Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- skull that improves skull drop rate (skull farming time yay :D)
- skull of % autocast skill on attack (for more viable autoattack builds)
- skull of % autocast when you get hit (like the spell heal self for more tanky builds)
- skull of +x of all 4 elements damage on weapon / resistance on armor
- skull of life leech to heal pet
- skull that synegizes with stats (like +1 to strenght every 10 base vit)
- skull that extends weapon melee range (a little)
- skull with greater effects with bad effects (like +5%block chance -500 hp or something like that)
I just started a new game, so I won't know if this MOD works or not.
- How about -armor per hit (or steal armor per hit if you can do it), increase physical or elemental damage in %, armor or elemental resistance in % skulls?
- If you are able to do so, you could also power-up the skulls stats depending on which NG+ the player is, like many vanilla items and socketables. I didn't see this feature very often in mods (or I am blind) and it would be great imo
Anyways it looks promising, keep up the good work!