SnEj-Mod Version 5.12, Release 11.01.06 - A Modification for Diablo® II: Lord of Destruction™ V1.10 Contents Introduction: Contents What does this version change? Install & Uninstall - Single Player Playing on Realms Modlog: General Modifications Characters Mercenaries Monsters Items Map Changes Other Game Balance Other: Unknown Skull Links Credits and Thanks What does this version change? Here's a detailed list, split into categories: Mainfeatures: many Bugs fixed the Mystic Cube fixed Added PlugY 7.01 Also Added: - Changed: Droprate of monsters heavy reduced Fixed: many Bugs on the Unque Items fixed the changed act1 Outdoor-Carts removed Install & Unistall - Single Player Install Diablo II, Lord of Destruction and Patch 1.10 Backup the following files: all *.dll files all *.exe files Patch_D2.mpq It isn't necessary to uninstall an older version of my mod, just overwrite the old files. If you've played an older version of my mod, you have to delete the shared stash (the files '_LOD_SharedStashSave.sss' and '_LOD_HC_SharedStashSave.sss'). You won't be able to enter the game, if this files are still in your save folder. The zip archive consists of 25 DLLs, one MPQ archive, 3 EXE-flies and two readmes (English/German). Copy all files into your D2 folder. You can play my mod in single player mode now! Characters created with Lord of Destruction, another mod or an older SnEj Mod version can't be used with version 5.12 of my mod! To uninstall my mod, delete all the files you've copied and copy back the files you saved in step 2 to their original location. Playing on Realms Read here for up-to-date information about SnEj Mod realms! General Modifications Added ChaosEnergy's Anti Cheat System> All text displayed in D2 is English - the language of your original version doesn't matter! The intros usually played at the start of D2 will be skipped D2 has undergone a complete facelifting [Thanks to SamusAran] Changed Start Menu Buttons Added own credits (!) Instead of "Expansion" "SnEj Mod" is displayed in game Bigger Stash, Horadric Cube and Inventory 100 pages private stash and 250 pages shared stash, which can be used by every character The character stats have a second and thirs page, where some additional stats are displayed (MF, dmg-reduce...) (!) You can start a single player character on higher level if you want to by using the -act x parameter Added new char titles Characters Maximum Char Level is 500 Maximum Skill Level is 60 Start attributes (Strength...) modified (altogether always 100) Life/Mana/Stamina bonuses through Vitality/Energy/Levelups changed All characters start with the same Attack Rating All chars go/run a bit faster Startitems changed to horadric cube, 3 identify scrolls, 2 town portal scrolls, a countercuber, a setcuber and 2 torches There's much more room for gold in stash & inventory More than 90% of the skills are changed. Here are some examples: A lot of synergies added or modified (!) Physical bonus of skills usually modified (!) Lightning Skills don't have a min damage of 1 anymore Static field reduces the life of monsters to 17/34/51% in Norm/NM/Hell Teleport works in town Shout, Battle Orders and Battle Command work in town, but with a radius of 0 Multiple Shot and Charged Bolt have a maximum of 72 missiles now Changed count of summons (more Valkyries, less Skeletons...) Battle Command gives an additional skillbonus of 1 every 15 levels (+ 5 to all at lvl 60) Of course dmg, manacosts, range, length... of most skills have been modified (!) All characters have an additional skill without any effect - they'll work with one of the next patches (!) 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 Quest Charges increased (7/7/11 Skills) New base resistances: Norm -30, NM -60, Hell -120 (instead of 0/-40/-100) Experience loss after dying 2/4/8% (instead of 0/5/10) The map is automatically regenerated when you enter a single player game, too - which can be good or bad of course Except the Portal Shrine all shrines can be used again after some minutes and the shrines, which refill in Lord of Destruction, too, refill faster now (Experience Shrine after 12 Min, Gem Shrine after 18 Min, all others after 2 - 4 Min) 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 An (!) means, that this feature is new in version 5.12 An (!) means, that this feature is improved/reworked in version 5.12 Unknown Skull What is the Unknown Skull? The Unknown Skull works like a charm. When you find it, it has no attributes, but you can improve it by putting it together with an 'Unknown Wizardry' potion into the cube. Where can I get this item? Corpsefire (the superunique monster in the Den of Evil) drops it. Does every 'Unknown Wizardry' potion improve the skull? No, but it usually grows stronger after only a few potions. Does the skul have any limits? Yes, by using the potions you enchant the skull with five different types of magic and all these types do have a limit. If you reach one of the limits, this will be displayed on the skull. After about 2 or 3k potions all these types will have reached their limits. Will every skull look the same at the end? No, there are some random factors and of course the different potions have different effects. Links At this place I want to link to some sites, which helped me and of cours to my own site/forum: Download SnEj-MoD Homepage of SamusAran The forum of this mod (German & English) The best German Diablo II-Site in my opinion The great indiablo-Forum The sub forum for Modifications, where I always got help fast & friendly The Phrozenkeep, where I learned much and downloaded some very good modding tools The Infinitum, where I downloaded great monster animations The Incandescence, where I also downloaded great monster animations :) ChaosEnergy's Website, which I link here, because CE always helped & supported me Credits and Thanks The SnEj Mod was mainly programmed by Jens Katelaan alias SnEj42 Some features of the mod are by SamusAran (Facelifting,Special Rws,Crafts), SkYlaX (Sets,RWs) and Anson of Sanctuario (about 50% of the maps,some uniques). Of course my very special thanks go to them :) Besides these two I want to thank: D-Master88 (who co-initiated the work on SnEj Mod 1.0) ChaosEnergy (as helper & supporter) [gmjd]Odix (for hosting SnEj Mod @ Zykworld) JEBs & Sunny (for hosting SnEj Mod @ D2Maniacs) unserenToten (mainly for forum & webspace) destrution (for playing & testing my mod since v 1.0 and having good ideas :)) Cheetah (for testing & suggestions) MoH-Elpi (for testing & suggestions) I also want to thank all members of my forum, all who posted in my threads @ indiablo, the developers of the great tools I used and Yohann for his PlugY! I hope you like my Mod! SnEj We also want to say thanks for help to these peoples: Tohuwabohu (for the great motivation, the new forum, the SnEjPedia and the translation from german to english) JEBs & Sunny (for hosting the SnEj Mod @ D2Maniacs) UnserenToten (for the old forum) Chaotica (for the Item-Engine and the help to Bug-Fixing) Destrution (CoModder - Monsters and Treasureclasses) Nemesis (Comooder - Skills) The People of InDiablo.de-Modifications Forum for their fast help with problems and questions. We also say thanks to all members of the new forum, the developers of great tools, we used and Yohann for his PlugY! And of cause great thanks to Jens for the Mod, he entrust us for further development. SamusAran