The Second Coming v. 2.08 Final 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 2.08FF2+ 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 uber 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 ~~~