Changes in ES 3.00 R6


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.

Character Compatibility

  • Old characters are still playable, but you may want to create a new character because;
    • Each character is given 12 more skill points.
    • Many skills have been reqorked, especially in Amazon, Barbarian and Druid skill trees.
    • Stat Points now work differently.
      • Now 1 point in Vitality always grants +2 To Life and 1 point in Energy grants +2 To Mana. Instead, 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.)
      • Now actual skill points in Strength or Dexterity grants +1 To Max Damage per 2 points fpr 2H melee weapons.
      • Now actual skill points in Strength or Dexterity grants +1 To Max Damage per 4 points for other weapons.
      • Now actual skill points in Energy grants +1% To F/C/L/P Skill Damage per 4 points.
      • Now actual skill points in Energy grants +1% To Magic/Wind Skill Damage per 6 points.
      • Now actual skill points in Energy grants +1% To Summon Melee Damage per 4 points.

Item Compatibility

  • All items are basically compatible with R6, but please note;
    • All jewels are temporarily converted to tokens.
      • You need to untokenize them to use them again.
      • Forgings on magic/rare jewels are removed and the materials are refunded at that time.
      • You can't apply Skill Tab Forging if the target jewel has a skill bonus already.
        (Please don't try, or you may lose the skill bonus on the jewel.)
    • To avoid 27 States error, please cube all Unique Charms you have to erase the Carry One Checks.

Bug Fixes

  • 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 that can't be converted + 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 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. (Key -> Ancient Scroll 27 to reroll a rare charm.)
  • (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)

System Changes

Rescaling Skill Levels

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 + Tab Forging) is prohibited.
    • To make up for this, all skills are generally improved so that they do more damage with less skill levels. -> This may be canceled because 12 more skill points and the new stat bonus to skill damages in R6 may make up for the most part of the jewel nerf.
  • 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 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->1224->2220->2016->1812->168->144->12
Pal3.5->23.5->1021->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->0.56->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 (Oskill) grants:
      • +1% To Total Attack Damage per clvl (unchanged)
      • +1 To Max Damage per 4 base Strength/Dexterity points (new)
    • Spell/Summon Damage Boost (Oskill) grants:
      • +1% To Fire/Cold/Lightning/Poison Skill Damage per 4 base Energy points (new)
      • +1% To Magic/Wind Damage Skill per 6 base Energy points (new)
      • +1% To Summon Melee Damage per 4 base Energy points (new)
        (+X% To Summon Melee Damage works like ED% from Might.)
    • Parry Mastery (Oskill) grants:
      • +1 To Max Damage per 4 base Strength/Dexterity points (new, for 2H weapons only)
  • 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

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)

Stocker Changes

  • Rerolling Orb
    • Rerolling Orb shows slightly diferent colors by the type of input and output.
    • Rerolling Orb now skips the quiver outputs by dedault, because I hear few players collect quivers to reroll. To select the quiver outputs, cube with a can opener of any size.
    • Quivers are positively supported no longer, and deleted from the item description. But you can continue to store and reroll 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

  • 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)
  • Blade of Corruption (Unique Soul Destroyer)
    • +1 To Avoid (Sway) -> None
  • 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)
  • Hijikata's Heart-blood (Unique Hachigane)
    • +3 To Sword Mastery -> +3 To Close Combat Mastery
  • 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
  • Eternal Reign (Unique Death Reaper)
    • +1 To Polearm Mastery -> +1 To Close Combat Mastery
  • 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
  • Manifier of Slugger (Unique Brass Knuckle)
    • +1 To Mace Mastery -> +1 To Close Combat Mastery
  • Boots of Aether (Unique Sepulcher Boots)
    • +1 To Avoid (Sway) -> None

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. (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

  • 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)
  • Death's Touch (Set Throwing Knife)
    • Added Piercing Attack 10%.
  • Raistlin's Glance (Set Tiara -> Coronet)
    • Changed the base item from Tiara (qlvl = 70) to Coronet (qlvl = 53), because the set level is 55.
  • Alora's Silent Assault (Set Hand Scythe)
    • Made convertible to War Dart. (Hand Scythe -> War Dart -> Tekko)
  • 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.

Runeword Changes

  • Opposing Destiny
    • +8 To Mace Mastery -> +8 To Thunder Wave

Rune Changes

  • Changed the mods of Kanji Runes as follows. (All runes also has "+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 24
SunReplenish Life +40Replenish Life +40
Thunder+8% To Lightning Skill7% Lightning Absorb
Wind+6% To Wind Skill DamageDamage Reduced by 24
Dragon+50% Enhanced DamageDamage Reduced by 8%
Life10% Life Stolen Per HitIncrease Max Life 12%
Death10% Mana Stolen Per HitIncrease Max Mana 12%
  • Changed the mods of Normal Runes as follows. Similar mods on Lod runes are also modifed.
RuneWeapon ModArmor Mod
A (Sol)+9 To Min DamageDamage Reduced By 7 -> 10
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 -> 10
Na (Sur)Hit Blinds Target -> Slows Target By 10%Increase Max Mana 12%
So+2-250 To Max Fire Damage -> +4-400(0.75/clvl) Fire Resist +0-75%
Mu+2-250 To Max Colf Damage -> +4-400(0.75/clvl) Cold Resist +0-75%
Ne+2-250 To Max Lightning Damage -> +4-400(0.75/clvl) Lightning Resist +0-75%
Re+2-250 To Max Poison Damage -> +4-400(0.75/clvl) Poison Resist +0-75%
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 -> 10-1000

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

Affix Changes (Jewel)

  • Added following jewel prefixes to make up for prohibiting +2 Skill jewels.
    (All are exclusive to +Skill prefixes.)
    • Adjudging: -(5-6)% Enemy Fire Resist (Magic Only)
    • Adjudging: -(5-6)% Enemy Cold Resist (Magic Only)
    • Adjudging: -(5-6)% Enemy Lightnig Resist (Magic Only)
    • Adjudging: -(5-6)% Enemy Poison Resist (Magic Only)
    • Adjudging: -(3-4)% Enemy Fire Resist
    • Adjudging: -(3-4)% Enemy Cold Resist
    • Adjudging: -(3-4)% Enemy Lightnig Resist
    • Adjudging: -(3-4)% Enemy Poison Resist
    • Intensifying: +8-10% To Fire Skill Damage (Magic Only)
    • Intensifying: +8-10% To Cold Skill Damage (Magic Only)
    • Intensifying: +8-10% To Lightning Skill Damage (Magic Only)
    • Intensifying: +8-10% To Poison Skill Damage (Magic Only)
    • Intensifying: +6-7% To Magic Skill Damage (Magic Only)
    • Intensifying: +6-7% To Wind Skill Damage (Magic Only)
    • Intensifying: +4-7% To Fire Skill Damage
    • Intensifying: +4-7% To Cold Skill Damage
    • Intensifying: +4-7% To Lightning Skill Damage
    • Intensifying: +4-7% To Poison Skill Damage
    • Intensifying: +3-5% To Magic Skill Damage
    • Intensifying: +3-5% To Wind Skill 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 -> 4-12
    • 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.

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
    • 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 Squall) -> 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.

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

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)

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)

Skill Changes

Amazon

  • 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)% -> 20% (Fixed)
    • +1% DR per base point
    • No defense bonus
    • Synergy
      • Sway: +1% Chance to D/A/E per level
  • Avoid -> Sway
    • Required Level: 12 -> 6
    • Prerequisites: Dodge -> None
    • Defense Bonus: 15 +15 +30 +45 +60 +60
    • Oskill Avoid (Oskill Sway) no longer works, because Oskill Dodge and Oskill Avoid had been always paired and now Oskill Dodge includes the function of Avoid.
    • Synergy
      • 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%)
  • Evade -> Petrify
    • Required Level: 24 -> 6
    • Prerequisites: Avoid -> Inner Sight
    • An Inner Sight like skill that slows target's Run/Walk speed.
    • Doesn't overwrite curses, Inner Sight and Slow Missiles.
    • Slower Run/Walk: 33% + 3% per Level
    • Radius: 1.33 yard + 0.67 yard per 3 Base Points
    • Duration: 4 seconds
    • Synergy
      • Inner Sight: +0.12 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.
  • Slow Missiles
    • Prerequisites: Inner Sight -> Petrify
  • Frost Nova
    • Prerequisites: Inner Sight -> None
  • Fire Wall
    • Prerequisites: Slow Missile -> Frost Nova
  • Penetrate
    • Prerequisites: Critical Strike -> None

Druid

  • 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.
  • 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 3 levels (capped at 7 at slvl 22)
    • 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)
    • Life Bonus: none -> +15%/lvl
    • Defense Bonus: +25%/lvl -> +15%/lvl
    • Damage Bonus: none -> +7%/lvl
    • Attack Rating Bonus: +25%/lvl -> +15%/lvl
    • Passive:
      • Dire Wolf: +25% Life Per Level -> none
      • Water Elemental: +10% Damage per Level -> none
    • Synergy:
      • Raven: +1 Spirit Wolf per 4 Levels -> per 3 Levels
      • Dire Wolf: +15% Life Per Level (new)
      • Dire Wolf: +7% Defense per Level (new)
      • Dire Wolf: +7% Damage per Level (new)
      • Dire Wolf: +15% Attack Rating per Level (new)
        (Now you can summon exactly twice as many Spirit Wolves as Dire Wolves, and a Spirit Wolf deals 2/3 Damage of a Dire Wolf.)
  • Summon Dire Wolf
    • # of Wolves 1 + 1/lvl (capped at 3) -> 1 + 1 per 2 levels (capped at 3)
    • Life Bonus: 25%/lvl -> +15%/lvl
    • Defense Bonus: none -> +15%/lvl
    • Damage Bonus: none -> +7%/lvl
    • Attack Rating Bonus: +none -> +15%/lvl
    • Passive:
      • Spirit Wolf: +10% Defense Per Level -> none
      • Spirit Wolf: +25% Attack Rating Per Level -> none
      • Water Elemental: +10% Damage per Level -> none
    • Synergy:
      • Raven: +1 Spirit Wolf per 8 Levels -> per 6 Levels
      • Spirit Wolf: +15% Life Per Level (new)
      • Spirit Wolf: +7% Defense per Level (new)
      • Spirit Wolf: +7% Damage per Level (new)
      • Spirit Wolf: +15% Attack Rating per Level (new)
  • Summon Water Elemental
    • Prerequisites: Summon Dire Wolf -> none
    • # 0f Elementals: 1 -> 1 + 1 per 20 Base Points
    • Base Damage: 22-44 +11 +22 +33 +44 +44 -> 20-40 +10 +20 +30 +40 +40
    • Life Bonus: none -> +20%/lvl
    • Defense Bonus: none -> +10%/lvl
    • Damage Bonus: 10%/lvl
    • Attack Rating Bonus: +none -> +20%/lvl
    • Passive:
      • Spirit Wolf: +10% Defense Per Level -> none
      • Spirit Wolf: +25% Attack Rating Per Level -> none
      • Dire Wolf: +25% Life Per Level -> none
    • Synergy:
      • Raven: +1 Water Elemental per 12 Levels -> none
  • Oak Sage
    • Base Life: 56-64 -> 200-226
    • Base Defense: 74 -> 196
  • Heart of Wolverine
    • Base Life: 128-144 -> 200-226
    • Base Defense: 123 -> 196
  • Poison Creeper
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 6)
    • Base Life: 63-87 -> 100-138
    • Base Defense: 50 -> 138
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Mana Cost: 8 -> 20
    • Synergy:
      • Acid Rain: +8% Poison Damage per Level
      • Volcanic Creeper: +8% Poison Damage per Level
      • Arctic Creeper: +8% Poison Damage per Level
      • Cow Balloon: +15% Life per Level
  • Carrion Vine -> Volcanic Creeper
    • Skill: Life Leech -> Fissure
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 5)
    • Base Life: 100-138
    • Base Defense: 138
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Mana Cost: 10 -> 25
    • Synergy:
      • 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: +15% Life per Level
  • Solar Creeper -> Arctic Creeper
    • Skill: Mana Leech -> Cold Blast
    • # of Creepers: 1 + 1 per 5 Base Points (Max = 4)
    • Base Life: 138-192 -> 100-138
    • Base Defense: 165 -> 138
    • Life Bonus: 30%/lvl -> 20%/lvl
    • Mana Cost: 14 -> 30
    • Synergy:
      • Arctic Blast: +7% Cold Damage per Level
      • Molten Boulder: +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
  • Arctic Blast
    • Synergy:
      • Arctic Creeper: +7% Cold Damage Per Level
      • Arctic Creeper: +7% Physical Damage Per Level
  • Winter Fury
    • Synergy:
      • Arctic Creeper: +10% Cold Damage Per Level
  • Volcano
    • Synergy:
      • Volcanic Creeper: +7% Fire Damage Per Level
      • Volcanic Creeper: +7% Physical Damage Level
  • Molten Boulder
    • Synergy:
      • Volcanic Creeper: +8% Fire Damage Per Level
      • Volcanic Creeper: +8% Physical Damage Level
  • Firestorm
    • Synergy:
      • Volcanic Creeper: +6% Fire Damage Per Level

Barbarian

  • 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
    • Synergy: None
  • Axe Mastery -> Thunder Strike
    • A Lightning version of Amazon's Fire Strike.
    • Req Level: 1
    • Prerequisites: None
    • Synergy: Thunder Wave: X% Lightning Damage per Level
    • Synergy: Nova: X% Lightning Damage per Level
    • Synergy: Plasma Squall: X% Lightning Damage per Level
    • Synergy: Thunder Storm: X% Lightning Damage per Level
    • Synergy: Close Combat Mastery: X% Lightning Damage per Level (<- To encourage hybrid builds.)
  • Mace Mastery -> Thunder Wave
    • A Lightning version of Sorceress' Flame Wave.
    • Req Level: 12
    • Prerequisites: Thunder Strike
    • Synergy: Thunder Strike: X% Lightning Damage per Level
    • Synergy: Nova: X% Lightning Damage per Level
    • Synergy: Plasma Squall: X% Lightning Damage per Level
    • Synergy: Thunder Storm: X% Lightning Damage per Level
    • Synergy: Close Combat Mastery: X% Lightning Damage per Level (<- To encourage hybrid builds.)
thunderwave.jpg
  • Nova
    • Increased the missile range (13 -> 14 yards).
    • Req Level: 18
    • Prerequisites: None -> Thunder Wave
    • Synergy: Thunder Strike: X% Lightning Damage per Level
    • Synergy: Thunder Wave: X% Lightning Damage per Level
    • Synergy: Plasma Squall: X% Lightning Damage per Level
    • Synergy: Thunder Storm: X% Lightning Damage per Level
    • Synergy: Close Combat Mastery: X% Lightning Damage per Level (<- To encourage hybrid builds.)
    • Synergy: War Cry: X% Lightning Damage per Level
  • Polearm Mastery -> Plasma Squall
    • A Lightning version of Sorceress' Blizzard.
    • Req Level: 24
    • Prerequisites: Nova
    • Synergy: Thunder Strike: X% Lightning Damage per Level
    • Synergy: Nova: X% Lightning Damage per Level
    • Synergy: Plasma Squall: X% Lightning Damage per Level
    • Synergy: Thunder Storm: X% Lightning Damage per Level
    • Synergy: Close Combat Mastery: X% Lightning Damage per Level (<- To encourage hybrid builds.)
plasma.jpg
  • Thunder Storm
    • Synergy: Thunder Strike: X% Lightning Damage per Level
    • Synergy: Thunder Wave: X% Lightning Damage per Level
    • Synergy: Nova: X% Lightning Damage per Level
    • Synergy: Plasma Squall: X% Lightning Damage per Level
  • Spear Mastery -> Walking Decoy
    • Summons a Barbarian shaped Decoy that doesn't attack but follows after you.
    • Walking Decoy should need hard points to make it last long, because melee Barbarians themselves are the tank, and a one-point-wonder tank for them will be off-balance. Some ranged/spell builds may want an additional tank at the cost of some skill points.
    • Req Level: 24
    • Prerequisites: None (Moved to "Warcries" skill tab page.)
    • X to Base Defense per Base Point.
    • X to Base Life per Base Point.
    • +1 Walking Decoy per 10 Base Points.
    • Synergy: Iron Skin: +3% Defense per Level.
    • Synergy: Natural Resistance: +3% All Resistance per Level.

Necromancer

  • Summon Skeleton, Summon Vampire
    • Reduced the footprint of Skeletons and Vampires (2x2 -> 1x1) to reduce the jam.
  • Bone Armor
    • +1% DR per base point.
  • 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.)
newpoisonnova.jpg

Paladin

  • 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%
  • Sacrifice
    • Increased the damage bonus (80% + 40%/lvl -> 100% + 40%/lvl).
    • Increased the AR bonus (50% + 15%/lvl -> 100% + 15%/lvl).
    • Negates any physical damage you take while attacking.
    • The Life Loss is changed as follows:
      • Propotional to your current life instead of the damage you deal.
      • Propotional to your attack length. (Attacking fast results less life loss.)
      • Increases as the slvl increases.
      • @slvl 1: 5% of your current life per 10 frames. (7% with the initial weapon, with which you attack at 14 FPA.)
      • @slvl 34: 10% of your current life per 10 frames.
      • @slvl 67: 15% of your current life per 10 frames.
      • @slvl 100: 20% of your current life per 10 frames.
    • Removed the Life Loss synergies.
    • Made the attack uninterruptible.
  • Charge
    • Increased the AR bonus (50% + 15%/lvl -> 50% + 25%/lvl).
  • Conversion
    • Added 5/4 weapon damage bonus.
    • Added AR bonus (20% + 10%/lvl).
  • 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 Shield
    • Required Level: 24 -> 18
    • Prerequisites: Charge, Blessed Hammer -> Charge

Sorceress

  • 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.
  • Fire Mastery, Cold Mastery, Lightning Mastery
    • Reduced the effect: 60% + 5%/lvl -> 60% + 4%/lvl

Rescaling Defense% Skills

  • Reduced monsters' Attack Rating by 25% at most. (Less reduction in early difficulty.)
  • Reduced Defense% bonus from skills by 30%.
  • This is intended to ease the inequality that the classes/builds with no native Defense% skills are significantly disadvantaged, because monsters are balanced against very defensive characters.
  • Assuming an average defensive character has 500% defense bonus from skills in end games.
  • His total defense is base * 600%.
  • If reduced by 30%, his defense bonus is 350%.
  • His total defense is base * 450%.
  • So he loses 25% of his total defense, which will be offset by the -25% AR of monsters.
    (Less defensive characters will simply benefit from -25% AR of monsters.)
  • Cloak of Shadows
    • Defense Bonus: 10% + 3%/lvl -> 10% + 2%/lvl
  • Shade Armor, Fire Armor, Chilling Armor, Shock Armor
    • Defense Bonus: 30% + 10%/lvl -> 20% + 7%/lvl
  • Iaigiri, Concentrate
    • Defense Bonus: 100% + 10%/lvl -> 70% + 7%/lvl
  • Shout
    • Defense Bonus: 100% + 15%/lvl -> 70% + 10%/lvl
  • Iron Skin
    • Defense Bonus: 30% + 10%/lvl -> 20% + 7%/lvl
  • Elemental Form
    • Defense Bonus: 50% + 10%/lvl -> 35% + 7%/lvl
  • Defiance
    • Defense Bonus: 100% + 25%/lvl -> 100% + 15%/lvl
  • Holy Shield
    • Defense Bonus: 25% + 15%/lvl -> 20% + 10%/lvl

Holy Parry -> Parry Mastery (Damage Augmenter Oskill)

  • A passive skill that works for all classes.
  • Works only when the character equips a 2H melee weapon.
    • (1-30)% Chance to D/A/E
    • Converts Increased Block Chance and FBR on your equipment into FHR.
    • Defense Bonus: 20% + 7% per your primary defense skill level
      (The highest slvl (not blvl) of following skills is used.)
      • Sway
      • Shade Armor
      • Iron Skin
      • Shapeshifting Mastery
      • Bone Armor
      • Holy Shield (slvl is doubled, because unlike from other skills, you don't benefit from Holy Shield when Parry Mastery is active.)
      • Fire Armor
      • Chilling Armor
      • Shock Armor
  • 2H Assassins, 2H Barbarians and 2H Were Druids are strong enough without this skill, so:
    • The 7% defense bonus of Iaigiri, Concentrate and Elemental Form is removed.
    • The defense bonus of Shade Armor and Iron Skin is reduced by 2%. (7% -> 5%)
      (Those builds still benefit from the D/A/E bonus, and the passive 7% defense would be helpful when they use other nondefensive skills like Tiger Strike or Berserk.)
    • Iron Skin will receive synergy from Double Swing and Frenzy, because dual-weapon Barbs are less defensive as well as 2H Barbs and don't benefit from Parry Mastery. Dual-claw Assassins would need no compensation because they have Weapon Block.

Hireling Changes

  • Offensive Barbarian
    • Bash: +4-6 to slvl
    • Berserk: -> Concentrate
  • 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)

Monster Changes

  • 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.

To Do

  • Runetool update.

Database, Wiki Update

  • Kanji Runewords
  • Prefixes, Suffixes (partially done)

Not Confirmed

  • (jp, mac) Quest Reward Fix causes a crash (?) on Japanese Mac version ES.
  • Reseting a white Odd Charm causes a crash (?).

Plans

  • Make "Half Freeze Duration" stackable. (2 or more HFD's grant "Cannot Be Frozen".)
  • Valshift GG
  • Replace item_normal_damage with Min/Max Damage.
  • +Wind Skill Damage -> Smite
  • Add Flawed Crystals (size). 100 Chipped Crystals = 10 Flawed Crystals = 1 Crystal
  • Make Crystals socketable. Crystals have the same mod as the corresponding Kanji Rune except "+1 To All Skills".
Crystal
Req Lvl=48
Weapon 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 JadeReplenish Life +40Replenish Life +40
Solid Mercury50% Extra Gold From Monsters50% Extra Gold From Monsters
Bitter Peridot+8% To Poison SkillMagic Damage Reduced by 24
Enigmatic CinnabarSlows Target by 8%Cannot Be Frozen
Burning Surphur+8% To Lightning Skill8% Lightning Absorb
Tainted Tourmarine+6% To Wind Skill DamageDamage Reduced by 7%
Storm Amber+30 To Max DamageDamage Reduced by 24
Pulsing Opal10% Life Stolen Per HitIncrease Max Life 12%
Shadow Quartz10% Mana Stolen Per HitIncrease Max Mana 12%
Flawed Crystal
Req Lvl=24
Weapon 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 JadeReplenish Life +26Replenish Life +26
Solid Mercury33% Extra Gold From Monsters33% Extra Gold From Monsters
Bitter Peridot+5% To Poison SkillMagic Damage Reduced by 16
Enigmatic CinnabarSlows Target by 5%Half Freeze Duration
Burning Surphur+5% To Lightning Skill5% Lightning Absorb
Tainted Tourmarine+4% To Wind Skill DamageDamage Reduced by 5%
Storm Amber+20 To Max DamageDamage Reduced by 16
Pulsing Opal7% Life Stolen Per HitIncrease Max Life 8%
Shadow Quartz7% Mana Stolen Per HitIncrease Max Mana 8%
Chipped Crystal
Req Lvl=6
Weapon ModArmor Mod
Frozen Soul3% To Magic Skill Damage3% Magic Absorb
Bleeding Stone3% To Fire Skill Damage3% Fire Absorb
Dark Azurite3% To Cold Skill Damage3% Cold Absorb
Tomb JadeReplenish Life +13Replenish Life +13
Solid Mercury16% Extra Gold From Monsters16% Extra Gold From Monsters
Bitter Peridot+3% To Poison SkillMagic Damage Reduced by 8
Enigmatic CinnabarSlows Target by 3%Half Freeze Duration
Burning Surphur+3% To Lightning Skill3% Lightning Absorb
Tainted Tourmarine+3% To Wind Skill DamageDamage Reduced by 3%
Storm Amber+10 To Max DamageDamage Reduced by 8
Pulsing Opal4% Life Stolen Per HitIncrease Max Life 4%
Shadow Quartz4% Mana Stolen Per HitIncrease Max Mana 4%

Master Ancient Scroll

  • Sold at Gheed.
  • An Master Ancient Scroll (MAS) has a property of Scroll Level 0 at first.
  • You can increase the Scroll Level of an MAS by 1, by cubing with an Ancient Scroll (AS) of one higher number than the Scroll Level. The AS is consumed.
    (Ex. An MAS of Scroll Level 0 requires AS #1 to be upgraded to Level 1. You can't skip a certain level. If you have no AS #2, you can never upgrade your MAS to Level 2.)
  • In Secret Recipes, you can use an MAS as an any AS lower than or equal to its level. An MAS of level 49 can substitute for all AS but AS #50, for example.
  • Once your MAS hit level 25, you don't need to carry Ancient Tome #1-25. Once your MAS hit level 50, you don't need to carry Ancient Tome #26-50. This saves the time to put in and take out the Ancient Scrolls when you use Secret Recipes, and discarding Ancient Tomes will prevent the "Too Many Items" error.
  • Some Secret Recipes must be changed so that multiple recipes don't require the same materials.
    • Secret Recipe 4: Crafted Weapon/Armor (Normal) + 2 P-Gems + DS + FH
    • Secret Recipe 5: Crafted Weapon/Armor (Normal) + 2 P-Gems + DS + FH
    • Secret Recipe 24: Crafted Weapon/Armor (Exceptional) + 4 P-Gems + 2 DS + 2 FH
    • Secret Recipe 25: Crafted Weapon/Armor (Exceptional) + 4 P-Gems + 2 DS + 2 FH
    • Secret Recipe 31-36: Gloves/Belt/Boots + 1-2 Elixirs

Free Oskills

  • Blinder Raven
    • A free oskill for Druid granted by Damage Augmenter.
    • An alternative skill of Raven (i.e. It uses the skill level of Raven.)
    • The ravens summoned by this skill deal Blind Effect like the original ones in LoD.
  • Werebear
    • A free oskill for Druid granted by Damage Augmenter.
    • An alternative skill of Elemental Form (i.e. It uses the skill level of Elemental Form.)
    • Has the almost same stat as Elemental Form.
    • Elemental has some Fire Absorb. (Defense/Life may be slightly nerfed instead.)
    • Werebear has some Cold Absorb. (Defense/Life may be slightly nerfed instead.)
    • Werewolf has some Lightning Absorb. (Defense/Life may be slightly nerfed instead.)
  • Find Potion
    • A free oskill for Barbarian granted by Damage Augmenter.
    • An alternative skill of Find Treasure (i.e. It uses the skill level of Find Treasure.)

Crystal Recipes

  • More Kanji Runewords
  • Kanji Rune Forging
  • Uber Forging
    • Golden Anvils
  • Oopart base items
  • Crafted Charms
  • Crafted Jewels
  • jp_neta
  • Crystal socketable, morph

Others

  • Rebalance Unique Weapons.
  • Rebalance Unique Class Specific Armor.
  • Class Skill bonus on weapons needs to be more generic
  • new base armor for eth armor upgrade
  • can opener size change, rerolling orb image change
  • valk attracts meph,duri,council
  • uniquestones -> stocker
  • Map changes?
  • gold storage
    1. The damage augmentor charm does not have any effect with Dragon Talon in the LCS window. I don't know if it doesn't work, or if it's just not displayed. I hope it works, because Dragon Talon could sure use the help.
    2. Elemental damage from equipment is not displayed with Dragon Talon in the LCS window. It does work with the skill though.
  • Pally discussion: http://phrozenkeep.planetdiablo.gamespy.com/forum/viewtopic.php?t=47585
  • Kick Damage(?)

Bookmarks

Damage Augmenter for each class
http://phrozenkeep.planetdiablo.gamespy.com/forum/viewtopic.php?t=48658
New Skills
http://phrozenkeep.planetdiablo.gamespy.com/forum/viewtopic.php?t=48693
Unique Items
http://phrozenkeep.planetdiablo.gamespy.com/forum/viewtopic.php?t=48759


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