The book of the dead the I want on future

Like I said in other topic, I have many ideas to change sinergy and increases diversification of builds on builds.

I know… Im only dreaming here… But… Why not?

All minions really needs a chance to spawn a corpse on hit. Should be 2-5%. This will limitate the MASSIVE USE OF REAPERS on all minion builds.

Anyway the book of the dead needs a complete rework.


To Skeleton Warriors:

Skirmishers: Your Warriors deal 20% [ x ] more critical damage, while have 35% reduction on health (This does equilibrium. Fragile, but powerful).

Skirmishers Option 1: Add 2 more Skirmishers to max value.

Skirmishers Option 2: Skirmishers have 5% chance to bleed a enemy forming a blood orb. Only 4 orbs can formed at time.

Defenders: Your warriors cant causes critical damage with they attacks, but uses maces to reduce 10% enemy damage for 2 seconds.

Defenders Option 1: Every 6 seconds Defenders bash enemies with they shields. Bashes have *20% chance to stun for 2 seconds.

Defenders Option 2: Defenders inherit +25% more thorns from player and have 15% adicional damage reduction.

Reapers: Every 8s your Warriors now have a powerful attack on area. This attack fortify player on 15% of maximum life.

Reapers Option 1: Reapers can overpower every 10 attacks. Reapers inhetir 15% maximum life from player.

Reapers Option 2: Reapers now causes 10% [ x ] damage bonus to enemies affected for shadow damage for at least 2 seconds.


The Skirmishers now causes a significative critical damage and can works on bone, blood, or shadow builds tham have focus on critical damage.

The Defenders assume jobs more defensive, losing the potential damage to gain a paper on crowd control and thorns builds.

Reapers now assume a paper more versatile, without loses the power attack differential. They now can combine with overpower builds (blood or not) and have a better sinergy with shadow builds.


The Skeleton Mages

Shadow Mages: Shadow mages empower your shadow damage on 2% [ x ] per active mage.

Shadow Mages Option 1: Shadow mages does 5% [ x ] extra shadow damage to any stuned or static target.

Shadow Mages Option 2: Your mages attack are 3% [ x ] more powerful and count how Damage Over Time now. The damage can accumulate for at maximum 6 seconds.

Cold Mages: Your mages chill enemies eventually freeze them. Enemies chilled or freezed are vulnerable.

Cold Mages Option 1: Cold mages can overpower every 15 attacks and deal extra 15% [ x ] overpower damage on vulnerable targets.

Cold Mages Option 2: Cold mages dont chill or freeze anymore. But enemies hitted by cold mages receive 10% [ x ] thorns damage for 3 seconds.

Bone Mages: Your Mages are hardeness and causes 15% [ x ] more critical damage on vulnerable targets.

Bone Mages option 1: Your Mages can pierce enemies every 3 attacks. Enemies pierced are vulnerable for 2 seconds

Bone Mages option 2: Bone Mage now fires Bone Spear, but loses 5% they lifes per hit.


Shadow Mages have a better performance with shadow and shadow over time builds.

Cold Mages are pretty viables on Overpower builds, crowd controls and thorns builds.

Bone Mages are powerful and viable now to use on critical damage builds.


The Golems

Bone Golem: Taunty enemies and spawn bone spikes. Bone spikes scales with bone skills and causes vulnerability for 3 seconds

Bone Golem Option 1: Bone golem cant do critical damage, but inherit 30% more thorns from player. Now bone golem spikes scales with thorns and causes 300% [ x ] thorns damage bonus.

Bone Golem Option 2: Every hit with normal attacks, bone golem have 10% chance to reduce on 1 second a random bone skill in cooldown.

Blood Golem: Blood golem inherit a bonus of 50% from player maximum life. Blood golem causes a overpower hit on area.

Blood Golem Option 1: Every Overpower Golem Attack spawns 5 blood orbs on ground.

Blood Golem Option 2: Provides 20% damage reduction to player (the golem receives the damage). Attack causes selfhealing (only to golem) on 2% of damage.

Iron Golem: Iron golem causes Blighted Corpse Explosion (no need corpses to cast).

Iron Golem 1: Golem corpse explosion causes random curse on affected targets.

Iron Golem 2: Golem presence empower your minions in 10% [ x ] damage.


Bone Golem: Now it works on bone builds and give a better choice to thorns builds.

Blood Golem: Since very tank and can provides a good choice to overpower builds and versatile builds.

Iron Golem: Is realy usable now. A great sinergy with shadow damage, or a powerful support to other minions like a general in battle front.

The sacrifices are pretty good right now. So… I don’t have any suggestions or ideas for them.

For me, if this could become a reality, we could get a wide variety of builds.

Hewed Flesh needs to be reworked to where minion attacks also create corpses. Maybe a 10 to 25% chance on hit similar to current reapers bonus.

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I think Defenders should have a high chance to OP with their maces.

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