
Zy-El: Trial by Fire

Mod Version 		:  2.0

Diablo2 Version	:  LOD Expansion v1.09b, v1.09d

Mod File Format	:  Patch_D2.MPQ,D2Game.DLL,
 		           D2Common.DLL,D2Client.DLL,
                          Fog.DLL
       
Original Author	:  Kato

E-mail			:  mlee2@victoria1.gov.bc.ca




DESCRIPTION (why I made this mod):
Blizzard has made a great product but, as many have noted, the game was made for people playing on their Battlenet.  For the $40 I paid, I should have a complete game as a single player.  Blizzard seems only concerned with keeping players hooked on playing Diablo on their Battlenet with minimal drops.  So, I've made this mod that levels the playing field for the solo player. Don't need no Battlenet - no more, no more.  I am a big fan of building and customizing my own weapons and equipment.  So, I've added a lot of socketting and item-modifying features available to players through the use of cube recipes (over 3000+ now), enhanced gems and charms.  There's even a recipe for making Stone of Jordans (SOJ); I've never seen one in solo play and there's no mention of them in the game documentation but these things are quite the rave for players on Battlenet.

I made this Mod to play the game the way I like to play it.  If you find some degree of satisfaction in it, I’d be pleased.  I’ve played other Mods and found most to be over-powered.  Killing everything using only a dagger gave me little satisfaction.  Nor did I particularly like the Mods that added too many different (and sometimes weird) things such that the game no longer resembled D2-LOD in the least.  The Zy-El Mod has a lot of changes, but I’ve tried to balance the changes – for good and bad.  Collecting Gold still matters (unlike Battlenet) and so do potions.  This Mod is not perfect, but I like it the way it is now. 

Who is Zy-El?  She was my first Assassin that I played up to level 89 using the un-modded, off-the-shelf version of Diablo2-LOD.  After slaying Diablo and his brothers a few times, I was left asking myself:  is this all there is?  Then I heard about some of the neat stuff happening on Battlenet and felt ripped off in single player mode.  That's why I created this mod and I name it after Zy-El.  This explains all the pics of babes with blades!

This Mod is not a cake-walk, nor is it like being a snowball in Hell.  You are forced to use the Cube Scrolls given to you in the beginning and then you must spend what gold you get on base equipment.  To be sure, the Act I Normal is the hardest when your character is running from Ghouls and has a hard time killing QuillRats.  The Den of Evil is a deathtrap unless you’re at least level 4 and don’t even go near BloodRaven before level 10!  

And I don’t want to hear any whining about how tough this Mod is to play!  If you want an easier game, go back to “vanilla” LOD or play some other Mod.  There are plenty of “easy, Monty-Hall” Mods out there.  This Mod’s not for wimps!!!  


THE GOOD NEWS (Some features to spice things up):

> Item drops are much more generous than regular LOD.  Drop rate and drop quality increase with player level, game difficulty and Act.  There's more likelihood of set, rare, and unique items being dropped.  (Solo players can now finally complete Sets and find more Uniques!)

> Players gain 6 stat points per level.  (You’re gonna need ‘em!)

> Characters gain 2 skill points per level.  (Don’t waste ‘em!)

> New players start with the HORADRIC CUBE, a few Cube Scrolls and a gem!!!  (Use some of those cube recipes right away!)

> Modified quest rewards.  Akara, Ormus, the HellForge, Qualkek, Andariel, Cow King, Halls of the Dead now give perfect gems and/or better runes as rewards.  Zy runes, anyone?  (Alright!  It’s worth completing more of those quests!)

> Increased stash (10x10), inventory (10x6) and cube (10x8) sizes using the plug-in. (More room to haul more stuff!!  Thanks to Fusman!)

> Certain runes, gems, jewels and charms may be purchased at various shops.  Each successive Act offers better and more of these items for sale.  Prices for these items are VERY EXPENSIVE.  No Zy’s until Act 5 and only Malah sells them. (Yeah!  No more searching under every rock and killing countless hordes just to get the same old garbage.)

> Enabled Elixirs!  These are rare potions that add points to a random character stat (Str, Dex, Enr, Vit, Hp or Mana) or sometimes does nothing.  Elixirs are also used extensively in the new cube recipes.  Warning:  sometimes drinking elixirs may crash the game; don’t know why.  Better to use elixirs in cube recipes, anyways.  If you can’t find an Elixir, make it using the cube recipe in the Basic Recipes section.  (Wow!  Something different!)

> Enabled Demon Keys!  These keys are imbued with a demon spirits and can be used in the Cube recipes described below to create Demon items and other unique recipes.  Or, they can be sold to merchants for a hefty sum!  Cannot buy these from merchants.  Beware!  These keys can open chests if you don’t have any regular keys, and then they disappear.  Be sure to always have regular Keys.  Where to find Demon Keys?  You might find one after killing, say . . . a big demon.  (Wowee!  Something more different!)

> Created Cube Scrolls!  These rare scrolls contain 1-shot cube recipes.  Place the Cube Scroll in the Cube along with the stated input ingredient(s).  Click the Transform button, the Cube Scroll disappears along with the base item(s) and the stated output item is left behind.  The cryptic recipe on the Cube Scroll will over-ride any other recipes in effect.  Simply stated, the Cube Scroll instructs the Cube how to Transform.  There are 300+ different Cube Scrolls and they come in three distinct flavors:  Common, Uncommon and Scarce.  (Wow! A new item type!  Different graphics too!  Thanks to Shadow Talon, Riparious and JBouley!)

> Merchant maximum buyback limit increased.  Item maximum buyback limits for merchants has been doubled and sometimes more.  Magic, Rare, Set and Unique items are worth more gold too.  Repair costs have been quartered!  (Better value for good stuff sold back and cheaper to fix and recharge stuff.)

> Gem attributes have been enhanced with higher bonuses.  Diamond and amethyst modifiers have been tweaked.  (Always felt that gems became eclipsed by the advent of runes and jewels.)

> No xp penalty for dying in Nightmare and Hell difficulties.  (That always ticked me off . . . to no end!!)

> More class-enchanted weapons!  Polearms may have Druid-class bonuses.  Hammers may have Barbarian bonuses.  (Class-bonused weapons for everyone!)

> Higher probability for class specific item drops.  (Formerly used to be only 1/3 as likely as non-class, a little better now.)

> Assassin class weapons (Katars, Claws and the like) now can be imbued with Assassin skill bonuses when dropped by monsters.  (Always felt that the Assassin got ripped off when everyone else got these bonuses.)

> Increased various item stacking limits.  Keys, books, arrows and bolts now stack to 500.  Thrown potions also stack to 500.  Thrown weapons have 3 x Maxstack limit. (Equipped to go on those long expeditions.)

> All missiles and arrows travel 50% faster.  All missiles fired from bows, crossbows or spells are 50% faster.  This also applies to monster missiles too!!   Beware of BloodRaven and those Burning Skeletal archers!  (Zip-zip-zip!  Can’t outrun arrows anymore!) 

> Magic arrows/bolts can be purchased from merchants.  There will always be a quiver of magic arrows/bolts available for purchase at a higher price than normal arrows/bolts.  They come with some magical abilities but can be specifically enchanted using the Magic Missile Cube Recipes below.  All magic quivers start with 500.  Merchants can recharge partial quivers – sell back a partial quiver for a pittance and buy back a full quiver for a higher cost.  Don’t shoot that last arrow or else the entire quiver disappears!    (Real Magic Missiles!  Bows for everyone!)

> Characters may now level up to level 5000.  Experience on Nightmare and Hell difficulties have been scaled to ensure that you can play your characters for a veeeeery looooong time to come.  (I AM IMMORTAL!!!  Haven't gone that far yet . . . but we'll see.  Can invest in all the skills on every skill page.)

> Experience point costs for each level have been greatly reduced.  As a result, level ups are a lot quicker.  Be careful how you distribute your stat points.  No longer any need to hoard as many skill points waiting for the next skill threshold.  (This ought to make it easier to get up to level 5000.)

> Minor improvements/tweaks to some classes/skills/spells.  With the drastic increased nastiness of monsters, some skills were effectively nerfed.  Skill effects beyond level 20 had to be set up.  Some minor, some major changes were required to all classes.

> Skill levels maximum extended from 20 all the way up to 100!  Warning:  not all skills will work beyond a certain level - haven't figured them all out yet.  (Yeah!  Level 100 Fireballs!!)

> Belts, gloves, boots, rings and amulets are now socket-able.  Gloves(2/3 sockets) acts as weapons; belts(2 sockets) acts as armor; boots(2/3 sockets) acts as shield  modifiers; rings (1 socket) acts as weapons and amulets (1 socket) acts as armor.  These items will NOT drop with sockets.  Use the cube recipe to add sockets.  Gloves and boots can have up to 3 sockets on Nightmare and Hell difficulties.  (Yeah!  More sockets!!)

> All Armors has been improved.  Maximum AC for all armor types have been increased 20%.  Most armors have been given additional sockets, particularly Exceptional and Elite armors.  Also, all armor types will absorb 1 or more points of damage.   (Better armor counts for something now!)

> New Charms have been added.  There are now also 2x2 (Quad) and 1x4(Tall) sized charms.  (Wow!)

> Charms are also socket-able.  Small = shield (max 1 socket), Large = armor (max 2 sockets), Grand = weapon (max 3 sockets),  Quad = weapon (max 4 sockets), Tall = armor(max 4 sockets).  No socketed charms will ever drop.  Have to use the cube socketing recipes below.  (Yeah!  Even more sockets!!!  You won't see this on Bnet!!)

> Thrown weapons are socket-able!  Throwing knives and axes (2), javelins (3) and throwing spears (4) can have the stated number of sockets.  Remember, don’t throw that last dagger or last axe or you will lose the socketed pieces!   Socketed thrown weapons will NOT drop.  Use the cube recipe to add sockets.   (Yowsa!  Major missile damage!)

> Upgraded hirelings with higher starting levels, more skills, more hps, more defense and faster level up.  Much more expensive to hire and resurrect also.  Had to beef up mercs to help with the tougher baddies.  Fire Rogue can hurl Baal-Inferno!  Desert Mercs can use Charged Strike!  Sorceror Mercs can drop Meteor!  Barbarian Mercs can go Berserk!  (You'll definitely NOT see this on Bnet!!)

> Shrines are now more likely to be better and all shrine effect durations have been greatly increased.   Shrines also reset quicker.  No waiting around for that Skill or Endurance shrine to reset. (Makes it worthwhile to visit a shrine now!)

> Left-handed damage increased from 66% to 75%.  (Give the Lefties a hand up – Barbs and Assns)

> Corpse explosion death from fire-enchanted Super Unique Monsters has been downgraded or eliminated.  Fire-enchanted creatures still exist, however; so beware!  (Always thought this was a sucky way to die after killing a Superdude.)

> More UNIQUE items!  Normal LOD had about 300 Uniques.  There are now 650+ in this mod!  A unique for every item type . . . almost.  There's also unique charms, jewels and arrows/bolts now and you can socket them too!  (Yeah!  Real neat stuff you'll never see on Battle.net!!!)

> Unique items can spawn more than once per game session.  I guess this doesn’t really make them unique anymore.  Maybe we’ll just call them Very Important Items.  Actually, I prefer the term “Artifact”.  (What the heck!)

> Graveyard in Act I modified!  Used Hellbound’s modified map plug-in.  (Makes killing BloodRaven more of a challenge!  You need to be at least level 12 to make a go at it!)

> Duriel’s Lair in Act II modified!  Used Deathfile’s modified map plug-in, version 2.  Duriel has some companions to keep him company.  More rewards too!  (Bring on the Worm!)

> Travincal in Act III modified!  Used Deathfile’s modified map plug-in.  Council Members are spread out.  (Beware the Ghosts!)

> Gambling for rares, sets and uniques modified.  There’s now an increased chance to gamble for rare, set and unique items as well as magic.  (Take a chance if you’ve got the gold to spare!)

> Cow Portal can be opened multiple times.  Player must complete the difficulty to open the portal.  (More cow-hides to brandish!)

> Improved inventory graphics.  Over 250 new graphics added!  Most Exceptional and Elite items appear different than Regular item equivalents.  Thanks to item packs from JBouley, Om, Riparious and Shadow Talon.  (The better items actually look different now!)

THE BAD NEWS (I wanted the game to be playable and of some challenge):

> Players only start with the Horadric Cube, a few Cube Scrolls and a gem.  No other base equipment is given to the starting character.  (Use the Cube Scroll and gem!  Be careful what you buy with your gold!)

> Arrows, bolts and keys do NOT drop.  (Buy your own ammo.  Monsters don't make arrows, or keys for that matter.)

> Level requirements for Gems and Runes increased slightly.  (Need more levels to use these items.  No more socketing perfect gems in Normal Blood Moor!)

> Stamina costs increased for run/walk all classes.  (Run while you can or else walk)

> Strength and Dexterity requirements for Weapons and Armor is doubled.  (Are you strong enough?)

> Merchants are more greedy and charge more for all items.  Especially in Harragoth!  (Be careful how you spend!)

> Resistance penalties drastically INCREASED on all levels, even Normal is at -75!  Nightmare and Hell are even worse!!  (It's a cruel, cruel world out there.)

> Increased monster walk/run/attack speed.  (Fast buggers!)

> Increased monster hit points to 8xNormal, 10xNightmare and 12xHell.  (Tough, fast buggers!)

> Increased monster AC by 2xNormal, 4xNightmare and 8xHell.  (Hard, tough, fast buggers!)

> Increased monster levels by 3xNormal, 6xNightmare and 12xHell.  (Wicked, hard, tough, fast buggers!)

> Increased attack rating to 3xNormal, 5xNightmare and 8xHell.  (Nasty, wicked,  hard, tough, fast buggers!)

> Increased damage inflicted to 2xNormal, 3xNightmare and 5xHell. (Vicious, nasty, wicked, hard, tough, fast buggers!)

> Increased monster density up to 3 times.  (Lots of vicious, nasty, wicked, hard, tough, fast buggers!  Bring 'em on!!!)

> Added a few more monsters.  Re-enabled the Quill Bears, Spike Fiends and their ilk with added poison attack.  Also re-enabled Sand Fishers, Assailants and Black Souls.  Added RockGolem, FleshGolem, SteelGolem and FuryGolems as enemies!  Re-used some of the unique monster graphics to create Revenants (from Griswold), Harathnars (from The Smith), Grendels (from Werewolf) and Medusae (from Andariel).  Morphed other allies into enemies – Shadow Rogues, Wraith Hounds, Wraith Klaws.  Created the invisible Boogey Men, Phantasms and Langoliers.  (The more, the merrier!)

> Skill tiers have been changed from 1/6/12/18/24/30 to 3*/5/10/15/20/25/30/35/40/45/50/55/60.  Yes, that's right!  You get NO SKILLS until level 3 and at that, you only get ONE skill!!  All the skill tiers have been modified to grant two or three new skills per tier.  This was done in response to JC who said, "Single player is too EASY!"  (Gotta make it challenging somehow.  It’s worthwhile to develop in all 3 skill trees now.  Oh, well, you've got 5,000 levels to get there.)


NEW & UPDATED RUNEWORDS (some things old & some things new):
All of the original 24 LOD Runewords have been re-enabled and upgraded, the 145 incomplete Runewords completed and some 160+ Runewords added – that’s a total of 300+ Runewords - whew!  And yes, there are Runewords for gloves, belts and boots.  Sorry, no Runewords for charms, rings, amulets or thrown weapons.   No Runeword attributes have been listed because it would be just too much to print.  Hint: attributes are loosely related to the runes which form the Runeword plus an added ability or two in most cases.  Better runes, better attributes.  Runewords only work on Normal, socketted items.

And yes, there are Runewords that can be made in Act 1 Normal.  If you find any Runewords objectionable to your sensitivities or in any way offensive – TOO BAD - DON’T PLAY THIS MOD!  Though not strictly adhering to Political Correctness, I did stay away from rude or vulgar expressions.  In fact, my kids and my favourite television programs may have influenced my choice of Runewords.  You’ve been warned!

Runeword		Item		C	Runes (2)	
---------------------------------------------------------------------------------
Aardvark		pe		D	Shael-Lem
Arrogance		h2,po,sp		Gul-Amn
Band of Brothers	be			Amn-Ral
Bandit			kn,xb			Thul-Ith
Bert			hd		N	Eld-Amn
Booga			be			Dol-Eth
Bramble			gl			Sol-Shael
Brass			to			Eld-Ith
Breeze			mi		M	Ith-Eth
Broken Promise		be			Hel-Nef
Call to Arms		be		P	Ber-Shael
Catastrophe		gl,me			Ort-Nef
Cherish			be			Dol-Tir
Crackle Glass		sh			Eld-Eth
Crystal			he		S	Ith-Eld
Delerium		cw		A	Sur-Tal
Desire			ph			Amn-Shael
Dilemma			as		P	Pul-Shael
Dog Eat Dog		pe		D	Tir-Eth
Dogs of War		be			Jah-Sol
Doh			he			Eth-Eld
Doomsayer		bl			Ber-Lo
Doom Spire		he			Amn-Eth
Envy			gl			Lem-Shael
Ernie			wa		N	Eld-Thul
Exile’s Path		bt			Hel-Eld
Faerie			ro,or		S	Eth-Lum
Falcon Klaw		cw			Ith-Shael
Fortune’s Favor		bt			Shael-Lem
Glass			to			Eld-Tir
Gran Vitesse		be,bt			Jah-Shael
Harmony			be			Eth-Dol
Horacer77		we			Ith-Ral
Infinity		be			Cham-Shael
Innocence		or		S	El-Sur
Insight			he			Lum-Ith
Inversion		wa		N	Zy-Ber
Leaf			st			Tir-Ral
Lore			he			Ort-Sol
Madness			he			Io-Dol
Maverick		bt		A	Pul-Eth
Minya			ci			Eth-Dol
Mist			gl			Nef-Ith
Nadir			he			Nef-Tir
Nightfall		be			Ber-Eth
Ox			be			Fal-Io
Panic			gl			Eth-Shael
Patience		mi			Eld-Nef
Pattern			bt			Amn-Nef
Penitence		be			Thul-Tal
Piety			gl		P	El-Nef
Praise			he			Eth-Tir
Principle		be			Tir-Dol
Prudence		gl			Fal-Ko
Quandry			cw		A	Eth-Amn
Rapture			be,ci		S	Vex-Ral
Raven Klaw		cw			Tal-Eld
Reason			he			Tir-Shael
Red			or			Ral-Eth
Rhyme			sh			Shael-Eth
Rift			wa		N	Tal-Shael
Salute			bt,sh			Eld-El
Seashell		he			Eth-Ith
Shadow			bt			Shael-Nef
Shadow of Doubt		he			Sol-El
Smoke			to			Nef-Lum
Snuff			gl			Ist-Amn
Stealth			to			Tal-Eth
Steel			ax,ma,sw		Tir-El
Still Water		be			Cham-Sol
Strength		me		B	Amn-Tir
Terror			wa		N	Dol-Tal
The Brute		bl			Sol-Ith
Thirst			ro			Amn-Dol
Thread			mi			Ith-Nef
Turbo			bt			Io-Eld
Vapor			mi			Ith-El
Virginity		or		S	El-Dol
Vitesse			bt,be			Um-Shael
Void			be			Zy-Cham
Water			or		S	Cham-Thul
White			wa			Dol-Io
Wind			bt			Nef-Io
Wisdom			ci			Lum-Nef
Youth			to			Dol-Amn
Zephyr			mi			Ort-Eth
ZyEl			be,bt,he,sh,to,we	Zy-El	(Like, duh!)


Runeword		Item		C	Runes (3)
---------------------------------------------------------------------------------	
Accord			sh,to		A	Um-Pul-Ort
Amity			cl,ma,sc		Thul-Tir-Eld
Ancient's Pledge	sh			Ral-Ort-Tal
Apostle			as		P	Mal-Pul-Um
Aquarius		bt,he,sh,to		Ist-Ko-Ort
Aries			bt,he,sh,to		Ist-Lum-Ral
Arnold			he			Fal-Io-Um
Authority		st			Pul-Tir-Sol
Beauty			he			Dol-Ber-Nef
Big Bird		hd		N	Ko-Dol-Tal
Black			cl,ha,ma		Thul-Io-Nef
Bone			ph			Dol-Nef-Lum
Brand			mi			Pul-Nef-Ral
Bulldog			bt,he,to		Io-Dol-Nef
Cancer			bt,he,sh,to		Ist-Fal-Ral
Capricorn		bt,he,sh,to		Ist-Lum-Tal
Chance			to			Lem-Sur-Ist
Coincidence		me,sh			Ohm-Dol-Nef
Conjunction		bt,we			Hel-Shael-Gul
Conundrum		as		P	Fal-Pul-Shael
Cyclops			he			Fal-Io-Ith
Daylight		po,sp			Dol-Um-El
Deception		cw		A	Dol-Vex-Amn
Destinys Daughter	ab,aj,as		Jah-Sur-Lo
Discontent		he			Shael-Ohm-Fal
Dragon			cw		A	Sur-Um-Shael
Dream			ci			Nef-Mal-Dol
Dweomer			pe		D	Um-Amn-Ith
Eagle Klaw		cw			Dol-Thul-Tal
Elmo			hd		N	Ber-Shael-Ko
Enigma			he			Sur-Eld-Amn
Enlightenment		he			Lum-Hel-Cham
Equinox			h2		B	Tal-Thul-Gul
Eternity		sh,to			Jah-Eld-Dol
Eyore			or		S	Ort-Dol-Vex
Faith			sc			Amn-Pul-Um
Famine			bl			Nef-Dol-Tal
Fang			cw		A	Ort-Mal-Dol
Fortitude		he			Shael-Lem-El
Fozzy			he			Dol-Pul-Nef
Fury			me			Jah-Gul-Eth
Gemini			bt,he,sh,to		Ist-Ko-Thul
Gloom			he			Io-Ko-Um
Glory			ci			Sur-Jah-Dol
Grover			bt		N	Mal-Dol-Eth
Gryphon			cw			Amn-Ral-Tal
Hand of Justice		gl			Cham-Sur-Lo
Hatred			ph			Vex-Tir-Amn
Hellhound		he			Sol-Jah-Nef
Hermit			to			Hel-Amn-Dol
Hidden			to		N	Lum-Mal-Dol
Holy Tears		xb		P	Vex-Amn-Eld
Jealousy		he			Amn-Tir-Mal
Jinx			he			Lem-Ist-Tir
Kanga			or		S	Thul-Dol-Vex
King's Grace		sc,sw			Amn-Ral-Thul
Last Wish		gl			Nef-Eth-Lo
Law			he			Nef-Lum-Shael
Lawbringer		ma,sc,st		Ber-Nef-Dol
Leo			bt,he,sh,to		Ist-Fal-Thul
Libra			bt,he,sh,to		Ist-Fal-Ort
Lionheart		to		B	Hel-Lum-Fal
Loyalty			bo			Jah-Thul-Amn
Malice			me			Ith-El-Eth
Melody			mi			Shael-Ko-Nef
Morning Dew		gl,ma			Mal-Ohm-Gul
Mustang			bt			Eld-Dol-El
Nature’s Kingdom	pe		D	Jah-Dol-Amn
Oblivion		me			Nef-Eld-Shael
Obsession		ci		S	Sur-Dol-Sol
Order			sc			Eth-Ral-Eld
Parallel		bt			Jah-Nef-Sol
Peace			he			Shael-Dol-Eth
Piglet			or		S	Tal-Dol-Vex
Pisces			bt,he,sh,to		Ist-Lum-Ort
Plague			we		N	Tal-Jah-Gul
Pooh			or		S	Amn-Dol-Vex
Prayer			gl			Ohm-Lo-Shael
Pride			to			Amn-Nef-Eth
Prowess in Battle	gl		M	Gul-Shael-Ohm
Purity			ci			Zy-Um-Dol
Radiance		he			Nef-Sol-Ith
Rain			mi			Gul-Um-Shael
Roo			or		S	Ber-Dol-Vex
Sagittarius		bt,he,sh,to		Ist-Io-Thul
Salamander		pe		D	Dol-Nef-Um
Sanctuary		sh			Sol-Mal-Dol
Scorpio			bt,he,sh,to		Ist-Io-Tal
Serendipity		mi			Dol-Ral-Eth
Shout			he			Ith-Sol-Ko
Siren’s Song		sw		M	Jah-Sur-Eld
Slither			mi		A	Nef-Ith-Tir
Solstice		h2		B	Tal-Ort-Gul
Sorrow			hd		N	Eth-Dol-Nef
Spirit			ph		B	Nef-Shael-Gul
Spitfire		xb			Ohm-Ral-Nef
Stallion		bt		A	Shael-Um-Dol
Starlight		ci			El-Vex-Lem
Sting			sw			Pul-Um-Dol
Stomp			bt		A	Lo-Ith-Shael
Stone			gl			Thul-Ber-Shael
Storm			gl			Ort-Ber-Shael
Taurus			bt,he,sh,to		Ist-Ko-Tal
Teddy Bear		ha			Dol-Ber-Nef
Temptation		he			El-Lem-Jah
The Beast		pe		D	Dol-Um-Nef
Thirst for Knowledge	st			Vex-Tir-Ist
Thought			ci		S	Eth-Shael-Ith
Tigger			or		S	Ral-Dol-Vex
Time			to			Jah-Shael-Hel
Treachery		gl			Tal-Dol-Ko
Valor			to			Ber-Jah-Sur
Vanquish		sc		P	Lum-Tal-Amn
Venom			we			Tal-Dol-Mal
Vermilion		mi			Nef-Thul-Dol
Vermin			pe		D	Dol-Tir-Ith
Viper			cw			Tal-Amn-Um
Virgo			bt,he,sh,to		Ist-Io-Ral
Vision			or,ro			Ith-Nef
Voice			pe		D	Mal-Tal-Eld
Wealth			to			Lem-Ko-Tir
Wings of Hope		bt			Hel-Eld-Ko
Winter			me			Cham-Thul-Amn
Wonder			mi		M	Mal-Nef-Ohm
Wyvern Klaw		cw			Lo-Mal-Tal
Zodiac			bt,he,sh,to		Ist-Lem-Um


Runeword		Item		C	Runes (4)	
---------------------------------------------------------------------------------
Big Brother		h2,po,sp		Ith-Ort-Dol-Amn
Big Sister		mi			Ort-Ith-Dol-Amn
Bound by Duty		to,sh			Fal-Ko-Hel-Shael
Breath of Dying		mi			Vex-Lo-Tir-Amn
Chaos			me			Um-Lo-Amn-Nef
Cookie Monster		to		N	Sol-Io-Nef-Amn
Corsair			sw			Lum-Shael-Eth-Amn
Corruption		me			Amn-Mal-Eld-Um
Crusader		to,sh		P	Um-Pul-Ith-Eth 
Darkness		we			Dol-Eld-Thul-Um
Despair			sh			Lo-Vex-Gul-Ohm
Dread			to			Ith-Amn-Eld-Hel
Duress			we			Mal-Lum-Ral-Lo
Ebony			sw			Tal-Fal-Dol-Shael
Edge			sw			Sol-Eth-Um-Nef
Epilogue		we			Gul-Jah-Dol-Shael
Epoch			we			Pul-Mal-Eld-Ith
Flickering Flame	mi			Ral-Lo-Shael-El
Ghost			st			Vex-Amn-Ort-Mal
Heaven’s Will		au		P	Cham-Ber-Io-Nef
Holy Thunder		sc			Eth-Ral-Ort-Tal
Humility		to		P	Sol-Nef-Eld-Io
Hunger			sw			Um-Mal-Amn-Tal
Ice			we			Thul-Cham-Jah-Shael
Ivory			sw			Ort-Fal-Dol-Shael
Jedi			sw			Ort-El-Gul-Mal
Judgement		sc		P	Gul-Ber-Ort-Nef
Kato			he,sh,to,we		Sur-Nef-Shael
Kingslayer		mi			Tal-Dol-Um-Mal
Lightning		st			Shael-Sol-Nef-Ort
Maelstrom		mi			Ith-Gul-Ohm-Amn
Memory			st		S	Lum-Io-Sol-Eth
Myth			sh			Amn-Mal-Eld-Nef
Nightmare		we			Eth-Ohm-Mal-Amn
Notion			he			Nef-Shael-Ber-Sol
Oath			sh			Pul-Ith-Eld-Um
Obedience		bl			Ber-Nef-Mal-Sol
Outcast			bl,sw			Gul-Shael-Sol-Ith
Oxymoron		as		P	Pul-Fal-Shael-Nef
Paradigm		sh			Mal-Sol-Dol-Eld
Paradox			st			Ral-Thul-Cham-Nef
Passion			to		B	Ko-Fal-Dol-Eth
Peril			mi			Gul-Cham-Ber-Nef
Phalanx			h2,po,sp		Lo-Um-Amn-Ith
Phantom			to			Pul-Ort-Tir-Dol
Pillar of Faith		to		P	Pul-Um-Mal-Dol
Punishment		bl			Nef-Sur-Lo-Um
Question		mi			Dol-Mal-Hel-Um
Smartguy		me			Fal-Ko-Mal-Amn
Spin			me			Sur-Vex-Amn-Ith
Splendor		st		S	Ber-Tir-Nef-Vex
Survivor		to			Um-Ber-Shael-Eth
Synchronicity		sh,to			Sur-Lm-Pul-Ith
Tempest			st			Lo-Shael-Nef-Dol
Thunder			ha			Nef-Ort-Vex-Lo
Tradition		me			Gul-Sol-Ith-Mal
Trust			as			Pul-Fal-Shael-Amn
Unbending Will		sw			Thul-Ohm-Lo-Cham
Vengeance		sc		P	Thul-Ort-Ral-Shael
Victory			we			Vex-Amn-Tir-El
War			we			Um-Mal-Tir-Amn
Whisper			mi		M	Sur-Ohm-Dol-Nef
Widowmaker		mi		M	Ohm-Lo-Mal-Tal
Wrath			me			Ohm-Ber-Eth-Ral
Xterra			bt			Eld-Ohm-Io-Dol


Runeword		Item		C	Runes (5)	
---------------------------------------------------------------------------------
Alkalund		sh			Pul-Um-Shael-Nef-El
Armageddon		me			Shael-Ber-Tal-Ort-Ral
Bat Out of Hell		h2,po,sp	D	Shael-Cham-Ohm-Tal-Nef
Blood			we			Gul-Um-Lo-Nef-Tal
Cavalier		as,to		P	Ohm-Pul-Tal-Fal-Jah
Crescent Moon		po,sp			Um-Tir-Shael-Amn-Eth
Criss Cross		xb			Lo-Cham-Thul-Tal-Shael
Cuisinart		sw			Um-Mal-Amn-Gul-Lo
Death			me			Eld-Zy-Amn-Sol-Mal
Destruction		we			Ber-Ral-Nef-Ohm-Gul
Endgame			me			Um-Mal-Zy-Ith-Lo
Harbinger		to,we		A	Zy-Mal-Ber-Sur-Tal
Heart of the Oak	to			Jah-Um-Io-Shael-Pul
Hellspawn		to		N	Amn-Ber-Pul-Mal-Nef
Herald			po			Dol-Amn-Gul-Sur-Lo
Honor			me			Amn-El-Ith-Tir-Sol
JBouley			we			Jah-Ber-Zy-Ith-Dol
Knight’s Vigil		sh			Pul-Nef-Eld-Hel-Ith
Legacy			to			Amn-Zy-Um-Pul-Lem
Lust			to			Hel-Io-Um-Nef-Ist
Malevolent		h2,po,sp		Ber-Zy-Amn-Shael-Dol
Marksman		mi		M	Sur-Um-Nef-Lo-Gul
Martyr			me			Ber-Lo-Ith-Sol-Ohm
Moulinex		sw			Lo-Fal-Sol-Ith-Eth
Mystery			mi			Sur-Dol-Ith-Nef-Sol
Pestilence		po			Tal-Shael-Dol-Um-Mal
Phoenix			me			Thul-Ort-Ral-Amn-Tal
Reaper			h2,po,sp		Lo-Ber-Zy-Shael-Amn
Rhaevyn			ax,po,sp	D	Dol-Ral-Nef-Shael-Ohm
Semantics		as		P	Cham-Shael-Eld-Amn-Pul
Silk			to		S	Ber-Um-Sol-Amn-Pul
Sledge			ha			Fal-Ohm-Eth-Gul-Ber
Soothsayer		to			Cham-Ist-Ohm-Thul-Hel
The Force		to			Fal-Ko-Lum-Io-Zy
The Lovers		to			Amn-Thul-Ort-Ral-Tal
Unicorn			po,sp			Ort-Ber-Gul-Shael-Nef
Woe			mi			Sur-Tal-Gul-Nef-Ohm
Yang			h2		B	Cham-Um-Tir-Mal-Sol
Yin			h2		B	Ber-Dol-Shael-Ith-Nef


Runeword		Item			Runes(6)	
---------------------------------------------------------------------------------
Ripcord			mi			Shael-Ort-Zy-Gul-Mal-Dol
Silence			we			Dol-Eld-Hel-Ist-Tir-Vex
Truth			h2,po,sp		Zy-Shael-Nef-Sur-Ber-Um
PhrozenKeep		to			Pul-Um-Mal-Sol-Eth-Zy
Violation		me			Sur-Lo-Vex-Amn-Thul-Ith
	
where:	

ab = any amazon bow
aj = any amazon javelin
as = any amazon spear
au = any auric shield
ax = any axe
be = any belt
bl = any blunt weapon
bt = any boot
bo = any bow
ci = any circlet
cl = any club
cw = any claw
gl = any glove
h2 = any 2-handed
ha = any hammer
hd = any necro head
he = any helmet
ja = any javelin
kn = any knife
ma = any mace
me = any melee weapon
mi = any missile weapon
or = any orb (not a rod)
pe = any druid pelt
ph = any primal helmet
po = any polearm
ro = any magical rod
sc = any scepter
sh = any shield
sp = any spear
st = any staff or rod
sw = any sword
to = any torso armor
wa = any wand
we = any weapon
xb = any crossbow

C = These Runewords have additional class-specific bonuses for (A)ssassin, (B)arbarian, (D)ruid, A(M)azon, (N)ecromancer, (P)aladin, (S)orceress

Yeah – there are approximately 330 Runewords now!!!  A bit overwhelming, I know.  Trying to figure out which Runeword to use could drive you bonkers – so I’ll leave it to you how you do this.  General rule of thumb is that the better runes used in the longer Runewords will generate the better Runic items.  

For instance, a 2-socket Runeword will tend not to be as powerful as a 3-socket Runeword, but not always.  A 2-socket Runeword which has high level runes may be more powerful than a 3-socket Runeword that has low level runes; there is some degree of overlap depending on the number of runes and the quality of runes.  A 5-socket Runeword with very high level runes will generate a very powerful Runic item, on par with some of the most powerful Unique items in the game.

Runic items may be further enhanced using the Elixir Recipes below.  However, no other enchantment recipes will work with Runic items.  The Demon Item recipe will convert a Runic item into a Demon Item, stripping off the runeword and all socketted runes.  The same result would occur with the Exceptional/Elite recipes.

NEW CUBE RECIPES (the basics):
Removed all of those hokey Safety, Blood and Caster recipes that no one can remember anyways.  In the following sections, there are several categories of Cube recipes that have been added.  Just put the input ingredients in the Cube and hit the Transform button to get the output item.  This Mod has 3000+ recipes in total and not all of them are fully documented . . . and I don’t plan to ever do so (well, maybe in version 2.0).  

<same Rune> x 3 -> <Rune> next higher (works all the way up to Zy – yes, I’ve renamed the Zod rune to Zy.)
<same Rune> x 2 + Elixir -> Rune next higher (this too works all the way up to Zy!)
<same Gem> x 2 + Elixir -> Gem next higher quality (works all the way up to Perfect gems)
<any Item> + <Zy Rune> -> same <Item> indestructible  (great for eliminating repair costs on those crafted items)
<any Set Item> x 3 -> random <Rune> (can be any random rune, even Zy!)
<Full Rejuvenation potion> x 3 + <perfect Gem> x 3 -> Elixir (if you can’t find an Elixir, make it)
<any chipped Gem> x 6 -> random <flawed Gem> (great way to clean up your inventory of those random gem bits)
<any flawed Gem> x 6 -> random <standard Gem>
<any standard Gem> x 6 -> random <flawless Gem>
<any flawless Gem> x 6 -> random <perfect Gem>


UPGRADE ITEM RECIPES (upgrade item types):
These recipes upgrade the item type of the input items to an item of higher quality with new attributes.  Often, you have to sacrifice 3 or more of a base item plus a few other trinkets to get 1 improved item.  There are recipes here to  make different types of items.  Please note that these recipes will generate new items with new attributes.  None of the original attributes from source items will be retained.

<mag Ring> x 3 -> new <mag Amulet> (from original D2)
<mag Amulet> x 3 -> new <mag Ring> (from original D2)
<rar Ring> + <rar Amulet> -> new <mag Jewel>

How to upgrade Non-Magic Items:
<low-quality Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>  (Can we fix it?  Yes, we can!)
<cracked Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>  
<crude Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>  
<normal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <superior Item>
<superior Item> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <mag Item>
<ethereal Item> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <nor Item>  

How to make Rare Items  (must be same mag Item – ie 3 mag Handaxes or 3 mag Leather armors):
<mag Ring> x 6 -> new <rar Ring>
<mag Amulet> x 6 -> new <rar Amulet>
<mag Jewel> x 6 -> new <rar Jewel>
<mag Charm> x 6 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Charm>  (Charm size does not matter)
<mag Weapon> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Weapon> 
<mag Armor> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Armor>
<mag Shield> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Shield>

How to make Crafted Items (must be same rar Item – ie 3 rare Shortswords):
<rar Ring> x 6 + <rar Jewel> -> new <crf Ring>
<rar Amulet> x 6 + <rar Jewel> -> new <crf Amulet>
<rar Jewel> x 6 + <Elixir> -> new <crf Jewel> 
<rar Charm> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel>  ->  new <crf Charm>  (Charm size does not matter)
<rar Weapon> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Weapon>
<rar Armor> x 3 +<rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Armor>
<rar Shield> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Shield>
How to make smaller Charms from larger Charms:
<mag Tall Charm> x 3 -> new <mag Quad Charm>  (Smaller is better!)
<mag Quad Charm> x 3 -> new <mag Grand Charm>
<mag Grand Charm> x 3 -> new <mag Large Charm>
<mag Large Charm> x 3 -> new <mag Small Charm>

<rar Tall Charm> x 3 -> new <rar Quad Charm>
<rar Quad Charm> x 3 -> new <rar Grand Charm>
<rar Grand Charm> x 3 -> new <rar Large Charm>
<rar Large Charm> x 3 -> new <rar Small Charm>

<crf Tall Charm> x 3 -> new <crf Quad Charm>
<crf Quad Charm> x 3 -> new <crf Grand Charm>
<crf Grand Charm> x 3 -> new <crf Large Charm>
<crf Large Charm> x 3 -> new <crf Small Charm>

How to make better Cube Scrolls:
<Common Cube Scroll> x 6 -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> x 6 -> new <Scarce Cube Scroll>


NORMALIZE ITEM RECIPES (downgrade item types to Normal):
These recipes can be used to downgrade hi-quality, magic, rare, crafted, set, runic and unique items to normal quality.  The purpose for doing this is to allow these items to be socketted and subsequently turned into runic items.  As many have discovered, only normal type items can be socketted with runewords.  The generated normal item is also devoid of sockets.  You’ll have to re-socket the item yourself – use the Socket Item recipes mentioned later.

Here are the recipes to downgrade an item to normal:

<any hi-quality item> + key -> normal <item>
<any magic item> + key -> normal <item>
<any rare item> + key -> normal <item>
<any crafted item> + key -> normal <item>
<any set item> + key -> normal <item>
<any runic item> + key -> normal <item>
<any unique item> + key -> normal <item>


ETHEREALIZE ITEM RECIPES (modify item types to Ethereal):
These recipes can be used to modify normal, hi-quality, magic, rare, crafted, set, runic and unique items to be ethereal.  Why the heck would you ever want an item to become Ethereal?  As everyone knows, Ethereal items have limited durability and eventually break.  However, Ethereal items also tend to have higher attributes than base items.  Ideally, Ethereal weapons are best suited for hirelings who never break their equipment.

Here are the recipes to modify an item to be Ethereal:

<any hi-quality item> + key + Elixir -> Ethereal <item>
<any magic item> + key + Elixir -> Ethereal <item>
<any rare item> + key + Elixir -> Ethereal <item>
<any crafted item> + key + Elixir -> Ethereal <item>
<any set item> + key + Elixir -> Ethereal <item>
<any runic item> + key + Elixir -> Ethereal <item>
<any unique item> + key + Elixir -> Ethereal <item>

SOCKETING RECIPES (something better):
These recipes add sockets to any item.  Magic items are limited to 3 sockets and rare/unique/set/crafted items limited to 1 socket as are rings and amulets.  Items at Nightmare and Hell difficulties tend to have more sockets.  These recipes work for weapons, armor, helmets, shields, gloves, belts, boots, charms, rings, amulets and thrown weapons.  Flawless gems are now required ingredients.  Jewel quality is now a required factor to consider for different item types.

<mag,nor Item>, no sockets + <flawless Gem> + <mag Jewel> -> add 1 socket to no socket item
<mag,nor Item>, no sockets + <flawless Gem> x 2 + <mag Jewel> x 2 -> add 2 sockets to no socket item
<mag,nor Item>, no sockets + <flawless Gem> x 3 + <mag Jewel> x 3 -> add 3 sockets to no socket item
<mag,nor Item>, no sockets + <flawless Gem> x 4 + <mag Jewel> x 4 -> add 4 sockets to no socket item
<mag,nor Item>, no sockets + <flawless Gem> x 5 + <mag Jewel> x 5 -> add 5 sockets to no socket item
<mag,nor Item>, no sockets + <flawless Gem> x 6 + <mag Jewel> x 6 -> add 6 sockets to no socket item

<rar Item>, no sockets + <flawless Gem> + <rar Jewel> -> add 1 socket to no socket item
<crf Item>, no sockets + <flawless Gem> + <crf Jewel> -> add 1 socket to no socket item
<set Item>, no sockets + <flawless Gem> + <crf Jewel> -> add 1 socket to no socket item
<uni Item>, no sockets + <flawless Gem> + <crf Jewel> -> add 1 socket to no socket item


UNIQUE RECIPES (something extra special):
These recipes generate unique items of the same input item type.  Valid item types include:  Boot, Glove, Torso, Helmet, Shield, Ring, Amulet, Belt, Knife, Sword, Mace, Axe, Club, Scepter, Maul, Hammer, Staff, Spear, Polearm, Bow, Crossbow, Thrown knife, Thrown axe, Katar, Wand, Orb, Claws, Preserved head, Primal helm, Pelt, Auric Shield, Ama Spear, Ama Javelin, Ama Bow, Circlet.  With 600+ uniques, there’s now something special for everyone.  There’s even a possibility of acquiring one of Zy-El’s Artifacts!

<crf Item> x 3 + <perf Gem> x 3 + <Elixir> x 3 + <Demon Key> + <Zy Rune> + <El Rune> + <crf Jewel> x 3 -> Unique Item  
(eg. Any 3 crafted Belts + 3 perf Gems + 3 Elixirs + Demon Key + Zy + El + 3 crafted Jewels -> a unique Belt)

Bear in mind that the crafted source items must be of the same type but they don’t have to be the same item specifically.  So, you can put in a crafted sash, a crafted heavy belt and a crafted light belt and wind up with some form of unique belt!

<rar Ring> x 3 + <rar Amulet> x 3 + <perf Gem> x 3 + <rar Jewel> x 3 + <Elixir> -> Stone of Jordan  (Like I promised.)

Tired of searching for those Quest items or leaving those minor Quests uncompleted?  Well, here’s another way to complete some of those quests and move on to the next Act.  It still might be easier just to complete the quest, but if you got some spare stuff lying around – why not?  (I hate unfinished business.) 

<rar Kris> + <std Gem> + <rar Jewel> + Elixir -> Gidbinn
<rar Quarterstaff> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Staff
<rar Flail> + <std Gem> + <rar Jewel> + <Elixir> -> Kalim’s Super Flail
<rar Maul> + <std Gem> + <rar Jewel> + <Elixir> -> Hellforge Hammer
<rar War Hammer> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Malus
<Full Rejuv Potion> + <std Gem> + <rar Jewel> + <Elixir> -> Malah’s Thawing Potion


ELIXIR RECIPES (something special):
Elixirs cannot be bought from shops.  All added effects are stacked on top of existing item attributes.  These recipes also work for Class-specific items of the various types.

<Elixir> + *<mag Weapon> -> same Weapon + add min dmg + add max dmg
<Elixir> + *<mag Torso armor> -> same Armor + add AC
<Elixir> + *<mag Boot> -> same Boot + add run/walk
<Elixir> + *<mag Shield> -> same Shield + add to block percentage
<Elixir> + *<mag Belt> -> same Belt + add hit points
<Elixir> + *<mag Helm> -> same Helm + add mana
<Elixir> + *<mag Glove> -> same Glove + add to attack
<Elixir> + *<mag Ring> -> same Ring + regenerate hit points
<Elixir> + *<mag Amulet> -> same Amulet + regenerate mana

*substitute the Magic item with a Rare item and get higher bonuses.  Or, use a Crafted, Runic, Unique or Set item and get even higher bonuses!


EXCEPTIONAL/ELITE RECIPES (making regular stuff better):
These recipes transform Regular items into their Exceptional equivalents and Exceptional items into their Elite versions.  Exceptional and Elite items have higher strength and dexterity requirements.  So, be careful when using these recipes.  You may wind up with an item you can’t use for a long while.  Only Regular items can be used to transform into Exceptional items and only Exceptional items can be used to transform into Elite items.  Take note that the source items can be of any quality:  cracked, inferior, ethereal, normal, socketed, magical, rare, unique, set, runic or even crafted.  Input item quality has no bearing in these recipes.  Got this cube recipe idea from MikeMayhem, but had to tweak it to fit this Mod.

To transform Regular items to Exceptional or Exceptional items to Elite, use the following recipes:

<Regular Item> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> + <Perf Gem> -> <nor Exceptional Item>
<Exceptional Item> x 3 + <crf Ring> + <crf Amulet> + <crf Jewel> + <Perf Skull> + <Elixir> -> <nor Elite Item>

For example, put in 3 Gloves, a magic ring, a magic amulet, a magic jewel and any perfect gem and the result will be a Normal Demonhide Glove.  Afterwards, you can transform these Normal items to Magic items using the Upgrade recipe noted above.

Yes, it is very expensive and hard to get Exceptional and Elite items, as it should be.  I did not want players in Act 1 Normal having Crusader Gauntlets or Balrog Blades.  For the higher level characters, there is finally a way of getting those elusive Elite items in order to be able to craft them and make them into your own artifacts!


REATTRIBUTE RECIPES (re-rolls attributes of magic, rare and crafted items):
These recipes regenerate attributes of magic, rare and crafted items.  Don’t like the abilities on an item but want to keep the base item?  Or maybe you goofed when you crafted an item with the wrong ingredients and want to start over again.  These recipes work for weapons, armor, belts, boots, gloves, helmets, rings, amulets and charms.

<mag Item> + <mag Jewel> + <Elixir> -> new <mag Item>
<rar Item> + <rar Jewel> + <Elixir> -> new <rar Item>
<crf Item> + <crf Jewel> + <Elixir> -> new <crf Item>
ITEM CRAFTING RECIPES (the good stuff): 
These recipes are generic formulas that allow players to add special non-gem abilities to Crafted items.  Can make very powerful items but also very expensive to repair.  Spell charges are also very costly.  ONLY CRAFTED ITEMS CAN BE ENCHANTED WITH THESE RECIPES – not Magic, Rare, Runic, Unique or Set items.  The recipes only work for items of type:  Weapons, Torsos, Helmets, Gloves, Belts and Boots (NOT Rings, Amulets, Jewels or Charms – crafting these items is covered in other sections).  

You must first create a Crafted item using the Upgrade Item Recipe mentioned above.  Once you have a <Crafted Item>, it can be enchanted with additional abilities and/or spell charges.  Crafted items require minimum character level 30 to use.  The cube formula for enchanting Crafted items is as follows:

<Crafted Item> + <std Gem> + <mag Ring> + <mag Amulet> --> new <Crafted Item> with <added ability>
<Crafted Item> + <flawless Gem> + <rar Ring> + <rar Amulet> --> new <Crafted Item> with <added ability>
<Crafted Item> + <perf Gem> + <crf Ring> + <crf Amulet> --> new <Crafted Item> with <added ability>

where:	<Crafted Item>	any Crafted item of type belt, helm, weapon, armor, glove, boot or shield
<added ability>	either spell charges or an attack form or stat bonus depending on the Gem type

The specific ability and level will vary for each combination of ingredients.  For example, cubing a crafted full helm, a flawless sapphire, a rare ring and a rare amulet will produce a new crafted full helm with up to 24 charges of Dire Wolf XX.  A pair of crafted heavy boots with a standard diamond, magic ring, magic amulet will produce a new crafted heavy boot with fast run/walk speed.  A crafted heavy boot with flawless diamond, rare ring and rare amulet will produce a new crafted boot with faster run/walk speed.  The higher quality items and ingredients will add higher level abilities.  

Please note that each time the above recipes are used, a NEW crafted item is created with the new ability added.  Any previous attributes and abilities will be lost.  If you wish to craft items that RETAIN the attributes and abilities of the original item, then just add an Elixir to the recipe.  So, the modified stacking cube formula is:

<Crafted Item> + <Gem> + <Ring> + <Amulet> + Elixir --> SAME <Crafted Item> + added ability

This recipe allows added abilities to be STACKED on top of the abilities already inherent on the base item, up to the maximum number of abilities on an item.  Stacking the same abilities multiple times will increase the effect or increase the number of spell charges.  This format allows a greater flexibility in how you want to craft your items.  It also means you will be crafting items forever.  But hey, you've got 4500 character levels - you are IMMORTAL.

What are all the abilities and combinations?  You'll have to find them out for yourself.  There’s a different result for each combination of Gem type and Item types.  Gem, ring and amulet ingredient qualities determine the attribute level of effectiveness.  Better ingredients, higher level attributes added.  I'm not going to document all of the Item Crafting recipe combinations here simply because there are too many of them, over 900!


SKILL ADDER RECIPES (something just as good):
These recipes add +1 Class skills adder to class-specific items.  These items include:  Druid Pelts, Barbarian Primal Helms, Amazon Bows, Amazon Spears, Amazon Javelins, Necro Wands, Necro Voodoo Heads, Assassin Claws, Paladin Auric Shields and Sorceress’ Orbs.  The source item must also be a Crafted item.  This recipe can be STACKED multiple times to create class items with multiple bonus levels.

<Crafted Class Item> + <perf Gem> + <rar Ring> + <rar Amulet> + <rar Jewel> + Elixir -> same <Crafted Class Item> with +1 all Class skills in same Class as Item
CRAFTED CHARM RECIPES (more good stuff):
Charms can be enchanted with Gem abilities.  Charm size does not matter.  Use one of the following recipes:

<Crafted charm> + <std Gem> + <mag Ring> + <mag Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <flwls Gem> + <rar Ring> + <rar Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <perf Gem> + <crf Ring> + <crf Amulet> -> new <Crafted charm> + <Gem abilities>

where:	<Gem abilities>	= inherent abilities given when gem is socketed in an item

For example, cubing a crafted charm with a standard sapphire, magic ring and magic amulet will add 3-6 cold damage, +20 mana and +15 resist cold.  Substitute the gem with a standard topaz and the recipe will add 5-20 fire damage, +20 hp and +15 resist fire.  Look familiar?  Crafted charms can also be socketed, but only one socket.  This recipe will always generate a charm with new random abilities plus the added crafted abilities.  There are NO STACKING RECIPES for Crafted Charms.  That would be too unbalancing since you can already equip with more than one charm anyways.


DEMON ITEM RECIPES (the real nasty stuff):
Demon items are items imbued with one or more demon spirits.  These spirits are captured in Demon Keys.  The Cube enchanting binds the demon(s) to the base item.  Demon items are very powerful but have an exacting toll on the user.  There are three levels of Demon items:  Minor, Major and Trinity.  Carrying too many Demon items can be very “draining”.  These items can be created using the following Cube recipes:

<any Item> + <Demon Key> + <Elixir> -> new <mag Minor Demon Item> + <added ability> + <penalties>

OR

<any Item> + <Demon Key> x 2 + <Elixir> x 2 -> new <rar Major Demon Item> + <added ability> + <penalties>

OR

<any Item> + <Demon Key> x 3 + <Elixir> x 3 -> new <crf Trinity Demon Item> + <added ability> + <penalties>

where:
<any Item> means any item of type weapon, armor, shield, belt, glove, boot, helmet, ring or amulet; item quality doesn’t matter

<added ability> is dependant on item type.  Weapons gain damage and attack.  Torso Armors gain armor class and elemental resistances.  Shields gain block speed and armor class.  Belts grant reduced damage taken and reduced poison length.  Gloves grant increased attack speed and inflict open wounds.  Helms grant faster hit recovery and casting speed.  Rings grant extra gold find and bonus to all skills.  Amulets grant extra magic find and bonus to all skills.  Class-specific items are granted additional class-specific bonuses.

<penalties> include life regen drain, energy drain and vitality drain.  Penalties are additive for additional Demon Items equipped.  Don’t rely too heavily on Demon Items; they’ll be the death of you! 

Minor Demon Items transform the base item into a Magic item.  Major Demon Items transform the base item into a Rare item which have significantly higher drain penalties.  And Trinity Demon Items are the ultimate in demonic weapons, harnessing the raw fury of three entrapped Demons in a Crafted item.  Can even the most steadfast warrior be corrupted?  

The Dark Side beckons!  Use with extreme caution!


CRAFTED RING & AMULET RECIPES (some nifty stuff):
Rings and Amulets can be enchanted with additional abilities as well.  To begin, you must have a crafted Ring or crafted Amulet created using the Upgrade recipes mentioned above.  Once you have a crafted Ring/Amulet, it can be enchanted with hit/gethit skill attributes using these recipes:

<Crafted Ring> + <gem> + <jewel> + Elixir -> new <Crafted Ring> with hit skill
<Crafted Amulet> + <gem> + <jewel> + Elixir -> new <Crafted Amulet> with get struck skill

where:  <gem> 	determines the elemental attack type and the quality of the gem also determines the attack level.
        <jewel> 	quality determines the chance of activation – 4% for Mag jewel and 7% for Rare and 10% for Crafted.

For example, a crf Ring with flowless topaz, rare jewel and Elixir will yield a new crafted Ring with a level 15 lightning get-hit skill that activates on a 7% chance after a successful hit against a target.  Amulets are similar except that they activate.  Replace the <jewel> with a Demon Key for even more vicious skill combos!!!  Beware!  Any use of a Demon Key comes at a price.  The demonic recipe is: 

<Crafted Ring> + <gem> + Demon Key + Elixir -> new <Crafted Ring> with hit skill
<Crafted Amulet> + <gem> + Demon Key + Elixir -> new <Crafted Amulet> with gethit skill


CRAFTED JEWEL RECIPES (neat stuff):
Crafted jewels can be enchanted with very special abilities.  To begin, you must have a crafted Jewel created using one of the Upgrade recipes.  Because of the nature of crafted Jewels, they are very expensive to enchant.  Unlike other items that can be enchanted, Jewels can be socketed into other items bestowing their abilities to the base item in the process.  This can make for very, very powerful items.  

Remember, once a Jewel is socketed in an item, it can never be recovered.

Crafted Jewels can be enchanted with the following recipe:

<Crafted Jewel> + <any Rune> + <Elixir> -> new <Crafted Jewel> + <Rune attributes>

where:
<any Rune>		can be any Rune from El to Zy
<Rune attributes>	combined Rune abilities for all item types

This recipe will create a new crafted Jewel with regenerated attributes and the Rune abilities added onto it.  For example, combining a crafted Jewel with an El Rune and an Elixir will result in a new crafted Jewel with new attributes that will also include +1 Light radius, +50 Attack and +15 AC.  If a Ral Rune was used instead, the result would be a new crafted Jewel with +5-30 Fire damage and +45 Resist Fire.

The Zy rune adds more than just Indestructable.

Yes, there is a stacking recipe that will retain the attributes of the original crafted Jewel:

<Crafted Jewel> + <same Rune> x 3 + <Elixir> x 3 -> same <Crafted Jewel> + Rune attributes>

This recipe is very expensive but also gives high level players the ability to create infinitely powerful items that can be programmed in whatever way they want.  Because Jewels are a one-shot deal, players have to be very selective about which sockets to place them into.  (This feature may be unbalancing but it does give high level players something to do after they’ve capped Diablo and his brothers a few times on Hell difficulty.  I may remove this in a later version, but enjoy it for now.)

MAGIC MISSILE RECIPES (magic arrows and bolts):
Magic arrows and bolts can be enchanted with elemental and other special attack forms.  Remember, you only have a limited number of shots.  So, once you run out of missiles, the enchanted quiver disappears.  Now you can do something useful with those mismatched gem bits and odd runes.  Enchant with Gems to create a new quiver of magic missiles.  Enchant with Runes more than once for Rune weapons effects; customize your missiles for a specific foe – Diablo killer!  You can enchant magic arrows/bolts using the following recipes:

<Magic arrows/bolts> + <Gem> -> new <magic arrows/bolts> + <Elemental damage> + <Special attack>
<Magic arrows/bolts> + <Rune> -> new <magic arrows/bolts> + <Rune weapon effect>

where:	<Magic arrows/bolts>	can be purchased from the local arms merchant.
<Gem>		can be any gem type, including chipped! 
<Rune>		can be any rune
<Elemental damage>	determined by gem type – higher quality gems yield more damage
<Special attack>	from higher quality gems that yield additional attack attributes
<Rune weapon effect>	bonus to weapons bestowed by the rune


ZY-EL’S ARTIFACTS RECIPES (something extra special):
Of course, there are Unique items specific to Zy-El that can be had by players through these cube recipes.  These items are extremely powerful and any player (especially an Assassin) equipped with two or three of these items can cause serious mayhem!  Zy-El possessed these items at one time or another and was unstoppable!

<Elixir> x 3 + <Demon Key> x 3+ <Perfect Skull> x 3 + Zy (rune33) + El (rune01) + <Crafted Item> -> ZY-EL Artifact item

where the <Crafted Item> listed below will generate the named Unique item:

Zy-El’s Requiem (Diadem)		Zy-El’s Marker (Sm Charm)		Zy-El’s Mourning (Gorgon Crossbow)
Zy-El’s DeathSong (Feral Claws)		Zy-El’s Repose (Spiderweb Sash)		Zy-El’s WindSong (Winged Knife)
Zy-El’s Stride (Mirrored Boots)		Zy-El’s Lament (Amulet)			Zy-El’s Embrace (Archon Plate)
Zy-El’s Pride (Scissors Suwayyah)	Zy-El’s Decorum (Shadow Plate)		Zy-El’s Finger (Shadow Bow)
Zy-El’s Memory (Ring) 			Zy-El’s Legacy (Ring) – add a Key to get this item


MOD INSTALLATION INSTRUCTIONS:
This mod includes five files:  D2Client.DLL, D2Common.DLL, D2Game.DLL, Fog.DLL and Patch_D2.MPQ.  These files also exist in your Diablo2 game directory.  Backup the original files then copy these files over the originals.  To go back to the original game, restore the D2 files from your backup.  For Mac users, I’m afraid you’re limited to using only the .MPQ file; you can’t use the .DLL’s.  Diablo2 LOD patch version 1.10 is supposed to allow more things to be packed into an .MPQ file and I’ll try to incorporate all of the .DLL changes.

I've included in the DLL's a number of hex-coded fixes as discovered by the brilliant programmers at the PhrozenKeep.  These fixes include:  the Druid shapeshifting Bug;  the Barb/Assn Crit Hit Bug and the Rescue Anya bug.  There are also code-edits to change some of the game dynamics:  increased the allowable max skill level to 100; uniques spawn more than once; increased gambling for rares/sets/uniques; can open the Cow Portal more than once and changed some of the quest completion drops.  Whew!  I also figured out how to fix the Necro Bone Wall/Bone Prison bug where the Necro Skeletons would attack their own BoneWall.  Can now actually use this spell to a good purpose.


Final Comments:
I haven’t spent as much time debugging and play-testing as I would have liked to, but I’m sure everyone’s gonna let me know if there’s something wrong in the Mod.  The only crashes I’ve found to occur is when the player drinks an Elixir.  Sometimes it works fine, sometimes it doesn’t.  Gotta be something to do with the original coding in LOD.  I have not added any Set items and don’t really plan to.  The problem with adding Set items is that the more Set items you add, the less likely it will be that anyone will ever complete a Set.  I’ve chosen instead to add Unique items, Runewords, Cube recipes and a few knick-knacks.

***  IT IS HIGHLY RECCOMMENDED THAT YOU START NEW CHARACTERS WHEN USING THIS MOD.  THERE IS NO WAY THAT CHARACTERS FROM ORIGINAL LOD AND OTHER MODS WILL WORK IN THIS MOD.  KATO IS NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR EXISTING CHARACTERS SHOULD YOU ATTEMPT TO LOAD THEM.  YOU’VE BEEN WARNED!


SPECIAL THANKS TO (Check out the Diablo 2 CREDITS screen): 
PhrozenHeart, Alkalund, Ricfaith, Apocolypse Demon, JBouley, Sir_General, P51Mus, Brother Laz, Myhrginoc, Om, UJN, Deathfile, Hellbound, Shadow Talon, Riparious, Fusman and Clannad for sharing their Modding wisdom and being really nice about it.  Thanks to Horacer77, smartguy, KillerForm, Inkspot, Booga and Rikari for their logistical support, playtesting tips and observations.  PhrozenKeep rules!!!
