# About

# Snej - Diary of the Dark Wanderer

    Snej is a Modification for D2 and its expansion Lord of Destruction Copyright by Blizzard Entertainment.

    Embark the portal as long as you can no one knows how long the arcane energy can stand against the powers of the universe.
    Take the chance, no one knows when a mortal soul like you will ever get another one. Enter the World of Snej,
    a modification for Diablo2 and its expansion Lord of Destruction. See what you never thought was possible and
    fight against the evil forces.

    Snej 6.0 Diary of the Dark Wanderer is based on D2 LOD V1.11b But thanks to D2SE Modmanager this wont bother you ;-)

    General Modifications:

        * All text displayed in D2 is English - the language of your original version doesn't matter!
        * D2 has undergone a complete facelifting:
          complete new frontend with new look and feel
          new and fresh user interface
          new levelentrysigns
        * resolution switchable between 1024*768 and 800*600
        * Bigger Stash, Horadric Cube and Inventory
        * max lvl is 500 instead of 99
        * max skilllevel is 60
        * display of mf, gold, exp, ias, run, fastercast,
          magic resis, phyresis inside statscreen
        * individual new skillpanes for each char and preparation for 4. skilltab for craftskills
        * fixed gambleprices
        * true random gamble no preset ring and amu
        * 20 items in gamblescreen
        * blocking while running
        * barb has classic WW reactivated
        * dropcap of 6 items is removed
        * ancients cap of 1 lvl reward is removed
        * cowking can be killed as often as someone likes
        * 4/4/6 skillpointquests
        * potion of life gives 40 life reward
        * Lam Esams gives 20 statpoints
        * gold in stash and inv greatly increased
        * many new Uniques
        * many new Sets
        * new magic and rare stats
        * new runes
        * new gems and gemclasses
        * guestmonster akt1 to 4
        * monster random resistances
        * modified start attributes
        * diffrerent startitems / beginning of a new storyline
        * more than 90% of the skills are changed but Keept like the original ones.
          including of course dmg, manacosts, range, length
        * Vanilla Fixes
        * major boost for loading and joining games
        * random transform bug fixed
        * montype display bug fixed
        * classbelt displaybug fixed
        * item description bug fixed for items with quantity
        * allow player gfx state on non summons

    Mercenaries:
        * Can reach level 499
        * The mercs need less exp to level than in LoD (less than 1% at the beginning! - increases
          on higher levels of course), but always 64 or more, this can not be changed!
        * Does 50/40/30% damge to bosses in Norm/NM/Hell (in LoD 50/35/25)
        * There are Elemental an Physical Rogues in act 1 now
        * The Elemental Rogue uses immolation arrow and frost arrow
        * The Physical Rogue uses guided arrow and multiple shot
        * The act 2 mercs have new auras
        * In act 3 there are Fire Mercs, Wind & Chill Mercs and Poison & Bone Mercs
        * The Fire Merc uses Hydra and Fire Ball
        * The Wind & Chill Merc uses Frozen Orb and Hurricane
        * The Poison & Bone Merc uses Bone Spirit and Poison Nova
        * The act 5 merc has shape-shifting skills and can cry
        * The defensive one can take the form of werbear and uses Battle Cry
        * The offensive one can take the form of werewolf and uses War Cry
        * Mercs don't look like characters anymore, because this caused errors

    Monsters:

        * You can discover 24 new/changed monster types in my mod, which use new animations
        * Nearly 100 new monsters, which use old animations added
        * The monsters can of course reach level 500, too (Baal 525 and the Uber Dungeon Boss even 550!)
        * All monsters have more Life, Attack Rating and Defense, do more damage and give changed amount of experience (!)
        * Monster groups are about 1.5 times bigger than in LoD
        * The Monsters move about 1.5 times faster
        * Bossmonster are usually extremely dangerous

    Items:

        * Armors have much more defense
        * Str/Dex give slightly changed bonusses to your damage
        * Weapons & Armors have higher requirements and more durability
        * Bows do have durability, too
        * Throwing Weapons and Throwing Pots have a doupled quantity
        * Gloves, Belts and Shoes can be socketed now
        * Generally the maximum amount of sockets an itemtype can have is usually increased highly
        * There are more items in the gamble window and the gamble prices are not variable anymore
        * Increased gamble chance, the chance in hell is better than in nm and in nm better than in norm
        * More profit when selling your items
        * Changed the items, which the vendors sell
        * The affixes have been completely reworked of course
        * There are about 50 new affixes
        * The dropchances are slightly increased (but they are lower than in old versions)
        * The uniques are replaced by more than 600 new ones
        * The sets are replaced by new ones, too. At the moment there are about 54 new sets
        * There are more than 4200 recipes for the horadric cube
        * The attributes of the existing gems are reworked
        * There is the new gem quality level called 'Uber', which can only be cubed - in total there
          are 30 of these very powerful gems
        * There are 3 new gem types, of course in all 6 quality levels
        * The mod includes 33 completely new runes
        * New runes require new runewords - there are about 105 at the moment + 165 special runewords! (!)
        * The 165 special runewords give bonuses, if you put only runes of one type in a socketed item (33 runes * 5 words = 165)
        * There are about 60 new potions
        * Added an item called 'Unknown Skull'
        * Added an item called 'Boss Counter'
        * You can cube a kill counter with a start item
        * You can cube your startset with another start item
        * Healing and mana potions heal faster and better
        * You can gamble charms
        * You can gamble character specific items
        * Tomes are smaller and have room for 99 scrolls, keys are stackable up to 99, too
        * There's more room for arrows/bolts in a quiver
        * There are magic and rare arrows and bolts, too
        * You can find torches, which increase the light radius (useful in act 1 and 2 dungeons)
        * There are 38 additional secret baseitems, which you can find or cube

    Map Changes:
    In many cases the mapchanges are small and this isn't the main feature of SnEj Mod.
    Very large changes are marked with R(edone), the others with C(hanged).

        * Act 1 Town, C
        * Graveyard, R
        * Tristram, R
        * Inner Cloister, C
        * Cathedral, C
        * Catacombs Lvl 4, R
        * Act 2 Town, C
        * Claw Viper Temple Lvl 2, C
        * Arcane Sanctuary, R
        * Duriels Chamber, C
        * Act 3 Town, C
        * Durance of Hate Lvl 3, R
        * Act 4 Town, C
        * The Chaos Sanctuary, C
        * Act 5 Town, C
        * Throne of Destruction, R
        * The Worldstone Chamber, R
        * There are all four directions in Tower Cellar Lvl 5
        * The act 1 caves do only have a treasure level, which are a bit larger than the original ones
        * In act 1 there ist the Uber Dungeon, which has 4 levels. You should not enter it before you killed Baal!
          In this dungeon there are completely new monsters, which are much stronger than the ones you meet in the normal game
          and at the end there is a very strong new boss! (!)
        * You can find a dungeon called 'Hellfire' in act 2 with monsters adapted from Diablo I
        * There's a new 11-level-dungeon in act 5 (replaces Nilathak's dungeon).
        * Now you can enter Halls Dungeon level 11, so you can reach Nilathak. C

    Other Game Balance:

        * Experience loss after dying changed
        * The map is automatically regenerated when you enter a single player game, too - which can be good or bad of course
        * It's really dark in caves now, which may improve the game atmosphere and makes + light radius items more useful.
          You can compensate this effect by using torches and + light radius items

    Credits and Thanks:

    The Snejmod is actually modded by Seltsamuel,
    in continuation of the original work of Jens Katelaan alias SnEj42,
    who gave the Mod to SamusAran and his Team from which i took it later over.

    The entire Codebase is made by Seltsamuel from ground up new.
    Interface graphics of the Frontend by SamusAran.
    Interface graphics ingame by The_faust_VIII

    Special thanks go to:

        * Sunny & JEBs  (for hosting the Snejmod @D2Maniacs, hosting our Board and all the great help)
        * All Betatesters without them we had more bugs than we want to have ;-)
        * All Admins/Moderators of the Snejboard for all the time and unpaid support of the Comm.
        * All Sites supporting us whereever possible like
          - Indiablo.de thanks for the great News.
          - DiabloHQ.de thanks for the Teamspeak Hosting and News
          - Diablogame.de thanks for Hosting and News

    I also want to thank all members of my forum,
    all who posted in my threads @indiablo, and the Comm at all. Without you Snej would not be what it is now.

    I hope you like the Mod!
    Seltsamuel & SamusAran & SnEj42