Nezeramontias mod by fecesfaerie
Version 1.05
New inventory graphics by meamkimchi, yukoahso & Fusman 
Converted Diablo 1 graphics by Digibo
Grapics for new inventory, cube, and stash by Phalzyr
Additional set submissions by Mandzo

This is my new mod for Diablo 2.  It's my first for the expansion.  This mod works
only with version 1.09 of the expansion.

Usage: Unzip all the files into your Diablo 2 directory.  Then run the file nezinstall.bat by double clicking on it.
This installs the mod and backs up the files that this mod replaces.  When you're done with this mod, run the
file nezuninstall.bat to revert everything to normal.  You really better back up your save characters 
before using this modas well.  I don't know what this will do to your present characters upon loading.  
You're ultimately better off starting a new one anyway since you otherwise won't gain the increased 
stat-per-level bonuses for past levels that this mod implements.

Many of the things from this mod are conversions of things from my old Kagero mod, but
since I really just built this mod from scratch, I decided a new name was appropriate.

The file newuniques.txt contains a list of all the added uniques in the mod.  It's a semi-spoiler,
so don't look at it if you don't want to know about them.  It lists the name of the unique
what type of item it is, its item level and the levl required to equip it.  
If the name and the type is the same, the item is unique only and is created with the cube.  

There is also a newsets.txt which lists all set items.  

Hirelingskills.txt list each hirelings, what skills they possess, and what level a hireling can use that skill.

Note about elixers:  In Diablo 2 there are unused items called elixers which I enable for this mod.  Elixers
don't display anything when you hover over them, but they'll increase a random stat when you drink them.  A few
bosses and superuniques are capable of dropping them.  Make sure to use them as soon as you get them because the 
ones in your inventory will no longer work if you save and exit.

Note about additional mod files:  The other files that come with this mod (newuniques.txt, cube recipies.txt, etc.)
are easier to read if you open them in a spreadsheet editor such as MSwrks spreadsheet, Excel, or the D2Excel editor.

Numbers for the stat lovers :o)
New Base Weapons:		36
New Base Armors:		27
New Gems:			34
New Uniques:		150
New Sets:			14
New Monsters:		21  (not counting unused ones I enabled):
New Ammos:			35
New Misc items:		52
New Casting Items:	40
New Crafting Recipies:	56
New Runes:			7
Mystery Chest Items:	216
New Inventory Pics:	176 (not counting unused ones from the game I enabled)

What's new Version 1.05
-Added 42 new uniques.

-Added special inventory pics to several of the uniques added from previous versions.

-Quadrupled the amount of experience enemies in hell give and increased the attack rating of hell monsters by 20%
and defense by 10%.

-Increased the hitpoints, attack rating and defense of normal level monsters by 10%.

-Increased the damage, attack rating, hitpoints and experience of nightmare monsters by 10%-15%.

-Increased the damage bonus for uniques and champions in Nightmare.

-Improved the skill levels for monster skills in Nightmare in hell difficulty.

-Increased resistance penalty in nightmare to -60.

-Reduced the physical damage of Hell Fire Rogues in hell and removed the elemental damage they do in addition
to their fire attack.

-Increased the missile damage of several monsters in nightmare and Hell.

-Fixed a crash bug when completing one of the added sets.

-Fixed a bug where some Barbarian skills didn't have the right level requirements.

-Reduced the drop rates of Andarial clones, Duriel clones and Treasure maggots.

-Reduced the sell price of all items and reduced the cost of body armors.

-Increased the amount of gold dropped by monsters and chests.

-Reduced the costs for the Key to the Uniques and Key to the Sets.

-Improved the base damage of all guns as well as the damage of all gun ammos.

-Hell bovines now appear in the Infernal pit.

-Added two more salves: magic damage and magic resistance.

-Altered the cube recipies for salves so that you only need one salve + a magic, rare, set or unique item
to add the salve's bonus.

-Fixed a bug with the mod install script that prevented it from installing properly on some machines.

-Added elemental or physical damage to some skills.

-Added more mystery chests.  Some transform into a scroll that will give the runes needed to make the various
runewords as well as what item they are made on.

-Fixed (I think) the crash bug with enemy wolves.

-Altered Glacial Spike to work as a Kicking Skill for the Sorceress.  Since the Summonor uses that skill sometimes,
I lowered his chance for casting ice spells and increased his curse and fire skill probability.  Also altered
the Act 3 Ice mercenaries accordingly.  The Summoner also does elemental damage in addition to that of his spells.

-Fixed a bug that made Act 3 Ice Mercenaries crash the game in hell difficulty.

-Added skill coins and study scrolls.  Study scrolls have the ability to add one to a number of character skills.
Which skills will depend on what item they are applied on and what level they are.  The items they are applied on
are character specific items or items that naturally grant bonuses to some character's skills.  Scrolls can be level
1, 9, 18, 27, 36, or 45.  In order to use them, you also need to collect skill coins from chests or some monsters.
Ex:  1 study scroll level 1 + 5 skill coins + 1 Amazon Bow adds a +1 skill bonus to all the Amazon's level 1 skills.
Refer to cube recipies.txt for details on each scroll recipie and the number of coins required for each.  One thing
to note about these recipies is that you can only apply one type of scroll to any one item, but you can apply as many
of the scroll you choose as you please.

-Added several books to use in the cube.  Putting them in the cube with some weapon or armor will add abilities
to that item.  The abilities will depend on what book is inserted into the cube and what weapon or armor you are applying
the bonus to.

-Added upgrade anvil and upgrade hammer.  Collect one of each item plus one space fragment and one piece of magical
equipment, and you can create that item's upgraded version.

-Added seven new runes.

-Gave all Hirelings a 5th skill and the rogue hirelings a 6th.

-Added a new type of normal rings and amulets.  When combined in the cube with 3 gems or runes of the same
type as well as the newly added space fragment item, the ring or amulet will obtain the abilities from the gem.  
Rings get a gem's or rune's weapon abilities while amulets get the abilities of helmets.  For some gems more than one
space fragment is needed.  Space fragments can be gambled for from mystery chests or occasionally found from 
a few superunique and boss monsters.

-Added recipies for generating all the salves in the cube.  Refer to cube recipies.txt for how to make each.


What's new Version 1.04
-Fixed an Assassian bug where wake of fire was still a requirement for blade fury.

-Fixed some bugs that caused some uniques not to get all their abilities.

-Increased the price of mystery chests and removed the possibility to get a doll from them.

-Edited the probibility to gameble for rare, set and unique items.  You now have a 10% chance to get a rare,
10% chance for a set item, and 5% chance for a unique item.

-Improved the chance for the key to the uniques to actually create a unique.  Both keys (set and unique) work on a level
based formula.  Your character must be on a level that's 20% higher than the level of the unique you're trying to create.
For using the key to the sets, you only need to be on a 10% higher level.  You can get the levels of new uniques and sets
from newuniques.txt and newsets.txt

-Re-edited the experience chart.  Starting in the mid-80's levels take less experience to gain.  If you're past that point
in level already, don't worry.  Your experience bar may look different, and you may gain a level as soon as you kill 
something.

-Increased the amount of experience enemies in Hell difficulty give.

-Increased the mana per level for strafe.

-Throwing stars are now more rare and hive higer requirements to use.

-Made various improvements to the class specific gems and changed the strength bonus for Druid gems to a level based
growth.

-Salves can now be obtained from chests in Act 5 of Nightmare and in all of hell difficulty.  They can also be obtained
from some unique, champion, and superunique monsters in late hell difficulty.

-Improved all the orbs by increasing the number of charges and the level of their spells.

-The paladin's zeal now has a smaller mana growth per level to use.  It's also slightly stronger and uninteruptable.
By the way, it's expandable to 13 total attacks and swings 4 times faster than in the normal game.

-The Druid's fury skill now has a mana growth per each skill point but is now twice as fast, can go up to eight attacks,
and is uninteruptable.

-The Paladin's prayer is considerably more powerful.  It used to heal 16 health at level 1 plus 6 health per level.  It
now heals 20 health at level 1 plus 18 per level.

-Also improved the damage per skill level of various Paladin attacks such as blessed hammer and fist of the heavens.

-Improved the damage per skill level bonuses of several Assassian traps.  Several now require more mana at higher levels.
Blade fury can be used for leaching.

-Lowered the maximum hitpoints of the hell bovines.

-Doubled the max stack size of all original throwing weapons.

-Changed all the guns so that they're now of a bow class instead of the crossbow class.  The reason?  So rogues can
use them :)

-Improved the cornucopia charm.  By the way, for those who want to know, the 6 fruits that create the cornucopia are:
banannas, cherries, grapes, orange, pineapple, and radish.

-Improved almost all the added uniques and several sets.

-Reduced the cost for recharging charged items.

-Improved the forth rogue hireling skill.

-Fixed a bug where the nei and yuko chokers wouldn't spawn as set items.

-Fixed a bug where bone helmets and their counterparts couldn't spawn as rare, set or unique items.

-Fixed bugs with some new items appearing invisible in the inventory.


What's new Version 1.03b
-Improved several Necromancer attack skills including teeth and his poison skills.

-Increased the mana per level for whirlwind.

-Fixed a bug that made the two doll recipies not work.

-Improved fruit chances by making various superuniques and bosses have a chance to drop them.

-Added a new Mystery Chest item to the game that can be gambled for.  Basically, you go to a gambling merchant
and purchase a mystery box from him.  Right click on the box to obtain your prize.  The mystery box can contain
any of 175 possible items ranging from a simple minor healing potion to a rune to a casting orb or a gem.  There
are also random gems that don't do anything that can also be found in the box (just sell as treasure).

-Throwing stars can now give bonuses to Assassian skills.

-Added more possible items to gamble for.

-Improved the treasure maggots and hell bovines.


What's new Version 1.03
-Added one new set.

-Improved the Necromancer's Bone Spear and Bone Spirit (nice damage boosts per skill point) and made Bone Spirit
travel faster.

-Increased the attack speed of the shotgun, grenade launcher, and railgun.

-Edited several strings that display magic abilities in the game in order to make the abilities on gems
more readable.

-Fixed a bug where the paladin unique axes weren't getting all their properties.

-Fixed a bug where some gems weren't showing up in higher difficulty shops.

-Fixed a bug where machine gun ammo wasn't getting its abilities.

-Improved the hitpoints of various monsters in Act 5.

-Gave some more uniques special inventory pics.

-Increased selling costs in shops by 25% (except for Act 5) and reduced repair costs by 25%.

-Slightly improved the chances to get a doll in Hell difficulty.

-Increased the levels of spells on some charged weapons (laser guns, etc.)

-Created a new class of "energy" swords.  They equip in one hand and work like normal swords.  If, however, you
find a battery, you can equip it in the shield slot and gain additional attack bonuses with your equiped sword.
The energy swords never need repair, but they can also never have more than one socket.

-Did some more addjustments to how much various magical properties add to the cost of weapons.

-Fixed a bug where an added unique dagger appeared invisible in the inventory.

-Did some more skill adjustments/improvements and made some Assassian skills cost more mana at higher levels (they're
stronger though).

-Removed boss forms of wolves and bears from Act 5.  I've gotten reports of strange crashes from them, but they seem
to always happen in their unique form.

-Finally decided to rearrange some of the levels in Act 1.  Several of the underground Act 1 areas have been moved from 
their original position to a new area in order to form a large "side quest" dungeon.  This means some Act 1 areas
(the jail and Countess' tower for example) do not contain as many levels as before.  The new challenge dungeon is 6 levels
deep, contains no waypoints, and is populated by the strongest monsters in the game.  There's a superunique to fight at
the end.  You can access it through the graveyard.

-The secret cow level once again has only cows in it (other monsters are moved to the new dungeon).

-Increased the cost of the Key to the Uniques.


What's new Version 1.02

-Fixed a crash bug that occured when Act 2 mercenaries reached level 18.

-Fixed an incorrect string display with 2 of the Paladin axes.

-Fixed some bugs with the added Barbarian hirelings skill.

-Fixed a crash bug with one of the added uniques.

-Fixed a bug where some of the divine gems were getting the wrong attributes.

-Fixed the problems that caused fruits, most ammo, and most orbs to never appear.

-Improved the stats of the higher level versions of magic arrows and bolts.

-Most boots now come with bonuses to the Assassian's kicking skills.

-Most Gun ammo now autostacks.  Some ammo doesn't seem to want to cooperate though :(

-Rings, amulets and crosses can be socketed.  Rings get the abilities of weapons; corsses and
amulets get the abilities of helmets.

-Increased the level of all monsters in hell by 20%.

-Increased the attack power of the Amazons javilin skills and the Sorceress' low level attacks.

-Reduced the physical damage of the Hell Fire Rogues.

-Reduced the characters' walk speed and the Assassian's run speed by one point.

-Changed some of the auras for Act 2 hirelings.  Since prayer is now a spell, Comb mercs in normal
now have holy fire.  In hell they have vengence.  Act 2 offensive hirelings in hell difficulty have
holy shcok.

-Added another skill to several hirelings so that all hirelings now have four.

-Added ten more uniques.

-Added some prefixes and suffixes for crosses.

-The flame shocks (and their variations) now have charges to Diablo's lightning skill (monster skills CAN work :)

-Improved the stats of the Barbarian POW's in Act 5's second quest (they had a tendency to die a lot).

-Made various improvements to added sets and uniques.

-Added more crafting recipies.  They're the same as the crafting recipies for class specific rings, except they
use rare amulets rather than rare rings to make.

-Added a forth level to the magic orbs.  These can only be created in the cube.

-Added recipies for making several of the magic orbs.  1 rare ring + 1 rare amulet + 1 normal, flawless, perfect,
or divine gem will create an orb (the gems are the original D2 gems).  Since there's no divine skull, skulls work
with the recipie beginning at the flawed level.

-Enabled a few more unused magic suffixes.

-Added an upper level ammo for handguns.

-Enabled various monster skills and paladin auras to appear on some high level uniques and completed sets.


What's new Version 1.01
-Slightly boosted the amount of gold dropped in this game by chests.

-Boosted the unique monster spawn rate again.

-Gave another small speed boost to monsters.  They're close to twice the speed they originally were.

-Restored the monsters and areas to their original levels from 1.08 (and then bumped up some of those).

-Hirlings to 100% damage to bosses in all difficulties.

-Changed the max level to now be 250.

-Boosted the damage of all monsters by 10% in nightmare difficulty and 20% in hell.

-Made some extra skill boosts to a few Paladin skills and the Druid's elemental skills.  Also made a few
tweaks to various character skills.

-The Paladin's Prayer aura is now a casted spell (I think this was first done in Wersion X by Fusman).  It
has a boosted level requirement and is no longer needed to learn Cleansing.

-Gave Static Field a half second casting delay.

-Because of the addition of the Players X option combined with the ease of gaining levels in this mod,
all skills except level 1 skills have had their base level requirement increased by 50%.

-Added throwing stars to the game.

-Added the Paladin specific Axes from the old Kagero mod.

-Added inventory pics for the Shotgun and Rail gun.

-Added two laser based guns as well as new inventory pics for them.  Also added normal handguns.

-Lowered cost bonuses from some affixes.  Now pluses to skills won't be worth as much.  On the positive side
repairing charged items doesn't cost anywhere near as nmuch either :)

-Gave several more monsters elemental damage.

-Made shrines appear in the Cow Level and caskets appear in one of the Act 1 caves.

-Added 5 new monsters (Mutant Fly, Hell Fire Rogue, and three Druid summons).  The fly shows up in Act 3 
while the new Rogue appears in Act 5.  The bear and one wolf appears in Act 5.  The other wolf appears in 
Act 1.

-Fixed a crash bug with the M79 Grenade Launcher.

-Fixed a few pricing bugs.

-Fixed a bug with treasure drops that made some of the new items impossible to get.

-Boosted the abilities of the robes and cloaks.

-Added guns, robes, staves, secpters, wands, and class specific items to the gambling screen.

-Edited the enemy rogues treasure drops and gave enemy Barbarians treasure drops. 

-Fixed a crash bug that sometimes occured in areas spawning enemy barbarians.

-Added magic arrows and bolts that give additional elemental damage to bows and crossbows when equipped.  
There are normal, exceptional and elite versions of fire arrows, cold arrows, poison arrows, and lightning arrows.

-Gave all guns their own ammo type, and each ammo type has an inventory pic for it except for the rail gun.

-Slighly increased the size of one of the treasure caves in act 1 and added some caskets to the graveyard.

-Added an attack rating bonus to all machine guns.

-Added crosses as a new itemtype.  Crosses are similiar to amulets, but their special abilities focus mostly
on bonuses for Druids and Paladins.

-Added recipies to the cube for upgrading to "divine" level gems, and I also added recipies for upgrading
all the class specific gems.

-Added a recipie: 1 divine gem of each type+magic amulet= Chromatic amulet.

-Added fruits.  There are six in all. Collect all six of them then use them in the cube to create the Cornucopia
charm.  Fruits can be dropped by enemies in the game.

-Added the recipies involving the "dolls."  The six boss dolls (Andariel, Duriel, Mephisto, Diablo, Baal, and Tyrael)
all transmute into a special unique amulet.  The six Superunique dolls (Blood Raven, Griswold, Radament, Izual, Hephasto,
& Nihlathak) all transmute into a special unique ring.  Transmute these two items to obtain a new unique charm.

-To obtain yet another unique charm, collect one perfect of each class specific gem and transmute it in the cube.

-Added upgrade recipies for all the runes.

-Added a Key to the Sets.  Like the Key to the Uniques, it's only bought in shops.  Unlike the key to the Uniques,
however, this item will not generate a rare if used on an item that has no set counterpart.

-Added a set submitted by Mandzo and finished porting all Kagero sets.

-Added the remaining Kagero Uniques and a few more all new ones (not counting the cube created uniques).

-Added a Set socket Screwer, and made all salves now work with set items.

-Hirelings now all have one extra skill.

-Made it possible for the Key to the Uniques and low level class specific gems to be dropped by Diablo and Baal.

-Added Druid gems.

-Altered where runes appear in shops.  Now only 11 can be bought in each difficulty.

-Added new crafting recipies.  The old ones were taken out, so I've created new ones:
1 rare ring+1 rare jewel+2 class gems of the same level creates a crafted ring geared towards that class.

-Boosted the chance for Golem monsters to drop their charged items.

-Resistance penalties are now -50% for Nightmare and -115% for Hell.

What's new Version 1.0
-All characters gain higher stats per each level.

-27 new armor types.  Some are just new armors with new defenses (namely the Mythril, Laconian,
and Adamantium group).  Others are specialized armors.  the assassian now has class specific
armor (cloaks). There's also a robe class of armor which provide low defense but 
come with resistances to all magic (as well as a slight boost in max resistance to all magic).

-Lots of new weapons including katanas, guns, sorceress specific swords,
and Diablo lightning shooting javelins from the Kagero mod.  
Unfortunately, certain imposed limitations imposed by the code has made
it impossible for these weapons to obtain the weapon speed they once had.  If I learn
how to edit these limits in future versions, rest assured they will be :)
Also added are orbs such as the chill ball, shining poison, and beast claw.  These
are weapons you equip in the shield slot of your inventory and when equipped give you
charges of various spells.  Low level versions of these items can be bought in Act 5.
Higher level versions can only be obtained from enemies (mostly bosses and superuniques).

-Improved the original gems.  Their drops are made more rare to balance the upgrade.

-Charms also have slightly higher rarity with drops.

-Many new gems.  All classes except the Druid now how their own group of gems tailored 
towards them.  These are all bought in shops.  Each gem has four ranks (chipped, flawed,
normal, and perfect).  Also there is now a sixth level gem for all the original
gems except the skull.  These are called divine gems.

-Bone helments and Scythes now all give bonuses to Necromancer abilities.

-All claw class weapons can now give bonuses to Assassian skills.

-Various changes and improvements to character skills.  Spells that are significantly improved 
(such as Armageddon) have higher mana costs.  Also many spells cost more mana per skill level.
For the Druid, I switched the Molten Boulder and Eruption skill in the skill tree and edited
each skill accordingly.  Molten Boulder now travels twice as fast.  I did a similar swap
with the Assassian's Inferno Sentry and Wake of Fire skill.

-Monsters in general drop more items.  Also rares and uniques drop more often.

-High level runes drop more often.

-Many monsters in Act 5 of normal have had their levels bumped down slightly and their stats
raised.

-All monsters in Nightmare and hell difficulty have an extra 25% to their hitpoints.  Bosses
and superuniques are beefed up considerably more and give more experience.  They also do more
damage both with melee and spell attacks.

-Act 5 monsters have had their overall stats tweaked in Hell difficulty.  Originally, they
all had the exact same stats.

-Bug with Baal's treasure drops has been fixed.

-Hirelings have several general improvements.  They take less experience to level, gain more
hitpoints per level, and stats for hirelings at higher difficulties are not nerfed in comparision
to their lower difficulty conterparts (with the exception of the resistance penalty).

-Many unused monsters from the game are now enabled.  Some unused expansion monsters now appear
in Act 4.

-Several new monsters added.  New monsters are Andarial Clones, Duriel Clones, enemy rogues,
enemy guards (the act 2 hirelings), enemy Barbarians, enemy golems, Cleaved Zombie, 
and of course the treasure maggots.

-The Infernal Pit (last hell type area of Act 5) has had all the monsters originally in it
moved to different areas.  In their place are the treasure maggots (who drop uniques like
mad) and Andarial clones (who drop lots of set items).  Treasure Maggots are greatly powered
up from their previous appearence in Kagero; they still have enormous resistances (which I know
work) as well as absurd speed, massive poision damage and generally higher stats.

-Several monsters now do elemental damage.  Most zombies do poision damage, Mephisto does 
random damage, Baal does cold damage, and Diablo does stun attacks.  Many other monsters
do elemental damage, and those that already did generally do more.

-Everything is faster.  The characters all walk and run faster, while all monsters have had
their walk and run speed boosted by 50%.  

-Normal gems and runes can now all be bought in shops.

-You can now buy the treasure box from the old Kagero mod.  Basically you buy it and right 
click on it.  It'll turn into a random number of jewels that you simply sell back (sort of
a variation of gambleing).

-Used the plugin from the Phrozenkeep for the increased inventory, stash and cube.

-Used iswileo's new map file for putting a new waypoint at the secret cow level.  The waypoint
in the cold plains now no longer does anything.

-Beefed up the bovines (so to speak) so that they're actually tough monsters to face after 
Act 5.  Duriel clones, Andarial clones, and Baal's minions of destruction can also appear
in the cow level.

-Added 5 sets.  Three are from Kagero while the other two are brand new.

-Added new uniques (around 60).  Again, most are conversions of uniques from Kagero, but
there are also a few new ones.

-Rare charms are now possible.

-New items called salves.  These items are used to improve a magical, rare or unique item in 
your inventory.  Collect two salves of the same type, insert it with the item of your choice
into the cube, and press transmute.  You'll get the same weapon back, but it'll have a new 
stat attached to it.  This recipie also works for charms (which is probably all you'll use
it on :)  By the way, the Damage Protection Salve and Magic Protection Salve require three
in the cube for the recipie to work. Salves can be optained from Bosses, superuniques, the
summoner, and the cows on hell difficulty.

-New "screwer" items.  Insert either the rare, magic, or unique socket screwer into the
cube along with an item of rare, magic or unique quality respectively, and you'll
get back the same item with one socket in it (if that item is socketable).
Keep in mind to NOT do this recipie on the same item more than once.
Screwers can be bought in shops throughout the game.

-New item: Key to the Uniques.  Insert this item along with a magical item of your
choice, and you'll get the unique version of that item.  If there is no unique
version, you'll get a rare instead (and yes, it works on charms).  For rings and amulets,
which unique you actually get will depend partially on you character's level.  The key
(though expensive) can be bought in shops throughout the game.

-New items: dolls.  Dolls are items dropped only by Act bosses and superuniques (except
for the Tyrael doll which is bought).  There are 12 dolls in all.  Though not implemented
yet, the dolls are for use in a special cube recipie which will appear in a later version
of the mod.  For now, just collect them or sell them.

-Removed the experience penalty in nightmare and hell difficulties for dying.

-Made more champion and unique monsters appear in all levels.  I also made these monster
do more physical damage in nightmare and hell difficulties.

-The part of Duriel's chamber (after you actually fight Duriel) now has
monsters roaming about in it.

-Baal's chamber also now has monsters to fight in it.

-Changed around some of the superuniques you fight right before the battle with
Baal.  One's a superunique Andarial.

-Changed the max level to 150 and reworked the experience chart.

-Changed the max sell value in Nightmare and hell shops.  Now every act from beginning to
end scales up 5000 gold (5000 for Act 1 normal, 10000 for Act 2 normal all the way up to
75000 for Act 5 Hell).

-Increased the duration of shrines.  Also monster and experience shrines will eventually
refill.

-Increased the size of many underground levels and increased the density of monsters
appearing in them.

-Enabled most of the unused prefixes and suffixes that can appear on magical and rare weapons.

-Enabled the crafted item recipies for the cube.

-Books can now hold up to 100 scrolls.

-Some of the armors in the armor.txt have an absorb value listed on them but that doesn't display.
I don't know if this value is used or not, but now all those armors have a "damage reduced by"
value attached to them.

Future Plans:  
-Add more all new uniques.
-Enable more monster skills for characters to use on charged items.
-Add new pics for some of the new uniques.
-Get rid of those snake sounds from the wolves and bear.
-Figure out how to edit maximum weapon speed. (dll editing involved here)
-Edit some more of the levels.
-Get inventory pics for the rail guns and their ammo.  Anyone know where I could look?
-Make a few cosmetic changes by inserting new objects in various levels.
-Add some sets for hirelings.
-I debated adding stat requirements (in addition to the level requirements) for obtaining all the skills.
It requires a lot of string editting to make it visible though, and I'm not sure if it's a good idea.
I'm interested in opinions on this.


Thanks:	yukoahso and meamkimchi for all the new inventory pics (and there are a lot of them :)
		Fusman for making his inventory pics publicly available.
		Digibo for converting all the Diablo 1 inventory pics for us.
		Phalzyr for creating the new stash, cube, and inventory and making those publicly available
		Iswileo for his excellent Excel and ds1 editors and for putting the waypoint
		   in the Cow level.
		Mandzo for his new sets
		jbdotcom and Jarulf for the info on changining the gambling probability within the dll files.
		Everyone who has played this mod and provided suggestions and bug reports.
		And of course thanks to everyone at the Phrozenkeep forums for all their help,
		   knowledge, and general ability to figure out cool stuff :)

e-mail: fecesfaerie@hotmail.com