
Diablo 2 Epic Mod
Tougher monsters, better drop chance, better gear, good surprises. Enjoy.

Patch Notes


Epic Mod 5.91 (11/20/19)

Gladiator Bane changed to be more dmg oriented
Valkryie changed back to costing little mana but having a cooldown


Epic Mod 5.90 (11/10/19)

Assassin Death Sentry synergy buff from 6% to 8%
Eth Ith runeword gives Teleport
Lowered chance of +1 all skills and +2 all skills on magical and rare gear


Epic Mod 5.89 (9/25/17)

Lots of different small changes:
2 hander elite weapons buffed
other unique item adjustments (buffs)
act 3 merc now does frost spells only and has lvl 15 fanaticism aura
druid rabies buffed
sorc hydra & lightning storm buffed
gambling 5x costlier but also 5x as lucrative




Epic Mod 5.81 (9/6/17)

Various changes from previous patches (minor changes to class skills, assassins especially)

Rainbow Facets should now be more tuned to not drop like candy from bosses (still will drop pretty decently)

Baal now drops only Unique equipment.

Quillbears are a good alternative to Countess runs now



Epic Mod 5.78 (8/19/17)

Rainbow Facets now drops more frequently from bosses
Level reduced from 75 to 65
+1 all skills added to offensive style
defensive style adjusted for the better
Boss drops should now be better
5.77b and c adjusted jewel drop rate to not be op
5.78
Rainbow Facets can now drop anywhere in game
Jewel Boss drop chance (might not be Rainbow Facet, but super high chance):
Normal: 1% (7 drops) - 7% chance on kill
Nightmare: 2% (7 drops) - 14% chance on kill
Hell: 5% (7 drops) - 35% chance on kill
Quest Boss drops doubled for jewel chance




Epic Mod 5.75 (7/29/17)









Quill Bears now drop 4 items instead of 3 and have a 25% chance of dropping a Manald Heal or Nagelring (+5 to random skill ring, the ring has also been slightly buffed (secondary stats)


Epic Mod 5.74b (7/28/17)











Bone Spear mana cost reduced almost in half (5.73)
The Countess now drops 5 random runes instead of 3



Epic Mod 5.72 (7/23/17)











Wirts Leg can now be purchased from Akara (still have to kill Baal to access cow level)



Epic Mod 5.71 (7/19/17)











Minor changes to stats on rares (fine tuning)




Epic Mod 5.7 (7/16/17)










Bishibosh now drops Gheeds in Normal and Staff of Kings and Khalims Flail in Normal Nightmare and Hell.
All small, large and grand charms no longer drop (except for Annihilus, Gheed's and Torch)
Gheeds and Constricting Ring nerfed
Resists are now 0 at normal, -50 in Nightmare and -100 in Hell












Uber D has highest conviction aura in Epic Mod (-75 resistance), would need 270 resistance to have 95 resist (if max resist is maxed) against him, against next toughest conviction mob in Epic Mod would need 245 resistance



Epic Mod 5.61 (4/17/16)










Vendors: No longer stock magical armor types, encouraging the player to not play Diablo 2 vendor drop edition.  ; p
Also, they now stock Super Healing and Mana Potions from the very beginning, yay!
Assasin:
Blade Shield delay reduced from 25 to 10




Epic Mod 5.60 (4/16/16)












Prefix Adjustment:

HP% and Mana% on rare and magical items will now be 90% chance for 5-15, and 10% chance for 15-30 (used to be 100% chance for 10-30 which was too good












Suffix Adjustment:

Movement speed in magical and rare boots is now active from lvl 1 and the higher movement rates being rarer but still possible in low lvl play











Unique Items

Constricting Ring: Nerfed Energy and Mana Regen in half, now 25 Energy and 100% mana regen












Hirelings:

Act 2 Hirelings:
Combat is now ALWAYS Prayer in every difficulty
Defense is now ALWAYS a low level Meditation in every difficulty
Offense is now ALWAYS Might in every difficulty


Epic Mod 5.57 (3/11/16)

Bosses/Enemies:
Diablo: PrimeFirewall level reduced by 10
Ancients: Whirlwind level reduced by 4 (it now starts at level 1 in normal)
Cows: Reduced HP by 20%, they still have more HP than in unmodded game

Resists:
Charms no longer have any resists
Charms can no longer be gambled for (+skills having a higher chance to spawn now)
Reduced the negative resists from normal, nightmare and hell by 20% (since charms no longer provide resists)
Normal D2: Normal - 0%, Nightmare - 40%, Hell - 100%
Epic Mod D2 before this patch: Normal - 30%, Nightmare - 80%, Hell -140%
Epic Mod D2 with this patch: Normal - 10%, Nightmare - 60%, Hell - 120%



Epic Mod 5.56 (12/28/15)

Gambling:
Jewel cost to gamble reduced in half
Magical Prefixes and Suffixes:
Removed some bad prefixes and suffixes so that magical and rare items have a better chance of rolling the good stat categories
Adjusted some on attack and get hit skills to be slightly better on magical and rare items


Epic Mod 5.55 (12/23/15)

Druid:
Poison Creeper now does double damage


Epic Mod 5.54 (12/22/15)

Sorc:
Cold & Fire Damaging spells mana adjusted:
mana per level halved and base mana cost doubled
this should make the penalty of using a high level spell much less


Epic Mod 5.53b (12/20/15)

Druid:
Poison Creeper icon now displays if there are multiple summoned
Vines and Spirits now have normalized health similar to wolves and the grizzly, so that their health is consistent between difficulties, AC cut in half
They are meant to be up 100% of the time with no maintenance, but hopefully aren't so tanky they can tank a boss by themselves without any help (usually bosses don't focus them)
Necromancer:
Raise Skeleton changed to 5 skeletons max from the start
makes the starting summoning necro much better and keeps the number of summons under control (5 skeletons, 3 skele mage, 3 revive, 1 of each golem)
Skeleton Mastery:
Skeleton damage per level increased from 4 to 6


Epic Mod 5.52 (12/17/15)

Added weapons back to Summons (including Valkyrie) at level 50 (used to be level 40 and then was taken away because summons were amazing at tanking and damage)
Druid:
Summons:
Spirit wolf max reverted back to 5
Dire wolf max reverted back to 3
The max amount of pets for druid summoning did not really need the nerf, summons are in a much weaker state than they use to be compared to other choices
Poison Creeper:
Max pet increased to 3
Damage reduced by about 60%
this should make poison creeper much more interesting to use
still does not benefit from auras like other summons do


Epic Mod 5.51 (12/15/15)

Suffixes:
changed the chances as follows:
36/40 chance for 25% add xp
3/40 chance for +1 all skills
1/40 chance for +2 all skills
BK, SoJ & Maras all buffed by an additional +1 all skills


Epic Mod 5.50 (12/13/15)

Immolation Arrow:
Damage decreased by 15-20%
Act 1 Hirelings fire it less frequently
Gambling:
Halved the cost of all gambling
Suffixes:
Ease suffixes replaced with 3 new affixes that can appear on armor, weapons, shields & rings:
16/20 chance for 25% additional xp
3/20 chance for +1 all skills
1/20 chance for +2 all skills
Note: The rare item will roll suffix groups, and if it rolls into this new suffix group than the chances are as above


Epic Mod 5.49 (12/13/15)

Immolation Arrow:
Radius and Damage greatly increased



Epic Mod 5.48 (12/9/15)

Gheed's:
added an additional 100% magic find to make magic find gear less important

Epic Mod 5.47 (12/7/15)

Sorc:
Warmth: now gives 200% regen on 1st level instead of 100%
Nova, Chain Lightning & Lightning now costs half the mana
Shiver Armor and Chilling Armor damage doubled
Blizzard mana reduced by 10 per level
Paladin:
Grand Cross: base duration increased by 10x, damage doubled
Amazon:
Exploding Arrow: damage doubled

Fanaticism Aura from Quillbears and Catapults:
reduced level from 40 to 25


Epic Mod 5.46 (12/7/15)

Staff of Kings & SuperKhalimFlail now drop in Nightmare and Hell with the beginning monsters

Epic Mod 5.45 (12/4/15)

Prefixes:
Chestnut gives hp% and mana% 1-15 for jewels, amulets and rings
Maroon gives hp% and mana% 5-20 for armor, weapons and shields

Epic Mod 5.44 (12/2/15)

Chestnut and Maroon prefixes now give mana% and hp% 1-15



Epic Mod 5.43 (11/30/15)

Staff of Kings, Amulet of the Viper & SuperKhalimFlail should now drop along with Gheeds and Constricting for normal early monsters
Not sure if this will work for easily navigating nightmare and hell act 2 and act 3



Epic Mod 5.42c (11/29/15)

Countess Tower is even denser and slightly larger in levels 1-4
should be a nice minor leveling zone in act 1
All level requirements for items, gems, runes, etc. are now gone, items still have an item level which dictates where they can be found
Rune changes:
El: addxp added in place of ac bonus, 50% for wpn slot and 25% for armor slot
Eth: Mana Regen changed to 50% from 15%
Io, Lum, Ko, Fal: changed to 25 of each stat instead of 20
Mal: Reduction of magic increased to 100 from 20
some other minor buffs made to lower level runes and elemental damage
5.42c: bugfix chestnut mod prefix


Epic Mod 5.41 (11/28/15)

Countess Tower now is lower level at the bottom level and goes up by 5 levels each level up, and it is now x2 denser in level 1-4
So it is now possible to level a bit in the tower


Epic Mod 5.40 Season 1: Randomonium  (11/27/15)

Season 1 is meant to provide some fun in the game and allow new builds based on the random rares and magical items that you may get.  
Leveling up should be significantly faster through Constricting Ring and Gheed's, which can be obtained immediately.  
Play through should be slightly easier with Gheed's giving 20 all resist and 10% damage reduction.


MagicSuffix: Magical & Rare armor, weapons, rings and amulets now have a chance at rolling +3 to a random skill (used to be only rings and a +1)
MagicPrefix: Magical & Rare jewels, armor, weapons, rings and amulets now have a chance at rolling +1 to a random skill
Nagel and Manald rings now give a +5 to a random skill (used to be +2)
Constricting Ring now only gives 50 energy and 200% mana regen, and drops some of the negative stats, and has a high chance to drop from low level act 1 monsters (zombies, skeletons, etc)
Gheed's Fortune now gives +50% xp, 20 to all resist, 10% damage reduction, is always 100% gold find, and has a high chance to drop from low level act 1 monsters
Hirelings now level much quicker (should stick with your level much easier)






Epic Mod 5.36 (9/14/15)

Plague Javelin
densities doubled, subloop increased from 3 to 4, range increased from 15 to 23
Throwing Weapons
Repair Quantity changed to speed up fill rate, but DOES NOT work (every 5 secs 1 quantity is replaced)
Base throwing weapons now stack up to 500 
New Cube Recipe:
Add repair quantity to a normal Javelin:
Normal Javelin + Eld


Epic Mod 5.35b (9/9/15)

Act Bosses reduced by 7 levels to be 3 higher than original instead of 10
should make it so you gain good experience when killing bosses as they wont be too high a level above you
b patch reduced duriel and mephisto to lower levels in normal so you can gain the exp
Druid
Spirit wolves max reduced from 5 to 3
Dire wolves max reduced from 3 to 2
This should help reduce the power of summons
 Necromancer
Raise Skeleton
 changed the formula from kicking in after level 4 to kicking in after level 1
 reduced the bonus from +2 to +1
so should only be one less skeleton for necros


Epic Mod 5.34b (9/5/15)

Mana on Kill prefix
can now appear on lots of different magical and rare items and it will be a higher amount
Necromancer:
Bone Spear:
Reduced synergy bonus to 6% from 12%, to be in line with double the damage of meteor (was more like 4x)


Epic Mod 5.33 (8/28/15)

Act 1 Hirelings:
Slightly reduced the level of multi shot so that upon obtaining a level 6 hireling, she doesn't immediately show you whose boss
Amazon Skills:
Cold Arrow & Magic Arrow
buffed to be similar to fire arrow
Exploding Arrow
slight buff to keep it relevant
Ice Arrow
buffed to be similar to exploding
Freezing Arrow
buffed slightly (damage)
Necromancer 
Bone Spear
no longer has a delay but costs significantly more mana
operates similar to sorc skills
this move is your single target burst as bone necro




Epic Mod 5.32 (8/26/15)

Gheeds Grand Charm
the all stat variance of 10-30 changed to just 10 all stats (slight nerf)
this is there to help in rerolling other classes later in the game, making them easier to get going


Epic Mod 5.31b (8/25/15)

Diablo now can drop more varied gear with slight preference toward set items
Baal now can drop more varied gear with slight preference toward unique items



Epic Mod 5.3 (8/23/15)

Item Ratio
slightly reduced chance for uniques, rares and sets from dropping
Quill Bears
slightly reduced unique drop chance
should be harder to find in normal mode
Cows
Nightmare cows 5 levels higher
normal and nightmare now have same density as hell
Runes
drop chance slightly reduced
reduced lvl requirements
 Gheeds Grand Charm
magic find static % changed to all stats 10-30 (to help with low level chars and gear requirements) (Gheeds still has magic find gained per level and gold % 1-100)
 Constricting Ring
negative regen reduced from 50 to 25, negative movement reduced from 10% to 5%
 Eld Rune
changed Armor bonus from reduced stamina drain to +5 all stats to help with low level chars gear requirements
 Iceblink Unique Armor
changed to give the skill teleport (disabled the Whisper runeword armor that used to give teleport)
Characters
base movement speed slightly increased for walking and running
running stamina drain reduced




Epic Mod 5.27 (12/3/14)

Durability base on all weapon types increased


Epic Mod 5.26 (11/24/14)

Duration changes to skills to match last patch
Assassin:
Phoenix Strike Chain Lightning
x2 dmg
6 subloops instead of 3
Phoenix Strike Chaos Ice
x10 or so dmg
Claws of Thunder
dmg buffed to be in line with Fists of Fire (still needs testing)
Blades of Ice
radius doubled for 2nd and 3rd lvl
dmg buffed to be in line but less than Claws of Thunder & Fists of Fire


Epic Mod 5.25 (11/22/14)

Duration of use and forget buff skills should last longer to be less of an annoyance


Epic Mod 5.24 (11/20/14)

Quill Bears should not show up in Valley of the Kings in normal anymore
Quill Bears, less chance in:
Blood Moor Nightmare & Hell
Valley of the Kings Nightmare & Hell
Moo Moo Farm
Worldstone Throne Room



Epic Mod 5.23 (11/19/14)

Get Hit Skill on Unique items retuned to hopefully have a bit more cohesive balance
Rainbow Facets buffed



Epic Mod 5.22b (11/18/14)

Sorc:
Warmth:
Mana regen increased by 50%
All mana costing damage spells:
per level mana cost increased by 2x 
Teleport mana cost doubled 
Inferno damage boosted by 50% 
Meteor per level cost increased by 5x (this was the major spell that was not meant for spam casting as much as other spells) 
Blizzard per level cost increased by 4x

These changes should help balance sorc's when they are able to get very good gear with great regen and mana.


Epic Mod 5.21b (11/17/14)

Sorc:
Energy Shield is now tougher to get to the max of 50%
10% Base and 2% per level and at high levels 1% per level
Maxed at level 34 at 50%
Maxed out at 50% at level 6 before this patch
This should make sorceress much less tanky unless you devote a good chunk of skills to energy shield, and even then it won't be as good until high level gear
Glacial Spike radius doubled 
Adjusted some duration values for Sorceress and Druids to be less annoying (quality of life improvements) on Thunderstorm, Energy Shield, Werewolf, Werebear, etc.


Epic Mod 5.20 (11/16/14)

All unique and set item drops reduced by 25%
Assassin:
Wake of Inferno should do half the damage
Fist of Fire should do double the damage


Epic Mod 5.19 (11/16/14)

Cow Level:
Cow level in monsterstats.txt changed to mirror the changes in level.txt
makes cows give more xp (especially in normal)
might make them slightly tougher

Epic Mod 5.18b (11/16/14)

Drops:
Quill Bears now drop 3 items instead of 2 (still preference toward rares over unique and sets)
Baal unique drop chance reduced slightly
Cow Level:
Monster level area now mirrors baal throne room
huge increase for normal cows (big xp boost as well)
+2 level increase for nightmare and hell
The Pit:
area level increased from 74 to 80 in hell
was nerfed from 85 down to 74 to prevent it as being too abused of a farm area
Sorc:
Nova and Frost Nova cost x2 mana
Firewall damage reduced by a factor of 4 and base mana reduced by 25
length reduced from 7 base +2 every lvl to 15 base +0 every lvl
Warmth now gives 50% mana recovery base instead of 30% and 15% per level instead of 12% 
Meteor Synergy with Fire Ball change to Fire Bolt 
Fire Bolt damage doubled
Ice Bolt damage now the same as fire bolt, synergy % reduced from 15% to 10%
Ice bolt no longer costs mana (same as Fire Bolt)
Charged Bolt no longer costs mana
Charged bolt has an additional synergy with Chain Lightning
Synergy damage reduced from 10% to 4%
This should help charged bolt scale about the same at high levels but take longer to reach maximum damage
Frozen Orb:
Increased synergy damage from 2% to 4%
Added glacial spike synergy


Epic Mod 5.17 (11/15/14)

Assassin:
Dragon Claw changed from 50% dmg base to 100% and changed per level dmg bonus from 5% to 20%
Fists of Fire radius of explosion increased from 4 to 16, radius of firewall fragments increased from 4 to 16
fire damage increased by 5x
Dragon Tail radius increased from 6 to 18



Epic Mod 5.16b (11/15/14)

Quill Bears:
The revenge of the Quill Bears should now be over.  Instead of them hunting you in every zone you should have to go out of your way to hunt Quill Bears with a few exceptions.
No longer should show up in the act 5 portals (Abaddon & other) where you can easily range them
Scarcity when quill bears are picked in a zone reduced from 5% to 3%, so there will be less packs in that zone or none at all


Epic Mod 5.15 (11/14/14)

Unique Rings:
Stone of Jordan and Bul Kathos ring slightly rarer
Nagel and Manald slightly less rare
Magical & Rare Suffix Dawn and Sunlight now give +1 random skill on rings
Healing potions, mana potions & rejuvenations have better scaling
Super healings are the first potions that drop now


Epic Mod 5.14 (11/14/14)

Druid:
Vines and Sages no longer have infinitely large health pools from the start
health scale based on difficulty 1k base in normal, 2k nightmare, 3k hell
20% more health per level scaling on top of base
These changes should make it so vines and sages don't feel overpowered tanking wise in the beginning and yet can still hold up in end game content.


Epic Mod 5.13 (11/4/14)

Constricting Rings penalties reduced to encourage use
Nagel and Manald unique rings changed up a bit for some randomness flavor
Natures Peace ring changed up a bit
Druid: Volcano skill now does x5 damage but has a 100 delay



Epic Mod 5.12 (11/4/14)

Necromancer: Bone Spear skill now does x10 damage but has a 100 delay on it (same as Impale)



Epic Mod 5.11 (7/23/14)

Buffed: Stoutnail get hit skill changed to Blade Sentinel from Holy Bolt
Nerfed: early, mid and late magic suffixes that give get hit skill (from lvl 20 to lvl 10 in the early game, from lvl 30 to lvl 20 in the mid game and from lvl 40 to lvl 35 in the late game), and made them more expensive, these nerfs only affect magic and rare items
Bufffed: damage amplification weapon suffix by x4


Epic Mod 5.10 (D2 never gets old) (7/4/14)

Higher level rune drop chance increased by 25%
Unique items drop chance reduced by 25%
The Ancients Whirlwind skill reduced by 10 levels (was way to one shottie)
Druid and Necromancer summons (and even Amazon's Valkryie) at level 40 now no longer get the unique weapon (they still get the unique armor though)
Summoners were doing way too much damage and had way too much survivability


Epic Mod 5.02b (10/09/13)


Annihilus can now drop more than once in a game (bugfix)



Epic Mod 5.02 (9/30/13)


Annihilus slightly changed
now gives +2 all skills and +3 skills to a random class
also, diablo clone now drops 2, so kill him with a friend and don't fight now



 Epic Mod 5.0d (9/30/13)


Diablo Clone and Uber Trist slightly buffed
The Stone of Jordan chance of dropping slightly buffed



 Epic Mod 5.0b (9/29/13)


Bugfix Diablo Clone
Halved health so that health would not be so large that it would reset to 0


 Epic Mod 5.0 (9/29/13)


Baal:
Should now drop all unique items no matter magic find
Diablo:
Should now drop all set items no matter magic find
Druid:
Volcano damage cut in half and synergies reduced from 2% to 1%
Tornado synergy damage upped from 6% to 8%
Molten Boulder synergy damage upped from 6% to 8%
Hurricane synergy damage upped from 4% to 6%
Firestorm synergy damage upped from 1% to 2%
Firestorm and Fissure now give 4 mana per level instead of only 2
Dire Wolves and Grizzly delay removed but mana cost increased significantly

 Necromancer:
Skeleton Mastery now gives Skeleton 50 hit points per level instead of 10
Bone Wall and Bone Spirit now give 4 mana per level instead of only 2
Terror delay removed
Golems delay removed but mana cost increased significantly  

Amazon:
Valkyrie delay removed and mana cost increased




 Epic Mod 4.99b (9/28/13)


Cows now should drop half the amount of stuff but have a better chance of dropping uniques, sets and rares (sets are still preference for cows)
Hirelings:
Act 2 Mercs:
Resists are now 20% higher at every lvl
Health gained per level after level 43 is 50% more
This should really help with act 2 survivability, especially since they don't regen quickly like act 5 mercs
Act 3 Mercs:
Defense x2
Health x2


Epic Mod 4.98e (9/27/13)


Druid:
Replaced Summon Grizzly synergy with Cyclone Armor synergy in Elemental skill tree
Reduced Cyclone Armor synergy with cold skills from 10% to 2% 
Oak Sage base health halved so that it does not hit the max health pool at high skill levels and instantly die



Epic Mod 4.97 (9/27/13)


Necro:
Replaced Skeleton Mastery synergy in the Bone and Poison Tree with Bone Armor or Lower Resist
Teeth damage synergy upped from 6% to 9%
Poison Dagger damage synergy upped from 5% to 8%
Poison Explosion damage synergy upped from 5% to 8%
Bone Spear damage synergy upped from 8% to 12%
Poison Nova damage synergy upped from 5% to 8%
Bone Spirit damage synergy upped from 1% to 2%



Epic Mod 4.96 (9/13/13)


Annihilus and Hellfire Torch swapped rolls
Now Annihilus has random class skills on it since it is much easier to obtain


Epic Mod 4.95b (8/29/13)

Boss Fights
All Act Boss and Quill Bear levels increased by 10
This should help increase experience gains
This will help produce better boss drops
This shouldn't effect their difficulty much
Only Diablo Normal and Baal all modes did not get the +10 levels because they were already much higher in level comparatively
All Boss experience adjusted so that the cap is not breached
This should fix the bug that some bosses don't give experience at all when you are around their level



Epic Mod 4.94b (8/28/13)

Boss Fights
Normal mode bosses now have x2 health from original game
Nightmare and Hell were already buffed to x2
All act bosses in all modes now give x20 more experience to reward their toughness



Epic Mod 4.93c (8/10/13)

Experience
Death no longer reduces experience by 74% in all difficulties, new values below
  0% in Normal
-10% in Nightmare
-20% in Hell

Quill Bears
Can no longer spawn in the Blood Moor in normal
that was an accident

Unique Items
Constricting Ring
Bonus Exp doubled, negative effects reduced
Sorc
Fire Bolt and Ice Bolt damage doubled

Magic Suffixes
On hit and on attack procs lowered by 10 levels
They were a bit too powerful, especially in early stages


Epic Mod 4.92 (8/4/13)

Cow Level

Cow health reduced by 25-30% HP in all difficulties
On death spells removed
Misc Monsters
Overseer type monsters on death removed (was meteor)


 Sorc
100 extra base mana cost on Blizzard and Meteor since those two ablities had a pretty significant cast delay
Blizzard 50 -> 150
Meteor 100 -> 200

 Necro

Teeth mana cost reduced from 3 per lvl to 2 per lvl
Corpse Explosion base mana cost reduced from 15 to 10, mana cost of 3 per lvl reduced to 2 per lvl
Bone Spear base mana reduced from 20 to 15, lvl reduced from 4 to 3
Poison Nova base mana cost reduced from 50 to 5




Epic Mod 4.91b (7/3/13)

Sorc
Blaze:
Duration increased (tooltip refers to on the ground fire lasting I believe)
Damage x2
Mana cost increased
Fire Wall:
Damage x2
Mana cost increased by 25




Epic Mod 4.90b (7/1/13)

Sorc
Thunderstorm damage increased by about 50%

Runes
Sur Rune armor socket buffed from 10% mana to 20% mana
Ber Rune armor socket buffed from 8% reduction of damage to 10% reduction of damage
Jah Rune armor socket buffed from 5% hp to 10% hp

Fix
Annihilus Charm and Hellfire Torch should no longer possibly drop from normal mobs (oops)
Had decreased their item level to test them out when I buffed them


Epic Mod 4.89 (6/30/13)
Sorc Redone

Sorc damage buffs are only in synergies to keep it a buff to only Sorc's
Fire Bolt no longer costs any mana
This should help a beginning sorc with no gear be able to do something other than melee
Frost Nova synergy damage doubled
Fireball synergy damage buffed from 4% to 6%
Lightning synergy damage doubled 
Lightning mana cost doubled
Chain Lightning synergy damage buffed from 2% to 10% (x5!)
Chain Lightning mana cost x4!
Firewall delay removed!
Mana cost doubled
Meteor delay removed!
Mana cost doubled
Blizzard delay removed!
Mana cost doubled
Hyrda delay removed! (was hardly anything)
Mana cost increased slightly
Frozen Orb delay removed!
Mana cost doubled

I realize there is still no easy way to get back mana as a sorc besides Warmth, mana on kill, etc.  Not sure if there is anything I want to do about that or not. But I thought the delay on most of the skills were just wait times, now, you just end up waiting for your mana to come back, which improves with gear (wait times do not).



Epic Mod 4.88 (6/19/13)

Hirelings
Barbarians buffed
Low Level Battle Orders and Battle Command added to the Barbarian Hireling to make them more competitive to the other hirelings


Epic Mod 4.87 (6/19/13)

Damage on Items
DMG property changed to DMG-NORM for all unique, set and runeword items
this will not change the actual damage bonus of the item for characters
THE ONLY EFFECT OF THIS CHANGE IS FOR HIRELINGS
hirelings do not benefit from the dmg property (I was accidentally using this property more than blizzard ever did) but do benefit from dmg-norm


 
Epic Mod 4.86 (6/18/13)

Summon Health
10% reduction in base health (it was pretty close, I think this should do it)

Misc Tweaks
Jewel gamble cost reduced in half to match what other prices are



Epic Mod 4.85b (6/15/13)

Misc Tweaks

In Town
Teleport is now usable in town

End Game Gear
Annihilus & Hellfire Torch buffed
Items should be a significant buff to warrant their degree of difficulty
Uber Andariel, Duriel and Izual now drop more than just their organ
Annihilus Diablo now drops more than just annihilus
These two changes should work but need to be tested

Cow Level
The cow level is now more of a set item area
Set item chance of dropping increased by x2

Farming Notes:

Quill Bears drop Baal quality gear, 2 drops per a Quill Bear, Rare preference
Cows drop Set preference
Ubers and Diablo Clone drop unique all
Countess drops 3 runes every time

 



Epic Mod 4.84 (6/15/13)

Misc Tweaks

Summon Health Nerf
All summons base health reduced by 15%
Summon armies were slightly too durable
Valkyrie now in line with other major summons (golems & bear)
Reduced Dopple synergy from 20% to 5%


Gambling
20% chance of Rare Item (was 10%)
2% chance of Set Item (was 1%)
1% chance of Unique Item (was 0.5%)


Treasure
Item ratio for Rare Items changed (better chance)
Now rares have the same chance as Uniques
MF still scales Rares x2 as much as Uniques
Item ratio for Magic Items finally fixed

Paladin
Fist of the Heavens radius on clicking back to original
makes it easier to click enemies


Epic Mod 4.83 (6/15/13)

Small Treasure Tweaks

Treasure Drops:
Quill Bear drop chance for rares buffed (this should not affect unique and set drop chance on them)
Changed stat from 950 to 1000 (just noting for myself)
Laying on Hands gloves slightly buffed (from level 25 Holy Bolt to level 40)
Runeword Splendor buffed to x2 Magic Find and Gold Find
Updated runeword spreadsheet to match

----------------------------------------------------------------------------------------

Epic Mod 4.82 (6/10/13)

Big Treasure Tweaks

Treasure Drops:
Quill Bear drop chance for uniques, sets, rares buffed
Not quite back to where they were
Changed stat from 900 to 950 (just noting for myself)

Dungeon Changes:
Overhaul of The Pit in Hell (NERF)
It no longer is an infinite high level area best and only place to farm in Hell
You can still find Quill Bears there
Act 1 has been toned in area levels in Hell so that no place in act 1 except for the Moo Moo farm is maxed at 85

Farming in Hell is still possible, but later acts will provide more reward.  Should help make it so one spot isn't the be all farm spot.



Epic Mod 4.81 (6/8/13)

Tweaking Summons (Problem with too high of base health and low scaling, overpowered early on)

Druid:
Summon Dire Wolf Health bonus to all summons increased from 2% per level to 10% per level
Base Health of summons reduced significantly
Spirit Wolf base health reduced from 3k to 1k
Dire Wolf base health reduced from 6k to 2k
Bear base health reduced from 8k to 4k

Necromancer
Raise Skeleton & Skeleton Mage hp% per level increased from 2% to 10%
Skeleton Mastery 100 additional hit points per level reduced to 10
Golem Mastery hp% per level increased from 2% to 10%
Base Health of golems reduced:
Blood, Iron & Fire reduced from 8k base to 4k base


4.80c PATCH (old patch):
Level 20:
Spirit Wolves should be 4.5k health
Dire Wolves should be 9k health
Skeletons and Skeleton Mages should be around 4.2k health

Level 40:
Spirit Wolves should top out at 5.7k health
Dire Wolves should top out at 11.4k health
Skeletons and Skeleton Mages should top out around 9k health

4.81 PATCH (new patch):
Level 20:
Spirit Wolves should be 3k health
Dire Wolves should be 6k health
Bear should be at 12k
Skeletons and Skeleton Mages should be around 3.6k health
Golems should be at 12k with golem mastery (clay at 16k if at lvl 20)

Level 40:
Spirit Wolves should top out at 5k health
Dire Wolves should top out at 10k health
Bear should be at 20k
Skeletons and Skeleton Mages should top out around 7k health
Golems should be at 20k with golem mastery  (clay at 28k if at lvl 40)



Epic Mod 4.80c (6/8/13)

Tweaking

Gambling:
Armor gamble cost reduced in half
This should make it so gambling for armor isn't a waste compared to gambling for amulets and rings


Necromancer:

Corpse Explosion:
Mana increased from base of 10 to 15, per level from 1 to 3
This abilities mana was not touched when the mana changes happened, now it should steadily drain mana
Raise Skeleton bonus of 5% per level health reduced to 2%
Raise Skeleton Mage bonus of 7% per level health reduced to 2%
Skeletons were a bit too high in health compared to other summons


Druid:
Spirit Wolves:
no longer have a delay (was 1 second)
cost much more mana (20 base, 10 per level)
base health doubled (was 1.5k, now 3k)
Dire Wolves:
base health increased (was 2.5k, now 6k)



Epic Mod 4.79d (6/8/13)

Tweaking

Druid:

Volcano:
delay between debris increased from 2 to 3 (50% nerf to damage)
Summon Dire Wolf
Hit Point % bonus per level reduced from 5% to 2%
All summons base health doubled 

Necromancer:
Raise Skeleton:
50% HP bonus per level reduced to 5%
Golem Mastery:
100% HP bonus per level changed to 10% base and 2% per level
Clay Golem:
70% HP per level reduced to 5% HP
Skeletons & Golems base health multiplied by 10 and then some


Runewords:
Delirium:
Level 14 Mind Blast changed to level 40, updated spreadsheet with change



Epic Mod 4.78 (6/6/13)

Tweaking

Druid & Necromancer mana gainer abilities mana gain doubled

Paladin Prayer aura amount healed doubled

Monster Prayer aura level halved (towers and such)



Epic Mod 4.77c (6/4/13)

Tweaking

Necromancer Terror ability now scales with more skill levels, works exactly like Druid Shockwave

Updated Runeword excel sheet to note that Infinity and Insight only require a 4 socket weapon.



Epic Mod 4.77b (6/3/13)

Necromancer Poison and Bone Overhaul

Note: monstats, skills, skillsdesc changed

Necromancer
Terror:
Radius increased by 5x, no longer gains duration per level, increased delay to 15 seconds (was 0)
Bone Wall:
Base health increased x2, health per level cut in half, difficulty should not matter
Mana Gainer: +10 mana base, +1 per level 
Teeth:
Mana cost increased from base of 5 to 10, per level cost of 1 to 3
Added synergy to Bone Wall
Synergy damage increased from 5% to 6%
 Poison Dagger & Poison Explosion:
Added synergy to Bone Wall
Bone Spear:
Mana cost increased from base of 5 to 20, per level cost of .5 to 4
Added synergy to Bone Wall
Synergy damage increased from 5% to 8%
 Poison Nova:
Mana cost increased from base of 20 to 50, per level cost of 2 to 5
Added synergy to Bone Wall & Bone Spirit
 Bone Spirit:
Mana Gainer: +10 mana base, +1 per level
Synergy Damage reduced from 5% to 1%
Added synergy to Bone Wall & Poison Nova

Druid
 Molten Boulder:
Synergy damage reduced from 8% to 6%
 Volcano:
Synergy damage reduced from 4% to 2%

 Paladin
 Holy Fire & Holy Shock:
Reduced bonus melee damage by half
Too strong of a single target ability that is meant for AoE



Epic Mod 4.76 (6/1/13)

Druid Fire Elemental Overhaul
Firestorm & Fissure now give mana on casting!
They give 10 mana per cast base, +1 mana per level
Damage synergy reduced from 4% to 1%
That should make these abilities significantly weaker, now that they are mana positive abilities
Volcano mana base and per level mana cost doubled, cooldown removed
Mana cost was base 50 + 5 per level, now it is base 100 + 10 per level
Molten Boulder mana base and per level mana cost more than doubled, cooldown removed
Mana cost was base 20 + 2 per level, now it is base 50 + 5 per level
Molten Boulder now is synergized with Fissure instead of Volcano
Fissure synergy with Firestorm changed to Molten Boulder
Firestorm synergy with Fissure changed to Volcano
This might be an interesting way to handle casters, similar to D3.  Will have to test but I think this could be real interesting.  Basically as a Fire Druid you can either go Volcano or Molten Boulder and support them with either Firestorm or Fissure, whatever style you like.



Epic Mod 4.75 (6/1/13)

Druid Elemental Changes
Volcano:
Removed Molten Boulder synergy and replaced it with Firestorm
This should enable a Volcano Druid to cast Firestorm on the downtime of Volcano



Epic Mod 4.74 (5/28/13)

Gambling Overhaul
Rare chance reduced from 25% to 10%
Unique chance reduced from 8% to 0.5%
Set chance reduced from 12% to 1%



Epic Mod 4.73 (5/27/13)

Treasure Adjustment
Quillbear drops slightly reduced
not amount but the chance of it being unique or set
Council drops reduced in half and lowered to 2 drops each (was 3 drops)
best farm spot by far was trist runs
Rune Drop Chance 50% tougher
Now in line with Unique and Set drop chance nerf



Epic Mod 4.72f (5/27/13)

Item Ratio Tuning

Unique and Sets made slightly rarer (20%)
Effectively makes them 50% less likely than before these patches these past 2 days
Rare items rarer
Magical and Rare Items will still be more prevalent than Uniques as item level and monster level favors them in certain circumstances that are complicated, this is especially true for magical items
Base Chance Item Ratio with this patch:
1/150 Unique
1/100 Set
1/225 Rare

200% MF
1/135 Unique
1/70 Set
1/150 Rare

300% MF
1/110 Unique
1/53 Set
1/113 Rare
1/167 Magical

500% MF
1/90 Unique
1/40 Set
1/83 Rare

750% MF
1/80 Unique
1/33 Set
1/68 Rare
1/67 Magical

1000% MF
1/75 Unique
1/30 Set
1/60 Rare




Magic find should now work exactly like in normal D2:



Epic Mod 4.72d (5/27/13)

Rare Tuning

Took out some magic suffixes that dealt with charges
Only remaining charges that can be found are Enchant and Teleport

Epic Mod 4.72c (5/27/13)

Rare Tuning

Frequency of Resist All appearing in magical and rares reduced by quite a bit (divided by 4 to 5)
Adjusted some level and level requirements on some properties



Epic Mod 4.72b (5/27/13)

Item Ratio Fix

Rares Items should now be dropping about the same as Uniques as intended
Unique and Set items base chance of dropping reduced by 25%



Epic Mod 4.72 (5/27/13)

Gambling Nerf

Gold amount in drops from non bosses reduced in half
This should make gambling a bit tougher as it got a big boost now that magical and rare items are much better


Epic Mod 4.71 (5/27/13)

Item Ratio
Reduced base chance for Rares Items

Epic Mod 4.70 (Rares Redone) (5/27/13)

Magical and Rare Items
Note: Charms excluded to make sure inventory doesn't suffer from charm bloat

Prefixes
AC x2
Magic & Damage Reduction x10
Damage x2
Damage to Mana x2
Attack Rating x5
Light x3
Magic% x2
Gold% x2
Mana x5
HP x5
Resists x2
Mana per Kill x3
Absorb Fire/Lightning/Cold made spawnable and x10 (not percentage)
Swing Speed x2
Block x2
Cast Rate x2
Stats x2
Balance x2
Regen x5
Life and Mana Steal x2
Movement Speed x2
Repair Quantity (throwing weapons) x2 (should make them come back twice as fast)
Hit Skill / Attack Skill / Get Hit Skill x10 level of ability


Epic Mod 4.61b (5/27/13)

General

All Gems & Runes level requirement reduced by 10 


Assassin
 Fire Blast radius increased by 3x
With the damage increase in a previous patch this ability can now actually be used effectively (and it's fun!) increasing the choices an Assassin has



Epic Mod 4.60b (Return of the D2) (5/23/13)

Skills

Druid
Molten Boulder:
Damage reduced by 1/2 while synergy doubled
Should keep damage the same at higher levels while nerfing the damage at lower levels

Assassin
Fire Blast:
Damage quadrupled while synergy dropped from 9% to 4%
Should make skill interesting while not making it overpowered late game
 Mind Blast:
Damage increased significantly
Still probably a worthless skill
 Shock Web:
Damage quadrupled while synergy dropped from 11% to 5%
Should make skill interesting while not making it overpowered late game
Charged Bolt Sentry:
Damage doubled to keep in line with Wake of Fire Sentry that was buffed a long time ago in Epic Mod
 Inferno Sentry
Damage increased by 8x to more closely match Lightning Sentry
This change will probably have to be tested to see if it was too much

Monster Death:

Megademon:
Molten Boulder on death skill increased by a bit to compensate for 1/2 damage reduction noted above
  
Items:
Set, Unique & Runeword items that have Molten Boulder in them buffed to deal with the 1/2 damage reduction:
They now have a Molten Boulder that is 10 levels higher.



Epic Mod 4.55 (The Great Socket Patch) (8/30/12)

General
Chaos Runeword changed:
removed on hit procs
whirlwind buffed to lvl 15 (was 10)
increased attack speed buffed to 70% (was 35%)
increased enhanced dmg by 50%
added 100-150 dmg
Also updated this in the new excel spreadsheet (credit goes to Nate)



Epic Mod 4.54b (The Great Socket Patch) (8/29/12)

General
Fal Mal Gul requirement to socket Unique and Set items changed to be easier:
now requires Io, Lum, Ko, Fal


Epic Mod 4.53 (8/28/12)

General
Earth Spirit +2-3 Druid skills changed to +1-2 Druid Skills and +1 to Druid Summoning Skills
Steel Shade changed up
Mana Steal added to Bul-Kathos



Epic Mod 4.52 (8/27/12)

General
Act 3 Hirelings:
+30 Dex & +50 Str
This should help them be able to wear more gear and be more in line with Hirelings from other acts
Paladin Sacrifice & Druid Feral Rage duration increased x10


Epic Mod 4.51d (8/27/12)

General
Soul Drainer gloves:
changed from Conviction to +1 skill for a total of +2 all skills
mana-kill increased to 50 (was 20)
Marrowwalk boots:
mana-kill increased to 50 (was 15)
 Arachnid Mesh belt:
+skills increased to 2 from 1
mana-kill increased to 50 (was 25)
Verdungo's belt
Vitality changed to +HP 25%
health regen changed to heal on kill 100 
Damage Reduction % variance removed, now always 25% (was 20-25%) 
Added 200 Reduction of Damage (4.51b)
Nosferatu's belt
Strength +50 changed to all stats +50
mana-kill changed to hit-skill 4% chance lvl 40 fist of the heavens
50% increased attack speed changed to gethit-skill 8% chance lvl 40 fist of the heavens
Wisp ring slightly nerfed (lvl 50 fist of the heavens to lvl 40)
Bloodraven's Charge
added oskill in Skeleton Mastery and Summon Resist in line with the lvl 15 revive
Bloodmoon
added oskill in Golem Mastery and Summon Resist in line with the lvl 15 Blood Golem
Metalgrid
added oskill in Golem Mastery and Summon Resist in line with the lvl 15 Fire Golem 
Crown of Ages
Damage Reduction% variance removed, now always 15% (was 10-15%) 
Atma's Scarab amulet slightly buffed (4.51c)
Messerchmidt's Reaver slightly buffed (4.51c)
Druid:
Poison Creeper health buffed to x4 (now in line with other vines) (4.51c)
Poison Creeper damage buffed to x2 (now not as worthless) (4.51c)
Volcano:
Damage doubled
Cooldown tripled
Mana cost per level increased to 5 (was 2)
Should now function more like big boom

Epic Mod 4.50 (8/26/12)

General
Marrowalk and Shadow Dancer boots buffed to 30 all resist from 20 (Sandstorm is still 30-40)
Amazon: Plague Javelin buffed to x2 dmg
Necro & Druid: Bone Armor and Cyclone Armor x2.5 absorb but /2.5 synergies
Soul Drainer switched from oskill lvl 10 Lower Resist to aura lvl 17 Conviction (matches Infinity)



Epic Mod 4.49d (8/25/12)

General
Throwing Weapons buffed
Stack size increases on all Unique Throwing Weapons & Javelins (500 Stack Size)
Horizon's Tornado & Windhammer slightly buffed (on hit skill improved to lvl 40)
Druid: Mana Steal Vine buffed 2.5x 
Barbarian: Whirlwind mana cost reduced in half



Epic Mod 4.49 (8/22/12)

General
All Class Specific Uniques looked at
Some slightly changed
Two changed significantly: Necro Boneflame & Druid Spirit Keeper (both are now similar)
Amazon Javelins (Titan's and TStrokes) changed to replenishes quantity 1 every 1 second (was every 3 seconds) and increased Stack Size of 170 (was 60 for Titans)
Not sure if either of these changes will work, need to test them out, when we get the drops we will find out



Epic Mod 4.48 (8/21/12)

General
All Sorc, Necro & Druid Spells that are affected by Faster Cast Rate now cost less mana (similar to Fist of the Heavens)
Druid:
Armageddon is now a synergy on all Fire Spells
Fissure's damage buffed to x2, radius increased by 50% and missile delay reduced from 5 to 4
Twister buffed from 3 to 5 twisters (should help make this stun move a little better)
Molten Boulder buffed to x2 damage 
Nord's Tenderizer no longer has charges of lvl 40 Blizzard, instead it has on hit 15% chance of lvl 40 Blizzard
Corpsemourne armor changed from charged lvl 20 Corpse Explode to oskill level 10
Radimant's Sphere changed from charged Poison Explode to oskill level 10
Bloodmoon changed from charged lvl 30 Blood Golem to oskill level 15
Demonlimb changed from charged lvl 30 Enchant to hit-skill level 30 enchant 5% chance
Nature's Peace changed from charged lvl 30 Oak Sage to oskill lvl 15, resist poison changed to all resist
Wisp Ring redone
Gargoyle's Bite charge changed to oskill lvl 15 (plague javelin)
Hellrack charged Immolation Arrow changed to oskill lvl 15
Bloodraven's Charge charged Revive changed to oskill lvl 15
Wolfhowl summon dire wolves charge changed to oskill lvl 15
Metalgrid Fire Golem charges changed to oskill lvl 15
Earthshifter charges changed to oskill lvl 15 (Volcano)
Bonehew charges changed to oskill lvl 15 (Corpse Explode)
Elite Unique Belts slightly buffed (Nosferatu's, Verdungo's & Arachnid's)
Marrowalk Boots slightly buffed (up to 20 all resist from 10)
Shadow Dancer boots slightly buffed (up to 20 all resist from 10)
Elite Unique Gloves slightly buffed (Dracul, Soul Drainer & Steelrend)
Giant Skull slightly buffed



Epic Mod 4.45 (8/20/12)

General
Druid:
Armageddon now does x2 fire damage and x4 physical damage (physical damage has no synergies)
Armageddon and Hurricane last 4x longer base



Epic Mod 4.44 (8/19/12)

General
All melee skills have had their on hit and hit per level increased if they were low (100 base, 25 per lvl)
This should help melee land hits more frequently without getting a ton of Dex or Attack Rating gear 
Hirelings:
Act 3 Conviction aura changed from a scaled Conviction, ended up around lvl 10-11 at very high level merc (without +skill gear), to a flat Conviction lvl 3 so that +skills on an Act 3 merc is vital for a decent Conviction aura (and makes Infinity that much better)   
Act 5 War Cry chance reduced from 15% to 10%, level of War Cry scaling reduced so that Barb cannot stun lock everything as easily, still should be best tank, just not best by a mile hopefully
Runewords again updated and refreshed to be good, and they now have an excel spreadsheet (on runeword page)
Sur Rune changed to 10% Mana on Armor and Shields (was 5% mana on Armor and 50 mana on Shields)
Jah Rune changed to 5% HP on Shields (was 150 health on shields)
 Paladin:
Fist of the Heavens will no longer target nearby creatures (have to actually clickly on them)
Holy Fire/Freeze/Shock on hit weapon damage decreased by 30%
Sacrifice redone: Now mirrors Druid Feral Rage ability



Epic Mod 4.42 (8/19/12)

General
Paladin: 
All Paladin auras except for Holy Fire/Shock/Freeze, Vigor (was already increased awhile ago), Sanctuary, Conviction  base aura range doubled and radius per level increased from 2 to 3
Fanatacism increased much more to match other Paladin normal auras, this might have some unintended consequences of making Quill Bear fanat much wider range
Sacrifice changed to be slightly more interesting (100% dmg per lvl), synergies reduced to 1%, Damage to Self increased to 10%
Holy Fire buffed by 40% to encourage its use in parity with Holy Shock, Holy Shock still does more damage (about 20% on average) but highly variable
Holy Freeze damage increased to be half the damage of Holy Fire to encourage use
Fend damage doubled and attack rating bonus x10 (in line with Impale)
Charged Strike damage nerfed by a factor of 5 (should be in somewhat of a good range hopefully) 
4.39 Stuff:
Freezing Arrow Mana cost reduced a ton
Slow Missile radius and radius per lvl buffed x3, and velocity now also scales per level
Hirelings in Act3 redone, All of them are the same and much less annoying and maybe even good 
4.41 Stuff:
Hireling in Act3 redone, Prayer changed to a very low Conviction aura
4.42 Stuff:
Elite Unique Armor slightly buffed again
Dol Rune changed to be 50 Life on Kill



Epic Mod Softcore 4.34 (8/14/12)

General
Gheed's Grand Charm no longer gives:
10-25% HP
10-25% All Resist
Gheed's Grand Charm only gives the following:
1-50% Magic Find
1-100% Gold Find
1/3 the MF per level it used to 
4.31 bugfix with EXP on Deat
4.32 Amazon: Plague Javelin and Poison Javelin buffed
4.33 Amazon: Plague Javelin and Poison Javelin slightly buffed 
4.34 Amazon: Lots of Javelin skills buffed (the crappier ones) and Fire Arrow no longer has a delay
 The only difference between Hardcore and Softcore mode is Gheed's Grand Charm.  The Gheed's in Hardcore mode is much better to help the player survive and be able to magic find and gold find much easier.



Epic Mod Hardcore 4.30 (8/13/12)

General
Rare Grand Charms now can give +skills
Mid level unique armor and weapons slightly buffed
Experience on death penalty increased to 200% (not sure what any % over 100% will do, I'm guessing you cannot lose a level from death, of course this only matters on softcore) 
Mercenaries always do 25% dmg to bosses (was higher in normal and nightmare)
Mana per Energy buffed x2 for Sorc, Druid, Necro, Pally
Constricting Ring should now reduce Vitality by 25 instead of all stats by 25
Necromancer: Revive cost is now 1/4 the mana


Epic Mod Hardcore 4.25 (8/3/12)

General
Rainbow Facets slightly buffed
Annihilus buffed (+2 skills among other stat buffs, variance taken out)
Hellfire Torch slightly buffed (removed variance)
Reduction of Damage (not Damage Reduction %) buffed in all gear (x2)
This should slightly help make gear that has a damage reduction number slightly better since physical damage is very dangerous and that gear should be a way to slightly counter that



Epic Mod Hardcore 4.24 (8/2/12)

General
Necromancer: Revive skill description now says 3 revives instead of 1



Epic Mod Hardcore 4.23 (8/1/12)

General
Necromancer: Revive now allows 3 revives instead of 1
Elite Unique Armor and Shields slightly buffed 



Epic Mod Hardcore 4.22 (7/21/12)

General
Dwarf Star Ring buffed and redone:
Main stat is now 10-50 all resists to help prevent all gear being about how much all resists they have (now you have some more choices)
Other stats are nice too and do not have a variance like the main stat


Epic Mod Hardcore 4.21 (7/15/12) 

General
All Hirelings health per level doubled
Amazon Freezing Arrow radius tripled (should affect Act 1 Cold Hireling as well)
Paladin Fist of the Heavens AoE Magic damage reduced by 25%, mana cost slightly increased (4.21)
Infernal Set nerfed (halved the Vitality, removed 1 Necro Skill, halved Full Set Resists)
Iratha Set slightly nerfed (5% max Resists instead of 10%)
End Game Sets slightly nerfed (full sets now give only 2 skill bonus instead of 3, and full sets only give 30 all resists instead of 50), this should encourage more unique item play
(4.19) Jewel gambling cost doubled (should make getting a Rainbow Facet once lvl 80 a little more difficult)
(4.20) Barbarian Natural Resist nerfed from 25% base and 3% per level to 10% base and 2% per level



Epic Mod Hardcore 4.15 (6/28/12) 

General
Necromancer:  Poison Nova duration reduced to 4 seconds (was 6 seconds), this should be a 50% buff to damage


Epic Mod Hardcore 4.13 (6/26/12)

General
Item ratio slightly nerfed again 1.33x (Unique items now 1 out of 100 and Set items now 1 out of 64


Epic Mod Hardcore 4.12 (6/26/12) 

General
Runeword Dragon (SurLoSol) changed from proccing Hydra on hit to proccing Molten Boulder and Venom on gethit changed to Poison Nova
Unique items that had a chance of proccing Hydra changed to Molten Boulder
These changes were done because proccing Hydra doesn't work as it disappears as soon as the mob that spawned it dies
Item ratio changed slightly (unique and set items might be slightly too easily found)
50% nerf
Unique items were 1 out of 50, now 1 out of 75
Set items were 1 out of 32, now 1 out of 48




Epic Mod Hardcore 4.11 (6/24/12) 

General
Druid:
Since druids got the life per vitality doubling in an earlier patch forgot to change these two values:
Wearbear lowered from 100% base hitpoints to 50%
Werewolf lowered from 25% base hitpoints to 10%
Shapeshifting was already touched in an earlier patch so no need to change it
Damaged halved but synergies doubled on following skills (this should help make them less potent early on but the same later on)
Firestorm
Molten Boulder (4.11 fixes physical synergy)
Fissure
Tornado
Armageddon
Hurricane
Hirelings:
Act 1: Fire Rogues now have a 10% chance to fire Immolation arrow (was 25%) and 15% chance to fire Exploding Arrow (was 0%)



Epic Mod Hardcore 4.09 (6/20/12) 

Warning: Remove all Vitality points from your Paladin, Necro, Sorc or Druid

General
Life per Vitality now working as intended for Paladins, Necros, Sorc's and Druids
Sorc Shiver and Chilling armor should do double to triple the damage


Epic Mod Hardcore 4.07 (6/17/12)

General
Assassin:
Blade Sentinel damage per skill level buffed by 10x and even higher in higher skill levels
Blade Fury damage per skill level buffed by 5x and even higher in higher skill levels
Mind Blast increased radius from 4 to 20, added delay of 250 (10 seconds)
Blade Shield damage per skill level buffed by 5x and even higher in higher skill levels



Epic Mod Hardcore 4.06 (6/17/12)

General
Two unique items changed
Bladebuckle now changed to 10% chance of level 10 Bone Spear on being hit
Stoutnail now changed to 10% chance of level 10 Holy Bolt on being hit



Epic Mod Hardcore 4.05 (6/14/12)

General
Amazon: Impale starting damage reduced from 5000% to 500%, per level 500% unchanged (should help make Impale scale well, but not be too much damage in the very beginning)
Necromancer: Bone Wall & Bone Prison buff in Life and life synergy



Epic Mod Hardcore 4.03 (6/11/12)

General
Early unique and set items adjusted a bit to help make more of them viable



Epic Mod Hardcore 4.02 (6/7/12)

General
Unique and Set Items item levels and requirements lowered by about 10 levels (this should help to see more unique and set items early on and throughout the game)



Epic Mod Hardcore 4.01 (6/6/12)

General
Gheeds Grand Charm buffed to 10-25% HP% and All Resist % instead of 1-25% (just helps make it so you don't get a worthless one that doesn't buff your survivability)
Doubled the damage of Grand Cross (Paladin ability) to help make that skill more interesting


Epic Mod Hardcore 4.00 (6/2/12)

Hardcore 4.00 and beyond is meant and catered for Hardcore characters (death is final).

General
XP gains doubled
5x better chance of finding Unique and Set Items
4x better chance of gambling for those items
5x better chance of finding High Runes 
Gheed Charm now additionally gives 1-25 hp% bonus and 1-25% all resist


Epic Mod 3.30 (6/2/12)

General
Necro, Sorc, Druid, Paladin: doubled Life per Vitality (Necro, Sorc & Druid still have the lowest at 8, Paladin is now the same as Amazon and Assassin at 16)
Sorc: reduced Mana per Magic from 3 to 2 (now same as Necro and Druid)
Reduced Diabwall (should be Diablo's Firestorm ability) damage in half
Lowered weapons and armor levels by 10 so that some higher level drops happen sooner
On death abilities of the Cow level and Summoner have been nerfed (Summoner only slightly)
Diablo and Baal on hit abilities trigger half as often (benefits melee)
Amazon Impale damage buffed by 25%
Amazon Immolation arrow now travels 50% faster
Druid Shape Shifting health bonus halved to make up for the buff to general Druid health



Epic Mod 3.29d (10/31/11)

General
Act 3 Mercs now have Prayer aura instead of Concentration aura
This should help them in their survivability complex 
Some unique items updates (like Dracul's Grasp)

Amazon
Immolation Arrow cooldown halved
Impale cooldown halved (sequence removed so that it lands more successfully)
Lightning Strike synergies removed and damage buffed (50%)
Lightning Fury synergies removed but damage unchanged (same as it was with synergies)


Epic Mod 2.38e (10/27/11)

General
Fixed some quillbear spawning issues in normal mode
Constricting Ring XP bonus increased from 15% to 50%, but also added a -35% movement speed to it (although it only shows up as -20%, it is -35%)
I think it should be in a pretty good place now, wanting to use it, but making your character very fragile and slow
Made a few unique items slightly better
Sorceress
Energy Shield reduced from 70% absorption to 50% (Sorc still felt too tanky)
Tested it and it feels much better, definitely have to be super careful on teleports, even with full Tal Rasha Set, can no longer take 10 hits, only maybe 2 or 3


Epic Mod 3.27c (10/24/11)

General
Quillbears will now adventure into more lands in Nightmare and Hell mode, especially in Act 4 & 5
Gheed's Fortune Grand Charm has been significantly buffed but is now totally random:
1-150% Magic Find, Magic Find per Level and 1-400% Gold Find
This should "level the playing field" with characters as some classes can more easily equip magic find than others, and 500% MF vs 1000% MF is only marginally different, while 100% MF and 600% MF is vastly different

Epic Mod 3.26c (10/23/11)
 

Druid
Hunger damage reduction reduced from 75% to 25% and its attack rating matches Impale (almost always hits)
Werebear armor modifier x4
Oak Sage, Heart of the Wolverine, Spirit of the Barbs, Carrion Vine & Solar Creeper should be much more tanky

Epic Mod 3.26 (10/23/11)

General
Reduced resistance penalty in normal by 10%, nightmare by 20% and hell by 40%
Normal -30%, Nightmare -80%, Hell -140%
All stats on charms are reduced by 2/3 so that stacking charms is much less important than good gear (also makes +skills charms better value)
Necromancer Summon Resist now maxes out at 210% instead of 250%
Druid summons now only receive 5 resist a level instead of 6 (at skill level 40 that is 40% less resistance)
Hirelings base resistance per level reduced by 20% (this gives them a 20% resistance boost in hell difficulty)
Note: You should remove all charms from all characters on this update, except for +skill charms.

Epic Mod 3.25b (9/7/11)

General
Sparkling Mail buffed to include 10% chance for Level 10 Firestorm on get hit
Full Set version of Milebrega's includes a 15% chance for Level 15 Molten Boulder on get hit

Epic Mod 3.24d (8/26/11)

General
Low level unique items (items under level 30) have a 5 level reduction in level requirement
On top of the 5 level reduction, if the item is the first of its kind it has been reduced to level 1 requirement (for example: Hand Axe, Wand, Club, etc.)
A couple of low level unique items tweaked
Constricting Ring buffed to 15% XP and lvl 1 requirement instead of lvl 30 something
Quill Bears no longer should appear in the Glacial Caverns but should now appear in Halls of Anguish and Pain


Epic Mod 3.23c (8/13/11)

General
Elite Unique Armors slightly changed (hit the red-dmg red-mag wall)
Gladiator's Bane
Leviathan
Steel Carapace
Tyrael's Might
Tyrael's Might is no longer 12.5% chance on a Sacred Unique roll and is now a 33% chance (Templar's Might is the other chance)
Armor is now more expensive for gambling
M'avina's set now has a new 3 set bonus to help with the set having no resists

Barbarian
Whirlwind's base damage increased a lot, level damage increased from 50 to 100, mana cost decreased

Necromancer
Poison Nova poison now lasts 6 seconds instead of 8 seconds



Epic Mod 3.22c (8/6/11)

General
World Stone now has chance for QuillBear
Should be fixed now
Tower Level 5 now has chance for QuillBear
Arm of King Leoric Wand no longer casts Bone Prison on getting hit

 
Epic Mod 3.21 (8/2/11)

General
Gold is 50% less likely in chests
Gold is 75% less likely in monsters (not bosses)
Some unique items slightly changed (some necro wands and necro shields)
Lowered these base armors from 85 item level to 84:
Corona
Diadem
Vortex Shield
Bloodlord Skull
Guardian Crown
Dream Spirit
Colossus Girdle
Ogre Gauntles
Sacred Armor
Lowered these base weapons from 85 item level to 84:
Dimensional Shard
Hydra Bow
Archon Staff
Giant Thresher
War Pike
Winged Harpoon
Legend Spike
Colossus Blade
Mythical Sword
Thunder Maul
Caduceus
Glorious Axe
Berserker Axe
Scissor Suwayyah
Unearthed Wand

Necromancer
Golem Mastery health bonus doubled
Clay Golem health doubled
Iron Golem thorns aura doubled



Epic Mod 3.20b (7/31/11)

General
Constricting Ring stats changed, should be final version


Epic Mod 3.19d (7/30/11)
 
General
Berserker Set now gives +30% IAS and 50% Poison Resistance with 10% Max Poison Resist
No longer gives any poison damage as full set bonus
Constricting Ring slightly tweaked to do more devastation to your character if equipped
Fire Towers should now be killable
QuillBear health reduced by 50%, Holy Fire aura has been replaced with Fanaticism
Weapon taken away from Quillbears and damage reduced

Paladin
Holy Cross graphics and sound slightly tweaked, lvl4 and lvl5 damage increased

Amazon
Impale damage only doubled



Epic Mod 3.18 (7/30/11)

General
All end game Full Set Class Bonus Resistance All Max reduced from 10% to 5%


Epic Mod 3.17b (7/29/11)

General
Quillbear vigor aura replaced, health reduced by 15%

Amazon
Decoy duration now only 10 seconds, mana costs increased
Valkryie buffed
Equips all rare gear by level 19 (was level 27)
Equips what all summons use at levels 20, 25, 30, 35 and 40
Weapon at 40 is Viperfork
 Fend now attacks only 4 enemies at a time instead of 12
Impale has a slightly reduced chance to cause durability loss and has increased attack rating


Epic Mod 3.16 (7/29/11)

General
Quillbear should no longer be in the Frozen River
Quillbear will sometimes appear in the Pit Level 1

Amazon
Exploding Arrow no longer has a cooldown, damage / 5
Freezing Arrow no longer has a cooldown, mana increased, radius increased from 21 to 50


Epic Mod 3.15d (7/28/11)

General
Quillbear magical and elemental resists lowered from 75 to 50

Assassin
Royal Strike meteor initial damage and chain lightning attack now do half the damage

Necromancer
Teeth, Bone Spear, Bone Spirit 1st level damage buffed (teeth only slightly buffed), later levels slightly nerfed
Poison Nova 1st level damage nerfed, 8 second poison from 2 second poison


Epic Mod 3.14e (7/27/11)

General
Monster rarity increased by 10
Quillbear sparsepopulate increased to 5, rarity unchanged at 1
Quillbear health halved
Quillbear no longer has chance to drop gold 
Quillbear added to cow level
Constricing Ring added to the game, gives xp but many negative things
Rainbow Facets now have a defensive flavor of each element
Some minor unique and set changes
Crafted items buffed a bit


Epic Mod 3.13b (7/26/11)
 

General
Mephisto is surrounded by Willowisps instead of Blunderbores
Baal is surrounded by his minions instead of Returned
Monprop scaling with bosses slightly tweaked
Quillbear (Razor Beast) added to:
Act1: Cave Level 1, Hole Level 1
Act2: Stony Tomb Level 1
Act3: Swampy Pit Level 1 & 2
Act5: Cellar of Pity, Echo Chamber, Glacial Caves Level 2, Hell 1, Hell 2, Hell 3
Pandemonium Events
Drops are equivalent to Baal (2 drops per monster)



Epic Mod 3.12 (7/22/11)
 

General
Gem drops slightly tweaked again for Perfect and Flawless to have a less chance to drop

Amazon
Freezing Arrow now has a 12 second cooldown but its freeze radius is tripled

Necromancer
Summon Resist Max increased from 200 to 250 (this should basically match a druid summons resists)



Epic Mod 3.11b (7/20/11)

General
Changed catapult vigor aura to fanatacism
Paladin's Prayer aura doubled and scales much better at high levels (almost 100 health a tick per level at 28 and above)
Elite Unique spears made slightly more interesting and boosted their dmg% on some slightly (25% or so)
Same thing happened awhile back with Swords, Maces, Axes, etc.
Reduced gem drops (none at chipped level, then more and more reduction the higher the gem)

Epic Mod 3.10c (7/19/11)

General
Nodrop removed on all monsters and replaced with an item called noitem which drops nothing
What this does is make +players obsolete for magic finding, you have to actually wear good mf gear to have a better shot at good items
This also makes it so items will never be filling the screen and seeing them will never be an issue
Chests now drop up to 4 items but will average 2 items
This makes chests much more desirable which makes the less tread areas that have chests at the end more desirable for magic finding
Junk items (mostly potions) slightly increased dropping chance
Higher level healing potions and small and large rejuvs should drop earlier
Rune drops should follow a better curve
Lower high runes should have a better chance at being found (all high runes are still very tough)
Sol Rune red-dmg buffed to 20 to mirror the buff that items recieved
Mal Rune red-mag buffed to 20 to mirror the buff that items recieved
Doubled the stat bonuses on the 4 runes that provide it, as 10 to the particular stat isn't as worthwhile as it used to be (so now they should all be 20)
Drops in all /players should equal what 2.5 players used to be
The only reason to increase /players is to increase experience gain
Itemratio tweaked: Unique and Set items have about a 15% less chance of dropping
Hopefully with all these treasure changes it will feel about right

Amazon
Jab base damage buffed to 150% and it now gains 25% per level instead of 15%, attack can now be interrupted (sometimes buggy otherwise)
Fend attack is much quicker, attack can now be interrupted (sometimes buggy otherwise)



Epic Mod 3.09c (7/16/11)

Amazon
Jab damage increased from 3% per lvl to 15% per lvl
Impale damage increased from 300% base dmg and 25% dmg per lvl to 2000% base and 200% dmg per lvl, but a delay of 8 seconds added
Fend damage increased from 70% base and 10% per lvl to 150% base and 25% per lvl

Druid
Cyclone Armor synergies added back at 15 per lvl (3 synergies)

Necromancer
Bone Armor synergies added back at 25 per lvl (2 synergies)
Bone Armor is back to physical absorb



Epic Mod 3.08c (7/14/11)

General
15% less chance for set and unique items
Gambling chance for sets reduced to 3% from 4%
Gambling chance for uniques reduced to 2% from 3%
 Paladin
Thorns replaced by a new ability: Grand Cross



Epic Mod 3.07 (7/14/11)

General
20% less chance for set items to drop


Epic Mod 3.06b (7/13/11)

General
30% less chance for unique items to drop
Monprop removed from some monsters
Skeleton Mages, Skeletons and maybe one or two others
Monprop should scale slightly better on some abilities
Meteor on death, Poison Nova on death, Frost Nova on death, Teeth on death
Some monster missiles should have double the range
Fire Towers, Evil Huts, Catapults, Nests, etc. should give either defensive auras or offensive auras to surrounding monsters
Fire Towers now have half health
Act 1 Hirelings now fire Cold Arrows and Fire Arrows
Should fix the no firing problem, although they will still cast the annoying sound 33% of the time until Multi-Shot lvl 6

Druid
Arctic Blast totally redesigned
Damage increased by x4 from original redesign
Delay removed



Epic Mod 3.05 (7/11/11)

General
Baal room might be fixed in Nightmare and Hell
Cost of gambling armor should be more even
Baal should drop keys and runes at a higher chance


Epic Mod 3.04 (7/10/11)

Amazon
Fire Arrow damage x10, synergy lowered from 15 to 10, delay of 4 seconds
Exploding Arrow damage x10, synergy lowered from 15 to 10, delay of 6 seconds
Immolation Arrow damage x2, synergy lowered from 15 to 10, delay of 8 seconds

Assassin
Cloak of Shadows cooldown no longer gains per level and effect is gone

Druid
Werebear form has massive increased damage
500% base, 25% per level
Maul goes to 50% damage per charge from 40% damage per charge



Epic Mod 3.03e (7/10/11)

General
Charms hp, mana, mf & gold halved (back to what it was a few patch ago)
Charms +skills cannot appear on rares (back to what it was a few patches ago)
Charms resistance nerfed by 1/3
These changes should make charms less powerful, so gear can have more of an impact 
Horadric Cube recipes that involved converting health pots + mana pots into rejuvenation pots have been removed, rejuve drops are now more valuable
Beginning Exceptional Armor should cost more for gambling (before it could actually be a money maker)
Not tested
Monprop should scale better

Necromancer
Poison Nova should pierce now
Druid
Shock Wave no longer costs any mana and can be cast with 0 mana
Shock Wave stun length per level is now 2/25 of a second, so around level 40 you could get a little over 3 additional seconds out of the stun
Firestorm can now be cast in Werebear form



Epic Mod 3.02 (7/9/11)

General
x2 Health of Monsters
High Runes drop less frequently
Baal Minions should be worth less experience

Druid
Werebear Damage % doubled
Maul damage per level doubled



Epic Mod 3.01 (7/9/11)
 
Druid
Shock Wave changed to extremely large aoe 6 sec stun in a cone, with a 15 second cooldown, damage reduced to basically nothing
Arctic Blast now can be used by Werebears and has Werebear & Shock Wave synergies
Arctic Blast changed from sequence to non-sequence so Bear can handle it graphically
Still looking into changing how the missile works for Arctic Blast (currently slow death ray)


Epic Mod 3.00e (7/8/11)
 
General
Experience gained is halved throughout all levels until 90, 91 to 99 slightly slower
Increased the resistance penalty in Normal and Nightmare by 20 
Health and Rejuve potions are less prevelant
Should help remove the clutter of items on the ground sometimes, and also might make it tougher to keep full pots


Items
Class Sets now only give +50% All Resist instead of +100
Mara's Amulet now gives +5% Resist All Max
Arachnid's Mesh and Verdungo's now give +5% Resist All Max
The Gladiator's Bane now gives +5% Resists All Max
Arkaine's Valor now gives +5% Resist All Max
Tyrael's Might now gives +5% Resist All Max and +15% Exp
Guardian Angel now only gives +10% Resist All Max
Minor changes to some other uniques
Absorbs, red-dmg & red-mag buffed on uniques and sets
Runewords Removed:
Rhyme for Gloves
Zephyr for Gloves
Lore for Boots
Strength for Boots
Stealth for Belt
Steel for Belt
Wisdom for Belt
War for Belt
Time for Gloves
Youth for Gloves
Thought for Boots
Voice for Boots

Rare Charms should be much more valuable now as they can now get minor all resists (the best all resists are still on magic charms) and +skill tree
Other stats besides resistance buffed in charms to make the tradeoff of resists a tougher choice

Sorceress
Energy Shield damage to mana increased by x4


Epic Mod 2.97c (7/8/11)

General
Low level set items buffed, yay

Druid
Shockwave stun length changed to .8 second, 1 second cooldown, much higher damage

 
Epic Mod 2.97 (7/7/11)

General
Vengeance Gloves proc chance reduced from 20% to 10%
Breath of the Dying Runeword proc chance reduced from 50% to 15%, Poison Nova level increased from 20 to 40
Chaos Runeword was previously changed from low level skills to level 40
Crescent Moon Runeword all skills changed to level 30 (including Spirit Wolves charges)
Doom Runeword Volcano level increased to 40
Hand of Justice Runeword Holy Fire aura increased to 35
Heart of the Oak Runeword Oak Sage level increased from 4 to 20
Passion Runeword Heart of the Wolverine level increased from 3 to 20
Stone Runeword Clay Golem & Molten Boulder level changed from 16 to 35
Wind Runeword Tornado and Twister changed to level 30
Brand Runeword Amplify Damage level increased from 14 to 20, Bone Spear increased from 18 to 40
Death Runeword Blood Golem charge increased from 22 to 35, Glacial Spike changed to level 50 Frost Nova with a 15% chance
Destruction Runeword: Volcano 10% chance level 40, Nova 10% chance level 50, Molten Boulder 5% chance level 40
Dragon Runeword: Hydra 10% chance level 40, Venom 20% level 40, Holy Fire aura level 35
Dream Runeword: Holy Shock aura level 35
Grief Runeword: Venom 15% chance level 40
Ice Runeword: Frost Nova 20% level 50
Last Wish Runeword: Charged Bolt 15% chance level 40
Oath Runeword: Bone Spear 15% chance level 40, Heart of Wolverine level 30, Iron Golem level 30
Obedience Runeword: Enchant 10% chance level 40
Phoenix Runeword: Firestorm 15% chance level 40, Blaze on level up level 50
Pride Runeword: Fire Wall 15% chance level 40
Rift Runeword: Frozen Orb 8% chance level 35, Tornado 12% chance level 35
Voice of Reason Runeword: Frozen Orb 10% chance level 30, Ice Blast changed to Frost Nova 15% chance level 40

Assassin
Changed Phoenix Strike back to original playstyle



Epic Mod 2.96c (7/7/11)
 
Druid Bugfix
Oak Sage & Spirit of the Barbs were not giving the correct values, fixed


Epic Mod 2.96b (7/7/11)

General
Uber Diablo and Diablo Clone Firestorm skill lowered by one skill level (all I could do)
Regular Diablo Firestorm skill lowered by two skill levels (all I could do)
Regular Diablo all other skills increased by 5 skill levels
Uber everything and Diablo Clone all other skills increased by 10 skill levels (not auras)
Some Uber missiles changed to scale better at higher levels
Physical damage of Uber bosses increased by 25%, crit chance of all bosses increased from 5% to 25%


Epic Mod 2.95i (7/7/11)

General
Seraph's Amulet changed from +1-2 Defensive Aura to +1-2 Paladin Skills, rarity increased (won't drop as often)
Act 3 Hirelings health doubled (they don't lifesteal, so they their health regen is balls)
Act 3 Frost and Fire buffed
Hellfire torch procs Firestorm again


Epic Mod 2.95g (6/30/11)
 
General
Low level Full Set Bonuses buffed (except for Angelic Set)

Necromancer
Revive should now read 1 monster at all levels

Sorceress
Hydra damage nerfed by 25%


Epic Mod 2.95f (6/29/11)
  
Necromancer
Fixed Skeleton health bug
Increased Skeleton health
Increased Skeleton damage
Decreased # of Skeletons per lvl by half
These changes should decrease lag seen in game and make the army stronger, albeit smaller
Teeth velocity slightly increased
Poison Nova pierces
Bonewall & Boneprison should now have x4 health


Epic Mod 2.95e (6/29/11)
  
General
Summons no longer have chance to cast Chain Lightning on hit
Summons have a slightly different equipment line up at each level and weapon equipped is detailed on the main page

Necromancer
Skeleton Mage now limited to 3 max, spells much stronger
Cold - Glacial Spike
Fire - Fireball
Lightning - Lightning
Poison - Poison bolt that pierces
Revive limited to 1, damage % from Skeleton Mastery x10
  
Sorceress
Hydras now fire Fireballs instead of Firebolts (aoe)
Hydra damage reduced (divided by 3)
Not sure if monster hydras will be crazy or not
Glacial Spike velocity slightly increased

Epic Mod 2.95b (6/26/11)
  
General
Summons slightly changed so that weapons equip at level 40 instead of belt (belt now equips at level 30)
Skeletons weapon changed so that they pick up 7% crushing blow
Full Class Sets +skills reduced from 5 to 3
 
Sorceress
Energy Shield maximum reduced from 95% to 70%
Thunderstorm level 4 and level 5 damage reduced by 30%
Chain Lightning synergy damage reduced by 50%
Lightnings synergy damage reduced by 25%
Meteor synergy damage reduced by 50%



Epic Mod 2.94h (6/24/11)
 
General
Infinity no longer has a chance to cast Lower Resist on attack
Shadow Warriors given C'Thun boots to try to speed them up
Chaos Runeword now gives level 40 Frozen Orb and level 40 Charged Bolt

Assassin
Dragon Flight range doubled


Epic Mod 2.94f (6/24/11)
 
General
Act 2 Hirelings now have double the defense
Act 3 Hirelings should fire better moves slightly more often
Act 5 Hirelings should attack more at the cost of a slight reduction in War Cry use


Epic Mod 2.94e (6/22/11)
 
Paladin
Conversion buffed so that higher levels bring a higher chance to convert
Monster ai is still dumb and I cannot change that
 Holy Fire aura damage buffed, still does less than the average damage of Holy Shock by about 15%

 
Epic Mod 2.94d (6/21/11)

General
Class sets now give +5 to skills instead of +7
Some unique rings, ammies, gloves and helms slightly changed
My Vengeance 4 Socket Runeword gloves proc changed from Lightning Fury to Firestorm (Lightning Fury did not work)
+Dmg on anything but weapons does not work, changed all unique, set items and my runewords that use this to Dmg%
Rainbow Facets buffed
Elemental damage increased
+% Skill Dmg and -% Enemy Resistance remains the same
On death effects changed to on hit effects (5% chance)


Epic Mod 2.93g (6/20/11)
 

Sorceress
Charged Bolt damage doubled
Frost Nova damage doubled
Nova damage doubled
Fireball velocity increased from 20 to 30
Lightning damage synergy from Thunderstorm increased from 6 to 8
Chain Lightning damage synergy from Thunderstorm increased from 3 to 4
Meteor radius increased from 12 to 14, delay increased from 35 to 50
Hydra damage halved


Epic Mod 2.93e (6/18/11)
 
General
Unique exceptional weapons updated so that there on hit procs are semi-decent (for midlevel characters to benefit)
Metalgrid and Atma's Scarab updated to be slightly better

Druid
Dire wolves no longer have chance to proc Fireball on attack
Hurricane & Armageddon cost x2 mana
Armageddon reduced from 2 to 3 (50% slower rate of fire)
Safest elemental ability to pick up with summons, should do the least amount of damage

Amazon
Lightning Strike slightly buffed (not Fury)
  
Assassin
All sentries synergies halved, damage doubled and damage at level 20 and beyond greatly increased

Necromancer
Summon Resist goes from 20% - 200% instead of 20% - 100%
Skeletons base health increased from 42 to 100
Skeletons health per level increased from 25 to 50
Revives health & dmg % per level increased from 10% to 20%



Epic Mod 2.92d (6/17/11)

General
Unique items updated once more; Elite armor, shields, gloves, boots and belts are a bit better
Twister (not tornado) velocity doubled


Epic Mod 2.92b (6/16/11) Bugfixing
 
General
Aldur's armor now gives the right +skills to the right trees


Epic Mod 2.92 (6/15/11)
 
General
Three new DLL's loaded
Mercmod
Enables hirelings to use all gear slots and weapons
Goldlim
Gold limits in stash and inventory increased
Dmgclamp
Damage is clamped instead of wrapped
Might fix the problem where when dmg gets too high it goes back to the low end
 Hireling resistance lowered by 60
Since hireling can now use all gear slots
 Monster Hydra damage reduced in Hell
  

Epic Mod 2.91b (6/13/11)


General
End game sets and set items updated to have the same treatment as unique items
Keep end game sets, they are good



Epic Mod 2.90 (6/12/11)
 

General
Barbarian, Amazon & Assassin Life per Vitality doubled
Make sure you unspec all Vitality before patching
 Druid Werewolf and Bear form life% doubled


Epic Mod 2.89 (6/12/11)

General
Unique items modified again
All elite weapons looked at and buffed slightly to encourage choices
Basically if you find a high level unique item, look twice at it, because its stats are probably better

Necromancer
Bone Armor damage absorption x2, mana cost x3

Druid
Cyclone Armor damage absorption x2, mana cost x3
Molten Boulder velocity increased from 10 to 12 and explosion radius increased from 10 to 15, mana doubled
Armageddon meteors should drop more frequently
Fissure size doubled
Volcano mana doubled


Epic Mod 2.88 (6/12/11)


General
Nightmare and Hell monster damage reduced by an additional 25%

Druid
Hurricane radius reduced from 22 to 20

Necromancer
Skeletons now have chance of chain lightning on attack


Epic Mod 2.87 (6/11/11)
 

Assassin
Phoenix Strike now does Cold Attack on 1st charge and Lightning Attack on 2nd and 3rd charge
Dragonflight has no delay on cast


Epic Mod 2.86 (6/11/11)
 
Assassin
Blade Sentinel no longer has a casting delay
Claw Mastery damage % increased by x5


Epic Mod 2.85 (6/11/11)
 

General
Tornado is no longer a chance on death effect

Druid
Tornado now fires off three tornadoes instead of just one; however, radius of damage reduced from 6 to 4


Epic Mod 2.84 (6/11/11)
 

General
Megademons no longer have a chance to spawn Volcano on death (only Molten Boulder)

Druid (Elemental Tinkering)
Most Elemental abilities damage doubled and synergy % dmg halved
This makes it so the damage is roughly the same as it was but the synergies are slightly less important (hybrid builds more viable)
Firestorm damage doubled (on top of the above change) and velocity doubled
Arctic Blast velocity doubled
Molten Boulder velocity increased from 8 to 10
Tornado velocity increased from 16 to 24
Volcano range increased from 12 to 16 and fires twice as fast
Fissure radius reduced from 9 to 5 but the 2 second delay on cast is removed (no delay now)
Now fissure and volcano are very different abilities which gives elemental druids a bit more variety
Armageddon radius increased from 30 to 40, meteors land 25% more often and base duration is now 2 mins
Hurricane radius increased from 15 to 22 and base duration is now 2 mins


Epic Mod 2.83c (6/10/11)

General
Hirelings now move at the same speed no matter if you are walking or running
Act 1 Hirelings chance of attacks slightly adjusted
Experience gains lowered at higher levels 80 and up, especially 90 and up so that getting to 99 is slightly more epic (still much easier than original d2)

Druid
Poison Creeper damage doubled


Epic Mod 2.82b (6/10/11)
 

Sorceress
Hydra damage doubled

Necromancer
Summons now use Waterwalk boots instead of Tearhaunch boots (10% more resist and 5% max resist)
On the main page their is a section that details what your summons gain at lvl 20, 25, 30, 35 and 40

Druid
Summons now use Waterwalk boots instead of Tearhaunch boots (10% more resist and 5% max resist)
Spirit Wolves have a 15% chance on attack to cast Chain Lightning
Dire Wolves have a 15% chance on attack to cast Fireball
Grizzly has a 10% chance on attack to cast Amplify Damage




Epic Mod 2.81 (6/9/11)

General
The ancients HP doubled in Nightmare and Hell (forgot about them in last patch)
Super Uniques spawn with double the amount of mobs around them (if any)
Super Uniques have a few more innate abilities

Druid
Grizzly HP increased from 3000 base to 4000 base
Feral Wolves Rage ability from eating corpses now lasts 1 minute instead of 20 seconds
Velocity of Grizzly increased from 14 to 15
Velocity of Spirit and Feral Wolves increased from 15 to 17


Epic Mod 2.80 (6/8/11)
 

General
Boss hit points doubled in Nightmare and Hell 

Amazon
Valkryie adjusted so that its hit points do not fluctuate based on difficulty level
HP will be the same in Hell, Nightmare and Normal (so they should be a bit more durable in nightmare and normal)
 Valkryie base damage has been doubled
Still probably nothing of note, but since basically all melee damage on everything else has been at least doubled...

Sorceress
Thunderstorm damage increased by 50%
Hydra damage increased by 100%


Epic Mod 2.79 (6/8/11)

General
Monster skill levels scale a bit better, 10/20/30 instead of 7/14/21 (normal/nightmare/hell)

Paladin
Fist of the Heavens single target damage doubled, aoe damage nerfed by 30-40%



Epic Mod 2.78e (6/7/11)
 
General
Error Bugfix


Epic Mod 2.78d (6/7/11)


General
Druid summon resists increased by 1 per level
Necro summon health increased by 5% more per level (was 25% now 30%)
Valkryie resist increased by 1 per level
To help cope with the increased resist penalty in Hell mode



Epic Mod 2.78c (6/7/11)

General
Conviction aura range increased from 30 to 50
Monprop.txt adjusted a bit more
 

Epic Mod 2.78b (6/7/11)
 

General
Hirelings now have 40% additional resistance
Help cope with the increased resistance penalty in Hell, this will make them stronger in Normal and Nightmare resistance wise, but I don't think that is so much of a bad thing


Epic Mod 2.78 (6/6/11)
  
General
Changed some monster abilities from monprop.txt to make them scale a bit better in nightmare and hell
Added cow to monprop.txt
Added 40 additional resistance penalty in Hell mode (this will actually benefit those that stack resistance)
Reduced monster damage in Nightmare and Hell modes by 25% (more might be needed in the future, we will see)
Cows now have double the hit points

Amazon
Strafe reduced back to original 3/4 damage instead of 100% weapon damage

Sorceress
Lightning & Chain Lightning velocity boosted from 30 to 50
Radius of next target on chain lightning attack doubled
Halved the amount of targets that chain lightning hits
Charged Bolt velocity boosted from 12 to 18

 

Epic Mod 2.77 (6/4/11)
 

General
Slightly nerfed my glove, belt & boot runewords (runeword page is updated with new stats)
Slightly buffed glove, belt & boot unique items
This should give more choice to the glove, belt & boot slots
Soul Drainer Vambraces changed from melee gloves to caster gloves  ; )
Removed the hidden -1 all skills from the Teleport chest armor Whisper


Epic Mod 2.76 (6/3/11)

General
Walk/Run Velocity of Hirelings increased by 4, this should make it so they disappear much less often
Adjusted some monster properties slightly higher (nova and frost nova mainly)



Epic Mod 2.75 (6/3/11)

General
Resistance Penalty in Nightmare and Hell increased by 20 (Normal remains the same)
This change is because of the increased inventory size which makes it possible to easily stack multiple resistance charms
So this is current Resistance Pentalties:
Normal: -20%
Nightmare: -80%
Hell: -140%
So in Hell you need 215% Resistance to be at max resist
Hirelings now have an extra 20 base resistance

Amazon
Valkyrie resistances increased from 2 to 4 (I'm guessing this is resistance a level, but not sure)

Paladin
Blessed Hammer synergies changed to Holy Bolt and Fist of the Heavens

Druid
Spirit of Barbs resistance increased to 2 per level from 1 per level
Oak Sage hitpoint % per level increased to 2 per level from 1 per level
These changes were made to make Oak Sage and Spirit of Barbs competitive with Heart of Wolverine

 Barbarian
 Battle Orders hitpoint % per level increased to 2 per level from 1 per level

Necromancer
Skeleton Mastery now grants 25 additional hit points per level instead of 20



Epic Mod 2.74 (6/2/11)


Sorceress
Fireball now synergizes with Hydra instead of Fire Bolt



Paladin
Fist of the Heavens single target damage buffed, mana reduced, synergies removed
Holy Bolt nerfed back to what it was (it doesn't affect anything but itself)


Epic Mod 2.73 (6/2/11)

Necromancer
Bone Armor elemental damage absorption reduced and mana cost reduced

Druid
Cyclone Armor elemental damage absorption reduced and mana cost reduced



Epic Mod 2.72 (5/31/11)


Paladin
Increased Fist of the Heavens single target damage by x3 but lowered the synergy to 10% (was 30%)
With the increased damage of the aoe part of the Fist of the Heavens in last patch the 15% synergy is now lowered to 10%
These changes should make Fist of the Heavens pretty good early on and not too overpowered later on when you can max the skill and synergies

Barbarian
Battle Orders & Battle Command now have triple the duration and can be used in Town

Amazon
Freezing Arrow radius increased from 5 to 7


Epic Mod 2.71d (5/30/11)


General
 Monsters that summon hydras now have their hydras last 2 seconds less (was 10 seconds, now 8 seconds)
Still might be too powerful now that Hydras shoot Fireballs instead of Firebolts
Perfect Gems now drop in Hell along with Flawless

Sorceress
Meteor radius doubled, base mana cost doubled
Fire leftover after Meteor hit still original size (don't know when I can fix this)
Monster meteors might become more dangerous
Hydra missiles velocity doubled
Chain Lightning hits doubled

Necromancer
Decrepify duration doubled, now lasts 12 seconds, has no cooldown but costs much more mana
Corpse Explosion has no cooldown and has double the radius and double the radius per level, but only does 20-30% base monster HP damage (half physical, half elemental)

Amazon
Immolation Arrow fire radius doubled, density reduced

Paladin
Holy Shield duration tripled
Fist of the Heavens delay gone, damage increased
Holy Bolt damage doubled


Epic Mod 2.7 (5/28/11)



General
Monster damage increased by 100% (felt like the normal damage of monsters was pretty weak)
Levels 1-5 not affected
Duriel now has Sandraiders instead of Goatman surrounding him
Reanimated Horde have a different mob resurrection on death (big knife guys)
High Quality Runes should drop less frequently
Gold drops at a much lower rate but in much higher amounts
Should make it so selling items is not the way to go for gold
Iron Maiden should now be lethal again

Druid
Summons have normalized health (their health is the same throughout each difficulty)





Epic Mod 2.63
 
General
Experience dropped back to normal for Levels 2 thru 97 (was too easy to gain levels)
Experience for Level 1 --> Level 2 takes x2 as long as normal
Experience for Level 97 --> Level 98 takes 50% longer
Experience for Level 98 --> Level 99 takes x2 as long as normal

Epic Mod 2.62
 
Druid
Summoned Pets have decreased health in normal and nightmare modes
Amazon
Valkryie has decreased health in normal and nightmare modes

Epic Mod 2.61
 

General
HP per Level and HP from Vitality has been cut in half for all classes
HP for Hirelings has been cut in half
HP for Druid's Spirit Wolf, Dire Wolf & Bear have been cut in half
HP for Skeletons and Golems cut in half
Damage from Monsters reduced by half
Tweaked some Runewords, Unique & Set Items
Rate of XP gain doubled

Epic Mod 2.54b
 
General
Melee 4 socket runeword changed from Blood Golem to Spirit Wolves (still 5% chance on kill)


Epic Mod 2.54 (the hireling booster patch)
 

General
All Hirelings now have x2 health
Act 2 Mercs given +10 more resistance (+25 more resistance more than other mercs)
Act 3 Mercs now have Cold Mastery, Lightning Mastery and Fire Mastery again (should be around x2 to x3 dmg)
Valkyrie now has x3 more health



Epic Mod 2.53e
 

Druid
Poison Creeper buffed to be decent again


Epic Mod 2.53d
 

General
Melee Runeword recipes changed slightly:
5% chance to cast Blood Golem on kill instead of Raise Skeleton
20% chance to cast Blessed Hammer on kill instead of 5% chance on hit


Epic Mod 2.53c


General
Infinity changed slightly, higher level Lower Resist, higher chance on hit
Act 2 and Act 5 Hirelings attack rating doubled
Some druid spells mana cost reduced
Some sorc spells mana cost increased



Epic Mod 2.53b


Barbarian
Double Swing synergy doubled
Whirlwind damage % changed as I found out that attacks per tick cannot be increased, only based on weapon speed as of 1.07 (-250% to start out, 50% per level)



Epic Mod 2.53


General
Attack Rating on Barbs doubled through Masteries
Attack Rating for Druids doubled through Heart of Wolverine

Sorceress
Hydra no longer synergizes with Fireball
Lightning and Chain Lightning no longer synergize with each other
Thunderstorm does less damage but strikes more often
Lightning Mastery and Fire Mastery damage decreased
High level 28+ skill damage now increased to match what I did with other classes (+skills having a very good effect)




Epic Mode 2.52e


General
Changed Enlightment (Sorc 1.11 runeword armor) to level 17 conviction aura (so Infinity will be much better for a caster when available)




Epic Mod 2.52d

General
1.11 Chest Runeword for Sorceress changed to lvl 12 Lower Resist, removed all other benefits


Epic Mod 2.52c


General
Boss drop fixes (Andariel was messed up)
Removed Ber Rune drops exclusivity (bosses in hell now just drop random runes)
Chances for Ber and Jah increased when a random rune drops

Sorceress
Chain Lightning and Lightning damage increased



Epic Mod 2.52b


General
Melee Runeword Boots: increased chance on kill to 3% to cast Raise Skeleton


Epic Mod 2.52


General
Shadow Master changed back to Valkryie (it works)


Epic Mod 2.51f


General
Valkryie on Caster Epic Runeword Boots changed to Shadow Master


Epic Mod 2.51e


General
Fixed Carrion Wind ring having a % problem with Poison Creeper
Countess will now again drop Ber Runes, albeit very low chance (still higher chance for act 1 - 4 bosses in hell)


Epic Mod 2.51d


General
Reversed necro changes, thought they were doing different damage


Epic Mod 2.51c


General
Necromancer synergies with poison and bone skills slightly reduced (should be about right from here on out)
Treasure Class drops changed as follows:
Hell Baal no longer has a chance to drop Ber Runes (besides the original chance), and has a reduced chance to drop keys
Baal again has a chance to drop random runes
Diablo, Mephisto, Duriel and Andariel (in Hell) has a chance to drop Ber Runes and an increased chance to drop random runes
Diablo has the highest drop chances, Mephisto has 2nd highest drop chances, Duriel and Andariel have the lowest chance drops
Summoner and Nithilyak have a much better chance to drop keys
Countess has lost the chance to drop Ber Runes besides the 3 random runes
Basically: If you really want Ber Runes you have to run Diablo, Mephisto, Duriel and/or Andariel in Hell.  If you need keys you might have to run Summoner and Nithilyak instead of just running Baal.


Epic Mod 2.51b


General
Act 1 Hireling has more attack power per level and casts Multi-Shot more frequently



Epic Mod 2.51

Necromancer
Corpse Explosion given a cooldown
Summon Resist changed back to old style, buffed to make more powerful than original



Epic Mod 2.50d


General
Baal and the Countess have an slight chance to drop Ber Runes in Hell
The Countess will still drop 3 other random runes
Baal now only drops Ber Runes, no other random runes, higher chance then Countess
The Oculus no longer has a teleport on hit effect



Epic Mod 2.50c

General
Molten Boulder range slightly reduced
Thunder Storm damage doubled
Unique Items changed (two handed weapons slightly buffed)



Epic Mod 2.50b


General
Melee Valor Runeword Boots changed to Raise Skeleton on kill (1% chance)
Vigor aura base radius increased
Zod Rune can now drop off of Countess and other Bosses in Hell
Lower chance to drop lower runes



Epic Mod 2.50


General
Some uniqueitem changes
Glove, belt and boot runeword changes (see runeword page)
Life Tap now increases life % per level (2%), life tap starts at 20% (was 50%)
Blessed Hammer damage reworked, now does more damage (especially at high levels), but is not affected by Concentration, synergies also reduced slightly



Epic Mod 2.49b


General
Corrupted Rogue Archers now have Conviction again   ; p


Epic Mod 2.49


General
Corrupted Rogue Archers no longer have Conviction
Skeletons, Skeleton Mages and Spirit Wolves now have immune to cold armor at level 20



Epic Mod 2.48d


General
Heart of Wolverine x2 enhanced dmg
Might aura x2 enhanced dmg
Concentration aura x2 enhanced dmg
Fantaticism aura x2 enhanced dmg
Strafe x2 enhanced dmg





Epic Mod 2.48c


General
Run Speed increased by +1 (so there is a little more difference between running and walking)
Spirit Wolves cooldown decreased by one second
Some set items buffed slightly (Cathan's, Mavhina's, Bull-Kathos)



Epic Mod 2.48b


General
Zeal now does 50% damage base, 15% per level
Damaging auras now have a much higher base range, but dont gain range per level
Leap min range increased to 8



Epic Mod 2.48


General
Angelic Set buffed
Death's Disguise Set buffed

Barbarian
Whirlwind now does 15% dmg per level instead of 8%
Frenzy now does 10% dmg per level instead of 5%

Assassin
Adjusted Phoenix Strike damage upwards


Epic Mod 2.47c


General
Monster blizzards now are smaller and do half damage
Monster hydras no longer last a frick of a long time



Epic Mod 2.47b


General
Mazes before Act1, Act3 and Act5 bosses are smaller
Nithilyak & Summoner now have a chance to drop runes as well
All bosses have slightly better drops and can drop runes
Baal on hit effects chance reduced and changed to Nova, Frost Nova and Meteor

Assassin
Fade duration doubled
Shadowmaster & Shadowwarrior health increased by x10



Epic Mod 2.47


General
Teleporting ban in Towers level 1-4 lifted
Teleporting ban in Worldstone Keep level 1 and 2 lifted
Teleporting ban in Tower level 5 and Uber Trist remain
Towers level 1-4 somewhat smaller in Nightmare and Hell

Sorceress
Hydra now gains duration per level but is now limited to 3 hydras (was 4)

Druid
Volcano cooldown doubled, synergy dmg doubled


 Epic Mod 2.46


Druid
Cyclone Armor reduced to 300 base, 150 lvl

Necro
Bone Armor reduced to 300 base, 150 lvl

Assassin
Blade Sentinal reduced to .4 sec




Epic Mod 2.45d


General
Treasure drops adjusted, should be about perfect

Assassins
Blade Sentinal cooldown halved, now 3/4 weapon damage



Epic Mod 2.45c

General
Treasure drops adjusted, hopefully cow level will be less full of pots now



Epic Mod 2.45b


Sorceress
Enchant buffed a bit


Epic Mod 2.45

General
Hirelings back to 10% aura chance
Act 3 Mercs (lightning and fire) have a lower level Cyclone Armor

Amazon
Multiple Shot back to 3/4 damage (original damage)



Epic Mod 2.44c


General
Treasure drop changes:
Junk 50% no drop in nightmare
Junk 75% no drop in hell



Epic Mod 2.44b


General
Treasure drop changes:
Fixed gold amount drops (should be x4 now)
Reduced "Junk" by another 50%
Increased no drop to counter



Epic Mod 2.44


General
Treasure drop changes:
Better health pots drop sooner in the game
Health, mana, rejuve, scrolls and other potions drop half as often
Gold drops 1/4 as often
Gold drops have x4 more gold in them



Epic Mod 2.43b


Assassins
Claw Mastery now gives 100% attack rating base and 25% attack rating per level
Phoenix Strike rebalanced to be more +skill oriented, and have higher damage, needs further testing though



Epic Mod 2.43 (the epic life and lifesteal nerf patch)


General
Lifesteal divisor in Hell is now 2 (lifesteal is 50% effective in Hell)
Oak Sage reduced to 20% base, 1% per level
Battle Cry reduced to 25% base, 1% per level



Epic Mod 2.42


General
Health per Vitality increased for all classes except for Barbarians (make sure you remove all Vitality points on all affected characters, which is every character but a Barb, before patching)
Bone Armor / Cyclone Armor buffed again!
Corpse Explosion nerfed slightly to 40-80% dmg
Blood Golem now gives more health to the Necro and never takes away health
Lycanthropy now gives 50% life, and 5% life per level instead of 40% life and 10% per level



Epic Mod 2.41c


General
All runewords changed back to original enhanced damage amounts
Fixed the Wonder Runeword
Adjusted some unique amulets and rings



Epic Mod 2.41b


Hireling
Act 1 Hirelings now use Multi Shot instead of Strafe and gain a level in it about every 6.5 levels
Act 1 Ice Hirelings now also use Ice Shot; Freezing Arrow now works correctly in Hell and freezes mobs



Epic Mod 2.41


Necromancer
Golems, Skeletons and Skeleton Mages no longer have a variance in health or damage from difficulty to difficulty
Teeth, Bone Spear, Bone Spirit, Poison Dagger, Poison Explosion and Poison Nova all have a reduced synergy damage (5%) and synergize with Skeleton Mastery
Damage boosted in higher levels to make up for synergy loss (you will notice +skills has a great effect on damage



Epic Mod 2.40c


Necromancer
Skeleton Mastery skeleton damage dropped back to 2 per level (original)
Raise Skeleton bonus dmg% per level decreased from 7% to 2%
Raise Skeleton now scales much better based on skill levels
Example: After level 28 each point in Raise Skeleton boosts Skeleton damage by almost 100 damage
Corpse Explosion costs less mana to start, but more mana per level, also has less base radius (same radius per level), this is to encourage putting points into it for it to be powerful


Epic Mod 2.40b

Druid / Necromancer
Bone Armor changed to absorbing elemental damage (except for Poison) instead of physical
250 Absorb first level, 50 per level, no synergy
Skeleton Mastery bonus to revive health and damage reduced back down to 10% (since they get the bonus health and damage that monsters were originally buffed)  

Cyclone Armor changed to 250 base absorb, 50 absorb per level
 Summon Grizzly damage synergy for Summons decreased again; base is now 15%, 3% per level
 Summon Grizzly, Summon Dire Wolf & Summon Spirit Wolf health decreased



Epic Mod 2.40


General
Reanimated Horde now have a 50% chance to spawn FallenShaman on death (used to be 100%)

Druid / Necromancer
Summons now wear Blinkbat's Armor instead of Hawkmail at level 20 (summons are again weak against Frost)
Grizzly & Golems now wear The Gladiator's Bane and thus still Immune to Frozen
 Summon Grizzly damage synergy for summons reduced from 50% base & 10% per level to 25% base and 5% per level
 Skeleton Mastery now only gives +4 skeleton damage per level instead of +6, and 20% revive dmg instead of 25%


Epic Mod 2.39


General
Countess now drops 3 runes in all difficulties
Added 4 new runewords (2 glove and 2 boot), see runeword page
Adjusted the high end runewords for boots, gloves and belts, see runeword page

Barbarian
Shouts now have a 15 second synergy with other shouts instead of a 5 second synergy



Epic Mod 2.38c


Hireling
Act 2 Mercs life increased by 1.5x
Act 5 Mercs life increased by 2x



Epic Mod 2.38b


General
Iron Maiden nerfed further since damage is scaling higher (in hell it will be about 14%)
Cube Recipe: 3 health pots + 3 mana pots = 3 small rejuves
Worldstone Chamber monsters decreased by 1/4 (help with lag hopefully), but added more unique monsters to compensate (there were Uniques in there before, just not very many)
Druid
Changed the way summons receive most of their life:
Dire Wolf now only increases summons life by 25% base and 5% per level (used to be 50% base and 50% per level)
Summons now have more base health to compensate


Epic Mod 2.38


General
Lifesteal no longer has a divisor in any difficulty



Epic Mod 2.37d


General
Lifesteal divisor changed in difficulties:
Normal: Full
Nightmare: Full
Hell: 1/2

Barbarian
Weapon Masteries now give 100% base damage, 25% dmg per level

Druid
Fury: about doubled enhanced damage
Werebear: doubled enhanced damage


Epic Mod 2.37c


General
Rejuvenation recipes and repair and recharge recipes changed, view runeword page



Epic Mod 2.37b


Barbarian
Whirlwind attacks twice as fast
All Weapon Mastery buffed (x3 dmg)



Epic Mod 2.37


General
Barbarian life per Vitality doubled
Assassin, Amazon & Paladin life per Vitality doubled
Iron Maiden does much less damage to players:
19% in Normal
28% in Nightmare
35% in Hell
 
Druid
Oak Sage lowered, from 30% base 5% per lvl, to 15% base and 3% per lvl

Barbarian
Natural Resistance slightly buffed to 25% base, 3% per lvl






Epic Mod 2.36d

General
Changed monster +skill again:
Normal: +7
Nightmare: +13
Hell: +20
Fixed the catapult bug


Epic Mod 2.36c


General
Changed monster +skill in each difficulty since the limit might have been level 20 for catapults (was getting an error in hell)
Normal: +6
Nightmare: +13
Hell: +19



Epic Mod 2.36b


General
Adjusted gems to have x2 elemental damage


Epic Mod 2.36


General
Changed gems and runes to reflect stat adjustments (x3 health, x3 health regen)
Reduced Runeword Enhanced Damage across the board if it was higher than 300%
For example, Breath of the Dying is now 250-300% instead of 350-400%
So the max enhanced damage will be 300% except for a couple of Ranged only Runewords
 Runeword Faith enhanced damage reduced to original amount
Added 2 Belt, 2 Boot and 2 Glove Runewords (see Runeword page)

Necromancer
Revives now get more life% and dmg% from Skeleton Mastery
Poison Nova synergy damage reduced, spell dmg buffed (more reliant on +skills)
Bone Spear and Bone Spirit might do slightly more damage


Epic Mod 2.35


Necromancer
Skeletons, Skeleton Mages, Fire Golem, Blood Golem and Clay Golem now wear more gear at certain levels:
Level 20: Cannot be Frozen Armor
Level 25: 10 All Resist Boots
Level 30: Unique weapon of some kind
Level 35: Tal Rashas Helm
Level 40: String of Ears Belt

 




Epic Mod 2.34c

Hireling
Act 2 Merc: Fend replaced with Zeal (so it works on single target mobs also)



Epic Mod 2.34b


Runes
Amn Rune now gives +4% lifesteal when in armor (instead of 14 dmg thorns)
Doubled elemental damage on Tal, Ral, Ort and Thul
Doubled damage on Ith and Sol
 
Barbarian
Self and party shouts duration increased
Natural Resistance changed to 20% resistance base, 2% resistance per level





Epic Mod 2.34


Hireling
Adjusted default chance back to original in hopes that Hirelings might not get the stuck bug
Act 2 Mercs now have a Feral Rage attack as well as the 15% more resistance (chance to use Feral Rage is half the chance that an Act 5 merc has)



Epic Mod 2.33e


Paladin
All helpful auras base radius increased by 50% (Vigor not included since it was buffed earlier)



Epic Mod 2.33d


Druid
Lycanthropy: Doubled Base Life % and Life % per level
Firestorm: Synergy damage halved
Molten Boulder: higher levels damage increased, cooldown increased
Fissure: cooldown increased



Epic Mod 2.33c


General
Health regen on items now at x3 original value
Verdungo's Belt changed back to original value (removed the +1 all skills)

Necromancer
Raise Skeleton should now cost less


Epic Mod 2.33b


General
Infinity Runeword changed: lightning resist changed to 10% chance on hit to proc level 7 lower resist

Mercs
Act 2 Mercs: Fend now replaced Jab as the go to move for Act 2 Mercs (Fend is much better when the merc is surrounded by monsters), removed chance to cast Lower Resist on striking
 
Necromancer
Clay Golem, Blood Golem & Fire Golem now equip Hawkmail armor at level 20 (cannot be frozen)
Clay Golem equips Frostwind Cryptic Sword at level 30
Blood Golem equips Lightsabre Phase Blade at level 30
Fire Golem equips Windhammer Ogre Maul at level 30
 
 Druid
Summon Grizzly now gives 5% damage to summons a level instead of 15% damage a level




Epic Mod 2.33


General
Adjusted prefix and suffix on magical and rare items (game max level to some, doubled elemental damage, tripled hp values)
Gambling changed again: helms and belts no longer available, price reduced to original, armor now available



Epic Mod 2.32e


General
Fixed the archers in Tower, now they really have conviction aura



Epic Mod 2.32d


General
Adjusted all Tower levels 5 levels lower (76-80 now instead of 81-85) to make it so you cannot easily level to 99 through it
Added conviction aura to some Corrupted Rogue Archers (yes, the Archers in the Tower now carry it)



Epic Mod 2.32c


General / Sorceress
Frost Nova & Nova no longer cause a half stun on hit & lowered the early damage on both
Adjusted mana on some of Sorceress's spells



Epic Mod 2.32b


General
Hellfire Torch proc changed from Diablo Fire to Fissure, reduced to 5% chance and level increased to 30 (5% chance to proc lvl 30 Fissure on hit)

Amazon
Immolation Arrow radius slightly reduced



Epic Mod 2.32

General
Elemental and magical damage on all Unique, Set, Set Bonus & Runeword items doubled (Immortal King Crusher elemental and magic damage only buffed by 1.5x)
Life on all Unique, Set, Set Bonus & Runeword items tripled
Heal on Kill on all Unique, Set, Set Bonus & Runeword items tripled
Frost Yeti's changed back to Frost Nova (since Frost Nova is much more interesting)

Set Items
Sazabi Set buffed
Bull Kathos Set buffed
Naj's Set buffed
  
Paladin
Salvation changed to mirror the new Conviction
3% Resistance per level



Epic Mod 2.31e


Sorceress
Chain Lightning range reduced, bounce range reduced, bolts per level reduced back to original
Nova & Frost Nova range doubled



Epic Mod 2.31d


General
All monster on death abilities reduced to 20% chance instead of 25%
Act 2 Hireling Normal / Hell Combat switched from Meditation to Prayer (what it used to be originally)
Act 2 Hireling Nightmare Combat switched from Thorns to Meditation



Epic Mod 2.31c


General
Act 2 Mercs now have 15 more resistance to help with their survivability



Epic Mod 2.31b


General
Lowered chance for skeletons and skeleton archers to use Teeth on death; also lowered the level of that Teeth (Skeleton Raiders, guys with lots of arms and swords unaffected)
Reduced level of monster death tornado
Frozen Yetis now have a Ice Blast on death instead of Frost Nova



Epic Mod 2.31


General
Insight Runeword is now available on any weapon (just like Infinity)

Necromancer
Blood Golem now only hurts the caster by 5% instead of 10%

Druid
Summons cost a decent amount more base mana and require more mana per level
Heart of Wolverine synergy with Elemental skills removed and replaced with Summon Grizzly synergy



Epic Mod 2.30c


General
Conviction on monsters fixed (there was an error in monprop causing super high levels of conviction on monsters)
Normal Conviction: -20 resistiance
Nightmare Conviction: -40 resistance
Hell Conviction: -60 resistance
Diablo Clone: -80 resistance
Corrupted Rogues no longer have Conviction
Fixed high end damage on 2 handers not working
Increased monster physical damage by x2

Necromancer
Skeleton Mastery now gives 40 health per level on Skeletons instead of 32
 



Epic Mod 2.30b


General
Level 1 to Level 2 is no longer quite as extreme


Epic Mod 2.30


General
Countess drops fixed, now should always be two runes in Hell mode
Pandemonium Keys should drop a bit more frequently from the Countess, Summoner and Nithlyak
Looked at a lot of magic skills and slightly tuned em for better +skill damage and lower synergy; skills affected:
Sorceress (pretty much all damaging skills)
Necromancer (bone & poison)
Amazon (fire, exploding and immolation arrow)

Necromancer
Iron Golem can now be the 4th golem a Necro is able to summon at one time (golem armies do exist)
Fire Golem and Blood Golem damage increased
Teeth damage increased


Epic Mod 2.29


Necromancer
Bone Armor no longer has a cooldown, but costs much more mana
3 Golems can be out at a time (Clay, Fire, Blood or Iron)
Golems tweaked





Epic Mod 2.28


General
Tornados added to a few monsters on death
 

Necromancer
Skeletons health and damage re-adjusted
Skeleton Mage health re-adjusted
Golem damage increased (Fire and Blood), but now have a 15 second cooldown
Fire Golems have access to an improved Holy Fire aura (Holy Fire aura level = Fire Golem skill level)
Bone Walls have a 25% chance on death to shoot Teeth (might work, needs testing)
Skeleton Mages have a frost nova on death
Might be a few more tweaks and twittles in the Summon Tree

Druid
All elemental damage has been put back to original values (the beginning levels were over nerfed), except for level 23 and above (buffed so +skills has more of an effect on damage)
Spirit of Barbs now gives resistance aura instead of thorns (1 resistance per level)
Tornado velocity doubled, synergy halved






Epic Mod 2.27


General
Infinity now gives a level 21 Conviction aura
Monsters with conviction should feel slightly less powerful

Paladin
Conviction aura now gives a lower base amount of negative resistance and -4% per level instead of -5%
Conviction aura now works to lower poison resist
Conviction aura now lowers defense less (-30% max instead of -100% max)

Necromancer
Summon Resist overhauled, now gives 20% resist base and 2% resist per level (so maxing out this skill will probably be necessary for summoners, but it will also give more resists)


Epic Mod 2.26b


Sorceress
Mana from Energy doubled, spell cost per level doubled 
 

Necromancer
Skeleton health, damage, armor, attack power increased; and now all spawn with shield



Epic Mod 2.26


General
Removed the synergy of Telekinesis from Energy Shield (it screws up the absorption), energy shield now absorbs 1 damage per 1 mana (can't be any better than that, as any fraction makes it 0)


Epic Mod 2.25d


General
Adjusted monprop and monstats to add variety (less Frozen Orb and Meteor)


Epic Mod 2.25c


General
Adjusted chain lightning on death to be a slightly lower level
Adjusted Act 1 Mercs chance of attacks slightly


Epic Mod 2.25b


General
Added rare charms (no resist or +skills possible on them)
Slightly buffed rare item properties available

Mercs
Nerfed all Act 3 Mercs
Lightning Mastery removed
Fire Mastery removed
Frozen Orb Skill Level reduced


Epic Mod 2.25


General
Lowered Concentration aura for bosses (level 1 concentration for normal, level 5 for nightmare, level 9 for hell)
New cube recipe to add sockets to non-socketed unique or set armor and weapons (found on the runewords page)
Mephisto now has conviction

Mercs
Thunder Storm now works for Lightning Act 3 Mercs
Fire Act 3 Mercs changed to: Fire Ball, Firebolt, Hydra & Fire Mastery


Epic Mod 2.24c


General
Adjusted lightning on hit attacks on some bosses / monsters
Adjusted monster density levels in some areas


Epic Mod 2.24b


General
Diablo gains an aura

Paladin
Conviction aura no longer gains radius on level (back to original, the base still is 50% larger radius than original though)


Epic Mod 2.24


General
Lightning on hit changed to Lightning Fury

Paladin
Holy Shock, Holy Fire and Sanctuary damage buffed
Conviction aura base range increased; also, Conviction aura now receives 1 range per level


Epic Mod 2.23


General
Circlets and Coronets gambling price reduced (to mirror the price reduction on other helms in an earlier patch)
Adjusted some monster on hit abilities

Druid
Cyclone Armor now costs 60 mana base and 20 mana per level, but now absorbs 25 elemental damage per level instead of 20

Necromancer
Bone Armor now absorbs 25 damage per level instead of 20


Epic Mod 2.22c


Druid
Cyclone Armor changed to have no cooldown (was 15 sec) but instead cost a butt load of mana (50 mana base, 15 mana per level)


Epic Mod 2.22b


General
Increased Canyon of the Magi monster density

 

Epic Mod 2.22


General
Mages now gain 8 health per level instead of 5
Hirelings no longer have an on death spell


Epic Mod 2.21

General
Reduced the cost of all gambled items (especially helms and belts)
Reduces Crushing Blow and Slow on all remaining items (uniques and set items)
Edited monstats & monprop mainly for a switcheroo of Andariel's minions and Duriel's minions, and a new Diablo monprop
Edited levels to increase density in desert areas of act 2, and added monsters to Canyon of the Magi



Epic Mod 2.20

General
Life per Vitality changed for every class:
Barbarian - 10
Paladin / Amazon / Assassin - 6
Sorceress - 5
Druid / Necromancer - 3
Runewords
Gloves:
Rhyme
Zephyr
Belts:
Stealth
Steel
Boots:
Lore
Strength (added the movement speed 20% stat)

Druid
Cyclone Armor now has a 15 second cooldown

Necromancer
Bone Armor now has a 15 second cooldown



Epic Mod 2.19

General
Adjusted some areas up to 85 (max level) in hell:
Tower Level 5
Canyon of the Magi
Tristram
Durance of Hate (all levels)
Added some more flavor and made the boss areas more epic (Act 1, Act 3, Act 5)

Druid
Adjusted how Elemental synergies work with a Summon Druid (Heart of Wild is now the center point to discourage Elemental Druids from gaining additional power to their elemental skills, as they would benefit more from Oak Sage)



Epic Mod 2.18

General
Monstats fun

Necromancer
Skellie mages health buff



Epic Mod 2.17

General
Some monstats & monprop changes to help make it so Fire Resist isn't the only resist needed in the game

Druid
Cyclone Armor changed to start at 100 absorbtion and only gain 20 absorb per level (used to be 40)

Necromancer
Bone Armor changed to start at 100 absorbtion



Epic Mod 2.16
General
Changed up some monstats and monprop stuff

Necromancer
At level 20 Raise Skeleton, your skeletons are immune to being frozen (not skellie mages)
Skellie Mages health doubled



Epic Mod 2.15

Druid
After casting Grizzly all delayed spells have a lockout of 30 seconds (including Grizzly)
After casting Dire Wolf all delayed spells have a lockout of 8 seconds (including Dire Wolves)
After casting Spirit Wolf all delayed spells have a lockout of 2 seconds (including Spirit Wolves)

Amazon
Valkryie delay doubled from 6 seconds to 12 seconds



Epic Mod 2.14

General
Fixed some of Hirelings skills and skill levels



Epic Mod 2.13

General
Adjusted monstats & monprop
Hirelings have x2 health
Hirelings use Fist of the Heaven on death (should)



Epic Mod 2.12

General
Reduced cost of class helms (back to original cost)
Fixed megademons
Reduced Immolation Arrow Fire radius



Epic Mod 2.11

General
Lowered Shaman Fireball damage at low levels



Epic Mod 2.10

General
Removed class specific helms from gambling
Added the original helms I removed awhile ago
Tweaked the sockets on normal gloves and boots to only have a max of 2
Changed monprop a little bit



Epic Mod 2.09

General
Tweaked monstats



Epic Mod 2.08

General
Tweaked monstats
Fixed socketable belts, gloves, boots



Epic Mod 2.06

General
Added sockets to gloves, belts and boots to try something fresh, they are labeled the same as armor/helm for rune purposes (runewords don't work on them yet)

Monsters
Changed a few things with monsters, we will see how it plays out...



Epic Mod 2.05

General
Changed missiles to fully incorporate the new monster damage, now I should be able to work with the difficulty txt to add or subtract monster skill levels needed



Epic Mod 2.04

General
Balanced some modifiers in the difficulty txt (since we have increased health, a bit more skill level increase per difficulty)



Epic Mod 2.03

General
Nerfed low level skills from last patch even more, should be at a pretty perfect place now
All monster life increased somewhat



Epic Mod 2.02

General
Demon Head costs lowered back to original
Monster damage increased across the board

Amazon
Exploding Shot radius reduced to original, low level damage nerfed

Druid
Poison Creeper, Raven and all Elemental Spells low level damage nerfed

Necromancer
Skeleton Mages have double the damage per level until they get around 27'ish, in which they gain 10x the damage they used to gain per level (so instead of gaining 8 damage per level from 27 to 28, they will gain 80 damage per level)



Epic Mod 2.01

Gambling
No more demon heads available (sorry necros)



Epic Mod 2.0

General
Increased the velocity of all monsters
Increased the monster density of all areas
Increased the unique and champion damage in nightmare and hell mode
Increased the resistance penalty in all 3 modes by 20% (you will need more resistance)
Added new on death abilities given to some monsters (these won't happen every death, chance on death)
Added new flavor for the Pandemonium Finale
No teleporting in the Countess Tower, Uber Trist or Worldstone Keep levels 1 & 2
Blood Moor now much more dangerous
Gaining Level 2 requires a bit more dedication (ratio lowered to make level 2 more of a challenge)
Walking velocity increased to be slightly lower than running to encourage the blocking function use
Countess Rune Drop changed to be two Runes no matter the difficulty, always random runes, normal mode can only drop first half, nightmare first 2/3, hell can drop any rune
Increased the life per level for every character:
Barbarian: 12.5 life per level
Assassin, Amazon, Paladin: 10 life per level
Necromancer, Druid: 7.5 life per level
Sorceress: 8 life per level

Balancing
Crushing Blow reduced by about 1/3 on items and monsters (Ber Runes now give 5% CB)
Slow reduced by about 1/3 on items and on Clay Golem
Decrepify reworked to last 6 seconds no matter the level and have a cooldown of 18 seconds, the radius is increased by level
Damage of weapons doubled (not xbows or bows)
Wisps lightning bolt range reduced (might be able to see them before they attack)
Verdango's Belt now gives +1 all skills instead of health regen

Hirelings
All Hirelings receive more health after 70'ish per level than before (double), and have +20 resistance from what they used to have
Act 3 Hirelings skill levels reduced to limit their offensive prowess (they were op)
All Hirelings have same stats no matter from what difficulty you get them from

Cube Recipes
Repairing items now uses the item and 3 Full Rejuv's
Upgrading Runes now just requires the amount of Runes (no longer need the random gem type)

Gambling
Overhauled again, 3% chance of Unique, 4% chance of Set
Can only gamble for helms, belts, ammies, rings, grand charms, jewels and a demon head (gratz necros)

Necromancer
Skeleton Mastery buffed to give double the life and damage to skeletons that it did, also gives revives more health




Epic Mod 1.35
Mercs
Act 3 Lightning Mercs now use Chain Lightning, Lightning and Thunderstorm

Sorceress
Nerfed Lightning Mastery so skill levels plays a more important roll in lightning damage (also made Lightning & Chain Lightning damage in line with what it used to be, except for Thunderstorm)
Buffed Thunderstorm damage, raised the cooldown in between strikes
Removed Fire Bolt synergy from Meteor and Hydra so a Meteor or Hydra Sorc can have a few more options
Hydra: increased the damage, reduced the delay, but created a maximum amount of Hydra's that can be laid down at any one time (4 packs)
Nerfed Fire Mastery slightly
Adjusted some fire damage synergies to make sure Fire Tree damage was in line with what it used to be (except for Hydra)



Epic Mod 1.34

Mercs
Act 1 Mercs: adjusted skill levels
Act 2 Mercs: adjusted skill levels, added Lower Resist on attack 10% chance (makes Act 2 mercs very tasty again for casters), replaced Prayer aura with Meditation (Normal and Hell combat)
Act 3 Mercs: added Glacial Spike to the spells of the Cold Merc so Frozen Orb isn't quite as spammed
Act 5 Mercs: adjusted skill levels, Replaced Zeal with Fury and given higher chance of using it, lowered chance of using Feral Rage

Sorceress
Hydra damage buffed, delay increased by 50%, duration increased
Meteor damage buffed, delay increased
Fireball synergy damage from Meteor removed, synergy with Firebolt doubled
Blaze damage increased greatly
Firewall damage increased greatly
Frost Nova damage increased
Charged Bolt damage increased
Lightning damage slightly increased at higher levels, synergy dmg lowered by 2%
Chain Lightning damage slightly increased at higher levels, synergies dmg lowered by 2%, range increased to match lightning's
Nova damage increased



Epic Mod 1.32

Amazon
Exploding, Immolation and Freezing Arrow no longer require attack rating to hit and have a 95% chance to hit targets

Druid
Corrected Molten Boulder fire damage synergy with Spirit Wolves



Epic Mod 1.31

Amazon
Immolation Arrow adjusted: no longer can pierce
Exploding Arrow synergy with Strafe removed and replaced by a synergy with Immolation Arrow



Epic Mod 1.30

Amazon
Immolation Arrow buffed   ; )

Merc
Act 1 Fire Arrow Rogue now uses Immolation Arrow 10% of the time



Epic Mod 1.29

Assassin
Fixed Skill Tree text with Blade Shield



Epic Mod 1.28

General
Both Diabloclone and UberDiablo now have an increased DiabFire ability (diablo's firestorm on those 2 diablo's will hit harder)

Assassin
Blade Shield now does 1/2 weapon damage and has a much longer duration
Venom now does more damage and has a much longer duration

Druid
Removed Dire Wolf synergy from Molten Boulder (Summon Druid now has a weaker Molten Boulder than an Elemental Druid)
Added Spirit Wolf synergy to Firestorm (Summon Druid now has either the option of a halfway decent Molten Boulder or Firestorm)
Firestorm velocity increased by 50%
Firestorm mana cost adjusted
Molten Boulder Fire Damage synergy decreased from 18% to 15%
Wolves and Grizzly now move faster, and attain armor at lvl 15 (Hawkmail)
Grizzly now receives a Windhammer at lvl 30
Spirit Wolves now receive Hellrack at lvl 30
Dire Wolves now receive Horizon's Tornado at lvl 30



Epic Mod 1.27

Amazon
Multiple Shot nerfed: 1/2 damage instead of 3/4



Epic Mod 1.26

Runewords
Last Wish & Faith corrected again, I'm dumb, and now Faith has a variance to its damage and no variance to its plus skills (2)



Epic Mod 1.25

Runewords
Last Wish & Faith corrected



Epic Mod 1.24

General
50% base damage buff to bows and crossbows, mainly to their low end

Amazon
Strafe & Multiple Shot now back to 3/4 damage
Exploding Arrow radius increased and added Strafe as a synergy

Items
Thunderstroke now has the stat replenish quantity
Buriza-Do Kyanon 2.5 max damage per lvl changed to 2% damage per lvl
Windforce 3.1 max damage per lvl changed to 3% damage per lvl, 250% damage changed to 200-250% damage, changed stamina garbage to 25-75 mana

Mercs
Expect Fire Arrow Act 1 mercs to be able to do some damage



Epic Mod 1.22

Hireling
Act 3 Merc bugfixes and condensing, now only 3 different mercs (see above in the Hireling section for more info), all the same throughout the difficulty levels (although you still probably want to hire in normal for better stats)



Epic Mod 1.21

Hireling
Adjusted Act 3 Mercs
Act 2 Mercs given Fend, but not sure if they actually use it...

Amazon
Strafe no longer 3/4 damage



Epic Mod 1.20

Hireling
Made some minor adjustments to Act 5 Barbarian Mercs chances
Act 3 Mercs adjustments to help them out their spells

Sorceress
Charged Bolt no longer a synergy for Chain Lightning and Lightning, synergy damage adjusted up
Mana Shield buffed to .5 mana per damage instead of 2 mana per damage (since resistance is basically not counted when you have Mana Shield on)

Amazon
Multi-Shot now does full damage not 3/4



Epic Mod 1.17

General
Rune adjustments: it is now easier to find higher runes more frequently
Countess Runes: Nightmare Countess now always drops two mid level runes: Dol to Mal
Baal in Hell mode: Baal can now drop all three Pandemonium Keys

Druid
Oak Sage life increased threefold
Lycanthropy base duration of shape shifting doubled



Epic Mod 1.16

Paladin
Fist of the Heavens back to a 25 delay cast (what it was originally); it hits hard but faster cast rate no longer affects it



Epic Mod 1.15

Paladin
Fist of the Heavens buffed: now the holy bolts can hit any monster (not just undead), doubled damage synergy



Epic Mod 1.14

Druid
Firestorm now increases the amount of missiles per level; skill level

Assassin
Big buff for Phoenix Strike Assassins (have fun)



Epic Mod 1.13

General
Fixed UniqueItems.txt



Epic Mod 1.12

Mercs
Act 1 Rogues now act appropriately and have Strafe (they should also apply their aura more quickly)



Epic Mod 1.11

Merc
Act 5 Barbarians now also use Feral Rage, which they tend to use more than Zeal; War Cry fixed to be used less

Druid
Feral Rage duration is 3x as long

Barbarian
Frenzy synergy with Taunt removed, synergy damage doubled



Epic Mod 1.10

Mercs
Act 1 Rogue Mercenaries now have the Vigor aura (helps a ton for leveling low level characters)
Act 5 Barbarian Mercenaries now have the Cleansing aura (help them in battle, so they don't bleed their own blood)
Act 3 Mercenaries in Nightmare now have different Spells than the Normal and Hell versions:
Cold: Tornado & Hurricane with Cyclone Armor
Fire: Firestorm & Volcano with Cyclone Armor
Lightning: Lightning Bolt & Lightning Fury
Act 3 Mercenaries that do not have Cyclone Armor or Frozen Armor now have Bone Armor (including the Lightning Act 3 Mercs that used to have Energy Shield, as Mercs have no mana)
 
Assassin
Reverted Shadow Master and Shadow Warrior changes as they caused much crashing



Epic Mod 1.08

General
Unique Items can now drop more than once per a game again (bugfix)

Mercs
Act 3 Cold Mercs use Ice Bolt instead of Glacial Spike (because it synergizes with Frozen Orb), and now use Frozen Orb almost exclusively

Paladin
Vigor Aura radius doubled



Epic Mod 1.07

Rune Words
Infinity can now be used in any weapon with 4 sockets (not limited to Polearms)

Amazon
Lightning Fury & Lightning Strike synergies reduced to 2, synergy damage increased
Inner Sight & Slow Missile radius slightly increased per level

Mercs
Act 1 Rogue Mercs: Come with Cleansing Aura; Fire Arrow is now Exploding Arrow, Cold Arrow is now Freezing Arrow
Act 3 Mercs: Come with Concentration Aura; Cold use Glacial Spike, Frozen Orb and Frozen Armor, Lightning use Chain Lightning, Thunderstorm and Energy Shield, Fire use Fireball and Meteor
Act 5 Mercs: Come with Vigor Aura, use Zeal in place of Bash and War Cry in place of Stun



Epic Mod 1.06

Assassin
Another bugfix



Epic Mod 1.05

Assassin
Bugfix with Shadow Master and Shadow Warrior

Druid
Poison Creeper: Increased life and damage



Epic Mod 1.04

Assassin
Shadow Master & Shadow Warrior can now both be out at the same time

Druid
Poison Creeper damage adjusted to be less in the beginning and greater at higher levels
Raven max increased from 1 to 3, damage also increased



Epic Mod 1.03

General
Hellfire Torch now a possible drop



Epic Mod 1.02

Barbarian
Battle Cry now has the same radius as Battle Orders



Epic Mod 1.01

Warrior
Battle Cry radius increased by x4, velocity doubled

Druid
Molten Boulder synergy damage reduced by 50%



Epic Mod 1.0

General
Max Skill levels reduced from 25 to 20 (Char might bug until respec)
Pandemonium Keys and Organs now drop (bug fix)

Necromancer
Revive max amount lowered from 1 per lvl to 1 per lvl / 3 (so if you have 30 skill points into Revive, you can have a max amount of 10 Revives out)

Sorceress
Hydra synergy damage increased from 5% to 8%

Druid
Firestorm synergy damage increased from 12% to 23%



Epic Mod 0.90

Sorceress
Frozen Orb damage synergy increased from 2% to 10%

Druid
Elemental skills damage increased by x2



Epic Mod 0.89

Paladin
Holy Bolt healing capabilities doubled
Fist of the Heavens healing capabilities doubled, damage synergy doubled

Necromancer
Golem Mastery gives 50% more health to golems
Revives now gain additional duration per skill level
 
Druid
Fissure radius slightly reduced (stronger chance to hit monsters in the reduced area)
Volcano missile delay doubled (easier to see things around volcano), damage synergies doubled
Armageddon radius slightly increased, damage synergy slightly increased
Poison Creeper life greatly increased, poison duration increased from 4 seconds to 16 seconds, poison damage increased ten fold
Carrion Vine life greatly increased
Solar Creeper life greatly increased
Oak Sage life greatly increased



Epic Mod 0.88

Druid
Molten Boulder damage increased (x2 physical synergies, x3 fire synergies)



Epic Mod 0.87

General
Countess bug fixed, and will now drop 3 runes in Normal & Nightmare like she should



Epic Mod 0.86

Druid
Changed Summon Spirit Wolf back to physical damage (magical damage didn't work)
Summon Dire Wolf life synergy doubled
Summon Grizzly damage synergy increased by 25%



Epic Mod 0.85

Druid
Summon Spirit Wolf changed to mostly magical damage (synergizes 15% magical damage with Summon Dire Wolf & Summon Grizzly)
 
Sorceress
Hydra fire missiles now cause a minor knockback

Amazon
Explosion Arrow synergy damage doubled
 
Necromancer
Blood Golem damage increased by x5
Fire Golem damage & aura increased by about x5



Epic Mod 0.84

General
Countess changed to drop more items (5, exact same as original drop), rune drops unchanged
Pandemonium Keys reverted to original, with Pluggy it might not even matter (portals seem to be up)



Epic Mod 0.83

Necromancer
Corpse Explosion damage reduced to original damage (60-100%)
Poison Nova range and damage synergy increased by 50%



Epic Mod 0.82

General
Gambling system tweaked: Normal mode almost always produces normal items, Nightmare almost always produces exceptional items and Hell mode almost always produces elite items.
Druid
Armageddon hits half as frequently, base duration doubled, synergy duration doubled
Hurricane base duration doubled, synergy duration doubled
Volcano radius reduced from 12 to 8, cast delay reduced by half
Molten Boulder cast delay reduced by half
Fissure cast delay reduced by half



Epic Mod 0.81

Druid
Firestorm: Changed from 1 mana per lvl to .5 mana per lvl
Molten Boulder: Elemental synergies added back to the synergy formula (Volcano & Firestorm)
Cyclone Armor: Changed from 12 Absorption per lvl to 40 Absorption per lvl, removed all synergies




Epic Mod 0.80

General
Item ratios revamped: magic find should be as powerful as the original Diablo 2 magic find (might have been 10x more powerful), unique base drop chance slightly lowered
Gambling revamped: elite items should now be more possible, uniques and sets slightly less possible


Epic Mod 0.76

Druid
Molten Boulder now synergizes with the Summon Tree (Spirit Wolf & Dire Wolf); this is designed to give Summon Druids something to do in combat (elemental wise)



Epic Mod 0.75 Changes

Necromancer
Bone Spirit: Velocity increased by 50%

Druid
Firestorm: Mana per level increased from 0 to 1
Fissure: Range lowered from 14 to 12, damage synergy increased from 12 to 15

Sorceress
Thunderstorm: Slightly increased the time between lightning bolts
Lightning: Nova synergy replaced by Thunder Storm
Chain Lightning: Nova synergy replaced by Thunder Storm




Epic Mod 0.74 Changes

Necromancer
Corpse Explosion damage lowered (now only x2 damage of original)
Teeth synergies damage increased from 30 to 45
Druid
Firestorm range doubled, missiles increased from 9 to 12, cast delay removed (was 15)
Molten Boulder velocity doubled, synergy damage increased by 50%, explosion radius halved (from 21 to 10)



Epic Mod 0.73 Changes

Countess
Normal mode Countess can now drop lower half of runes
Nightmare mode Countess can now drop all runes
Both Normal and Nightmare Countess still drop 3 random runes
Hell mode Countess now only drops 1 rune, but it is always a high rune (Ist-Zod)
Druid
Volcano cooldown halved and radius reduced back to original radius



Epic Mod 0.72 Changes
Thunderstorm costs significantly more mana
Wake of Fire Sentry synergy damage doubled
Inferno Sentry synergy damage doubled
Teeth no longer synergizes with Bone Wall or Bone Prison (its remaining syngergies are doubled)
Fixed skill synergy text on Teeth, Bone Spear and Bone Spirit



Epic Mod 0.71 Changes

Inventory expanded
Now uses data folder, just replace the old one from your main D2 directory




Epic Mod 0.70 Changes

Necromancer
Max duration of bone wall & bone prison now 1/3 of what they used to be
Corpse explosion damage decreased
Bone armor damage absorbed per level increased from 10 to 20
Bone spirit & bone spear no longer synergize with bone wall & bone prison (their synergy with each other and teeth are now x2 dmg%)
Druid
Firestorm missiles tripled, damage synergy decreased from 23 to 12
Molten Boulder explosion radius tripled
Fissure radius doubled, missile delay halved
Volcano debris range increased by 50%, delay between debris halved
Tornado radius of damage doubled
Hurricane radius increased from 9 to 15
Armageddon radius tripled, frame delay between rocks decreased from 6 to 2
Summon Grizzly damage % per level doubled




Epic Mod 0.67 Changes:
Lightning Sorc Talent Tree adjusted (I accidentally buffed the damage with the first variance change I made to the tree)



Epic Mod ver 0.66 Changes:
Summon druid skill max changed back to original (5 spirit wolves, 3 dire wolves and 1 grizzly; you can still have them all out at the same time)



Epic Mod ver 0.65 Changes:
Thunderstorm cooldown lowered
Hyrdra synergies buffed (from 3% to 5%)
Blessed Hammer now fires slightly faster (than DC Mod ver 0.6), but Concentration now only effects Blessed Hammer at a 25% rate instead of 50%
Static Field lowered from 25% damage to 5% damage
Unique Items no longer have a one drop limit and can now be dropped unlimited time in a game



Epic Mod ver 0.6 Changes:

Fixed Countess drops
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Epic Mod 5.91 (11/20/19)
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