Skill changes
Every class skill can also be cast in town. Synergies marked new were added; damage percentages compare the skill's tooltip damage before synergies with the base game's at the same skill level.
Teeth
A real bone opener that scales, much better from level 9.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Elemental damage, minimum per level (levels 2-8) | 2 | 3 |
| Elemental damage, minimum per level (levels 9-16) | 2 | 5 |
| Elemental damage, minimum per level (levels 17-22) | 3 | 8 |
| Elemental damage, minimum per level (levels 23-28) | 4 | 10 |
| Elemental damage, minimum per level (levels 29+) | 5 | 12 |
| Elemental damage, maximum per level (levels 2-8) | 2 | 3 |
| Elemental damage, maximum per level (levels 9-16) | 3 | 6 |
| Elemental damage, maximum per level (levels 17-22) | 4 | 9 |
| Elemental damage, maximum per level (levels 23-28) | 5 | 11 |
| Elemental damage, maximum per level (levels 29+) | 6 | 13 |
| Skill value 8 | 15 | 18 |
Bone Spear
Keeps up in Hell.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Elemental damage, minimum per level (levels 2-8) | 8 | 9 |
| Elemental damage, minimum per level (levels 9-16) | 9 | 11 |
| Elemental damage, minimum per level (levels 17-22) | 12 | 14 |
| Elemental damage, minimum per level (levels 23-28) | 18 | 20 |
| Elemental damage, minimum per level (levels 29+) | 24 | 26 |
| Elemental damage, maximum per level (levels 2-8) | 8 | 9 |
| Elemental damage, maximum per level (levels 9-16) | 9 | 11 |
| Elemental damage, maximum per level (levels 17-22) | 13 | 15 |
| Elemental damage, maximum per level (levels 23-28) | 19 | 21 |
| Elemental damage, maximum per level (levels 29+) | 25 | 27 |
| Skill value 8 | 8 | 10 |
Bone Spirit
Keeps up in Hell.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Elemental damage, minimum per level (levels 2-8) | 16 | 17 |
| Elemental damage, minimum per level (levels 9-16) | 17 | 19 |
| Elemental damage, minimum per level (levels 17-22) | 18 | 21 |
| Elemental damage, minimum per level (levels 23-28) | 19 | 23 |
| Elemental damage, minimum per level (levels 29+) | 20 | 25 |
| Elemental damage, maximum per level (levels 2-8) | 17 | 18 |
| Elemental damage, maximum per level (levels 9-16) | 18 | 20 |
| Elemental damage, maximum per level (levels 17-22) | 19 | 22 |
| Elemental damage, maximum per level (levels 23-28) | 20 | 24 |
| Elemental damage, maximum per level (levels 29+) | 21 | 26 |
| Skill value 8 | 8 | 10 |
Poison Dagger
Stronger synergies.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 8 | 20 | 24 |
Poison Explosion
Stronger synergies.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 8 | 15 | 20 |
Poison Nova
A full poison build.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Elemental damage, minimum per level (levels 2-8) | 4 | 5 |
| Elemental damage, minimum per level (levels 9-16) | 6 | 8 |
| Elemental damage, minimum per level (levels 17-22) | 9 | 12 |
| Elemental damage, minimum per level (levels 23-28) | 14 | 17 |
| Elemental damage, minimum per level (levels 29+) | 16 | 22 |
| Elemental damage, maximum per level (levels 2-8) | 4 | 5 |
| Elemental damage, maximum per level (levels 9-16) | 6 | 8 |
| Elemental damage, maximum per level (levels 17-22) | 9 | 12 |
| Elemental damage, maximum per level (levels 23-28) | 14 | 17 |
| Elemental damage, maximum per level (levels 29+) | 16 | 22 |
| Skill value 8 | 10 | 14 |
Skeleton Mastery
Sturdier, harder-hitting skeletons and revives; skeletons and mages move 2% faster per level, up to 40%; Lemp (2026-10-07, player feedback): +5 skeleton damage per level; Lemp (2026-10-10): skeletons die within a second against bosses like Diablo; 2.5x life and 40% resistances were far too sturdy, so (Lemp's test list, same day) monstats (necroskeleton) gets only about 5%: vanilla life +5% and 5% fire/lightning/cold/poison resistance; testers 2026-10-11: fine up to Nightmare, but in Hell they deal too little and die too fast, so Hell only (monstats necroskeleton (H) columns): 2.5x life (105), 40% fire/lightning/cold/poison and 15% physical resistance, base hit 30-60 instead of 1-2.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 2 | 2 | 5 |
| Skill value 4 | 10 | 13 |
| Skill value 5 | — | 2 |
Raise Skeleton
More damage per level past 3, hits more often; faster with Skeleton Mastery; Lemp (2026-10-07, player feedback): +20% damage per level past 3; 15% from 2026-10-08 (Lemp) now the cleave hits at full damage; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower).
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 3 | 7 | 15 |
| Skill value 4 | 15 | 20 |
| passivestat4 | — | velocitypercent |
| passivecalc4 | — | min(Skeleton Mastery (level)*skill('Skeleton Mastery'.par5),40) |
| Mana cost scale | 8 | 7 |
Raise Skeletal Mage
Mage bolts gain about a third more skill levels; faster with Skeleton Mastery; bolts pierce 25% +3% per level; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): level 40 mages dealt close to no damage (their bolts only grew by a few points per level, about 280-310 fire at bolt level 46), so every mage bolt's elemental damage grows by (bolt level)^2/2 %: +50% at bolt level 10, +200% at 20, about 10x at 45 (missiles necromage1-4 EDmgSymPerCalc); Lemp (2026-10-13): the tooltip said nothing about it, so it shows the bolt level (sumsk1calc) and that bonus.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| sumsk1calc | max(Skeleton Mastery (level) + ((lvl < 4)?0:((lvl-2)/2)),1) | max(Skeleton Mastery (level) + ((lvl < 4)?0:((lvl-1)*2/3)),1) |
| passivestat6 | — | velocitypercent |
| passivecalc6 | — | min(Skeleton Mastery (level)*skill('Skeleton Mastery'.par5),40) |
| passivestat7 | — | item_pierce |
| passivecalc7 | — | min(par6+lvl*par7,100) |
| Skill value 6 | — | 25 |
| Skill value 7 | — | 3 |
| Mana cost scale | 8 | 7 |
Golem Mastery
Golems live longer and hit more often; +6% golem damage per level and +4% per point in any golem skill; Lemp (2026-10-13): Clay and Blood Golem damage didn't grow at all: their damage formulas were longer than the game's 255-character limit, so the golem damage from Golem Mastery and the golem skills is now one shared formula here (calc1) that every golem reads.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 2 | 20 | 25 |
| Skill value 6 | 25 | 35 |
| Skill value 7 | — | 6 |
| Skill value 8 | — | 4 |
| calc1 | — | lvl*par7+(Clay Golem (hard points)+Blood Golem (hard points)+Iron Golem (hard points)+Fire Golem (hard points))*par8 |
Clay Golem
Real damage past the early game; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10): far too weak to level with (23-69 at level 20), so +200% damage per level and a much higher base hit in monstats (claygolem); Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level; Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13, in game): its damage didn't grow with level (under 200 at level 20 in Hell) because the formula was longer than the game's 255-character limit; shortened through Golem Mastery calc1; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 2 | 35 | 95 |
| passivecalc3 | par2 * (lvl - 1) + (Fire Golem (hard points)*skill('FireGolem'.par8)) | (par2*(lvl*lvl-1)/10+Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1))*21/20+5 |
| Mana cost scale | 8 | 5 |
Blood Golem
Real damage past the early game; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level and twice the base hit (monstats bloodgolem); Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem; same curve for Blood Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13, in game): its damage didn't grow with level (under 200 at level 20 in Hell) because the formula was longer than the game's 255-character limit; shortened through Golem Mastery calc1; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 4 | 55 | 95 |
| passivecalc3 | par4 * (lvl - 1) + (Fire Golem (hard points)*skill('FireGolem'.par8)) | (par4*(lvl*lvl-1)/10+Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1))*21/20+5 |
| Mana cost scale | 8 | 5 |
Fire Golem
More fire damage and a stronger damage synergy for every golem; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10): a little weak, +2 fire damage per level; Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13): at level 40 with 40 Golem Mastery still far too weak in Hell, because the golem damage bonus only raised its small physical hit; it now raises its fire damage too; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).
- Elemental damage synergies:
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Elemental damage, minimum per level (levels 2-8) | 9 | 13 |
| Elemental damage, minimum per level (levels 9-16) | 10 | 15 |
| Elemental damage, minimum per level (levels 17-22) | 11 | 16 |
| Elemental damage, minimum per level (levels 23-28) | 12 | 17 |
| Elemental damage, minimum per level (levels 29+) | 13 | 18 |
| Elemental damage, maximum per level (levels 2-8) | 10 | 15 |
| Elemental damage, maximum per level (levels 9-16) | 11 | 16 |
| Elemental damage, maximum per level (levels 17-22) | 12 | 17 |
| Elemental damage, maximum per level (levels 23-28) | 13 | 18 |
| Elemental damage, maximum per level (levels 29+) | 14 | 19 |
| Skill value 8 | 6 | 8 |
| passivestat5 | — | damagepercent |
| passivecalc5 | — | skill('Golem Mastery'.clc1)*21/20+5 |
| Mana cost scale | 8 | 5 |
| Elemental damage synergies | — | skill('Golem Mastery'.clc1)*21/20+5 |
Iron Golem
Golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level (Param7) and twice the base hit (monstats irongolem); Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem; same curve for Iron Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| passivecalc4 | (Fire Golem (hard points)*skill('FireGolem'.par8)) | (Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1)+(lvl*lvl-1)*par7/10)*21/20+5 |
| Skill value 7 | — | 95 |
| Mana cost scale | 8 | 5 |
Revive
Its own +10% damage per level past 1, 3 revives from level 1, and revived monsters stay until they are killed instead of running out after a few minutes (like every summon, they are gone when you leave the game); Lemp (2026-10-11): revives too weak in Hell, a medium buff for every difficulty (a revive is the monster it was, so it can't be Hell only): +300% life instead of +200%, +15% damage per level instead of +10%, 25% fire/lightning/cold/poison resistance; Lemp (2026-10-13): far too many revives, so at most 8 (Param8); from level 8 on each revive's damage grows with level instead: level-8 damage times level/8, so about double at 16, 4x at 32 and 5x at 40; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower).
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| aurastatcalc1 | Skeleton Mastery (level) * skill('Skeleton Mastery'.par4) | (lvl<par8)?(Skeleton Mastery (level)*skill('Skeleton Mastery'.par4)+(lvl-1)*par6):((100+Skeleton Mastery (level)*skill('Skeleton Mastery'.par4)+(par8-1)*par6)*lvl/par8-100) |
| Skill value 6 | — | 15 |
| Skill value 3 | 4500 | 90000000 |
| Maximum summons | lvl | (lvl < 3) ? 3 : min(lvl,par8) |
| Skill value 1 | 200 | 300 |
| aurastat2 | — | fireresist |
| aurastatcalc2 | — | par7 |
| aurastat3 | — | lightresist |
| aurastatcalc3 | — | par7 |
| aurastat4 | — | coldresist |
| aurastatcalc4 | — | par7 |
| aurastat5 | — | poisonresist |
| aurastatcalc5 | — | par7 |
| Skill value 7 | — | 25 |
| Skill value 8 | — | 8 |
| Mana cost scale | 8 | 7 |
Amplify Damage
Lowers enemy physical resistance 20% +3% per level instead of a flat 100%.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| Skill value 5 | 100 | 20 |
| Skill value 6 | — | 3 |
| aurastatcalc1 | -par5 | -ln56 |
Dim Vision
Also lowers enemy attack rating 15% +2% per level.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| aurastat1 | — | item_tohit_percent |
| aurastatcalc1 | — | -ln56 |
| Skill value 5 | — | 15 |
| Skill value 6 | — | 2 |
Terror
Also slows fleeing enemies, up to about 35%.
Exact game values
| Value | Base game | Project Lage |
|---|---|---|
| aurastat1 | — | velocitypercent |
| aurastatcalc1 | — | -dm78 |
| Skill value 7 | — | 10 |
| Skill value 8 | — | 40 |