Vinge went to war with screen clutter
TP and ID Scrolls will now only drop in Act 1 Normal at half the rate as before.
Gold drops now have about 0.2% chance to spawn, roughly, not including probabilities (It's closers to like 0.02 overall but there are a lot of enemies)
Gem Cluster added and has about a 3.5% chance to drop when it can (See Below Table)
When cubed with bag adds 20-30 Gem credits to bag
Sunder Charms increase total drop to about 1.5% when they can (See Below Table)
Following the recent potion efficacy rework, potions of each tier will drop for longer before finding the next tier up
Players will no longer see potions of previous tiers as they progress through each act and difficulty
HP/MP 1 & 2 and Rejuv potions will drop in Normal Acts 1-3
HP/MP 2 & 3 and Rejuv potions will drop in Normal Acts 4-5, and Nightmare Acts 1-2
HP/MP 3 & 4, and Rejuv potions will drop in Nightmare Acts 3-5
HP/MP 5, and Full Rejuv potions will drop in Hell
Drop chances decreased significantly from all monsters
Players should see much fewer potions overall
Drop chances of runes 1 - 12 (EL - SOL) unchanged
Drop chances of runes 13 - 22 (SHAEL - UM) increased slightly
Drop chances of runes 23 & 24 (MAL / IST) unchanged
Drop chances of runes 25 - 33 (GUL - ZOD) decreased slightly
Can drop as a random drop from unique and otherwise unoccuppied super unique mobs at about 2% chance (See Table Below)
Re-roll recipes have been made more expensive:
Pandemonium Key + Corruption Orb + TP Tome = Next Key (e.g. Terror -> Hate -> Destruction) (Tome returned full)
Pandemonium Key + Corruption Orb + ID Tome = Previous Key (e.g. Terror -> Destruction -> Hate) (Tome returned full)
Orbs have been changed to prevent them from being force spawned when using the Find Item skill
Orbs dropped in Normal difficulty will be unstacked so players know what they do the first time they pick one up
Orb of Socketing and Orb of Corruption have about a 3.5% chance to drop when they can (See Below Table)
Orb of Shadows has a 0.5% chance to drop when it can (See Below Table)
Each difficulty now has its own Treasure Class, allowing for scaling drop chances per difficulty:
Normal: Jewel 10% chance, Infusion 2% chance, Conversion 1% chance, Assemblage 1% chance
Nightmare: Jewel 12% chance, Infusion 2.8% chance, Conversion 1.4% chance, Assemblage 1.4% chance
Hell: Jewel 14% chance, Infusion 3.5% chance, Conversion 1.75% chance, Assemblage 1.75% chance
Ring drop chance reduced by roughly 3.5% across all difficulties
Jewels have been separated from Diamonds and thus given light beams
NoDrop chance decreased from 60 -> 20 (Down to 25% chance of nothing per pick from 55%. They randomly roll 4 times for an item on regular chests)
Chest item quality from the best outcomes increased by 1 level
Players can now potentially find items from the next Act/Difficulty
Drop chances have been reduced slightly across all difficulties
Cows will no longer drop Potions
Griswold has updated rarity data and should drop more similar to other super uniques
White Council Members no longer drop TZ only loot
All Act Bosses have had their drop chances normalized
Andariel:
More Equipment
Less Jewelry, Jewels, Charms, Gems and Orbs
Now also drops gold
Duriel, Mephisto, Diablo:
Baal:
Less Equipment
More Jewelry, Jewels, Charms, Gems and Orbs (higher than the others due to time investment)
Each Act Boss now drops an orb on kill with the quest active.
Parenthesis Indicate Quest Kill Orb Drop
Parenthesis Indicate Targetable Key Drop at about 3% (Vanilla is about 1%)
Parenthesis Indicate Rune Boss Tier
Countess (L), Bloodwitch (L), Battlemaiden (L), Hephasto (H), Frozenstein (H)
Lower Players = More Runes
Socket Orb "S", Corruption Orb "C", Shadow Orb "E", Gem Cluster "R", All Keys Random "K", Sunder Charms "I"
Act Bosses
Normal X
Nightmare S
Hell S
Normal TZ C
Nightmare TZ SCI
Hell TZ SCERI
Key Bosses, Rune Bosses, Boss Lieutenants
Normal X
Nightmare X
Hell X
Normal TZ C
Nightmare TZ SCI
Hell TZ SCERI
Super Uniques, Uniques (Minus Specials Below)
Normal X
Nightmare X
Hell X
Normal TZ X
Nightmare TZ SCI
Hell TZ SCERKI
Champions
Normal X
Nightmare X
Hell X
Normal TZ X
Nightmare TZ SCI
Hell TZ SCI
Blood Raven, Griswold, Smith, Radamant, Council (Gold Name Only), Izual, Cow King
Normal X
Nightmare X
Hell X
Normal TZ C
Nightmare TZ SCI
Hell TZ SCERKI
Countess is no longer the only rune pinata in TZs but she can also drop a key, so fair trade off.
Rune Bosses Max Rune Count TZ Count
L Norm Thul 2 2
L NM Ko 2 3
L Hell Vex 2 3
H Norm Dol 2 2
H NM Um 2 3
H Hell Lo 2 3
Warp now has a custom icon.
Warp tooltip now displays mana cost and cooldown length
CtC Enabled across the board for every skill that it works for/makes sense for.
Poison Javelin
Reworked into a stronger single target skill late game. Reduced the scaling duration, and adjusted the damage curve.
Casting delay removed
Duration set to 2 seconds at all levels
Synergy upped from 12% to 15%
Damage curves reworked at all levels
Heavily buffed damage curve past 29+
Poison trail velocity increased.
Trails moves much faster behind the thrown javelin
Poison Trail duration reduced
Plague Javelin
Removed the ability to pierce, as the pierced projectile would spawn a poison cloud that did no damage. Adjust the cloud spread rate and damage to compensate.
Removed the ability for Plague Javelin to pierce
Plague Cloud expand velocity increased
Duration starts at 3 and scales to a max of 6 seconds at level 16
Adjusted synergy from 15% to 10% to compensate for the lowered duration
Skill description updated to mention the javelin does not pierce
Multiple Shot
Based weapon damage scaling to 100% from 75% due to missile scaling problems at high gear levels.
Synergy with GA reduced to keep the overall damage at the same value.
Charge Duration added to tooltips of skills with charges
Fists of Fire
Blade Fury Reworked
Now throws a shuriken using attack speed that bounces to up to 2 nearby enemies (2 bounce limit doesn't scale)
Gains 1 projectile per 8 soft skill levels.
Carries weapon damage and modifiers
Requires Claw or Dagger
Blade Sentinel
Now does 100% weapon damage
Damage curves slightly increased
Blade Shield
Mind Blast
Death Sentry
Battle Cry
Removed curse tag so it stacks with curses
Tooltip updated to reflect range
Concentrate reworked into new skill Carnage
Can be used with any melee weapon
On strike creates a tornado which explodes into small bone spikes
Bone spikes seek out nearby enemies
10% Damage synergy with Bash and Berserk
Deadly Treasures
Fixed the stats so the skill properly applies past 255/511 limits
Scaling adjusted to base 25 + 4% per level MF
Scaling adjusted to base 41.25 + 6.6% per level GF
Howl
29+ damage curve increased so late and end game damage is up to par with hell monster difficulty.
Synergy increased to 15 from 12 to smooth out early to mid game.
Tectonic Slam
Spike Range slightly increased from 14 to 16
Damage buff fixed to apply for the duration of the missiles properly
War Cry
29+ damage curve increased so late and end game damage is up to par with hell monster difficulty.
Synergy increased 10 to 15 to smooth out early to mid game.
Combat Masteries Tab Renamed -> Masteries and Throwing Skills
Each skill requires a throwing weapon and doesn't use a second throwing weapon though they can be used while dual-wielding.
Unstoppable Force (Replaces Pole-Arm Mastery)
Winters Gambit (Replaces Spear-Mastery)
Skill that engages you and rewards positioning, don't hug the monster unless it is alone if you want to hit it.
Chasm Break (Replaces Increased Stamina)
Madawcs Fury (Replaces Grim Ward)
Raven
Damage curve lowered by 5 at low levels and increased by 5 at skill level 29+
No longer useable while in a shifted form
Hunger Reworked into Toxic Fangs
Goal: Hunger didn't really have a good purpose. Getting life and mana steal was already easy to obtain. lack of single target poison skill to pair with the incredible clear of rabies meant that you needed to go poison + physical hybrid instead of full investing in poison as an archetype.
2 second duration poison skill with high damage curve after level 29+
15% synergy with Rabies and Poison Creeper
Icon updated to reflect skill change
Shifted to level 30 requirement
Rabies
Poison Creeper
Fire Claws
Missile updated to be visually accurate with AoE
Changed the function of the skill to require a target for the AoE
Synergy reduced to 20% from 25%
Bone Armor
Bone Spear
Bone Spirit
Synergy reduced to 10 from 12 due to damage overflow at high gear levels.
Damage curve reduced for the same reason
Blood Golem
Poison Dagger
Useable with Daggers/Throwing Knives
Duration is now set at 3 seconds at all levels
Damage adjusted to fit the role of single target damage dealer
Available at level 1 down from 6
Has a small poison splash
Curses
Poison Nova
Poison Explosion is now Poison Volley
Useable with Bows, Crossbows, Throwing Knives, Throwing Axes
Poison based ranged spell with multiple projectiles and a flat poison duration of 2 seconds at all levels.
2 projectiles starting, gains +1 projectile per 3 levels of Poison Nova hard point synergy, 5 projectile cap.
Corpse Explosion prerequisite removed.
Holy Bolt
Fist of the Heavens
No longer requires Conversion
Delay changed to local only and reduced to 0.3 from 0.5s
Lightning damage starts at 50-100 down from 150-200
Lightning damage curve increased by 10 min and 20 max per level up from past values
Holy Fire
Sanctuary
Conviction
Goal is to pull power out of the masteries and put them into the skills and synergies. Initially started because of various OSkills and Enchant, this initial pass has expanded to feel things out and swing a nerf bat at some outlier skills, and buff up some underperforming or cumbersome ones. Please give each element a try as well as some hybridization, the masteries still provide some power as 1 points, and synergies were cut back to limit them to the skill itself and 2 others and power pushed into the skill level 29+ curve damage instead of bloating the synergies higher. Definitely want a focused elemental build to be stronger, but would like other builds to be viable to at least farm with and have fun doing it.
Ice Bolt
Same early game, better middle and end game
29+ Curve substantially increased to maintain end game damage
Synergy reduced to 12% from 20%
Moved left on the Cold Tree
Now only has Frost Nova and Frozen Orb synergies
Frost Nova
1 point chill wonder is now a 2 point and can scale damage-wise for decent AoE clear
Requires level 12 from 6
Now has Ice Bolt Prerequisite
Removed Blizzard Synergy
Added Ice Bolt Synergy
Increased 29+ damage
Ice Blast
5 projectiles with a lengthy freeze, toned down the damage a bit due to mastery changes
Damage Curve reduced 23+
Damage Synergy reduced to 8% from 10%
Freeze length synergy removed
Now only has Glacial Spike and Blizzard synergies
Shiver Armor
Glacial Spike
3 projectile and explosive with a freeze, the length was excessive but I wanted it slightly bigger for overall skill feel.
Explosion radius increased slightly
29+ Damage curve increased
Damage Synergy reduced to 10% from 11%
Removed Frozen Orb Synergy
Reduced Freeze Length Synergy
Blizzard
Damage compared to 2.0.5 is within 5% or so, with the mastery maxed opposed to Ice Bolt.
Removed Frost Nova Requirement and moved it right 1 column in the cold tree
29+ damage curve increased
Synergy reduced to 4% from 5%
Removed Ice Bolt Synergy
Chilling Armor
Frozen Orb
Fixed missile flag causing extra visual only explosions by the main orb.
Ice bolts cast by the orb and the explosion now explode like glacial spike but only chill
Damage Curve adjusted back to vanilla values
Damage Synergy reduced to 4% from 5%
Added Frost Nova Synergy
Cold Mastery
Now grants 150% Cold Skill Damage with 25 hard points
Now grants 150% Cold Skill Damage with 75 soft points
Now grants 25% -Enemy Cold Resistance with 25 hard points
Now grants 25% -Enemy Cold Resistance with 75 soft points
Charged Bolt
Changes to keep it similar and competitive end game.
23+ damage curve increased
Added Synergy with Chain Lightning
Static Field
Bit of an extreme amount of HP removal.
HP% removed reduced to 10% from 25% Base
Nova
29+ damage curve increased
Added Thunder Storm synergy
Lightning
Wanted this to keep a similar range of damage but feel more impactful
Missile Speed increased slightly
23+ minimum damage curve increased
9+ maximum damage curve increased
Synergy increased to 14% from 8%
Removed Nova Synergy
Chain Lightning
Wanted this to keep a similar range of damage but feel more impactful
Missile Speed increased slightly
23+ minimum damage curve increased
1+ maximum damage curve increased
Synergy increased to 8% from 4%
Removed Nova Synergy
Thunder Storm
Decreased minimum time between bolts by .2 seconds (now .8 seconds at around 20 down from 1s)
29+ damage curve increased
Synergy increased to 8% from 7%
Added Nova Synergy
Energy Shield
Immortal ES Sorc is exceptionally easy to obtain in this mod, so it's going to be a bit more of an investment/challenge
Reduced maximum absorption cap to 90% from 95%
Fixed TK synergy to apply the -6% mana per health to 63% a 12% buff from 75%
Lightning Mastery
Now grants 150% Lightning Skill Damage with 25 hard points
Now grants 150% Lightning Skill Damage with 75 soft points
Now grants 25% -Enemy Lightning Resistance with 25 hard points
Now grants 25% -Enemy Lightning Resistance with 75 soft points points
Fire Bolt
This skill was reaching 120-130K and between this nerf and mastery change its in a more healthy spot middle and end game.
Warmth
Less impact as a 1 point early on, more impact later
Mana recovery changed to 15 base 15 per level from 30 base and 12 per level
Life per Kill visual bug fixed
Inferno
Missile speed and range increased slightly
Now casts an additional stream of fire every 6 levels (soft points)
Fire Wall synergy added
Synergies reduced to 10% from 13%
Mana cost slightly increased
Blaze
Fireball
This skill was reaching 100-110K and is now sitting around 65-67K after synergy nerf and mastery change
29+ damage curve increased
Synergy reduced to 12% from 14%
Firewall
With the AoE and speed increase, the damage doesn't need to be quite as high as it used to be with full investment
Wall creation speed increased by 75% and now deals damage in a larger area within the fire visual
29+ damage curve increased
Synergy with Warmth reduced to 3% from 4%
Enchant
Over performance king got whacked hard with the nerf bat, between mastery changes and these changes I feel like it has finally been reigned into something we can live with.
Example: A 150-164K Fully kitted out MS sorc is now doing 40-45K and pretty much still 1 shots things aside from bosses, I actually have to use other spells and even weapon swap to GA.
Damage curve reduced by 5% total
Damage Synergy down to 4% from 9%
Hydra
Fire Mastery
Now grants 150% Fire Skill Damage with 25 hard points
Now grants 150% Fire Skill Damage with 75 soft points
Now grants 25% -Enemy Fire Resistance with 25 hard points
Now grants 25% -Enemy Fire Resistance with 75 soft points points
Added Extra Throwing DMG % Property and Group
Added "slam" tag to polearms
Dagger Sockets Updated
Kriss to 2 from 3
Poignard, Rondel, Bone Knife, Mithril Point to 2 from 1
Stiletto and Legend Spike to 3 from 2
Shields Updated
Hyperion now requires 156 strength and can gain 4 sockets
Toll's Nest now requires 156 strength and can gain 4 sockets
Cantor Trophy, Heirophant Trophy, Minion Skull, Hellspawn Skull, Oversee Skull to 3 sockets from 2
Succubus Skull and Bloodlord Skull to 4 sockets from 2
Black Soulstone sprite updated
Obsidian Beacon sprite updated
Annihilus upgrade to Black Soulstone has been revised
Black Soulstone: 2 ASK, 20 Stats, 20 Res, 10 XP, 1 Teleport (down from 2 ASK, 25 Stats, 25 Res, 10 XP, 5 Teleport)
Annihilus upgrade path now has 6 levels. Each upgrade level adds stats, similar to torch.
First: JAH + ITH + BER = + Lvl 1 Warp OSkill
Second: 3 Infusion Orbs = +1 XP, +2 All Stats, +2 All Res
Third: 3 Assemblage Orbs = +1 XP, +2 All Stats, +2 All Res
Fourth: 3 Corruption Orbs = +1 XP, +2 All Stats, +2 All Res
Fifth: 3 Conversion Orbs = +1 XP, +2 All Stats, +2 All Res
Final: 3 Shadow Orbs = Black Soulstone
Blackbog's Sharp
Base to Fanged Knife from Cinquedeas
Level Required is now 80
Flat Poison swapped to - 15 Enemy Poison Resistance
Defence swapped to +100 Attack Rating
Poison Explosion removed because it can no longer be cast wielding a dagger.
Basilisk's Touch
Dim Vision oSkill is now 10% CtC level 5 Dim Vision on striking
Enhanced Damage swap to 15-20% Poison Skill Damage
Added +2 to poison skills
Added +15-20% Increased Attack Speed
Defence swapped to Attack Rating
Removed damage per level
Spectral Slayer
Spleen Feaster
Changed to Throwing Axe from Balanced Axe
Removed Flat Damage
Removed Extra Stack
Removed Flat Poison Damage
Removed Prevent Monster Heal
Added +1-2 to Necromancer Skill Levels
Added +15-20% Attack Speed
Added +15-20% Piercing Attack
Added +2-3 Life After Each Kill
Deadly Needle is now Butcher's Paring Knives and Fully Reworked
+1 Necromancer Skill Levels
+1-2 Poison and Bone Skill Levels
+1 Throwing Mastery OSkill
+20-30% Poison Skill Damage
-15-20% Enemy Poison Resistance
+15-25% Increased Attack Speed
Swarming Blades
Swapped to Flying Knife from Battle Dart
Now Required Level 80
10% CtC Level 1 Burst of Speed on Striking
15% CtC Level 50 Blade Sentinel on Striking
8% CtC Level 1 Static Field on Striking
+20-30 Pierce
+1 Necromancer Skill Levels
+3 Poison Volley
-20-25% Enemy Poison Resistance
+50-100 Life
Oathbow is now Radament's Bite
+200-250% Enhanced Damage
+1-2 Necromancer Skill Levels
+30-40% Increased Attack Speed
+2-3 to Poison Volley
+20-30% Poison Skill Damage
-10-20% Enemy Poison Resistance
+20-30 to All Resistances
13% CtC Level 17 Corpse Explosion on Kill
Wightslayer
+220-260% Enhanced Damage
+4-6 to Poison Volley
+20-30% Poison Skill Damage
-15-20% Enemy Poison Resistance
+30-40% Increased Attack Speed
+20-30% Pierce
+5% Chance to Reanimate As: Wight (2H Sword Skeleton W/ Charge)
Pus Spitter
9% CtC Level 6 Poison Nova on Striking
8% CtC Level 3 Lower Resist on Striking
+1 to Necromancer Skill Levels swapped to +1 to All Skill Levels
Poison Damage and Duration Improved
Archon's Ache
Open Wounds per level adjusted to .5 per level from 1.5 per level
Removed the .5 max damage per level
Duriel's Fang
Level 29
Runes: Shael + Tir
Required: Dagger, Sword, Claw
Rune Effects: 20% Increased Attack Speed + 2 Mana After Each Kill
+1-2 to Poison Skill Levels
+10-15% Poison Skill Damage
-5-8% Enemy Poison Resistance
+50 Attack Rating
Breath of the Dying
Blood Moon
Cow King's Leathers
Now turns you into the Cow King with the full set (3 items) bonus.
Grants Tectonic Slam oSkill
Panda's Polar Adventure
Introduces a new set that gives you the oSkill Artic Claws and Polar Bear which is a cold damage Fire Claws and a white Summon Grizzly Werebear equivalent respectively.
Revise splash missile to always carry 100% of weapon damage to remove bad feeling gameplay damage
Revise tiered damage penalty
Revise required levels to reflect the theme of having 9 stages of power acquisition
Lvl Tier Min Max
3 T1 -40 -40
10 T2 -35 -40
20 T3 -30 -35
30 T4 -25 -30
40 T5 -20 -25
50 T6 -15 -20
60 T7 -10 -15
75 T8 -5 -10
90 T9 0 0
Quiver/Bolt Case of Pestilence: Rare Jewel + Gul Rune + Quiver/Bolt Case of Slaying
Requires Level 85
+20% Increased Attack Speed
+25% Pierce
+10% Poison Skill Damage
-10% Enemy Poison Resistance
5% CtC Level 10 Corpse Explosion on Striking
Brilzar's Mazed Band: Tal Rune + Ral Rune + Ort Rune + Magic Ring
Requires Level 30
+1 to Warp OSkill
+5 to All Elemental Resistances
+5 to All Attributes
Shadow Orb and Force Ethereal Recipes check for Indestructible
Force Eth also now checks for Eth like Shadow Orb does
Bow/Xbow disabled for both recipes so they'll stop eating orbs/mats
Quiver Quantity Restoration Recipes
Uber Spirit Superior Recipe Changed:
These no longer stack on the same item, the item is regenerated.
These recipes now fit the niche of "Create Superior Runeword Base" and will accept any input and return as described, so anything from damaged to unique will be eaten and regenerated as a white elite base with max sockets a 15% ED (Damage or Defence depends on Weapon/Armor) and a chance to roll vanilla superior modifiers.
CRAFT ITEM - Any Non-Throwing Weapon & Infusion Orb & Mephisto's Animus & Baal's Calamity & Diablo's Ire = Return Weapon Base as White, Elite, Maximum Sockets, Superior Rolls and +15% Enhanced Damage
CRAFT ITEM - Any Helm & Infusion Orb & Mephisto's Animus & Baal's Calamity & Diablo's Ire = Return Helm Base as White, Elite, Maximum Sockets, Superior Rolls and +15% Enhanced Defense
CRAFT ITEM - Any Torso & Infusion Orb & Mephisto's Animus & Baal's Calamity & Diablo's Ire = Return Torso Base as White, Elite, Maximum Sockets, Superior Rolls and +15% Enhanced Defense
CRAFT ITEM - Any Shield & Infusion Orb & Mephisto's Animus & Baal's Calamity & Diablo's Ire = Return Shield Base as White, Elite, Maximum Sockets, Superior Rolls and +15% Enhanced Defense
Added some additional recycling recipes so if people choose they can do something with all the unique and set items they don't pick up normally.
RECYCLE ITEM - 5 Set Boots + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Boots + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Belts + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Belts + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Gloves + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Gloves + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Helms + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Helms + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Shields + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Shields + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Torsos + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Torsos + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Set Weapons + ID Tome = Gem Cluster
RECYCLE ITEM - 5 Unique Weapons + ID Tome = Gem Cluster
New recipes aimed to at mid grade physical weapon upgrades and adding a higher tier of flat damage upgrade
ITEM UPGRADE - Any Weapon & Infusion Orb & Amethyst & Fal-Rune & Magic Jewel = +25% Enhanced Damage & +25 Attack Rating
ITEM UPGRADE - Any Weapon & Infusion Orb & Emerald & Ohm-Rune & Rare Jewel = +15 Min Damage & +30 Max Damage
Overperforming very cheap FCR and IAS Recipes toned down slightly
ITEM UPGRADE - Weapon & Sapphire & Magic Jewel = +10 to +7% Increased Cast Rate
ITEM UPGRADE - Weapon & Emerald & Magic Jewel = +10 to +7% Increased Attack Speed
Values on these reduced due to bit overflow issues with the stat.
ITEM UPGRADE - Shield & Infusion Orb & Sapphire & Sur-Rune & Rare Jewel = +6% Max Mana
ITEM UPGRADE - Shield & Infusion Orb & Sapphire & Sur-Rune & Rare Jewel = +6% Max HP
ITEM UPGRADE - Chest & Infusion Orb & Sapphire & Sur-Rune & Rare Jewel = +8% Max Mana
ITEM UPGRADE - Chest & Infusion Orb & Sapphire & Sur-Rune & Rare Jewel = +8% Max HP
Very expensive for a simple freeze affix
Very low level options/early leveling options
Low level
Mid Level
CRAFT ITEM - Any Rare Amulet + Rare Jewel + PUL rune + EL Rune + Ruby = +1 All Skills & +10-12% Faster Attack Speed Rare Amulet
CRAFT ITEM - Any Rare Amulet + Rare Jewel + PUL rune + EL Rune + Sapphire = +1 All Skills & +10-12% Faster Cast Rate Rare Amulet
Endgame
CRAFT ITEM - Any Rare Amulet + Unique Jewel + VEX Rune + LO Rune + Skull = +2 All Skills & +25-35 Weapon Damage Crafted Amulet
CRAFT ITEM - Any Rare Amulet + Unique Jewel + VEX Rune + LO Rune + Sapphire = +2 All Skills & +10-15% All Elemental Damage Crafted Amulet
Very low level options/early leveling options
Low level
CRAFT ITEM - Any Magic Ring + Tal Rune + Ral Rune + Ort Rune = Barilzar's Mazed Band Unique Ring
CRAFT ITEM - Any Magic Ring + Orb of Infusion + AMN Rune + Gem(Any) = +20% Magic Find Rare Ring
Mid Level
Endgame
CRAFT ITEM - Any Rare Ring + Unique Jewel + SUR Rune + JAH Rune + Gem(Any) = +5-8% Max HP & +5-8% Max Mana Crafted Ring
CRAFT ITEM - Any Rare Ring + Unique Jewel + ZOD rune + GUL Rune + Gem(Any) = +1 All Skills & +10% Faster Attack Speed & +10% Faster Cast Rate Crafted Ring
CRAFT ITEM - Any Rare Ring + Unique Jewel + ZOD rune + VEX Rune + Ruby = +1 All Skills & +15-25 Weapon Damage Crafted Ring
CRAFT ITEM - Any Rare Ring + Unique Jewel + ZOD rune + VEX Rune + Sapphire = +1 All Skills & +8-10% All Elemental Damage Crafted Ring
Low level
CRAFT ITEM - Any Magic Belt + ITH Rune + EL Rune = +100% CTC level Level 1 Frozen Armor on level up Magic Belt
CRAFT ITEM - Any Magic Belt + Magic Jewel + RAL Rune = +1 Random Class All Skills Magic Belt
Mid Level
CRAFT ITEM - Any Rare Belt + Rare Jewel + UM Rune + IST Rune + Gem (Any) = +20-25% All Res & +30-40% Magic Find Rare Belt
CRAFT ITEM - Any Rare Belt + Rare Jewel + LEM Rune + MAL Rune + Gem (Any) = +10-15% Piercing Attack & +10-15% Open wounds Rare Belt
Endgame
CRAFT ITEM - Any Rare Belt + Unique Jewel + CHAM rune + JAH Rune + Gem (Any) = +Cannot Be Frozen + 10-15% Max HP Crafted Belt
CRAFT ITEM - Any Rare Belt + Unique Jewel + ZOD rune + VEX Rune + Ruby = +1 All Skills & +20-30 Weapon Damage Crafted Belt
CRAFT ITEM - Any Rare Belt + Unique Jewel + ZOD rune + VEX Rune + Sapphire = +1 All Skills & +8-10% All Elemental Damage Crafted Belt
Low level
CRAFT ITEM - Any Magic Boots + ITH Rune + EL Rune = +100% CTC level 1 Burst of speed on level up Magic Boots
CRAFT ITEM - Any Magic Boots + Orb of Infusion + HEL Rune + Gem (Any) = +15% Faster Run/Walk & +10 All Attributes Rare Boots
Mid level
Endgame
CRAFT ITEM - Any Rare Boots + Unique Jewel + ZOD Rune + OHM Rune + Gem (Any) = +1 AllSkills & +20-30% Faster Run/Walk & +20-30 Weapon Damage Crafted Boots
CRAFT ITEM - Any Rare Boots + Unique Jewel + ZOD Rune + VEX Rune + Gem (Any) = +1 AllSkills & +20-30% Faster Run/Walk & +5-10% All Elemental Damage Crafted Boots
Low level
CRAFT ITEM - Any Magic Gloves + ITH Rune + EL Rune = +100% CTC level Level 4 Battle Commands on level up Magic Gloves
CRAFT ITEM - Any Magic Gloves + Magic Jewel + RAL Rune = +8% Faster Attack Speed & +8% Faster Cast Rate Magic Gloves
Mid Level
CRAFT ITEM - Any Rare Gloves + Rare Jewel + MAL Rune + SHAEL Rune +Gem (Any) = +1 Random Skill Tab (current class) & +10-15% Increased Attack Speed Rare Gloves
CRAFT ITEM - Any Rare Gloves + Rare Jewel + MAL Rune + DOL Rune + Gem(Any) = +1 Random Skill Tab (current class) & +10-15% Faster Cast Rate Rare Gloves
CRAFT ITEM - Any Rare Gloves + Rare Jewel + UM Rune + IST Rune + Gem (Any) = +20-25 All Res & +30% Magic Find Rare Gloves
Endgame
CRAFT ITEM - Any Rare Gloves + Unique Jewel + ZOD rune + VEX Rune + Ruby = +1 All Skills & +20-40 Weapon Damage & +0.375 Crushing blow/lvl Crafted Gloves
CRAFT ITEM - Any Rare Gloves + Unique Jewel + ZOD rune + VEX Rune + Sapphire = +1 All Skills & +5-10% All Elemental Damage & +10-20% Faster Cast Rate Crafted Gloves
Low level
CRAFT ITEM - Any Magic Helm + ITH Rune + EL Rune = +100% CTC level Level 1 Shout on level up Magic Helm
CRAFT ITEM - Any Magic Helm + Orb of Infusion + RAL Rune + Gem (Any) = +15% Faster Hit Recovery Rare Helm
Mid Level
CRAFT ITEM - Any Rare Helm + Rare Jewel + UM Rune + EL Rune + Gem (Any) = +20-25% All Resists & +20-30% Faster Hit Recovery Rare Helm
CRAFT ITEM - Any Rare Helm + Rare Jewel + PUL Rune + EL Rune + Ruby = +1 Current Class Skills & +10-15% Increased Attack Speed Rare Helm
CRAFT ITEM - Any Rare Helm + Rare Jewel + PUL Rune + EL Rune + Sapphire = +1 Current Class Skills & +10-15% Faster Cast Rate Rare Helm
Endgame
CRAFT ITEM - Any Rare Helm + Unique Jewel + ZOD rune + VEX Rune + Ruby = +1-2 All Skills & +20-30% Enhanced Weapon Damage Crafted Helm
CRAFT ITEM - Any Rare Helm + Unique Jewel + ZOD rune + VEX Rune + Sapphire = +1-2 All Skills & +5-10% All Elemental Damage Crafted Helm
CRAFT ITEM - Any Rare Helm + Unique Jewel + BER rune + JAH Rune + Gem(Any) = +2 All Skills & +5-10% Physical Damage Reduction & +5-10% Max HP Crafted Helm
Low level
CRAFT ITEM - Any Magic Body Armor + ITH Rune + EL Rune = +100% CTC level Level 5 Oak Sage on level up Magic Body Armor
CRAFT ITEM - Any Magic Body Armor + Orb of Infusion + RAL Rune + Gem (Any) = +20% Faster Run/Walk & +100 Defense Rare Body Armor
Mid Level
CRAFT ITEM - Any Rare Body Armor + Rare Jewel + UM Rune + IST Rune + Gem (Any) = +20-25% All Res & +20-40% Magic Find Rare Body Armor
CRAFT ITEM - Any Rare Body Armor + Rare Jewel + PUL Rune + SHAEL Rune + Gem (Any) = +1 Current Class Skills & +30-50 HP & +10-15% Increased Attack Speed Rare Body Armor
CRAFT ITEM - Any Rare Body Armor + Rare Jewel + PUL Rune + DOL Rune + Gem (Any) = +1 Current Class Skills & +30-50 Mana & +10-15% Faster Cast Rate Rare Body Armor
Endgame
Low level
CRAFT ITEM - Any Magic Shield + ITH Rune + EL Rune = +100% CTC level Level 4 Holy Shield on Level Up & +5 All Attributes Magic Shield
CRAFT ITEM - Any Magic Shield + Orb of Infusion + AMN Rune + Gem (Any) = +1 Current Class Skills
Mid Level
CRAFT ITEM - Any Rare Shield + Rare Jewel + UM Rune + IST Rune + Gem (Any) = +20-25 All Res & +30-40% Magic Find Rare Shield
CRAFT ITEM - Any Rare Shield + Rare Jewel + UM Rune + SHAEL Rune + Gem (Any) = +20-25 All Res & +20-30% Increase Block Chance & +30% Faster Hit Recovery Rare Shield
CRAFT ITEM - Any Rare Shield + Rare Jewel + MAL Rune + SHAEL Rune + Gem (Any) = +1-2 Current Class Skills & +20-30% Enhanced Weapon Damage Rare Shield
CRAFT ITEM - Any Rare Shield + Rare Jewel + MAL Rune + DOL Rune + Gem (Any) = +1-2 Current Class Skills & +5-8 All Elemental Damage & +(-5-8%) To All Enemy Resists Rare Shield
Endgame
CRAFT ITEM - Any Rare Shield + Unique Jewel + BER Rune + UM Rune + Gem (Any) = +2 All Skills & +30-40% All Res & +5-10% Physical Damage Reduction Crafted Shield
CRAFT ITEM - Any Rare Shield + Unique Jewel + OHM Rune + CHAM Rune + Gem (Any) = +2 All Skills & +50-80% Enhanced Weapon Damage Crafted Shield
CRAFT ITEM - Any Rare Shield + Unique Jewel + ZOD Rune + MAL Rune + Gem (Any) = +2 All SKills & +10-15% All Elemental Damage & +(-10-15%) To All Enemy Elemental Resist Crafted Shield
Low level
CRAFT ITEM - Any Magic Weapon + Magic Jewel + RAL Rune + Ruby = +85% Enhanced Damage & +20% Increased Attack Speed Magic Weapon
CRAFT ITEM - Any Magic Weapon + Magic Jewel + RAL Rune + Sapphire = +5% All Elemental Damage & +15% Faster Cast Rate Magic Weapon
CRAFT ITEM - Any Magic Weapon + Orb of Infusion + SOL Rune + SHAEL Rune + Gem (Any) = +1Min/Max Flat DMG LVL +20% Increased Attack Speed Rare Weapon
Mid Level
CRAFT ITEM - Any Rare Weapon + Rare Jewel + LEM Rune + EL Rune + Gem (Any) = +1 All Skills & +125-150% Enhanced Weapon Damage & +30% Increased Attack Speed Rare Weapon
CRAFT ITEM - Any Rare Weapon + Rare Jewel + PUL Rune + EL Rune + Gem (Any) = +1 All Skills & -10% To All Enemy Elemental Resist & 20% Faster Cast Speed Rare Weapon
Endgame
CRAFT ITEM - Any 1 Hand Rare Weapon + Unique Jewel + BER Rune + OHM Rune + Gem (Any) = +2 All Skills & 150-200% Enhanced Weapon Damage & +30-60 Weapon Damage Crafted Weapon
CRAFT ITEM - Any 2 Hand Rare Weapon + Unique Jewel + BER Rune + OHM Rune + Gem (Any) = +2 All Skills & 220-250% Enhanced Weapon Damage & +60-100 Weapon Damage Crafted Weapon
CRAFT ITEM - Any 1 Hand Rare Weapon + Unique Jewel + BER Rune + CHAM Rune + Gem (Any) = +2 All Skills & +10-15% All Elemental damage & + -8-12% To all Enemy Elemental Resist Crafted Weapon
CRAFT ITEM - Any 2 Hand Rare Weapon + Unique Jewel + BER Rune + CHAM Rune + Gem (Any) = +2 All Skills & +15-20% All Elemental damage & + -12-16% To all Enemy Elemental Resist Crafted Weapon
Added some recipes to target farm unique jewel variants as desired until the major jewel rework has been completed.
CRAFT ITEM - Sunder Charm Grand ( Cold ) & Unique Jewel & Gem Bag (100 Gems) = Winter Facet
CRAFT ITEM - Sunder Charm Grand ( Fire ) & Unique Jewel & Gem Bag (100 Gems) = Summer Facet
CRAFT ITEM - Sunder Charm Grand ( Light ) & Unique Jewel & Gem Bag (100 Gems) = Spring Facet
CRAFT ITEM - Sunder Charm Grand ( Poison ) & Unique Jewel & Gem Bag (100 Gems) = Autumn Facet
CRAFT ITEM - Sunder Charm Grand ( Physical ) & Unique Jewel & Gem Bag (100 Gems) = Star Facet
CRAFT ITEM - Sunder Charm Grand ( Magic ) & 2 Unique Jewels & Gem Bag (100 Gems) = Heaven Facet
Act 1 Rogue Scout
Act 5 Barbarian 2H
Double chance to cast Tectonic Slam
Can now use all 2H slam weapon types (Sword, Axe, Mace, Staff, Polearm)
Act 5 Barbarian 1H
Flying Scimitar
Website documentation generation overhauled
Party/Pet Frame added for assassin traps to display active trap count
Replenish Quantity added where missing to set and unique throwing weapons.
Physical Damage Reduction tooltips updated to reflect "Enemy Physical Damage Reduction: -#%"
Inferior Gem (base D2R) description updated to clearly state they are obsolete, cannot be used in recipes, and to cube with the gem bag for a gem credit.
Removed super flash from Thunderstorm strikes
30 Day Login DRM message re-written to give instructions instead of a vague "go online"
XP, MF, and Sunder Potions durations are now stackable
Added a large number of localization translations for item names
Removed massive extra visuals for Ice Shatter effects
Rune sprites updated to make stacks stand out more visually
Orb Sprites updated too because I am easily distracted. - Delegus
Translations added for almost every mod added/changed text in the game
Mod Information
Character Select
Online/Offline changed to Disabled/Reimagined
Cog under play button fixed because it does let you toggle item placement and on/off Terror Zones
Version Text added to Controller UI
Character Sheet
Panel updated to have a cubby for both advanced and breakpoint arrows.
Advanced stats are on top, breakpoints are on bottom.
Breakpoints Panel
Hireling Sheet
Panel updated to have a cubby for advanced stats arrow
Damage right aligned so it no longer overflows into the rest of the panel
Inventory
Weapon swap relocated for both and fixed to be clickable
Misaligned inventory grid fixed
Added icon below close button with a tooltip about file size limits.
Horadric Cube
Rebuilt to match the visual style of the other UI elements
Misaligned inventory grid fixed.
Added icon below close button with a tooltip about file size limits.
Stash
All tabs active now in the base mod, though you still need the launcher first time install to change them from unavailable to useable on a fresh installation
Rebuilt to match the visual style of the other panels
Misaligned inventory grid fixed.
Added icon below close button with a tooltip about file size limits.
Vendors
Returned to base game style
Removed extra bars from controller UI
Waypoints
Returned to base game style
Controller layout is the same as MNK just on the right side for consistency with past behavior
Quest Panel
Act buttons are actionable and hover able with controller
Dialogue no longer covers half the screen when replayed
Skill Tree
Misaligned and extra overlapping tabs displaying while switching between them has been fixed for controller UI
Texture seams and alignment problems fixed for controller UI
Pause Menu
Mod info moved to the top
File Size warning information added to general mod information tab
Save and Exit moved to the bottom with a space so that hitting it is a conscious choice
Fix socketing orb helm armor and shield recipe to properly roll between 1 and 4 sockets instead of having a 4 socket bias.
2 Handed weapons with 10 upgrades will no longer consume materials when used in an invalid cube recipe.
2 Handed weapons with 10 upgrades will now properly work with socket punch recipes.
2 Handed weapons with 10 upgrades will now properly work with Dye system.
Firewall tooltip internally updated for timing, skill unchanged.
Frozen Orb tooltip internally updated for timing, skill unchanged.
Fist of the Heavens tooltip and timing updated to properly reflect 0.6 seconds.
Vengeance Tooltip updated to properly display damage during point allocation.
Summon Grizzly Synergy typo for Shock Wave fixed so it now synergizes properly.
Summon Grizzly now gains physical sunder property properly.
Unused assets Treehead Woodfist Soul and Snapchip Shatter soul drops are now disabled.
Warp oSkill now properly casts at the same range as Teleport when used by a controller.
Glove Corruption outcome "All Elemental Pierce" typo fixed and now applies properly.
"Summon Armor" quilted armor with no sprite causing crashing/corruption has been removed as a base armor and further removed as a unique item.
Tectonic Slam tooltip updated to properly display damage during point allocation.
Fixed ordering and IDs of monsters in monstats.txt and monstats2.txt to make future additions easier.
Fix skills.txt Skill ID comments being out of order.
Fixed Ancients being unable to spawn for a second attempt in the same game.
Fixed Holy Shield not having a visual for the other non-Paladin classes.
Fixed War Cry causing a crash in high density areas or when cast against multiple walls.
Fixed Vines causing FPS drops and crashing due vine remains lingering for up to 2 minutes without de-spawning.
Fixed Battle Cry visual AoE when spell is cast
STR% DEX% VIT% ENR% properties have been fixed to work properly.
Vow of Revenge fixed so the skill tabs properly roll a value instead of being empty.
Putrid Defiled fixed so the skill tabs properly roll a value instead of being empty.
Reason fixed to roll +4 random Sorceress skill properly.
Terror fixed to roll +4 random Necromancer skill properly.
Faith's Promise fixed to roll +5 random Paladin skill properly.
Foul Sigil text color codes removed so the ilvl no longer shows up blue
Fix of the Swordsman missing string
Fix Decoy leaving behind light beams when it dies
Fix Multiple Shot sound bug causing it to explode your ears on subsequent attacks
Fix Merc disappearing and being unrevivable/interactable/just poofing.
Fix visuals on Fireball and Hydra missile
Fixed All Maximum Resistances to group properly when the values are identical
Fixed Extra Weapon Damage % (splash charm only currently) to group properly when values are identical.
Fixed multiple items (Gemini Coat for example) that had throw min and max flat only to be flat min and max damage
They had no string, did not combine properly with strings, and just make more sense as overall flat damage for now.
Fixed Chest upgrade recipes for absorb and resistance working with any jewel type, now works only with uniques.