Nameless mod by jerk-o

Added a bigger stash

Removed the XP penalty when dieing in nightmare and hell mode

Removed skill timers

Synergies are now affected by skill bonuses

Hell mode Act 2 Combat mercs now use Fanaticism
Hell mode Act 2 Defence mercs now use Salvation
Hell mode Act 2 Offensive mercs now use Conviction

Act 1, Act 3, and Act 5 mercs have more skills to use/level

Mercs hired in nightmare and hell has the same stat increases and same skill
increases and Mercs hired in normal mode

Changed the frequency of the magical prefixes and suffixes.

Added some magical/rare properties that only show up on high level gambled items

Changed or moved a few map areas.

Every shrine now reactivates.

Changed the Hit Power, Blood, Caster, and Safety cube recipies to work with any item type
the recipe is for instead of just one item (i.e. any helm instead of just a full helm).

Added the 1.10 and 1.11 battle.net runewords

Added the following cube recipies:
	3 el runes + 1 normal or superior, non-socketed item -> add one socket
	3 eld runes + 1 normal or superior, non-socketed item -> add two sockets
	3 tir runes + 1 normal or superior, non-socketed item -> add three sockets
	3 nef runes + 1 normal or superior, non-socketed item -> add four sockets
	3 eth runes + 1 normal or superior, non-socketed item -> add five sockets
	3 ith runes + 1 normal or superior, non-socketed item -> add six sockets
	3 tal runes + 1 non-socketed magical item -> add up to four sockets
	3 ral runes + 1 non-socketed rare item -> add one socket
	3 ort runes + 1 non-socketed set item -> add one socket
	3 thul runes + 1 non-socketed unique item -> add one socket
	3 thul runes + 1 magic item -> normal item
	3 thul runes + 1 magic item + perfect gem -> superior item
	1 perfect gem of each type besides skull -> 1 perfect skull
	1 rune eld or higher + 3 el runes -> 3 lower runes (i.e. 1 thul rune + 3 el runes -> 3 ort runes)
	3 runes of the same type -> next higher rune (i.e. 3 ort runes -> 1 thul rune)
	magic armor + jewel + perfect topaz + lem rune + ist rune -> crafted armor with reduced vendor prices, +100% gold find, +100% magic find
	magic ring + jewel + perfect topaz + lem rune + ist rune -> crafted ring with reduced vendor prices, +100% gold find, +100% magic find
	magic amulet + jewel + perfect topaz + lem rune + ist rune -> crafted amulet with reduced vendor prices, +100% gold find, +100% magic find
	magic ring + jewel + mal rune + perfect saphire -> crafted ring with 7% change to cast level 5 corpse explosion when you kill something
	magic amulet + jewel + mal rune + perfect saphire -> crafted amulet with 7% change to cast level 5 corpse explosion when you kill something
	magic armor + jewel + perfect saphire + 3 thul runes -> crafted armor with Cannot Be Frozen
	magic ring + jewel + perfect saphire + 3 thul runes -> crafted ring with Cannot Be Frozen
	magic amulet + jewel + perfect saphire + 3 thul runes -> crafted ring with Cannot Be Frozen
	3 perfect amythest -> perfect saphire
	3 perfect saphire -> perfect emerald
	3 perfect emerald -> perfect ruby
	3 perfect ruby -> perfect diamond
	3 perfect diamond -> perfect topaz
	3 perfect topaz -> perfect amythest
	magic knife type weapon + jewel + perfect emerald + 3 tal runes -> crafted item with +1 Poison Explosion, +1 Poison Nova, +1 Poison Dagger, and 3 sockets
	magic knife type weapon + jewel + perfect emerald + 3 dol runes -> crafted item with +2 Poison Explosion, +2 Poison Nova, +2 Poison Dagger, and 3 sockets
	magic knife type weapon + jewel + perfect emerald + 3 pul runes -> crafted item with +3 Poison Explosion, +3 Poison Nova, +3 Poison Dagger, and 3 sockets
	normal scepter + jewel + perfect diamond + 3 tal runes -> normal scepter with +1 Holy Shield
	normal scepter + jewel + perfect diamond + 3 dol runes -> normal scepter with +2 Holy Shield
	normal scepter + jewel + perfect diamond + 3 pul runes -> normal scepter with +3 Holy Shield
	magic body armor + jewel + amn rune + shael rune + hel rune + lum rune -> crafted body armor with 100-125% extra armor, 20% faster run/walk, and a possibility of having a chance to cast when hit effect
