The Second Coming v. 2.08FF3+

By GuyAskingQuestion your local questioner

Readme format updated on release ~2.08~

Please post thoughts/opinions/bugs/anything in my forum in the Non hosted mods section
http://phrozenkeep.it-point.com/forum/viewforum.php?f=119
Or at
13.slynk.com

PluginY is not included as standard, feel free to add the marvels of this Plugin yourself, I really encourage you to do so.

This is the final release, please visit 13.slynk.com for information on the new 'super-mod' project that I am involved in.

=== Contents ===

1.0 Known Bugs
1.1 Installation
1.2 Latest Updates
1.3 Introduction
1.4 Hints and Tips
2.0 Cube Recipes
2.1 Runewords
2.2 Runic Discs
2.3 Epic Items
2.4 Legendary Crafting
2.5 Afflicted Items
2.6 Smithing System
2.7 Charm Weight System
3.0 Gameplay changes
3.1 Difficulty Changes
3.2 Item Changes
3.3 Mercenary Changes
4.0 Skill Information
5.0 Version History
6.0 Credits for Revival
6.61 Number of the Beast


1.0
=== KNOWN BUGS ===

4/7ths of the skill icons wrong


1.1
=== Installation ===

=== First Time User ===

-Extract the zip into the d2 folder, this should add 1 new folder:
e.g. c:/program files/diablo II/TSC

-If you are running D2 in the standard installation folder (c:/program files/diablo II/) you can just run the shortcut from your desktop... otherwise your going to have to change the paths on the shortcut. Use mine as an example.


1.2

=== Latest Updates ===

Version History is now near the bottom :P

2.08FF3+

Features

5 New Enemy types
Books of Townportal/Identify now stack upto 100 scrolls
Replenishing Arrows stack size increased to 100
Replenishing Bolts stack size increased to 125
Enemy density slightly increased
Enemy density increases between each difficulty

Bugs

Amazon Strafe fixeed
Barbed Giants now drop items (doh!)
Craftsman's Hammer spelling fixed
Leech's Axe spelling fixed
Doppelganger spelling fixed
Knife of the Seasons typo fixed
The Evader unique reflex bow's +1 to Avoid is fixed
Adventurer's Experience typo fixed

Skills

Amazon

Strafe now has a maximum of 25 targets
Minimum hits has a cap of 20 (to stop its becomeing greater than the maximum)


2.08FF2+

File size reduced by around 1.2 megs

Balance Issues

All charm cube recipes give the charm +1 charm weight

Major Bugs

Dark Temple level 4 no longer causes the game to crash

Bugs

Gemfix.dll now loads
Incorrect ini entrys fixed
Dark Temple level 3 has the corect name upon entrance.
Paladin skills given the correct levels
Raise skeleton skill display fixed
Numerous skill displays fixed
Harden/Soften descriptions made easier to understand
Blood Hawk Nests can no longer spawn as Champions/Uniques
Typos in Potion of Withering and Chilling Ice fixed
Dark Clan's Crusade correctly gives Pole Arm mastery (unworking Pole arm mastery before)
Sigons Wrap correctly gives Summon Grizzly (unworking Oak Sage before)


Skills

Paladin

Conversion now lasts longer, and has a higher chance of working. 
Conversion mana cost now increases per level

Druid

Spirit wolves low level damge reduced (it was a TYPO!)
Slight reduction in Grizzly effectiveness

Necromancer

Spiked Armour initial damage reduced to 12, from 40



2.08FF2

Features

1 New Afflicted Item

Fixed and shit

Icey Cave fixed
Shortcut fixed
Gem properties formatting fixed
Skill placements and levels fixed
Scroll of Skills auras fixed and named
Gem display formatting improved
Close button no-longer in the way of some skills
Invisible monsters bug fixed AGAIN!

Balance Issues

Barbarian

Toning initial bonus reduced to 2%, from 10%
Toning now grants 1.5% bonus per level, instead of 1% (rounds up)
Raid initial MF increased to 25%, from 20%
Raid MF per level reduced to 5%, from 10%
Call to Arms initial DS reduced to 5%, from 15%
Call to Arms has a DS Cap of 95%
Call to Arms CB formula changed, although the amounts are reduced throughout.
Crushing Blow from Call to Arms is now capped at 20%
Blessings gives +1% per level to STR/DEX until level ten, instead of 0.5%, then returns to 0.5% per level.
Weapon Mastery only gives 3.5% damage per level after level 40.
Increased Speed now gives 0.3% chance to dodge per level.

Necromancer

Poison Nova level requirement is now 12, and the damage has been ajusted.
Raise Skeleton has a cap of 7 Skeletons, it also takes longer to reach this cap.
Skeletons armour and life slightly reduced.
Above level 25 you can summon 2 Iron Golems

Druid

Limited to one of Fenris/Grizzly/Thornhulk summons.
After level 2 it takes 3 levels to summon another Spirit Wolf.
After level 2 it takes 2 levels to summon another Raven.





1.3
=== Introduction ===

My name is GuyAskingQuestion on the forums, I previously released the Revival mod as a non-hosted mod. Sorry for my absence from the forums, this was due to many factors: exams, v1.10, work and learning how to mod evil v1.10. You may have noticed I said EVIL V1.10, yes modding 1.10 is vastly more difficult than modding 1.09 in my opinion; the new version contains many evil complications especially when trying to convert a mod, despite this it allows for more possibilites.

The Second Coming, is basically Revival 2. I'll be sticking to the same principles in design and difficulty, that is; easier item finding and experience gain but a much harder end game. Also I am sticking to my attempts to make EVERY SKILL VIABLE, that means my usual weekly/fortnightly updates that consist of balance updates. 
However in the creation of TSC, I wished I could of updated my mod over from 1.09 and just add to it with 1.10 goodness. However I found this task insanely tedious and time consuming (especially string editing *ugh* ), so I started from scratch. I am hoping to be able to copy over what ever I can, my elite uniques and runewords have been an easy task in converting.



It would be nice if you posted any problems in the Revival forum in the non-hosted mods forum at www.d2mods.com. Since this mod is in it's beta stage and needs balancing/bug fixes.
Help and you might find a suprise for you waiting in store on the ingame Credits in the next version! 


http://phrozenkeep.it-point.com/forum/viewtopic.php?t=11998
Copy the link into your browser

1.4
== Hints and Tips ===

~ Leveling up the energy stat is more beneficial for Soceresses and other spell casters in TsC due to the "+% elemental damage based o energy".

~ If playing as a party over tcp/ip, or otherwise, remember that skills such as the Barbarians "Totem of Dispair" and the Necromancers "Soften" DO NOT stack. Simply put, a monster may be affected by; one curse style effect; numerous aura style skills.

~ Similarly, Barbarian "shouts" do not stack - except for - Battle Command. In addition, Battle Commands "+ skills" increases after a few levels.

~ For early, and later, gold, look out for; any knifes; wands, staffs and orbs; scrolls; bronze, gold and platinum; and skulls.

~ Gambleing has much greater odds in finding items of suitable power. Just don't waste too much cash!

~ You may find that to remove the penalties from Afflicted items and the Charm Limit that you must take on and off the Skill Scroll. Otherwise, you might simply wait a few seconds.



2.0
===  Cube Recipes ===

~ General Recipes ~ 

Scroll of "xxx" + Scroll of skills -> +1 to "xxx" on Scroll of skills (can be constantly upgraded, untill to high level requirement occurs)

2 Runes -> Next rune up
3 Gems -> Next gem up

Magic item + Crafting Orb -> Magic Item of same type
Rare item + Crafting Orb -> Rare Item of same type
Rare item + Crafting Hammer -> Rare item of same type
Set item + Crafting Orb -> Set Item of same type
Unique item + Crafting Orb -> Unique Item of same type

r05 + any non ethereal -> repair
r05 + r05 + any non ethereal -> repair + recharge

Does not work for sets/uniques
r20 + ethereal item -> repair and recharge

Spirit of Each Act Boss -> Secret Area Ring

10 Monster Body Parts -> Magic Jewel
20 Monster Body Parts -> Masters Charm
30 Monster Body Parts -> Craftsmans Hammer
40 Monster Body Parts -> Crafting Orb
50 Monster Body Parts -> Blue Key and Blue Box

5 Monster Body Parts -> Cube
3 Cubes -> Pyramid
3 Pyramids -> Sphere
3 Spheres -> Dodecahedron
3 Dodecahedrons -> Catalyst

Blue Key + Crafting Orb -> Yellow Key
Yellow Key + Crafting Orb -> Green Key
Green Key + Crafting Orb -> Gold Key

Blue Box + Crafting Orb -> Yellow Box
Yellow Box + Crafting Orb -> Green Box
Green Box + Crafting Orb -> Gold Box

Blue Key + Blue Box + Item -> Magic Item
Yellow Key + Yellow Box + Item -> Rare Item
Set Key + Set Box + Item -> Set Item
Unique Key + Unique Box + Item -> Unique Item

Unique Item + Crafting Orb + 2 Perfect Gems -> Same Unique Item, one socket
Rare Item + Crafting Orb + 2 Perfect Gems -> Same Rare Item, one socket
Set Item + Crafting Orb + 2 Perfect Gems -> Same Set Item, one socket

~ Tempering Recipes ~


Item + townportal + identify scroll -> Temperd Item

Tempered item + rune -> Same item with rune stats added + higher level requirement (can be constantly upgraded)

These all add one level

Heart + Tempered Weapon -> Same item with posion damage
Brain + Tempered Weapon -> Same item with fire damage
Jawbone + Tempered Weapon -> Same item with lightning damage
Eye + Tempered Weapon -> Same item with cold damage
Horn + Tempered Weapon -> Same item with +2 maximum damage
Tail + Tempered Weapon -> Same item with increased attack speed
Flag + Tempered Weapon -> Same item with attack rating
Fang + Tempered Weapon -> Same item with enhanced damage
Quill + Tempered Weapon -> Same item with attacker takes damage
Soul + Tempered Weapon -> Same item with mana
Scalp + Tempered Weapon -> Same item with increased cast rate
Spleen + Tempered Weapon -> Same item with life

Normal Tempered item + r10 + r10 -> Exceptional tempered item (also adds ~5 levels to requirement)
Exceptional Tempered item + r20 + r20 -> Elite tempered item (also adds ~5 levels to requirement)


Boosted Tempered Items

50% Damage has 100% chance of success
100% Damage has 75% chance of success
150% Damage has 50% chance of success
200% Damage has 25% chance of success

Base Weapon + Catalyst + Crafting Orb + 10 Monster Body Parts -> Tempered Weapon +50% Enhanced Damage
Base Weapon + Catalyst + Crafting Orb + 20 Monster Body Parts -> Tempered Weapon +100% Enhanced Damage

Exceptional Weapon + 2 Catalysts + 5 Crafting Orbs + 10 Monster Body Parts -> Tempered Weapon +50% Enhanced Damage
Exceptional Weapon + 2 Catalysts + 5 Crafting Orb + 20 Monster Body Parts -> Tempered Weapon +100% Enhanced Damage
Exceptional Weapon + 2 Catalysts + 5 Crafting Orb + 30 Monster Body Parts -> Tempered Weapon +150% Enhanced Damage

Elite Weapon + 4 Catalysts + 10 Crafting Orbs + 10 Monster Body Parts -> Tempered Weapon +50% Enhanced Damage
Elite Weapon + 4 Catalysts + 10 Crafting Orb + 20 Monster Body Parts -> Tempered Weapon +100% Enhanced Damage
Elite Weapon + 4 Catalysts + 10 Crafting Orb + 30 Monster Body Parts -> Tempered Weapon +150% Enhanced Damage
Elite Weapon + 4 Catalysts + 10 Crafting Orb + 40 Monster Body Parts -> Tempered Weapon +200% Enhanced Damage

~ Specialist Recipes ~

Low/mid level gear

2 Monster Body Parts + Chipped Amethyst + Body Armour -> Crafted Low Level Melee Armour
2 Monster Body Parts + Chipped Saphire + Body Armour -> Crafted low level Caster Armour
5 Monster Body Parts + 3 Skulls + Magic Weapon -> Leech Weapon
5 Monster Body Parts + 3 Quartz + Magic Weapon -> Fast Cast Weapon
5 Monster Body Parts + 3 Diamonds + Magic Weapon -> Undead Killing Weapon
5 Monster Body Parts + Saphire + Ruby + Topaz -> Elemental Weapon

Elemental Weapons

5 Perfect Rubies + Crafting Orb + 20 Monster Body Parts + Unique Sword -> Fire Brand
5 Perfect Topaz + Crafting Orb + 20 Monster Body Parts + Unique Maul -> Thunder Hammer
5 Perfect Saphire + Crafting Orb + 20 Monster Body Parts + Unique Axe -> Ice Axe
5 Perfect Emeralds + Crafting Orb + 20 Monster Body Parts + Unique Dagger -> Soul Reaper
5 Perfect Quartz + Crafting Orb + 20 Monster Body Parts + Unique Polearm -> Deaths Shock
5 Perfect Diamonds + Crafting Orb + 20 Monster Body Parts + Unique Spear -> Heaven's Guardian

The following crafts are stronger versions of old recipes. The original recipes still exist, but they have the same recipe but the rune is ten runes below (e.g r14 - r04) and no crafting orb is required. They also require certain items :S

Caster Items

All caster items inherit the following

10-25% Faster Mana Regeneration
40-50 to Mana
The bonus in braketts
33% chance of 1 to All Skills


magic helm + jewel + rune 14 + perfect amethyst + crafting orb -> caster helm (all Skills)
magic boots + jewel + rune 20 + perfect amethyst + crafting orb -> caster boots (mana after each kill)
magic gloves + jewel + rune 19 + perfect amethyst + crafting orb -> caster gloves (fast cast rate)
magic belt + jewel + rune 16 + perfect amethyst + crafting orb -> caster belt (fast cast rate)
magic shield + jewel + rune 15 + perfect amethyst + crafting orb -> caster shield (increased block)
magic armour + jewel + rune 17 + perfect amethyst + crafting orb -> caster body (all skills)
magic amulet + jewel + rune 18 + perfect amethyst + crafting orb -> caster amulet (faster cast rate)
magic ring + jewel + rune 21 + perfect amethyst + crafting orb -> caster ring (faster cast rate)
magic rod + jewel + rune 13 + perfect amethyst + crafting orb -> caster weapon (faster cast rate)


Safety Items

All safety items inherit the following

Damage Reduction by x%
Magic Damage reduced by 8-12
Bonus in brakkets

magic helm + jewel + rune 16 + crafting orb + perfect emerald -> safety helm (resist Lightning, defense)
magic boots + jewel + rune 19 + crafting orb + perfect emerald -> safety boots (resist Fire, defense)
magic gloves + jewel + rune 18 + crafting orb + perfect emerald -> safety gloves (resist Cold, defense)
magic belt + jewel + rune 17 + crafting orb + perfect emerald -> safety belt (resist Poison, defense)
magic shield + jewel + rune 14 + crafting orb + perfect emerald -> safety shield (resist Magic, blocking)
magic armour + jewel + rune 15 + crafting orb + perfect emerald -> safety body (Cannot be frozen, defense)
magic amulet + jewel + rune 20 + crafting orb + perfect emerald -> safety amulet (Regenerate life, blocking)
magic ring + jewel + rune 21 + crafting orb + perfect emerald -> safety ring (Regenerate life, vitality)
magic weapon + jewel + rune 22 + crafting orb + perfect emerald -> safety weapon (Regenerate life, damage%)


Blood Items

All Blood items inherit the following

2-5% Life Leech
20-40 Life
33% Chance of 5-10% Openwounds
Bonus in Brakkets

magic helm + jewel + rune 18 + crafting orb + perfect ruby -> blood helm (Deadly Strike)
magic boots + jewel + rune 15 + crafting orb + perfect ruby -> blood boots (regenerate Life)
magic gloves + jewel + rune 14 + crafting orb + perfect ruby -> blood gloves (Crushing Blow)
magic belt + jewel + rune 17 + crafting orb + perfect ruby -> blood belt (Openwounds)
magic shield + jewel + rune 16 + crafting orb + perfect ruby -> blood shield (Thorns %)
magic armour + jewel + rune 20 + crafting orb + perfect ruby -> blood body (heal after each demon Kill)
magic amulet + jewel + rune 21 + crafting orb + perfect ruby -> blood amulet (run/walk)
magic ring + jewel + rune 22 + crafting orb + perfect ruby -> blood ring (Strength)
magic weapon + jewel + rune 19 + crafting orb + perfect ruby -> blood weapon (damage %)



"Gamble" Recipes

You must remember that these are garenteed effects, for example more damage can occur from prefixes/suffixes. So these recipes are like being able to craft a Rare, and have a garenteed minimum which boosts any bonuses.

Weapon + Magic ring + Chipped gem -> Crafted Weapon, with 25% Enhanced Damage
1 Crafting Gem + Weapon -> Crafted Weapon, with 30% Enhanced Damage
2 Crafting Gems + Weapon -> Crafted Weapon, with 35% Enhanced Damage
3 Crafting Gems + Weapon -> Crafted Weapon, with 40% Enhanced Damage
4 Crafting Gems + Weapon -> Crafted Weapon, with 45% Enhanced Damage
5 Crafting Gems + Weapon -> Crafted Weapon, with 50% Enhanced Damage


1 Crafting Gem + Armour -> Crafted Armour, with 30% Enhanced Defense
2 Crafting Gems + Armour -> Crafted Armour, with 35% Enhanced Defense
3 Crafting Gems + Armour -> Crafted Armour, with 40% Enhanced Defense
4 Crafting Gems + Armour -> Crafted Armour, with 45% Enhanced Defense
5 Crafting Gems + Armour -> Crafted Armour, with 50% Enhanced Defense


1 Crafting Gem + Boots -> Crafted Boots, with 3% Increased Run/Walk
2 Crafting Gems + Boots -> Crafted Boots, with 6% Increased Run/Walk
3 Crafting Gems + Boots -> Crafted Boots, with 9% Increased Run/Walk
4 Crafting Gems + Boots -> Crafted Boots, with 12% Increased Run/Walk
5 Crafting Gems + Boots -> Crafted Boots, with 15% Increased Run/Walk


weapon + magic amulet + chipped gem -> crafted weapon 30 to mana


~ Upgrade Recipes ~

r10 + r10 + basic unique weapon + crafting orb -> exceptional unique weapon
r10 + r10 + basic rare weapon + crafting orb -> exceptional rare weapon
r10 + r10 + basic set weapon + crafting orb -> exceptional set weapon

r20 + r20 + exceptional unique weapon + crafting orb -> elite unique weapon
r20 + r20 + exceptional rare weapon + crafting orb -> elite rare weapon
r20 + r20 + exceptional set weapon + crafting orb -> elite set weapon

r10 + r10 + basic unique armor + crafting orb -> exceptional unique armor
r10 + r10 + basic rare armor + crafting orb -> exceptional rare armour
r10 + r10 + basic set armor + crafting orb -> exceptional set armour

r20 + r20 + exceptional unique armor + crafting orb -> elite unique armor
r20 + r20 + exceptional rare armor + crafting orb -> elite rare armor
r20 + r20 + exceptional set armor + crafting orb -> elite set armor


~ Charm Recipes ~
All these require MaGiC charms

Grand Charm + r05 + r10 + r15 -> Same Charm, one socket

Grand Charm + r07 + r08 +09 + r10 -> Crafted Grand Charm with elemental damage
Medium Charm + r07 + r08 + r09 + r10 -> Crafted Medium Charm with elemental damage
Small Charm + r07 + r08 + r09 + r10 -> Crafted Small Charm with elemental damage
Grand Charm + r25 + r26 + r27 + r28 -> Crafted Grand Charm with high elemental damage
Medium Charm + r25 + r26 + r27 + r28 -> Crafted Medium Charm with high elemental damage
Small Charm +  r25 + r26 + r27 + r28 -> Crafted Small Charm with high elemental damage

Grand Charm + r02 + r21 -> Crafted Grand Charm with damage to demons and undead
Medium Charm + r02 + r21 -> Medium Grand Charm with damage to demons and undead
Small Charm + r02 + r21 -> Crafted Small Charm with damage to demons and undead


Grand Charm + 5 Perfect Emeralds + 2 crafting orbs -> Crafted Grand Charm, with random Amazon skill trees
Grand Charm + 5 Perfect Saphires + 2 crafting orbs -> Crafted Grand Charm, with random Sorc skill trees
Grand Charm + 5 Perfect Skulls + 2 crafting orbs -> Crafted Grand Charm, with random Necromancer skill trees
Grand Charm + 5 Perfect Diamonds + 2 crafting orbs -> Crafted Grand Charm, with random Paladin skill trees
Grand Charm + 5 Perfect Amethysts + 2 crafting orbs -> Crafted Grand Charm, with random Barbarian skill trees
Grand Charm + 5 Perfect Topaz + 2 crafting orbs -> Crafted Grand Charm, with random Druid skill trees
Grand Charm + 5 Perfect Rubies + 2 crafting orbs -> Crafted Grand Charm, with random Assassin skill trees


~ Jewel Recipes ~

Fire Jewel -> Fire damage and +% Fire skil damage
Lightning Jewel -> Lightning damage and +% Lightning skil damage
Cold Jewel -> Cold damage and +% Cold skil damage
Poison Jewel -> Poison damage and +% Poison skill damage
Elemental Jewel -> Fire, Lightning and Cold damage and +% all elemental skill damages
Damage Jewel -> Enhanced damage and attack rating
Leech Jewel -> Life and mana steal

More gems = better stats

Jewel + 2 Perfect Rubies -> Fire Jewel
Jewel + 3 Perfect Rubies -> Fire Jewel
Jewel + 4 Perfect Rubies -> Fire Jewel
Jewel + 5 Perfect Rubies -> Fire Jewel
Jewel + 6 Perfect Rubies -> Fire Jewel
Jewel + 8 Perfect Rubies -> Fire Jewel

Jewel + 2 Perfect Topazes -> Lightning Jewel
Jewel + 3 Perfect Topazes -> Lightning Jewel
Jewel + 4 Perfect Topazes -> Lightning Jewel
Jewel + 5 Perfect Topazes -> Lightning Jewel
Jewel + 6 Perfect Topazes -> Lightning Jewel
Jewel + 8 Perfect Topazes -> Lightning Jewel

Jewel + 2 Perfect Saphires -> Cold Jewel
Jewel + 3 Perfect Saphires -> Cold Jewel
Jewel + 4 Perfect Saphires -> Cold Jewel
Jewel + 5 Perfect Saphires -> Cold Jewel
Jewel + 6 Perfect Saphires -> Cold Jewel
Jewel + 8 Perfect Saphires -> Cold Jewel

Jewel + 2 Perfect Emeralds -> Poison Jewel
Jewel + 3 Perfect Emeralds -> Poison Jewel
Jewel + 4 Perfect Emeralds -> Poison Jewel
Jewel + 5 Perfect Emeralds -> Poison Jewel
Jewel + 6 Perfect Emeralds -> Poison Jewel
Jewel + 8 Perfect Emeralds -> Poison Jewel

Jewel + 2 Perfect Diamonds -> Elemental Jewel
Jewel + 3 Perfect Diamonds -> Elemental Jewel
Jewel + 4 Perfect Diamonds -> Elemental Jewel
Jewel + 5 Perfect Diamonds -> Elemental Jewel
Jewel + 6 Perfect Diamonds -> Elemental Jewel
Jewel + 8 Perfect Diamonds -> Elemental Jewel

Jewel + 2 Perfect Amethysts -> Damage Jewel
Jewel + 3 Perfect Amethysts -> Damage Jewel
Jewel + 4 Perfect Amethysts -> Damage Jewel
Jewel + 5 Perfect Amethysts -> Damage Jewel
Jewel + 6 Perfect Amethysts -> Damage Jewel
Jewel + 8 Perfect Amethysts -> Damage Jewel

Jewel + 2 Perfect Skulls -> Leech Jewel
Jewel + 3 Perfect Skulls -> Leech Jewel
Jewel + 4 Perfect Skulls -> Leech Jewel
Jewel + 5 Perfect Skulls -> Leech Jewel
Jewel + 6 Perfect Skulls -> Leech Jewel
Jewel + 8 Perfect Skulls -> Leech Jewel

Jewel + 2 Perfect Schorls -> Deadly Strike, Thorns% jewel
Jewel + 3 Perfect Schorls -> Deadly Strike, Thorns% jewel
Jewel + 4 Perfect Schorls -> Deadly Strike, Thorns% jewel
Jewel + 5 Perfect Schorls -> Deadly Strike, Thorns% jewel
Jewel + 6 Perfect Schorls -> Deadly Strike, Thorns% jewel
Jewel + 8 Perfect Schorls -> Deadly Strike, Thorns% jewel

Jewel + 2 Perfect Quartz -> Cast Rate, Mana Jewel
Jewel + 3 Perfect Quartz -> Cast Rate, Mana Jewel
Jewel + 4 Perfect Quartz -> Cast Rate, Mana Jewel
Jewel + 5 Perfect Quartz -> Cast Rate, Mana Jewel
Jewel + 6 Perfect Quartz -> Cast Rate, Mana Jewel
Jewel + 8 Perfect Quartz -> Cast Rate, Mana Jewel

Jewel + 2 Perfect Crocoite -> + Damage and Damage Reduced
Jewel + 3 Perfect Crocoite -> + Damage and Damage Reduced
Jewel + 4 Perfect Crocoite -> + Damage and Damage Reduced
Jewel + 5 Perfect Crocoite -> + Damage and Damage Reduced
Jewel + 6 Perfect Crocoite -> + Damage and Damage Reduced
Jewel + 8 Perfect Crocoite -> + Damage and Damage Reduced


2 magic jewels -> magic jewel
4 magic jewels -> rare jewel
8 magic jewels -> unique jewel

2 rare jewels -> unique jewel

~ Ring Recipes ~

Ring + 2 Perfect Emeralds -> Crafted Ring, with dexterity and attack speed
Ring + 2 Perfect Saphires -> Crafted Ring, with energy and cast speed
Ring + 2 Perfect Skulls -> Crafted Ring, with dual leech
Ring + 2 Perfect Diamonds -> Crafted Ring, with all resistances and pierce resistances
Ring + 2 Perfect Amythysts -> Crafted Ring, with strength and magic damage
Ring + 2 Perfect Topazes -> Crafted Ring, with magic find and hit recovery
Ring + 2 Perfect Rubies -> Crafted Ring, with vitality and extra fire damage
Ring + 2 Perfect Schorls -> Crafted Ring, with deadly strike and max all resistances
Ring + 2 Perfect Quartz -> Crafted Ring, with cast speed and mana after each kill
Ring + 2 Perfect  Crocoite -> Crafted Ring, with heal after each kill and curse resistance

2 magic rings -> magic ring
4 magic rings -> rare ring
8 magic rings -> set ring
16 magic rings -> unique ring

2 rare rings -> set ring
4 rare rings -> unique ring

2 set rings -> unique ring

10 Monster Body Parts + Magic Ring -> Elemental Damage Ring
15 Monster Body Parts + Magic Ring -> Elemental Damage Ring
20 Monster Body Parts + Magic Ring -> Elemental Damage Ring
25 Monster Body Parts + Magic Ring -> Elemental Damage Ring
30 Monster Body Parts + Magic Ring -> Elemental Damage Ring
(More parts=Better ring)

~ Amulet Recipes ~

2 magic amulets -> magic amulet
4 magic amulets -> rare amulet
8 magic amulets -> set amulet
16 magic amulet -> unique amulet

2 rare amulets -> set amulet
4 rare amulets -> unique amulet

2 set amulets -> unique amulet

Magic Amulet + ? Andariel's Spirits -> Andariel's Amulet
Magic Amulet + ? Duriel's Spirits -> Duriel's Amulet
Magic Amulet + ? Mephisto's Spirits -> Mephisto's Amulet
Magic Amulet + ? Diablo's Spirits -> Diablo's Amulet
Magic Amulet + ? Baal's Spirits -> Baal's Amulet


~ Socketing recipes ~

Grand Charm + r05 + r10 + r15 -> Same Charm, one socket
Any Item + r01 -> 1 Socket Normal Item
Any Item + r01 + r02  -> 2 Socketed Normal Item
Any Item + r01+ r02 + r03 -> 3 Socketed Normal Item
Any Item + r01+ r02 + r03 + r04 -> 4 Socketed Normal Item
Any Item + r01+ r02 + r03 +r04 +r05 -> 5 Socketed Normal Item
Any Item + r01+ r02 + r03 +r04 +r05 +r06 -> 6 Socketed Normal Item

3 Chipped gems + 1 magic weapon -> 2 socketed, magic weapon
3 Flawed gems + 1 magic weapon -> 3 socketed, magic weapon
3 Normal gems + 1 magic weapon -> 4 socketed, magic weapon
3 Flawless gems + 1 magic weapon -> 5 socketed, magic weapon
3 Perfect gems + 1 magic weapon -> 6 socketed, magic weapon

3 Flawed gems + 1 magic armour -> 1 socketed, magic armour
3 Normal gems + 1 magic armour -> 2 socketed, magic armour
3 Flawless gems + 1 magic armour -> 3 socketed, magic armour
3 Perfect gems + 1 magic armour -> 4 socketed, magic armour

r15 + any socketed item -> unsocket (destroy gems)
r15 + r20 + any socketed item -> unsocket (keep gems)






2.1
=== RuneWords ===

Full stats can be seen in Runes.txt
It's probably wise to refrence Runes.txt for the runeword you making to
double check the runes and see the stats, Runes.txt can be opened with 
Excel.

Gemwords

In any Normal, magic or rare of the following types:

Boots
Helms
Gloves
Belts

If the same gem type and quality is put in all the sockets (has to have atleast 2 sockets), then a Gemword is made. The stats for each gem quality are slightly better each time.

Anything

Daylight	ElEl


Body Armour

Humility        TirEld
Harmony	        IthEldNef
Authority	IstMalElZod
Despair	        HelHelHelHel
Dragon	        ChamHelJahAmn
Duress	        TirPulOrtIo
Enigma	        VexFalIstSur
Last Wish	OrtThulTal
Stone	        ShaelUmPulLum


Belts

Knight's Vigil  EldThul
Envy	        HelKo

Boots

Darkness	EldThul
Death	        FalSur
Dweomer	        UmUm
Eternity	SolOrt
Oath	        ShaelThulEld
Youth	        ElEld

Gloves

Law	               ShaelDolIo
Call to Arms	       ShaelEl
Desire	               EldEl
Destiny's Daughter     ZodMal
Gloom	               TalThul
Hand of Justice	       LemCham
Hunger	               AmnEthAmnShael

Helms

Insight               DolKoFal
Delirium	      LemChamHel
Fortitude	      IoSurLem
Lust	              TalOrt
Madness	              HelDolIo
Nature's Kingdom      UmHelTir
Voice	              TirIth

Shields

Bound by Duty	UmBerShaelEld
Bramble	        TirDolOrt
Chance	        IstUm
Faith	        EldEldEldEld
Loyalty	        HelThul



Any Weapon

Lawbringer      OrtEldTalEth
Amity	        EthShael
Armageddon	SolMalChamEld
Blood	        SolLumNefPul
Destruction	MalZodVexChamSurJah
Doomsayer	ShaelVexEldPul
Dream	        EldTirEl
Edge	        ShaelShaelShael
Fortune's Favor	ZodIstIstZod
Holy Tears	SurOhmBer
Ice	        ChamThulThul
Lightning	OrtSolOrtShaelSol
Passion	        DolOrtEldLem
The Beast	ZodShaelChamVexGulAmn
Vengeance	IthAmnEl


Axe Only

Brand	                ShaelTalTalShael
Breath of the Dying	EldPul

Staff Only

Crescent Moon	        TirHelBerTirGulTir
Heart of the Oak	KoVexPulThul
Oblivion	        RalVexRalLum
Chaos	                NefTir
Enlightenment	        AmnVex

Orbs

Chaos	        NefTir
Enlightenment	AmnVex

Spears

Dread	ShaelShaelShaelShaelShaelShael
Glory	EldShaelVexFalPulUm
Hunger	AmnEthAmnShael
Patter  Any Jewel SolShael   (rare Jewels can be used)

Missile based (bows, xbows)

Beauty	                IoShaelKoKoBer
Flickering Flame	ShaelNefRalVexOhm
Hatred	                KoOrtSolOrt
Heaven's Will	        OrtShaelGulKo

Maces
 
Broken Promise	    ThulShaelThulIth

Knifes

Bone	EthMal


2.2
===  Runic Discs ===

Runic Discs act similar to charms, but the power of Discs far exceeds that of charms. However
Runic Discs cannot be found, instead they must be crafted, and only one of each Disc can be held.
A Runic Disc is crafted out of a Relic and a combination of Cubes, Pyramids, Spheres and Dodecahedrons,
using a Relic and a combination of upto 4 of the shapes you can craft a Runic Disc.

However, there is one problem, failure to use a correct recipe will leave you only with the Relic, your
shapes will be lost.

Example Recipe

Relic + Cube -> Runic Disc

This recipe works, and is good for the early levels.

Upgrading those relics

5 Monster Body Parts -> Cube
3 Cubes -> Pyramid
3 Pyramids -> Sphere
3 Spheres -> Dodecahedron
3 Dodecahedrons -> Catalyst

2.3
===  Epic Items ===

Epic Items are the equip of the legendary heros of sanctuary, storys of Hero's and their armoury which defined 
their existence are known as "Epic Myths" in the lands of sanctuary. However these storys are more than mere myth,
and the remains of the armouries of past heros proves this. One who is lucky enough to come across such an item will
find there destiny manipulated into one of legends; as the item unleashes it's unworldy power.

Epic items are the rarest items in the lands of sanctuary. These items CANNOT be crafted, and may only be found from
the corpses of their foes. Epic items are red in colour, but before idenification they show as gold, similar to
uniques. Due to the limited number of legendary figures, some items do not have a legendary alternative.

Epic items only appear in elite weapons, which can be ethereal.

Chance of finding Epic if an elite item of the right kind is found:
1/26 If only 1 unique exists of that item (most likely)
1/51 If only 1 unique exists of that item (rare)
1/76 If only 1 unique exists of that item (v. v. rare; SORRY!)
or
1/28 If a unique, and a Afflicted Item are of that type too.

2.4 INCOMPLETE
===  Legendary Crafts ===

Forged from hammers of Emperium, these items were once created by the hands of the greatest blacksmiths known to
Sanctuary. Now, since the return of Diablo for the second time, the abundance of magick in the air has intensified. 
Enableing anyone who welds such a hammer to craft these Legendary items; however the guilds of blacksmiths have, in
disgust, and loss of their staturem decided to throw down their hammers. In hope these artifacts are never found, and 
such Legendary items seize to exist on the planes of Sanctuaru again.

Legendary crafts are some of the most powerful items you can aquire in TsC. However to make such an item you must first
obtain an Emperium Hammer and an Emperium Anvil. Then you can worry about getting the reagents for the craft.

There currently is only 1 Legendary Craft, which is:
Any Body Armour + Emperium Hammer and Anvil + 5 Emperium + 2 Catalysts -> Legendary Armour /w 4 sockets and Emperium Anvil

2.5
=== Afflicted Items ===

Back during the time known as "The Sin Wars" mankind needed stronger equipment so that their heros could be successful. Entire legions of smiths gathered into guilds and each guild attempted to create items with monstrous strength and ability. However, their foes knew of what had come to pass, and thus they cursed these relics denying all from using their unquestionable power. Mankind struggled to remove the curse - but could not - yet, the Horadrim found a way to allow the use of just one of these Afflicted Items, but if any man tried to equip a second all the powers of hell abstructed their goals.

Afflicted items are the second most rare items obtainable in The Second Coming. Similar to Epic items, they cannot be crafted , and may only be found. Furthermore, they will appear incognito as unique items untill identification whereupon their true black nature may be revealed.

Afflicted items only occur in elite form.

Chance of finding Afflicted if an elite item of the right kind is found:
2/27 (1/13.5) If only 1 unique exists of that item (most likely)
2/52 (1/26) If 2 uniques exists of that item (rare)

1/14 If a unique, and an Epic exist

2.6
===  Smithing System ===

Using a variety of compounds you can improve ANY armours defence. However when doing so there is a chance the
upgrading will fail, leaving you with the same item, but with higher level requirements.

Basic Recipes

Any Armour + Phracon + Disposable Hammer -> Same Armour + 5 defence, and + 1 level required
Any Armour + Emveretarcon + Disposable Hammer -> Same Armour + 20 defence, and + 2 level required
Any Armour + Oridecon + Disposable Hammer -> Same Armour + 50 defence, and + 3 level required
Any Armour + Elunium + Disposable Hammer -> Same Armour + 100 defence, and + 4 level required

Minerals chances to suceed

Phracon      40%
Emveretarcon 30%
Oridecon     20%
Elunium      10%

However, you can improve your forging chances. The most important item in increasing your chances is an
Anvil. There are 4 anvils, each one more reliable and rarer than the last. You MUST use an Anvil if you
wish to use ANY other means to improve your chances, the best thing about Anvils is they are NOT used up
in the upgrading process, players with the best Anvils should be looked for if you do not have a good anvil
yourself.

Anvils rate of success changes

Anvil          +15%
Golden Anvil   +30%
Oridecon Anvil +45%
Emperium Anvil +60%

You can then further increase your chances at successful upgrading, however this can only be done when using 
an ANVIL aswell. Remember once your chances are 100% there is no point in using excess ingredients, you'll just
be wasting them.

Catalyst +5%
Blacksmiths Hammer +10%

Optimal Recipes

These are the best recipes for each mineral.

Armour + Phracon + Disposable Hammer + Emperium Anvil  (100%)
Armour + Phracon + Blacksmiths Hammer + Catalyst + Oridecon Anvil  (100%)
Armour + Emveretarcon + Blacksmiths Hammer + Emperium Anvil  (100%)
Armour + Oridecon + Blacksmiths Hammer + Catalyst + Emperium Anvil  (95%)
Armour + Elunium + Blacksmiths Hammer + Catalyst + Emperium Anvil  (85%)


2.7
=== Charm Weight System ===

Since 2.08 has introduced a larger iventory, a way of limiting or underpowering charms needed to be designed. Instead of, painstakingly, going through all the suffixes and prefixes, and weakening them. The Charm Weight System was invented - by me! - to deal with this.

Right, enought gloating, you guys want to know how it works; right?
Well, each charm has its own weight:

Small Charm - 1
Masters Charm - 1
Medium Charm - 2
Large Charm - 3 
Runic Disc - 4

Note that the weights are the same as space taken by each charm.

Now your character has a charm weight limit of 12; this means, if one carries a weight of 12 one is fine. However, if one carries a weight of 13 then a penalty shall occur.

Charm Limit Penalty (FYI)

-75 to All Resistances
-50% Run/Walk Speed
-50% Cast Rate

Watch out for items which have a Charm Weight of -1; these will allow you to wear another charm as they cancel out 1 weight. Moreover, some items may add 1 to your charm weight, these are usually very powerful items and use this to tone them down. This will cause you to have to change your charms if they force you over the limit.




3.0
===  Gameplay Changes ===

Maximum Level now 136 <- almost unreachable, expect over 100 but not 120 :)
Maximum Skill Level removed
Stat Points per level up = 5
Skill Points per level up = 2
Skill points via quests per diff = 9  (1+2+3+3)
Maximum skill points avaiable = 126 + (3 X 9 ) = 153
No skill pre-resquites
Mastery books
Temporary elixers
Experience bags


3.1
===  Difficulty Changes ===

-20 Resistance Penalty in Normal
-120 Resistance Penalty in Nightmare
-220 Resistance Penalty in Hell
Experience boosted at lower levels and boost deteriates throughout game
Experience is much easier to gain than in LoD, but in hell/nightmare more is lost upon death. This makes
for an easy come, easy go approach that makes death more undesireable which rewards skillfull and carefull 
play. 
More monsters with special properties, especially in later difficulties

2.06

x 


3.2
=== Item Changes ===

Normal sets improved
Normal uniques remade
Elite uniques remade
New Elite sets
Most "Charged" items replaced with "oSkill"
New Weapon types
New Elemental amulets
New Masters Charms



3.3
== Mercenaries === 



=== Act 1 ===

Cold

lv 1 Critical Strike (cold)
lv 6 Multi arrow
lv 6 Slow Missiles
lv 18 Freezing Arrow (Cold)

Fire

lv 6 Burning Heart
lv 6 Multi arrow
lv 6 Slow Missiles
lv 12 Immoliation Arrow (Fire)



=== Act 2 === 

lv 1 Jab
Normal, Combat/Defensive/Offensive

Holy Fire/Prayer/Blessed Aim

Nightmare, Combat/Defensive/Offensive

Thorns/Holy Freeze/Fanaticism

Hell, Combat/Defensive/Offensive

Holy Shock/Defiance/Concentration



=== Act 3 ===

=== Fire ===
lv 1 Fire Mastery
lv 12 Fireball
lv 18 Firewall
lv 30 Inferno

=== Cold ===
lv 1 Cold Mastey
lv 6 Frozen Armour
lv 12 Ice Blast
lv 18 Glacial Spike
lv 30 Hurricane

=== Lightning ===

lv 1 Lightning Mastery, Charged Bolt
lv 18 Chain Lightning
lv 24 Thunder Storm
lv 30 Lightning



=== Act 5 ===

lv 1 Bash
lv 18 Iron Skin, Beserk
lv 30 Battle Command



4.0
=== Skill Information ===

This section contains various information about the skills, and any formulae for them that
are not explained in-game.

Sorceress


Fire Elemental

A Sorceress adapt in the art of the fires can summon upon a beast of pure fire; this beast
is forced to do the Sorceress' bidding and protect her from attackers. Those who are true masters
of this element can even manage to control more than one Elemental.

Monster Properties

Fire damage improved by Fire Mastery

Normal 
None

Nightmare
20% Increased Attack Speed (IAS)
20% Chance of Crushing Blow

Hell
40% Increased Attack Speed
40% Chance of Crushing Blow
20% Extra life

Number of Elemental Calculations

(Skill level of Elemental / 15) + (Skill level of Fire Mastery / 15)

Ice Blast

A apprentice in the arts of the Storms soon learns to be able to create projectiles of Ice with
her will, projectiles that are cold enough to freeze their foes to the spot. However those truely
masterful in the art of the storm can summon multiple projectiles and will be able to bombard their foes
with the power of blizzards.

Number of Ice Blasts

( 2 + Skill Level of Ice Blast / 3 )



Necromancer

Raise Skeleton

One of the first abilities learnt by the Priests of Rathma is the power to bring to life the bones
of the dead. Skillful Priests are able to command armies of such Skeletons which have been said to topple
armies of the mightiest kings.

Monster Properties

Damage and life improved by Skeleton Mastery
Thorns damage gained by Spiked Armour
Skeletons gain lightning damage as their level increases
Skeleton gain new equip depending on their skill level

Normal
None

Nightmare
3% Life Leech
5% Chance of Crushing Blow 

Hell
10% Life Leech
12% Chance of Crushing Blow
30% Increased Attack Speed


Raise Demon

One of the most powerful skills of a Priest of Rathma is their ability to raise a Demon Lord from hell
itself. Demon's are possibly the most powerful being that can be raise and a Priest muse devote much of this
time in this art to be successful at it. Due to the excessive studying required and the general uncontrolability 
of Demons many Priests prefer to stick with the comparatively easy raising of the dead. However stories have been
told of Priests who can Raise Demons and an army of skeletons at the same time, and such a power would be
devestating to whoever stood in such a priests way.

Monster Properties

Chance to do deadly strikes and crushing blows improved by Demon Taming
Gain aura from Demon's Aura skill

Normal
50% Enhanced Damage
10% Chance of level 10 Firestorm on striking

Nightmare
150% Enhanced Damage
15% Attack Rating Bonus
15% Chance of level 20 Firestorm on striking
25% Extra Fire Damage

Hell
300% Enhanced Damage
30% Attack Rating Bonus
15% Chance of level 35 Firestorm on striking
50% Extra Fire Damage


Druid

Grizzly

This boon grants the Druid th aid of a tremendous wild bear with huge claws and great fangs to fight among side 
him. The Grizzly also boosts the life of those who stay close to this tremendous beast.

Monster Properties

Grants Heart of the Bear Aura to those near to the Grizzly

Normal
+75 Life
25% Chance of Crushing Blow

Nightmare
+150 Life
50% Chance of Crushing Blow
15% Increased Attack Speed
15% of Damage Returned to Attacker

Hell
+400 Life
75% Chance of Crushing Blow
25% Increased Attack Speed
35% of Damage Returned to Attacker

Aura Properties

Heart of the Bear

Stacks with all auras

30% Life Bonus, +5% per Level
6 Yards Radius, +1 Yard per Level


Thornhulk

A Druid who is advanced in the Powers of Nature can summon forth a huge giant of thorns, with formidable strength
and power that crushes all in its path. Those who attempt to slay a beast find themselves injured by their own attacks
due to the thorned build of the creature. The Thornhulk also invokes this thorned ability to all that join it in battle,
making it truely a formidable foe.

Monster Properties

Grants Natures Thorns Aura to those near the Thornhulk

Normal
+150 Life

Nightmare
+300 Life
20% Increased Movement Rate
20% Increased Attack Speed
30 - 40 Damage Returned to Attacker

Hell
+500 Life
30% Increased Movement Rate
40% Increased Attack Speed
60 - 80 Damage Returned to Attacker
15% Chance of Crushing Blow

Aura Properties

Natures Thorns

200% of Damage Returned to Attacker, +25% per Level
8 Yards radius, +1 Yard per Level


Fenris

A Druid enlightend with the powers of Nature can conjure forth a great wolf ally. Those in the prescence of a Fenris
recieve a great bonus to their abilities in combat, also  the Fenris' combat skills are furthur increased upon
consuming the corpses of its falen foes.

Monster Properties

Grants Heart of the Wolferine Aura to those near to the Fenris

Normal
50% Enhanced Damage
25% Chance of causing openwounds

Nightmare
125% Enhanced Damage
50% Chance of causing openwounds
30% Increased Attack Speed

Hell
200% Enhanced Damage
75% Chance of causing openwounds
60% Increased Attack Speed
15% Chance of Crishing Blow

Aura Properties

Wolverine Aura

Stacks with all other auras

20% Enhanced Damage, +7% Per Level
20% Attack Rating, +7% Per Level
10 Yards Radius, +1 Yard per Level



Ancient needs writeup


5.0
=== Version History ===


H3ll has Phroz3n ov3r I r3l3as3d a patch!
2.08F
Never :P

NEW CHARACTERS REQUIRED - SORRY!

Major New Features

20 New "AFFLICTED" Items
MVP System Implemented
1 LEGENDARY Craft available - yay!
Charm weight system added - see section 2.7
Bigger Inventory space

New Features

22 New Uniques
15 New Runewords
7 New Itemtypes
2 New Sets
1 New EPIC Item
1 New Item Stat
New Item Properties
Elite/Exceptional items easier to find
Secret Runeword Added - How? In this readme (Somewhere?)

Book of Identify/Town Portal now hold upto 50 scrolls
Keys can be stacked upto 30
Emperium Hammers available; only used in Legendary Craft

Tweaks/Bug Fixes

Cards cost more to gamble
Skeleton mastery level requirement fixed
Zeal no longer requires Sacrifice
Perfect Amethyst attack rating fixed
The Dark Temple no longer crashes the game upon entrance
Isengards Horns name fixed
Shadow enemies now have correct names
The Underground Maze layout changed
Monster Variety increased in The Underground Maze
Elemental Weapons Improved
Penentrate masters charm fixed
Epics cannot be crafted - at all
Epics item level raised from 85 to 99
Afflicted item level is 98 (FYI)
Some uniques weakened
Invisible monsters removed - hopefully


Assassin

Fire Wave missiles increased
Ice Wave minimum damage decreased
Ice Wave freeze length improved
Magic Wind damage per level is now 3% instead of 2%

Amazon

Natural Armour damage reduction lowered
Critical strike max chance now 70%, from 80%

Barbarian

Totem of Dispair damage curve reduced, especially at lower levels
Hwever Each point in ToD garentees extra damage


Druid

Volcano damage increased
Hurricane and Armageddon initial durations doubled
Hurrican and Armageddon duration per level is now 3 seconds, instead of 2

Paladin/Druid armours defense slightly adjusted
Some areas difficulty increased

Necromancer

Skeletons damage reduced slightly
Skeletons life reduced slightly
Iron Golem gains life per skill base level
Iron Golem gets damage from Golem Mastery

Sorceress 

Firebolt damage improved
Firebolt mana cost reduced
Fire Mastery initial bonus now 12%, from 16%

Storm Mastery initial bonus now 4%, from 5%
Storm Mastery bonus per level now 4%, from 5%
Nova damage deceased at lower levels
Nova mana cost lower at lower levels, higher at higher.
Thunderstorm damage lowered at lower levels
Frozen Orb has been hit with the nerf bat
Glacial Spike freeze length increased


Leftovers
2.07a
17th September 2004

Epic Items (30 in total)
94 New Cube Recipes (Mostly Smithing)
2 New Uniques
1 New Itemtype
Smithing System
Druid skill icons complete
Horadric Cube size reduced
New install system
Some text files left in Mpq for Udie Too usage
Number of old blue box items increased to 60, from 15
Runes can be found in old blue boxes

Tweaks/Bug Fixes

Act bosses drops reworked to disencourage runs
Champions are best hunted for Uniques
Unique enemies are best for set items
Superuniques are best hunted for rares
"Foods" have descriptions
"Temporary Elixers" have descriptions
Grapes/Apple healing adjusted
Fish healing lowered
Whole chicken healing lowered
Chicken Leg healing lowered
ber Healing potions healing ability lowered
Assassin katars no longer give dagger mastery
Assasin daggers no longer give katar mastery

The "Lost Work" version :P
2.07
8th September 2004

29 New uniques
24 New cube recipes
3 New sets
2 New monster animations
New itemtype, Bracelets
Old blue boxes implemented
Relic Recipes extended, new item "Catalyst" can be used, doubling the number of recipes
New Dungeons to explore:
"The Underground Maze"
"The Dark Temple"
"Travincal Prison"
"Ancient Mines"

Tweaks/Bug fixes

For enemies with charged bolt on hit, the bolts damage reduced
D2modsetup.bat included
All 3 ancients should give experience now



Holiday Fixes :D
2.06a
21st August 2004

Features
New Card System, look in the gamble screens!
24 New Cube Recipes
Magic Find returns to 1.08 style
Elemental amulets can be upgraded

Tweaks/Bug fixes

Raise Ancient and Suicide no longer appear on Druid items
Auric display added to some monsters
Isengard's strings fixed
Storm Mastery description fixed
Perfect Ruby Gemwords work
Damage/based on stamina prefix fixed
Bone Golem Veteran's names fixed
Experience potions power reduced slightly
Hirelings level quicker
Act 4 Assertion fixed *probably*
Crocoites actually drop :)
Special Keys/Chests drop rate increased
Runic Items drop rate increased
More random fixes
Ancient drop items properly
Few Monster stats changed
Runewords in magic/rares fixed


Patch Complimation
2.06 
3rd August 2004

Features

2 Skills per level up
Skill level cap removed

91 New Cube Recipes
41 New Uniques
38 new monsters
26 New Miscillanious items - Including: Auric Belts, Battle Horns, Food and Crafting Supplies
13 New monster types
8 New Sets
6 New Properties, +x% elemental damage based on energy, damage based on stamina
5 New Runewords (mainly for low levels)
4 New Armour Types
3 New Shield types
3 New Gem Types

New Act 1 Layout
New Sewer Layout
New Secret Areas!!!
New Crafting Gems
New Tempering Ingredients
New Main Screen
New Exceptional, Elite throwing potions!
New Arrow Types
New Potions
New Resitance System
New extra gold storing system implemented, via Bronze, Gold and Platinum pieces
New Runic Disc System
New Mechant Rings

Assassin skill icons done
Sorceress skill icons done
Barbarian skill icons done
Assassin skill background done
Veteran Monster system


Some old original sets changed


Tweaks/Bugs

Some spelling errors
Gambling odds tweaked
Suffix "of Firebolts" fixed
Exploding Arrow skill description fixed
Assassin cloaks gamble bug fixed
Ring bug *may* be fixed
Replenish Arrows name spelt correctly
New gems can now be upgraded
Spirit Wolves description fixed
Rocky Sewer entrance message fixed
Cold/Lightning Mastery Masters charms descriptions fixed
Crash in Choas Sanctuary fixed (Hopefully)
Inferno/Mystic Armour description bug fixed
Some more broken charged items fixed
Some monster issues delt with
Golems recieve the correct properties
Scalp graphics fixed
Soul drop graphics fixed
Souls now have correct graphics
Treasureclass bugs fixed
Catacombs level 4 super unique spawn fixed
Skull Jewel crafts fixed
Dagger Mastery/Claw mastery no longer appear on wrong items
Grammar/Spelling fixed on some skill descriptions
Act Bosses drops toned down
Summoner class monsters drops toned down
Nithilak, Hefastu drops improved
Stat point or ability boosting potions now have red lettering, for easier spotting
Larzuk, Halbu and Jamella's armour sales tweaked, no longer do they seem to just sell body armour.
Experience Potions Level requirements fixed, you now have to be that level for the potion to be used
Crash in Ancients way fixed
Exploding arrow items now work
Jah Rune colour fixed (did not show as gold)
Magic Mastery on Scroll of Skills no longer benefits from +skills
Masters charms can now spawn with Pierce (previously spawned as +1 to Attack)
Charges occurring with "Evil Force" Charges or wrong skills mostly removed
Diablo's Soulstone fixed, due to cheating possibility
Fire bolt damage fixed




Balance

Barbarian

Concentrate initial damage now 50%, instead of 60%
Concentrate damage per level now 25%, instead of 20%
Frenzy initial damage now 40%, instead of 45%
Frenzy damage per level now 20%, instead of 15%
Whirlwind damage per level now 10%, instead of 9%
Berserk initial damage now 120%, instead of 150%
Berserk damage per level now 30%, instead of 25%
Suicide initial damage now 240%, instead of 300%
Suicide damage per level now 40%, instead of 30%
Burning Strike initial damage decreased

Weapon mastery initial bonus now 24%, instead of 26%
Weapon mastery damage per level now 6%, instead of 4%
Magic Enchant damage increased significantly

Necromancer

Guided Souls now has a small casting delay
Guided Souls damage increased
Bone Spear damage increased
Bone Mastery bonus increased


Amazon

Multiple Shot arrows now can hit the same enemy twice, like charged bolt
Freezing arrow initial damage lowered, final damage improved
Lightning arrow damage increased
Zerae's lightning thorns weakend
Poison enchant damage increased at higher levels

Fend damage increased
Jab Damage increased
Impale damage increased

Necromancer

Teeth now can hit the same enemy twice, like charged bolt
Teeth damage increased at higher levels
Bone Spirit damage increased at higher levels
Bone Spear damage increased

Skeleton damage increased


Sorceress

Chain Lightning damage slightly improved
Mystic Wave damage sligtly improved




Assassin

Fire Wave damage increased
Ice Wave damage increased at higher levels



Druid

Twister physical damage increased
Twister elemental damage increased
Volcano damage increased
Artic Blast damage increasd
Firestorm damage increased
Armageddon Damage increased
Hurricane damage increased

Lightning Paws damage increased
Fire Claws damage increased
Venom damage increased


Paladin

Holy Freeze damage increased

Blessed Hammer damage increased
Fist of the Heavens damage increased



New Uber Skills

Apocalypse
Fissure
Death's Boulder
Clay Golem
Blood Golem
Snow storm
Lightning Hose
Lightning Spire
Magic Arrow
Rapid Fire




Pre-public patch fix I
2.05a
27th May 2004

Features

70 New Gemwords for Gloves/Boots/Helms and Belts
Mod system changed to D2MoD, meaning no more dll copying and smaller download
Smaller download, deleted unused graphics and dll's
More gold can be stored in the stash
Runewords allowed in Magic and Rare items


Mercenaries Changes

Mercs can now equip 2 rings, instead of 1
Mercs can now equip Elemental Amulets
Act 1 mercs can equip crossbows
Act 2 mercs can equip royal axes


Bugs

Act 1 Hirelings skills fixed
Suffix "of Prisms" now works correctly
Many unique/set item properties fixed
Sanders Supersition set fixed
"Hit Blinds target" works correctly

Skills

Amazon

Freezing arrow initial damage decreased
Freezing arrow final damage increased
Poison Enachant damage increased

Final Beta
2.05
26th May 2004

Features

PluginY
-Shared Stash
-Infinite Stash Space
-Shift click stats go up in fives

42 New Jewel Crafting Recipes
Elizx buy/sell properties changed
New Unique/Set/Rare Recipes
New Upgrade recipes (even sets!)
Hundreds of hit-skill, charged, get-hit skill prefixes/suffixes re-enabled
Previous uniques from 2.03 returned
Aura enchanted enemies returned
New Suffix "of Taboo" - Curse Length Reduction

Bug fixes

Sand Leaper bug fixed
Getting too high level skills on items fixed (except for amazon)

Skills

Amazon

Guided Arrow damage per level increased to 10%, instead of 5%
Strafe Damage per level increased to 12%, instead of 5%
Strafe base damage increased to 60%, instead of 20%
Jab damage per level increased to 12%, instead of 3%
Jab initial damage decreased to -24%, instead of -15%
Impale damage per level increased to 40%, instead of 25%
Impale initial damage increased to 400%, instead of 300%
Impale attack speed increased
Fend damage per level increased to 20%, instead of 12%
Fend attack speed increased

Immoliation casting delay removed
Immoliation burning damage improved


Sorceress

Enchant initial damage weakend

Necromancer

Drain length reduced


Almost There Build IV
b2.04d
23rd May 2004

Features

Amazon skills modded
Some monster skills changed
1 New monster
Nithalak drops improved
Arreat Summit made easier

Bug Fixes

"Evil Force" set bug fixed
Scroll of skills can nolonger be made in the cube
Scroll of magic nolonger gives axe mastery
Lavagout/Hellmouth bugs fixed
Some monsters skills nolonger do 1 hit kills
Scroll of skill's name no longer displayed twice

Skill Changes


Cool new skills and tree


Assassin

Charged bolt senrty weakend

Barbarian

Ancient's life reduced

Druid

Skills layout changed
Elemental Mastery weakend
Twister is now a level 18 skill
Twister damage increased
Twiser no gains more missiles per level
Thunderbolt is now a level 24 skill

Werewolf is now a level 6 skill
Lycanthropy is now a level 12 skill
Shockwave damage increased
Thornhulk life reduced

Sorceress

Ice Blast damage increased
Ice Blast freeze time nerfed


2.04 Build Patch III
b2.04c
22nd May 2004

Features

Level Cap raised to 127
Experience calculations changed at higher levels
Monster levels raised alittle in end game
Monster densities at Arreat Summit and 2 Act 3 dungeons decreased




Pre-release Patch II
b2.04b
20th May 2004

Bugs

Socketed Grand Charm recipe fixed
Skill Charms recipe fixed
Some Runewords fixed


Pre-release patch I
b2.04a
12th May 2004

Features

Amazon unModded, but playable
More monprop fun

Balance

Potion of *stat* now gives 20% to the stat and +5 *stat*
Potion of the Withering now has a poison length bonus
Potion of Invenerablity improved
Some uniques balanced/changed
Runewords rebalanced

Bugs

Fixed a few unique names
Fixed some unique stats
Scroll of skills item name fixed
Prefix/suffix bug fixed
Barbarian skill bug fixed
"Attack aura" bug fixed
"X on hit" bug fixed
Bugged charged skills fixed
Thorns bug fixed
Assassin Skills required levels fixed


Skills

Assassin

Mystic Wind damage reduction increased to 72%, instead of 60%
Mystic Wind magic damage increased at higher levels
Death Sentry now gains minimum lightning damage
Lightning Strikes now gains minimum lightning damage

Barbarian

Ancient now gains items as he levels, similar to Valkrye

Druid

Spirit Wolves damage increased dramatically
Fenris damage increased
Ravens damage increased
Twister damage increased
Hurricane damage increased
Hurricane delay between hits decreased
Armaggedon damage increased
Thunderbolt casting delay removed (was 10 frames)

Paladin

Bind Damage at level 1 now 1-20, instead of 1-40

Sorceress

Charged bolts cap increased to 36 bolts, instead of 24
Frost Nova damage incereased
Ice Blast now gains extra missiles every 3 levels

Mystic Bolt damage increased
Mystic Nova damage increased
Mystic Mastery now gives 8% extra magic damage, instead of 7%

Fire Mastery now gives 8% extra fire damage, instead of 7%
Maximum numbers of Elementals revised to benefit a fire sorceress



Malachai's Spelling Patch
b2.04
11th May 2004

OLD CHARACTERS *MAY* BE COMPATABLE

Features

40 New Cube Recipes
17 New Runewords
~12 New Maps
~12 Uniques for new weapon types
5 Major Skill Replacements
4 New Weapon types

New Graphics on Babaric Swords
New Passives added to Masters Charms
New Prefixes and suffixes
New Experience Potions
New Improved Gem Stats
Belts / Gloves / Boots can now be socketed
Max sell price increased at later vendors
Vendors are now more varied, some sell/buy low others high
High Runes (r33-r25) names now in Gold
Middle-High Runes (r24-r20) names now in Yellow
Gem stats slightly altered
Revival Automagic.txt imported
Major skills.txt structural change
Blood Raven now drops the scroll of skills
All characters start with short sword

Major Skill Changes

Blessings - Now gives +% to Strength and Dexterity
Frozen Justice - Now similar to Burning Strike
Gouging - Removed
Raid - New Barb passive skill, grants magic find

Venom Gaurd - Removed
Hidden Cobra - Venom Gaurd merged with
Pilfer - New Assassin passive skill, grants gold find and a bonus to magic find
shael
Bugs

Paladin skills are now the correct levels
Paladin skill trees renamed
Turn Evil description fixed
Necromancer spelling errors fixed
Summon demon is on the correct skil page now
Wrong class skills appearing on items fixed


Items

New low level Necromancer set ;)
Greyform rebalanced
Trang Oul's mask rebalanced
Sandstorm trek rebalanced
Ormus' robes rebalanced
Kira's Gaurdian rebalanced
Dragonscale rebalanced


Skills

Barbarian

Battle Howl deadly strike per level reduced to 1%, instead of 2%
Battle Howl deadly strike starts at 15%, instead of 10%

Necromancer

Guided souls damage at low levels slightly reduced
Guided souls fires less souls at low levels, but builds up to the original number rapidly

Paladin

Cloud Strife cold damage increased
Some casting delays increased
Frozen Justice changed, no longer a messy frozen orb skill



Pre-Public Patch Fix III
b2.03c
7th May 2004

DLL EDITS

Book of skills gives +2 new skill points, instead of 1
Izual quest reward gives +3 new skill points, instead of 2
More items at gamble screen
/Players X command can now go to 127, instead of 8
Ancients level cap removed

Bugs
Couple of strings changed


Pre-Public Patch Fix II
b2.03b
6th May 2004

Fixed a few levels bugs (some monsters never spawning)
Enabled a few more enemies to turn into champions/uniques
Damage of monster thorns slightly increased
Enemy attack rating and damage slightly improved
Baal's minions changed
Slight extra monster variety in act 5
Crash caused by mages fixed


Pre-Public Patch fix
b2.03a
6th May 2004

Increased Stash and Cube size
Experience bug fixed (max level back to 100 for now)
Barbarian save bug fixed
Fear's disappearing act rectified
Summon Ancient no longer dies in one in Normal
Act 3 Mercs now gain Chain Lightning
Act 5 Mercs Battle orders now goes up levels (max 12, instead of previous 7)
Merc descriptions in readme now correct
New graphics for temporary elixers
New graphics for masters scrolls
Few new monster types
Lots of new monster properties

Book of skills/scroll of stats no longer buyable
Temporary exlixers no longer buyable
Elixers sell price increased


Barbarian

Summon ancient gains passive Iron Skin, Increased Speed, Natural Resistance,
Toneing and Gouging
Burning Strike damage slighty improved
Burning Strike radius increased to 1.5 yards instead of 1 yard
Burning Strike casting delay reduced to 10 frames instead of 12


Druid

Summon Fenris gains 5% more life per level
Raven bug hopfully fixed
Spirit wolve bug hopefully fixed

Firestorm damage improved


Necromancer

Skeletons gain hidden lightning damage
Summon Demon now gains 15% attack rating bonus in Nightmare, and 30% in Hell
Summon Demon now benefits from spiked armour
Summon Demon now casts firestorm on strike
Maximum number of revives now 5
Revive now gains 5 seconds time bonus per level
Revive now gains a hidden 5 seconds time bonus from skeleton mastery
Revive now has a base of 50% enhanced damage
Revive now gains 10% enhanced damage per level
Revives now benefit from spiked armour
Revive bug hopfully fixed
(In all this makes for less, but stronger Revives)

Teeth damage improved
Guided souls damage improved
Bone Spear damage improved
Corpse explosion casting delay in place




Sorceress

Ice blast damage increased
Thunerstorm damage increased
Chain lightning minimum damage increased
Charged bolt damage increased at higher levels


Mystic Bolt damage increased
Mystic Nova damage increased
Mystic wave damage increased

Fire bolt damage increased
Firewall damage increased
Meteor damage decreased


Beta Phase 2
b2.03
22nd April 04

WARNING OLD CHARACTERS NOT COMPATABLE, UNLESS ITEMS ARE DELETED

NEW Features

NEW Skill scroll bonus passives system
NEW reward for killing Diablo in all difficulties
NEW sets (7)
NEW Monster types
NEW Dungeon crawl area
MAX Level beyond 100 (115), levels above 90 are hard though so the extra levels
are just a bonus for those who wish to put the effort in

Elemental Amulets can now be gambled
Levels.txt changes
In Nightmare only Exeptionals are sold
In Hell only Elites are sold
Monster variety in act 5 reduced (more original monsters should appear)
Few new guest monsters added to earlier acts
Unique normal armours updated
Global cold resistance lowered

Bugs
Strings fixed for unique normal weapons
Strings fixed for some new uniques
Set bug fixed
Bugs with a few unique items fixed



Skills

Assassin

Charged bolt sentry is no longer hiddden beneath wake of fire
Assassin now has the proper amount of skills


Lightning Damage drastically improved
Charged Bolt Sentry now has 8 shots
Charged Bolt Sentry now gains minimum damage per level
Charged Bolt Sentry overall damage improved
Wake of fire now has 8 shots
Wake of fire damage drasically improved


Barbarian

Weapon mastery description fixed
Gouging description fixed

Weapon mastery now gains 10% attack rating per level, isntead of 5%

Magic Enchant damage increased


Druid

Grizzly mana cost lowered
Grizzly damage reduced


Paladin

Ice Enchant damage massively increased


Necromancer


Some skills level requirements changed to the correct levels

Individual Teeth can hit a monster more than once
Teeth damage increased
Bone Spear damage increased
Corpse explosion now gains damage per level
Lightning Enchant intial damage lowered


Sorceress

Sorceress cold skill descriptions fixed
Ice blast graphic bug fixed

Enchant damage increased
Inceased Inferno damage at higher levels
Fire Mastery now gives a small resist bonus to fire

Nova damage slighty increased at higher levels




Big Bad Beta
b2.02
17th April 04
Mod Reached 67.00% completion

Bug Fixes
String entry bugs, caused by string length are fixed
Round Axe iJahtems have graphics and names
Orc and Dragon skull fixed (no longer Druid only items)

Features
Gamble Rates improved
Necromancer Skils implemented

Items

"Eye of the hurricane" unique Spherical Axe now correctly gives oskills (instead of standard)
Unique Elemental Amulets implemented

Skills

Paladin

Cloud Strife bug fixed
Cloud Strife damage type changed to cold
Cloud Strife damage increased
Fist of the Heavens damage increased
Fist of the Heavens bolts now heal
Fist of the Heavens bolts now should deal damage to all enemies
Holy bolts damage increased
Holy bolts heal ability increased
Judgements fire damage increased
Bind Lightning damage increased

Might/Concentration/Fanaticism damage values altered (might strongest/fana weakest)
Concentration now gains a bonus to attack rating
Fanaticism attack speed bonus buffed

Necro

New Skills yeah!

Druid

Ravens initial damage increased
Ravens damager per level increased
Ravens now start with 8 attacks and gain 2 per level (opposed to 12 and 1)

Fury now gains 15% enhanced damage per level, instead of 17%
Lightning paw's lightning damage improved

Barbarian

Burning Strike's fire damage improved
In Any Weapon





HaXxoR World
b2.02
11th April 04

Features
2 New Sets

Skills

Paladin
All new skill trees
New skills added, classics remain




T3h Uber private beta
b2.01
4th April 04 <- It's what happens when Coursework/Exams/Revision/PC Stealers combine ^ ^

Features

Mercenaries can now equip boots/gloves/belts/rings/amulets

Skills

Sorceress
New Skill Icons

Druid
Level requirements for 2/3rds of his skills fixed
Firestorm damage increased
Twister damage increased
Twister gains cold damage now
Raven damage increased
Raven maximum number increased
Fire claws initial damage lowered
Spirit wolves no longer do poison damage (it was bugged)
Elemental Mastery fixed (hopefully works now) :D

Items
1/2 Dozen new runewords
Fixed a few graphical bus with new items

Balance
Usual skill balanceing

Levels
Some dungeons taken out, for quicker progression
Foundations for multi-level dungeons therefor in place


The O so great private Beta  
b2.00
29th Jan 04

Skills
Barbarian complete
Druid complete
Sorceress complete
Assassin complete

Items
Old revival uniques implemented
Old revival prefixes/suffixes implemented
Old revival Runewords implemented
Old revival itemtypes added (weapons/misc)

Balance
Tempered items level requirements lowered


b1.00  
18th Jan 04
Secret Beta   b1.00 
Very early beta test


29th Dec 03
TSC Begins
This mod is along way from completion... i am gonna cry T-T





6.0 
=== Revival Thanks ===


=== Bug Thanks ===
Alkalund
Malachai29 
Mr_Smee_01


=== Thanks to ===
Now in alphabetical order!

General
KroniK for being the first non-mod to use my thread
Malachai29 my trusted tester :)
You for downloading this!!!

Map Related
Paul Siramy - Map editor tool
Astalion - Map edits

DLL Related
Everyone who aided/made the creation of the offsets spreadsheet

Graphics Related
Arstahd
Jeff Bouley
Fusman
Kyrene
Riparious
Shadowtalon 

Mod Help
All the people who answered my questions!
Phalzyr for d2modder

Special

oS.wOoDy
oS.cOfFeE
rest of oS (oLd SkOoL clan D2, I was oS.pAdDy)


... erm Everyone at the Phrozen Keep... my memories fading...


=== TSC Thanks ===

See credits in game



6.61 
=== Number of the Beast ===

New studys show the number of the beast is actually 661 - not 666. As the translation that 666 came from was actually wrong... weird I know.

Found that tit-bit in the Independent :S



    
                     ~~~ WWW.D2MODS.COM ~~~
