*Changes in ES 3.00 R5G [#ecb3175c]

**Bug Fixes [#da8fb9e9]
-Removed the walkable flag from the tiles in Nihlathak's Domain (at Malah's shop), which would prohibit Nihlathak from escaping into the unreachable area.
-Fixed the typo in the skill descriptions of Dodge, Avoid and Evade (animatin -> animation).
-(jp) Unified the translation of the word "Enigmatic" in "Enigmatic Cinnabar" and "Chipped Enigmatic Cinnabar".
-Fixed the bug that no socketable can be inserted into the socket of LoD unique elite gloves, belts and boots.
-Fixed the bug that the lightning damage of Death Sentry doesn't increase by slvl.
-Fixed the bug that the corpse explosion radius of Death Sentry doesn't increase by slvl.
-Removed the unnecessary magenta dots on the gem can graphics in Act 5.
-Removed the wrong RIP bonus from Motoko Set's full set bonus, which had been changed to the regular mod of the amulet.
-Fixed the errors in the skill description of Fade (12% seconds -> 12 seconds).
-Fixed the bug that Sightless Archer (Unique Faceguard), Zan-Esus' Commitment (Unique Coronet) and Lunar Charm (Unique Tiara) can't be rerolled.
-Fiexd the bug that Life and Mana can be D-Stoned only once per item.
--This is because of an LoD bug (LoD doesn't report the correct Life and Mana on an item.) The recipe no longer check the cap for Life and Mana. Please check it for yourself. 
-Fixed the bug that Runeword Stone, Void, Forefeel, Gold, Fog, Moon, Sin and Rhino don't accept the extra jewel.
-Fixed the map tiles in River of Flame, Moonshine Distillery, Fake Note Factory and Poppy Farm, in which monsters are wrongly spawned on lava. (This is a bug of D2 itself.)
-Fixed the bug that Sacred Piercer's passive pierce bonus doesn't work.
-Reduced the mana costs of Shock Web, Teeth, Volcano, Poison Slash, Charged Bolt and Ice Bolt as announced in R5F.
-Fixed the mana cost of Arctic Blast, which was lower than anounced in R5F. 

**System Changes [#bcee93da]
-Generally reduced the experience gain in Normal and NM.
-Eased the experience penalty between character level 90 and 95.
-Changed the casting delay of following skills.
--Fissure: 20 -> 15 frames
--Flame Wave: 15 -> 10 frames
--Cold Wave: 0 -> 10 frames
-CtC mods of following skills %%%spawned in R5G and later%%% use a special version of the skill that has no casting delay. Existing items aren't updated until rerolled.
--Bone Wave, Hydra
--Fist of the Heavens
--Flame Wave, Meteor, Lightning Hydra, Blizzard, Frozen Orb

**Skill Changes [#heb80f26]
-Made Flame Wave and Cold Wave assignable to the left mouse button.
-Improved the physical damage of Lightning Inferno.
(Lightning Inferno is supposed to deal the same physical damage as its lightning damage, but Lightning Mastery hadn't worked for that.) 
--Old: Physical Damage = Lightning Damage before applying Lightning Mastery * (100 + Wind Mastery) / 100
--New: Physical Damage = Lightning Damage before applying Lightning Mastery * (100 + Wind Mastery + Lightning Mastery) / 100
(Here "Lightning Mastery" includes "+XX% to Lightning Skill Damage".)
-Improved the physical damage of Arctic Blast.
(Arctic Blast is supposed to deal the same physical damage as its cold damage, but Cold Mastery hadn't worked for that.) 
--Old: Physical Damage = Cold Damage before applying Cold Mastery * (100 + Wind Mastery) / 100
--New: Physical Damage = Cold Damage before applying Cold Mastery * (100 + Wind Mastery + Cold Mastery) / 100
(Here "Cold Mastery" includes "+XX% to Cold Skill Damage".)
-Increased the missile ranges of Nerco Vampires (20 -> 26.66 yards).
-Slightly reduced the additional exlosion radius of Corpse Explosion and Death Sentry per level (+0.44 -> +0.33 yard per slvl).
-Increased the aura damage of Protection From Evil. This is because PfE pulses only once in 3 seconds while Holy Auras pulse every second.

|Aura Magic Damage (Old)|2-6|+1.5|+3|+6|+12|+12|
|Aura Magic Damage (New)|3-10|+2.5|+5|+10|+20|+20|

-Improved Enchant so that the enchanted units show an overlay animation.
(Enchant no longer turns the weapon red, because not all weapons can change the color, and changing some and not changing others is confusing.)


:|(You can always know whether minions, mercs and characters are Enchanted, even if their weapons have the fixed color.)

-Changed the casting sound of Shade Armor.
-Added the info to the description of Sacred Piercer that you need to re-equip Damage Augmenter after you assign skill points.
-Improved Holy Shield.
--Damage Reduction: +1% per Base Point (New)
--Block%: Diminishing Return -> 15% + 1% per Base Point (Nerf)
--Also benefits for 2H melee builds via an free oskill "Holy Parry" (New)
-Added an free oskill "Holy Parry" for Paladins. (Also see Recipe Changes.)
--The skill level of Holy Shield is directly reflected. This skill doesn't work if you have no point in Holy Shield.
--Needs a 2H melee weapon equipped to cast. (Doesn't work with bows and xbows.)
--Overwrites and is overwritten by Holy Shield.
--Defense Bonus: 150% of Holy Shield
--Damage Reduction: +1% per Base Point
--Chance to Dodge: 15% + 1% per Base Point
--Blocking is disabled when active. You need to recast Holy Shield when you swap to shield/1H weapon setup.


**Monster Changes [#m24daa47]
-Toned down the spell levels of Putrid Defilers.
--Psychic Slash: slvl 3-5 -> 1-2 (in normal)
--Thunder Storm / Meteor Shower / Winter Fury: slvl 8-10 -> 4-6 (in normal)
(The slvls of monsters are automatically increased by 3 in NM and by 7 in Hell.)
-Toned down the Corpse Explosion damage of Nihlathak by 40%.
(This is because monsters' life is increased in R5.)
-Halved the range of Master Thieves' "Gold Steal" aura (20 -> 10 yards.)
***Drop Changes [#b8a6a018]
-Reverted monster's Treasure Class of weapons and armor back to the old version.
(I had improved the TC, and after a while, had lowered the qlvls of elite items to gamble them easily. But doing both made elite items start to drop in too early areas.)
-The players number no longer increases junk drop (quivers, pots, keys, etc.) from non-boss monsters.
(This means less junks, say in 8 ppl Cow Level, but good items drops as before.)
-Improved the chest drop at /playes1, but the players number increases it more mildly.
(Now the chest pop cheat makes less sense.)
**Recipe Changes [#z4932d46]
-Changed the output ilvl of Secret Recipe 28 (Rerolling a rare charm with gems) from "previous ilvl" to "clvl", like other reroll recipes.
-Rerolling Orb no longer stores Crafted Rings/Amulets as a Magic Jewel Point. This is because a Magic Jewel Point is worth only 1.5 Flawless Gem and you can make 2 Flawless Gems from a Crafted Ring/Amulet.
//-%%Now Gem Can stores a Crafted Ring/Amulet as 54 Gem Points (= 2 Flawless Gems) of the selected color.%%(This recipe has been implemented.)
-Damage Augmenter + Chipped Diamonds -> Adds +1 To Holy Parry
-Damage Augmenter + 3 Thawing Potions -> Removes +1 To Holy Parry

**Item Changes [#q2c15af8]
-Optimized the color palettes of several base items.
--Cloak, Robe, Spiked Armor, Horned Helm, Assault Helm and Avenger Guard show the inherit color on the field graphic.
--Improved the field graphic color of Full Helm, Great Helm, Mask, Aelin Shield, Preserved Head, Unraveller Head and Gargoile Head.
--Improved the inventory graphic color of Elven Chain, Kite Shield, Circlet, Hawk Helm and Targe.
-Changed the description of Magic Eraser (DmgAc -> -MonDf, RedAc -> -TgtDf.)
-Merc Only Conversion %%%applied in R5G and later%%% shows the string &color(red){''** Merc Only Conversion **''}; when you cursor the item.
--To let the old Merc Conversions show the string, please remove it and apply again.
-Changed the req str/dex of following items so that elite pieces have more requirement than exceptional ones.
--Battle Scythe (Exceptional Scythe): 82/82 -> 65/65
--Shadow Scythe (Elite Scythe): 65/65 -> 82/82
--Grim Scythe (Exceptional War Scythe): 140/140 -> 95/95
--Death Reaper (Elite Scythe): 95/90 -> 140/140
-Changed the oskill description &color(blue){''+1 To Carry One Item Check''}; to &color(blue){''+1 To''};&color(red){'' Carry One Item''};.
***Set Item Changes [#ed06dc14]
-Added the base conversion recipes of following items.
--Crook of the Valley (Set Petrified Staff) -> Ancient Maul
--Branch of the Ents (Set Mystic Staff / Marksman Bow) -> Urgrosh
--The Staff of the Magius (Set Rune Staff / Rune Bow) -> Grim Scythe
(This is because those sets can be used with melee chars, and staves' gem type is "Helm".)

**Reported Bugs / Requests [#v09410de]
-Rune Forgings (forged in the latest version) on gloves can't be removed correctly.
-%%(Sep 22) Secret Recipe 28 (rare charm gem reroll) would it make sense to change 'previous ilvl' ->'char lvl' as with all other gem rerolls?%%(done)
-%%(Sep 23) Small display bug in Fade, some of the synergies are shown as 12% seconds.%%(done) 
-%%(Sep 23) Merc-only forging doesn't seem to get the purple "forged-equipment" description.%%(applied only to new conversions)
-%%(Sep 25) HF/HS pulses every 25 frames (once per second) but PfE only pulses every 75 frames (3 seconds). I realize that the slow puls rate is needed to keep the AoE Knockback from becoming overpowered, but this also means that it does only 1/3 the damage of the other auras. If the AoE damage is supposed to be similar, then the raw damage numbers of PfE have to be 3 times higher than for HF/HS.%%(done)
-%%(Sep 28) While doing an overhaul of the 'Miscellaneous' recipe page on the wiki I noticed these recipes don't look very balanced:%%(done)
--%%Magic Jewel + Blemished Gem = Magic Jewel of the Same Type (ilvl = char lvl)%% 
--%%3 Crafted Rings/Amulets = 1 Rerolled Magic Jewel.%%
--%%A junk Crafted item can be turned into 2 Flawless Gems.%%
-%%(Sep 28) The passive pierce bonus on Sacred P