Changes in ES 3.00 R6/R6A/R6B


Overview

  • This version contains a lot of major changes. If you don't like to read all of the long chage log, please read this section at least.

BETA State

  • Since the game system (including skills, stat bonus and available skill points) is drastically changed in R6, many skills or even character classes can be underpowered or overpowered.
  • I'll try to rebalance those things within a few months, but until then R6 will be in so-called BETA state and most things, especially skill damages are subject to change.
  • Please be patient even if something is off-balance, or something is changed frequently.

Character Compatibility

  • Each character is given 12 more skill points from quests.
    • You can give 12 skill points to R5 characters by Nameless' utility. (Included in R6B and later)
  • Stat Points now work differently.
    • 1 point in Vitality always grants +2 To Life.
    • 1 point in Energy always grants +2 To Mana.
    • Characters automatically gain much more Life and Mana per level.
      (This means now spending skill points in Strength, Dexterity or Energy isn't so disadvantageous.)
    • 2 actual skill points in Strength or Dexterity grants +1 To Max Damage for 2H weapons.
    • 4 actual skill points in Strength or Dexterity grants +1 To Max Damage for other weapons.
    • 4 actual skill points in Energy grants +1% To F/C/L/P Skill Damage.
    • 6 actual skill points in Energy grants +1% To Magic/Wind Skill Damage.
    • 2 actual skill points in Energy grants +1% To Summon Melee Damage.
  • PlugY's stat allocation is disabled, because it makes characters bugged in R6.
    • You can reset your stat points by Nameless' utility. (Included in R6B and later)

Item Compatibility

  • Please cube all Unique Charms you have to erase Carry One Check, or they will reduce your life to 1.
  • All jewels temporarily become tokens in R6. Please untokenize them to use them again.
    • Some Forgings are removed and the materials are refunded at that time.
    • In R6, You can't apply Skill Tab Forging to a jewel that has a skill bonus.
      (Please don't try, or you may lose the skill bonus on the jewel.)
  • Please cube your Damage Augmenter to add new passive oskills. You need those passives to get the damage bonus from base stats.
  • Adventurer's Pack now also contains a Noob's Odd Charm and a Rogin Oil.
    • Wirt's Leg + Tome of Identify -> Adventurer's Pack
  • Noob's Odd Charm is a weaker version of the White Odd Charm. (You can carry only one of them.)
  • You can add a defensive passive skill to any 2H melee weapons. Rogin Oil is sold at Charsi.
    • Any 2H Weapon + Rogin Oil -> Adds 2H Melee Passive
  • "Damage +X" property on LoD items will be gone. The items will be given an equivalent damage bonus by reactivating (RW) or rerolling (Unique Items).
    (Attack damage hardly changes, but the new damage bonus no longer works with Smite. Instead, Smite itself is improved.)
    • Affected Items: RW Grief, Astreon's Iron Ward, The Redeemer, Stone Crusher

Bug Fixes (R6)

  • Fixed the bug that following recipes crashes ES.
    • Raistlin Set Weapon base change (Grim Scythe -> Rune Bow)
    • Raistlin Set Weapon base change (Rune Bow -> Rune Staff)
    • Any item except convertible Set Pieces + Thawing Potion
  • Fixed the bug that Multi Stocker returns a Healing Potion when it should return a Mana Potion.
  • Fixed the synergy amount from Shapeshifting Mastery to Werewolf and Elemental Form (+3% Damage per Level -> +7%.)
  • Fixed the data of RW Medecine in Runetool, which had been accidentaly broken.
  • Fixed the bug that Spirit Wolves don't regenerate their life.
  • Fixed the wrong synergy description of Charged Claws. (Feral Rage -> Fire Claws)
  • Fixed the wrong synergy description of Sandstorm. (Feral Rage -> Cyclone Armor)
  • Fixed the bug that tokenizing any 3 socket Rune Scepter (including Righteous Avenger) yields a corrupted token.
    • The corrupted tokens of Righteous Avenger can be untokenized.
    • The corrupted tokens of other 3 sokcet Rune Scepters cannot be untokenized. (Sorry)
  • Fixed the bug that Precision Cleaver has a lower base damage than supposed.
  • Fixed the bug that Reziarfg and Reporb are wrongly colored black.
  • Fixed the bug that Decipherer Jackpots don't happen.
  • (jp) Fixed the typo on Rerolling Orb and other several items. (Key -> Ancient Scroll 27 to reroll a rare charm.)
  • (jp) Removed the remaining English strings on several items.
  • (jp) Changed the translation of Wind Skill Damage. (物理スキルダメージ -> 風系スキルダメージ)
  • (jp) Unified the spells of Bear. (ベアー -> ベア)
  • Fixed the bug that Blizzard and Chilling Armor don't show the cold duration. (This is the bug of LoD itself.)
  • Fixed the bug that Cold Wave doesn't show the cold duration.
  • Fixed the bug that Assassin's Cold Wave's actual damage is calculated from Baal's Cold Wave's damage table.
  • Fixed the bug that Flame Wave is bothered by the obstacles on the ground.
  • Fixed the bug that Fire Wall's actual/displayed damage is calculated from Flame Wave's damage table.
  • Fixed the bug that Poison Arrow's actual/displayed damage is calucalted from Plague Javelin's damage table.
  • Fixed the bug that Fissure's displayed damage is calculated from Earth Spike's damage table.
  • Fixed the bug that D-Stoning Magic Skill Damage and Wind Skill Damage aren't capped correctly.
  • Unified the spell "Shape Shifting" to "Shapeshifting".
  • Fixed the color palette of Square Charm. (Removed the dots of wrong colors shown in certain acts.)
  • Fixed the bug that Poison Damage of Acid Rain increases 40% less than supposed between slvl 17 and 22. This also fixes Acid Rain's Min Poison Damage being greater than Max Poison Damage after slvl 17.

Bug Fixes (R6A)

  • (Mac) Replaced some wrong (R5H) files with correct (R6) ones.
  • Fixed the bug that Cain Set Body Armor and Song of the Damned Unique Demonic Wand cause a bad item error.
  • Fixed the bug that "Rerolling Orb + Anything" trun into "Rerolling Orb + Can Opener".
  • Fixed the bug that Shadow Warriors don't use Dragon Blade.
  • Fixed the bug that Elemental Damages are wrongly displayed in LCS.

Bug Fixes (R6B)

  • Fixed the level requirement of Ice Fangs. (18 -> 12)
  • Fixed the bug that Stat Forging doesn't work for Magic/Rare Jewels.
  • Fixed the bug that Meteor and Meteor Shower damage aren't updated to R6 stats.
  • Removed the unnecessary synergy description of Dodge and Dragon Talon.
  • Fixed the description of Rune Stocker. (22-45 -> 22-47)
  • Fixed the bug of LoD that the graphics of Wolf Head disappear when a Druid attacks with a dagger.
  • Rogue's invisible animation with Immolation Arrow may have been fixed.
  • Fixed the number of Spirit Wolves and Dire Wolves displayed in the skill tab. The skill icons show a wrong number instead. (Only one of them can show the correct number.)
  • Re-fixed the bug that Shadow Warrior can't use Dragon Blade.
  • Fixed the prerequisite of Nova and Thunder Storm.
  • Slightly reduced the density of the missile graphics of Thunder Wave.

System Changes

+2 Skill Jewel Restriction

http://phrozenkeep.planetdiablo.gamespy.com/forum/viewtopic.php?t=48450

  • As explained in this thread, the skill level is capped at 100, and if once your main skill hits level 100, it's very difficult to improve your damage any more. So, to make the room for further improvement:
    • "+2 skill bonus" on a jewel (ex. Skill Affix Jewel + Skill Tab Forging) is prohibited.
    • New strong affixes like -Enemy Res and Elemental Damage Bonus are added for jewels.
    • 12 more skill points, the new stat bonus to skill damages, free passive oskills and other new features are added to make up for this nerf.
    • Skill damages will be improved in future if it proved the compensation is not enough.
  • Due to the change of jewel forging, all existing Jewels are temporarily converted into tokens when you update to R6.
    • Jewel tokens remain even if they are socketed in an item, but don't work until untokenized.
    • You can untokenize jewel tokens by cubing.
    • Forgings on jewels can be removed and the materials are refunded when untokenized.
    • Some mods on unique jewels can be improved or capped.

Too Many Items Error Fix

  • (Win) Removed the save data size limit (8KB) of D2 to get rid of "Too Many Items" error.
    • The bundled PlugY is customized for this fix, so please don't install any other PlugY.

Character Stats Changes

  • Life/Mana Increment per Stat/Level
    • Changed the stat bonus so that 1 point in Vitality always increases the life by 2 and 1 point in Energy always increases the mana by 2.
      (Now investing into Vitality isn't always the best option.)
    • Tweaked the Life/Mana per level so that all classes have more Life/Mana without investing into Vitality/Energy.
ClassLife/VitLife/LvlIncreased Life Per Level (5:0 means 5 points in Vit & 0 point in other stats)
(5:0)(4:1)(3:2)(2:3)(1:4)(0:5)
Bar4->24->1024->2220->2016->1812->168->144->12
Pal3.5->23.5->921->2017.5->1814->1610.4->147->123.5->10
Ama/Asn3->23->81815->1612->149->126->103->8
Dru2.5->22.5->5.515->15.512.5->13.510->11.57.5->9.55->7.52.5->5.5
Nec22->312->1310->118->96->74->52->3
Sor1.5->21->0.58.5->10.57->8.55.5->6.54->4.52.51->0.5
ClassMana/EneMana/LvlIncreased Mana Per Level (5:0 means 5 points in Ene & 0 point in other stats)
(5:0)(4:1)(3:2)(2:3)(1:4)(0:5)
Bar1->21->06->10.55->8.54->6.53->4.52->2.51->0.5
Pal1.5->21.5->19->117.5->96->74.5->531.5->1
Ama/Asn2212108642
Dru2.5->22.5->4.515->14.512.5->12.510->10.57.5->8.55->6.52.5->4.5
Nec3->23->718->1715->1512->139->116->93->7
Sor3.5->24->9.521.5->19.518->17.514.5->15.511->13.57.5->11.54->9.5
  • Added extra damage bonus from Stat Points (via the free oskills on Damage Augmenter)
    • Attack Damage Boost grants:
      • +1% To Total Attack Damage per clvl (unchanged)
      • +1 To Max Damage per 2 base Strength/Dexterity points for 2H weapons (incuding Bows)
      • +1 To Max Damage per 4 base Strength/Dexterity points for other weapons
    • Spell Damage Boost grants:
      • +1% To Fire/Cold/Lightning/Poison Skill Damage per 4 base Energy points
      • +1% To Magic/Wind Damage Skill per 6 base Energy points
    • Summon Damage Boost grants:
      • +1% To Summon Melee Damage per 2 base Energy points
        (+X% To Summon Melee Damage works like ED% from Might.)
  • Rebalanced the initial Stat Points. (The total is unchanged.)
ClassStrDexVitEneTotal
Ama25302520100
Asn25302520100
Bar35203015100
Dru35202025100
Nec20->25302030->25100
Pal30252520100
Sor20->25301535->30100
  • Slightly reduced the default Run speed.
LoDR5R6
Walk677
Run91110

Quest Reward Changes

  • Akara gives 2 skill points for Den of Evil quest.
  • Book of Skill (Radament quest reward) gives 2 skill points.
  • Tyrael gives 4 skill points for Izual quest.
    (+12 more skill points per dcharacter)
  • Akara gives a Magic/Rare Grand Charm for reqsuing Cain.
  • Ormus gives a Rare Jewel for Gidbinn quest.
  • The Charm and Jewel in Anya's quest reward are removed.

Base Stats Display

  • The skill icon of Attack, Throw and Unsummon displays the characters base stats.
    (This is because the bundled PlugY 5.xx can't show these stats.)
basestats.jpg

Kill/Death Counter

  • Added Kill/Death Counter Function. Please find it for yourself. ;)
    • Kill Counter can't count minions' kill. Minions include Hydras and Assassin Traps.

Misc Changes

  • PlugY now shows the amount of Half Freeze Duration and Cannot Be Frozen.
  • Renewed some system graphics.
  • Updated Runetool.

Item Changes

  • Socketing following items no longer makes the target Mercenary Only, because skiller jewels are nerfed.
    • 6 Jewels on normal Weapons and Body Armor
    • 4 Jewels on normal Helms and Shield
    • 3 Jewels on normal Charms
  • Reduced the stack size of following throwing potions.
    • Choking Gas Potion, Exploding Potion: 500 -> 300
    • Strangling Gas Potion, Fulminating Potion: 500 -> 100
  • Magic/Rare Large Charms, Grand Charms, Square Charms and Odd Charms can be tokenized.
    (Unique Charms and White Odd Charms can't be tokenized.)
  • Abolished the negative FRW charm, because now you can remove unwanted FRW by Magic Eraser, and the game becomes buggy if you have too much negative FRW.
    • For a technical reason, existing negative MF charms are also deleted. Please make new ones. (Sorry)
  • Cleaned up the inventory image of Dragon Stone.

White Odd Charm Changes

  • Noob's Odd Charm
    • Noob's Odd Charm is a free white Odd Charm that is given to starting characters.
    • Noob's Odd Charm has a single socket, and you can't increase the socket.
    • The starting skill (Ex. +1 To Sacrifice on Pally's short sword) is moved onto this charm, so that the character can receive the bonus with any weapon.
      • Noob's Odd Charm has +1 To (One of Level 1 Skills of Your Class).
      • You can switch it to another level 1 skill by cubing.
        (Ex. Amazon: Petrify -> Critical Strike -> Magic Arrow -> Cold Arrow -> Fire Strike -> Jab -> Petrify)
    • You can carry only one Noob's Charm OR one Veteran's Odd Charm (see below) per character.
    • R5 characters who have the White Odd Charm don't need any Noob's Odd Charm.
    • R5 characters who don't have the White Odd Charm can get a Noob's Odd Charm by the following recipe.
      • Wirt's Leg + Tome of Identify -> Adventurer's Pack
  • Veteran's Odd Charm
    • The White Odd Charm pre R6 is called Veteran's Odd Charm in R6.
    • Secret Recipe 49 now converts your Noob's Odd Charm to a Veteran's Odd Charm.
    • Veteran's Odd Charm can have 1-3 sockets. (You can increase the sockets by the recipe.)
    • On a Veteran's Odd Charm, the skill bonus isn't limited to level 1 skills. You can switch it up to any skill of your class.
      • A Veteran's Odd Charm upgraded from a Noob's Odd Charm inherits the previous skill bonus.
      • A pre R6 White Odd Charm is given the first skill of the class by the first cubing.
        (Ex. It gains +1 To Petrify when cubed by an Amazon. Then you can switch it up to Lightning Fury, DoD or whatever you like.
      • When you reset the sockets on the charm, the skill bonus is also reset, which lets you add a skill bonus of another class.

Property Changes

  • +X Life After Each Kill is displayed as +X Life After Each Kill [x2] and heals twice as much life as listed.

Stocker Changes

  • Rerolling Orb
    • Rerolling Orb shows slightly diferent colors by the type of input and output.
    • Rerolling Orb now skips the quiver outputs when their stock is zero. This is because I hear few players stock those items. If you don't like to see those outputs, simply don't store them.
      (Quivers are deleted from the Rerolling Orb description. But you can continue to store quivers if you wish.)
  • Gem Can
    • Gem Can + Key -> Extracts a 6-Pack Gem of selected color.
  • Multi Stocker and Rerolling Orb check the cap when you store materials and junks.
    (Now all stockers check the cap not so as to lose the stored items.)

Carry One Check Changes

  • Removed Carry One Check from Unique Charms.
    (This doesn't mean you can carry multiple Unique Charms of a kind. Carry One Check is a protect against a certain cheat, but a Carry One Check counts as a state and can be the cause of 27 States error. So I decided to remove them for the benefit of the generality of players.)
    • To avoid 27 States error, please cube all Unique Charms you have to erase the Carry One Checks.
    • The Carry One Check on a White Odd Charm still exists and can't be erased.

Unique Item Changes

  • Reduced the level requirement of LoD Uniques by 0-30%.
    • Most Normal and Exceptional Uniques: -30%
    • Good Normal and Exceptional Uniques: -15%
    • Most Elite Uniques: -20%
    • Good Elite Uniques: -10%
    • Few very good Exceptional/Elite Uniques (Ex. Alibaba, CoA) : -0%
  • Ethereal Edge (LoD Unique Silver-Edged Axe)
    • +5-10 Life After Each Demon Kill ->+5-10 Life After Each Kill
  • Dark Clan Crusher (LoD Unique Cudgel)
    • +15 Life After Each Demon Kill ->+15 Life After Each Kill
  • Bloodtree Stump (LoD Unique War Club)
    • +3 To Mace Mastery (Barbarian Only) -> +3 To Close Combat Mastery (Barbarian Only)
  • Bloodletter (LoD Unique Gladius)
    • +2-4 To Sword Mastery (Barbarian Only) -> +2-4 To Close Combat Mastery (Barbarian Only)
  • Yagul's Wrath (Unique Druid's Seal)
    • 2% CtC Lvl 50 Bone Wall When You Kill An Enemy -> Hell's Gate (by a request, to avoid graphic lag)
  • The Eagle Helm (Unique Casque)
    • Piercing Attack 20% -> 30%
  • Sparhawk's Spirit (Unique Spirit Crown)
    • 20% CtC Lvl 1 Life Tap On Striking -> Level 1 Life Tap (20 Charges)
    • Piercing Attack 20-35% (New)
    • (0.5/clvl) +0-50 To Dexterity (New)
  • Spirit of Life (Unique Ethereal Crown)
    • +1 To All Skills (New)
    • (2/clvl) +2-200 To Life -> +200 To Life
  • Arthur's Crown (Unique Titania Crown)
    • +10 Mana After Each Kill -> +15
    • +10 Life After Each Kill -> +15
    • (0.5/clvl) +0-50% Chance of Open Wounds -> +1 To All Skills (New)
    • Level 15 Teleport (25 Charges) (New)
  • Hijikata's Heart-blood (Unique Hachigane)
    • +3 To Sword Mastery -> +3 To Close Combat Mastery
  • Zan-Esus' Commitment (Unique Coronet)
    • +10% Enhanced Damage -> 100%
    • Increase Max Mana 10-20% -> 40%
  • Lunar Charm (Unique Tiara)
    • Replenish Life +15 -> +10% Magic Skill Damage
    • All Resistances +25-35 -> +45-55
  • Heart of Jewels (Unique Diadem)
    • +3-6 To Vengeance (Paladin Only) -> 40% Faster Cast Rate
    • Magic Damage Reduced By 5-10 -> 10-20
  • Darkmage's Robe (Unique Robe)
    • +2 To Elemental Skills (Druid Only) -> none
    • +2 To Traps (Assassin Only) -> none
    • +1 To Necromancer Skill Levels -> none
    • +1 To Sorceress Skill Levels -> +2
    • +100-140 Defense (New)
  • Wisdom's Wrap (Unique Mage Robe)
    • +1-2 To Necromancer Skill Levels -> +3 To Random Sorceress Skill (Sorceress Only)
    • +1-2 To Druid Skill Levels -> +100-150% Enhanced Defense (New)
  • Kaija's Gown (Unique Archmage Robe)
    • +3 To All Skills -> +4-5 To Sorceress Skill Levels
    • +1200 Defense -> +1500-1800
    • (1/clvl) +1-100 To Energy -> +200 To Mana
  • Shroud of Azalin (Unique Shadow Cloak)
    • +5 To Bone Spirit (Necromancer Only) -> +1-3 To Traps (Assassin Only)
    • +5 To Bone Wave (Necromancer Only) -> +3 To Shade Armor (Assassin Only)
    • +5 To Bone Spirit -> +5 To Bone Armor
    • +90-140% Enhanced Defense (New)
  • Lothar's Cape (Unique Shinobi Cloak)
    • Req Level: 70 -> 65
    • Magic Damage Rduced by 10 -> +1-2 To All Skills
    • +5 To Shadow Disciplines -> +3
    • +10-20% Fire Skill Damage -> +15-30%
    • +10-20% Cold Skill Damage -> +15-30%
    • +10-20% Lightning Skill Damage -> +15-30%
  • Boots of Aether (Unique Sepulcher Boots)
    • +1 To Avoid (Sway) -> None
  • The Heel of Blood (Unique Titan Boots)
    • 7% CtC Lvl 11 Life Tap On Striking -> Level 11 Life Tap (20 Charges)
  • Treefeller (Unique Axe)
    • +2-3 To Axe Mastery (Barbarian Only) -> +2-3 To Close Combat Mastery (Barbarian Only)
  • Meat Cleaver (Unique Sprit Axe)
    • +5 To Axe Mastery -> +5 To Close Combat Mastery
  • Manifier of Slugger (Unique Brass Knuckle)
    • +1 To Mace Mastery -> +1 To Close Combat Mastery
  • Black Gypsum (Unique Rock Buster)
    • +33 Life After Each Demon Kill ->+33 Life After Each Kill
  • Eternal Reign (Unique Death Reaper)
    • +1 To Polearm Mastery -> +1 To Close Combat Mastery
    • +5-10 Life After Each Demon Kill ->+5-10 Life After Each Kill
  • Heaven's Light (Unique Mighty Scepter)
    • +15-20 Life After Each Demon Kill ->+15-20 Life After Each Kill
  • Storm Seeker (Unique Ranseur)
    • +1 To Spear Mastery -> +1 To Close Combat Mastery
  • Terminus Est (Unique Executioner Sword)
    • +1-3 To Sword Mastery -> +1-3 To Close Combat Mastery
  • Minotaur's Sidearm (Unique Hurlbat)
    • +1-3 To Axe Mastery -> +1-3 To Close Combat Mastery
  • Blade of Corruption (Unique Soul Destroyer)
    • +1 To Avoid (Sway) -> None
    • +10 Life After Each Demon Kill ->+10 Life After Each Kill

Unique Jewel Changes

  • Tweaked the Lvl/Req Lvl.
    • Jindujun: 45/40
    • Ideal Craft: 65/60 -> 45/40
    • Lady Eboshi's Greed: 50/45
    • Nexus Star: 55/50 -> 50/45
    • Bohemian Stone: 45/40 -> 55/50
    • Icestorm Shard: 50/45 -> 55/50
    • Salamander Stone: 55/50
    • Sescheronya's Spark: 65/60 -> 55/50
    • Smiiiff Stone: 60/55
    • Larias' Licentious Lament: 60/55
  • Tweaked the stats. (Some changes are also applied to existing ones.)
    • Jindjun: +15-20 To Dexterity -> +25-30
    • Ideal Craft: +20-30% Enhanced Damage -> +25-35
    • Ideal Craft: +20-30% Enhanced Defense -> +25-35
    • Nexus Star: Magic Damage Reduced By 3-5 -> 5-8
    • Bohemian Stone: -(4-8)% To Enemy Poison Resistance -> -(3-5)%
    • Bohemian Stone: 10% CtC Lvl 14 Poison Nova -> 5% Lvl 16
    • Icestorm Shard: -(4-8)% To Enemy Cold Resistance -> -(3-5)%
    • Icestorm Shard: 7% CtC Lvl 10 Gracial Spike -> Lvl 13
    • Salamander Stone: -(4-8)% To Enemy Fire Resistance -> -(3-5)%
    • Salamander Stone: 8% CtC Lvl 15 Fire Ball -> Lvl 18
    • Sescheronya's Spark: -(4-8)% To Enemy Lightning Resistance -> -(3-5)%
    • Sescheronya's Spark: 5% CtC Lvl 10% Static Field -> 4%
    • Smiiiff Stone: +1 To Shadow Desciplines (Assassin Only) -> none
    • Larias' Licentious Lament: +1 To Passive and Magic (Amazon Only) -> none

Set Item Changes

  • Set Item Base Conversion Bonus
    • The target gains Piercing Attack 10% when converted into a normal Throwing Weapon.
    • The target gains Piercing Attack 15% when converted into an exceptional Throwing Weapon.
  • Reaver of the Angel of Annihilation (Set Soul Destroyer)
    • 50% CtC Lvl 14 Bone Armor When Struck -> +5 To Bone Armor (because CtC BA overwrites native BA)
  • Malek's Strike (Set Blessed Edge)
    • +3 To Sword Mastery -> +3 To Close Combat Mastery
  • Sarevok's Master (Set Death Blade)
    • +1 To Sword Mastery (Barbarian Only) -> +1 To Close Combat Mastery (Barbarian Only)
  • Alora's Silent Assault (Set Hand Scythe)
    • Made convertible to War Dart. (Hand Scythe -> War Dart -> Tekko)
  • Vega's Beauty (Set Spirit Crown -> Hachigane)
    • Changed the base item, because Spirit Crown had been changed to Amazon related armor.
  • Gabrielle's Revelation (Set Hachigane -> Spirit Crown)
    • Changed the base item, because Spirit Crown had been changed to Amazon related armor.
  • Divada's Tiara (Set Ethereal Crown -> Coronet)
    • Changed the base item, because Ethereal Crown had been changed to Amazon related armor.
  • Raistlin's Glance (Set Tiara -> Coronet)
    • Changed the base item from Tiara (qlvl = 70) to Coronet (qlvl = 53), because the set level is 55. (Reduced the qlvl of Tiara instead)
  • Arcanna's Flesh -> Arcanna's Sash (Set Cloak -> Sash)
    • Changed the base item, because Cloak had been changed to Assassin related armor.
    • Damage Reduced By 3 -> 2
  • Death's Guard (Set Sash -> Cloak)
    • Changed the base item, because Cloak had been changed to Assassin related armor.
    • Damage Reduced By 2 -> 4
    • Magic Damage Reduced By 1 -> 50 To Defense
    • (0.5/clvl) +0-50 Defense (3 items) -> (2/clvl) +2-200
  • Death's Touch (Set Throwing Knife -> Katar)
    • Changed the base item to reduce the gamble cost. (Still convertible to Throwing Knife)
  • Robes of Earth and Water -> Mail of Earth and Water (Set Shadow Cloak -> Tigulated Armor)
    • Changed the base item, because Shadow Cloak had been changed to Assassin related armor.
  • Alora's Silhouette (Set Tigulated Armor -> Shadow Cloak)
    • Changed the base item, because Shadow Cloak had been changed to Assassin related armor.
  • Jade Wrap (Set Shinobi Cloak -> Demon Carapace)
    • Changed the base item, because Shinobi Cloak had been changed to Assassin related armor.
  • Ihsan's Spine (Set Thorned Armor -> Shinobi Armor)
    • Changed the base item, because Shinobi Cloak had been changed to Assassin related armor.
  • Sascha's Bosom (Set Demon Carapace -> Thorned Armor)
    • Changed the base item, because this set has a lower set level than Ihsan's set.

Runeword Changes

  • Opposing Destiny (A Ki To)
    • +8 To Mace Mastery -> +8 To Thunder Wave
  • Chaos (Fal Ohm Um)
    • +15 Life After Each Demon Kill -> +15 Life After Each Kill
  • Psychic (A Ki Ra) for Helms
    • Magic Damage Reduced By 10 -> 15
  • Psychic (A Ki Ra) for Charms
    • Damage Reduced By 5 -> none
    • Magic Damage Reduced By 7 -> 12

New Kanji Runewords

  • Work of God (God No Mi Wa Sa, Kami no Miwaza) 5 Socket 2H Melee Weapons
    Level 16 Conviction Aura When Equipped 
    20% CtC Level 40 Holy Bolt On Attack
    +40% To Magic Skill Damage
    +380-420% Enhanced Damage
    +400% Damage To Demons
    +400% Damage To Undead
    +700-1000 Defense
    +1 To All Skills
    +2% Experience Gained
    (0.375/clvl) +0-37 To Dexterity
    Adds 4-20 Cold Damage 3 Sec Duration
    +50% Enhanced Damage
    Requirements -20%
  • Work of God (God No Mi Wa Sa, Kami no Miwaza) 5 Socket 1H Melee Weapons
    Level 10 Conviction Aura When Equipped 
    13% CtC Level 40 Holy Bolt On Attack
    +24% To Magic Skill Damage
    +380-420% Enhanced Damage
    +400% Damage To Demons
    +400% Damage To Undead
    +450-700 Defense
    +1 To All Skills
    +2% Experience Gained
    (0.375/clvl) +0-37 To Dexterity
    Adds 4-20 Cold Damage 3 Sec Duration
    +50% Enhanced Damage
    Requirements -20%
  • Gold Scarab (Ko Metal Mu Shi, Kogane Mushi) 4 Socket Body Armor
    Level 14 Protection From Lightning Aura When Equipped
    +3 To All Skills
    +12-16 To Holy Shock
    +12-16 To Luck of the Ancient
    +3000 Defense
    +250% Extra Gold From Monsters
    +15 To Strength
    +15 To Strength
    +1 To All Skills
    +50% Extra Gold From Monsters
    (0.75/clvl) Cold Resist +0-75%
    +3 Mana After Each Kill
  • Creature (Life Ki Mo No, Ikimono) 4 Socket Helms
    +1 To All Skills
    +7-9 To Battle Orders
    +20 To Spirit Wolf
    +20 To Summon Anointed Bear
    All Resistances +15
    +120-160% Enhanced Defense
    Lvl 11 Raven (40 Charges)
    +1 To All Skills
    Increase Max Life 12%
    Fire Resist +35%
    (0.375/clvl) +0-37 To Strength
    (0.375/clvl) +0-37 To Dexterity
  • Shinigami (Death God, Shinigami) 2 Socket 2H Melee Weapons
    50% CtC Lvl 1 Static Field On Striking
    +3 To All Skills
    +30% Increased Attack Speed
    (+4/lvl) +4-400 To Max Damage
    (+2.5/lvl) +2-250% Enhanced Max Damage
    -30% Enemy Poison Resist
    Lvl 20 Venom (40 Charges) 
    +1 To All Skills
    10% Mana Stolen Per Hit
    +1 To All Skills
    +2% Experience Gained
  • Shinigami (Death God, Shinigami) 2 Socket 1H Melee Weapons
    35% CtC Lvl 1 Static Field On Striking
    +1 To All Skills
    +30% Increased Attack Speed
    (+2.5/lvl) +2-250 To Max Damage
    (+2.5/lvl) +2-250% Enhanced Max Damage
    -20% Enemy Poison Resist
    Lvl 20 Venom (40 Charges) 
    +1 To All Skills
    10% Mana Stolen Per Hit
    +1 To All Skills
    +2% Experience Gained
  • Moonlight (Moon Ko U, Gekkou) 3 Socket Bows/Crossbows
    12% CtC Level 20 Inner Sight On Striking
    +2 To All Skills
    +1 To Strafe*
    +19 To Strafe (Amazon Only)*
    +230-260% Enhanced Damage
    (+3/lvl) +3-300% Enhanced Max Damage
    +1000 Magic Damage
    +1 To All Skills
    +6% To Magic Skill Damage
    +15 To Strength
    +75 To Attack Rating Against Undead
    +75% Damage To Undead
    (*All classes gain +20 To Strafe)
  • Sunlight (Sun Ko U, Nikkou) 3 Socket Shields
    16% CtC Level 30 Immolation On Striking
    +2 To All Skills
    +16-20 To Holy Fire
    +16-20 To Fire Strike
    +170-210% Enhanced Defense
    18% Increased Chance of Blocking
    -16% Enemy Fire Resistance
    +1 To All Skills
    Replenish Life +40
    +15 To Strength
    7% Increased Chance of Blocking
  • Tourbillion (Tsu Mu Shi Wind, Tsumuji-Kaze) 4 Socket 2H Weapons
    +24% CtC Level 14 Weaken When Struck
    +38% CtC Level 34 Twister When Struck
    +12 To Dance of Death (Amazon Only)
    +12 To Whirlwind (Barbarian Only)
    40% Increased Attack Speed
    +470-520% Enhanced Damage
    Damage Reduced by 33%
    20% Increased Attack Speed
    (2.5/clvl) +2-250 To Max Cold Damage
    +3 Mana After Each Kill
    +1 To All Skills
    +8% To Wind Skill Damage

Rune Changes

  • Changed the mods of Kanji Runes as follows. (All runes also have "+1 To All Skills".)
RuneWeapon ModArmor Mod
Moon+6% To Magic Skill Damage5% Magic Absorb
Fire+8% To Fire Skill Damage7% Fire Absorb
Water+8% To Cold Skill Damage7% Cold Absorb
Wood+8% To Summon Melee DamageCannot Be Frozen
Metal50% Extra Gold From Monsters50% Extra Gold From Monsters
Earth+8% To Poison SkillMagic Damage Reduced by 20
SunReplenish Life +40Replenish Life +40
Thunder+8% To Lightning Skill7% Lightning Absorb
Wind+6% To Wind Skill DamageDamage Reduced by 20
Dragon+50% Enhanced DamageDamage Reduced by 7%
Life10% Life Stolen Per HitIncrease Max Life 10%
Death10% Mana Stolen Per HitIncrease Max Mana 10%
  • Changed the mods of Normal Runes as follows.
RuneWeapon ModArmor Mod
A (Sol)+9 To Min DamageDamage Reduced By 7 -> 12
Chi (Dol)Replenish Life +10 -> +15Replenish Life +10 -> +15
Ra (Lem)50% Extra Gold From Monsters -> 40%50% Extra Gold From Monsters -> 40%
Me (Mal)Prevent Monster HealMagic Damage Reduced By 7 -> 12
Na (Sur)Hit Blinds Target -> Slows Target By 12%Increase Max Mana 12%
Su(3/clvl) +3-300 To Attack Rating(2/clvl) +2-200 Defense -> +3-300
He+0-75 To Max Damage -> +0-62Attacker Takes Damage of 5-500 -> 7-750
  • Changed the mods of LoD runes according to their ES counterparts.

Crystal Changes

  • Added the new Crystal size "Flawed".
    • Crystal Can + Can Opener (Flawed) -> Extracts a Flawed Crystal (Uses 10 Crystal Points.)
    • 100 Chipped Crystals = 10 Flawed Crystals = 1 Crystal
  • Made Crystals socketable.
  • Crystals have "20 To Life" in addition to the listed mod. (Req Lvl = 48)
CrystalWeapon ModArmor Mod
Frozen Soul+6% To Magic Skill Damage5% Magic Absorb
Bleeding Stone+8% To Fire Skill Damage7% Fire Absorb
Dark Azurite+8% To Cold Skill Damage7% Cold Absorb
Tomb Jade+8% To Summon Melee DamageCannot Be Frozen
Solid Mercury50% Extra Gold From Monsters50% Extra Gold From Monsters
Bitter Peridot+8% To Poison SkillMagic Damage Reduced by 20
Enigmatic CinnabarReplenish Life +40Replenish Life +40
Burning Surphur+8% To Lightning Skill8% Lightning Absorb
Tainted Tourmarine+6% To Wind Skill DamageDamage Reduced by 20
Storm Amber50% Enhanced DamageDamage Reduced by 7%
Pulsing Opal10% Life Stolen Per HitIncrease Max Life 10%
Shadow Quartz10% Mana Stolen Per HitIncrease Max Mana 10%
  • Flawed Crystals have "10 To Life" in addition to the listed mod. (Req Lvl = 24)
Flawed CrystalWeapon ModArmor Mod
Frozen Soul+4% To Magic Skill Damage4% Magic Absorb
Bleeding Stone+5% To Fire Skill Damage5% Fire Absorb
Dark Azurite+5% To Cold Skill Damage5% Cold Absorb
Tomb Jade+5% To Summon Melee DamageHalf Freeze Duration
Solid Mercury33% Extra Gold From Monsters33% Extra Gold From Monsters
Bitter Peridot+5% To Poison SkillMagic Damage Reduced by 14
Enigmatic CinnabarReplenish Life +26Replenish Life +26
Burning Surphur+5% To Lightning Skill5% Lightning Absorb
Tainted Tourmarine+4% To Wind Skill DamageDamage Reduced by 14
Storm Amber33% Enhanced DamageDamage Reduced by 5%
Pulsing Opal7% Life Stolen Per HitIncrease Max Life 7%
Shadow Quartz7% Mana Stolen Per HitIncrease Max Mana 7%
  • Chipped Crystals have "5 To Life" in addition to the listed mod. (Req Lvl = 6)
Chipped CrystalWeapon ModArmor Mod
Frozen Soul+3% To Magic Skill Damage3% Magic Absorb
Bleeding Stone+3% To Fire Skill Damage3% Fire Absorb
Dark Azurite+3% To Cold Skill Damage3% Cold Absorb
Tomb Jade+3% To Summon Melee DamageHalf Freeze Duration
Solid Mercury16% Extra Gold From Monsters16% Extra Gold From Monsters
Bitter Peridot+3% To Poison SkillMagic Damage Reduced by 7
Enigmatic CinnabarReplenish Life +13Replenish Life +13
Burning Surphur+3% To Lightning Skill3% Lightning Absorb
Tainted Tourmarine+3% To Wind Skill DamageDamage Reduced by 7
Storm Amber16% Enhanced DamageDamage Reduced by 3%
Pulsing Opal4% Life Stolen Per HitIncrease Max Life 4%
Shadow Quartz4% Mana Stolen Per HitIncrease Max Mana 4%

Affix Changes (Jewel)

  • New Prefixes
    (All are exclusive to +Skill prefixes.)
    • Adjudging: -(1-3)% Enemy Fire Resist
    • Adjudging: -(1-3)% Enemy Cold Resist
    • Adjudging: -(1-3)% Enemy Lightnig Resist
    • Adjudging: -(1-3)% Enemy Poison Resist
    • Intensifying: +2-4% To Fire Skill Damage
    • Intensifying: +2-4% To Cold Skill Damage
    • Intensifying: +2-4% To Lightning Skill Damage
    • Intensifying: +2-4% To Poison Skill Damage
    • Intensifying: +1-3% To Magic Skill Damage
    • Intensifying: +1-3% To Wind Skill Damage
    • Commander's: +4-8% To Summon Melee Damage
  • New Suffixes
    • of Sentense: -(1-3)% Enemy Fire Resist
    • of Sentense: -(1-3)% Enemy Cold Resist
    • of Sentense: -(1-3)% Enemy Lightnig Resist
    • of Sentense: -(1-3)% Enemy Poison Resist
    • of Emphasis: +2-4% To Fire Skill Damage
    • of Emphasis: +2-4% To Cold Skill Damage
    • of Emphasis: +2-4% To Lightning Skill Damage
    • of Emphasis: +2-4% To Poison Skill Damage
    • of Emphasis: +1-3% To Magic Skill Damage
    • of Emphasis: +1-3% To Wind Skill Damage
    • of Command: +4-8% To Summon Melee Damage
  • Prefix Changes
    • Defense: Increased by 50%
    • Stamina: 16-25 -> 16-30
    • Mana Sfter Kill: 2-8 -> 4-12
    • Damage/AR vs Demon: 25-50% -> 50-75%
    • Damage/AR vs Undead: 25-50% -> 50-75%
    • Regenerate Mana: 31-50 -> 31-60
    • F/C/L Damage (Colorful): Doubled the damage. Made all tiers Magic Only.
    • MF/lvl: Tweaked the Frequency, Lvl and Req Lvl. Made the second highest tier Magic Only.
  • Suffix Changes
    • Absorb F/C/L: 3-9 -> 6-12
    • Str, Dex, Enr: Made the highest tier Magic Only.
    • Str/lvl, Dex/lvl, Vit/lvl, Enr/lvl: Reduced all tiers by 0.125/lvl. Tweaked the Lvl and Req Lvl. Made the second highest tier Magic Only.
    • Poison Damage: Duration -1 Second

Affix Changes (Equipment)

  • Prefix Changes
    • Colorful: Doubled the F/C/L damage.
    • Mechanic's and Jeweler's: Removed the low level ones that can spoil the target (ex. 1 socket on Weapons)
    • Mechanic's: Allowed 3 Socket Rare Weapons, Body Armor, Helms and Shields
    • Mechanic's: Allowed 2 socket Rare Gloves, Belts and Boots
    • Jeweler's: Allowed 6 Socket Magic Weapons and Body Armor
    • Jeweler's: Allowed 4 Socket Magic Helms and Shiled
jeweler.gif
  • Suffix Changes
    • Doubled the following properties:
      • Damage Reduced By X
      • Magic Damage Reduced By X
      • +X Defense Vs. Missile
      • +X Defense Vs. Melee
      • −X To Monster Defense Per Hit
      • Attacker Takes Damage of X
    • of Skill Master: Oskill Dodge, Oskill Avoid (Sway) -> Oskill Dodge
    • of Skill Master: Oskill Axe Mastery (Thunder Strike) -> disabled
    • of Skill Master: Oskill Mace Mastery (Thunder Wave) -> disabled
    • of Skill Master: Oskill Pole Arm Mastery (Plasma Rain) -> disabled
    • of Skill Master: Oskill Spear Mastery (Walkning Decoy) -> disabled
    • of Skill Master: Oskill Sword Mastery (Close Combat Mastery) -> Also appears on other melee weapons than swords.
  • Automod Changes
    • Removed the meaningless FCR automod on Crystal Boots and its family.
    • Necro Daggers and Necro Heads
      • +3-14% Poison Skill Damage
      • Adds 15-160 Poison Damage over 2 seconds (New)
    • Daggers
      • +3-14% Poison Skill Damage (New)
      • Adds 15-160 Poison Damage over 2 seconds (New)

Base Item Changes

  • Rebalanced the base damage of elite weapons.
  • Moderated weapons Min/Max Damage ratios, so that they are 25:75 at least and 40:60 at most.
    (This is because the weapons with less max damage benefit less from Enhanced Max Damage Per Level.)
  • Increased the base damage of fast/normal weapons and reduced that of slow weapons.
    (This is because weapon speed is less important than weapon damage in ES.)
    • 1H Melee Weapons
      WSMOld Damage (Avg.)New Damage (Avg.)Diff.
      -303945+6
      -204247+5
      -154448.5+4.5
      -104650+4
      -54851+3
      05153+2
      55354+1
      1056560
      206360-3
  • 2H Melee Weapons
    WSMOld Damage (Avg.)New Damage (Avg.)Diff.
    -3090108+18
    -2098114+16
    -15101117+16
    -10104120+16
    -5110123+13
    0117126+9
    5125129+4
    10128132+4
    20144138-6
  • Bows
    WSMOld Damage (Avg.)New Damage (Avg.)Diff.
    -104448+4
    04850+2
    55052+1
    1054540
  • Xbows
    WSMOld Damage (Avg.)New Damage (Avg.)Diff.
    -406069+9
    -206975+6
    -107579+4
    083830
  • Throwing Weapons
    WSMOld Damage (Avg.)New Damage (Avg.)Diff.
    -203842+4
    -154043+3
    -104144+3
    04547+2
    1050500
    205654-2
  • Rebalanced the req level of following armor.
    • Thorned Armor: 20 -> 25
    • Spiked Armor: 45 -> 58
    • Archmage Robe: 65 -> 60
    • Gladiator Gauntlets: 57 -> 56
    • Titan Gauntlets: 64 -> 60 (This makes Jahera'
    • Royal Guards: 60 -> 64
    • Gladiator Belt: 62-> 59
    • Titan Belt: 66 -> 62
    • Gladiator Boots: 60 -> 58
    • Titan Boots: 65 -> 61
    • Phase Boots: 64 -> 65
  • Rebalanced the quality level of following armor.
    • Coronet: 53 -> 50
    • Tiara: 70 -> 60
    • Cloak: 12 -> 5
    • Shinobi Cloak: 70 -> 60
  • Increased the stat bonus of Dagger class weapons. (Str/Dex 75/75 -> Str/Dex 100/50)
  • Increased the kick damage of all boots by 50%.
  • Increased the stat bonus of all boots that works for kicks. (Str 120 -> Str/Dex 100/100)
  • Increased the Smite damage of all shields by 100%.
  • Added a stat bonus that works for Smites to all shields. (Str 100)
  • Increased the range of following weapons.
    • Maul family: 3 -> 4
    • Great Maul family: 3 -> 4
  • Increased the weight (Faster Run/Walk penalty) of following base armor.
    • All metal body armor (not including Spiked Shoulder family): +5
    • Great Helm family: 0 -> 5
    • Crown family: 0 -> 5
    • Kite Shield family: 0 -> 5
    • Heraldic Shield family: 0 -> 5
    • Aerin Shield Family: 0 -> 5
    • Fortress Shield family: 0 -> 5
    • Iron Guards family: 0 -> 5
    • Muscle Wrap family: 0 -> 5
    • Crystal Boots family: 0 -> 5
  • Changed the base damage of following weapons to avoid a certain bug.
    • Hand Axe: 3-6 -> 1-9 (+1)
    • Wand: 2-4 -> 1-9 (+4)
    • Yew Wand: 2-8 -> 1-9 (0)
    • Bone Wand: 3-7 -> 1-9 (0)
    • Club: 1-6 -> 1-9 (+3)
    • Spiked Club: 5-8 -> 4-9 (0)
    • Short Sword: 2-7 -> 1-9 (+1)
    • Scimitar: 2-6 -> 1-9 (+2)
    • Saber: 3-8 -> 2-9 (0)
    • Dagger: 1-4 -> 1-9 (+5)
    • Short Staff: 1-5 -> 1-9 (+4)
    • Long Staff: 2-8 -> 2-10 (+2)
    • Short Bow: 1-4 -> 1-9 (+5)
    • Hunter Bow: 2-6 -> 1-9 (+2)
    • Composite Bow: 4-8 -> 3-9 (0)
  • Reduced the stat bonus of Bows and Crossbows. (Str/Dex 0/100 -> 0/75)

Recipe Changes

  • Most rerolling recipes (including Mercenary Set Upgrade) don't work if the target has a Forging, not so as to lose the Forging materials.
    • Recipes don't check Merc Only Conversion.
    • Recipes don't check Forging when you use a Gem Can instead of gems.
    • Recipes don't check Forging if it has multiple inputs. (ex. 3 Magic Rings -> Magic Ring)
  • Disabled the standard base upgrade recipes for Mercenary Sets, because the special upgrade recipes should be used for them.
  • Added a recipe to reroll a Unique Jewel.
    • Unique Jewel + 2 Perfect Gems + Key -> Unique Jewel (lvl = clvl) + Key
    • Unique Jewel + Gem Can + Key -> Unique Jewel (lvl = clvl) + Gem Can + Key
      (cf. Unique Jewel + 2 Perfect Gems -> Unique Jewel of the same name)
  • All Skill Forging no longer requires Ancient Scroll 40.
    • Magic/Rare/Set/Unique Equipment + Maple Leaf + Anvil Stone + Chipped Gem -> Adds +1 To All Skills
  • Made base upgrading recipe not work for ethereal armor.
    • This is because the ethereal defense bonus is lost by upgrade, and the target gets spoiled. This is a known bug of LoD 1.10.
  • Added the upgrade recipes for Healing Potions and Mana Potions.
    • 3 Minor Healing Potions -> 1 Light Healing Potion (Up to Super)
    • 9 Minor Healing Potions -> 1 Healing Potion (Up to Super)
    • 1 Light Healing Potion + 6 Minor Healing Potions -> 1 Healing Potion (Up to Super)
    • 2 Light Healing Potions + 3 Minor Healing Potions -> 1 Healing Potion (Up to Super)
    • 3 Minor Mana Potions -> 1 Light Mana Potion (Up to Super)
    • 9 Minor Mana Potions -> 1 Mana Potion (Up to Super)
    • 1 Light Mana Potion + 6 Minor Mana Potions -> 1 Mana Potion (Up to Super)
    • 2 Light Mana Potions + 3 Minor Mana Potions -> 1 Mana Potion (Up to Super)
  • Changed the following recipe.
    • (Old) Wirt's Leg + Tome of Identify -> Damage Augmenter
    • (New) Wirt's Leg + Tome of Identify -> Adventurer's Pack (also includes Damage Augmenter)

Jewel Forging Changes

  • Prohibited Skill Tab Forging to jewels that have a skill bonus already, and vice versa.
    • Examples
      • Bow & Crossbow Tab Forging to +1 To Ama Jewel -> Not Allowed
      • Bow & Crossbow Tab Forging to +1 To All Jewel -> Not Allowed
      • Bow & Crossbow Tab Forging to +1 To Sor Jewel -> Allowed
      • Assassin Skill Forging to Smiiiff Stone Unique Jewel -> Not Allowed
      • Amazon Skill Forging to Larias' Licentious Lament Unique Jewel -> Not Allowed
  • Stat Forging can also be applied to magic/rare jewels.
    • Stat Forging has 3/4 effect on magic/rare jewels.
  • 2/3 Rune Forging is now simply called Rune Forging.
    • Rune Forging has 3/5 - full effect on magic/rare jewels. (3/4 in average)

Secret Recipe Changes

  • Secret Recipe 40
    • (Old) All Skill Forging (All Skill forging becomes a non-secret recipe in R6.)
    • (New) 14 Devil's Foods + AS 40 -> Maple Leaf + AS 40
      • This is an emulation of the World Event, where Diablo Clone has 7% chance to drop a Unique Charm. (100% / 7% = roughtly 14)
      • This would be helpful for Mac Users (because World Event doesn't occur on Mac) or those who want to bypass the combat and get a Maple Leaf.
  • Secret Recipe 49
    • (Old) 7 Rare Charms + Elixir + Maple Leaf + AS 49 -> White Odd Charm + AS 49
    • (New) Noob's Charm + 7 Rare Charms + Elixir + Maple Leaf + AS 49 -> True Odd Charm + AS 49

Skill Changes

General

  • Skill Damage Increment Ratio
  • Unified the increment ratio of skill damages as follows.
    (This change makes most skills have more damage increment in low slvls, which also pushes up the total skill damage.)
  • 1:2:4:8 Ratio
    • Level 1, Level 6 Skills (except Sorceress)
slvl12-89-1617-2223-2829+
Skill DamageX-2X+X+2X+4X+8X+8X
  • 1:2:3:4 Ratio
    • Level 12, Level 18 Skills (except Sorceress Skills)
    • Level 1, Level 6 Sorceress Skills, Meteor, Lightning Inferno
      (This is because Sorceress Spells have 1/2 damage because of Elemental Masteries, but they are weak until Masteries are accessible. Meteor and Lightning Inferno are half physical and work better without Masteries, so they are treated like non-Sorceress skills.)
slvl12-89-1617-2223-2829+
Skill DamageX-2X+X+2X+3X+4X+4X
  • 3:4:5:6 Ratio
    • Level 24, Level 30 Skills (except Sorceress Skills)
    • Other Sorceress Skills
slvl12-89-1617-2223-2829+
Skill Damage3x-6X+3X+4X+5X+6X+6X
  • Unified Skill Damage
  • Rebalanced the damage of most skills according to the damage type, AoE, and caster's class.
    • Soreceress skills had had 50-60% less damage per slvl not so as to be overpowered by Elemental Masteries. This penalty is unified to 50%.
    • (WIP) Druid Elemental Melee skills have some less damage per slvl not so as to be overpowered by the very fast FPA in wereform. This penalty is going to be unified.
  • The number in the skill change log means the damage increment after slvl 23.
    • Ex. "Damage: Fire 10 -> 20" means the Fire Damage increases by 20 instead of 10 after slvl 23.
    • Ex. "Poison 10" means 10 Poison damage per 0.5 seond.
  • Unified Synergy
  • Experimentally unified the synergy amounts of most skills as follows, because most skills are rebalanced and should have the same potential. Please report if some skill need more or less synergy.
  • Level 1, Level 6 Skills -> +7% Damage per Level
  • Level 12, Level 18 Skills -> +6% Damage per Level
  • Level 24, Level 30 Skills -> +5% Damage per Level
    (Some "Power Skills" like Lightning Fury receive less synergy as before.)

Rescaling Defense% Skills

  • Generally reduced monsters' Attack Rating. (25% in Hell)
  • Generally reduced the defense bonus from skills that work in percentage.
  • All 2H builds are given 30% D/A/E chance and (20 + 7/lvl) % defense by a free oskill.
  • Dual wielding Barbarians, who don't have Weapon Block and are as weak as 2H builds, gain some defense bonus by synergies.
  • Fire Armor, Shiver Armor, Shock Armor, Shade Armor
    • Defense Bonus: 30% + 10%/lvl -> 20% + 7%/lvl
  • Shout
    • Defense Bonus: 100% + 15%/lvl -> 70% + 10%/lvl
  • Iron Skin
    • Defense Bonus: 30% + 10%/lvl -> 20% + 5%/lvl
    • Synergies:
      • Double Swing: +5% Defense per Level
      • Double Throw: +5% Defense per Level
      • Frenzy: +5% Defense per Level
  • Iaigiri, Concentrate
    • Defense Bonus: 100% + 10%/lvl -> 100%
      (This nerf is because of the new defense bonus (20% + 7%/lvl) from the free oskill. Iaigiri and Concentrate are almost as safe as before, and you can safely use other skills like Tiger Strike and Berserk with 2H weapons.)
  • Elemental Form
    • Defense Bonus: 50% + 10%/lvl -> 50%
      (For the same reason as Iaigiri and Concentrate.)
  • Cloak of Shadows
    • Defense Bonus: 10% + 3%/lvl -> 10% + 2%/lvl
  • Defiance
    • Defense Bonus: 100% + 25%/lvl -> 100% + 15%/lvl
  • Holy Shield
    • Defense Bonus: 25% + 15%/lvl -> 20% + 10%/lvl

Amazon Skill Changes

Spear and Javelin Skills

  • Fire Strike
    • Synergies:
      • +5% Fire Damage per Level -> 7%
  • Fend
    • Max Attack Number: 7 -> 4
    • Animation Rollback: 60% -> 50%
      (Now the attack sequence once stops after the 4th swing. The average speed of each swing is slightly faster than before. Please see the difference at the cauclators.)
      http://miyoshino.la.coocan.jp/d2asc_1.php <- Old Calculator
      http://miyoshino.la.coocan.jp/d2asc_r6.php <- New Calculator
    • Charged the targeting algorithm Zeal compatible. (Hits a single target multiple times.)
    • Damage: 100% + 20%/lvl -> 0% + 14%/lvl (equal to Zeal's damage)
    • AR: 40% + 10%/lvl -> 10% + 10%/lvl (equal to Zeal's damage)
    • Synergies:
      • +15% Damage per Level -> 8% (equal to Zeal's synergies)
  • Viper Bite
    • Prerequisites: Fend -> Fire Strike
    • Damage: Poison 35 -> 30, Physical 48 -> 30
    • Synergies:
      • +5% Poison Damage per Level -> 6%
  • Plague Javelin
    • Required Level: 18 -> 12
    • Damage: Poison 21 -> 24
    • Synergies:
      • +2% Poison Damage per Level -> 5%
    • Removed the cosmetic effects from the animation to reduce the graphic lag.
    • Removed the cast delay (15 frames -> 0).
plaguej.jpg
  • Lightning Strike
    • Required Level: 18 -> 24
  • Frost Javelin
    • Required Level: 12 -> 24
    • Damage: Cold 30 -> 28
    • Synergies:
    • +2% Cold Damage per Level -> 4%
  • Dance of Death
    • Damage: 0% + 8%/lvl -> 0% + 10%/lvl (cf. Whirlwind Damage: 50% + 10%/lvl)
    • Synergies:
      • Jab: +5% Damage Per Level -> 7%
      • Fire Strike: +5% Damage Per Level -> 7%
      • Viper Bite: +5% Damage Per Level -> 7%
      • Lightning Strike: +5% Damage Per Level -> 7%
      • Shadow Strike: +5% Damage Per Level -> 7%

Passive and Magic Skills

  • Evade -> Petrify
    • Required Level: 24 -> 1
    • Prerequisites: Avoid -> None
    • An Inner Sight like skill that slows target's Run/Walk speed.
    • Doesn't overwrite curses, Inner Sight and Slow Missiles.
    • Slower Run/Walk: 50% + 3% per Level
    • Radius: 1.33 yard + 0.67 yard per 3 Base Points
    • Duration: 6 Seconds + 0.2 Second per Level
    • Mana Cost: 4
    • Synergies:
      • Inner Sight: +0.2 Second per Level
      • Slow Missiles: +3% Slower Run/Walk per Level
    • Unlike Decrepify, attack speed is not affected (so ranged attackers still fire), but the slow Run/Walk effect is much stronger.
    • Suggested Usage: Slow fleeing monsters like Blowpipe Fetish. Slow a dangerous boss pack. Break up a large pack into small groups. (The default radius is narrow, so you can selectively slow monsters.) Keep a monster pack tight so that Lightning Fury effectively works. (For this purpose you need to invest some base point to increase the radius.)
petrify.jpg
Gray monsters are petrified.
  • Frost Nova
    • Required Level: 6 -> 1
    • Prerequisites: Inner Sight -> None
    • Mana Cost: 9 + 1/lvl -> 6 + 0.25/lvl
    • Range: 9.33 -> 11.33 yards
    • Synergies
      • +10% Cold Damage Per Level -> 7%
      • Fire Wall: +7% Cold Damage Per Level (New)
      • Decoy: +7% Cold Damage Per Level (New)
  • Critical Strike
    • Changed the double damage effect to Deadly Strike. (Now the chance of CS and DS are simply added up.)
      • (Old) 50% Critical Strike + 50% Deadly Srtike = 75% Chance of Double Damage
      • (New) 50% Critical Strike + 50% Deadly Strike = 100% Chance of Double Damage
    • +1% Chance of Crushing Blow per Base Level (New)
  • Inner Sight
    • Required Level: 1 -> 6
    • Prerequisites: None -> Petrify
  • Avoid -> Sway
    • Required Level: 12 -> 6
    • Prerequisites: Dodge -> None
    • Defense Bonus: 10 +10 +20 +30 +40 +40
    • +1% DR per base point
    • Oskill Avoid (Oskill Sway) on the old items no longer works, because Oskill Dodge now includes the function of Avoid.
    • Synergies:
      • Dodge: +10% Defense per level (Increases the flat defense bonus of Sway by 10%)
      • Petrify: +10% Defense per level (Increases the flat defense bonus of Sway by 10%)
  • Slow Missiles
    • Prerequisites: Frost Nova -> Inner Sight
  • Dodge
    • Required Level: 6 -> 12
    • Prerequisites: None -> Sway
    • Also includes the fuction of Avoid and Evade
    • D/A/E animation takes only 1 frame with all weapons
    • D/A/E Chance: (3-50)% -> (1-25)%
    • Defense Bonus: -> none
    • Oskill Penalty: -> none
    • +1% D/A/E Chance per Base Point
  • Decoy
    • Required Level: 1 -> 18
    • Increased the base defense in Normal and NM so that it has the same stats in all difficulties.
  • Fire Wall
    • Prerequisites: Slow Missile -> Frost Nova
    • Mana Cost: 22 + 1/lvl -> 22 + 0.5/lvl
    • Synergies
      • +5% Fire Damage Per Level -> 6%
      • Frost Nova: +6% Fire Damage Per Level (New)
      • Decoy: +6% Fire Damage Per Level (New)
  • Penetrate
    • Prerequisites: Critical Strike -> None
  • Valkyrie
    • Increased the base defense, damage and AR in Normal and NM so that it has the same stats in all difficulties.
    • Synergies
      • Decoy: +10% Max Life Per Level -> +1 Valkyrie Per 25 Levels
      • Decoy: +10% Defense% Per Level -> none
      • Decoy: +2% All Resist Per Level -> none
      • Avoid: (slvl = caster's base level) -> Sway (slvl = caster's base level)
      • Evade: (slvl = caster's base level) -> none

Bow and Crossbow Skills

  • Multiple Shot
    • Arrow: 3 + 1/lvl (Cap: 24) -> 3 + 1 per 2 levels (Cap: 12)
    • Trigger Arrow: 3 -> 2
    • Min Damage Bonus: +1 per level after level 24 -> +1 per level
    • Max Damage Bonus: +2 per level after level 24 -> +2 per level
    • +1 Arrow per 2 Base Points (Possible Max Arrows: 24 -> 27)
    • +1 Trigger Arrow per 15 Base Points (Possible Max Trigger Arrows: 3 -> 4)
  • Magic Arrow
    • Damage: 40 -> 56
    • Synergies:
      • +10% Magic Damage per Level -> 7%
  • Cold Arrow
    • Damage: 40 -> 56
    • Synergies:
      • +6% Cold Damage per Level -> 7%
  • Exploding Arrow
    • Required Level: 18 -> 6
    • Prerequisites: Multiple Shot, Immolation Arrow -> Magic Arrow
  • Poison Arrow
    • Required Level: 24 -> 12
    • Prerequisites: Freezing Arrow -> Cold Arrow, Exploding Arrow
    • Damage: Poison 21 -> 24
    • Synergies:
      • +6% Poison Damage per Level -> 5%
    • Removed the cosmetic effects from the animation to reduce the graphic lag.
    • Removed the cast delay (10 frames -> 0).
  • Immolation Arrow
    • Required Level: 6 -> 18
    • Prerequisites: Magic Arrow -> Multiple Shot, Exploding Arrow
    • Damage: Fire 30 -> 32, Fire Patch +5.9 +5.9 +5.9 +5.9 -> +2.4 +4.8 + 7.2 +9.6
  • Freezing Arrow
    • Required Level: 12 -> 24
    • Prerequisites: Cold Arrow -> Poison Arrow
    • Damage: Cold 30 -> 28
  • Lightning Arrow
    • Required Level: 24 -> 30
    • Prerequisites: Exploding Arrow -> Immolation Arrow
    • Damage: Lightning 15 -> 18
    • Synergies:
      • +2% Lightning Damage per Level -> 1%

Assassin Skill Changes

Shadow Discplines

  • Cloak of Shadows
    • Duration: (8-32) Seconds -> (8-16) Seconds
    • Enemy Defense: -(15% + 3%/lvl) -> -(4-50)% (equal to Inner Sight's effect)
    • Self Defense Bonus: -> Enemy Physical Resist: -10% (-40% When fully synergized)
    • Synergies:
      • Psychic Slash: -2% Physical Resist Per 3 Levels (equal to Inner Sight's synergy)
      • Mind Blast: -2% Physical Resist Per 3 Levels
  • Psychic Slash
    • Required Level: 24 -> 18
    • Prerequisites: Melee Mastery -> Cloak of Shadows
    • Synergies:
      • Cloak of Shadows: +5% Physical Damage Per Level -> +8%
      • Mind Blast: +5% Physical Damage Per Level -> 8%
      • Teeth: +5% Magic Damage Per Level -> Cloak od Shadows: +8% Magic Damage Per Level
      • Shuriken: +5% Magic Damage Per Level -> Mind Blast: +8% Magic Damage Per Level
  • Mind Blast
    • Prerequisites: Shadow Master -> Psychic Slash
    • Removed the conversion effect.
    • Cast Delay: none -> 10 frames
      (This is because now Assassins can spam MB 7/24 without worrying about the conversion, which can be overpowered. This may be rebalanced in a future version.)
  • Wake of Fire Sentry -> Command Mastery
    • A passive that increases summoned minions' damage and gives Shadows special bonuses.
    • Required Level: 12
    • Prerequisites: none
    • +4% Summon Melee Damage per Level
    • +1 To All Skills per 3 Base Levels (This bonus affects following skills.)
      • Shadow Warrior and Shadow Master: All skills they use
      • Valkyrie: Critical Strike, Sway, Dodge
      • Ghost Decoy: Iron Skin, Natural Resistance
      • Poison Creeper: Vine Attack
      • Volcanic Creeper: Fissure
      • Arctic Creeper: Cold Blast
      • Druid Spirits: Auras
      • Fire Golem: Holy Fire
      • Vampire: Vampire Missile
    • (Shadows Only) +1% Chance of Crushing Blow per Base Point
    • (Shadows Only) +2% Pierceing Attack per Base Point
  • Shadow Warrior
    • Increased the base AR in Normal and NM so that it has the same stats in all difficulties.
    • Now Shadow Warriors and Shadow Masters are mutually exclusive.
    • Synergies:
      • Commander Mastery: +1 Shadow Warrior per 15 Levels (New)
      • Melee Mastery: +40 Attack rating Per Level -> Shadow Master
      • Weapon Block: +12% Defense Per Level -> Shadow Master
      • Fade: +5 Strength Per Level -> Shadow Master, +10
      • Burst of Speed: +5 Dexterity Per Level -> Shadow Master, +10
  • Shadow Master
    • Increased the base AR in Normal and NM so that it has the same stats in all difficulties.
    • Now Shadow Warriors and Shadow Masters are mutually exclusive.
    • Defense: 6% + 6%/lvl -> 12% + 12%/lvl (equal to Shadow Warrior)
    • Synergies:
      • Commander Mastery: +1 Shadow Master per 25 Levels (New)
      • Melee Mastery: +40 Attack rating Per Level -> Shadow Warrior
      • Weapon Block: +6% Defense Per Level -> Shadow Warrior, +12%
      • Fade: +5 Strength Per Level -> Shadow Warrior, +10
      • Burst of Speed: +5 Dexterity Per Level -> Shadow Warrior, +10
  • Melee Mastery
    • Required Level: 12 -> 1
    • Prerequisites: Weapon Block -> none
  • Venom
    • Synergies:
      • Poison Stream: +4% Poison Damage per Level -> 5%
  • Shade Armor
    • Synergies:
      • Cloaks of Shadows: +5% Defense Per Level -> none
      • Weapon Block: +5% Defense Per Level -> none

Martial Arts

  • Dragon Talon, Dragon Tail, Dragon Flight
    • Kicks damage from boots receives better stat bonus in R6. (120% Str -> 100% Str + 100% Dex)
    • Kick Skills benefits from the increased (+50%) boots damage in R6.
  • Dragon Talon
    • AR: 50% + 25% per Level -> 100% + 25% per Level
    • Synergies:
      • Dragon Claw: +10% Attack Rating Per Level -> none
      • Dragon Tail: +10% Attack Rating Per Level -> none
      • Dragon Flight: +10% Attack Rating Per Level -> none
  • Dragon Tail
    • Required Level: 24 -> 18
    • Prerequisites: Tiger Strike, Cobra Strike -> Dragon Talon
    • Fire Damage: 50% + 10% -> 50% + 13%
  • Dragon Flight
    • Required Level: 30 -> 24
    • Prerequisites: Dragon Tail, Iaigiri -> Dragon Tail
    • Kick Damage: 200% + 25% -> 200% + 30%
    • Radius: 18 yards -> 24 yards
    • Synergies:
      • Dragon Talon: +0.67 Yard Per 10 Levels -> none
      • Dragon Tail: +0.67 Yard Per 10 Levels -> none
      • Dragon Flight: +0.67 Yard Per 10 Levels -> none
  • Dragon Claw
    • Required Level: 12 -> 1
    • Prerequisites: Dragon Talon, Iaigiri -> none
    • Damage: 100% + 16% -> 100% + 18%
    • Synergies:
      • Dragon Talon: +11% Damage Per Level -> 12%
      • Dragon Tail: +11% Damage Per Level -> 12%
      • Dragon Flight: +11% Damage Per Level -> 12%
      • Weapon Block: +11% Damage Per Level -> 12%
      • Melee Mastery: +11% Damage Per Level -> Tiger Strike, 12%
      • Phoenix Strike: +12% Damage Per Level (New)
  • Iaigiri
    • Prerequisites: Dragon Talon -> none
    • Now Daggers, Throwing Knives and Knuckles can also be used.
    • Removed defense bonus.Defense Bonus: 70% + 7% per Level -> 50%
      (Now 2H Melee Passive gives an equivalent defense bonus. Iaigiri is still more defensive than other skills because it's unterruptible.)
    • Synergies:
      • Tiger Strike: +10% Damage Per Level
      • Claw Mastery: +10% Damage Per Level -> Phoenix Strike
      • Shuriken: +10% Damage Per Level
      • Dragon Blade: +10% Damage Per Level (New)
      • Cloak of Shadows: +5% Defense Per Level -> none
      • Blade Shield: +5% Defense Per Level -> none
  • Dragon Blade
    • Two super fast slashes in a row.
    • 2H melee weapons, Daggers, Throwing Knifes and Knuckles only.
    • This isn't a finishing move (can't release Assassin charge-ups.)
    • Damage: -50% + 12% per level
    • Required Level: 18
    • Prerequisites: Iaigiri
    • Synergies:
      • Iaigiri: +7% Damage Per Level
      • Shuriken: +7% Damage Per Level
      • Blade Shield: +7% Damage Per Level
      • Blade Sentinel: +7% Damage Per Level
  • Shuriken
    • Now Shuriken belongs to Martial Arts skill tab.
    • Finally I figured out how to give Skill ED to Shuriken. :)
    • Magic Damage: -> none
    • Damage (Skill ED): none -> 8% + 8% per Level (equal to Strafe's damage bonus)
    • Synergies:
      • Iaigiri: +6% Damage Per Level (New)
      • Dragon Blade: +6% Damage Per Level (New)
      • Blade Sentinel: +5% Magic Damage Per Level -> +6% Damage Per Level
      • Blade Shield: +5% Magic Damage Per Level -> +6% Damage Per Level
      • Poison Stream: +5% Magic Damage Per Level -> none
  • Tiger Strike
    • Charge Duration: 15 Seconds -> 60 Seconds
    • Synergies:
      Cobra Strike: +15% Damage Per Level -> Dragon Claw
      Psychic Slash: +15% Damage Per Level -> Dragon Talon
      Dragon Tail: +15% Damage Per Level (New)
      Dragon Flight: +15% Damage Per Level (New)
      Iaigiri: +15% Damage Per Level (New)
      Charge-Up Skills: +1 Second Duration Per Level -> none
  • Fist of Fire
    • Charge Duration: 15 Seconds -> 60 Seconds
    • Synergies:
      • Phoenix Srtike: +14% Fire Damage Per Level -> 7%
      • Dragon Craw: +7% Fire Damage Per Level (New)
      • Dragon Talon: +7% Fire Damage Per Level (New)
      • Dragon Tail: +7% Fire Damage Per Level (New)
      • Charge-Up Skills: +1 Second Duration Per Level -> none
  • Claws of Thunder
    • Charge Duration: 15 Seconds -> 60 Seconds
    • Synergies:
      • Fist of Fire: +10% Lightning Damage Per Level -> 7%
      • Blades of Ice: +10% Lightning Damage Per Level -> 7%
      • Phoenix Srtike: +15% Lightning Damage Per Level -> 7%
      • Dragon Craw: +7% Lightning Damage Per Level (New)
      • Dragon Talon: +7% Lightning Damage Per Level (New)
      • Dragon Tail: +7% Lightning Damage Per Level (New)
      • Charge-Up Skills: +1 Second Duration Per Level -> none
  • Blades of Ice
    • Charge Duration: 15 Seconds -> 60 Seconds
    • Damage: Cold 32 -> 42
    • Synergies:
      • Fist of Fire: +10% Lightning Damage Per Level -> 7%
      • Claws of Thunder: +10% Cold Damage Per Level -> 7%
      • Phoenix Srtike: +15% Cold Damage Per Level -> 7%
      • Dragon Craw: +7% Cold Damage Per Level (New)
      • Dragon Talon: +7% Cold Damage Per Level (New)
      • Dragon Tail: +7% Cold Damage Per Level (New)
      • Charge-Up Skills: +1 Second Duration Per Level -> none
  • Phoenix Strike
    • Charge Duration: 15 Seconds -> 60 Seconds
    • Damage: Fire (Patch) 24 -> 30
    • Damage: Cold 32 -> 36
    • Synergies:
      • Dragon Craw: +10% Fire/Cold/Lightning Damage Per Level (New)
      • Dragon Tail: +10% Fire/Cold/Lightning Damage Per Level (New)
      • Iaigiri: +10% Fire/Cold/Lightning Damage Per Level (New)
      • Charge-Up Skills: +1 Second Duration Per Level -> none

Traps

  • Blade Shield, Blade Sentinel and Poison Stream carry weapon damage, so they form a group in R6. Blade Spells also receives synergy from granade type traps.
  • Blade Shield
    • Prerequisites: Shock Web -> none
    • Synergies:
      • Blade Sentinel: +12% All Damage Per Level
      • Poison Stream: +12% All Damage Per Level
      • Cold Blast: +12% All Damage Per Level
      • Shock Web: +12% All Damage Per Level
  • Blade Sentinel
    • Required Level: 6 -> 12
    • Prerequisites: Teeth -> Blade Shield
    • Synergies:
      • Blade Shield: +12% Damage Per Level
      • Poison Stream: +12% Damage Per Level
      • Cold Blast: +12% Damage Per Level
      • Shock Web: +12% Damage Per Level
  • Poison Stream
    • Prerequisites: Wake of Fire Sentry, Cold Blast -> Blade Sentinel
    • Synergies:
      • Blade Shield: +10% Poison Damage Per Level
      • Poison Stream: +10% Poison Damage Per Level
      • Cold Blast: +10% Poison Damage Per Level
      • Shock Web: +10% Poison Damage Per Level
      • Venom: +10% Poison Damage Per Level
  • Cold Blast, Ice Fangs and Cold Wave form another group. Cold Spells mildly receives synergy from traps.
  • Cold Blast
    • Improved the explosion graphics.
    • Required Level: 24 -> 1
    • Prerequisites: Blade Sentinel, Wake of Fire Sentry -> none
    • +0.67 yard Explosion Radius Per 5 Base Points (New)
    • Synergies:
      • Shock Web: +0.67 yard Explosion Radius Per 4 Levels -> none
      • Ice Fangs: +8% Cold Damage Per Level
      • Cold Wave: +8% Cold Damage Per Level
      • Shock Web: +6% Cold Damage Per Level
      • Lava Sentry: +6% Cold Damage Per Level
      • Lightning Sentry: +6% Cold Damage Per Level
      • Steam Sentry: +6% Cold Damage Per Level
  • Teeth -> Ice Fangs
    • Changed the missile graphics.
    • Required Level: 1 -> 12
    • Prerequisites: none -> Cold Blast
    • Damage: Mag 20 -> Cold 30
    • Missile: 2 + 1/lvl (Capped at 24) -> 3 + 1 per 3levels (Capped at 12)
    • Synergies:
      • Cold Blast: +7% Cold Damage Per Level
      • Cold Wave: +7% Cold Damage Per Level
      • Shock Web: +5% Cold Damage Per Level
      • Lava Sentry: +5% Cold Damage Per Level
      • Lightning Sentry: +5% Cold Damage Per Level
      • Steam Sentry: +5% Cold Damage Per Level
  • Cold Wave
    • Cold Wave now belongs to Traps skill tab.
    • Required Level: 30 -> 24
    • Prerequisites: Phoenix Strike -> Ice Fangs
      • Damage: Cold 20 -> Cold 24
    • Synergies:
      • Cold Blast: +6% Cold Damage Per Level
      • Ice Fangs: +6% Cold Damage Per Level
      • Shock Web: +4% Cold Damage Per Level
      • Lava Sentry: +4% Cold Damage Per Level
      • Lightning Sentry: +4% Cold Damage Per Level
      • Steam Sentry: +4% Cold Damage Per Level
  • Other skills are classified into the third group, Traps. Traps mildly receives synergy from Cold Spells. Death Sentry gives no synergy, because the synergy slots are full, and it's a 1-point-wonder.
  • Shock Web
    • Damage: Lightning: 15-> 16
    • # of Spikes: 6 + 1 per 3 levels -> 6 + 1 per 2 levels
    • Synergies:
      • Cold Blast: +1 Spike Per Level -> none
      • Lava Sentry: +8% Lightning Damage Per Level
      • Lightning Sentry: +8% Lightning Damage Per Level
      • Steam Sentry: +8% Lightning Damage Per Level
      • Cold Blast: +6% Lightning Damage Per Level
      • Ice Fangs: +6% Lightning Damage Per Level
      • Cold Wave: +6% Lightning Damage Per Level
  • Charged Bolt Sentry -> Lava Sentry
    • Changed to a fire trap.
    • Required Level: 12 -> 6
    • Prerequisites: Blade Shield -> Shock Web
    • +1 Trap Per 10 Base Points (New)
    • Synergies:
      • Shock Web: +1 Trap Per 10 Levels -> none
      • Shock Web: +8% Fire Damage Per Level
      • Lightning Sentry: +8% Fire Damage Per Level
      • Steam Sentry: +8% Fire Damage Per Level
      • Cold Blast: +6% Fire Damage Per Level
      • Ice Fangs: +6% Fire Damage Per Level
      • Cold Wave: +6% Fire Damage Per Level
  • Lightning Sentry
    • Required Level: 24 -> 18
    • +1 Trap Per 10 Base Points (New)
    • Synergies:
      • Charged Bolt Sentry: +1 Trap Per 10 Levels -> none
      • Shock Web: +7% Lightning Damage Per Level
      • Lava Sentry: +7% Lightning Damage Per Level
      • Steam Sentry: +7% Lightning Damage Per Level
      • Cold Blast: +5% Lightning Damage Per Level
      • Ice Fangs: +5% Lightning Damage Per Level
      • Cold Wave: +5% Lightning Damage Per Level
  • Steam Sentry
    • Prerequisites: Wake of Fire Sentry -> Lightning Sentry
    • +1 Trap Per 10 Base Points (New)
    • Damage: Magic 20 -> Fire 24
    • Synergies:
      • Wake of Fire Sentry: +1 Trap Per 10 Levels -> none
      • Shock Web: +6% Fire Damage Per Level
      • Lava Sentry: +6% Fire Damage Per Level
      • Lightning Sentry: +6% Fire Damage Per Level
      • Cold Blast: +4% Fire Damage Per Level
      • Ice Fangs: +4% Fire Damage Per Level
      • Cold Wave: +4% Fire Damage Per Level
  • Death Sentry
    • Prerequisites: Lightning Sentry -> Steam Sentry
    • +1 Trap Per 10 Base Points (New)
    • Synergies:
      • Lightning Sentry: +1 Trap Per 10 Levels -> none
      • Shock Web: +6% Lightning Damage Per Level
      • Lava Sentry: +6% Lightning Damage Per Level
      • Lightning Sentry: +6% Lightning Damage Per Level
      • Steam Sentry: +6% Lightning Damage Per Level

Barbarian Skill Changes

Warcries

  • War Cry
    • Damage: Magic 12 -> 8, Physical 12 -> 8
    • Synergies:
      • +6% Magic Damage per Level -> 5%
      • +6% Physical Damage per Level -> 5%
  • Battle Command
    • Skill Bonus: 1 + 1 per 5 Base Ponts -> 1+ 1 per 6 Base Points (Capped at +4)
  • Spear Mastery -> Ghost Decoy
    • Summon a dead Barbarian's spirit that draws fire from enemies for you.
    • Req Level: 24
    • Prerequisites: None (Moved to "Warcries" skill tab page.)
    • Base Life: 400-480 (equal to Valk's)
    • Base Defense: 164 (equal to Valk's)
    • Life Bonus: 0% + 10%/lvl (1/2 of Valk's)
    • Defense Bonus: 0% + 5%/lvl (1/2 of Valk's)
    • Life Regeneration: 4 (1/3 of Valk's)
    • Equipment Level: 16 + 2/lvl (2/3 of Valk's)
    • Equipment:
      • Level 1: Magic Gothic Plate
      • Level 9: Magic Avenger Guard
      • Level 12: Rare Embossed Plate
      • Level 18: Rare Slayer Guard
      • Level 24: Rare Royal Armor
      • Level 27: Rare Guardian Crown
    • +1 Ghost per 10 Base Points (Max = 3)
    • +150 Attacker Takes Damage per Base Point
    • +1 To Iron Skin per Base Point
    • +1 To Natural Resistance per Base Point
    • Synergies:
      • Iron Skin: +1 To Iron Skin per Level
      • Natural Resistance: +1 To Natural Resistance per Level
ghostdecoy.jpg

Combat Masteries

  • Sword Mastery -> Close Combat Mastery
    • Works with any melee weapons.
    • This skill and Assassin's Melee Mastery are mutually exclusive. (The higher level one works.)
    • Req Level: 1
    • Prerequisites: None
    • Synergies: -> None
  • Throwing Mastery
    • Synergies: -> None
  • Axe Mastery -> Thunder Strike
    • A Lightning version of Amazon's Fire Strike.
    • Req Level: 1
    • Prerequisites: None
    • Synergies:
      • Thunder Wave: 7% Lightning Damage per Level
      • Nova: 7% Lightning Damage per Level
      • Plasma Rain: 7% Lightning Damage per Level
      • Thunder Storm: 7% Lightning Damage per Level
      • Close Combat Mastery: 7% Lightning Damage per Level
      • Bash: 7% Lightning Damage per Level
  • Strength of the Ancients
    • Req Level: 12 -> 6
    • Prerequisites: Luck of the Ancients -> none
  • Luck of the Ancient
    • Fixed the skill description so that it displays the correct Magic Find bonus, because it proved the Magic Find Bonus from a skill is internally capped at 255%. Magic Find bonus reaches 255% at slvl 50, and after that, only Gold Bonus increases per level.
  • Vigor of the Ancients
    • Vitality Bonus: 3 + 3/lvl -> 5 + 5/lvl
  • Mace Mastery -> Thunder Wave
    • A Lightning version of Assassin's Cold Wave.
    • Req Level: 12
    • Prerequisites: Thunder Strike
    • Synergies:
      • Thunder Strike: 6% Lightning Damage per Level
      • Nova: 6% Lightning Damage per Level
      • Plasma Rain: 6% Lightning Damage per Level
      • Thunder Storm: 6% Lightning Damage per Level
      • Close Combat Mastery: 6% Lightning Damage per Level
thunderwave.jpg
  • Iron Skin
    • Prerequisites: none -> Vigor of the Ancients
    • Synergies:
      • Double Swing: +5% Defense per Level
      • Double Throw: +5% Defense per Level
      • Frenzy: +5% Defense per Level
  • Nova
    • Req Level: 18
    • Prerequisites: None -> Thunder Wave
      • Thunder Strike: 6% Lightning Damage per Level
      • Thunder Wave: 6% Lightning Damage per Level
      • Plasma Rain: 6% Lightning Damage per Level
      • Thunder Storm: 6% Lightning Damage per Level
      • Close Combat Mastery: 6% Lightning Damage per Level
      • War Cry: 6% Lightning Damage per Level
  • Polearm Mastery -> Plasma Rain
    • A Lightning version of Sorceress' Blizzard.
    • Req Level: 24
    • Prerequisites: Nova
    • Synergies
      • Thunder Strike: 5% Lightning Damage per Level
      • Thunder Wave: 5% Lightning Damage per Level
      • Nova: 5% Lightning Damage per Level
      • Thunder Storm: 5% Lightning Damage per Level
      • Close Combat Mastery: 5% Lightning Damage per Level
plasma.jpg
  • Thunder Storm
    • Damage: Lightning: 21 -> 36
    • Synergies:
      • Thunder Strike: 5% Lightning Damage per Level
      • Thunder Wave: 5% Lightning Damage per Level
      • Nova: 5% Lightning Damage per Level
      • Plasma Rain: 5% Lightning Damage per Level

Combat Skills

  • Magic Throw
    • Damage: Magic 40 -> 56
    • Synergies:
      • +10% Magic Damage Per Level -> 7%
  • Double Swing
    • Damage: 50% + 13%/lvl -> 50% + 16%/lvl
  • Double Throw
    • Damage: 30% + 11%/lvl -> 100% + 18%/lvl
    • Synergies:
      • Double Swing: +9% Damage Per Level -> +12%
      • Phantom Hatchets: +9% Damage Per Level -> +12%
      • Frenzy: +9% Damage Per Level -> +12%
  • Concentrate
    • Defense Bonus: 70% + 7% per Level -> 50%
      (Now 2H Melee Passive gives an equivalent defense bonus. Concentrate is still more defensive than other skills because it's unterruptible.)
    • Synergies:
      • Iron Skin: +5% Defense Per Level -> none
      • Shout: +5% Defense Per Level -> none
  • Whirlwind
    • Synergies
      • Leap Attack: +5% Damage Per Level -> 7%
      • Frenzy: +5% Damage Per Level -> 7%
      • Berserk: +5% Damage Per Level -> 7%
      • Concentrate: +5% Attack Rating Per Level -> 7%
  • Berserk Fury
    • Damage: Magic 20 -> 18
    • Synergies:
      • +2% Magic Damage Per Level -> 3%

Druid Skill Changes

Summoning Skills

  • Summary
    • Now damaging minions are rearranged into 3 groups.
    • Vines are greatly improved and specialized for elemental attack (P/F/C) like Necro Vampires.
      • 75 Base Points in 3 kinds of Vines grant fully synergized 15 Vines.
    • Water Elemental is now independent from Ravens and Wolves.
      • Receives/gives no synergies and passives.
      • Automatically gains powerful stats without synergies and passives.
      • 20 Base Points in Water Elemental grant 2 Elementals.
      • This group requires only 20 points to max out, and is handy as the second damage source of any hybrid builds.
    • Raven, Spirit Wolf and Dire Wolf form the third group.
      • Raven gives +1 Spirit Wolf per 3 Base Points and +1 Dire Wolf per 6 Base Points.
        (4 more Spirit Wolves or 2 more Dire Wolves, to make up for 1 less Water Elementals)
      • Wolves automatically gain decent stats without synergies and passives.
      • On top of it, Spirit Wolf and Dire Wolf synergize the stats each other.
        (You can summon only one type of Wolf at once, but maxing out both Wolves makes sense.)
      • 85 Base Points in Raven and Wolves grant fully synergized 7 Ravens and 8 Dire Wolves or 16 Spirit Wolves.
    • Removed DR% bonus because it spoils Thorns damage.
    • Generally increased the Life, Defense and Attack Rating of summons. Especially the base stats are increased so that auras and warcries work better.
  • Oak Sage
    • Base Life: 56-64 -> 130-150
    • Base Defense: 49 + 10/lvl -> 90 + 5/lvl
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus (F/C/L): 25% -> 10% + 1% per Level (capped at 65%)
    • Resist Bonus (P): 100%
    • Aura Life%: 35% + 6%/lvl -> 20% + 6%/lvl
  • Heart of Wolverine
    • Base Life: 128-144 -> 150-170
    • Base Defense: 123 + 10/lvl -> 100 + 5/lvl
    • Life Bonus: 25%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus (F/C/L): 25% -> 10% + 1% per Level (capped at 65%)
    • Resist Bonus (P): 100%
    • Aura AR%: 25% + 7%/lvl -> 20% + 6%/lvl
    • Aura Damage%: 20% + 7%/lvl -> 20% + 6%/lvl
  • Spirit of Barbs
    • Base Life: 200-226 -> 170-190
    • Base Defense: 196 + 10/lvl -> 110 + 5/lvl
    • Life Bonus: 25%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus (F/C/L): 25% -> 10% + 1% per Level (capped at 65%)
    • Resist Bonus (P): 100%
    • Aura Thorns%: 180% + 60%/lvl -> 120% + 40%/lvl
  • Raven
    • Reduced the maximum number of Ravens to avoid ptRoom errors in multiplayer games. Improved killing abilities instead.
    • # of Ravens: +1 per 2 levels (capped at 5 at slvl 9) -> +1 per 2 levels (capped at 7 at slvl 13)
    • Summon Spirit Wolf: +1 Reven Per 10 Levels -> +1% Crushing Blow Per 7 Levels
    • Summon Dire Wolf: +1 Reven Per 10 Levels -> +1% Crushing Blow Per 7 Levels
    • Cow Balloon: +5% Life Per Level -> 10% Lightning Damage Per Level (Adds Lightning Damage that is equal to 10% of Raven's physical damage.)
    • Removed the reference to Blindness effect in the skill description and added that to Crushing Blow.
    • Added the chance of Crushing Blow to the skill description.
  • Summon Spirit Wolf
    • # of Wolf: 1 + 1/lvl (capped at 5) -> 1 + 1 per 2 levels (capped at 6)
    • Base Life: 60-82 -> 90-120
    • Base Defense: 67 -> 80 + 8/lvl
    • Base AR: 50 -> 100 + 8/lvl
    • Life Bonus: none -> +15%/lvl
    • Defense Bonus: +10%/lvl -> +5%/lvl
    • Damage Bonus: none -> +7%/lvl
    • Attack Rating Bonus: +25%/lvl -> +5%/lvl
    • Resist Bonus: 10% + 1.5% per Level (capped at 75%) -> 10% + 1% per Level (capped at 65%)
    • DR% Bonus: -> none
    • Passive:
      • Dire Wolf: +25% Life Per Level -> none
      • Water Elemental: +10% Damage per Level -> none
    • Synergies:
      • Raven: +1 Spirit Wolf per 4 Levels -> per 3 Levels
      • Dire Wolf: +15% Life Per Level (new)
      • Dire Wolf: +5% Defense per Level (new)
      • Dire Wolf: +7% Damage per Level (new)
      • Dire Wolf: +5% Attack Rating per Level (new)
        (Now you can summon exactly twice as many Spirit Wolves as Dire Wolves, and a Spirit Wolf deals 3/4 Damage of a Dire Wolf.)
  • Summon Dire Wolf
    • # of Wolves 1 + 1/lvl (capped at 3) -> 1 + 1 per 2 levels (capped at 3)
    • Base Life: 98-130 -> 135-180
    • Base Defense: 116 -> 120 + 9/lvl
    • Base Damage: 9-18 +4.5 +9 +13.5 +18 +18 -> 8-16 +4 +8 +12 +16 +16
    • Base AR: 150 -> 150 + 9/lvl
    • Life Bonus: 25%/lvl -> +15%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Damage Bonus: none -> +7%/lvl
    • Attack Rating Bonus: +none -> +5%/lvl
    • Resist Bonus: 10% + 1.5% per Level (capped at 75%) -> 10% + 1% per Level (capped at 65%)
    • DR% Bonus: -> none
    • Passive:
      • Spirit Wolf: +10% Defense Per Level -> none
      • Spirit Wolf: +25% Attack Rating Per Level -> none
      • Water Elemental: +10% Damage per Level -> none
    • Synergies:
      • Raven: +1 Spirit Wolf per 8 Levels -> per 6 Levels
      • Spirit Wolf: +15% Life Per Level (new)
      • Spirit Wolf: +5% Defense per Level (new)
      • Spirit Wolf: +7% Damage per Level (new)
      • Spirit Wolf: +5% Attack Rating per Level (new)
  • Summon Water Elemental
    • Prerequisites: Summon Dire Wolf -> none
    • # 0f Elementals: 1 -> 1 + 1 per 20 Base Points
    • Base Life 550-750
    • Base Defense: 245 -> 245 + 10/lvl
    • Base Damage: 22-44 +11 +22 +33 +44 +44 -> 20-40 +10 +20 +30 +40 +40
    • Base AR: 150 -> 300 + 10/lvl
    • Life Bonus: none -> +20%/lvl
    • Defense Bonus: none -> +7%/lvl
    • Damage Bonus: 10%/lvl
    • Attack Rating Bonus: +none -> +7%/lvl
    • Passive:
      • Spirit Wolf: +10% Defense Per Level -> none
      • Spirit Wolf: +25% Attack Rating Per Level -> none
      • Dire Wolf: +25% Life Per Level -> none
    • Synergies:
      • Raven: +1 Water Elemental per 12 Levels -> none
  • Poison Creeper
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 6)
    • mlvl of Vine: caster's clvl x 90% + slvl -> caster's clvl
    • Base Life: 63-87 -> 100-130
    • Base Defense: 50 + 10/lvl -> 60 + 6/lvl
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus: 10% + 1.5% per Level (capped at 75%) -> 10% + 1% per Level (capped at 65%)
    • DR% Bonus: -> none
    • Mana Cost: 8 -> 8 + 1/lvl
    • Synergies:
      • Acid Rain: +8% Poison Damage per Level
      • Rabies: +8% Poison Damage per Level
      • Volcanic Creeper: +8% Poison Damage per Level
      • Arctic Creeper: +8% Poison Damage per Level
      • Cow Balloon: +20% Life per Level
  • Carrion Vine -> Volcanic Creeper
    • Skill: Life Leech -> Fissure
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 5)
    • mlvl of Vine: caster's clvl x 90% + slvl -> caster's clvl
    • Base Life: 100-138 -> 110-140
    • Base Defense: 138 + 10/lvl -> 80 + 6/lvl
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus: 10% + 1.5% per Level (capped at 75%) -> 10% + 1% per Level (capped at 65%)
    • DR% Bonus: -> none
    • Mana Cost: 10 -> 16 + 1.5/lvl
    • Synergies:
      • Volcano: +6% Fire Damage per Level
      • Molten Boulder: +6% Fire Damage per Level
      • Fire Storm: +6% Fire Damage per Level
      • Poison Creeper: +6% Fire Damage per Level
      • Arctic Creeper: +6% Fire Damage per Level
      • Cow Balloon: +20% Life per Level
  • Solar Creeper -> Arctic Creeper
    • Skill: Mana Leech -> Cold Blast
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 4)
    • mlvl of Vine: caster's clvl x 90% + slvl -> caster's clvl
    • Base Life: 138-192 -> 120-150
    • Base Defense: 165 + 10/lvl -> 100 + 6/lvl
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Defense Bonus: none -> +5%/lvl
    • Resist Bonus: 10% + 1.5% per Level (capped at 75%) -> 10% + 1% per Level (capped at 65%)
    • DR% Bonus: -> none
    • Mana Cost: 14 -> 24 + 2/lvl
    • Synergies:
      • Arctic Blast: +7% Cold Damage per Level
      • Winter Fury: +7% Cold Damage per Level
      • Poison Creeper: +7% Cold Damage per Level
      • Volcanic Creeper: +7% Cold Damage per Level
      • Cow Balloon: +20% Life per Level
newcreepers.jpg

Elemental Skills

  • Arctic Blast
    • Damage: Cold, Physical -> increased by 33%
    • Synergies:
      • Arctic Creeper: +7% Cold Damage Per Level
      • Arctic Creeper: +7% Physical Damage Per Level
  • Volcano
    • Damage: Fire, Physical 15 -> 16
    • Synergies:
      • Volcanic Creeper: +7% Fire Damage Per Level
      • Volcanic Creeper: +7% Physical Damage Level
  • Winter Fury
    • Damage: Cold 16 -> 20
    • Synergies:
      • +10% Cold Damage Per Level -> 7%
      • Arctic Creeper: +7% Cold Damage Per Level
  • Bone Spear
    • Damage: Magic 24 -> 48
  • Molten Boulder
    • Damage: Phys 24 -> 24, Fire 27 -> 24 (This was a typo)
    • Synergies:
      • +8% Fire Damage Per Level -> 6%
      • Volcanic Creeper: +6% Fire Damage Per Level
      • Volcanic Creeper: +6% Physical Damage Level
  • Earth Spike
    • Damage: Magic 20 -> 40
  • Tornado
    • Damage: Physical 30 -> 32
  • Acid Rain
    • Damage: Magic 16 -> 24
  • Firestorm
    • Increased the missile range and submissile range by 20%.
    • Damage: Fire 37.5 -> 45 (per 0.5 second)
    • Synergies:
      • +6% Fire Damage per Level -> 5%
      • Volcanic Creeper: +5% Fire Damage Per Level
    • Removed the cosmetic effects from the animation to reduce the graphic lag.
firestorm.jpg
  • Creeping Doom
    • Damage: Magic 9 -> 18
  • Sandstorm
    • Range: 22-> 18 yards

Shapeshifting Skills

  • Were Wolf
    • Faster Run/Walk: 32% + 2%/lvl -> none
    • Increased the base Run/Walk speed by 50%.
    • Lightning Absorb: none -> 1 + 1 Per 3 Levels
    • Synergies:
      • Shapeshifting Mastery: 7% Damage Per Level -> 8%
      • Elemental Form: 7% Damage Per Level -> 8%
  • Elemental Form
    • Damage: 50% + 10%/lvl -> 50% + 8%/lvl
    • Fire Absorb: none -> 1 + 1 Per 3 Levels
    • Synergies:
      • Shapeshifting Mastery: 7% Damage Per Level -> 8%
      • Were Wolf: 2% Faster Run/Walk Per Level -> none
  • Fire Claws
    • Synergies:
      • +8% Damage Per Level -> 6%
  • Rabies
    • Synergies:
      • Poison Creeper: 14% Poison Damage Per Level -> 7% Poison Damage
        (This is because Poison Creeper itself is much stronger in R6.)
  • Charged Claws
    • Damage: Lightning 25 -> 24

Necromancer Skill Changes

Summoning Spells

  • Raise Skeleton, Raise Vampire
    • Reduced the footprint of Skeletons and Vampires (2x2 -> 1x1) to reduce the jam.
  • Raise Skeleton
    • Base Life: 21, 30 ,42 (Nor, NM, Hell) -> 40
    • Base Defense: 5, 6, 7 (Nor, NM, Hell) -> 15
    • Base Attack Rating: 5, 6, 7 (Nor, NM, Hell) -> 15
      (This is because only Necromancer's minions have less base stats in Normal and NM.)
  • Raise Vampire
    • Base Life: 61, 88 ,123 (Nor, NM, Hell) -> 120
    • Base Defense: 24, 26, 28 (Nor, NM, Hell) -> 30
    • Base Attack Rating: 5, 6, 7 (Nor, NM, Hell) -> 15
  • All Golems
    • Increased all golems Base Life, Defense and AR in Normal and NM, so that they have the same stats in all difficulties.
    • Clay Golem Life% Bonus: diminishing return (40-400)% -> diminishing return(0-400)%
  • Fire Golem
    • Melee Fire Damage: 20 -> 24
  • Hydra
    • Damage: Fire 12 -> 30

Poison and Bone Spells

  • Bone Armor
    • (General Passive) Damage Reduced By 1% per Base Point (Also works when BA is inactive)
    • Synergies:
      • Poison Slash: 5% Faster Hit Recovery per Level -> Changed to General Passive (Also works when BA is inactive)
      • Killer Scythe: 5% Faster Hit Recovery per Level -> Changed to General Passive (Also works when BA is inactive)
  • Poison Slash
    • Damage: Poison 14 -> 50
    • Poison Length (Second): 2 + 0.08/lvl -> 2 + 0.2/lvl
    • Synergies:
      • +8% Poison Damage Per Level -> 7%
  • Killer Scythe
    • Reqiured Level: 18 -> 6
    • Max Attack Number: 7 -> 4
    • Now Daggers and Throwing Knives can also be used.
    • Animation Rollback: 80% -> 65%
      (Now the attack sequence once stops after the 4th swing. The average speed of each swing is slightly faster than before. Please see the difference at the cauclators.)
      http://miyoshino.la.coocan.jp/d2asc_1.php <- Old Calculator
      http://miyoshino.la.coocan.jp/d2asc_r6.php <- New Calculator
    • Charged the targeting algorithm Zeal compatible. (Hits a single target multiple times.)
    • Damage: 100% + 20%/lvl -> 0% + 14&/lvl (equal to Zeal's damage)
    • AR: 50% + 20%/lvl -> 10% + 10%/lvl (equal to Zeal's damage)
    • Synergies:
      • +15% Damage per Level -> 8% (equal to Zeal's synergies)
  • Poison Explosion
    • Damage: Physical 48 -> 40
    • Poison Length (Second): 2 + 0.4/lvl -> 2 + 0.2/lvl
    • Synergies:
      • +12% Poison Damage Per Level -> 7%
  • Frozen Spear
    • Renewed the missile and explosion graphics.
    • Damage: Cold 27 -> 43
    • Synergies:
      • Hell's Gate: +6% Cold Damage Per Level (New)
  • Bone Spirit
    • Damage: Magic 40 -> 60
    • Synergies:
      • Hell's Gate: +5% Magic Damage Per Level (New)
  • Hell's Gate
    • Range: 22-> 18 yards
  • Poison Nova
    • Changed the missile graphics.
      (This is because the old missiles cause graphic lag on some PC. But both missiles don't cause any lag on my PC, and I'm not sure if the new missiles are better. Please report if this change fixes the problem.)
    • Range: 20 -> 16
    • Damage: Poison 20 -> 18
    • Synergies:
      • +6% Poison Damage Per Level -> 5%
      • +6% Physical Damage Per Level -> 5%
      • Hell's Gate: +5% Poison Damage Per Level (New)
      • Hell's Gate: +5% Physical Damage Per Level (New)
newpoisonnova.jpg
  • Bone Wave
    • Synergies:
      • Hell's Gate: +5% Magic Damage Per Level (New)

Curses

  • Amplify Damage
    • Required Level: 1 -> 6
    • Prerequisites: none -> Weaken

Paladin Skill Changes

Defensive Auras

  • Prayer
    • Doubled the life regeneration.
    • Halved the mana cost.
  • Holy Ward
    • Removed the synergy to Sacrifice, Zeal and Charge. The synergy to Arrow of Confession and Sacred Piercer remain.

Offensive Auras

  • Summon Anointed Bear
    • Updated (mostly improved) the stats according to the Water Elemental's change.
    • Synergies:
      • Holy Ward: 10% Damage Per Level -> +1 Anointed Bear per 25 Base Point
      • Defiance: 10% Defense Per Level -> None
  • Fanaticism
    • Damage% To Self: 40% + 12%/lvl -> 42% + 12%/lvl
    • Damage% To Party: 30% + 9%/lvl -> 35% + 10%/lvl (3/4 of full damage -> 5/6)
  • Holy Fire, Holy Freeze, Holy Shock
    • Melee Damage Multiplier: 4 -> 3

Combat Skills

  • Sacrifice
    • Increased the damage bonus (80% + 40%/lvl -> 100% + 40%/lvl).
    • Increased the AR bonus (50% + 15%/lvl -> 100% + 25%/lvl).
    • The Life Loss is changed to 8% of caster's current life over 20 frames. In this period, your graphic turns red and you don't take any other physical damage.
    • Removed the Life Loss synergies.
    • Made the attack uninterruptible.
  • Arrow of Confession
    • Damage: Magic 40 -> 56
  • Smite
    • Smite receives 100% damage bonus from Strength like melee attacks.
    • Smite benefits from the doubled shield damage in R6.
    • Smite no longer benefit from the Damage +X mod on RW Grief, etc.
    • Synergies:
      • +5% Magic Damage Per Level -> 7%
  • Holy Bolt
    • +1 Missile per 7 Base Levels
    • Damage Magic: 32 -> 44
    • Mana Cost: 2 -> 2 + 0.25/lvl
    • Synergies
      • +12% Magic Damage Per Level -> 7%
  • Zeal
    • Now Zeal attacks up to 5 times at slvl 1.
    • Damage bonus: 0% + 14% per Level after slvl 5 -> 0% + 14% per Level
  • Charge
    • Increased the AR bonus (50% + 15%/lvl -> 100% + 25%/lvl).
  • Vengence
    • Added 5/4 weapon damage bonus.
    • Elemental Damage%: 70% + 6%/lvl -> 100% + 10%/lvl
    • Synergy from Protection Auras: 10% -> 12%
    • Synergy from Other Auras: 5% -> 7%
  • Blessed Hammer
    • Damage Magic: 24 -> 28
    • Synergies
      • +9% Magic Damage Per Level -> 6%
  • Holy Shield
    • Required Level: 24 -> 18
    • Prerequisites: Charge, Blessed Hammer -> Charge
    • Changed back the block bonus to (1-40)% diminishing return.
    • Damage Reduced By 1% per Base Level -> Changed to General Passive (Also works when HS is inactive)
    • Synergies:
      • Smite: +5% Smite Damage Bonus Per Level
  • Conversion -> Hypno Blast
    • Changed to a ranged spell
    • Conversion Chance: diminishing return (15-60)%
    • Conversion Length: 8-12 seconds
    • Range: 2 yard + 0.67 yard per 4 Base Levels
    • Damage: the same damage as Mind Blast (No Stun and Knockback)
    • Mana Cost: 12
    • Synergies:
      • Protection From Evil: +6% Damage Per Level
      • Cleansing: +6% Damage Per Level
      • Fist of the Heavens: +6% Damage Per Level
hypno.jpg
  • Fist of Heavens
    • Holy Bolt Damage: Magic 48 -> 36
    • Cast Delay: 5 frames -> none
    • Synergies
      • +15% Magic Damage Per Level -> 5%
      • +7% Lightning Damage Per Level -> 5%

Sorceress Skill Changes

  • Fire Mastery, Cold Mastery, Lightning Mastery
    • Effect: 60% + 5%/lvl -> 60% + 4%/lvl

Cold Spells

  • Ice Bolt
    • +1 Missile per 15 Base Levels
    • Damage: Cold 23 -> 20
    • Mana Cost: 3 -> 3 + 0.25/lvl
    • Synergies:
      • +12% Cold Damage Per Level -> +7%
  • Chilling Armor -> Shiver Armor
    • Damage: Cold 9 -> 10
    • Other stats (Cold Length, Defense Bonus, Spell duration) remain unchanged.
    • This is because Chilling Armor's shooting back is reportedly annoying in certain situations.
  • Aerial Guard
    • Required Level: 18 -> 1
    • FCR Penalty: -40% -2%/lvl (capped at -100) -> -3% -3%/lvl (capped at -100%)
    • Damage Reduced By 1% per Base Level -> Changed to General Passive (Also works when AG is inactive)
  • Twister
    • Damage: Wind 18 -> 24
    • Synergies:
      • +10% Physical Damage Per Level -> +7%
  • Gracial Spike
    • Synergies:
      • +5% Cold Damage Per Level -> +6%
  • Ice Blast -> Snow Spirit
    • Releases a spirit of snow that traces and freezes the target.
    • Required Level: 6 -> 18
    • Prerequisites: Ice Bolt -> Gracial Spike
    • Damage: Cold 32 -> 30
    • Mana Cost: 2.5 -> 8 + 1/lvl
    • Synergies:
      • +12% Cold Damage Per Level -> +6%
snowspirit.jpg
  • Blizzard
    • Damage: Cold 44 -> 36
    • Synergies:
      • +4% Cold Damage Per Level -> +5%

Fire Spells

  • Fire Bolt
    • +1 Missile per 15 Base Levels
    • Damage: Fire 24 -> 22
    • Mana Cost: 2.5 -> 2.5 + 0.25/lvl
    • Synergies:
      • +12% Fire Damage Per Level -> +7%
  • Fissure
    • Damage: Fire 25 -> 24
    • Cast Delay: 0.8 Second -> 0.6
    • Synergies:
      • +12% Fire Damage Per Level -> +7%
  • Enchant
    • Added an AoE with radius 4 yards. (Now CtC Enchant can affect nearby friendly units.)
    • In the town, it only affects the caster like Barbarian's friendly warcries.
    • Doubled the mana cost.
    • Synergies:
      • +4% Fire Damage Per Level -> +5%
  • Fanatic Swing
    • Required Level: 18 -> 12
    • Prerequuisites: none -> Enchant
  • Fire Ball
    • Damage: Fire 20 -> 24
  • Flame Wave
    • Required Level: 12 -> 18
    • Damage: Fire 11 -> 12
    • Synergies:
      • +5% Fire Damage Per Level -> +6%
  • Meteor
    • Damage: Fire 72 -> Fire 52, Physical 52
      (Fire patch damage is unchanged.)
  • Synergies:
    • +5% Fire Damage Per Level -> +6%
  • Meteor Shower
    • Damage: Fire 18 -> Fire 18, Physical 18
    • Synergies:
      • +4% Fire Damage Per Level -> +5%

Lightning Spells

  • Lightning
    • Synergies:
      • +6% Lightning Damage per Level -> 7%
  • Telekinesis
    • Damage: Lightning 18 -> 4024
      (can't be increased much because RW Psychic has +33 To Telekinesis)
    • Synergies:
      • +4% Lightning Damage per Level -> 6%
  • Lightning Inferno
    • Synergies:
      • +5% Lightning Damage per Level -> 6%
      • +5% Physical Damage per Level -> 6%
  • Time Stop
    • Duration Cap: 10 seconds -> 12 seconds
  • Lightning Hydra
    • Damage: Lightning 9 -> 15
    • Synergies:
      • +4% Lightning Damage per Level -> 6%
  • Chain Lightning
    • Damage: Lightning 22 -> 24
    • Synergies:
      • +4% Lightning Damage per Level -> 5%

Free Oskills

Free Oskills on Damage Augmenter

  • Damage Augumenters are spawned with following 4 essential passive oskills in R6.
  • You can update an old Damage Augmenter by cubing.
  • Attack Damage Boost (All Classes)
    • A passive skill that works for all classes.
      • +1% Total Physical Attack Damage per Level
      • +1 To 1H Max Damage per 4 Base Points in Strength (Including Throw Damage)
      • +1 To 1H Max Damage per 4 Base Points in Dexterity (Including Throw Damage)
      • +1 To 2H Max Damage per 2 Base Points in Strength (Including Bow Damage)
      • +1 To 2H Max Damage per 2 Base Points in Dexterity (Including Bow Damage)
  • Spell Damage Boost (All Classes)
    • A passive skill that works for all classes.
      • +1% Fire Damage per 4 Base Points in Energy
      • +1% Cold Damage per 4 Base Points in Energy
      • +1% Lightning Damage per 4 Base Points in Energy
      • +1% Poison Damage per 4 Base Points in Energy
      • +1% Magic Damage per 6 Base Points in Energy
      • +1% Wind Damage per 6 Base Points in Energy
  • Summon Damage Boost (All Classes)
    • +1% Summon Melee Damage per 4 Base Points in Energy -> may be changed to 3 or 2?
  • General Passive (All Classes)
    • A passive skill that works for all classes.
      • Converts 2 Half Freeze Duration's on your equipment into Cannot Be Frozen
        (This function is suspended because it proved CBF remains after you unequip HFD items.)
      • Damage Reduced By +1% per Base Point in Bone Armor
      • Damage Reduced By +1% per Base Point in Holy Shield
      • Damage Reduced By +1% per Base Point in Aerial Guard
      • +5% Faster Hit Recovery per Base Point in Poison Slash
      • +5% Faster Hit Recovery per Base Point in Killer Scythe
      • +2% Pierce per Base Point in Arrow of Confession
      • +2% Pierce per Base Point in Sacred Piercer
      • +5% Attack Rating per Base Point in Arrow of Confession
      • +5% Attack Rating per Base Point in Sacred Piercer
  • You can add/remove bonus oskills of your class to/from Damage Augmenter by cubing.
    • Currently only Druids have one bonus oskill of the class (Were Bear.)
  • Were Bear (Druid Only)
    • An alternative skill of Elemental Form (Druid Only)
    • Were Bear has the same stats as Fire Elemental except following differences.
      • Appearance: Elemental -> Bear
      • Elemental Absorb: 1 + 1 Fire Absorb per 3 Levels -> Cold Absorb
  • Holy Parry (Paladin Only) -> 2H Melee Passive (All Classes)
    • This skill is absorbed into 2H Melee Passive.
  • Holy Aim (Paladin Only) -> General Passive (All Classes)
    • This skill is absorbed into General Passive.

Free Oskill on 2H Weapons

  • You can add/remove a bonus oskill 2H Melee Passive on any 2H melee weapons by cubing with a Rogin Oil.
    • Charsi sells a Rogin Oil for 50 gold.
    • Barbarians can't equip a 2H Sword with 2H Melee Passive by one hand.
      (This restriction is removed when you remove 2H Melee Passive.)
    • You can't reroll or base upgrade the weapons with 2H Melee Passive.
      (This restriction is removed when you remove 2H Melee Passive.)
  • 2H Melee Passive (All Classes)
    • A passive skill that works for all classes.
      • Defense Bonus: 20% + 7% per your Primary Defense Skill level
      • D/A/E Chance: diminishing return (1-30)% (based on your Primary Defense Skill level)
      • Converts Increased Block Chance and Faster Block Rate on your equipment into Faster Hit Recovery.
    • Primary Defense Skill means the skill of the highest slvl of following skills.
      • Sway
      • Shade Armor
      • Iron Skin
      • Shapeshifting Mastery
      • Bone Armor
      • Holy Shield (Defense Bonus: +7%/lvl -> +14%/lvl, because HS itself doesn't work with 2H weapons)
      • Fire Armor
      • Shiver Armor
      • Shock Armor

Hireling Changes

  • Rogue Scout
    • Now they use Exploding Arrow in low clvls and Immolation Arrow later.
      • This is because the reqired level of both skills were swapped.
  • Desert Mercenary
    • Defiance, Holy Fire, Prayer, Thorns, Meditation
      • slvl @clvl 20: 2-5 -> 8
      • slvl @clvl 50: 5-11 -> 17
      • slvl @clvl 85: 10-19 -> 27
    • Might
      • Slightly increased the slvl increment after clvl 85.
    • Fanaticism
      • slvl @clvl 85: 3 -> 4
    • Salvation
      • Salvation: -> Concentration
      • slvl @clvl 85: 3 -> 7
  • Western Sorcerer
    • Fire Ball: +4 to slvl
    • Gracial Spike: +4 to slvl
    • Chain Lightning: +4 to slvl, -10% chance
    • Bone Spirit: +10 chance (so that all sorcerers have the same chance of sub elemental attack)
  • Offensive Barbarian
    • Bash: +4-6 to slvl
    • Berserk: -> Concentrate

Monster Changes

  • Rebalanced monsters' life and experience, especially in early levels.
  • Radament, Smith, Hephasto, Lava Fiend
    • Increased Defense.
  • Wyvern, Electrocuter
    • Reduced Life by 10%.
  • Summoner (not including Dark Magicians)
    • Increased Defense, Life and Experience.
    • Uses Living Ice's aura (negating CBF, -Cold Res) and Magma Juggler's aura (-Fire Res).
  • Clay Golem (Monster)
    • Changed the graphic to yellow colored Living Ice type golem and renamed as Mud Golem.
  • Blood Golem (Monster)
    • Changed the graphic to red colored Living Ice type golem and renamed as Flesh Golem.
  • Death Mauler
    • Increased the damage of Death Maul attack.
  • Siege Beast
    • Increased the damage of Stomping attack.
  • Master Thief
    • Reduced the radius of the negtive Extra Gold aura again (10 -> 5.33 yards).
  • Act Bosses (not including the clones in Baal's Throne)
    • Added a little FRW and IAS to conter slow effect. Added some deffensive property.

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Last-modified: 03-01-2008 (Sat) 18:55:36 (4098d)