Welcome to Lamant of Innocence
http://phrozenkeep.it-point.com/forum/viewtopic.php?t=41047

This is an extensive Mod for the Diablo II Expansion Entitled - Lamant of Innocence
There will only be one selectable player character, the Default being the Barbarian. As I progress with the developement of the Mod, I'll make varient "plugins" to enable a different character (Ie: play as an Assassin instead of a Barbarian).. 



Lamant of Innocence Changes:

Global Changes.


1) Players X Command can be set to up to 18. The value set makes the game equal to that many players in it.

Press Enter while playing and type: /players 8 to set the game difficulty to 8 players , exc.


2) Carry Gold is set to 25,000/Level. Stash Gold is 75,000/Level. No gold loss from stash upon death.


3) Damage Reduced % is capped at 80%.


4) Increased Maximum Cap for Blocking % Percentage (for shields) to 95%. 


5) Decoupled Blocking % from character Level and Dexterity. Now the characters base chance to block is equal to the Block% on shields as well as any Bonuses from Block Properties (Such as the Passive Skill Shield Mastery). 


6) You will now receive +2 to Defense for every point of Dexterity (Ie: 200 Dexterity = 400 Defense Bonus instead of the standard 50). 


7) Den of Evil Quest Gives 1/2/3 skill points , Book of Skill Quest gives 1/2/3 Skill Points , and Izual Quest gives 2/3/5 Skill Points. (were #/#/# = Normal / Nightmare / Hell Difficulty)


8) Act 3 Book Quest grants 5 , 10 , 15 Stat Points (were #/#/# = Normal / Nightmare / Hell Difficulty)


9) Act 3 Health Quest Potion gives 20 , 35 , 50 Life (were #/#/# = Normal / Nightmare / Hell Difficulty)


10) Expanded the Horadric Cube storage Space.


11) Fixed it so you retain full defense while running. Because of this , I have reduced how much Stamina all characters gain (As seen under Character Changes).


Character Changes.


1) Disabled all but one character , the default class being the Barbarian. The other six classes are unselectable and mouse-over states they are disabled. The Barbarian now has 5 skill trees and 90 skills to work with (see below).


2) No Stamina gained on leveling up , and only 1 Stamina gained per 4 points placed in Vitality. The stamina drain effect has been doubled (from 20% to 40%).


3) Starting Attributes (strength, dexterity, exc) are all set to 5.


4) Character starts with a Spectril Elixir that gives a one-time bonus of 70 free stat points & 2 free skill points to distribute as the player wishes. This further ecourages character customization.


3) Character starts with the Horadric Cube.


4) Character starts with a bag of gold that they can use to purchase additional equipment. Right-Click the stack to add gold to total.


Skills Changes.


1) The single character class now has a combination of skills from ALL SEVEN CLASSES , as well as a varied amount of new skills. There is a total of 90 skills across five skill trees (18 skills per tree).


2) The skill tree level requirements are based on a value of 8 (IE: 1, 8, 16, 24, 32, and 40).


3) All skills on the Passive Tree and Aura Tree have a maximum Skill level of 10 (and it displays in the skills name as well). Skills in the Magical Tree, Combat Tree, and Elemental Tree can be raised to a maximum skill level of 20 (as normal).

Hireling Changes.


1) Global Changes :

All Hirelings can be fully equipped now (Armor, Helm , Weapon , Boots , Gloves , Belt , 2 Rings , and Amulet).


Monster Changes.


1) DiabloClone Spawns in Hell Difficulty Between SOJ counts 200-300. Selling a Soj Autospawns DiabloClone.


Item Changes.


1) There are Two types of Runes in Lament of Innocence: 

A)Any rune that is found within the game will ALWAYS be a "Common Rune". These runes will have no ill effect by themselves, but they do add a currupting effect to any items made into Runewords with them.

B)However, if you find a special Holy item, you can remove the taint of evil from the Rune itself, thus making it a "Blessed Rune". Blessed Runes can be used to make Epic Runewords, and generally have better stats on them.

Lastly, you cannot "mix" different types of runes to make a runeword. You must either use all Common runes or all Blessed runes.


2) Tossed out all the Runeword combinations for items and replaced them with all new ones. There will be "two" grades of Runewords, normal and blessed: 

Normal Runeword items are made with normal runes, and thus carry the taint of evil unleashed by the three Prime Evils when they were let loose. When one of these runeword items are created, they will be slightly warped with a "curse-like" effect. Unlike Uniques, they cannot be clensed.

Blessed Runeword items are made from all Blessed Runes and carry srong holy enchantments.


3) Tossed out all the Vanilla Uniques and replaced them. There is at least one Unique version of every item type in the game.

Unique Item Level has been adjusted to that of a normal item of its type. This means that if a Dagger drops , it can now be Unique.

Dropable Uniques ALL have "cursed" effects in one form or another. You have to "pay" to equip these babies :) 

Enabled a cubing formula to "purify" Uniques and remove the "cursed Properties". HOWEVER , this will be VERY hard to do , so best save the rare items needed to purify these items.

Lastly , once a Unique has been "purified" , there is a further cubing formula that you can use to "Bless" an item to give it rare and powerful bonuses.This will be even harder to do then to "purify" the Unique.


4) Rare and Magical Items can now spawn with minor to major "Curse-Like" effects.


5) Torso Armor all have higher Defensive Ratings. ALL Torso armors now receive automatic Damage Reduction, with the heavier armor types having more damage reduction then thier lighter counterparts.


6) Shields are now designed specifically for blocking attacks and reducing damage received from being struck. They also have sleightly highere "Defense" Ratings. Larger shields offer better Damage Protection as well as grants a greater chance to block incoming attacks.

Skull-Type shields (Bone Shield and its upgrades) now add a small life leech bonus to the user.

Blade-Type shields (Spike Shield and its upgrades) now add a small enhanced damage bonus to the user.


7) Helms, Belts, Boots, and Gloves no longer have "normal" Defense values (though they can get magical modifiers that add a set numeric value (like +22 Defense). Instead, they have the following Bonuses: 
Helms - 
Added bonuses to magic find and gold find. 
Gloves - 
Added bonuses to attack rating%. 
Belts - No bonuses. They are designed to carriy beltable items and do so nicely. Exceptional and Elite versions give a small magic find bonus.

Boots - Adds a bonus to Stamina. 


8) All weapons now receive varies bonuses based on the "weapon" class, as shown below: 

Axes: 

Swords: 

Daggers: 

Clubs & Maces: 

Flails: 

Hammers & Mauls: Can Inflict Crushing Blows.

Scepters: 

Staves: 

Wands: 

Spears: 

Polearms: 

Bows: 

Crossbows: 

9) Tossed out all the Sets within the game and remade all new ones. Unlike Runeword ,Unique , Rare , and Magical Items, Set Items will never carry a Cursed Property, thus making them more desirable. I havent yet desided how to work in Sets, but I'm thinking on it.


10) Added some 200 new Horadric Cube Formulas.


11) Added Fire Resist and Lightning Resist Potions to Vendors. All potions now have discriptions stating what they do.


12) Added Experience Elixirs to drop tables. These potions instantly give the character experience points equal to the amount it displays.


New magical Item Properties.


1) Added 88 new Magical Properties.

New abilities include such as Increased Attack Speed based on Strength , All Resistances permenantly set to 0 , + Attribute% (Ie +20% Strength , exc.) , more.


2) Enabled "curse-like" properties.

New Cursed Properties are effects such as -20% to maximum life , reducing the Maximum Resistance caps , Slower Movement Rates , Penalties to experience gained , exc.


Monster Changes.


1) Added 65 new Monsters with thier own new graphics. New monsters include such things as Wyverns, Beetles, White Dragon, Bugbears, Goblins, Trolls, exc. These new graphics were taken from the Baldur's Gate II and Icewind Dale II Games. Monster graphics have been tweaked to appear as good as possible, and most are as good as current Diablo II Monsters.


2) ALL SuperUniques are now more powerful then they used to be and will give the player a run for his money. Beware these once wimpy opponents as they can easily kill the unwary.

Area/Map Changes.


1) Cow Level can now be entered without killing Baal. You can kill Cow King without loosing the ability to make the portal. Even though you can make and enter the Secret Cow Level at ANY time once you aquire Wart's Leg and a Book of Town Portal , the cows are still as difficult as before.


2) Added a new area for the Cave level 2. It now uses Act 5's Icecave Tiles and is guarded by Coldcrow.


3) Added a new Tower Celler Entrance. Currently it is empty.


4) Added a new The Pit Level 2. It now uses Act 3's Spider Cave tiles and is guarded by a new SuperUnique Monster.


5) Added a new Monastery gate map, guarded by Flamespike the Crawler. 
_________________________________________________________________________
Patch v1.03 Changes 
------------------------------- 

1) First, this patch will wipe out your existing characters (again  ) as it changes to many factors with existing characters, such as skill placement and a few itemstatcost.txt changes. I plan to make all classes selectable with the final release (v3.0+), and to do that I needed to increase the maximum number of skills that are allowed in the game. This was done early on in the Alpha version so that when the all classes become available you will not have to restart from scratch then. 

2) Extensive reordering of skills. The entire elemental tree has been removed and replaced with more appropriate skills. The magical Combat skills have also been removed (such as Bone Spear, Blessed Hammer, exc). I have added other skills in thier place. 

3) Set Skills: Undead Slayer, Demon Slayer , & Bartering to thier proper character level requirement of 8. 

4) Set Skills: Fire Enchant, Frost Enchant, & Lightning Enchant to a character level requirement of 8 (Balance Reasons). 

5) Reduced the mana costs of certain skills. 

6) Altered Torso Armor as follows: 
- Added automatic Damage Reduction to all Torso Pieces. The heavier the armor , the better the bonuses. Also increased the base defense values of all types. 

7) Altered Shields as follows: 
- Shields receive a slight increase in "Defense" ratings. 
- All but the smallest shields (Buckler types) now receive automatic Damage Reduction. The Larger the shield, the more damage is absorbed when struck. 
- Blade-Type (Spiked Shields) shields now automatically enhances your damage slightly. 
- Skull-Type (Bone Shields) shields now grant the user a small lifeleech bonus when equipped. 

8) Altered Gloves, Boots, & Helms so they no longer give "Defense" values. Instead, each type offers a special bonus when equipped (see below). 
- Gloves are undecided. 
- Boots will give bonuses to stamina. 
- Helms are undecided. 

9) Removed "Defense" values from Belts. They are designed to carry potions, so they will not receive any special properties. 

10) Fixed the display error for a negative mana percent (Cursed) property.
