
The Phrozen Keep
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Underkill - Underkill Beta Zero Features

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Author: Seaular
Date: Thu Oct 28, 2004 6:01 pm
Post subject: Underkill Beta Zero Features
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 So what features will Beta Zero of Underkill have? Good question!  

----------=General Changes=---------- 
-Increased difficulty (3x Normal, 2x Nightmare) 
-Increased monster density 
-Slightly increased drop-Rates 
-Skilltrees are reworked 
-Characters have access to more skills 
-More items/properties 
-Fully socketable armor/better socketing items 
-New areas accessible only through special keys 
-New menu/panel/item/skill graphics 
-Increased stash/cube/inventory size 
-Full hireling inventory 
-Yohann's PlugY for shared/unlimited stash 
-Drop-chances for higher runes increased 
-Gambling-rate increased 
-More things to gamble on, increased rate to gamble set/uniques 
-Death -> Experience loss removed in Nightmare, reduced in Hell 
-Resistance loss increased to -50 in Nightmare, -200 in Hell 
-Increased selling price caps 

----------=Skills=---------- 
-Characters have 2 common skill trees (magic passives and combat passives) 
-Each character has one unique skill tree 
-There are now 17 skills per tree, giving each character 51 skills 
-Each character has at least one summon, located with the magic passives 
-Worthless skills are removed or increased in effectiveness 
-A few brand new skills were created to help round out the characters 
-Skills no longer on characters still appear on special items available to all 
-New skills that appear only on specific items 

----------=Items=---------- 
-New item type: Fist-class weapons (gauntlets) 
-New uniques: 100+ 
-New sets 
-New runewords 
-Runeword scrolls for easier reference 
-Socket runes for socketing normal/magic/rare/set/unique items (can be gambled) 
-Jewels, charms, and runes can now be gambled 
-Gems are completely reworked and useful 
-Boots, belts, and gloves can now be socketed 
-Rare items can now spawn with the old "magic-only" pre-suf-fixes 
-Magic items have new "magic-only" properties 
-Charms can now be rare 
-Jewels can have stronger properties 
-Certain unique and set items grant access to skills unique to those items 

----------=New Areas=---------- 
-Certain monster types have a chance to drop a special key. 
-This key (when equipped) will allow you to open a portal that leads to a unique monster. 
-Each portal key only has one use, but they can be found more than once 
-Baal also holds a special re-usable key 
-Currently, portal keys can only be used in the Rogue'e Encampment 

This is everything that is currently completed and will be available in the beta. More additions/changes will come with the balancing of the beta. 

It'll be fun, trust me.  


EDIT: What should you expect to see in the Beta? Well... 

Screenshot Madness! 

What the? Where is this Necro? And who is Pokey?! 

A Necro with a bow..? Wait, what is Poison Shot, and why is it PURPLE!? 

Ok, your guess is as good as mine on this one.. (Ok, my guess is a little better  ) 

I don't know why this guy is red, but he's got some interesting bonuses on him 

And, by popular demand: 
The Necromancer's new Flying Midget skill! ** 

**The elusive Flying Midget skill may never be found, it's just too overwhelmingly powerful! 
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Author: the panther
Date: Thu Oct 28, 2004 11:32 pm
Post subject: Re: Underkill Beta Zero Features
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 sounds cool cant wait til i start testing 
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Author: gotler
Date: Fri Oct 29, 2004 12:36 am
Post subject: Re: Underkill Beta Zero Features
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 Its amazing that you have allready gotten this much done for the beta. Im really looking forward to trying this one out! 
Keep up the good work. 

-Gotler 
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Author: Phrozen Heart
Date: Fri Oct 29, 2004 12:50 am
Post subject: 
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Maybe linking a few screenies to get some attention might not be a bad idea either  
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Author: Ligh7ning
Date: Fri Oct 29, 2004 1:17 am
Post subject: 
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Phrozen Heart wrote (View Post): 
Maybe linking a few screenies to get some attention might not be a bad idea either  


Did you take a look at the screenies he posted on his site? (in his sig) 

  
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Author: Phrozen Heart
Date: Fri Oct 29, 2004 1:34 am
Post subject: 
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Well as I'm the one who approved his hosting then I think I may have seen his site once or twice  That's why I suggested LINKING a few to this thread. 

eg. New Flying Widget skill for necromancer (Screenshot) 
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Author: Ligh7ning
Date: Fri Oct 29, 2004 3:55 am
Post subject: 
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Phrozen Heart wrote (View Post): 
Well as I'm the one who approved his hosting then I think I may have seen his site once or twice  That's why I suggested LINKING a few to this thread. 

eg. New Flying Widget skill for necromancer (Screenshot) 


hm u got me there  

but i still dont see any flying midgets on that page!  
owwh w8, its a W..  

but some linking shouldnt be a prob ofcourse, and perhaps some new screenies? *hint* *hint* ;-) 
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Author: Seaular
Date: Fri Oct 29, 2004 8:16 am
Post subject: Re: Underkill Beta Zero Features
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 Ok, you guys twisted my arm, I've put some new screenies after the features list. Anything for you guys..  

I'm very excited about the number of people who have contacted me about participating in the beta. Those of you who have, it's almost ready!  
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Underkill - skill comments

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Author: blinky
Date: Sat Nov 06, 2004 9:55 am
Post subject: skill comments
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 Talents- 
Sumons/summon mastery seem to have no stats, like base damage just +%damage,not finished im guesing? 
Do the summons get any skills at higher levels? if not thatd be cool like maybey one at lvl 5 another at lvl 10 
-Casting speed dont know how many classes need this whose spells arent on timmers, sorc seems to gain most from it, maybey combine with magic mastery,and turn casting speed into a new one? 
-you could combine some of the combat talents, such as IAS, natural resistance and stone skin into one, call it Warriors training or soemthing. 
-always thought stone skin should have a added DR% in it start at like 3 to a max of 20 at Slvl20 
-Maybey add javalins to the spear class mastery 
Sorc- 
soul pulse doesnt seem to bounce that much or maybye im just not aiming right. 
lighting storm- seems cool but 10 secs is kinda short, and its only useful for large crows as a sort of added damage to whatever your using as amain skill, im guesing if they all targeted like the original it would be to strong? 
Hydra- maybey at higher levels it can use fireballs instead of firebolt? 
Assasin- 
combine burst of speed with fade, ninjitsu (sp?) or to strong? 
i always thought min dmg of death sentry was kinda weak 
Necro- 
-clay golem as a summon,kinda weak for a necro, sorc got the strongest golem lol. what bout a death lord, those ones that have frenzy,higher level youd get more.or put instead of skeletons at a higher level let him summon a vampire that uses meteor/firewall or a demon use that mini diablo graphic from D1 
raise skeleton- im sure someone has commneted about them 
Bone armor- could add a passive dr% like 3 , makes the bones of the necromancer stronger and such 
all for now rest couldnt come up with things to change add yet 
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Author: Seaular
Date: Sat Nov 06, 2004 10:23 am
Post subject: Re: skill comments
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 Right now summons and summon mastery is real generic. All summons are almost identical in terms of damage, ac, life, etc. Right now the only difference between the Necro's Clay Golem and the Sorc's Fire Golem is that the Fire Golem has Holy Fire. The summons won't be the same as they used to be, they'll have new skills and strengths. Summon Mastery is currently applied to each summon in the exact same way. It increases their attack speed, movement speed, and damage, but I haven't changed the skill description to reflect this yet (but it is working). 

I like your idea of combining certain passives. Any skills that seem like a waste will be changed into something more beneficial. If some of the combat/magic passives do get combined, think of some more skills you might want to see. 

Things like casting speed are there just in case you find a Barb-Only helm with a high level Nova on it or something, and want to build your character around that skill. 

Lightning Storm has a pretty low duration at first, but I think it gets longer with synergies. 
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Author: Molmoch
Date: Sat Nov 06, 2004 11:55 am
Post subject: Re: skill comments
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 I would encourage you to leave casting speed. True, its not as crucial for non-standard casters, but it does allow for the generic, I can do everything feel of the mod. Otherwise, why have melee for a sorc? 

I like the basics of the summons. But you can have some interesting fun with them, depending on how hard it is to work skills. And you can mess with stats. So maybe a barb summon has very weak magic resists. A sorc summon is weak to physical? Through in some cool skills, and it will feel "unique". 

Random ideas: 

Necro : Demon Lord - Either a brutal up front figher that curses when hitting monsters, or maybe a guardian type from Act 2 (although with increased speed please) that can heal minions. 

Sorc: Magic Sword - You could use animation from act 2 scimitars. Give them spectral hit or a random element for added bonus. Maybe even % cast on hit. 

Paladin : I always liked the idea of using some sort of angelic being here. Maybe the valkyrie? Lightning damage and holy bolts. Fist of the heavens perhaps. 

Assassin : Shadow Master was fun in normal, and I think it could work here as well. 

Druid : Treant or Eldar Tree Spirit? Thorn Hulk Beast (although with perhaps increased speed). Gets frenzy, thorns, and maybe some life regen. 

Amazon : Absolutely no idea. 

Barbarian : I would avoid the idea some use of "red drake". It never made sense. Maybe an iron golem? 

Take em for what they are worth. 
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Author: Seaular
Date: Sat Nov 06, 2004 9:17 pm
Post subject: Re: skill comments
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 Those are some great ideas. The Thorn Hulk is such a good idea for a Druid summon, I can't believe that never crossed my mind! I definitely want the summons to become a very unique part of this mod. Eventually they will have their own specific skills, strengths, and weaknesses. 

The problem I'm having right now is that it's real hard to adjust the summons without having all the character skills balanced first. I want to make each summon complement the character by being effective in an area that they might not be so strong in. So once I'm happy with the way character skills are working I can start individualizing the summons to the character, but until then they're going to have to stay bland.  

I forgot all about those scimitars! They could be used to make an awesome skill.. I can't wait to try it out. 

Keep the ideas flowing!  
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Author: Nevbo
Date: Sun Nov 07, 2004 8:08 am
Post subject: 
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Moved to another thread. 
-Nevbo 
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Author: alt32768
Date: Sun Nov 07, 2004 8:11 am
Post subject: Re: skill comments
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 Here are some my ideas for skills. 

Change required level 
Change all "Mastery" skills required level to 45 or 50 (for Nightmare games) 
And all "Pierce" skills, to 65 or 70 (for Hell games) 
Too strong for a normal level, I thought. And, thus, it is good. Change required level 12 to 15, 18 to 25, 24 to 35, 30 to 45. 

Treasure Hunting 
Change the attributes "Passive" to "Aura". Because of owe the risk (fought easily or the treasure obtained). 
So you might raise the rate a little more (+10% to start, +10-15% per level). It is so, and it is also good to lower the defense/resistances when it's effective. 

Find Potion skill for all classes 
It's necessary to speak another idea of me... 
I thought that I always obtained the potion easily. The cause is a too high drop rate (not only your mod but almost all mod). So I'm free to use skills. Moreover, I'm not worry about life also. 
The solution is greatly lower the probability of dropping the potion. Then we need Find Potion skill! I suppose, 7-8% at level 1, +1% per level. Too low? Hmmm I don't think so... 
Or, the enemies NEVER drops any potion (getting only from the merchant or the treasure box ). In this case, "Find Potion" skill becomes unnecessary. I wanna recommend this idea. 
Now, How to earn gold? Selling picked items, or/and open the chest, break the barrel diligently to getting gold! 
Yes, enhances the value of gold is one of my intention. The value of money is low in almost all mod. 
However, it becomes MASOCHIST MOD if it does too much. Balancing is important. But it should be difficult to some degree. 

By the way, here's some ideas for new skill 

Sorceress: 
+Stone Curse (like Diablo1. high mana cost) 

Paladin: 
+Summon angel to fight with demons. It's not to mean the angel fight by sword. Maybe he will cast a spell. Maybe... earthquake, armageddon, apocalypse... Of course, the angel is invincible and time-limited-summonning. Fortunately you've already got the graphics material, "Tyrael"! 

Any classes: 
+Random elemental attack/magic (yes, it doesn't clear until using it. possible? ) 
+Reduce vendor's price passive skill (some other mod already achieved it) 
+Teleport the enemy to random place when attack (useless...?) 

Amazon: 
+Boundable magic arrow (like pinball). Hmmm... is it too strong? 

Sorry... not many good ideas. 
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Author: blinky
Date: Thu Nov 11, 2004 7:07 am
Post subject: Re: skill comments
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 what about a different level one summon to replace skeletons? 
like this guy http://dynamic6.gamespy.com/~infinitum/anims-pst-trueshadow.html 

and what bout this guy for the sorc's fire elemental http://dynamic6.gamespy.com/~infinitum/anims-bg2-fireelemental.html 

and then this for the necro summon basicaly a demon http://www.planetdiablo.com/incandescence/anim-diablo1-diablo.html 
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Author: Seaular
Date: Thu Nov 11, 2004 7:58 am
Post subject: Re: skill comments
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 blinky wrote (View Post): 

what about a different level one summon to replace skeletons? 
like this guy http://dynamic6.gamespy.com/~infinitum/anims-pst-trueshadow.html 

and what bout this guy for the sorc's fire elemental http://dynamic6.gamespy.com/~infinitum/anims-bg2-fireelemental.html 

and then this for the necro summon basicaly a demon http://www.planetdiablo.com/incandescence/anim-diablo1-diablo.html 
 

Well, about adding new monster animations.. Way back when I started with the mod I planned on adding a lot of new monsters, in fact, there was a point where I had already downloaded every set of monster animations available from the Infinitum. The problem is, my internet access has been changed drastically since then and I currently have to use dial-up. There's just no way I'll be able to upload/patch a 50+ mb mod using 56k, I just don't have half a day's worth of patience in me. But don't count it out yet, things may change. 
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Author: blinky
Date: Thu Nov 11, 2004 8:10 am
Post subject: 
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ah sucky, didnt know even a few new anims added so much mb 
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Author: evilbill1782
Date: Thu Nov 11, 2004 9:00 am
Post subject: Re: skill comments
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 Take a look at the Zy-El mod, that adds lots of new monsters and so forth, which makes it into a 50 meg download  
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Author: blinky
Date: Thu Nov 11, 2004 10:55 am
Post subject: Re: skill comments
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 ya but this would be like 3-4 new graphics for a summon skill not as many as zy el im prety sure 
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Author: Molmoch
Date: Fri Nov 12, 2004 12:35 am
Post subject: Re: skill comments
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 I suppose emailing to someone who has a fast connection won't help? 
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Author: blinky
Date: Fri Nov 12, 2004 3:48 am
Post subject: 
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was lookin in skills.txt and there are some skills that im nto sure are in the game , like wake of destruction sentry,fire tail,death breath,, sounds cool wodnering what they do if its a unfinished skill? 
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Author: Seaular
Date: Fri Nov 12, 2004 6:12 am
Post subject: Re: skill comments
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 Wake of Destruction is actually used for the Wake of Fire Sentry I believe.. 

As for Fire Tail and Death Breath, they're in there.  
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Author: blinky
Date: Wed Nov 24, 2004 7:59 am
Post subject: Re: skill comments
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 what about changing enchant so that it converts a % of whoever is enchanted's damage to fire damage, and has a % to cast on striking some kind of fire animation, where if the target doesnt move it takes additional fire damage per second. higher level more damage is converted to fire, and more "burn" damage per second, cuz i think its still kinda weak. maybey let her be able to cast one of those electrical/fire armors on her self and others which also abosorb a small % of that element 
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Author: AzN0MN1P073N7
Date: Wed Jul 19, 2006 2:10 pm
Post subject: Re: skill comments
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 skill comments... 

so far the game seems just.. to easy. you can get wepons and get a whole bunch of wepons just for prebuffing.. there are soo many items for that its just not funny. So i think you need to add some harder monsters. 

Paladin's Holy shield ability costs too much mana for such a low level. 

Pestilance seems overpowered since it works with every wepon and adds massive ammounts of poison damage and attack rating for such a low level. and this is without sinergies. 
------------------------------------------------------------ 

Character Familiars. 
Amazon=Valkery 
Assassin=Shadow* 
Barberian=Finger Mage/Wolf/Bear/Vulture/Claw Viper 
Druid=ThornedHulk/Wolf/Willowisp 
Necromancer=Oblivion Knight/Wraith/Vampire 
Paladin=Zakarum Zealot/Priest 
Sorcerice=Finger Mage/Frozen Horror/Bat Demon 

Each of these Familiars have something to do with the diablo 2 history. now tell me.. is this mod supposed to be a completely new game or a highly improved verson of Diablo 2? 
-------------------------------------------------------------- 

Amazon's abilities should be based around Zerae... 

Assassin Skills should be somewhat more Anti-Spellcaster... 

Barberian Abilities should be based on the tribe abilities... 

Druid skills seem fine... 

Necromancer poison skills need some fine tuning... 

Paladin skills also need fine tuning... 

Sorc Skills seem fine... 
--------------------------------------------------------- 

If you need a refreasher on the Diablo 2 History see the link below 
http://www.battle.net/diablo2exp/classes/ 
Wow... Sounds alot like School again.... 
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Author: AzN0MN1P073N7
Date: Wed Jul 19, 2006 2:23 pm
Post subject: Re: skill comments
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 alt32768 wrote (View Post): 
Here are some my ideas for skills. 

Change required level 
Change all "Mastery" skills required level to 45 or 50 (for Nightmare games) 
And all "Pierce" skills, to 65 or 70 (for Hell games) 
Too strong for a normal level, I thought. And, thus, it is good. Change required level 12 to 15, 18 to 25, 24 to 35, 30 to 45. 

Treasure Hunting 
Change the attributes "Passive" to "Aura". Because of owe the risk (fought easily or the treasure obtained). 
So you might raise the rate a little more (+10% to start, +10-15% per level). It is so, and it is also good to lower the defense/resistances when it's effective. 

Find Potion skill for all classes 
It's necessary to speak another idea of me... 
I thought that I always obtained the potion easily. The cause is a too high drop rate (not only your mod but almost all mod). So I'm free to use skills. Moreover, I'm not worry about life also. 
The solution is greatly lower the probability of dropping the potion. Then we need Find Potion skill! I suppose, 7-8% at level 1, +1% per level. Too low? Hmmm I don't think so... 
Or, the enemies NEVER drops any potion (getting only from the merchant or the treasure box ). In this case, "Find Potion" skill becomes unnecessary. I wanna recommend this idea. 
Now, How to earn gold? Selling picked items, or/and open the chest, break the barrel diligently to getting gold! 
Yes, enhances the value of gold is one of my intention. The value of money is low in almost all mod. 
However, it becomes MASOCHIST MOD if it does too much. Balancing is important. But it should be difficult to some degree. 

By the way, here's some ideas for new skill 

Sorceress: 
+Stone Curse (like Diablo1. high mana cost) 

Paladin: 
+Summon angel to fight with demons. It's not to mean the angel fight by sword. Maybe he will cast a spell. Maybe... earthquake, armageddon, apocalypse... Of course, the angel is invincible and time-limited-summonning. Fortunately you've already got the graphics material, "Tyrael"! 

Any classes: 
+Random elemental attack/magic (yes, it doesn't clear until using it. possible? ) 
+Reduce vendor's price passive skill (some other mod already achieved it) 
+Teleport the enemy to random place when attack (useless...?) 

Amazon: 
+Boundable magic arrow (like pinball). Hmmm... is it too strong? 

Sorry... not many good ideas. 


Mastery seems fine where it is Peirce Should be changed, also should have higher -resist. Treasure hunting i think shouldnt have been implimented. Stone Curse... i havent thought about that in... years! hell ya... but should only slow players on pvp by about 20% 

Tyriel for Paladin Familiar? all the abilitys you named seem to be 'end of the world' things. and no Tyriel wont work seeing as to how he always faces one direction... all he does is float and stand there. that wouldnt look very good 

Reduce Vendor Prices = Haggle 

Teleport when striking/struck people HATE THIS!! all it does is teleport you where your mouse is.. 

*edit* Tyriel is an arch-angel and didnt you pay attention the first time you played through diablo 2? Tyriel wasnt supposed to intervein! i dont think many other Arch-Angels would do so. Invincible?? that seems kinda cheep for pvp... all any noob would have to do is lure that boss back to town and keep summoning that angel... 
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Author: Myhrginoc
Date: Thu Jul 20, 2006 2:27 pm
Post subject: Re: skill comments
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 Mod feedback is rather useless, when the modmaker has left the game and nobody is working on any new versions. We keep these forums open in Unsupported Mods (hint: unsupported) so players can talk to each other about the mod and how they have solved specific challenges. But detailed bug reports or feedback about mod features won't have any result. 

It is possible the modmaker might return, but that has happened very rarely in general. Nezeramontias is a special case, and is in Unsupported Mods only at the modmaker's request. 
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Author: AzN0MN1P073N7
Date: Thu Jul 20, 2006 8:00 pm
Post subject: Re: skill comments
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 hmm.. i didnt notice that... i thought otherwise when i saw the screenshot for Underkill on planetdiablo... 
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Author: Myhrginoc
Date: Sat Jul 22, 2006 4:26 am
Post subject: Re: skill comments
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 It looks like he last updated his site in April 2005. He also wrote then, "I was in the process of releasing a very extensive patch before my computer exploded and drained my modding spirit." I guess his modding spirit drained completely away. 
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The Phrozen Keep

Underkill - Godhead's Report

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Author: godheadslament
Date: Wed Nov 03, 2004 10:31 pm
Post subject: Godhead's Report
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 I've got to say that this is a very promising (read: kick ass beyond comparison) mod, and it's still in EARLY beta. I have found a few things that I've PMed you about Seaular, such as the unique skull cap being named "An Evil Force". One thing I do have a bit of confusion about is crappy short swords with level 18 requirements because they have a +5 concentration 0skill on them. I love the idea of all the 0skills, but that sort of renders it useless, no? Other than that I haven't got much of a problem with anything so far. I've even completed the "key" set. I'm not going to give any spoilers in this lol. It's a great set, but my current set-up had it beat. Thank god for runeword scrolls. 
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Author: the panther
Date: Thu Nov 04, 2004 2:16 am
Post subject: Re: Godhead's Report
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 i to agree that your mod is awsome, but the 2 original summing classes necro and druid have been downgraded quite abit could you posible make the druid be able to sumin both his bear and wolfs and the necro having higher damage skeletons because there just so week 


and also the inventory screen seams abit funny and i cant click things proberly  
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Author: godheadslament
Date: Thu Nov 04, 2004 5:55 am
Post subject: 
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That's because you have to set the game resolution higher. It takes a little getting used to. 
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Author: Seaular
Date: Thu Nov 04, 2004 6:24 am
Post subject: Re: Godhead's Report
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 Are you guys seriously running it in 640X480?  I had no idea that people still run the game in that resolution. I never changed inventory.txt for that resolution and I didn't make a new control panel for it either, but I'll cook something up. 

the panther wrote (View Post): 

could you posible make the druid be able to sumin both his bear and wolfs 
 

That was my intention from the start, but I totally forgot about that!  

It's true that the Necro and the Druid got a lot of summons stolen from them, but I wanted to make sure that they each had a variety of skills so that they didn't have to be summoning/shapeshifting/whatever, I really hope to leave the option out there for any strategy to work well. 

Yeah, it kinda sucks that Druid doesn't have Werebear and the Necro doesn't have Skelly Mages or Mastery, but eventually, throughout the course of the game you'll be finding items that bring back these old skills. 

godheadslament wrote (View Post): 

One thing I do have a bit of confusion about is crappy short swords with level 18 requirements because they have a +5 concentration 0skill on them. 
 

I know.  

I have to really re-think how I want to approach this. What I really wanted to do was balance to characters more so that not only scepters/wands/staves had skills attached to them, but that each class had the opportunity to use those skills. It's kind of fun using Leap Attack as a Necro early game, but the skill requirements are messed up. (I did just get a little idea on how to make this a little better) 

Thanks for the feedback, keep it coming! 
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Author: godheadslament
Date: Thu Nov 04, 2004 3:31 pm
Post subject: 
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Well, I just hit level 40 and I've managed to solo my way to Act 5! Right now things are a little on the easy side, even with players 8 on. It could be that unique helm I have on... 
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Author: Seaular
Date: Thu Nov 04, 2004 5:44 pm
Post subject: Re: Godhead's Report
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 Yeah, um.. normally you're not supposed to have that. :/ 
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Author: godheadslament
Date: Thu Nov 04, 2004 5:57 pm
Post subject: 
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Well, I discovered even without the helm I'm owning pretty damn decently. I've got maxed fireball, firenova, firemastery, and high level fire pierce. 
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Author: Seaular
Date: Thu Nov 04, 2004 6:14 pm
Post subject: Re: Godhead's Report
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 All maxed at character level 40?  

Yeah, the difficulty is hard to adjust at the moment. Eventually more monsters will have immunities so that you can't necessarily put all your marbles in the same jar. And before I can crank up the difficulty I need to make sure that it's easy for every class, not just a fire sorc. I figured it would be better for the mod to test easier than harder, since a lot of the changes come deeper into the game. 
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Author: godheadslament
Date: Thu Nov 04, 2004 6:38 pm
Post subject: 
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Is it just me or do Paladins have very few combat skills in their holy tree? 
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Author: Seaular
Date: Thu Nov 04, 2004 6:56 pm
Post subject: Re: Godhead's Report
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 Yeah, I pulled conversion, sacrifice, and holy bolt from his skill tree, but again, it doesn't mean that these skills are gone for good. The Paladin still has 6 combat skills plus the elemental auras which are practically combat skills in themselves. How often would you use holy bolt if it was there? 
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Author: godheadslament
Date: Thu Nov 04, 2004 6:58 pm
Post subject: 
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I use HB often when someone is tanking for me lol. That's about it though... 
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Author: the panther
Date: Fri Nov 05, 2004 2:20 am
Post subject: Re: Godhead's Report
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 yeah i didnt even relise i had it in 600x wat ever it is its because i've recently re-installed d2 
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Author: godheadslament
Date: Fri Nov 05, 2004 6:54 pm
Post subject: 
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Just hit level 61, and I've struggled my way through to A5 NM! I ended up having to go dual element (which was expected). However, I did find a rare scepter with a Meditation 0skill on it, and I equipped it in my secondary slot. After I used the skill and switched weapons back to my primary set, meditation was still active. I'm unsure as to why this is happening. 
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Author: Seaular
Date: Fri Nov 05, 2004 7:28 pm
Post subject: Re: Godhead's Report
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 Hmm.. Is it just the overlay staying on or is the skill still working as well? 
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Author: godheadslament
Date: Fri Nov 05, 2004 9:11 pm
Post subject: 
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I'm not sure... I'd have to strip myself of my gear to find out. Also, I can't seem to find the other piece of the two weapon glove set. I killed a monster and he dropped two green ones, and they were both the same. Later I gambled a {filtered} and only got the same one. 
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Author: Seaular
Date: Sat Nov 06, 2004 7:53 am
Post subject: Re: Godhead's Report
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 Oooh.. gambling, let's talk about gambling and money in general. How is the money issue, do you have way too much because of the raised selling cap? Do you not have enough because I kind of screwed around with the cost bonuses from skills? 

How often are you gambling? What are you gambling for? Are you gambling for regular equipment too or just rings/amulets? Have you got any other sets/uniques from gambling? Have you gambled on any runes/socket runes? (Ok, probably not socket runes since I left them purchasable..) Have you gambled any runes/socket runes since Zero.One? I completely redid the way that those are gambled. 
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Author: godheadslament
Date: Sun Nov 07, 2004 9:36 am
Post subject: 
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As far as cash is concerned, I usually only get gold from picking it up (high gf), or by selling an exceptional armor or two. I gamble almost as often as possible. Back in Zero I gambled for socket runes and regular runes as well. (Although even now every once in a while one will show up in the gambling screen). I've found a couple new set pieces and some uniques (no new ones though). 

EDIT: A little update. My sorc hit level 80 and defeated NM mode, at which point I decided to retire her (for the moment). She was lucky enough to make a HOTO! 

Started a barb, he's level 12 now. Good luck to him as he's going to be a puncher. 
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Author: Seaular
Date: Tue Nov 09, 2004 4:48 pm
Post subject: Re: Godhead's Report
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 godheadslament wrote (View Post): 

She was lucky enough to make a HOTO! 
 

Ooo, nice. Just wondering where the Vex came from. Gambling? 

A punching barb? That sounds great, I can't wait to hear your new reports. Again, I can't thank you (and everyone else  ) enough for playing through and giving me feedback. 

I never expected anyone to be actually play through the end of NM difficulty this early in the development of this mod. I hope you had at least a little fun in the process (considering I still have a lot more to add).  
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Author: godheadslament
Date: Tue Nov 09, 2004 4:55 pm
Post subject: 
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The Vex actually dropped somewhere. I wasn't even really paying much attention until I saw "Vex Rune" lol. I'm not sure if the game itself is easy (in normal at least), or Sorc spells are just a little powerful... My barb is soaring through A1 with little to no trouble, but that could be in result of the gear I had set up for him. My sorc had absolutely no troubles until about A4 NM. From then on things were a little tough so I had to take off the players 8. 

How difficult is it to find any new uniques? I have found ONE (not including the clone of the same unique I found in another game). 
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Author: Seaular
Date: Tue Nov 09, 2004 5:03 pm
Post subject: Re: Godhead's Report
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 Well, most of the new uniques are going to be harder to find since 80% of them are elite items that didn't have a unique to begin with (although not as hard as elite uniques used to be considering the increased drop ratio and the more magic find options). 

But I also added several lower level uniques: charms/jewels/rings that shouldn't be too difficult to come across. In fact, I just gambled on a unique Grand Charm with my Spearazon. 

I've realized that a lot of these new items are fairly high levels and will never be found by you testers, so I've been making a bunch more low-level Uniques/Sets/Runewords to include with the next patch of fixes. 
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Author: godheadslament
Date: Tue Nov 09, 2004 5:06 pm
Post subject: 
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Is there a new patch or anything out? My version doesn't have charms/jewels to gamble for. My sorc has almost 1k MF and hasn't found a single new unique (including gamble) and she's level 80. 
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Author: DiabloClone16
Date: Tue Nov 09, 2004 5:08 pm
Post subject: Re: Godhead's Report
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 If you get a chance, I'd like to join the team and help out, this looks like a very kick ass mod if done right, and I would love to be even a small part of it! 
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Author: Seaular
Date: Tue Nov 09, 2004 5:19 pm
Post subject: 
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godheadslament wrote (View Post): 
Is there a new patch or anything out? My version doesn't have charms/jewels to gamble for. 

Oops. No, there's not a new patch out yet although I think I do have enough fixes to put one out. The gambling on charms and jewels will be in that patch. I want to add a few more items before I put that patch up however, maybe tomorrow sometime? 

If I had it my way I'd have a patch up everytime I fixed something, I hate knowing that you guys are playing something with bugs that I've already fixed. The problem is that if there's a new patch up every day it might make things cluttered and confusing? "Well I was playing Underkill Beta Zero.Fourteen.Tuesday.Blue and this happened, or maybe it was in Zero.Thirteen..." 
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Author: godheadslament
Date: Tue Nov 09, 2004 6:32 pm
Post subject: 
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Well, just got my ass handed to me by Diablo Clone on hell diff. with my Sorc. Always good to end up wasting a hard-earned SOJ... 
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Author: Seaular
Date: Tue Nov 09, 2004 6:43 pm
Post subject: Re: Godhead's Report
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 Oh yeah, I forgot about him. Gotta love that PlugY. (Thanks Yohann!) 

What do you think I should do about the big clone? I'm pretty sure I reduced the item level of the Annihilus so it's possible to get from a few other high level monsters (although you can still only have one). Should I make a new DClone only item? Should I give him a typical boss drop? 
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Author: DiabloClone16
Date: Tue Nov 09, 2004 7:05 pm
Post subject: Re: Godhead's Report
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 I think it should be Dclone only, i mean, thats the whole idea, isnt it? 
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Author: godheadslament
Date: Tue Nov 09, 2004 8:17 pm
Post subject: 
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Perhaps make DClone drop like a first-time-killed boss. Y'know what I'm saying? 

Vishnu the punching barb has hit level 20! He's punched his way into my heart as well. He's turning out to be one of the most fun characters I've played, and the sound it makes when he punches someone... Magic, pure magic baby.  

P.S.- Increase weapon glove damages a bit... 
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Author: Seaular
Date: Tue Nov 09, 2004 8:18 pm
Post subject: Re: Godhead's Report
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 @DClone16: You're right, it was the whole idea, back in 1.10.. but we're better than that here! We have the option of change! But if you really want to keep it the way it was, I'll think about keeping it that way. I just wish there weren't so many other possibilities..  

EDIT: @Godhead: Oh man, tell me about it. I would have gotten a lot more done if I hadn't spent so much time running around with that 2-piece glove set.  

See now here we go.. Is it increase gauntlet damage or decrease elemental skill damages? Which difficulty would play better? If I increase gauntlet damage do I need to increase the other weapons as well? Actually, since I based the gauntled damage off of Assassin claws (which I always thought had too low of damage in the first place) I'll probably be safe just upping the fists a little for now. 
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Author: DiabloClone16
Date: Tue Nov 09, 2004 10:44 pm
Post subject: Re: Godhead's Report
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 Wavedancer my Light sorc has hit 19, and is in act 2 doing sewers. So far lightning sorcs do well in act 1 right until the inner cloister, then its hell. It was very hard for me to kill andariel, i had to shoot her eh.. maybe 230 times? Lightning was at 13, Nova 2, Light Mastery 2, Fast Cast 2. 

Woot i get to use new mana potions, and i have 3 parts of the Hereos set, missing pokey's robe, but i only use the helm and boots, the gloves arent really sorcish, and i have a 40% MF belt, muhahah eat that Goldwrap. 

I love the "Arena" Keys, too cool, and the little spot you go to is neat. 

Maybe you could tone up lightnings cast rate at the start or perhaps damage? I'll continue to play now and see more as I go. 
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Author: godheadslament
Date: Wed Nov 10, 2004 12:30 pm
Post subject: 
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Just noticed a little spelling error. Items with "of the Univers" on them. Should be universE. 

EDIT: While on the topic, could you perhaps lower level requirements for items such as this? By the time I'm able to use them I already have much better equipment. Also take into mind that when you reach the required level you probably don't need the stat boost in the first place. 
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Author: Seaular
Date: Wed Nov 10, 2004 6:01 pm
Post subject: Re: Godhead's Report
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 Quote: 
Just noticed a little spelling error. Items with "of the Univers" on them. Should be universE. 

Well, since I practically doubled the length of patchstring.tbl I should expect a couple of spelling errors.. Are you sure it's supposed to be "of the Universe"? Maybe it's supposed to be "of the Unicorns"  

Er yeah, magic prefixes and suffixes kind of fell out of the wagon a while ago. I made most of them so long ago that I forgot all about them or how they were supposed to fit in. I'll do some gardening in there and make them pretty again. 
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Author: godheadslament
Date: Thu Nov 11, 2004 6:13 pm
Post subject: 
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I'll be posting around 110 screenshots within the next day or so! Be prepared! 
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Author: Seaular
Date: Thu Nov 11, 2004 6:30 pm
Post subject: Re: Godhead's Report
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 godheadslament wrote (View Post): 

I'll be posting around 110 screenshots within the next day or so! Be prepared! 
 

Oh god, they're not all typos and glitches are they?  
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Author: godheadslament
Date: Thu Nov 11, 2004 7:57 pm
Post subject: 
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Lol. Well I had to put a cancel on that as the .zip was around 56 MBs! Let's just say I have around 25 personal stash pages of sets/uniques and some nice rares/magics. I've gotten a couple +1 skills jewels popped into my personal gear as well.  

EDIT: Use this link to look at a few of the images I've uploaded. There will be more in due time. Tell me if you have any problems. http://photobucket.com/albums/v344/novembresfrost/Underkill%20Screenies/ 
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Author: Seaular
Date: Thu Nov 11, 2004 10:01 pm
Post subject: 
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godheadslament wrote (View Post): 

EDIT: Use this link to look at a few of the images I've uploaded. There will be more in due time. Tell me if you have any problems. http://photobucket.com/albums/v344/novembresfrost/Underkill%20Screenies/ 

Hey man, that's pretty cool. I'm glad you did that.  

What kind of stats were on that jewel that's in your Balrog Skin? 73% MF +5% XP? How often do things reach the selling cap? I didn't think 500k would ever get hit. That's nuts. You're rich! 
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Author: godheadslament
Date: Fri Nov 12, 2004 10:04 am
Post subject: 
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The one in my balrog skin was earth something or other I believe. I'm not 100% sure. Yeah I'm rich, I go around and collect as many armors as I can and sell them to vendors. Not to mention the countless gems I have no need for that sell for a hefty ransom. 

EDIT: For those of you who may be getting an error from the link: Photobucket is currently going through some changes and the server will be back online in no time. Just try again in an hour or so. 
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Author: godheadslament
Date: Sun Nov 21, 2004 5:33 pm
Post subject: 
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I think it's safe to resurrect this thread, no? 

Well, here's a little update. I decided to retire (early) my fist-flingin'-fury-fighter barb. He's at level 30, about to finish A3, and just got a little too... blase'. IMO the barbs combat skills may need a little tweaking, as the same skills that were abused in Vanilla are the most viable in Underkill. 

Started a hybrid amazon. She's around level 28, about to finish A2, and kickin' ass. HOWEVER (must I burst your bubble every time Seaular?), Flame Strike is horribly too strong. I have it at level one and the fire damage/second is just too dang high. I've killed EVERYTHING with just one swipe using it, and I have constant /players 8 on. Other than that things are pretty nice. I'm trying to decide between Lightning Fury and Frost Strike (I think it's called this) for my javs, and I have the usual Multi/Guided set up for my bow. I'll probably branch out later once I get synergies and things built up. 
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Author: Seaular
Date: Tue Nov 23, 2004 11:01 am
Post subject: Re: Godhead's Report
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 You're right, the Barb skills are pretty much the same. I think I planned on having things like Double Swing and Bash do a lot more damage, but again it's hard to keep those low-level skills viable without making them too strong early on. I'm still trying to figure out a way to make the early skills useful, or just try to make a few new combat skills. 

Note taken on the damage of Flame Strike, I'll take that baby down somewhat. 
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