Dominus Rex
v. 0.2a
Created by Borgin

ATTENTION: Please do not distribute this version, it is largely incomplete. If you didn't download this from Charsi's Forge, ModDB, or from a signature explicitly belonging to Borgin, you didn't download a "true" version. 

First off, I'd like to thank the 'Keep, and every member of it, for helping me mod these past few years... which ultimately resulted in DR!

1. Installation

This should be easy- just back up your normal patch_d2.mpq in your Diablo II folder, and replace it with the one provided in this .zip archive. Start up your game, and voila! You're playing Dominus Rex!

2. Agreement

By playing Dominus Rex v. 0.2a, you promise to give feedback to me on the Charsi's Forge forums, located at:
http://charsisforge.org/phpBB/viewtopic.php?t=535

This should help me fix any problems you find, and ultimately lead to a much more enjoyable playing experience- for all of us!

3. About DR 0.2a

	I. Changes
		Most significant changes in DR 0.1e involve the skill system. The three playable classes- Amazon, Necromancer, and Sorceress- all have heavily modified skills. While there are, obviously, still "uberskills" and "unterskills", there shouldn't be any more one-point wonders, or skills that everyone avoids (Bone Wall? Please...).
		The item system is also due for heavy modification, although most of it is undone. List of completed changes:
		Torso armors all grant damage reduction as well as reduced movement speed and increased stamina drain.
		All affixes from vanilla were scrapped; all new affixes introduced. Currently at >200, and I'm working on more!
		Nearly 100 new properties, courtesy of Talonrage. I've created a number myself, although none of the ones I created are currently obtainable.
		Base damage and AC for all weapons/armors has been modified. For the most part, it has been solidly increased. Some weapons have seen a change in base attack speed. All weapon types have automods based on what I feel is necessary for the item type. Like I said before, torso armors have automods as well. Some additional item types will see new automods, but I haven't gotten around to implementing them yet.
		A "Dual-Class" system makes an appearance, similar in execution to the Class Charm in Kingdom of Tenai. My system, however, does not restrict the player whatsoever. Read the "Mod Notes" you are given in your inventory upon character creation. NOTE: Growth Seeds can now drop from ANY monster, although many superuniques have "forced" seed drops, and Act Bosses should always drop at least one Seed! Currently, only ten beyond the starting seed are fully functional. I would suggest holding on to any seeds you get, as it may or may not add additional mods to your charm. In 0.2, I hope to have at least 30 seeds fully functional.
		All non-throwing item types are socketable, although no runewords exist for any itemtypes as of yet. This includes rings and amulets, but not charms.

4. To-do list
	Bugfix, bugfix, bugfix.
	Add new weapon/armor types.
	Add ~12 growth seeds.
	Make the Barbarian, Druid, and Assassin playable (modify all 90 skills they possess).
	Expand monster behavior/strategies. Make monsters harder.
	Add additional monster types.
	Expand TreasureClassEx. Re-write from the ground up.
	Add new cube reagents, enable tempered items. Enable crafting.
	Add uniques. Add sets.
	Expand magical affixes.
	Add "Rare" monsters. Add drop classes for them.
	Create additional properties.
	Modify skill behavior.
	Bugfix.

5. Changelog


v. 0.2 Changes
	Paladin is now playable.
	Paladin skills re-arranged; trees are now divided between Combat Skills (vanilla), Spirit Auras (elemental/magical), and Flesh Auras (physical).
	Skills have no prerequisite arrows, erroneously left in by me in previous versions (they've never had prerequisites!).
	Fixed the Charm Crash.
	Modified Growth Seed treasureclasses; they should drop now.
	Changed damage on Poison/Plague Javelin, and increased their duration.
	Fixed buggy/messy displays and skill mechanics. Things should operate much cleaner.
	Added a small handful of uniques- rings, amulets, jewels, and charms.
	Fixed the Anya quest bug where Sorceresses did not receieve a class-specific item, making the quest uncompletable.


v. 0.1e Changes
	Growth Seeds dropping should no longer crash the game. Sorry for the problem.
	Some new affixes now correctly display.


v. 0.1d Changes
	Significantly overhauled magic prefixes and suffixes. Over 200 exist (70 new), and most have been re-balanced.
	Jewels and Charms no longer drop from Fallens. This should cure the problem with high damage at low levels.
	Some minor skill display edits have been done on Decrepify, Bone Spear, Terror, and Fire Golem. Hydra should actually summon Hydras now.
	Growth seeds should drop from a number of superuniques, namely Act bosses and The Countess.
	

v. 0.1c Changes
	Expanded magic prefixes and suffixes- currently more than 130 (40 new ones).
	Rebalanced old affixes (no more crazy damage reduction; "Unstable" affixes now grant max damage per level, no more poison damage over 0 seconds, no more unbalanced charm affixes or jewel affixes)
	Rebalanced a few skills.
	Gambling should work now! All weapon/armor types gambleable.
	10 Growth seeds enabled and droppable, with functional cube recipes. Go power up your charm.
	Added some (currently unobtainable) item stats: "+X Extra Skeletons", "+X Extra Spirit Wolves", "+X Extra Traps", and "Spell Timer Reduced by X%". Hopefully they will get added in 0.2.
	
	
v. 0.1b Changes
	Fixed a grievous experience.txt mistake; v. 0.1a characters are no longer compatible.
	Added some new growth seeds.
	Fixed a few display/string errors.