm), Dmg 15/25monHPx1sec, +Pois -Fire, Thorns 200% +20%/Lvl GMastery.
FireGolem - MP=25 +2/Lvl, HP=55(Norm), Dmg 10/25monHP, +Fire -Cold, 20% Frenzy onStrike
SkeletalKnight - MP=30 +3/Lvl, HP=1/3TankHP, Def 86 +6/Lvl, Dmg 4/25 MonHP, AR 600 +40/Lvl. Aura: 100%OWounds, HP/Kill +1 +1/lvl.
F.3.1) Golems have 100%ResStrength -50%ResWeakness, BaseHP=60(NM) 65(Hell),1 DR/MDR +1/Lvl, Regen3, Max 1/Golem, 50%Block, 1 AC
F.3.2) Skellies need corpse except SkellyKnight. AIDelay= 1.5xGolem, Regen1, 33%Block, 33%ResAll
F.3.5) SpectalBlade benefits from no Mastery, has no weaknesses, flies, Regen5, 75%Block, Max 1.
F.3.3) 3xGolems + GMastery + LRes? + CExplosion? + 4th Golem?
F.3.4) 3xSkellies + SMastery + Amp? + LRes?
G) Hirelings - 2/3 as effective as players so 9/25 monHP Dmg with 1/6 Tank HP or 3/25 monHP Dmg with 4/6 Tank HP.
G.1) A1merc - Fragile, ranged, mostly physDmg with some elemental
G.1.1) FlameArrow (60%), ExplodingArrow (35%), InnerSight (5%)
G.1.2) ColdArrow, FreezeArrow, InnerSight
G.2) A2merc - Tank, physDmg, support auras
G.2.1) Jab (90%), Prayer (10% but stays active once started)
G.2.2) Jab, Might
G.2.3) Jab, Defiance
G.3) A3merc - Fragile, eleDmg spells only
G.3.1) FireBolt (45%), FireBall (35%), Meteor(20%)
G.3.2) IceBolt, GlacialSpike, Blizzard
G.3.3) CBolt, Lightning, ChainLightning
G.4) A5merc - Tank, physDmg
G.4.1) Concentrate 45%, Bash 10%, WarCry 35%, ISkin
G.4.1) ShockWave 45%, Rabies 20%, WereBear, Lycanthropy
G.4.1) FeralRage 35%, Fury 30%, WereWolf, Lycanthropy
H) Socketables - Gems are common (7 kinds, 6 tiers:lvl 1,15,30...75), Runes are rare (33:11,13,15...90), Jewels are common
H.1) Amythest - Faster Hit Recovery, Run Walk, Attack Speed, Block Rate, Cast Rate, Spell Duration, Casting Delay Reduction
H.1.1) Armour - +SpellDur, FHR, FCR (5+10+5, 6+12+6, 7+14+7, 8+16+8, 9+18+9, 10+20+10)
H.1.2) Weapon - IAS, FCR (10+10, 10+10, 14+14, 16+16, 18+18, 20+20)
H.1.3) Shield - -CDelay, FBR, FRW (2+10+5, 3+12+6, 3+14+7, 4+16+8, 4+18+9, 5+20+10)
H.2) Diamond - Damage Reduction, Magic Damage, Resist All, +%MagicSpellDamage
H.2.1) Armour - DR+MDR, 10%AC (0+0, 1+1, 2+2, 3+3, 4+4, 6+6)
H.2.2) Weapon - Magic Damage (0.8/50monHP), +%MagDmg (1, 2, 3, 4, 5, 6)
H.2.3) Shield - ResAll (3, 4, 5, 6, 7, 8)
H.3) Emerald
H.3.1) Armour - Poison Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30)
H.3.2) Weapon - Poison Damage (5/50monHP over 8 seconds)
H.3.3) Shield - PoisDur Reduced and Resist (2+5, 2+8, 4+11, 4+14, 6+17, 6+20)
H.4) Ruby
H.4.1) Armour - Fire Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30)
H.4.2) Weapon - Fire Damage (1/50monHP)
H.4.3) Shield - Fire Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20)
H.5) Sapphire
H.5.1) Armour - Cold Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30)
H.5.2) Weapon - Cold Damage (1/50monHP, chill 3 seconds)
H.5.3) Shield - Cold Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20)
H.6) Topaz
H.6.1) Armour - Lite Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30)
H.6.2) Weapon - Lite Damage (1/50monHP)
H.6.3) Shield - Lite Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20)
H.7) Skull - Life and mana regeneration, Enhanced Damage, Thorns, +%PhysSpellDamage
H.7.1) Armour - Thorns and life regen (75%+5, 75%+10, 75%+15, 75%+20, 75%+25, 100%+30)
H.7.2) Weapon - +Dmg and +%PhysSpellDmg (2-3+1%, 4-6+2%, 7-10+3%, 10-14+4%, 15-20+5%, 20-30+6%)
H.7.3) Shield - life and mana regen (5+10%, 10+10%, 15+10%, 20+10%, 25+10%, 30+10%)
H.8) Runes - mods should be beyond rare/magic quality, since these form runewords which are similar to unique items.
I) Monster Variety - Monsters are categorized as Melee, Archer, Mage, sub boss, and boss.
I.1) Non-boss monsters should have 100% attributes for HP, Damage, Armor, Experience, and Attack Rating.
I.1.1) Melee should have improvements such as Armor, HP, Attack Rating to compensate for lack of range
I.1.2) Archers should have detriments in Attack Rating and Armor
I.1.3) Mages are ranged and ignore player armor, so have detriments in HP and Armor
I.2) Sub-bosses follow the same rules as in (I.1), but have 600% HP and Exp, 150% Armor and ARating, 200% Damage
I.3) Bosses are unique, but generally have 2000% to 5000% HP and EXP, and 300% damage.
J) Skill Bonus Availability - Should be limited based on player level. Since it is possible to pass-down items with +Skill bonuses to new characters, a method of determining the total +Skills players have is to limit the availability of the bonus according to the item slot.
J.1) Once an item slot at a given level has been allocated as possibly having a +Skill bonus, higher level items of that slot should also have the +Skill bonus, or similarly useful properties.
J.2) Classes have items (Shield, weapon, hat) which give +1Skill to +3Skill bonuses as soon as the game begins, so the slots where these items exist should be the initial sources of +Skill bonuses. 2-Handed weapons should have properties that include the loss of the shield slot.
J.3) Elemental Damage Bonus - Should be limited in the same manner as +Skill bonuses. +%ElemDmg is essentially the same as +Skill bonuses, but limited to damaging skills, therefore a +Skill bonus can be substituted for +%ElemDmg, but there should be other bonuses that make up for the loss to non-damaging skills. The item slots that initially receive the +%ElemDmg bonus should be the slots which did not initially receive a +Skill bonus (such as boots, gloves, armor, belt). Only unique, set, and crafted items will have +%ElemDmg. %PierceRes reduces enemy resistance to damage, so it is the same as +%ElemDmg, except that in Hell Difficulty, where monster average resistance is 50%, %PierceRes is twice as effective, so should be allocated in 1/2 the amount of +%ElemDmg.
J.4) Increased Attack Speed (IAS) and Faster Cast Rate (FCR) increase a player's damage output, so are effectively the same as +Skills or +%ElemDmg, but they also effectively increase the mana cost of skills since more skills are cast to acheive the increased damage. Due to frame-rate based synchronous programming of the D2 game engine, there are set numbers where the % bonus to IAS or FCR improve the player's performance. These set numbers vary by the sprite representing the player with their weapon (so a shapreshifted Druid is different from a human Druid, and a 1-H sword might be swung faster than a 2-H sword), but generally a 90% bonus to FCR improves damage output by 50% while a 100% bonus to IAS improves damage by 150%-200% (shapeshifted Druids) or 50% to 100% (Barbs). Note that weapons without IAS have a default speed measured in the same units as IAS, so the IAS mod is simply added to the weapon's base speed to determine it's effect. Note that Barbarians using Whirlwind or shapeshifted Druids primarily benefit from the IAS of the weapon, and not from sources of IAS from other gear. Note that the Whirlwind skill initially attacks at frame 4 and 8 regardless of the weapon speed. Note that skill-based IAS is generally so effective that player's with a quick weapon and under the effects of Fanatacism, Frenzy, Burst of Speed, or IncreasedSpeed will reach their attack rate cap (usually 4 or 5 frames, i.e. 6.25 or 5 attacks per second). IAS should be restricted to gloves or weapons. FCRate does not need to be restricted heavily, since it increases mana cost for the extra damage, and results in a relativley minor improvement even at 90%.
J.5) Faster Block Rate (FBR) and Faster Hit Recovery (FHR) are included in this section for convenience, and each reduces the number of frames required for blocking or recoverying from a big hit (>20% player life?). A player can only block a hit if they are not already carrying out the blocking animation, so Faster Block Rate can be seen as an increase to the player's life (although generally it allows them to more easily run from being surrounded). While the hit recovery animation is playing, a player may not move or attack, so FHR can be viewed as a means of maintaining the player's damage (not increasing it, but preventing it from being decreased). FBR should be restricted to shields, where 90% generally doubles the number of blocking events. FHR does not need to be restricted since it only prevents the loss of damage already factored into the balance of the mod; 90% generally halves the recovery animation.
J.6) Consider these combinations of levels, item slot, +Skill bonus and %EleDmg bonus, Crushing Blow, %PhysRes:
Level ItemSlots TotalBonus Level ItemSlots MaxCBlow
1 ClassItm,Rod,2-H 2 1 wpn8 8%
40 Wpn1 Shd1 crf/rne15% 2 +15% 30 glv2 10%
60 Hat1 Amu1 4 +15% 40 2HWpn10 12%
70 Shd2 Wpn2 Rng2 Set5% 8 +20% 50 6xRune2 24%
80 Hat2 Amu2 10 +20%
85 Wpn3 ClSet10% 11 +25%
85 Hat3 Jew10% 12 +35% Level ItemSlots Max%PhysRes
95 Shd3 Glov1 14 +35% 12 cftHat
37 Sigon10 10%
Level ItemSlots TotalPierce 40 Boot10 10%
12 Crafts 9% 45 Spear10 20%?
<85 skills,ClasItm <30% 50 Fade10 30%?
85 Facets12% 30%
90 ClasSet10% 33%
95 Wpn5% 36%
100 Wpn10% 40%
K) Some mods can be easily abused, such as Vendor-Price-Reduction (at 75%, the buy-sell cycle is infinite) and Crushing Blow (since it reduces by %life, even bosses are as easy as trash monsters)
Level ItemSlot VPReduce
20 glove8 8%
53 armo8 16%
60 10xjew2 36%
62 amul8 44%
68 hat8 52%
80 Charm8 60%
L) Deadly Strike double damage while Crushing Blow removes 10% currentMonHP. Melee attacks do 5/25monHP dmg against trash, 5/200 against named, 5/1250 against act bosses. Note CBlow effects are halved against non-trash and halved again from missile weapons. Below are DS/CB equivalencies.
L.1) DStrike damage = 2*Dmg*(DS%) + Dmg*(1-DS%). e.g. DS=50%, Dmg = 100, 2*100*0.5 + 100*(1-0.5) = 150
L.2) CBlow damage = Dmg + CB%*monHP/10. e.g. CB% = 10%, Dmg=100, monHP=1000, 100 + 0.1*1000/10 = 110; note that the next hit would have CB doing less dmg since the monster's HP dropped.
L.3) Dstrike is superior for trash while CBlow is drastically superior for stronger monsters. Consider limiting DStrike to about 75% and CBlow to about 10% (or 15% since its effect is reduced by monster weakening)
L.4) Note that Static Field acts as 100% Crushing Blow against all monsters in rage, but each difficulty has a limit for the minimum monHP affected by it. (Norm=50%, NM=65%, Hell=80%)
Dmg DStrike CBlow
Trash 25% 50%
Named 25% 12%
ABoss 25% 2%
Trash 50% 100%
Named 50% 26%
ABoss 50% 4%
Named 75% 38%
ABoss 75% 6%
Named 100% 50%
ABoss 100% 8%
M) EnhancedDamage vs Monster acts as an off-weapon bonus in the same way as the bonus from Str/Dex stats, skills, and other off-weapon +%EDmg bonuses.
M.1) End-game stats are expected to add around +150%EDmg, and skills are expected to add around +150%EDmg, an attack is expected to do 4 (i.e. base + 300%*base) times the weapon damage.
M.2) EDmgVsMon would need to have an effect of 20-33% to be noticeable, so the expected attack should go from 4 times to about 5 times (i.e. EDmgVsMon should be around 100% to 150%).
M.3) If a weapon has a bonus to multiple monster types, each bonus is applied separately for each type the monster qualifies for. i.e. +100%vsHumans and +100%vsBeasts would do +200%vsHumanBeasts (e.g. GoatMen)
M.4) As of March 27th, 2016, MonsterTypes have been assigned with the following totals:
161 Undead, 99 Behemoth, 158 Human, 28 Deity
82 Construct, 47 Insect, 44 Dragon, 227 Demon
74 Elemental, 111 Beast, 336 HybridTypes (e.g. BeastHuman)
M.5) It seems fair that a bonus that applies to fewer monsters should be a bit larger to compensate. (perhaps +150% to +200%)
M.6) If a weapon does relatively low damage, then the EDmgVsMon bonus should be larger (perhaps 300% to 400% for weapons that have no base EnhancedDamage (100% is normal))