Re: Rebirthe manual (Community written) Postby Nick » Sun Oct 04, 2009 5:50 pm REBIRTHE Manual ============== Mod by cla$$ics AKA eezstreet ============== CONTACTING THE AUTHOR Got a bug that needs stamping out? Contact me. eezstreet@live.com http://www.moddb.com/members/eezstreet REBIRTHE FORUMS viewforum.php?f=13 REBIRTHE WEBSITE http://www.rebirthe.gamesmodding.com REBIRTHE MODDB PAGE http://www.moddb.com/mods/rebirthe Table of Contents -------------------------------------------------------------------- Table of contents [0] [1]Installing the mod [1.1]Recent changes/bugfixes/balance adjustments [2]New Features [3]Rebirthe Guide to Sanctuary [3.1]Locations [3.2]Monsters [3.3]Survival [4]Interacting with others/The Trade World [4.01]Profession Information [4.1]Gemcutting [4.2]Alchemy [4.3]Cooking [4.4]Charming [4.5]Blacksmithing [4.6]Summoning [4.7]Mathematics [4.8]Insight [4.9]Charisma [4.95]Fletching [5]Skill Documentation (beta) [6]Legal [7]Credits Appendix [A] - Creating common ingredients Appendix [B] - Food effects Appendix [C] - Changelog -------------------------------------------------------------------- [1 - Installing the Mod] Ensure that your game is patched to 1.10 or higher. Extract the entire .zip into your Diablo II directory (C:/Program Files/Diablo II/ by default). Run the shortcut provided. If your Diablo II directory is different than C:/Program Files/Diablo II, then you may need to adjust the shortcut. -------------------------------------------------------------------- [1.1 - Recent Changes / bugfixes / balance adjustments] *Fixed a critical bug that made it not possible to use Assault Markers *Eviscerate's Deadly Strike now works properly *Despair (Skill) now lowers cold resistance *Internal fixes regarding secret recipes *The Caves is now a preset dungeon, "The Caves" *The Pit is now a preset dungeon, "Circle of Elements" *Added Circle of Elements waypoint *Added new unique items and monsters *Removed Teleport on Enigma *Increased starting AR *Increased mana per energy point *Fixed major bug with assassins *Added 15 new gem types *Added Necromancer skills *Removed description on keys (Now you can see the quantity ^^) *Gemcutting Uber Item (Oblivion Tyrant) *Alchemy Uber Item (Death Do Us Part) *Scrapped Health Regen Elixir in favor of Swallow *Scrapped Mana Regen Elixir in favor of Tawny Owl *Fixed crash in Black Marsh *Fixed another crash in Black Marsh *Necromancers now start with Teeth *Paladins now start with Sacrifice *Barbarians start with Bash *Buyback is greatly increased. Act 1 (Normal) merchants buy items at 10K gold. Act 5 (Hell) merchants can buyback up to 350K gold. *Added unique variants of the Essential Ingredients *Fixed Warmth Synergy *Nerfed Fallen Shamans *Fixed Lycanthrophic Modifier, it now spawns at levels 70+. Before now, Assassins could dominate Baal in 5 seconds *Fixed issues with Act 2 town *Fixed issues with Act 2 merc, they now have Bash instead of Feral Rage *Launched website *Scarabs, Hidden and Lightning Enchanted uniques charged bolts no longer do friendly fire. Before, Scarabs used to crowd in the Canyon of the Magi and kill you easily because of friendly fire. *Fixed Fire Bolt and Thunderstruck synergy displays *Removed some Immune monsters on Normal *Added a string on character select that displays how easy a character class is to use *Arrows and Bolts will now spawn with sockets properly *Amulets and Rings can be Normal quality *Infinite arrows, under certain conditions *Fixed a TON of bugs regarding maximum stats *Added Many new uniques *100 new Cooking Recipes -------------------------------------------------------------------- [2 - New Features] Necromancer Skills - Poison Inferno, Zombie Wall and more. New Profession Recipes - Over 400 new cube recipes New Dungeons - Circle of Elements and The Caves, two areas aimed at group activity New Gem Types - 14 New Gem Types, including Jasper, Chrysoberyl, Spinel, Onyx, Jade and more. New Unique Items - 130 New Unique Items Boss-specific Loot - Bosses from Dungeons have their own unique loot. Easy installation and expanded readme And more... New Features from vanilla D2 Loads of new skills Rebalanced gameplay New dungeons New unique items New set items New properties Professions Improved monster AI, including dynamic Fallen AI that use three different archetypes New Monsters And much more... ----------------------------------------------------------------------- [3 - Rebirthe Guide to Sanctuary] Open your eyes, and smell the fresh air around you. All around you, you hear the sounds of war. Demons cry, guns sound, grenades go off, and swords clash. This is Sanctuary. Hell and Heaven engage in a constant war on man's turf. The Lord of Terror walks the world in search of his two brothers, to be united and reign havok across the land. It is up to you to stop the world from ending in shambles. The going may be tough, but the weight of the world is your muscle. ----------------------------------------------------------------------- [3.1 - Locations] THE CAVES The Butcher houses an assortment of demons within the Caves, beneath the Cold Plains. A crypt near a cave structure caused the demons to merge the crypt and the caves together. Within the unholy lair, you will find the Leader of the Pack, a corrupted Druid trapped in his Werewolf body. Deeper within, you will find Coldcrow. Coldcrow was once a great general for The Rogues, but Andariel twisted her body to work for the Prime Evils. Only in the deepest crevices is where the Butcheer lies. The Caves are home to Burrowers, Nightmares, and Vampire Bats. CIRCLE OF ELEMENTS Long ago, travellers created a town beneath the Black Marsh. Inside the trade quarter, three floating orbs protected the town against theives and bandits, by automatically eliminating armed enemies. When Diablo came past, it seems that the town was just abandoned. Nowadays, Jailmaster Hoof has settled within the town. The orbs still float within the deepest sector of the ghost town, still active and kicking. ------------------------------------------------------------------------- [3.2 - Monsters] A great variety of hostile creatures live within Sanctuary. It is best to learn as much as you can about these creatures. Out of all the creatures, journalists noted that these are the most volatile: Vampire Bats (steal life, lightning) NeoFallen (revive, lightning) Cactus Boar (High DMG Resist) Decomposer (Eats Corpses) Meteoric (Rapid Shot, Splash Damage, Fast movement) Cave Yeti Pygmy Cave Yeti Witch Doctor Hidden Dark Guard Shadow Mameluke Canoness Goliath (Trap) Raven Imp Shadow Emblem Blastbees (Blast Attack) Stone Clan Fire Clan Hell Hawk Spirit Keeper Raven Imp Shaman Bloodied Abomination Khazra Crow Caller Corpse Crow Goliath (Troll) Hated Spirit Recluse Shadow Silk Spinner Crimson Widow Sage Root Sand Lord Mystic Harem Girl Harem Witch Lost Soul Shadow Hulk Mercenary Undead Horadrim Lupine Burrower Nightmare The Butcher ---------------------------------------------------------- [3.3 - Survival] Within the world, you will find a variety of items that will appear to you as 'trash'. These items are including, but not limited to: Broken Key Stagnant Water Old Coins String Dead Insect Rusty Blades It may appear that these items have no use. But fear not. These items have a hidden use - within the Horadric Cube. After all, one man's trash is another's treasure. --- At a glance, the monster difficulty appears to be extremely difficult. But, if you follow a strategy, known as Cripple the weakest first Use ranged against melee if possible Extra firepower is no substitute for strategy AKA CUE. C. Cripple the weakest first. Picking off the weakest first will always weaken the mob. However, it may prove to be a wiser decision to get rid of the high threats first, such as Meteorics and Fallen Shamans. U. Use ranged against melee if possible. Melee damage inflicts the most damage because it can cut through bodily organs, and it generally transfers more energy. Ranged attacks such as arrows inflict a medium amount of damage, because they put less force upon a target, yet they still have the power to cut through body parts. Spells inflict the weakest amount of damage since they only have the power to burn the skin. Thus, its a good idea to eliminate foes who use melee only from afar. Beware however, as some enemies such as Vampires and Fallen can use ranged in addition to melee. E. Extra firepower is no substitute for strategy. Don't get caught up in the moment of battle. When you are least expecting it, meteors may rain upon you. When you are just starting out, it's a good idea to pick out Fallen and Zombies one by one. ------------------------------------------------------- [4 - Interacting with others / The Trade World] The world of trade is a large and mysterious place. Online, you can trade your various trinkets and crafts with other people through Open Battle.net or TCP/IP. Closed Battle.net will not work. To Increase your cube level, cube Experience Flags with the Blackened Halo. When your 'Cube EXP to Next' reaches zero, use the recipe specified on the ring. -------------------------------------------------------- [4.01 - Profession Information] STARTING A PROFESSION To start a profession, cube a Start Profession Scroll with the Blackened Halo. By making items, you will get Profession Experience Flags. Unlike the Cube Level, you do not need to use a special recipe to level up. When you reach zero it will automatically level up. --------------------------------------------------------- [4.1 - Gemcutting] Gemcutting is the luxury art of creating beautiful items made of gold, silver, and gems. [*] indicates required profession level. Flux + Chipped Amethyst = Ring (+3 to Strength) & XP Flag [1] Flux + Chipped Ruby = Ring (+15 Fire Damage) & XP Flag [1] Flux + Chipped Sapphire (+15 Cold Damage) & XP Flag [1] Flux + Chipped Emerald = Ring (+ to Poison Damage) & XP Flag [2] Flux + Chipped Jade = Ring (+ to Poison Resist) & XP Flag [2] Flux + Chipped Apatite = Ring (+ to Fire Damage) & XP Flag [2] Flux + Chipped Jasper = Ring (+ to Fire Resist) & XP Flag [3] Flux + Chipped Onyx = Ring (+ to Damage vrs. Undead) & XP Flag [3] Flux + Chipped Spinel = Ring (+ to Fire Damage) & XP Flag [3] Flux + Chipped Cobalt = Ring (+ to Cold Damage) & XP Flag [3] Flux + Chipped Aquamarine = Ring (+ to Cold Resist) & XP Flag [4] Flux + Chipped Citrine = Ring (+ to Lightning Resist) & XP Flag [4] Flux + Chipped Tazanite = Ring (+ to Cold Damage) & XP Flag [4] Flux + Chipped Peridot = Ring (+ to Poison Resistance) & XP Flag [4] Flux + Chipped Diamond = Ring (+ to All Resistances) & XP Flag [5] Flux + Flawed Sapphire = Ring (+ to Cold Damage) & XP Flag [10] Flux + Flawed Ruby = Ring (+ to Fire Damage) & XP Flag [10] Flux + Flawed Emerald = Ring (+ to Poison Damage & XP Flag [10] Flux + Flawed Jade = Ring (+ to Poison Resistance) & XP Flag [10] Flux + Flawed Apatite = Ring (+ to Fire Resistance) & XP Flag [10] Flux + Flawed Onyx = Ring (+ to Damage vrs. Undead) & XP Flag [10] Flux + Flawed Cobalt = Ring (+ to Cold Resist) & XP Flag [10] Flux + Flawed Peridot = Ring (+ Hit Causes Monster to Flee) & XP Flag [10] Flux + Flawed Diamond = Ring (+ to All Resistances) & XP Flag [15] Flux + Flawed Skull = Ring (+ to Lifesteal/Manasteal) & XP Flag [15] Powdered Magic + Sapphire = Ring (+ to Cold Damage) & XP Flag [25] Powdered Magic + Ruby = Ring (+ to Fire Damage) & XP Flag [25] Powdered Magic + Emerald = Ring (+ to Poison Damage) & XP Flag [25] Powdered Magic + Jade = Ring (+ to Poison Resist) & XP Flag [25] Powdered Magic + Apatite = Ring (+ to Fire Resist) & XP Flag [25] Powdered Magic + Onyx = Ring (+ to Damage vrs. Undead) & XP Flag [25] Powdered Magic + Cobalt = Ring (+ to Cold Resist) & XP Flag [25] Powdered Magic + Peridot = Ring (+ Hit Causes Monster to Flee) & XP Flag [25] Powdered Magic + Diamond = Ring (+ to All Resistances) & XP Flag [35] Powdered Magic + Skull = Ring (+ to Life Steal / Mana Steal & XP Flag [35] Pure Dust + Flawless Sapphire = Ring (+ to Cold Damage) & XP Flag [50] Pure Dust + Flawless Ruby = Ring (+ to Fire Damage) & XP Flag [50] Pure Dust + Flawless Emerald = Ring (+ to Poison Damage) & XP Flag [50] Pure Dust + Flawless Jade = Ring (+ to Poison Resist) & XP Flag [50] Pure Dust + Flawless Apatite = Ring (+ to Fire Resist) & XP Flag [50] Pure Dust + Flawless Onyx = Ring (+ to Damage vrs. Undead) & XP Flag [50] Pure Dust + Flawless Cobalt = Ring (+ to Cold Resistance) & XP Flag [50] Pure Dust + Flawless Peridot = Ring (+ Hit Causes Monsters to Flee) & XP Flag [50] Pure Dust + Flawless Diamond = Ring (+ to All Resistances) & XP Flag [75] Pure Dust + Flawless Skull = Ring (+to Life Steal / Mana Steal) & XP Flag [75] Strong Dust + Perfect Sapphire = Ring (+ to Cold Damage) & XP Flag [100] Strong Dust + Perfect Ruby = Ring (+ to Fire Damage) & XP Flag [100] Strong Dust + Perfect Emerald = Ring (+ to Poison Damage) & XP Flag [100] Strong Dust + Perfect Jade = Ring (+ to Poison Resist) & XP Flag [100] Strong Dust + Perfect Apatite = Ring (+ to Fire Resist) & XP Flag [100] Strong Dust + Perfect Onyx = Ring (+ to Damage vrs. Undead) & XP Flag [100] Strong Dust + Perfect Cobalt = Ring (+ to Cold Resist) & XP Flag [100] Strong Dust + Perfect Peridot = Ring (+ Hit Causes Monsters to Flee) & XP Flag [100] Strong Dust + Perfect Diamond = Ring (+ All Resistances) & XP Flag [125] Strong Dust + Perfect Skull = Ring (+ Life Steal / Mana Steal) [125] Standard of Heroes + Perfect Skull + Perfect Onyx + Perfect Diamond + Perfect Jade = Oblivion Tyrant (See below for stats) [250] Oblivion Tyrant 35% Life Stolen Per Hit 35% Mana Stolen per hit 1 Socket 125% Extra gold from Monster 125% Increased Magic Find 100% Deadly Strike +25 to All Stats +40% Increased Experience +25% Bonus to Attack Rating Monsters flee when struck 75% +40 to Teleport ---------------------------------------------------------- [4.2 - Alchemy] Alchemy is the forgotten science of brewing potions. Magic Water + El Rune + Herb + Bladed Item = Basic Blade Coating & XP Flag [1] Magic Water + Nef Rune + Herb + Bladed Item = Amateur Blade Coating & XP Flag [10] Magic Water + Thul Rune + Herb + Bladed Item = Advanced Blade Coating & XP Flag [20] Magic Water + Io Rune + Herb + Bladed Item = Semi-Pro Blade Coating & XP Flag [30] Magic Water + Mal Rune + Herb + Bladed Item = Pro Blade Coating & XP Flag [40] Magic Water + Vex Rune + Herb + Bladed Item = Master Blade Coating & XP Flag [50] Magic Water + El Rune + Herb + Arrows/Bolts = Basic Arrow Grease & XP Flag [1] Magic Water + Nef Rune + Herb + Arrows/Bolts = Amateur Arrow Grease & XP Flag [10] Magic Water + Thul Rune + Herb + Arrows/Bolts = Advanced Arrow Coating & XP Flag [20] Magic Water + Io Rune + Herb + Arrows/Bolts = Semi-Pro Arrow Coating & XP Flag [30] Magic Water + Mal Rune + Herb + Arrows/Bolts = Pro Arrow Coating & XP Flag [40] Magic Water + Vex Rune + Herb + Arrows/Bolts = Master Arrow Coating & XP Flag [50] Rare Water + Eth Rune + Magic Bolts = 'Top Gun' Crossbow Oil & XP Flag [5] Rare Water + Eth Rune + Magic Arrows = 'Top Gun' Bow Oil & XP Flag [5] Rare Water + Amn Rune + Phosphorus = 'Kiss' Arrow Oil & XP Flag [10] Phosphorus + Rare Water + Rare Acid + Eld Rune = Very Weak Arrow Poison & XP Flag [10] Phosphorus + Rare Water + Rare Acid + Eth Rune = Weak Arrow Poison & XP Flag [15] Phosphorus + Rare Water + Rare Acid + Ort Rune = Light Arrow Poison & XP Flag [25] Phosphorus + Rare Water + Rare Acid + Shael Rune = Standard Arrow Poison & XP Flag [40] Phosphorus + Rare Water + Rare Acid + Lum Rune = Heavy Arrow Poison & XP Flag [50] Phosphorus + Rare Water + Rare Acid + Lem Rune = Strong Arrow Poison & XP Flag [60] Phosphorus + Rare Water + Rare Acid + Ohm Rune = Very Strong Arrow Poison & XP Flag [75] Rare Water + Rare Acid + Powdered Magic + Tir Rune = Ineffective Arrow Chillant & XP Flag [10] Rare Water + Rare Acid + Powdered Magic + Ith Rune = Weak Arrow Chillant & XP Flag [15] Rare Water + Rare Acid + Powdered Magic + Amn Rune = Modest Arrow Chillant & XP Flag [25] Rare Water + Rare Acid + Pure Dust + Lum Rune = Standard Arrow Chillant & XP Flag [40] Rare Water + Rare Acid + Pure Dust + Fal Rune = Effective Arrow Chillant & XP Flag [50] Rare Water + Rare Acid + Pure Dust + Gul Rune = Cold Arrow Chillant & XP Flag [60] Rare Water + Rare Acid + Strong Dust + Sur Rune = Deadly Arrow Chillant & XP Flag [75] Phosphorus + Rare Acid + Nef Rune + Ith Rune = Very Weak Dagger Poison & XP Flag [10] Phosphorus + Rare Acid + Ral Rune + Shael Rune = Weak Dagger Poison & XP Flag [15] Phosphorus + Rare Acid + Dol Rune + Lum Rune = Light Dagger Poison & XP Flag [25] Phosphorus + Rare Acid + Fal Rune + Pul Rune = Standard Dagger Poison & XP Flag [40] Phosphorus + Rare Acid + Mal Rune + Vex Rune = Heavy Dagger Poison & XP Flag [50] Phosphorus + Rare Acid + Ohm Rune + Sur Rune = Strong Dagger Poison & XP Flag [60] Phosphorus + Rare Acid + Ber Rune + Cham Rune = Very Strong Dagger Poison & XP Flag [75] Rare Water + Powdered Magic + Herb = Ineffective Dagger Chillant & XP Flag [10] Rare Water + Powdered Magic + Acid = Weak Dagger Chillant & XP Flag [15] Rare Water + Powdered Magic + Sand = Modest Dagger Chillant & XP Flag [25] Rare Water + Pure Dust + Herb = Standard Dagger Chillant & XP Flag [40] Rare Water + Pure Dust + Acid = Effective Dagger Chillant & XP Flag [50] Rare Water + Pure Dust + Sand = Cold Dagger Chillant & XP Flag [60] Rare Water + Strong Dust + Phosphorus = Deadly Dagger Chillant & XP Flag [75] Animal Horn + Dripping Spore + Magic Water = Greasy Eagle [1] 2 Cooked Bleeding Hearts + Jewel = Swallow [5] Totem of Hatred + Jewel + Magic Water = Tawny Owl [5] Totem of Terror + Jewel + Magic Water = Phade [10] Totem of Destruction + Jewel + Magic Water = Grim Burden [20] Potion++ + Ether++ + Strong Dust + Totem of Destruction = Demon Pharoah [30] Totem of Hatred + Totem of Terror + Totem of Destruction + Jewel + Rare Water + Magic Herb = Plague to Honor [50] 2 Flux + 2 Powdered Magic + Acid + El Rune = Acolyte's Thunderbrew & XP Flag [1] 2 Flux + 2 Powdered Magic + Acid + Eld Rune = Acolyte's Thunderbrew & XP Flag [10] 2 Flux + 2 Powdered Magic + Acid + Tir Rune = Journeyman's Thunderbrew & XP Flag [20] 3 Flux + 3 Powdered Magic = Doctor's Thunderbrew = Doctor's Thunderbrew & XP Flag [30] 3 Flux + 3 Powdered Magic + Acid = Master's Thunderbrew & XP Flag [40] 3 Flux + Magic Water = Acolyte's Cold Tonic & XP Flag [1] 3 Flux + Rare Water = Apprentice's Cold Tonic & XP Flag [10] 3 Powdered Magic + Magic Water = Journeyman's Cold Tonic & XP Flag [20] 3 Powdered Magic + Rare Water = Doctor's Cold Tonic & XP Flag [30] 3 Pure Dust + Rare Water = Master's Cold Tonic & XP Flag [40] 3 Flux + Magic Herb + Magic Water = Weak Wizardtallow & XP Flag [10] 3 Powdered Magic + Magic Herb + Magic Water = Moderate Wizardtallow & XP Flag [20] 3 Pure Dust + Magic Herb + Rare Water = Concentrated Wizardtallow & XP Flag [30] Potion++ + Potion+ + Potion + Flux = Weak Visatritum & XP Flag [10] 2 Potion++ + 2 Potion+ + 2 Potion + Powdered Magic = Moderate Visatritum & XP Flag [20] 3 Potion++ + 3 Potion+ + 3 Potion + Pure Dust = Concentrated Visatritum & XP Flag [30] Rejuvination Potion + Demonic Standard + Essence of Death = Weak Ghoul Repellent & XP Flag [10] 2 Rejuvination Potion + Demonic Standard + Essence of Death = Moderate Ghoul Repellent & XP Flag [20] 3 Rejuvination Potion + Demonic Standard + Essence of Death = Concentrated Ghoul Repllent & XP Flag [30] Magic Metal Item + Acid + Sand + Phosphorus = Weak Silver Shrapnel Potion & XP Flag [10] Rare Metal Item + Acid + Sand + Phosphorus = Moderate Silver Shrapnel Potion & XP Flag [20] Standard of Heroes + Totem of Hatred + Totem of Terror + Totem of Destruction + 3 Strong Dust + 2 Rare Water = Death Do Us Part [200] CREATING PHOSPHORUS ------------------- Certain recipes require an ingredient known as Phosphorus. There are two methods to obtain Phosphorus: through Apatite and through Bones. To create Phosphorus through Bones, first burn some bones. 3 BONES + ESSENCE OF HEAT = 3 BONE ASHES 2 BONES + ESSENCE OF HEAT = 2 BONE ASHES BONES + ESSENCE OF HEAT = BONE ASHES Obviously, it is more economical to burn as many bones as you can. Read the Appendix for info about Essence of Heat. Now, you need to convert the Bone Ashes into Phosphorus. Use this cube recipe: BONE ASHES + ACID = PHOSPHORUS The other way of getting Phosphorus is through the Apatite gem. Use this recipe: BENIGN AMULET + CHIPPED APATITE = PHOSPHORUS APPLYING OILS, POISONS AND CHILLANTS ------------------------------------ To apply a poison, coating, oil, or chillant, use this cube recipe: ITEM + OIL/COATING/POISON/CHILLANT = APPLY OIL/COATING/POISON/CHILLANT This will permenantly apply that oil/coating/poison/chillant onto the item. Make sure you are using the correct oil/poison/coating/chillant with the correct item. For example, Arrow Poison will not work with Daggers, and vice versa. There are additional restrictions. You cannot apply two of the same item on the same weapon. So for instance, you cannot use a Basic Blade Coating on an axe, and then apply an Advanced Blade Coating on the same axe. However, you can apply different types. So, you can have a dagger and apply a Blade Coating, a Dagger Chillant, and a Dagger Poison on the same weapon. This is good for giving Unique and Set Items that extra punch. REMOVING OILS, POISONS AND CHILLANTS ------------------------------------ Using Sand or Phosphorus, you can remove an oil, poison, or chillant. Just cube the item that you want properties to be removed. -2 SAND + COATED/OILED/POISONED/CHILLED ITEM = REMOVE QUALITIES OF 1 COATING/OIL/POISON/CHILLANT -PHOSPHORUS + COATED/OILED/POISONED/CHILLED/ ITEM = REMOVE QUALITIES OF 1 COATING/OIL/POISON/CHILLANT Note that you can remove the properties of 'Top Gun' and 'Kiss' the same way. --------------------------------------------------------- [4.3 - Cooking] Culinary skills have existed since ancient times. It all began when man needed to quench his thirst or hunger after a long day. Thus, emerged sustenance. Of course, cuisine has grown more civilized since then, but the basic principle remains. To cook items, you will frequently need heat. Look to the appendix on information on how to make heat. All cooking recipes give a professionary experience flag. Bleeding Heart + Heat = Cooked Bleeding Heart [1] Ruptured Liver + Heat = Cooked Ruptured Liver [1] Crushed Pancreas + Heat = Cooked Crushed Pancreas [1] Rusty Blade + Bleeding Heart + Heat [1] 2 Chrysoberyl + Scroll of Replenishment = Corn [1] Tsavorite + Scroll of Replenishment = Avocado [1] Peridot + Scroll of Replenishment = Apple [1] Chrysoberyl + Scroll of Replenishment = Orange [1] Orange + Scroll of Replenishment = Banana [1] Aquamarine + Scroll of Replenishment = Gutted Fish [1] Spinel + Scroll of Replenishment = Tomato [1] Apple + Scroll of Replenishment = Sugar [2] Bleeding Heart + String + Heat = Lamb Log [2] Benign Amulet + Herb + Heat = Bread [2] Bleeding Heart + String + Herb + Heat = Spiced Lamb Log [3] Benign Amulet + 2 Herbs + Heat = Spice Bread [3] Tourmaline + Scroll of Replenishment + Vegebtable Oil + Heat = Bacon [5] Bacon + Scroll of Replenishment + Heat = Sausage [5] Corn + Sugar + Vegetable Oil = High-fructose Corn Syrup [5] Cut of Steak + Scroll of Replenishment = Skirt Steak [5] Jasper + Scroll of Replenishment = Margarine [5] Onyx + Scroll of Replenishment + Sugar = Chocolate Coins[5] Onyx + Scroll of Replenishment + Herb = Magic Flour [5] Tomato + Rusty Blade = Tomato Puree [5] Tomato + Water = Tomato Paste [5] Citrine + Scroll of Replenishment = Powdered Eggs [5] Sausage + Herb + Heat = Italian Sausage [10] Magic Flour + Powdered Eggs + Water = Noodles [10] Lemon Drops + Sugar + Acid = Sour Candy [10] High-fructose Corn Syrup + Sugar + Apple + Heat = Lollypop [10] Chrysoberyl + Scroll of Replenishment + Sugar + High-fructose Corn Syrup + Heat = Lemon Drops [10] Skirt Steak + Scroll of Replenishment = Minute Steak [10] Banana + Chocolate Coins + Heat = Chocolate-covered Banana [10] 3 Cuts of Steak + Rusted Blade + Heat = New York Strip Steak [10] Onyx + Scroll of Replenishment + Heat = Sauteed Mushrooms [10] Powdered Eggs + Water + Rusty Blade + Heat = Scrambled Eggs [15] Powdered Eggs + Water + Heat = Sunny-side Up Eggs [15] Tomato Paste + Herb = Hot Sauce [15 Magic Flour + Herb + Heat = Crouscant [20] Magic Flour + Scroll of Replenishment + Margarine + Heat = Biscuit [20] Lemon Drops + Acid + Water = Lemonade [20] Orange + Sugar + Water = Orange Juice [20] Bread + Margarine + Herb + Heat = Garlic Toast [20] Cooked Ruptured Liver + Scroll of Replenishment + Herb + Heat = Grilled Chicken [20] Jasper + Scroll of Replenishment + Chocolate Coins = Chocolate Milk [20] Powdered Eggs + 2 Waters + Heat = Hard Boiled Egg [20] Cut of Steak + Jasper + Scroll of Replenishment + Bread + Heat = Philly Cheesesteak [20] Jasper + Scroll of Replenishment + Bread + Heat = Grilled Cheese Sandwich [25] Spice Bread + Powdered Eggs + Water + Magic Flour + Sugar + Heat = French Toast [25] Crouscant + Sunny Side Up Eggs + Sausage = Breakfast Sandwich [25] Hard-Boiled Egg + Herb = Deviled Egg [25] Onyx + Jasper + Scroll of Replenishment + Bread + Tomato + Heat = Cheeseburger [25] Avocado + Water + Heat = Guacamole [25] Cooked Bleeding Heart + Tomato Paste + Herb + Heat = Pork Ribs (Half Rack)[25] Margarine + Water + Acid = Vegetable oil [30] Sausage + Tomato Paste + Herb + Noodles + Heat = Spaghetti [30] Cooked Crushed Pancreas + Tomato Puree + Herb + Heat = Babyback Ribs (Half Rack)[30] Chrysoberyl + Scroll of Replenishment + Heat = Hash Browns [35] Cooked Heart + Rusty Blade + Bread + Heat = Pulled Pork Sandwich [35] 2 Cooked Bleeding Hearts + Tomato Paste + Herb + Heat = Pork Ribs (Full Rack)[35] 2 Cooked Crushed Pancreases + Tomato Puree + Herb + Heat = Babyback Ribs (full rack)[40] Hash Browns + Scrambled Eggs + Sausage + Bacon + Heat = Breakfast Mix [40] Onyx + Jasper + Scroll of Replenishment + Bread + Sauteed Mushrooms = Angus Cheeseburger [40] Chrysoberyl + Scroll of Replenishment + Vegetable Oil + Heat = French Fried Potatoes [40] Grilled Chicken + Orange + Rum + Heat = Orange Chicken [45] Cheeseburger + Bacon + Heat = Bacon Cheeseburger [45] Cooked Ruptured Liver + Herb + Spice Bread + Acid + Heat = French Dip Sandwich [45] Cut of Steak + Tomato Puree + Herb + Heat = Stew [50] 3 Chocolate Coins + Water + Heat = Fudge Bar [50] Noodles + Jasper + Scroll of Replenishment + Heat = Macoroni and Cheese [50] Grilled Chicken + Water + Acid + Herb + Sugar + Gin + Heat = General Tso's Chicken [50] Apple + Orange + Banana + Water = Fruit Cocktail [50] Noodles + Herb + Vegetable Oil = Pasta Salad [50] Magic Flour + Powdered Eggs + Apatite + Scroll of Replenishment + Heat = Strawberry Pastry [50] Magic Flour + Powdered Eggs + Aquamarine + Scroll of Replenishment + Heat = Blueberry Pastry [50] Italian Sausage + Herb + Water + Noodles + Heat = Swedish Meatballs [55] Gutted Fish + Hard-Boiled Egg + Acid + Heat = Tuna Salad [65] Tuna Salad + Bread = Tuna Salad Sandwich [65] Grilled Chicken + Magic Flour + Vegetable Oil + Heat = Fried Chicken [65] Grilled Chicken + Magic Flour + Vegetable Oil + Rusty Blade + Heat = Popcorn Chicken [65] Chocolate Coins + Water + Heat = Hot Chocolate [70] 2 Jasper + Scroll of Replenishment = Ice Cream [70] 3 Sugar + Water = Gin [70] 3 Sugar + Acid = Rum [70] Magic Flour + Corn + Water + Heat = Fresh Tortilla [75] Grilled Chicken + 3 Acid + Heat = Buffalo Chicken [75] 2 Cheeseburgers + Heat = Double Cheeseburger [75] 2 Jasper + Scroll of Replenishment + Chocolate Coins = Chocolate Ice cream [75] Spice Bread + Herb + Tomato = Gourmet Sandwich [75] Gutted Fish + Apatite + Scroll of Replenishment + Vegetable Oil + Heat = Broiled Salmon [75] 3 Cheeseburger + Heat = Triple Cheeseburger [80] 2 Bacon Cheeseburgers + Heat = Double Bacon Cheeseburger [80] Gutted Fish + Water + Noodles + Herb + Heat = Tuna Alfredo [80] Fresh Tortilla + Cut of Steak + Jasper + Scroll of Replenishment + Hot Sauce + Heat = Quesadilla [80] 3 Bacon Cheeseburgers + Heat = Triple Bacon Cheeseburger [85] Fresh Tortilla + Tomato + Grilled Chicken + Guacamole + Heat = Taco [85] Fresh Tortilla + Tomato + Grilled Chicken + Hot Sauce + Guacamole + Heat = Hot Taco [85] Fresh Tortilla + Cut of Steak + Heat = Burrito [90] Minute Steak + Tomato + Apple + 2 Heat = Shish Kabob [90] Gin + Rum + Apple + Orange = Margarita [95] Cut of Steak + Corn + Tomato + Hot Sauce = Taco Salad [95] Gin + Sugar + Apple + Acid = Ginger Ale [95] New York Strip Steak + Sauteed Mushrooms + Rum + 2 Heat = Mongolian Horde Food [95] Fresh Tortilla + Tomato Paste + Jasper + Scroll of Replenishment + Cut of Steak + Herb + Heat = Enchilada [95] Onyx + Scroll of Replenishment + Magic Flour + Vegetable Oil + Gin + Heat = Beer-battered Onion Rings [95] Magic Flour + Sugar + Powdered Eggs + Margarine + Heat = Cake [100] Banana + Ice Cream + Chocolate Coins = Banana Sundae [100] Chocolate Coins + Heat + Ice Cream = Hot Fudge Sundae [100] Fresh Tortilla + Gutted Fish + Vegetable Oil + Margarine + Herb + Heat = Fish Taco [100] Magic Flour + Sugar + Powdered Eggs + Margarine + Chocolate Coins + Heat = Chocolate Cake [105] Noodles + Tomato Puree + Tomato + Skirt Steak = Goulash [105] Water + Gin + Apple + Peridot + Scroll of Replenishment = Mojito [115] Apatite + Scroll of Replenishment + Herb + Margarine + Heat = Lobster [120] Gin + Rum + Banana = Pina Colada [120] 3 Corn + Tomato + Herb + Heat = Tamale [120] For more information about food items, see Appendix B. --------------------------------------------------- [4.4 - Charming] For eons, mages and expert artisians have crafted items that Sanctuary today knows as Charms. These items grant you a bonus when they are in your backpack, so no equipping is required. Just carry it and you are ready to go. (Note: Charming is not complete yet!) Magic Water + Flux + Powdered Magic = Stout Grand Charm [1] Magic Sand + Flux + Powdered Magic = Rugged Grand Charm [1] 2 Magic Sand + Powdered Magic = Bronze Grand Charm [1] --------------------------------------------------- [4.5 - Blacksmithing] Ever since war began, so too has the need for advanced ways of killing others and protecting yourself. The Blacksmith provides a necessary role in this, as they create melee weapons and steel plate mail from metal items found on the field. As so, this profession is best taken up by a Barbarian, a Druid, an Amazon, a Sorceress, or a Paladin. (Note: Blacksmithing is not fully implemented yet!) 2 Metal Items + Flux = Skull Cap [1] Metal Item + Flux + Heat = Short Sword [1] Metal Item + 2 Flux = Hand Axe [1] --------------------------------------------------- [4.6 - Summoning] An art only thought of used by Necromancers and Druids, Summoning allows the user to summon hordes of minions to serve them, through a Summoning Stone. Equip a Summoning Stone and then use 'Throw' to summon a minion. Note that minions summoned through the Summoning stone will NOT follow you. Certain minions may also attack you, so beware. ( Summoning is not complete! ) CREATING SUMMONING STONES Pure Dust + Powdered Magic = Basic Summoning Stone [1] CHARGING SUMMONING STONES Summoning Stone + Tail = QUILL RAT [1] --------------------------------------------------- [4.7 - Mathematics] Philosophers and scholars of ancient Sanctuary built up the foundation of Matheatics as we know it today. These days, Mathematics is used to enhance weapons by increasing their aerodynamicy as well as their damage and chance to hit. Insight is a good skill to pair with this profession. ( Mathematics isn't fully complete... ) CREATING PAPER Flayed Book + Strong Dust = Prepared Paper [1] --- Prepared Paper + Flux + Essence of Lavendar = Algebraic Formula for Aerodynamicy [1] Prepared Paper + Powdered Magic + Essence of Heat = Algebraic Formula for Ballistics [1] ---------------------------------------------------- [4.8 - Insight] What a wonderful world of items it is! Unfortunately, you don't know the purpose of many of these items, but if you gain a high Insight, you can learn the purpose of these items! You need Mathematics to create Prepared Paper needed for Insight recipes. It is generally a good idea to create one playyer with Insight, then put all your Purpose Cards into the shared stash (PlugY). ( Not fully implemented ) Rusty Blade + Prepared Paper = Purpose Card: Rusty Blade [1] String + Prepared Paper = Purpose Card: String [2] ---------------------------------------------------- [4.9 - Charisma] There are millions of people in Sanctuary, and there are instances when you need to barter with them. So what do you do? You develop charisma of course! (Not fully implemented) Old Coins + Amulet = Add 1% Gold Find to an Amulet. [1] ---------------------------------------------------- [4.95 - Fletching] Man sought to hunt deer and elk on the steppe. But, all he had was his trusty blade. Thus, the need arised to hunt animals from far away using a bow and arrow. That tradition carries on into the battlefield, where demons do more damage close-up than from far away. ( Not fully implemented ) Bones + Animal Horn = Stack of Arrows [1] 2 Bones = Stack of Bolts [1] ---------------------------------------------------- [ 5 - USING YOUR INNER TALENTS - A GUIDE TO YOU ] [ : Skill Documentation (incomplete/beta) : ] ---------------------------------------------------- Hello reader! This guide has been set up in an effort to better utilize your abilities against the Prime Evils and their minions. Do you think you have what it takes to hold off a band of Fallen? Do you think you have what it takes to crawl into a tomb and ransack the local undead? Read this guide, put in motion your newfound talents, and find out for yourself. ---------------------------------------------------- [ 5.1 - Modern Sorcery ] The mage clans have always squabbled about tactics and spells. But they didn't realize that their squabbling would release one of the Prime Evils - Baal, the Lord of Destruction. Make up for their mistakes, hero... [ COLD SPELLS ] ---------- Glacial Bomb Level 1 No Prerequisite Hand-oriented Magic Launches a bomb that flies through the air and chills nearby targets. [3-4 Cold Damage] +2, +4, +10, +19, +29 minimum cold damage (per level) +3, +6, +12, +22, +33 maximum cold damage (per level) [1.25 mana cost, +0.25 mana cost per level] [Leaves you undefended for 0.5 second] This skill receives bonuses from: All cold spells (except Armors and Masteries): +20% cold damage per skill level Cold Mastery Cold Spell Bonuses ---------- Frozen Armor Level 1 No Prerquisites Whole-body magic Creates a shield of ice that freezes opponents that attack you, as well as increasing your armor. [Lasts 125 seconds, +12 seconds per level] [1.2 freeze duration, +0.1 freeze duration per level] [+30% Defense, +5% defense per level] [Creates a small light radius] [Mana Cost: 7] ---------- Frost Nova Level 6 No prerequisites Staff-oriented magic Creates an expanding ring of ice around you. [4-8 cold damage] +4, +6, +8, +10, +12 minimum cold damage (per level) +5, +7, +9, +11, +13 maximum cold damage (per level) [Mana Cost: 2.25, +0.25 mana cost per level] This skill receives bonuses from: All Cold Skills (except Cold Mastery and armors): +20% damage per level Cold Mastery Cold Spell Bonuses --------- Chillcone Level 6 Requires Glacial Bomb Whole-body magic Creates a row in front of you. Whenever a monster walks over this row they are chilled. [2-4 cold damage] +2, +2, +2, +3, +3 minimum cold damage (per level) +2, +2, +2, +3, +3 maximum cold damage (per level) [Mana Cost: 8, +1 to Mana Cost per level] [4 second delay] This skill receives bonuses from: Cold Mastery Cold Spell Bonuses --------- Shiver Armor Level 12 Requires Frozen Armor Whole-body magic Creates a frozen suit of armor, that chills enemies that come near. [12-16 cold damage] +4, +6, +8, +10, +12 minimum cold damage (per level) +5, +7, +9, +11, +13 maximum cold damage (per level) [+45% defense, +6% defense per level] [Lasts 125 seconds, +12 seconds per level] [Creates a small light radius] [Mana cost: 11] ---------- Sub-Zero Level 18 Requires Chillcone Whole-body Magic Creates a Chillcone that expands all the way around you. [4-8 cold damage] +4, +6, +8, +10, +12 minimum cold damage (per level) +5, +7, +9, +11, +13 maximum cold damage (per level) [Mana cost: 9, +1 to mana cost per level] [12 second delay] This skill receives bonuses from: Cold Mastery Cold Spell Bonuses ---------- Glacial Spike Trap Level 24 Requires Frost Nova and Sub-Zero Placed magic Create a trap, that, when activated, freezes the activator and shoots a glacial spike. Often, the activator explodes into small pieces. [18-36 cold damage] +9, +12, +24, +54, +162 minimum cold damage (per level) +9, +18, +30, +60, +168 maximum cold damage (per level) [Mana cost: 12, +3 mana cost per level] [1 second delay] [Small light radius] This skill receives bonuses from: Cold Mastery Cold Spell Bonuses ----------- Chilling Armor Level 24 Requires Shiver Armor Whole-body magic Create a suit of armor that launches Ice Bolts at ranged attackers. [8-12 cold damage] +2, +4, +6, +8, +10 minimum cold damage (per level) +3, +5, +7, +9, +11 maximum cold damage (per level) [Mana cost: 17] [Creates a small light radius] ----------- Comet Strike Level 30 Requires Glacial Spike Trap Chanted magic Summon a large comet to crash into the earth, freezing nearby enemies. [27-33 cold damage] +8, +13, +26, +27, +28 minimum cold damage (per level) +8, +14, +27, +28, +28 maximum cold damage (per level) [Mana cost: 50, +5 to Mana Cost per level] [Creates a light radius] ----------- Cold Mastery Level 30 No prerequisite Passive Magic Increase your affiliation with cold by reducing enemy resistance to cold -20% Enemy Cold Resistance, -5% Enemy Cold Resistance per level [ LIGHTNING SPELLS ] ----------- Charged Bolt Level 1 No Prerquisite Hand-oriented magic Launch multiple bolts of electricity [4-8 Lightning Damage] +1, +1, +2, +3, +4 minimum Lightning Damage per level +1, +1, +2, +3, +4 maximum Lightning damage per level [5 bolts, +2 bolts per level up to a maximum of 24] [Mana Cost: 3, +0.5 Mana Cost per level] This skill receives bonuses from: Lightning Mastery Lightning Spell Bonuses ------------ Lightning Strike Level 6 No Prerquisite Upper-body oriented magic Force lightning to strike from the heavens [1-15 Lightning damage] +0, +0, +0, +0, +0 to minimum Lightning damage per level +10, +10, +10, +10, +10 to maximum Lightning damage per level [Mana cost: 5] This skill receives bonus from: Lightning Mastery Lightning Spell Bonuses -------------- Lightning Armor Level 6 No Prerequisite Whole-body Magic Create a suit of lightning crafted by Thor the Thunder God. Enemies that hit you will suffer punishment from the heavens. [1-10 Lightning Damage] +1, +0, +0, +0, +0 to Minimum Lightning Damage per level +10, +10, +10, +10, +10 to Maximum Lightning Damage per level [Adds 45% Lightning Resistance, +3% Per Level] 144 second duration, +6 seconds per level [Mana Cost: 7] This skill receives bonuses from: Lightning mastery Lightning Spell Bonuses -------------- Thunderstorm Level 12 Requires Lightning Strike Upper-body oriented magic Create one of nature's most devastating storms - The Thunderstorm. [1-100 Lightning Damage] +10, +10, +11, +11, +11 Minimum Lightning Damage Per Level +10, +10, +11, +11, +11 Maximum Lightning Damage per level 32 second duration, +8 seconds per level [Mana Cost: 19] This skill receives bonuses from: Lightning mastery Lightning Spell Bonuses -------------- Senseflash Level 12 Requires Charged Bolt Mind magic Use the power of lightning to blind and deafen nearby enemies. Note that this ability has a long delay. [75-120 damage] +36, +42, +48, +54, +60 minimum damage per level +36, +42, +48, +54, +60 maximum damage per level [Creates a large light radius] 4 second stun length, +1 second per level [4 second delay] [Mana cost: 10, +1 to Mana Cost per level] --------------- Storm Slash Level 18 Requires Senseflash Upper-body oriented magic Create a devastating lightning whip that twirls around your current position [1-25 lightning damage per whip section] +0, +0, +0, +0, +0 minimum Lightning damage per whip section per level +10, +25, +50, +100, +100 maximum Lightning damage per whip section per level [4 second delay] [Mana cost: 25, +0.5 mana cost per level] This skill receives bonuses from: Lightning Mastery Lightning Spell Bonuses ---------------- Teleport Level 18 Requires Lightning Armor Whole-body magic Instantly travel to a location [Mana cost: 24, -1 mana cost per level] ---------------- Melee Expertise Level 24 Requires Thunderstorm and Storm Slash Melee magic Boosts your players reflexes (using the term Lightning fast reflexes). ALL WEAPONS: To Hit: +100%, +23% per level Damage: +100%, +23% per level Critical Strike Chance: 0.25%, +0.25% per level Damage Resistance: +15%, +1% per level Attack Rate: +15%, +1% per level ---------------- Lightspeed Level 24 Requires Teleport and Storm Slash Peda magic Increases the user's speed, leaving a trail of light behind them. +25% to All Velocity, +6% per level +25% to attack Rate, +3% per level [1 second delay] [Mana cost: 10] This skill receives bonuses from: Lightning Mastery: +0.2% to All Velocity per level ---------------- Lightning Mastery Level 30 No Prerequisite Passive magic Increases the user's affiliation with Lightning magic. +50% to Lightning Spell Damage, +12% Lightning Spell damage Per Level [ FIRE SPELLS ] Fire Bolt Level 1 No Prerequisite Staff-oriented magic Launches a devastating Fire Bolt at the enemy. [6-12 Fire Damage] +3, +4, +8, +18, +54 minimum Fire Damage per level +3, +6, +10, +20, +56 maximum Fire Damage per level [Mana Cost: 2.5] This skill receives bonuses from: Fire Mastery Fire Spell Bonuses --------------- Warmth Level 1 No Prerequisite Replenishing magic Cast to increase Mana recovery, but slow your missiles as well. 60 second duration, +2 seconds per level 100% base missile speed reduction, -3% missile speed per level +12% mana recovery bonus, +5% per level [Mana Cost: 5, +1 to mana cost per level] This skill receives bonuses from: Inferno: +1 second duration per level --------------- Hailfire Level 6 No Prerequisite Upper-body oriented magic Cast to summon a spikey meteor that crashes into the earth. The meteor shatters into small pieces that explode when stepped on. Explosive rounds deal 3-6 fire damage. +2, +2, +4, +9, +27 minimum fire damage per level +2, +4, +5, +10, +28 maximum fire damage per level [4 second delay] [Mana cost: 10] This skill receives bonuses from: Fire Mastery Fire Spell Bonuses ---------------- Blaze Level 12 Requires Hailfire Peda magic Cast to create a trail of flames behind you. 4-8 Fire Damage per second +2, +3, +4, +6, +9 Minimum Fire Damage Per Second per level +2, +3, +4, +6, +9 Maximum Fire Damage Per Second per level 2 seconds minimum duration, 20 seconds maximum duration (duration increases with level) [Mana Cost: 11, +0.5 to Mana Cost per second] This skill receives bonuses from: Fire Mastery Fire Spell Bonuses ----------------- Flash of Flame Level 12 Requires Fire Bolt Whole-body magic Cast to create an expanding ring of flame around you. 2-10 Fire Damage +4, +6, +8, +10, +12 Minimum Fire Damage per level +4, +6, +8, +10, +12 Maximum Fire Damage per level [Mana Cost: 15, +1 to Mana Cost per level] This skill receives bonuses from: Fire Mastery Fire Spell Bonuses ----------------- Inferno Level 18 Requires Blaze Continuously Chanted magic The Sorceress chants a continuous chant, pulsing fire in front of her. 32-64 Fire Damage per Second +24, +26, +28, +32, +36 Minimum Fire Damage per Second per Level +24, +27, +29, +33, +37 Maximum Fire Damage per Second per Level [Mana Cost: 9, +0.5 per level] 10 yard range, +0.5 yards per level This skill receives bonuses from: Warmth: +13% fire damage per level Fire Mastery Fire Spell Bonuses ----------------- Enchant Level 18 Requires Warmth and Flash of Flame Field magic The sorceress enchants a weapon with Flame power. 16-20 added Fire Damage +3, +7, +11, +15, +19 minimum Added Fire Damage per Level +5, +9, +13, +17, +21 maximum added Fire Damage per Level +20 to Attack Rating, +9 to Attack Rating per level [Mana Cost: 25, +1 to Mana Cost per Level] Lasts 144 seconds, +24 seconds per level This Skill receives bonuses from: Warmth: 9% additional fire damage per level Fire Mastery Fire Spell Bonuses ----------------- Hydra Level 24 Requires Inferno and Flash of Flame Summoning The sorceress summons a deadly fire beast known as the Hydra to aid her in combat. 24-34 Fire Damage +9, +13, +17, +21, +25 minimum Fire Damage per level +11, +15, +19, +23, +27 maximum Fire Damage per level Hydras last ten seconds [2 second delay] [Mana cost: 20, +0.5 per level] This skill receives bonuses from: Fire Bolt: +3% Fire Damage per Level Flash of Flame: +3% Fire Damage per level Fire Mastery Fire Spell bonuses ------------------ Fire Mastery Level 30 No Prerequisite Passive magic Increases the Sorceresses affiliation with Fire magic. +30% Fire Damage, +7% per level ------------------ Seething Fury Level 30 Requires Enchant Melee magic Charge-up ability - Release each charge by using a Finishing Move or a Normal Attack. Charge 1 - Adds burn damage Charge 2 - Sends forth Chaos Lightning Charge 3 - Releases a plethora of Meteors [Charges stack] [CHARGE 1 - ADDS FIRE DAMAGE] Adds 6-10 Fire Damage +5, +10, +20, +30, +40 Minimum Fire Damage per level +5, +11, +22, +33, +44 Maximum fire Damage per level +30 to Attack Rating, +14 per Level +100% bonus to Attack Rating for each charge [CHARGE 1] Converts 3% Physical Damage to Fire, +3% Physical Damage converted per level [Mana Cost: 2 per charge, on attack] This skill receives bonuses from:S Fire Mastery Fire Spell Bonuses ------------------------------------------------------------------- [ 5.2 - NATURE AND YOU/INSIDER'S SECRETS TO DRUID TRANSFORMATIONS ] ------------------------------------------------------------------- Long ago, Druids and Barbarians were close brethren with one another. But mysteriously, their ways have shifted and digressed. Druids are ones with nature; they control, manipulate, and bend nature to suit their needs. Some, more famous Druids are also known as world-renowned poets and bards. --------------------- [ ELEMENTAL SKILLS / NATURAL DISASTERS ] ---------------------- Volcano Level 1 No Prerequisites Chanted magic Summon a fiery Volcano to mow down enemies. [3-9 fire damage] +1, +3, +11, +15, +21 Minimum Fire Damage per level +1, +3, +11, +15, +21 Maximum Fire Damage per level [1-2 damage] +0, +0, +0, +0, +10 Minimum damage per level +0, +0, +0, +0, +10 Maximum damage per level [Mana cost: 10] [2 second delay] This skill receives bonuses from: Wildfire: +12% damage per level Wildfire: +12% fire damage per level Armageddon: +12% damage per level Armageddon: +12% fire damage per level Fissure: +12% damage per level Fissure: +12% fire damage per level Molten Boulder: +12% damage per level Molten Boulder: +12% fire damage per level Physical Spell Bonuses Fire Spell Bonuses -------------- Molten Boulder Level 6 Requires Volcano Upper-body oriented magic Let loose a fiery boulder to crash into targets. [4-8 fire damage] +3, +5, +7, +9, +11 minimum fire damage per level +3, +5, +7, +9, +11 maximum fire damage per level [4-8 damage] +2, +4, +6, +8, +10 minimum damage per level +2, +4, +6, +8, +10 maximum damage per level [0.5 second delay] [Mana Cost: 10, +0.5 mana per level] This skill receives bonuses from: Physical spell bonuses Fire spell bonuses --------------- Local Warming Level 6 No prerequisite Whole-body magic Increase the heat of local surroundings Increases cold resistance by 7, +2 to Cold Resistance per level Lasts 40 seconds, +4 seconds per level [Mana cost: 6, +1 per level] --------------- Fissure Level 12 Requires Molten Boulder Upper-body oriented magic Create cracks in the ground, burning unlucky opponents. [15-25 Fire damage] +6, +12, +16, +18, +22 minimum fire damage per level +6, +12, +16, +19, +23 maximum fire damage per level [0.5 second delay] [Mana cost: 15] This skill receives bonuses from: Wildfire: +12% Fire damage per level Molten Boulder: +12% Fire damage per level Volcano: +12% Fire Damage per level Armageddon: +12% Fire damage per level Fire Spell Bonuses ---------------- Ice Age Level 12 Requires Local Warming Hand-oriented magic Freeze a single target. [1 cold damage] [4 second freeze duration, +1 second per level] [Mana Cost: 10, -0.5 per level] This skill receives bonuses from: Thunderstruck: +2% cold damage per level Tornado: +2% cold damage per level Hurricane: +2% cold damage per level Local Warming: +2% cold damage per level ----------------- Thunderstruck Level 18 Requires Ice Age Upper-body oriented magic Create a severe microburst/thunderstorm over a selected area, creating a massive string of lightning [1-24 Lightning damage] +0 to Minimum Lightning damage per level +12, +18, +24, +30, +36 to Maximum Lightning damage per level [Mana cost: 23, +1 Mana per level] This skill receives bonuses from: Ice Age: +6% Lightning damage per level Tornado: +6% Lightning Damage per level Hurricane: +6% Lightning Damage per level Local Warming: +6% Lightning damage per level Lightning spell bonuses ------------------- Armageddon Level 24 Requires Fissure Whole-body magic Summon a fiery meteor storm to reign hell across the broken plane. [4-16 damage] +4, +6, +8, +10, +12 minimum damage per level +4, +7, +9, +12, +14 maximum damage per level [25-75 fire damage] +15, +20, +25, +31, +38 minimum fire damage per level +16, +22, +27, +34, +40 maximum fire damage per level 10 second duration [Mana cost: 35] [0.25 second delay] This skill receives bonuses from: Wildfire: +14% Fire damage per level Molten Boulder: +14% Fire damage per level Volcano: +14% Fire damage per level Fissure: +14% Fire damage per level Fissure: +2 seconds duration per level Fire Spell bonuses Physical Spell bonuses --------------------- Tornado Level 24 Requires Thunderstruck Upper-body oriented magic The most frightening sight of all: The Tornado, can be channeled using the druid's magic. [25-70 damage] +16, +28, +40, +48, +56 minimum damage per level +16, +30, +42, +50, +58 maximum damage per level [Mana cost: 10] This skill receives bonuses from: Thunderstruck: +9% damage per level Hurricane: +9% damage per level Ice age: +9% damage per level Local Warming: +9% damage per level Physical spell bonuses ---------------------- Wildfire Level 30 Requires Armageddon and Hurricane Hand-oriented magic Every year, overheat of the grass causes it to burn. Druids have captured the energies of these fast moving blazes. 1 Fire damage (per fire patch), +1 Fire damage per level [Mana cost: 4, +1 per level] [4 second delay] This skill receives bonuses from: Armageddon: +0.2% Fire damage per level Molten Boulder: +0.2% Fire damage per level Volcano: +0.2% Fire Damage per level Fissure: +0.2% Fire Damage per level Fire Spell Bonuses ----------------------- Hurricane Level 30 Requires Tornado Chanted magic Hurricanes are a fisherman's nightmare, as they have been known to be the cause of a good portion of boat sinkage. Druids daring enough have gone out to sea in such a storm. Many have perished, but the ones who returned brought an important energy to the Druid Culture: The Hurricane. [25-75 cold damage] +15, +20, +25, +31, +38 minimum Cold damage per level +16, +22, +27, +34, +40 maximum Cold damage per level [2 second cold duration] Lasts 10 seconds [6 second duration] [Mana cost: 30] This skill receives bonuses from: Thunderstruck: +9% cold damage per level Tornado: +9% cold damage per level Ice age: +9% cold damage per level Local Warming: +9% cold damage per level Local Warming: +2 seconds per level Cold Spell Bonuses [ SHAPESHIFTING / LYCANTHROPY ] -------------------- Werewolf Level 1 No prerequisites Transfiguration Druids have a natural innate ability: The ability to change shape at will. This form assumes the form of a half-man, half-wolf beast known as The werewolf. 100 second duration Stamina increased by 25% Health increased by 25% Attack speed increased from 10-80% (Increase depends on level) To hit: +50, +15 additional Attack Rating per level [1 second delay] [Restricts skill set: No elemental/natural disaster skills] [Mana cost: 15] This skill receives bonuses from: Lycanthropy --------------------- Lycanthropy Level 1 Requires Werewolf Passive magic Lycanthropy is the druid's training in transfiguration, and will improve transfiguration spells, especially Werewolf and Werebear. Adds 100 second duration to Werewolf/Werebear, +50 second duration added per level Adds 20% health while in Werewolf/Werebear, 5% added per level --------------------- Werebear Level 6 No prerequisite Transfiguration This form assumes the form of a half-man, half-bear beast known as the Werebear. 100 second duration Damage increased by 50%, +7% per level Defense increased by 25%, +5% per level Health increased by 50% [1 second delay] [Restricts skill set: No elemental/natural disaster skills] [Mana cost: 15] This skill receives bonuses from: Lycanthropy ----------------------- Hadoken (Feral) Level 12 Requires Werewolf Transfiguration form magic - Hand-oriented magic While in Werewolf form, the Druid can launch a deadly magic attack known by assassins as Hadoken. [8-16 magic damage] +8, +8, +10, +10, +12 minimum magic damage per level +8, +10, +12, +12, +14 maximum magic damage per level [Leaves you undefended for 0.5 seconds, while undefended you lose 50% of all resistances] [Werewolf form only] [Mana cost: 4] This skill receives bonuses from: Increased Guard: Reduces resistance penalty while undefended Increased Hadoken Damage from items Magic Spell bonuses ------------------------- Smash (Feral) Level 12 Requires Werebear Transfiguration form magic - Melee magic While in Werebear form, smash the ground, leaving a shockwave in all directions. While not as concentrated as Shock Wave, it can still stun and injure opponents. [60-90 damage] +18, +21, +24, +27, +30 minimum damage per level +18, +21, +24, +27, +30 maximum damage per level [Werebear form only] [4 second delay] [Mana cost: 20] This skill receives bonuses from: Increased Smash Damage from items Physical Spell Bonuses -------------------------- Presignition (Feral) Level 18 Requires Hadoken (Feral) Transfiguration form magic - Mind magic While in werewolf form, Presignition allows you to control the feebleminded by the fear in their inner subconscious. [Werewolf form only] 1% chance to convert, +2% chance to convert per level 16 second conversion duration [Mana cost: 1] --------------------------- Winter Fur Level 18 Requires Hadoken (Feral) and Smash (Feral) Transfiguration form magic - Whole-body magic While in any form, this ability allows you to thicken your Werebear/Werewolf's fur for wintertime seasons. 100 second duration, +50 seconds per level Increases Cold Resistance by 25%, +6% Cold Resistance per level [Mana cost: 6, +1 to Mana Cost per level] ---------------------------- Hunger Level 24 Requires Winter Fur Transfiguration form magic - Replenishing magic After long and vigorous training, Druids have adapted the ability to eat their prey -- live. Reduces damage dealt by 75% while using this attack Between 50% - 200% life stolen per hit (depends on level) Between 50% - 200% mana stolen per hit (depends on level) +50 to Attack Rating, +10 to Attack Rating per level [Mana cost: 3] ----------------------------- Shock Wave Level 24 Requires Smash (Feral) Transfiguration form magic - Hand-oriented magic A more concentrated form of Smash, this requires much less strength and is therefore faster to cast, as well as dealing more damage. [Werebear form only] [60-120 damage] +18, +30, +42, +42, +42 minimum damage per level +18, +30, +42, +42, +42 maximum damage per level [Mana cost: 7] This skill receives bonuses from: Physical spell bonuses ------------------------------ Charge (Feral) Level 30 Requires Presignition (Feral) Transfiguration form magic - Peda magic With animal transfiguration comes animal instincts. Charge allows the user to bash a foe from a long ways away by 'charging' into them. [Werewolf form only] +100% damage, +25% damage per level [Mana cost: 4] This skill receives bonuses from: Physical spell bonuses [ SUMMONING ] Brilliant Spirit Level 1 No Prerequisite Summoning While lurking through dark caves, a source of light is always needed. Fortunately, since druids have a touch with inner spirits, you can summon an invincible and forever lasting spirit that emits a pale blue light around the surrounding area. It is also useful for warding away monsters. [Maximum skill level: 1] [Max summon: 1] [Mana cost: 4] -------------------- Spiritbloom Level 1 No prerequisite Summoning Even when you are dead, a spirit still lives on within your body. These spirits can then be harnessed by outside forces, such as forces of good or forces of evil. These outside forces could then change the spirit and reincarnate it, or set it free. You too can harness these spirits. Your powers are limited however, so all you can do is set the spirit free in a flowery bloom. TODO: Finish writing this... Do the right thing when no one else is around. Smokey the Bear once said: 'Only you can join the forums.' or something like that. Personal opinions are not endorsed by Gamesmodding.com User avatar Nick Corporal Posts: 266 Joined: Wed Mar 18, 2009 9:12 pm Location: Missouri Top Re: Rebirthe manual (Community written) Postby Nick » Sun Oct 04, 2009 5:51 pm --------------------------------- [ 6 - LEGAL ] --------------------------------- THIS MOD IS NOT MADE, DISTRIBUTED, OR ENDORSED BY BLIZZARD ENTERTAINMENT. BLIZZARD ENTERTAINMENT CAN NOT BE HELD RESPONSIBLE FOR PERMENANT OR TEMPORARY DAMAGES THAT THIS MOD MAY INFLICT ON YOUR GAME/SYSTEM. THESE FILES ARE PROVIDED AS-IS. YOU MAY NOT REVERSE ENGINEER, DUPE, MODIFY, CREATE USER-MADE PATCHES, OR CHANGE THESE FILES PROVIDED WITHOUT PRIOR CONSENT FROM THE AUTHOR. FAILURE TO READ AND FOLLOW THE INSTALLATION INSTRUCTIONS GIVEN RENDERS THE AUTHOR UNACCOUNTABLE FOR DAMAGES THAT THIS MOD MAY CAUSE ON YOUR GAME. PRIVATE REALM BUSINESS IS NOT ANY OF THE MODMAKER'S BUSINESS. IF A PRIVATE REALM HOSTING THIS MOD IS UNDER LEGAL ISSUES WITH BLIZZARD ENTERTAINMENT THEN THE AUTHOR HAS NO CONNECTION TO THE ISSUE. BY INSTALLING THIS MOD ONTO YOUR COPY OF DIABLO II, YOU ADHERE TO ALL OF THESE RULES, LABELLED UNDER THE LEGAL SECTION OF THIS DOCUMENTATION. ------------------------------------ [ 7 - CREDITS ] worldslayer608 - Good friend Demon9ne - Very great friend Quatl - A few useful file guides Brother Laz - Inspiration Skill Clinician - Helped me understand skills Phrozen Heart - Creating the original Phrozen Keep Xenast - Very nice preset turorial, as well as the LvlTypes.txt fileguide Red Havoc - Mapping help I_Only_pressed_ESC - Much info Sir_General - Helped me understand Code Editing Myhrginoc - Helped me revert my Diablo II to previous installations seamlessly Kingpin - A few code edits, as well as much info Paul Siramy - Much Mapping help Necrolis - Much information Nefarius - Much information onyx - Hosting the Phrozen Keep, allowing me to gather info APPENDICES APPENDIX [A] - Common cube recipes and ingredients --------------------------------------------------- [*] denotes required cube level Chipped [ Ruby / Sapphire / Skull / Topaz / Amethyst / Emerald ] + Any Water = Essence and Flux Essence + Flux = New Gem 3 Flux + Scroll of Identify = Powdered Magic 3 Powdered Magic + Scroll of Identify = Pure Dust 3 Pure Dust + Scroll of Identify = Strong Dust Strong dust + Scroll of Identify = 3 Pure dusts Pure Dust + Scroll of Identify = 3 Powdered Magic Powdered Magic + Scroll of Identify = 3 Flux Magic Item + 3 Powdered Magic + Perfect gem = Rare Item [2] Rare Item + 3 Strong Dust + Perfect Gem = Unique Item [4] Rare Item (no sockets) + Powdered Magic x1-6 = Rare Item with 1-6 sockets (varies with # of dust) [2-7, depending on dust applied] Unique Item (no sockets) + Strong Dust x1-6 = Unique Item with 1-6 sockets (varies w/ # of dust) [2-7, depending on dust applied] Unique Item + Strong Dust + 3 Essence of Cold = Add 20 cold damage to item [5] Unique Item + Strong Dust + 3 Essence of Gold = Add 20 ltng damage to item [5] Unique Item + Strong Dust + 3 Essence of Heat = Add 20 fire damage to item [5] Unique Item + Strong Dust + Essence of Emerald = Add 5 dexterity to item [4] Unique Item + Strong Dust + Essence of Lavendar = Add 5 Strength to item [4] Unique Item + Strong Dust + Essence of Heat = Add 5 vitality to item [4] Unique Item + Strong Dust + Essence of Death = Add 5 Energy to item [4] *Note: You can apply these as many times as you like* Exploding Potion + Water = Sand Choking Gas Potion + Water = Acid [2] Herb + water = Minor Healing Potion 2 Herbs + Water = Light Healing Potion 3 Herbs + Water = Healing Potion 4 Herbs + Water = Greater Healing Potion 5 Herbs + Water = Super Healing Potion Herb + Sand + Water = Minor Mana Potion 2 Herbs + Sand + Water = Light Mana Potion 3 Herbs + Sand + Water = Mana Potion 4 Herbs + Sand + Water = Greater Mana Potion 5 Herbs + Sand + Water = Super Mana Potion 3 Water + 1 Herb = Thawing Potion 2 Herbs + 2 Sand + Water = Flametongue Elixir [5] 3 Herbs + 3 Water = Frostmourne Elixir [7] 3 Herbs + 3 Water + Flux = Thorns Potion 2 Powdered Magic + 3 Water + Herb = Pure Blood Potion Pure Dust + 3 Water + 2 Sand = Focus Potion [8] Pure Dust + 3 Water + 2 Herb = Open Wounds Potion [8] Powdered Magic + Water + Herb = Poison Resistance Potion [6] Powdered Magic + Water + 2 Herbs = Fire Resistance Potion [6] Powdered Magic + Water + 3 Herbs = Cold Resistance Potion [6] Powdered Magic + Water + 4 Herbs = Lightning Resistance Potion [6] Magic Water + Magic Herb = Lightning Spell Potion Magic Water + Sand + Herb = Physical Spell Potion Magic Water + Acid + Herb = Magic Spell Potion Magic Water + 2 Acid = Poison Spell Potion Magic Water + Thawing Potion = Cold Spell Potion Magic Water + 2 Sand = Fire Spell Potion 3 Water + Herb + Flux = Magic Absorption potion [9] 2 Water + Herb + Flux = Fire Absorption Potion [9] Water + Herb + Flux = Cold Absorption Potion [9] Water + 2 Herbs + Flux = Lightning Absorption Potion [9] 3 Water + 3 Herbs + Sand = Undead Bashing Potion [10] 3 Water + 3 Herbs + 2 Sand = Demon Bashing Potion [10] Water + Magic Herb = Hadoken Potion Water + Magic Sand = Smash Potion Water + Magic Acid = Charge Potion Magic Water + 5 Flux = Magic Jewel with the same properties as the water Rare Water + 5 Flux = Rare Jewel with the same properties as the water Magic Herb + 5 Flux = Magic Jewel, same prop [2] Magic Sand + 5 Flux = Magic Jewel, same prop [2] Magic Acid + 5 Flux = Magic Jewel, same prop [2] Rare Herb + 5 Flux = Rare Jewel, same prop [3] Rare Sand + 5 Flux = Rare Jewel, same prop [3] Rare Acid + 5 Flux = Rare Jewel, same prop [3] Appendix [B] - Food effects Format: Food Item | Health Regeneration + | Burden placed on player (Not yet implemented...shoot me.) Lemon Drops | 1 | Very Light (New!) Sour Candy | 1 | Very Light (New!) High-fructose Corn Syrup | 2 | Light (New!) Hot Sauce | 2 | Very Light (New!) Sauteed Mushrooms | 2 | Very Light (New!) Tomato Puree | 3 | Light (New!) Powdered Eggs | 3 | Light (New!) Margarine | 3 | Light (New!) Lollypop | 3 | Medium (New!) Fudge Bar | 3 | Light (New!) Magic Flour | 3 | Light (New!) Chocolate Coins | 4 | Very Light (New!) Tomato Paste | 4 | Light (New!) Hard-Boiled Egg | 4 | Very Light (New!) Banana | 4 | Medium (New!) Sugar | 4 | Very Light (New!) Lemonade | 4 | Very Light (New!) Biscuit | 5 | Light (New!) Noodles | 5 | Heavy (New!) Fresh Tortilla | 5 | Light (New!) Scrambled Eggs | 5 | Heavy (New!) Deviled Eggs | 5 | Medium (New!) Orange | 5 | Medium (New!) Margarita | 5 | Light (New!) Vegetable Oil | 5 | Very Light (New!) Ice Cream | 5 | Heavy (New!) Chocolate-Covered Banana | 5 | Medium (New!) Cooked Bleeding Heart | 5 | Medium Cooked Ruptured Liver | 5 | Medium Cooked Crushed Pancreas | 5 | Medium Cut of Steak | 5 | Medium Tomato | 6 | Light (New!) Taco | 6 | Light (New!) Sunny-Side Up Eggs | 6 | Medium (New!) Avocado | 6 | Light (New!) Grilled Cheese Sandwich | 6 | Light (New!) Shish Kabob | 6 | Heavy (New!) Chocolate Ice Cream | 6 | Heavy (New!) Chocolate Milk | 6 | Light (New!) Orange Juice | 6 | Light (New!) Bread | 6 | Medium Crouscant | 7 | Light (New!) Sausage | 7 | Light (New!) Hot Taco | 7 | Light (New!) Apple | 7 | Light (New!) Gin | 7 | Very Light (New!) Rum | 7 | Very Light (New!) Pina Colada | 7 | Medium (New!) Hot Chocolate | 7 | Light (New!) Spice Bread | 7 | Medium French Toast | 8 | Heavy (New!) Bacon | 8 | Light (New!) Garlic Toast | 8 | Medium (New!) Fish Taco | 8 | Light (New!) Ginger Ale | 8 | Light (New!) Gourmet Sandwich | 8 | Light (New!) Pasta Salad | 8 | Heavy (New!) Mojito | 8 | Light (New!) Strawberry Pastry | 9 | Light (New!) Blueberry Pastry | 9 | Light (New!) Italian Sausage | 9 | Light (New!) Breakfast Sandwich | 9 | Light (New!) Gutted Fish | 9 | Medium (New!) Tuna Salad | 9 | Heavy (New!) French Fried Potatoes | 9 | Very Light (New!) Minute Steak | 9 | Very Heavy (New!) Corn | 9 | Medium (New!) Quesadilla | 10 | Light (New!) Fruit Cocktail | 10 | Medium (New!) Macoroni and Cheese | 10 | Heavy (New!) Tuna Salad Sandwich | 11 | Light (New!) Guacamole | 11 | Medium (New!) Taco Salad | 11 | Heavy (New!) Hash Browns | 11 | Medium (New!) Tamale | 11 | Light (New!) Philly Cheesesteak | 12 | Light (New!) Burrito | 12 | Very Heavy (New!) Tuna Alfredo | 12 | Light (New!) Grilled Chicken | 12 | Medium (New!) Skirt Steak | 12 | Very Heavy (New!) Stew | 12 | Medium (New!) Breakfast Mix | 12 | Medium (New!) Lamb Log | 12 | Medium French Dip Sandwich | 13 | Light (New!) Broiled Salmon | 13 | Medium (New!) Popcorn Chicken | 13 | Light (New!) Spiced Lamb Log | 13 | Medium Spaghetti | 14 | Heavy (New!) General Tso's Chicken | 14 | Heavy (New!) Banana Sundae | 14 | Heavy (New!) Cheeseburger | 15 | Medium (New!) Orange Chicken | 15 | Medium (New!) Fried Chicken | 15 | Light (New!) Pulled Pork Sandwich | 16 | Medium (New!) Buffalo Chicken | 16 | Heavy (New!) Hot Fudge Sundae | 16 | Medium (New!) Swedish Meatballs | 17 | Medium (New!) Lobster | 17 | Heavy (New!) New York Strip Steak | 17 | Very Heavy (New!) Bacon Cheeseburger | 17 | Medium (New!) Tamale | 17 | Light (New!) Angus Cheeseburger | 18 | Medium (New!) Double Cheeseburger | 18 | Medium (New!) Beer-Battered Onion Rings | 18 | Light (New!) Goulash | 19 | Medium (New!) Double Bacon Cheeseburger | 24 | Medium (New!) Cake | 25 | Very Heavy (New!) Triple Cheeseburger | 25 | Heavy (New!) Enchilada | 26 | Very Heavy (New!) Chocolate Cake | 26 | Very Heavy (New!) Half Rack of Pork Ribs | 27 | Very Heavy (New!) Half Rack of Babyback Ribs | 28 | Very Heavy (New!) Triple Bacon Cheeseburger | 31 | Heavy (New!) Mongolian Horde Food | 34 | Medium (New!) Full Rack of Pork Ribs | 34 | Very Heavy (New!) Full Rack of Babyback Ribs | 35 | Very Heavy (New!) Appendix [C] - Changelog *Deadly Strike works properly on 'Ideal Love' and 'Dire Consequences' runewords *Fixed a critical bug that made it not possible to use Assault Markers *Eviscerate's Deadly Strike now works properly *Despair (Skill) now lowers cold resistance *Felbore Arms now has +1-2 to All Skills *Hunter's Instinct now has +1-2 to All Skills *Harbringer V does 25-50 fire damage *Dragonfire adds Magic Spell damage *Internal fixes regarding secret recipes *The Caves is now a preset dungeon, "The Caves" *The Pit is now a preset dungeon, "Circle of Elements" *Added Circle of Elements waypoint *Added new unique items and monsters *Removed Teleport on Enigma *Halved Blessed Hammer damage *Increased starting AR *Increased mana per energy point *Fixed major bug with assassins *Walking Velocity rates changed to these: *Amazon, Paladin: 9 *Necromancer, Druid: 10 *Sorceress: 11 *Barbarian: 8 *Assassin: 13 *Added 15 new gem types *Added Necromancer skills *Lowered the mana cost on Lightning Strike *Lowered the mana cost on Lightning Armor *Removed description on keys (Now you can see the quantity ^^) *Gemcutting Uber Item (Oblivion Tyrant) *Alchemy Uber Item (Death Do Us Part) *Scrapped Health Regen Elixir in favor of Swallow *Scrapped Mana Regen Elixir in favor of Tawny Owl *Fixed crash in Black Marsh *Good Runes are now much more easier to find *Fixed another crash in Black Marsh *Fixed Megadom Arrow Pack's display *Necromancers now start with Teeth *Blessed Hammer now receives bonuses from Grace of Flame and Apprehensive Presence. Each skill point adds +18% magic damage per level. *Paladins now start with Sacrifice *Barbarians start with Bash *Buyback is greatly increased. Act 1 (Normal) merchants buy items at 10K gold. Act 5 (Hell) merchants can buyback up to 350K gold. *Added a synergy to Fist of the Heavens *Added unique variants of the Essential Ingredients *Fixed Warmth Synergy *Nerfed Fallen Shamans *Fixed Lycanthrophic Modifier, it now spawns at levels 70+. Before now, Assassins could dominate Baal in 5 seconds *Fixed issues with Act 2 town *Fixed issues with Act 2 merc, they now have Bash instead of Feral Rage *Launched website *Scarabs, Hidden and Lightning Enchanted uniques charged bolts no longer do friendly fire. Before, Scarabs used to crowd in the Canyon of the Magi and kill you easily because of friendly fire. *Fixed Fire Bolt and Thunderstruck synergy displays *Removed Immune monsters on Normal *Added a string on character select that displays how easy a character class is to use *Arrows and Bolts will now spawn with sockets properly *Amulets and Rings can be Normal quality *Increased Volcano's delay *Halved Volcano's Mana *Slightly lowered Volcano's fire damage *Infinite arrows, under certain conditions *Fixed a TON of bugs regarding maximum stats *Myranda's Melody/Magic deals half thorns damage as usual *Fixed the 'Arrows Always Pierce Their Target' bug *Halved Siege on Mankind's Thorns Damage *Waging War now has a maximum strength increase of 220. *Reduced ITAN-6 Falls' stamina gain *Fixed an error on Naj's Circlet *Dues ex Machina now has a maximum Fanaticism level of 31 *Distant Gunfire now has Health +475, Mana -10 *Reduced Megadom Arrow Pack's cold duration to 3 seconds *eN-HeLL's max Fire Ball level is now capped at 63 *Fixed a stupid Blizzard bug on Demon Machine (Honestly Blizzard...) *Martyrdom has had its stamina gain reduced by a third *Added Bloodlines Skill *Added Many new uniques *100 new Cooking Recipes *Added 5 new properties related to skills (these aren't fully implemented yet) Do the right thing when no one else is around. Smokey the Bear once said: 'Only you can join the forums.' or something like that. Personal opinions are not endorsed by Gamesmodding.com