Save and Mod directory paths have been changed from 'Merged' -> 'Reimagined'. Players can run 1.21 and 2.0 versions concurrently. Character Save Files will remain separate and cannot be ported.
¶ Website and Wiki Changes
The Reimagined website will be receiving a much-needed update in time for the 2.0 Launch! Expect all item pages to be up-to-date with all of the developments below, as well as fixes for missing strings, item names, etc..
The Reimagined Wiki is also moving to a new home at: https://wiki.d2r-reimagined.com. Check it out for all of the info you need when progressing through Reimagined. If you can't find the info you need there, please tell one of the devs, or you can contribute yourself by signing up and proposing changes!
- Level cap increased from 99 to 100
- Experience scaling post level 80 has been moved to 95-100 to make reaching max level a commitment
- HP and Damage increases across Nightmare and Hell
- Goal is to have Nightmare TZ be a farm point before trying to progress Hell
- Uber bosses have had their resistances set to 75 (some were previously 99)
- Nightmare cap raised to 80
- Terror Zones changed to rotate between 5 sets. Each TZ rotation is Act based and contains most of the original TZs within that act. Cows is under Act 4 due to the limit on number of TZs allowed
- Min level from 67 to 80, Max level from 85 to 98
- Hell resist penalty increased from -100 to -120
- Mana regen reduced. Time to Max increased from 60s to 90s
- Life/vit, Mana/energy increased by ~25%
All Difficulties:
- Super Uniques Bishibosh, Rakanishu, Countess, The Smith, The Summoner, Hephasto have received various buffs
- Summoner now has his own versions of Sorceress spells with increased damage
- Additional super uniques have been added as guards to
- Blood Raven (Raven's Talon & Raven's Eye)
- The Smith (The Smith's Arsenal x3)
- Andariel (Tormented Sister x4)
- Izual (Legion & Leviathan)
- Hephasto (Hephasto's Arsenal x5 & Kudaai)
- Shenk (Shenk's Lieutenant x8)
- Baal (Baal's Hand x2)
- Countess rune drop table revised, highest rune is now:
- Normal: RAL, down from SOL
- Nightmare: LUM, down from IST
- Hell: VEX, down from ZOD
- Countess Rune drop table has been extended to other Super Uniques:
- Act 2 - Halls of the Dead: Bloodwitch the Wild (2/3 drop chance of Countess due to proximity to WP)
- Act 3 - Ruined Temple: Battlemaiden Sarina (1/3 drop chance of Countess due to proximity to WP)
- Act 4 - River of Flame: Hephasto (Countess Table +1, Normal: SOL, Nightmare: UM, Hell: LO)
- Act 5 - Frozen River: Frozenstein (Countess Table +1, Normal: SOL, Nightmare: UM, Hell: LO)
- Cut Rune drop chance for Hell Cows in half (Rune table unchanged, highest remains ZOD)
- Stygian Dolls use a new death explode skill instead of %HP deathdmg
- Mephisto's council has been moved to defend him
- Experience penalties have been reintroduced as a reduced rate for levels beyond 70
- Re-enabled fire/cold/light enchanted, magic resistant, stoneskin, and auras per original Blizz settings. Monsters will once again be immune to various elements.
- Buffed Monster Holy Fire and Holy Shock aura damage
- Ghost type monsters spawn in smaller groups
Normal-only Changes:
- Nerfed the fire breath attack from Venom Lords and Fetish Shamans on Normal. They were receiving an unintentional boost from the new NM/Hell skill curves
- Nerfed Izual's HP in Normal. He had more than Diablo for some reason
Nightmare-only Changes:
- Monster regurgitator series HP has been reduced
Hell-only changes:
- Many monsters are faster
- Fallen Shaman shoot 5 fireballs
- Unravelers undead holy bolt pierces
- Scarabs have a chance to cause a Nova on death
- Mummy family has a low chance for a random curse on death
- Duriel now has sarcophagi in his room that spawn cursed mummies
- Diablo now can cast fire nova, meteor, and slow missiles on attack
- Ancients now have new abilities on hit and on death (Talic lightning, Madawc cold, Korlic fire)
- Gems have been overhauled (more on this under Gem changes)
- New Characters now spawn with a Gem Bag
- Gem Bag creation recipe has been removed
- Infernal Keychain can now be purchased from vendors
- Infernal Keychain creation recipe has been removed
- Gem Bag & Keychain grabbers can be purchased from vendors - use these to retrieve desired contents from storage
- All stacked items have been renamed to "Stack: {X}" to make them easier to identify as a Stack (in addition to the + sign)
- Updated tooltips for Gem Bag, Keychain, Item Stacks and Grabbers to make them easier to understand
- Updated Rune/Rune Stack names to “(#X)” to make it clearer it denotes their rune number and not stack quantity.
- Several helmets can now roll up to 4 sockets
- As stamina is now infinite, stamina shrines, stamina regeneration effects on items, and stamina potions have been removed
- 'Extra Bone Spear' added to wands and Necromancer heads as a random affix for magic, rare, crafted items, but can no longer shotgun
- 'Extra Holy Bolt' added to scepters and Paladin shields as a random affix for magic, rare, crafted items, but can no longer shotgun
- Improved weapon scaling from STR/DEX
- Most 2h STR weapons buffed from 100 to 150.
- Many DEX-heavy weapons that only had STR scaling now have 25-75 DEX scaling as well
- Removed the 'Yes/No' confirmation from vendor panels and now auto-selects 'Yes' with no delay allowing you to fill your inventory quicker.
- Malah no longer sells Throwing Weapons - she's given them all to Larzuk
- Token of Absolution can now be purchased from Potion Vendors in all acts (old cube recipe has been removed)
- Introducing Rune Pliers and Jewel Pliers, used to unsocket runewords and items respectively. Both can be bought from Blacksmith Vendors in all acts (old cube recipe has been removed)
- Many Item Property strings have been rewritten to be more descriptive, for example:
- Old String: "X% Better Chance of Getting Magic Items"
- New String: "+X% Chance Items Roll as Magic or Better"
The old 'Add Item Stats' system (and all of its recipes) has been scrapped and a new system, 'Item Upgrades', is being introduced.
Items can now only be upgraded a certain number of times per item slot and will no longer increase level requirements when upgraded. Check the Wiki Item Upgrades page for more details!
- Added Orb of Assemblage: Upgrades a Rare base item to a Set item of the same type. Shares drop rate with Orb of Conversion
- Added Orb of Infusion: Upgrades a white item (or magic Jewelry) to a Rare item of the same type. Can drop from any monster on any difficulty. Roughly 3x the drop chance of Conversion/Assemblage Orbs.
- Added Orb of Shadows: Upgrades an item to be Ethereal. Drop chance is half that of Conversion/Assemblage Orbs, and only drops from Terrorized Super Unique monsters in Hell.
- Corruption Orb outcomes have been updated to be consistent across all item types
- Outcome chances are now: 55% benefit, 25% nothing happens, 10% convert to Rare, 10% convert to White (magic for rings and amulets)
- All items must be clicked twice in order to fully corrupt (now always consumes the Orb)
- Any item already clicked twice will now return the item and the Orb while still making the transmute sound so the player can be confident the process is complete
- Belts can now corrupt 10% faster cast rate
- Renamed 'Corruption Orb' to 'Orb of Corruption' to bring it in-line with other Power Orbs
- Orb of Corruption drop chance has been reduced back to intended values
- Conversion Orb outcome no longer tied to clvl - mules can now convert to their heart's content
- Socket Orbs can now drop from Champion / Unique / Super Unique and Boss monsters in Nightmare Terror Zones
- Power Orbs have been updated to use sprites unique to Re-Imagined
- Added ability to stack / unstack Power Orbs
- Power Orbs now drop as stacks by default
- Updated tooltips for all Power Orbs and their associated stacked versions to provide more info on their usage
- Added light pillars to Corruption and Socketing Orbs to bring them in-line with other Power Orbs
- Crafted items can now be used in socket punch recipes.
- Crafted Item + Unique Jewel (1-6) = Number of Sockets Desired based on number of Unique Jewels used
- Base item and ilvl still respected.
- Reduced MaxRes/MaxAllRes on all items to make it more difficult to achieve 95% resistances
- Reduced many outstanding ele-absorb % to make it more difficult to achieve god-like status
- Affixes for +XP% have been reduced across the board to make getting to max level an achievement
- Replaced all time-based attributes with flat values (e.g. Runeword 'Night')
- Removed/replaced stats on Armor items that had both %Enhanced Damage and Min/Max damage to prevent %Enhanced Damage on armor items not applying properly to the player. Bug/Code Limitation from vanilla D2.
- This change does not prevent the bug from re-occurring if %Enhanced Damage or combination %ED and Min/Max jewels are socketed into armors.
- Gem qualities below 'perfect' have been removed. Perfect gems renamed to: Amethyst, Topaz, Sapphire, Emerald, Diamond, Ruby, Skull
- *Note, some monsters have hardcoded inferior quality gems as part of their loot table. Add these to the gem bag for credits
- Gems now drop from A2 Normal (Arcane Sanctuary) - require level 18 to use
- Gem drop chances increased slightly in Normal, decreased in Nightmare and Hell (see Gem Bag changes below)
- Gem colors updated to turquoise to differentiate them from other items (no more rainbow effects).
- Gem Bag has been reworked: now accepts all gems as universal credits (max storage of ~65,000)
- Gem Bag now accepts up to 99 assorted gems at a time (no longer bound by gem type)
- Gem Grabbers retrieve a single, appropriate gem. Cycle grabbers by cubing them alone.
- Gem Grabbers have been removed for inferior qualities
- Various Horadric Cube recipes that used inferior gem qualities have either been updated (e.g. 35% rejuv now requires 1 HP + 1 MP + 1 Gem. Full requires 3 HP + 3MP + 1 Gem), or removed entirely given their infrequent use (chipped/flawed/normal/flawless, etc.)
- Gem Shrines have been removed as their existing behavior is hardcoded
- Eld rune now grants +5 Life After Each Kill instead of reduced stamina drain.
- Enlightenment Reimagined is now TirUmLumSur, +Ele skill reduced to +2, and %PDR reduced to 10%
- Grief Runeword normaldamge reduced to +250-300 (was 340-400)
- Humility Runeword oskill levels reduced
- Loyalty Runeword All-Res reduced from 100 to 40-50
- Shadow of Doubt Runeword is now "IoDol"
- Siren's Song Runeword is now LemShaelSurSur. Max Mana bonus reduced
- War Runeword is now IoHelPul
- Hammers / Clubs / Maces now share the same Runewords (Showed "Mace" on website)
- Last Wish has been slightly reworked to allow for 40-50 flat min, 80-100 flat max damage to roll and a slightly higher enhanced damage% range of 350-400.
- Because item was at the stat limit the additional CB and MF% have been removed.
Moon Cycle, check PR#540 for details:
- Crescent Moon; ShaelUmTir, Axes/Swords/Polearms
- Blood Moon: ShaelUmRal, Axes/Swords/Polearms
- Winter Moon: ShaelUmThul, Axes/Swords/Polearms
- Harvest Moon: ShaelUmTal, Axes/Swords/Polearms
- Full Moon: ShaelUmMal, Axes/Swords/Polearms
Old Ben's Walking Stick, check PR #596 for details
- Constricting Ring:
- All-Res reduced from 100 to 40
- Overlord's Helm:
- ilvl increased from 59->85 (hell-only drop)
- Level requirement increased from 67->81
- Item Type changed from Hydraskull to Bone Visage
- FCR reduced from 25 to 15 and mana/lvl from 8 to 4
- Kiss of the Vampire:
- Item Type changed from Bone Visage to Hydraskull
- Halbu's Gift:
- Rarity increased from 2->1
- Zero Effect:
- ilvl increased from 39->85 (hell-only drop)
- Level requirement increased from 49->81
- Item Type changed from Battle Boots to Mirrored Boots
- DR% reduced from 15-20 -> 10-15
- Cold/Fire/Light Absorb decreased from 10-15 -> 8-12
- Stairway to Heaven:
- Coloration changed to white
- Lustwander:
- ilvl increased from 74->85 (hell-only drop)
- Kashya's Ward:
- ilvl increased from 68->85 (hell-only drop)
- Level requirement increased from 73->85
- Wintershock:
- Item Type changed from Grand Matron Bow to Matriarchal Bow
- Haven of Light:
- ilvl increased from 40->85 (hell-only drop)
- Level requirement increased from 50->81
- Call of the Wild:
- ilvl increased from 50->85 (hell-only drop)
- Level requirement increased from 60->81
- Shattering Blow:
- Crushing Blow and Deadly Strike are now a flat 15%
- The Vanquisher:
- ilvl increased from 15->85
- Level requirement increased from 15->81
- ED% increased from flat 50->150-200
- Added Flat Dmg 15-25
- IAS reduced from 25% to 20%
- Mana Steal changed from 5-8 -> 8 to match Life Steal
- +Max Damage removed
- Thor's Bolt:
- Level requirement increased from 26 to 70
- Voice of the Prophet:
- Charged skills increased to quantity of 10.
- Killer's Watch:
- Charge skill increased to quantity of 5.
- Doom Avatar:
- Charge skill increased to quantity of 5.
- Thunderclap:
- ilvl increased from 55->85 (hell-only drop)
- Level requirement increased from 56->81
- Item Type changed from Tusk Sword to Legend Sword
- Rarity decreased from 1->2
- Astral Dreadnaught:
- ilvl increased from 70->85 (hell-only drop)
- Level requirement increased from 75->87
- Fallen Glory:
- ilvl increased from 20->85 (hell-only drop)
- Level requirement changed from 20->80
- The Strongest Link:
- Rarity decreased from 1->2
- Panic of Thousands:
- ilvl increased from 30->85 (hell-only drop)
- Level requirement increased from 43->80
- Item Type changed from Tigulated Mail to Chaos Armor
- Rarity increased from 2->1
- Fire & Lightning Resistance decreased from 35-50 -> flat 20
- Shambling Mound:
- Rarity decreased from 1->2
- Evening Sky:
- Item Type changed from Chaos Armor to Tigulated Mail
- Rarity increased from 3->1
- Heaven's Treasure:
- Rarity decreased from 1->3
- Legacy Of The Eternals:
- ilvl increased from 74->85 (hell-only drop)
- Level requirement increased from 79->85
- Rarity increased from 2->1
- Is now a Matriarchal Javelin and requires level 69
- +2 to to 3 Javelin and Spear Skills
- +250 to 300 Enhanced Damage
- +25 to 35% Poison Skill Damage
- -25 to -35% Enemy Poison Resistance
- +20 to 25% increased attack speed.
¶ Added 2 Unique Quivers and 2 Unique Bolt Cases that require level 85 to equip.
- Quiver and Bolt Cast of Amplified Slaying
- 20% Chance to Cast Level 10 Amplify Damage on Striking
- +2 Bow and Crossbow Skills
- +20% Increased Attack Speed
- +25% Piercing Attack
- +10-25 damage
- Replenishes Quantity
- Quiver and Bolt Case of Resistance Slaying
- 20% Chance to Cast Level 5 Lower Resist on Striking
- +2 Bow and Crossbow Skills
- +20% Increased attack speed
- +25% Piercing Attack
- +10-25 Damage
- Replenishes Quantity
- This item used to give multiple on equip auras and only 1 works per item.
- Requires Level 60
- 50% Chance to Cast Level 25 Fist of the Heavens when struck.
- +40 - 50 to All Resistances
- Level 8 - 12 Conviction Aura on Equip
- +2 to All Skills
- +5 to 8 to Nova (Sorceress Only)
- Level 25 Battle Command (5 Charges)
- +5-10% Increased Experience
- Imperial set's -enemy res has been split amongst the set bonuses (20% per piece)
- Blood Raven's Concentration Aura moved from Set Bonus to Bow
- Knight's Gallent's Salvation aura replaced with equivalent All-Res
- 'Kingpin's Set' renamed to 'Treasure Hunter'; individual items had their names shortened
- 'Heaven DeClineD' renamed to 'Forsaken Divinity'
- Tika's Request Set Bonus range removed and is now All res +10/20/40 for 2/3/4 piece bonus.
- Red Havoc's Challenge set bonus skills changed from oskills to Druid Only
- Firecam Gilded Plate all resist changed from 75-100 -> 30-50, and 50 all res moved to 4 set bonus
- Soulstone of Power lvl req changed from 72->81, FCR reduced from 35->15, Mana Regen from 75->25
Maadi's Paradox 5 Piece Set (Supporter submission from Maadi)
- End Game Bone Necromancer Set geared towards allowing the player to maximise the potential of the Blood Golem aura and energy synergies while using bone spells.
- See Pull: Maadi's Paradox Set #519 for detailed information on the stats.
The Raven's Nest 5 Piece Set (Contributor submission from Ben)
- End game Summon Druid Set geared towards using Ravens as a primary damage source while limiting wolf summons capacity
- see Pull: The Raven's Nest Set #558 for detailed information on the stats of the set
Tools of Vindication 3 Piece set (Supporter submission from LickMeImMelting)
New weight system introduced to restrict the number of charms placed in the main inventory. If you reach charm weight 41 or more then your maximum mana is set to 0. You can check weight in the advanced stats panel.
- Small Charms weigh 1, Large charms weigh 2, Grand Charms weigh 3 (includes unique charms)
Small, Large and Grand charms have had their prefixes/suffixes reallocated so that each of them fills a niche, with some overlapping attributes (e.g. Health, Mana, Defense, etc.)
Small Charms now have the following Prefixes:
- Physical and Magic Damage Reduction (Flat and Percentage)
- Mana (Flat & Percentage)
- Life (Flat & Percentage)
- All Res
- Resistance (single and dual)
- Regen (Health & Mana)
- Life/Mana After Kill
- Life / Hit
- Magic Find & Gold Find
- Experience
Small Charms now have the following Suffixes:
- Max Damage
- Elemental Damage (Cold/Fire/Light/Poison)
- Life
- Defense
- Mana
- Attack Rating
- Faster Run/Walk
- Faster Hit Recovery
- Magic Find
Large Charms now have the following Prefixes:
- Magic Find & Gold Find
- Thorns
- Faster Run/Walk
- Faster Hit Recovery
- Faster Block Rate
- Faster Attack Speed
- Faster Cast Rate
- Deadly Strike
- Crushing Blow
- Open Wounds
- Piercing Attack
- Single Class Skill (& +Str/Dex/Vit/Enr)
- +Elemental Skill Damage (Cold/Fire/Light/Poison)
- -Enemy Elemental Resistance (Cold/Fire/Light/Poison)
Large Charms now have the following Suffixes:
- Defense
- Life
- Mana
- Attack Rating
- Dexterity
- Strength
- Vitality
- Energy
- Faster Run/Walk
- Faster Hit Recovery
- Faster Block Rate
- Faster Cast Rate
- +Elemental Skill Damage (Cold/Fire/Light/Poison)
- -Enemy Elemental Resistance (Cold/Fire/Light/Poison)
Grand Charms now have the following Prefixes:
- Enhanced Damage
- Attack Rating
- Attack Rating & Max Damage
- Minimum Damage
- Maximum Damage
- Defense & Missile Defense
- ClassTab Skills (& Str/Dex/Vit/Enr)
- Single Elemental Damage (Cold/Fire/Light/Poison)
- All Elemental Damage
- Resistance (single) & Elemental Damage
- All Res & All Elemental Damage
- +Mana (Flat) & Maga Regen
- Magic Find & Gold Find
Grand Charms now have the following Suffixes:
- Min/Max Elemental Damage (Cold/Fire/Light/Poison)
- Strength/Dexterity/Vitality/Energy
- Life & Life Regen
- Faster Run/Walk
- Faster Hit Recovery
Added four new Unique Charms:
Valknut (Large Charm, lvl24)
- +5 All Attributes, +10 Regen, +10 Mana Regen, +3-5% XP
Triskelion (Grand Charm, lvl32)
- 5-10% FCR , 5-10% IAS , 10% FRW
Web of Wyrd (Grand Charm, lvl56)
- 5-8% DR, 5-10% FBR , 5-10% HP, +20 Vitality
Conclave of Elements (Grand Charm, lvl80)
- +63-511 All Elemental Damage
Adjusted existing Unique Charms:
- Gheed's Fortune: Magic Find changed to 50-75, Gold Find 100-200, price reduction 10%
- Autumn's Avatar changed from Large Charm -> Small Charm
- Ogre King's Bowl changed from Small Charm -> Large Charm
- Properties on existing unique charms increased by almost double to distinguish them from updated magic charms
Sunder Charms have been reintroduced! In addition to their usual drop chances in Hell, Sunder Charms can now drop from Nightmare Act Bosses, and from all Champion, Unique, Super Unique and Bosses in Nightmare Terror Zones.
- Drop chance for all variants normalised
- Drop chance doubled
- Elemental Resistance Penalty set to flat -50 Elemental, -30 Magic, -10 Physical
- Sunder text has been recolored to tan and moved to the first position in item property descriptions
- Introducing Crafted Sunder Charms!
- Recipe: Sunder Charm, Unique Jewel, Sur Rune, Gem Bag (50 Gems) = lvl85 Sunder Charm, No Res Penalty, random properties
To help alleviate frustration with farming Ubers the Hellfire Torch and Annihilus charms have been reworked. Their stats are now:
Hellfire Torch: +2 All Skills, +10 Attributes, +10 All Res (removed CtC fire effect, light radius, Hydra charges)
Annihilus: +1 All Skills, +10 Attributes, +10 All Res, +5% XP
Both Hellfire Torch and Annihilus Charms can be upgraded to superior versions that grant double their starting stats, and an additional bonus stat. Check the Wiki Charms page for more details!
Inner Sight
- Now applies a small reduction in Physical Resist. This also applies to the A1 merc's Inner Sight
Arrow Skills
- Missile range for magic/fire/cold arrow and Multiple Shot set to same values
- Magic Arrow now gains some flat magic damage per skill point
- Magic, Cold, and Fire arrow now have +1 Projectile per 3 levels of Multiple Shot
- Magic, Cold, and Fire arrow now have reduced base physical damage to match Multiple Shot
- Penetrate now provides -6% to Enemy Ele Resists and -2% per hard point
Blade Sentinel:
- Blade Sentinel can now fly so it won't have to path around terrain
- LocalDelay removed. The skill still has a cap of 5 sentinels.
- Mana cost changed from flat 7 mana to a scaling curve.
- Move speed increased by 50%
- Can now hit every 15 frames (was 25)
- Added flat AR and AR/lvl similar to other physical skills
Blade Shield
- Mana cost reduced
- Delay between hits reduced
- Can now hit every 15 frames (was 25)
- Added flat AR and AR/lvl similar to other physical skills
Shadow Warrior
Shadow Master
Howl
- Has been reworked into a short-range cone effect that does physical damage
- Synergy bonuses from all shout based skills
War Cry
- Now deals a small echoing shockwave from each target hit for a percentage of the skills damage
- Skill curve has been redone
- Synergy bonus extended to include the other Shout-based skills
Battle Cry
- No longer reduces enemy defense
- Now reduces enemy physical damage reduction
- These changes also apply to the 2h Act5 merc that uses Battle Cry
Shout
- Duration synergy extended to include all Shout-based skills
Battle Orders
- Duration synergy extended to include all Shout-based skills
Battle Command
- Duration synergy extended to include all Shout-based skills
Stun has been reworked into new "Tectonic Slam" and has a custom icon.
- Tectonic Slam slams your target and causes a shockwave that unearths the ground, damaging the target and enemies behind it
- Tectonic Slam cannot trigger Leech effects, but it can proc Chance To Cast (CtC) skills
- Tectonic Slam requires a "Slam" weapon. Slam weapons include: Two-handed Swords, Maces, Axes, or Staves
- Added new seismictrail missile provided by hida8633734 for Tectonic Slam
AR/lvl for Whirlwind and Concentrate were bumped to match Berserk and Tectonic Slam
- Frozen/Chilling/Shiver Armor, Enchant, Energy Shield, Battle Cry, Bone Armor, Cyclone Armor, Burst of Speed, Fade, Venom, Holy shield, Find Potion, Find Item are now castable in druid shapeshift
Summon Druid has been reworked to allow a more active playstyle and to allow wolves and grizzly to be more attractive options with non-summoner skills
- All skill pre-requisites have been removed
- All elemental skills now have a synergy bonus soft cap of 25 points and an uncapped bonus past 25 points at a reduced rate
- Synergy bonus was adjusted so that the bulk of the previous synergies (25-75 points) are now in the first 25 points
- Synergies were changed from the previous limitations to now work with ALL elemental skills (e.g. Fissure can gain more fire damage from Tornado)
Raven:
- Reworked to be a more "active" skill for a summoner druid
- Now deals splash damage
- Now has synergy with all druid summon skills
- Cap raised to 10 and hits reduced to 3
- Velocity adjusted by +5
- Small amount of attack speed gained per level
Spirit Wolf:
- No longer has synergy with Dire Wolf or Grizzly. Previous synergies are now baked into the skill scaling
- Max wolves has been reduced from 10 to 5
- Now has a chance to cast cold twisters on hit
- Now inherits the players cold pierce stat
- Now has a synergy with all cold and wind elemental skills
Dire Wolf:
- No longer has synergy with Spirit Wolf or Grizzly. Previous synergies are now baked into the skill scaling
- Max wolves has been reduced from 5 to 3
- Now deals fire damage on hit
- Now has a chance to cast fire storm on hit
- Now inherits the players fire pierce stat
- Now has a synergy with all fire elemental skills and fire claws
- Tooltip corrected for max wolves
Grizzly:
- No longer has synergy with Spirit Wolf or Dire Wolf. Previous synergies are now baked into the skill scaling
- Max bears remains at 2 at 10 hard skill points. You can't separate a bonded pair
- Now has a chance to cast shockwave on hit
- Now has a synergy with all physical shapeshift skills
Heart of the Wolverine:
- Reworked to be more attractive to all builds
- %DMG per reduced
- Now gains %IAS and %FCR per hard point
Spirit of the Barbs:
- Reworked to be a debuffer spirit
- Now provides an aura that reduces the resistance and physical damage reduction of nearby enemies
Creeper Vine:
- Now inherits the Player's poison pierce stat
Carrion Vine:
- Now regenerates both HP and Mana at increased rates
Solar Creeper:
- Now does an AOE physical dot damage based on the floor animation of vines
- Synergizes with all summons for +10% damage.
Bone Armor
- Now grants base 5% damage reduction and increases by 1% per hard point up to 30.
Teeth, Bone Spear, and Bone Spirit
- Damage curves have been increased
- Synergies have been increased
- Energy synergy has been added
- Magic Mastery has been added
Golems
- Golem Mastery now provides added bonus damage similar to Skeleton Mastery
- Stat synergies between golems have been removed and instead baked into the golems themselves (e.g. no longer need to invest into Clay Golem for attack rating)
- Clay Golem
- Now grants Defiance aura at 1 level per 2 hard points up to level 13 max.
- Blood Golem
- Now provides a Blood Mana aura to the player causing them to use health instead of mana
- Provides Magic Mastery
- Provides Life After Each Kill up to 30.
- Fire Golem
- No longer damages nearby enemies periodically
- Now provides bonus fire damage to nearby allies
- Golem Mastery now improves the aura buff
Raise Skeleton:
- Hard point damage synergy with Skeleton Mage is now 10 from 3 to help them scale into the endgame due to the synergy only affecting levels 15+
Necro Mages have had their synergies reworked:
- Necro Mage's missile skill level is now purely based on the level of Raise Skeletal Mage
- Necro Mage's now inherit the player's Sunder effects
- Max Necro Mage's set to 14
- Player Mastery/Warrior level is now correctly passed to Mages through summskill so that it properly works in the missile synergy
- Mastery synergy is 5 per soft point, and Warrior synergy is 10 per hard point, this allows mages to scale well into endgame but not feel overpowered in normal and nightmare.
Amplify Damage
- Decreased base -PDR on Amp Damage and made it scale linearly (also impacts enemy curses)
Decrepify
- Decreased -PDR/-IAS on Decrepify from 50% to 25% (also impacts enemy curses)
Weaken
- "Reduced physical damage" has been reduced
- Now also reduces enemy magic resistance
Holy Bolt
- Synergies reduced to 25% from 50%
Fist of the Heavens
- Lightning Damage synergy up to 15% from 7% from Holy Shock
- Holy Bolt Damage synergy up to 20% from 15% from Holy Bolt
- Cooldown Normalized to match tooltip and other CD skills in 2.0 (Now 0.6s CD down from 1s)
Sanctuary
- Now damages all monster types
- Note: Sanctuary still bypasses undead resistances for all skills while active.
- Adds -Magic Resistance to enemies
- No longer knocks back
- No longer causes sparkles on the ground in a massive aoe
Holy Fire
- Synergies reduced to 16 Resist Fire and 8 Salvation down from 21/10
- Radius capped at 30 yards
Holy Shock
- Radius capped at 30 yards
Holy Freeze
- Radius capped at 30 yards
Holy Shield
- Added flat magic damage per hard point synergy with Zeal and Sacrifice to help combat physical immunities
Vengeance
- Synergies are now Holy Fire, Holy Shock, Holy Freeze and Conviction
- Inspiration from PD2 here, you now have 4 offensive aura options while using Vengeance
- Conviction synergy up from 2 to 5%
- All 3 armor variants grant +1% PDR per hard point
- Ice Bolt
- Missile speed slightly increased
- Can now fire up to 5 projectiles, 1 additional per 5 hard points
- Damage synergies are now 20
- Base damage increased by 1 min and 1 max and +1 per skill level threshold.
- Ice Blast
- Missile speed slightly increased
- Can now fire up to 5 projectiles, 1 additional per 5 hard points
- Damage synergies are now 10
- Base damage increased by 1 min and 1 max and +1 per skill level threshold.
- Glacial Spike
- Missile speed slightly increased
- Can now fire up to 3 projectiles, 1 additional per 8 hard points
- Damage synergies are now 11
- Base damage increased by 1 min and 1 max and +1 per skill level threshold.
- Blizzard
- Cooldown reduced to 1 second
- Frozen Orb
- Cooldown reduced to .6 seconds
- Damage at higher skill thresholds increased.
- Damage synergy is now 5
- Lightning and Chain lightning
- Minimum damage updated from 1 1 1 1 1 1 to 1 2 3 4 5 6 so that point investment and all skills narrows the damage gap and makes the skills feel more consistent at higher skill threshold levels.
- Energy Shield
- Restored to Blizzard Default of a maximum of 75% mana point to hp point conversion, down from 44%
- 20 hard points maxes out Mana to HP conversion synergy.
- Thunder Storm
- Added a mini nova on striking a target based on Thunder Storm Damage
- Warmth
- Now grants +2 life after each kill, increased by 1 per hard point.
- Fire Bolt
- Missile speed slightly increased
- Can now fire up to 5 projectiles, 1 additional per 5 hard points
- Fire Ball
- Missile speed slightly increased
- Can now fire up to 3 projectiles, 1 additional per 8 hard points
- Fire Wall
- Cooldown reduced to .6 seconds
- Meteor
- Cooldown reduced to 1 second
- Impact delay reduced from 2.4s to 1.2s
- Hydra
- Now shoots fireballs instead of fire bolts
- Damage synergy is now 4
- The hydra change is a minor buff to council monsters in act 3
- Added previously-hidden second ring slot (fixes issue of rings going 'missing' when shift-equipped)
- Added new Merc Skills for A3 merc based off the original Sorceress skills
- Increased scaling for Charged Bolt, Lightning, Firebolt
- Adjusted synergies to be based off the skills the merc learns
- A3 merc no longer benefits from +Sorceress skills, only untagged +all skills and untagged +fire/cold/lightning skills
- Icons for spells updated to match Reimagined icons.
Health and Mana potions have been upgraded to be percent based if your HP or Mana are high enough. Regen speed normalized to be equal to Mana potion regen speed.
Health Potions
- HP1 30 or 1/4th HP total whichever is higher
- HP2 60 or 1/4th HP total whichever is higher
- HP3 100 or 1/3rd HP total whichever is higher
- HP4 180 or 1/3rd HP total whichever is higher
- HP5 320 or 1/2 HP total whichever is higher
Mana Potions
- MP1 20 or 1/4th MP total whichever is higher
- MP2 40 or 1/4th MP total whichever is higher
- MP3 80 or 1/3rd MP total whichever is higher
- MP4 150 or 1/3rd MP total whichever is higher
- MP5 250 or 1/2 MP total whichever is higher
New potions have been added to vendors
- Magic Find Potion (150MF 30 second duration)
- Experience Potion (250% XP 30 second duration
- Sunder Potions (30 second duration)
-Fire
-Cold
-Lightning
-Poison
-Magic
-Physical
New Recycle Recipe: Cube 3 Unique or Set Rings / Amulets + ID Tome to create a Rare Jewel
New Key Conversion Recipe: Terror + Gem Bag (2 Gems) => Hate
New Key Conversion Recipe: Hate + Gem Bag (2 Gems) => Destruction
New Key Conversion Recipe: Destruction + Gem Bag (2 Gems) => Terror
Cow Level Portal now only requires Wirt's Leg to open
Updated 9x Rare Jewel -> 1x Unique Jewel recipe to yield a lvl 99 jewel so that characters of any level to craft them
Removed TP + ID Scroll = Token of Absolution (per above changes)
Removed TP + Item = Unsocket Item (per above changes)
Added new recipes:
- CONVERT POTION - 1 Healing Potion (Any) & Gem Bag (3 Gems) = Full Rejuvenation Potion
- REROLL RING = Gem Bag (3 Gems) + Magic Ring = New Magic Ring (100% plvl)
- REROLL RING = Gem Bag (20 Gems) + Rare Ring = New Rare Ring (100% plvl)
- REROLL RING = Gem Bag (50 Gems) + Set Ring = New Set Ring (100% plvl)
- REROLL RING = Gem Bag (50 Gems) + Unique Ring = New Unique Ring (100% plvl)
- REROLL AMULET = Gem Bag (3 Gems) + Magic Amulet = New Magic Amulet (100% plvl)
- REROLL AMULET= Gem Bag (20 Gems) + Rare Amulet = New Rare Amulet (100% plvl)
- REROLL AMULET = Gem Bag (50 Gems) + Set Amulet = New Set Amulet (100% plvl)
- REROLL AMULET = Gem Bag (50 Gems) + Unique Amulet = New Unique Amulet (100% plvl)
- REROLL JEWEL - Gem Bag (3 Gems) + Magic Jewel = New Magic Jewel (100% plvl)
- REROLL JEWEL - Gem Bag (10 Gems) + Rare Jewel = New Rare Jewel (100% plvl)
- REROLL JEWEL - Gem Bag (50 Gems) + Unique Jewel = New Unique Jewel (lvl 99)
- REROLL CHARM - Gem Bag (3 Gems) + Small Magic Charm = New Small Magic Charm (100% plvl)
- REROLL CHARM - Gem Bag (3 Gems) + Large Magic Charm = New Large Magic Charm (100% plvl)
- REROLL CHARM - Gem Bag (3 Gems) + Grand Magic Charm = New Grand Magic Charm (100% plvl)
Adjusted requirements for various crafting recipes:
- Reduce Unique Jewel requirements to 1 across the board (incl. Ethereal recipes), with the exception of the highest-level crafts that require 2.
- Adjusted Rune costs where Unique Jewels have been reduced
- Adjusted item rarity requirement for mid-tier crafts to rare
- Adjusted Rare Jewels -> Magic Jewels in early tier crafts
- Adjusted Unique Jewels -> Rare Jewel in mid tier crafts
- Adjusted craft stats for various recipes to make them more attractive at each level
- Adjusted high-level craft levels to start from level 65+
- Adjusted Jewelry rarity for early/mid tier crafts
- Adjusted Charm crafting recipes to require Rare Jewels instead of Unique (excl. +All Skills)
Reworked the Splash Charm Upgrade recipes to use the Gem Bag
Reworked Jewelry reroll recipes to yield the same item type used in the recipe, and increased ring to 100% plvl:
- 3 Magic Ring -> 1 Magic Amulet => 3 Magic Ring -> 1 Magic Ring (100% plvl)
- 3 Magic Amulet -> 1 Magic Ring => 3 Magic Amulet -> 1 Magic Amulet
- 3 Rare Ring -> 1 Rare Amulet => 3 Rare Ring -> 1 Rare Ring (100% plvl)
- 3 Rare Amulet -> 1 Rare Ring => 3 Rare Amulet -> 1 Rare Amulet
Removed a few erroneous recipes:
- CONVERT ARMOR - 1 El-Rune & 1 Gem (Any) & 1 Low Quality Armor = Normal Armor
- CONVERT POTION - Strangling Gas Potion & Healing Potion (Any) = Antidote Potion
- CONVERT WEAPON - Eld-Rune & Gem (Any) & Low Quality Weapon = Normal Weapon
- UPGRADE ITEM QUALITY - Item Rare & 3 Skull & Stone of Jordan = High Quality Rare Item
- REROLL ITEM - Item Rare & 6 Skulls = Low Level (40) Rare Item
- Rune Stacking:
- Cube a Single Rune to covert it to a Rune Stack
- e.g. Zod Rune = Zod Stack (1)
- Cube a Single Rune with a Rune Stack to combine them
- e.g. Zod Stack (1) + Zod Rune = Zod Stack (2)
- Rune Unstacking:
- Cube a Rune Stack to create 1x Rune
- e.g. Zod Stack (1) = 1x Zod Rune
- e.g. Zod Stack (2) = Zod Stack (1) + 1x Zod Rune
- Rune Upgrading:
- Requires two (2) Runes to create one (1) Rune higher
- Now requires a TP Tome (TBK) as an additional input
- Cube 2x Single Runes and a TBK
- e.g. 2x Ber Rune + TBK = 1x Jah Rune
- Cube a Rune Stack and a TBK
- e.g. Cham Stack (2) + TBK = 1x Zod Rune
- e.g. Cham Stack (3) + TBK = Cham Stack (1) + 1x Zod Rune
- Rune Downgrading:
- Downgrading a Rune yields one (1) Rune lower
- Now requires an ID Tome (IBK) as an additional input
- Cube a Single Rune and an IBK
- e.g. 1x Jah Rune + IBK = 1x Ber Rune
- Cube a Rune Stack and an IBK
- e.g. Jah Stack (1) + IBK = 1x Ber Rune
- e.g. Jah Stack (2) + IBK = Jah Stack (1) + 1x Ber Rune
Range and Speed has been increased to make it look/feel and perform better
The upgrade recipes have been updated at all levels to make it more expensive to get to each new tier. Furthermore, Tier 9 is now available.
- T1 splash charm to T2 splash charm is unchanged: T1 Collin's Lesser Might + Gem Bag (1 Gem) = T2 splash charm
- T2 splash charm to T3 splash charm is now T2 splash charm Collin's Minor Might + Nef Rune + Gem Bag (1 Gem) = T3 splash charm
- T3 splash charm to T4 splash charm is now T3 splash charm Collin's Might + Sol Rune + Gem Bag (1 Gem) = T4 splash charm
- T4 splash charm to T5 splash charm is now T4 splash charm Collin's Greater Might + Hel Rune + Gem Bag (2 Gems) + Magic Jewel = T5 splash charm
- T5 splash charm to T6 splash charm is now T5 splash charm Collin's Fury + Fal Rune + Gem Bag (3 Gems) + 2 Magic Jewels = T6 splash charm
- T6 splash charm to T7 splash charm is now T6 splash charm Collin's Empowered Fury + Pul Rune + Eth Rune + Gem Bag (4 Gems) + 3 Magic Jewels = T7 splash charm
- T7 splash charm to T8 splash charm is now T7 splash charm Collin's Devastation + Mal Rune + Tal Rune + Gem Bag (5 Gems) + 4 Magic Jewels = T8 splash charm
- T8 splash charm to T9 splash charm is now T8 splash charm Collin's Furious Devastation + Ohm Rune + Ral Rune + Gem Bag (10 Gems) + Rare Jewel + Magic Small Charm = T9 splash charm
¶ Quivers and Bolts
- Removed white crafting recipes for quivers and bolts.
- Quiver of Amplified Slaying
- Quiver of Slaying + Vex Rune + Rare Jewel
- Quiver of Resistance Slaying
- Quiver of Slaying + Ohm Rune + Rare Jewel
- Bolt Case of Amplified Slaying
- Bolt Case of Slaying + Vex Rune + Rare Jewel
- Bolt Case of Resistance Slaying
- Bolt Case of Slaying + Ohm Rune + Rare Jewel
- Skill Hotkeys UI has been improved
- Horadric Cube transmute button position on controller is now equivalent to mouse and keyboard on the lower right of the menu
- Barbarian and Druid Skill Trees updated for controller UI
- Added in game menu for Rune List and Gem List
- Added Magic Find to Breakpoints panel
- Added Item Upgrades to Mod Info as a small breakdown of the system and included useful leveling recipes.
- Cube and Balancing buttons currently disabled.
- Minor potion sprites have been updated to look more like the vanilla assets
- Removed Character Level Requirement for unique bolts and arrows to reduce confusion
- All Item Bases can now be gambled (excluding Charms)
- Added "ItemEffect" for some skills so they could be used for Chance to Cast (CtC) effects
- Added flavor text to items that have the Fade visual to make it apparent what's happening
- Fixed an issue with some sounds not being effected by the volume sliders in the settings menu
- Fixed the merc damage being shown in the incorrect area on controller
- Fixed several missing sprites for low end machines
- Fixed the barbarian shout animation
- Fixed monster auras not working (holy fire/freeze/shock)
- Fixed the All Attributes roll on corruptions
- Fixed the inability to purchase or sell items that contained the
Replenish Quantity
mod + refix
- Fixed a bug that caused the game to crash when equipping the full Blood Raven's Despair set
- Fixed a bug that caused the game to crash when equipping the full Knight's Gallent's set
- Duriel and Uber Duriel threat fixed to anger mercs and summons appropriately
- Min/Max damage updated to reflect values shown in documentation. (Save Breaking from 1.21.1 to 2.0)
- Magic Find % updated to reflect values shown in documentation. (Save Breaking from 1.21.1 to 2.0)
- Splash Charm updated due to typo in save file bits (Save Breaking from 1.21.1 to 2.0)
- Multitude of Prefix and Suffix affixes have been updated to now show their name instead of "Missing String" on magic items
- Fixed Barb's Attack 2 animation state machine
- Custom Sprites for Keys have been fixed
- Key Grabber Sprites have been fixed. No longer an ear and should resemble the correct key
- Fixed reference to wrong bases from boots > boot and staff > staf in a couple places
- Cleaned up a couple of capitalization errors in item properties
- Added bone spear projectile affix name
- Resistance stat update to facilitate sunder charm introduction (Save Breaking from 1.21.1 to 2.0)
- Fixed stash appearing half in half out of screen on classic characters while using a controller.
- Fixed gold withdraw button and gold amount overlapping and appearing in the wrong locations on both classic and expansion characters while using a controller.
- Multitude of items updated to match proper save file bits in unique, set items, and magic prefix/suffix please see pull Misc cleanup multi #443 for details.
- Added missing skill and strings for "Loot to Cube" for controller users.
- Fixed a bug where summons sometimes provided auras
- Fixed 'Darkness' Runeword - it will now properly roll all of its properties again
- Adamantine Bow level requirement is now properly set to 73 instead of 8 to reflect the item's base level requirement
- Tectonic Slam charges will no longer spawn on non-Slam weapons
- Poison Dagger charges will no longer spawn on non-Knife weapons
- "Epee of Speed" unique now has charges of Concentrate instead of Stun/Tectonic Slam as it is not a slam weapon
- Corrections to a large number of unique and set item names to correct misspellings.
- Waypoint panel now animates properly when clicking instead of blanking out.
- Waypoint panel now shows terror zone icons and text properly.
- Gold Icon for player and stash no longer goes off to the right and crops out part of the button when hovered/clicked.
- Fixed Heart Of Wolverine aura to prevent it from providing too much FCR/IAS
- Fixed Druid Bear summon portraits to correctly show number of summons