Seasons After v3.27d
A balance mod for Diablo II Lord Of Destruction

Seasons After is referred to by SA or sa from here on.

Everything in this text file and more can be found at the following website:
http://www.planetdiablo.com/seasons/


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Contents
1.01 Changes in v3.27d and everything before it, followed by Credits.
1.02 Contact


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1.01 Changes in v3.27d

Compatibility with Diablo II Classic (Some).
Some previously Expansion Only items are now available in D2C.

Characters
Mana regeneration rates changed again, characters like the Assassin had faster regen than Necromancers and Sorceresses :/

Skills
Reduced the increase Warmth gives per level - with some regeneration and mana per kill gear this was heavily overpowered.
Check out the new Valkyrie ;)
Changed Tiger, Cobra and Phoenix Strike back so that they can be used with any weapon (except bows/crossbows).
Druids can use any Druid skill in both Werewolf and Werebear forms.
Certain skills require other skills from different tabs before they can be used.
Reduced the initial effectiveness of Dodge, Avoid and Evade.
Improved Exploding Arrow.

Mercenaries
All mercenaries now gain more resistances per level.
They level much faster too.

Items
Fixed a bug where Amazon Only weapons were getting the wrong automagic bonus - I guess noone plays spearazons :(
Runes should drop from lower level monsters now.
The Horadric Staff, Khalim's Will and the Hellforge Hammer now have level requirements.
Curved Bladed weapons now reduce enemy defence with every strike.
Automagic properties are better on Magic and Normal (white text) items than on Rare and Crafted items.
Charms, Rings and Amulets get colours :)
Fixed Paladin Only Bows from spawning with a bonus to Combat Skills when it should have been a bonus to Offensive Auras.
You are now able to get more sockets in Class Specific Items via cube recipes, for example in Normal you can gain up to 4 sockets, 5 in Nightmare and 6 in Hell.
Halved the defence on Circlets.
Level requirements for all items have been added.
Town Portal and Identify Scrolls and Tomes no longer drop from monsters - why would a monster need to go to town?
Arrows and Bolts no longer drop.
Gold no longer drops from monsters - it still does drop from chests.
Fixed a bug with flashing stats on Regular Rubies.
Changed Druid Pelt sounds to not sound metallic and hollow...
Bows now get 25% damage bonus from strength and 75% from dexterity rather than 100% from dexterity.
Amazon Only Swords and Flails now get a 75% damage bonus from strength and 25% from dexterity rather than 100% from strength.
Most bows are not [10] slower. Strafe should be more appealing now ;)
Removed resistances along with all the cold damage mods from Charms.

Armour/Shields now display the reduction in Walk/Run speed (if any):
Weighted: 5% Slower Run/Walk.
Awkward: 10% Slower Run/Walk.
Cumbersome: 15% Slower Run/Walk.
Unwieldy: 20% Slower Run/Walk.

Unique Items
Nerfed the Rogue's Bow.

NPC's
Fixed NPC's they were selling more items than the screen could hold and some would not appear because of this.
Reduced repair costs.
Removed most potions from all NPC's.

Monster Bits
Hearts will transform into different strength health potions.
Eyeballs will transform into different strength mana potions.
Brains will transform into Rejuvenation Potions.
Jawbones will transform into Keys.
Horns will transform into Thawing Potions.
Tails will transform into Stamina Potions.
Flags will transform into Identification Scrolls.
Fangs will transform into Quivers of Bolts.
Quills will transform into Quivers of Arrows.
Spleens will transform into Antidote Potions.

Monsters
Prevented leeching from Griswold, also increased his damage.
Increased the damage the Festering Appendages in the Worldstone Chamber.
Increased The Summoners' spell levels and his regeneration rate.
Increased the speed and damage of most Quills.
Skeletons are stronger.
All undead are immune to poison.
The Greater Mummy class of monster is now dangerous. They are the Fallen Shaman of the desert and deal magic damage now - get those Reduces Magic Damage items out ;)
Removed Itchies from the Maggot Lair.
Increased Sand Maggot damage.
Increased Serpent damage.
Experiencing Duriel is great :)
Fixed up the monsters in the Spider Forest.
Changed the fourth wave of Baal's minions back to the Venom Lords as this was causing too many crashes for no good reason :(

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Changes in v3.24d 

Items
Reduced the durability of Class Specific and Traveller items that I had previously missed.
Increased the durability on thrown items - seemed bugged when it was that low.
Added Claws to all shops.
Increased the selling cost of Normal throwing items.

Monsters
Skeleton Mages have higher skill levels.


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Changes in v3.23d 

In addition to the mod there is the increased stash plugin that is separate from SA but works fine as far as I can tell - just run the megainvxp.bat file and you're set. 


Fixed a bug where your experience would wrap around and bugger things up, basically. 

Characters 
Mana regeneration rates have been changed from the default 120: Amazon [30], Sorceress [120], Necromancer [120], Paladin [30], Barbarian [0], Druid [60], Assassin [30], 

Running and Walking 
Characters no longer gain stamina with each new level or from placing points into vitality. 
Running now uses stamina much faster than before. However you now run at a greater speed: Sprinting  
You can sprint a nice short distance at the moment to outrun monsters or retreat as needed. 
To sprint further you should obviously look for items with +stamina or +stamina regeneration ;P 

Skills 
Werewolf life bonus is reduced to 15% from 25%. 
Werebear defence bonus increased so that he receives 610% increased defence at slvl40. However his life bonus is reduced to 30%. 
Frozen Orb's delay is now 2 seconds. The other cold spells work very well so this is not really a big deal  
Zeal gains a slight damage bonus but also more targets with each level. 
Holy Freeze has a fixed radius but can slow monsters more than before. 

Weapons 
All Elite weapons now deal the same amount of damage as Exceptional weapons. 
However, Elite weapons gain much more extra damage factored in from your characters strength and dexterity. 

Items 
Added Renew Oil, Ven Potion, Life Water, Liquid Mana, Antifrost, Restoration Oil which can be socketed into items. 
Traveller items gain +per level modifiers. 
Improved the spawning of prefixes and suffixes on all items. 
Elite Belts can now be gambled. 
Removed level requirements from potions as they didn't prevent their use anyway  
Increased the range of Normal and Exceptional two handed axes. 
Paladin Only shields no longer gain automagic resist all. They now gain a bonus to attack rating and either Damage to Demons or Undead. 
Staves now gain automagic Faster Hit Recovery. 
The Paladin starts with a new item: Arched Long Bow as does the Assassin: Bamboo Shoot (Bow) - both start with no arrows, sorry there is no room to add them without removing another item  
Increased the damage of the Druid's Rata Throwing Clubs. 
Fixed the bug that prevented you from imbuing Normal Class Specific Bows. 
Charms can no longer gain cold damage. 
Greatly increased the cost of Town Portal and Identify Scrolls and Books. 
Most 2 Hand weapons grant Faster Hit Recovery. 
Runes have grey names. 
Prevented Life and Mana Steal from spawning on any item apart from weapons. 
Boots grant increased stamina. 
Increased the damage of Throwing Clubs. 

Uniques 
Hell Forge Hammer is now a useful item, use it or get the gems? 

NPC's 
Gheed now sells Necromancer Shrunken Heads. He doesn't like you Necromancers but that never stopped him selling to you before  

Monsters 
Removed the global 50% physical resistance from monsters in Hell. 
Increased the Fowl Crow monster types damage. 
Increased Goatmen damage. 
Most Zombies have a 50% chance to inflict poison damage. 
Pitspawn Fouldog changed from a Damned to a Disfigured - damn he was hard LOL! 
Treehead Woodfist has less defence so melee characters should be able to hit him a bit easier. 
Succubi deal Magic damage rather than Fire damage on their missiles

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Changes in v3.20 


Basically crafting is redone and much much better, easier, more useful and more recipes per character, all 900+ are available to everyone!  

New Readme file in .pdf format no less  
Reduced the glare from the Game and Character selection screens. 
Because this version uses the 1.09d .dll files you are able to run Seasons After on a server (which I have been doing for the past week or so to test if it works  

.dll Changes 
Moved to the v1.09d .dll's thanks to Foxbat and Myhrginoc's fix regarding chance cast skills. 
Fix to the Assassin/Barbarian Critical Strike bug. 
Fix to the Malah resistance scroll bug. 
Removed opening the Cow Level multiple times. 
Crushing Blow removes half the base life again (rather than a quarter). 
Inner Sight as a % reduction to defence rather than a direct subtraction. 
Max skill level of 40. 
Fix to the Druid skill bug. 
3 Skill Points per clevel. 
Cold Mastery as a direct subtraction rather than a percentage subtraction. 
Gamble percentages: Magic 85%, Rare 10%, Set 4%, Unique 1%. 

Characters 
Socketed boots have 1 socket that gain the same gem properties as a socketed weapon. 
All Travelling Items have been slightly improved with sockets added. Because they act like normal items you can make runewords from them later or socket them with gems/jewels for a fast start, your choice  
Traveller items have also have some colour work done. 

Skills 
Reduced the delay on Plague Javelin to 3 seconds. The delay is still necessary with this skill - if you ever saw someone (ok ok, yes someone like me  spam these it would lag something horrid. 
Increased the defence bonus per level of Holy Shield from 15% to 25%. 
Holy Shield increases by 1 mana per level. 
Strafe gains 10% Attack Rating at slvl1 and increases by 5% per slvl. 
Added a 0.4 second delay to Lightning and Chain Lightning - they needed the nerf  
Impale is now a normal speed attack, but both its damage and bonus to attack rating have been reduced. 
Zeal increases in mana cost per level. 

Cube 
You can reroll Jewels: 4 Magic Jewels = 1 Magic Jewel (ilvl=[(3*CharacterLevel)/4]+3). - The same as Rings and Amulets when rerolled. 
The socketing recipes have changed requiring fewer jewels and more gems: 
3 Chipped Gems and 1 Magic Jewel and any Normal (white text) item = 2 Socket item of the same type with 
-1 to -2 Life Drain, -1 to -2 Mana 
3 Flawed Gems and 1 Magic Jewel and any Normal (white text) item = 3 Socket item of the same type with 
-1 to -4 Life Drain, -1 to -4 Mana 
3 Normal Gems and 1 Magic Jewel and any Normal (white text) item = 4 Socket item of the same type with 
-1 to -6 Life Drain, -1 to -6 Mana 
3 Flawless Gems and 1 Magic Jewel and any Normal (white text) item = 5 Socket item of the same type with 
-1 to -8 Life Drain, -1 to -8 Mana 
3 Perfect Gems and 1 Magic Jewel and any Normal (white text) item = 6 Socket item of the same type with 
-1 to -10 Life Drain, -1 to -10 Mana 

Items 
Altered some prefixes, for better and for worse  
Greatly increased Rune drop rates. 
Changed the durability on several Traveller Items. 
Reduced the blocking rate of Normal shields by about 10%. 
Reduced the blocking rate of Exceptional shields by about 5%. 
Reduced Arrow and Bolt drops. 
Exceptional and Elite items are sold in shops in Nightmare and Hell respectively. 
Improved Jewel properties. 
Crystal Swords, Dimensional Blades and Phase Blades gain automagic Mana Steal. 
Automagic Damage Reduction on some heavy armour types. 
Increased the damage of Class Specific Bows (excluding Amazon Bows)/Crossbows/Flails and Swords. 
Increased throwing items stacks by 100 for Normal items, 150 for Exceptional items and 200 for Elite items. 
Axes gain an automagic 1-5% chance to inflict a Deadly Strike. 
Blunt weapons all gain an automagic 1-2% chance to inflict a Crushing Blow. 
Deep breath... halved the one hand damage of all two handed swords. 
Sorceress Orbs are now 2hand weapons with up to 4 sockets where gems use shield properties. 
Staves and Orbs have strength and dexterity requirements. 
Reduced buying cost of items with +skills. 
Increased the chances of Elite items to drop in Hell. 
Throwing potions spawn with some good automagic properties. 
Improved some two hand axes. 

Gems 
Improved Strength and Dexterity bonuses on Amethysts and Emeralds. 

Gambling 
Allowed all Class Specific Items to be gambled. 
Fixed a bug where you could not gamble Ogre Axes. 

NPC's 
Repair costs have increased. 
One NPC in each act sells both Poison and Oil Potions. 
Akara sells Sorceress Orbs. 
Lycander sells Amazon Weapons. 
Elzix has a better stock of items. 
Fara sells Paladin Shields. 
Ormus sells Druid Pelts. 
Larzuk sells Barbarian Helms. 

Runewords 
Easy Now works in Armour, Weapons, Shields, and Helms. 
Leaf, Lore, Memory, Radiance runewords will now work in Orbs. 

Hirelings 
Improved Hireling base skill levels. 
Reduced Hireling base life by half. 
Barbarian mercs gain the Battle Command warcry. 
Ironwolves have had some skill changes: 
Chain Lightning is used instead of Lightning. 
Meteor is cast instead of Fireball. 
Chilling Armour is cast instead of Frozen Armour. 
Reduced levelling speed. 

Monsters 
Reverted back to Blizzard's original hit point levels then doubled the max life of most monsters - Undead Dolls etc remain similar to previous SA patches  
Halved monsters attack rating - to help counter the 4xAR bug. This will mean defence is now somewhat useful. 
Doubled hit points and experience of Pinhead style monsters. I also increased their defence. 
The Undead Guardian now drops El Ral and Eth runes in normal for making the Runeword Beauty. 
The Countess is now a Flesh Hunter Archer and thus a bit harder  
The Countess now has a good chance of dropping Tal and Eth runes in normal for making the Runeword Stealth. 
Improved some SuperUnique monsters drop chances. 
Reduced the resistances of Gargoyle Traps. 
Increased the monster density in the Flayer Dungeon level3 and Act3 Sewers level2. 
Most SuperUnique monsters are harder than before. 
Rot Walker and Succubae style monsters deal more damage. 
Altered monster density in certain areas. 
Fallen Shaman are quite dangerous now.


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Changes in v3.04 

Skills 
Reduced the mana cost per second of Inferno. 
Valkyrie is more aggressive. 
The Druid can now use charged items while in either wereform. 

Items 
Reduced the Strength requirements of all Elite Staves. 
Increased the range of all staves. 
Fixed a typo that prevented all the mods spawning on the Unique Highland Bow (Home). 
Increased the attack speed of Glaive, Spiculum and Ghost Glaive javelins to [10] from [20]. 
Crafting is/should be much better - it was when I quickly tested it though any feedback would 
be very helpful  - include details when possible. 

Monsters 
Reduced the life regeneration rate of Diablo. 
Reduced the Blocking Rate of Diablo. 
Increased the change of better items dropping from Lord De Seis. 
Fixed a bug where The Ancients would be able to spawn again. 
Izual should now cast Frost Nova more often and attack a bit more.[/list]


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Changes in v3.02 

Unique Items 
Added: Gwendolyn's Insight (Walking Stick), Leaf Taker's Balance (Thresher), Feel It (Primal Bow), Home (Highland Bow), Severance Pay Package (Tribal Bow) 

Gambling 
Removed all Staves, Wands and Sceptres from being gambled as they would just generate far too much cash upon sale. 
I'll put them back if I find a way to reduce their selling price. 
But, as a consolation prize... 
Change gambling chances to: 85% Magic, 10% Rare, 4% Set, 1% Unique  

Hirelings 
Increased Ironwolves health per level to equal that of the Rogues.


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Changes in v3.01 

Characters 
Reduced the Barbarian's starting stamina. 
Reduced the damage of the Barbarian's Hunting Axes. 
Swapped the hands that the Barbarian's Hunting and Tool Axes start in - so you can use Throw straight off. 
Increased the Barbarian's bonus to Stamina and Stamina Regeneration on his Deerskin Boots. 

Hirelings 
Increased the spawning levels of all Hirelings. 

Items 
Spiked, Barbed and Blade Barrier Shields now get automagic Thorns. 

Monsters 
Reduced the life regeneration rate of Andariel, it was a tad high  


___________________ 
Changes in v3.00 

This version is English only - sorry about that  
If you do not have an English language version of D2 installed and have been using an English D2Lang.dll, please change it to your original D2Lang.dll. 


Characters 
New item class: Traveller Items - these are spawned with the characters They're well wicked  
They often have low modifiers and low durability and are somewhat unique. 
These items will not drop/spawn etc - they cannot be imbued or socketed. 

Amazon's now travel with a Golden Cerclet, Scarlata, Botian, Rata Javelin Stack (60), Skirmisshe Shield, Maiden Bow and two Quivers of Arrows. 
Assassin's now travel with Stealth Blade, Swift Blade, Poise, Nimble Fingers and Slyboots. 
Barbarian's now travel with Tool Axe, Hunting Axes, Animal Hide and Deerskin Boots. 
Druid's now travel with a Heartwood Staff, Rata Throwing Club Stack (72), Wilderness Shield, Lacebark Armour and Moccasins. 
Necromancer's now travel with Practice Knife, Commanding Wand, Creature Head, Woven Mail, Black Hand and Swamp Boots. 
Paladin's now travel with a Cavalier Blade, Righteous Shield, Faith Crown, Soul Armour, Demon Bracers and Jambeau. 
Sorceresses now travel with a Focusing Staff (+1 to Fire Bolt), Lightning Band, Robe and Slippers. 

Skills 
Fixed Cold Mastery to be a direct subtraction rather than percentage based and thus 
I reduced the percentage reduction from the skill. 
Defiance now gives 20% more defence per slvl instead of 10%. 

Hirelings 
Increased the rate that hirelings gain experience. 

Items 
Increased the chances of Set Items dropping. 
Negative Resistances will now start to appear, easy now  

Set Items 
One new set: Speed not Strength  

Unique Items 
5 Added: 
Eternal Flame (Truncheon) 
Deep Dish (Royal Shield) 
For Today, I'll Remember Your Smile (Demonhead) 
I'll Say Goodbye, Even Though I'm Blue (Crusader Gauntlets) 
Don't You Worry About A Thing (Heater). 

Gambling 
Fixed gambling - I had accidentally deleted all the items the expansion added to the window, such as all throwing items and Assassin Claws. 

Global 
Monster Density has been reduced to be about the same as standard LoD. 
This was done for the following reasons: 
1. Most other mods seem to increase the monster density - I hate to follow, or lead for that matter  
2. Less lag. 
3. Reduces the power of area of effect skills - thus this is also a simple across the board nerf for quite a few skills that I was having problems balancing - Multishot is a good example. 
4. Single target skills become much more useful than before and thus variant characters are a bit more attractive  
Some areas will have a higher density generally this was done in order to add to the story, towns under seige for example. 
Along with this there are a few areas that may get a few monsters that previously did not, such as the Tower Cellar. 
Monsters now have 2 more minimum and maximum damage in Normal, 4 more in Nightmare and 6 more in Hell. 

Levels 
Added Blunderbores and Hollow Ones to the Rocky Waste. 
Increased the monsters density in some areas (selected ones only this time). 
Increased the number of unique monsters density in some areas (selected ones only this time). 

Monsters 
Increased the Max Life of most Act5 monsters - Min life remains the same. 
Increased the life regeneration rates of Undead Fetish and Ice Spawn so that they have low life and good all round resistances but you need to hit them hard and fast to kill them now  
Fixed Leadcrow's forced drop from Coldcrow (Normal). 
Coldcrow now a Flesh Archer and thus a bit harder  
Witch Doctor Endugu will drop Witch Doctor Endugu's Totter (Hell). 
Increased Pindleskin's Unique, Set and Rare item drop chances. 
The Undead Guardian is now a Doom Knight. 
Slightly increased most monsters life regeneration rates. 
Shenk the Overseer is now a Hell Whip instead of a simple Overseer. 
Slightly increased the experience given from monsters in early Act1 to offset the increased damage a little  


__________ 
v3.00 Credits 

Thanks to: 
ShadowTalon and Joel for their excellent Armour and Weapon Item Packs that I used parts of in this version of SA. 

__________ 
Changes in v2.01 and v2.02 

Skills 
Changed Inner Sight to a % based reduction of defence. 
Reduced the percentage resisted by Resist Fire, Cold and Lightning. 
Changed the reduction range of Cleansing. 
Poison Creeper is 75% Poison Resistant in Normal and Poison Immune 
in Nightmare and Hell. 
Reduced Warcry's mana cost increase per level. 
Increased Necromancer Skeleton's base Life and Attack Rating. 
Lycanthropy no longer requires Werewolf. 
Werebear is now a level1 skill. 
Reduced the damage bonus of Werebear. 

Crafting 
Should be better now, both for getting set mods and random ones. 

Gems 
Increased the resistance bonus on Exceptional and Elite Gems. 
Increased the Poison Damage and Duration on Exceptional and Elite Emeralds. 
New graphics for Cherished Gems. 

Runes 
Nerfed Eld and Pul Runes damage vs. undead and demons down to 150%. 
Added 15% Faster Run/Walk to Eld Rune when socketed in armours. 
Increased the Life Leech on Amn Rune to 8%. 

Hirelings 
Ironwolves should now have Fire, Cold and Lightning Masteries (depending on 
element type of course) - don't know if these work but they should in theory. 
Ironwolves now gain Resist Fire, Cold or Lightning Auras. 
Increased Hirelings experience gain rate. 
Increased Hirelings skill level increases per level. 
All Hirelings now have the same life/defence/resistances etc (per mlevel). 

Levels 
Darkened the Dark Wood and Black Marsh. 
Added some coloured lighting to certain areas - red and yellow and pink and green... 

Items 
Every armour looks different on characters - I think I have them all different  Often the differences are very small. Please let me know if there are some that look exactly the same. 
Jewels can now gain Increased Cast Rate. 
Jewels should drop more often. 
Charms should drop less often. 
Grand Matron Bows can now get six sockets. 
Removed automagic +Passive and Magic tree bonus from Amazon Only Javelins. 
Changed the graphic of Amazon Only Flails. 

Unique Items 
Added: Atlas' Burden (Ogre Gauntlets) and Magecraft (Flying Axe), Witch Doctor Endugu's Totter (Seraph Rod). 

Set Items 
(Some of these changes require the entire set to be equipped to gain the new bonus) 
Angelic Sickle gets +1 to Maximum Damage Per Level instead of the 75% Increased Damage. It also gets 350% Damage vs. the Undead. 
Arcanna's Deathwand, Cathan's Rule, Death's Touch, Berserker's Hatchet, 
Arctic Horn, Infernal Torch, Isenhart's Lightbrand, Milabrega's Rod, Tancred's Crowbill, 
Vidala's Barb, Sander's Superstition and Tal Rasha's Lidless Eye all get +1 to Maximum Damage Per Level. 
Bul-Kathos' Sacred Charge and Bul-Kathos' Tribal Guardian now get 200-300% Increased Damage. 
Naj's Puzzler now gets 20-40% Increased Attack Speed. 

Gambling 
Fixed a bug where Targe's could not be gambled the same with some Druid pelts. 
Allowed Rondache, Jawbone Cap, Fanged Helm, Sacred Globe and Zombie Head to be gambled. 
Removed Class Specific Bows/Crossbows and Swords/Flails form gambling. 
Change gambling chances to: 90.00% Magic, 9.00% Rare, 0.75% Set, 0.25% Unique. 

Monsters 
Reduced Nihlathak's Corpse Explosion level to 6 from 15. 
Finger Mage's are now Lightning Immune in Nightmare. 
You can no longer leech mana or life from Finger Mage's. 
Vile Mother's are now Cold Immune in Nightmare and Fire Immune in Hell. 
Corpse Spitter's are now Fire Immune in Nightmare and Hell. 
Fixed the bug where Corpsefire would not drop anything in Normal difficulty. 
Fallen Shaman are now Physical Resistant in Normal and Immune in Nightmare and Hell. 
Gargoyle Trap's are now Physical Immune in Normal, Nightmare and Hell. 
All undead monsters and traps/towers/catapults are 75% Poison Resistant in Normal and Poison Immune in Nightmare and Hell. 
Hopefully I have fixed all the forced Unique Item drops. 
Increased the chance to get a Unique, Set or Rare item from Act bosses. 
Reduced the Cold Resistance of Ice Boar's to 90% from 100% (Immune). 
Fallen are more aggressive. 
Changed Duriel's Shell drop to come from Duriel in Hell rather than Nightmare. 
Undeal Flayers now have much less life than previously, but they now have 50% Physical resistance and are Cold Immune in Normal, Nightmare and Hell. 
Undeal Flayers also have 20% Magic, Fire and Lightning resistance in Normal, 30% in Nightmare and 50% in Hell. 
Ice Spawn (the monsters found and summoned by Nihlathak) now have similar properties to Undead Flayers: 50% Physical Resistance, then 20% resist all in Normal, 30% in Nightmare and 50% in Hell. 
Increased Boss drop chances. 

Note on Crafting 
You will not always gain the set mods on a craft. This is due to the clvl I have set for each craft. While this should help to give better mods it also means that if you are below this level you will not receive the set mods. 

__________ 
v2.02 Credits 
Thanks to: The people in the code editing forum - especially Foxbat for the Inner Sight as a percentage defence reduction  
Jeff Bouley for both of his item packs (the pretty gems and the Seraph Rod  
Thus thanks also to the sources of the above graphics: Diablo 1, Diablo 2, 
the D1 Hellfire expansion, the Lord of Destruction expansion, Riparius' item pack, Stargazer's item pack, Phrozen Keep and other sources of graphics. 

__________ 
Changes in v2.00 

Moved to v2.00 as these versions support Mac's as well as PC's and will continue to do so  
The Mac version does not have the .dll changes , however the skills have been changed to suit being used with no modified .dll's. Because of this characters will probably be overpowered at the start - depending on the number of players you have the game set to via the 'players x' command. 

Skills 
Poison Blade (was Poison Dagger) now works with swords and daggers. 
Removed the -mana per level from Bone Prison. 
Assassin Charge-up skills can only be used with Claw Class weapons 
and Daggers (javelins in melee will also work). 
Inner Sight has a new graphic. 
Salvation requires Resist Fire, Resist Cold, and Resist Lightning as pre-requisites. 
Reduced the mana cost of Blade Shield. 
Ice Bolt and Fire Bolt can now pierce monsters. 

Items 
Class Specific Crossbows/Flails. They are similar to Flails/Knouts/Scourges and Crossbows/Siege Crossbows/Gorgon Crossbows. 

Amazon: Dawn Star, Blood Star, Scythia Star. 
Assassin: Rapid Crossbow, Covert Crossbow, Sleight of Crossbow 
Barbarian: Range Crossbow, Grassland Crossbow, Homeland Crossbow 
Druid: Root Crossbow, Trunk Crossbow, Canopy Crossbow 
Necromancer: Poison Crossbow, Blight Crossbow, Plague Crossbow 
Paladin: Crusader Crossbow, Champion Crossbow, Cavalier Crossbow 
Sorceress: Caster Crossbow, Glowing Crossbow, Radiating Crossbow 

Removed staffmods (automatic +random skills) on all class specific items apart from Assassin Claw Class Weapons. These will be added again when I create a better system. 
Amazon Only Spears and Javelins now gain a +Passive and Magic Skill tree bonus via automagic mods (like the +Javelin and Spear Skills bonus). 
Increased the base speed of all Crossbows. Reduced the damage on most Crossbows. Bolts now come in quivers of 350. 
Circlets and Coronets can get up to 2 sockets. Tiaras and Diadems can get up to 3 sockets. 
Changed % Absorb Magic damage on Diamonds to Magic Damage Reduced by x. 
Gave staves strength requirements. Staves get automagic +% resists or +% defence. 
All Daggers, including Throwing Knives, gain automagic poison damage. 
Added a level requirement of 5 to the Normal class specific bows. 
Added a level requirement of 2 and 5 to the Normal Amazon Only Swords. 
Increased the number of possible sockets on the Class Specific Bows and Swords to 6 or 3 depending on the item type. 
Swapped the Swift and Stealth names for the Assassin Only Bows around. 
Changed some unique and set armour graphics. 
Boots now all gain automagic Kick damage. 
Changed the speed of some Assassin Katars. 
Changed the graphics of Class Specific Long Bows and Long Swords. 
Changed Amazon Only Pikes to Brandistocks. 
Changed Staves and Wands so that they can not spawn with Increased Attack Speed as this made them too powerful. 
Added 50% automagic Damage vs. Demons on Axes. 

Added to the Gambling Screen 
Staves, Wands and Sceptres. 
Some Normal Class Specific Items (the low end items). 
Throwing Flails, Throwing Clubs, Throwing Scimitars, Pacific Sword, Foil, Mage-Slayer Bow, Stealth Bow, Primal Bow, Field Bow, Branch Bow, Raven Bow, Curse Bow, Bone Bow, Arched Bow, Kurast Bow, Mage Bow, Fire Bow, Dawn Star, Rapid Crossbow, Range Crossbow, Root Crossbow, Poison Crossbow, Crusader Crossbow, Caster Crossbow. 

Gems 
Added Exceptional and Elite Gems. Perfect upgrades to Fragment. 
Exceptional gems can be upgraded just like Normal gems. 
Elite gems can only be found or upgraded by Gem Shrines. 
(Normal/Exceptional/Elite) 
Chipped/Fragment/Flaked 
Flawed/Damaged/Blemished 
Normal/Regular/Natural 
Flawless/Unspoiled/Pure 
Perfect/Ideal/Cherished 
Fixed the displayed Runes used for crafting on Normal and Flawless Emeralds. 
Fixed Emeralds so that the gain +Maximum Poison Resist rather than % Absorb Poison. 

Runes 
You can cube any 3 Runes of the same type but only Runes 1-19. 
Note: Runes 10-19 can only be transmuted in Nightmare or Hell Difficulties. 

New Horadric Cube Recipes 
4 Chipped Gems = new magic weapon with 3 sockets (ilvl40). 
4 Flawed Gems = new magic weapon with 3 sockets (ilvl40). 
4 Normal Gems = new magic weapon with 3 sockets (ilvl60). 
4 Flawless Gems = new magic weapon with 3 sockets (ilvl80). 
4 Perfect Gems = new magic weapon with 3 sockets (ilvl100). 

1 New Unique item 
Added Lancewood (War Pike). 
Changed the Chance of Crushing Blow Per Level (was coming up as open 
wounds per level) on Sink Like A Stone (Shadow Plate) to Chance of 
Crushing Blow 50-100% (varies). Also increased the defence. 
Fixed a bug where Pick Up Sticks (Javelin) would spawn with no mods. 
Fixed a bug where Lump o' Wood (Throwing Club) would spawn with some mods missing. 
Fixed the image of Steyr Scout Sniper Bow (Stag Bow). 
Changed Absorb Poison on Reverse Resistance (Ward) to Poison Resistance. 
Removed the Damage Taken on Get Even (Tomahawk) and increased the Life Drain. 
Reduced the defence bonus on Song For Shelter (Scared Armour). 
Changed the damages on 900 Degrees (Hydra Edge). 
Increased the damage on Daroou Stick to 300% from 220% as all staff base damages were reduced. 
Changed the Azurewrath and Lightsabre unique images to the Ginther's Rift image. 
Changed Rogue's Bow required level to 16. 

4 New Runewords 
Deception (Daggers), Beauty (Helms), Chance (weapons), Crescent Moon (Axes, Swords, Polearms). 
Increased the maximum lightning damage on I Feel Music (Shields) to 100-400. 

Crafting 
975 crafting recipes  
Help with the new crafting recipes can be found on all the Exceptional and Elite gems. 
Fixed the bug where you could use any gem to craft with. 
Changed Amazon, Assassin, Necromancer and Sorceress Weapon Crafting so that they can craft any magic weapon - previously they were limited to Bows/Crossbows, 
Spears, Javelins, Claws, Daggers and Orbs. 

Monsters 
Some monsters have had their immunities and resistances swapped/changed. 
Removed leeching from Carrion Birds, Hell Buzzards, and Winged Nightmares. 
Izual does more damage - both cold and physical. 
Slightly increased Diablo's item drops. 
Burning Dead are now Fire Immune in Nightmare and Hell. 
Poison Spinners are now resistant to Poison in Normal and Immune in Nightmare and Hell. 
Flame Spiders are now resistant to Fire in Normal and Immune in Nightmare and Hell. 
Drowned Carcass' are now Cold Immune in Nightmare and Hell. 
Bog Creatures are now Fire Immune in Nightmare and Hell. 
Doom Apes are now Fire Immune in Nightmare and Hell. 
All Fetish Shaman' are now Fire Immune in Nightmare and Hell. 
Hell Swarm' are now Physical Immune in Nightmare. 
Added more monsters to the Bloody Foothills (Abyss Knights, Imps, Overseers). 
Zealot's are now Cold Immune in Nightmare and Hell. 
Zakarumite and Faithful are now Fire Immune in Hell. 
Added Flayers to the Sewers in Act3. 
Maulers are now Fire Immune in Nightmare. 
Bartuc the Bloody now drops Bloodfist (Normal) and Bartuc's Cut-Throat (Nightmare). 
Izual drops Azurewrath (Normal). 
Blood Witch The Wild is now a Horror (Skeleton) and has been renamed The Undead Guardian. 
The Undead Guardian drops Undead Crown (Nightmare). 
Griswold now drops Griswold's Edge (Normal). 
One of The Ancients will drop Arreat's Face (Hell). 
Geleb Flamefinger will drop The Herald Of Zakarum (Hell). 
Toorc Icefist will drop Zakarum's Hand (Nightmare). 
Fangskin will drop Serpent Lord (Normal). 
Andariel will drop Rogues Bow (Normal). 
Coldcrow will drop Leadcrow (Normal). 
Ancient Kaa the Soulless will drop Skin of the Vipermagi (Nightmare). 
Witch Doctor Endugu will drop Skin of the Flayed One (Nightmare). 
Duriel will drop Duriel's Shell (Nightmare). 
Radament will drop Radament's Sphere (Nightmare).

______________ 
Changes in v1.05 

Fixed these Horadric Cube bugs: 
4 Chipped Gems + Any Weapon = 3 socketed magic weapon of the same type. 
4 Perfect Gems + Any Weapon = 3 socketed magic weapon of the same type. 
4 Perfect Skulls + 1 Rare Item = 1 low level rare item of the same type. 


______________ 
Changes in v1.04 

Added support for German, Spanish, French and Italian languages. 
Thanks to http://www.systransoft.com/ and http://world.altavista.com/ 

Uniques and Runewords 
Forgot to mention I added: Steyr Scout Sniper Bow (Stag Bow) and 
PK (Ring) uniques in the v1.03 readme. 
Changed the Crushing Blow on Steyr Scout Sniper Bow to Deadly Strike. 

16 Unique items added: 
Get Even (Tomahawk), Force Field (Protector Shield), 900 Degrees (Hydra Edge), Lump o' Wood (Throwing Club), Fetch (Bludgeon), Summer Daze (Corona), Sink Like A Stone (Shadow Plate), Gumboots (Scarabshell Boots), Rhode's Warrior (Scarab Husk), Wings of Angels (Conquerer Crown), Sunday Shouting (Giant Conch), Hit And Run (Boneweave Boots), KillerForm's Killer Armour (Hellforge Plate), Reverse Resistance (Ward), Song For Shelter (Sacred Armour), Daroou Stick (Archon Staff) 

6 Runewords Added: 
Easy Now (Weapons, Armours), I Feel Music (Shields), Bound by Duty (Armours), Bramble (Armours), Brand (Scepters, Swords), Delirium (Helms) 

Skills 
Shadow Master now costs an additional 1 mana point per level. 
Changed Holy Fire's range to same as Holy Shock with no increase per level. 
Spirit Wolves now have resistances: 5% in Normal, 10% in Nightmare and 20% in Hell. 
Nerfed some Elemental Skills: Molten Boulder, Fissure, Volcano, Hurricane, Armageddon. 
Changed other Elemental Skills: Arctic Blast, Firestorm, Twister, Tornado. 
Rabies and Fire Paws got a slight nerf. 
Added some Cold Damage to Twister and Tornado. 
Guided Arrow no longer works with Pierce. 
Increased the damage on Guided Arrow. 

Items 
Added Rune needed for Class Crafting Recipes onto the gem descriptions in colour. 
This is to encourage crafting as it is the best way to get great items in this 
mod...but also so that I don't need to make .pdf files (yet) for people to print  
Changed the -Strength/-Dexterity on cube generated socketed items to Life Drain/-Mana. 
This is to prevent people exploiting the skill bug. 
Changed the damage on some class specific bows. 
Increased damage on Throwing Potions. 
Fixed a bug where sockets were not appearing on Throwing Knives, Axes and Amazon Javelins. 
Changed War Sword, Ancient Sword and Mythical Sword graphics (in hand) to be the same as Broad Swords. 
Balanced melee damage on Staves, Wands and Orbs. 

Monsters 
Replaced Bremm Sparkfist's Aura Enchantment (Conviction) with Multiple Shots  Only kidding I changed it to Stone Skin. 
Increased Andariels NM and Hell melee damage. 
Increased the skill levels of Gargoyle and Lightning Spire Turrets. 
Doubled Catapult missile damage, again. 
Abyss Knights should start appearing in Act 5. 
Increased Imp's Fire Blast and Inferno Fire damage, they also have a physical damage component to their fire blasts (they are the little teleporting things in Act 5). 
Reduced the amount of potions dropped by Champion and Boss monsters. 
Increased Act 5 monsters health points by 200% in Normal (250% base total) and 150% in Nightmare and Hell (200% base total). 
Nihlathak now drops a full set when you kill him. The set is dependant on the difficulty level. This was done to encourage people to try him  (I think it may be a little overkill for a reward except in Hell). 
Treehead Woodfist is now a Thorned Hulk - hopefully he is not too strong. 
Treehead Woodfist is also Magic Resistant and Teleporting - this may change. 
Reduced the number Treehead Woodfist's minions to 2. 
Colenzo The Annihilator is now Fire Enchanted and Mana Burning. 
Achmel The Cursed is now Immune to Poison and Extra Fast. 
Bartuc The Bloody is now Lightning Enchanted and Teleporting. 
Ventar the Unholy is now an Abyss Knight  
Ventar the Unholy is now Extra Fast and Stone Skin. 
Lister The Tormentor is now Spectral Hit and Cold Enchanted. 

Other 
Changed the Amazon's speech after the death of Izual back to the original (Wait, don't I get three wishes?), not the pap they changed it to in LoD (Goodbye Izual). 
Changed Scepter into the English spelling (Sceptre). 
Moved to the v1.09b .dll's this means that all chance to cast on-hit, on-strike spells will work (they currently do not in v1.09d). 
Fixed the Druid bug where having more that 20 points in Werewolf, Lycanthropy or Werebear would cause the game to crash. 
Gave Barbarians Throwing Clubs instead of the normal Club, also I removed the Buckler from his starting equipment (he still gets the Hand Axe and Short Sword). 
Gave Druids Throwing Clubs instead of the normal Club as his starting equipment. 
Cold Mastery is back to being a % reduction in monster resistance to cold spells. 
Fixed a spelling mistake: Thowing Flail -> Throwing Flail. 
Fixed a bug that didn't display Hurricane as being prerequisite to Armageddon (there was a missing arrow on the skill tab).





___________
1.03 Contact
website: http://www.planetdiablo.com/seasons/index.html
forum: http://phrozenkeep.it-point.com/forum/viewforum.php?f=29
email: dgroberts@gmail.com
ICQ: 37339581
MSN: dgroberts@ihug.co.nz

EOF ;)
