Ragnarok -- Diablo II LoD Mod, by GuyAskingQuestion (GAQ for short!)
Alpha, patch 7

PLEASE NOTE:

This is a pre-alpha release and is simply a proof of concept, plus a nice way to get people to help test out NefEx. If you have any problems check your NefEx logs for any error messages.


=== Contents ===

1.0 Installation
2.0 General Information
2.1 Fundamental Features
2.2 Basic Features
2.3 Classes
3.0 Cube Recipes
3.1 Weapon and Armour Refining
3.2 Boost Potions
4.0 Version History
5.0 Credits


=== 1.0 Installation ===

-Extract the mod into the d2folder, this should create a folder called Ragnarok in the d2 folder.

-Replace d2gfx.dll with the one in the mod folder, this may already be done if you have already used a NefEx mod.

-Run the game via the shortcut (may require pointing to your D2 directory.)

-You'll know if NefEx is running as your life and mana will always show numeric values.



=== 2.0 General Information ===

This mod is a homage (not a conversion) to the MMORPG Ragnarok Online, many item names, skills, cube recipes, etc. are based upon ideas form Ragnarok Online; however, not everything in this mod is inspired by that game. Some of the new classes/skills do not have any relevence to Ragnarok Online. Instead, these are ideas I had for other mods namely: 13 and The Third Day.

=== 2.1 Fundamental Features ===

Ragnarok style item system 

Only 6 item slots: weapon, helm, body armour, shield, and two accessory slots.

No rare, unique, or sets items are in the game. All weapons, armours and accessories will spawn as Normal, Socketed, or Superior. The class of item you will desire are Superiors, which always spawn with the maximum number of sockets.

Socketables are radically different to Vanilla D2. The card system (inspired by Ragnarok) from TSC and TTD has returned. Gems only come in ONE quality (normal) and Runes give bonuses based on the number of other runes you have equipped.

=== 2.2 Basic Features ===

Maximum level 99
Skills per level 1
Stats per level 5
Skills quests 1/1/2
20 Class skills and 10 Shared skills

=== 2.3 Classes ===

There will be seven classes when I finish with the mod, each one will be implemented one at a time. Each class will have 2 pages of unique skills and 1 page of shared skills; how the shared skills will work will be revealed later (most likely after 3 classes are completed.)

The planned classes are:

Crusader

"A master of both the Spear and the Sword she is a natural party leader."

Hunter

"Skilled with the bow and traps, she epitomises ranged fighting."

Mage

"She has mastered the elemental magicks."

Marauder

"He is a versitile fighter, natural at utilising two weapons and an expert with throwing weapons."

Monk

"Through the training of his spirit, both his body and his mind are deadly weapons."

Priest

"A versatile fighter, with a range of supporting spells, he can fight using magick or in melee."

The Priest, like in Ragnarok Online, has a strong set of supporting skills; however, unlike on RO the priest is able to handle himself. The Priest is a well rounded fighter with a mix of melee skills, offensive magic, and a wide range of supporting skills. Think Paladin with magic and you won't be far off.

Sage

"He has mastered many forms of magick and cantrip"



=== 3.0 Cube Recipes ===


=== 3.1 Weapon and Armour Refining ===

Another system inspired by Ragnarok Online, this time it has been implemented more faithfully. You can refine both Weapons and Armour to make them more potent. There is a safe limit to refines, but you can refine your items above this limit, but there is a risk that doing so will make them unusable.

Basic Recipes

Any Level 1 Weapon + Phracon + Disposable Hammer + Anvil -> Same Weapon +1-2 damage, and + 1 level required
Any Level 2 Weapon + Emveretarcon + Disposable Hammer + Anvil -> Same Weapon + 2-4 damage, and + 2 levels required
Any Level 3 Weapon + Oridecon + Disposable Hammer + Anvil-> Same Weapon + 3-6 damage, and + 3 levels required
Any Level 4 Weapon + Elunium + Disposable Hammer + Anvil-> Same Weapon + 4-8 damage, and + 4 levels required
Any Armour + Elunium + Disposable Hammer + Anvil -> Same Armour + 1% damage reduced, and + 4 levels required

As you can see, it is more beneficial to upgrade higher class weapons; however the safe upgrading limit of those items is lower. Once you fail the item is made unusable, so there is no point continuing.

Refining Chart

Level 1 Weapon to +1-7 :   100%
Level 1 Weapon to +8   :   60%
Level 1 Weapon to +9   :   40%
Level 1 Weapon to +10  :   20%

Level 2 Weapon to +1-6 :   100%
Level 2 Weapon to +7   :   60%
Level 2 Weapon to +8   :   40%
Level 2 Weapon to +9   :   20%
Level 2 Weapon to +10  :   15%

Level 3 Weapon to +1-5 :   100%
Level 3 Weapon to +6   :   60%
Level 3 Weapon to +7   :   50%
Level 3 Weapon to +8   :   20%
Level 3 Weapon to +9   :   15%
Level 3 Weapon to +10  :   10%

Level 4 Weapon to +1-4 :   100%
Level 4 Weapon to +5   :   60%
Level 4 Weapon to +6   :   40%
Level 4 Weapon to +7   :   20%
Level 4 Weapon to +8   :   15%
Level 4 Weapon to +9   :   10%
Level 4 Weapon to +10  :   5%

Armours refining chances are the same as Level 4 weapons. 

You can improve your odds at refining by using better anvils and hammers, just like in TTD. They give the following benefits:

Golden Anvil           :  +5%
Oridecon Anvil         :  +10%
Emperium Anvil         :  +15%

Steel Hammer           :  +10%
Blacksmiths Hammer     :  +20%
Emperium Hammer        :  +30%

Tip: It is a good idea to refine items BEFORE you add gems/cards/runes/jewels, this way you can't loose both the socketable and the item.


=== 3.2 Boosting Potions ===

Turning Herbs into potions

3 Concentration Herbs -> Concentration Potion
3 Awakening Herbs -> Awakening Potion
3 Berserk Herbs -> Berserk Potion

Upgrading to the next potion

3 Concentration Potions-> Awakening Herb
3 Awakening Potions-> Berserk Herb

=== 4.0 Version History ===

Alpha, patch 7 30/12/07

More monster based bugs fixed
Accessories edited, now come in Normal, Antique, Ancient, and Antediluvian varieties
Concentration, Awakening, and Berserk potions added (plus herbs and cube recipes)
Thunderstorm fixed
Amulet issues addressed

Alpha, patch 6 18/12/07

More monster bugs fixed, skill and token wise
Some item graphics fixed
WHEN WILL THE BUGS STOP COMING!!!

Alpha, patch 5 16/12/07

Old Purple Boxes Added
Old Blue Boxes AddedS
Major bug which prevented players from progressing past the Tamoe Highlands fixed
Gambling should now be fixed 

Alpha, patch 4 7/12/07

International string problems fixed

Alpha, patch 3 2/12/07

Potions much more potent, but more expensive, oh and they drop less often.
Gems now usable as high level items, completely reworked
CharmFix.dll finally removes the charm crash for good
String issues with non English versions of Diablo II fixed
Energy coat fixed
Chests no longer drop so well

Alpha, patch 2 25/11/07

Chipped gems make a return
Chests drop too good, use this for testing :)
Perhaps the internal error has finally gone?
Numerous monster skill related bugs fixed
Tokens bug fixed (RUN THE BATCH FILE!)
Chest drop crash fixed

Alpha, patch 1 ?/11/07

Fallens should no longer crash the game upon death
Hopefully the internal error should be gone for good...


Ragnarok Alpha 0.1 11/11/07

Mage non shared skills completed
Monster tokens re-enabled

Bugfixes

Lots


Pre Alpha 25/10/07

Enjoy

5.0 Credits
(Somewhat of a work in progress!)

Nefarius
Necrolis
AFJ666
Myhringoc!
MagicBermel
Elad
badger_pl
And all the Keep Staff :)
Anyone I forgot (PM me!)