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 reworked, 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 for 2H 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.
    • Removed the buggy "Damage +X" property from the game. LoD items with this property are given an equivalent damage bonus.
      (Attack damage hardly changes, but the new properties no longer work with Smite. Instead, Smite itself is improved.)
      • RW Grief (2H): Damage +340-400 -> +340-400% Enhanced Damage (Please reactivate RW)
      • RW Grief (1H): Damage +170-200 -> +340-400% Enhanced Damage (Please reactivate RW)
      • Astreon's Iron Ward: Damage +40-85 -> Adds +40-85 Damage (Please reroll, sorry)
      • The Redeemer: Damage +60-120 -> Adds +60-120 Damage (Please reroll, sorry)
      • Stone Crusher: Damage +10-30 -> Adds +10-30 Damage (Please reroll, sorry)

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 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.

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

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

PlugY Display

  • PlugY now shows the amount of Half Freeze Duration and Cannot Be Frozen. This is because 2 or more HFD mods work as CBF in R6 (via one of Damage Augmenter oskills.)

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 (Plan)

  • Noob's Charm
    • Noob's Charm is a free white Odd Charm that is given to starting characters.
    • Noob's 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 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 True Odd Charm (see below) per character.
  • True Odd Charm
    • The White Odd Charm pre R6 is called True Odd Charm in R6.
    • Secret Recipe 49 now converts your Noob's Charm to a True Odd Charm.
    • True Odd Charm can have 1-3 sockets. (You can increase the sockets by the recipe.)
    • On a True Odd Charm, the skill bonus isn't limited to level 1 skills. You can switch it up to any skill of your class.
      • A True Odd Charm upgraded from a Noob's 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.

Global Property Maginification

  • Following properties on items work twice as much as the listed value in R6.
    • +X Life After Each Kill
    • Adds X Fire Damage (including "Per Level" properties)
    • Adds X Cold Damage (including "Per Level" properties)
    • Adds X Lightning Damage (including "Per Level" properties)
    • Adds X Poison Damage (including "Per Level" properties)
    • Adds X Magic Damage (including "Per Level" properties)
    • This change is suspended for elemental damages because it proved elemental damages are strangely hard-coded and this change seems not to work correctly. For example, the existing items aren't updated at all, and on newly spawned items, only max damage is doubled for unknown reason. :( Here is the result of tests.
      • +10 Life After Each Kill (Spawned in R5): In R6, displays +10 LAEK and heals +20 Life. (Ok)
      • +10 Life After Each Kill (Spawned in R6): In R6, displays +10 LAEK and heals +20 Life. (Ok)
      • Adds +10-20 Fire Damage (Spawned in R5): In R6, displays +10-20 Fire Damage and deals +10-20 Fire Damage. (No Effect)
      • Adds +10-20 Fire Damage (Spawned in R6): In R6, displays +10-40 Fire Damage and deals +10-40 Fire Damage. (Only Max Fire Damage is Ok)
  • Sorry for making it confusing, but this change allows:
    • To improve the properties on pre R6 items.
    • To beraks the cap of the properties. (ex. Fire Damage is capped at 1023 per item, but this change allows one item to have up to 2047 Fire Damage in reality.)
  • Examples
    • +10 Life After Kill heals +20 Life per kill.
    • Adds 1000 Fire Damage increases your attack damage in LCS by 2000.

Stocker Changes

  • Rerolling Orb
    • Rerolling Orb shows slightly diferent colors by the type of input and output.
    • Rerolling Orb now skips the quiver and devil's food 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 (7 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

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 8%
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%
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 -> 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)

  • 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 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.

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)
  • Added Poison Damage to the automods of Necro Daggers and Necro Heads. The same mods are also given to Non-Necro Daggers.
    • +3-14% Poison Skill Damage
    • Adds 20-160 Poison Damage over 2 seconds
  • 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)

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.

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

Amazon Skill Changes

Spear and Javelin Skills

  • Fire Strike
    • Synergies:
      • +5% Fire Damage per Level -> 7%
  • 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 Warrior
    • Increased the base AR in Normal and NM so that it has the same stats in all difficulties.
  • Shadow Master
    • Increased the base AR in Normal and NM so that it has the same stats in all difficulties.
  • Mind Blast
    • 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.)
  • Psychic Slash
    • Synergies:
      • Cloak od Shadows: +5% Physical Damage Per Level -> +9%
      • Mind Blast: +5% Physical Damage Per Level -> 9%
      • Teeth: +5% Magic Damage Per Level -> Cloak od Shadows: +9% Magic Damage Per Level
      • Shuriken: +5% Magic Damage Per Level -> Mind Blast: +9% Magic Damage Per Level
        (50 points in old synergy grant 225% damage. 50 points in new synergy grant 550% Damage)

Barbarian Skill Changes

Warcries

  • 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
  • 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%
  • 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

  • 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 Life, Defense and Attack Rating. Especially the base stats are increased so that auras and warcries work better.
  • 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
  • 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
  • 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
  • Arctic Blast
    • Synergies:
      • Arctic Creeper: +7% Cold Damage Per Level
      • Arctic Creeper: +7% Physical Damage Per Level
  • Winter Fury
    • Synergies:
      • Arctic Creeper: +10% Cold Damage Per Level
  • Volcano
    • Synergies:
      • Volcanic Creeper: +7% Fire Damage Per Level
      • Volcanic Creeper: +7% Physical Damage Level
  • Molten Boulder
    • Synergies:
      • Volcanic Creeper: +8% Fire Damage Per Level
      • Volcanic Creeper: +8% Physical Damage Level
  • Firestorm
    • Synergies:
      • Volcanic Creeper: +6% Fire Damage Per Level
    • Removed the cosmetic effects from the animation to reduce the graphic lag.
firestorm.jpg
  • Were Wolf
    • Faster Run/Walk: 32% + 2%/lvl -> none
    • 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
  • Rabies
    • Synergies:
      • Poison Creeper: 14% Poison Damage Per Level -> 7% Poison Damage
        (This is because Poison Creeper itself is much stronger in R6.)

Necromancer Skill Changes

  • Poison Slash
    • Poison Damage (Per Second): 9 +4.5 +9 +19 +28 +28 -> 12 +6 +12 +24 +48
    • Poison Length (Second): 2 + 0.08/lvl -> 2 + 0.2/lvl
  • Summon Skeleton, Summon Vampire
    • Reduced the footprint of Skeletons and Vampires (2x2 -> 1x1) to reduce the jam.
  • 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 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.)
    • Initial Poison Damage (Per Second): 9-56 -> 14-28
    • Synergies:
      • Hell's Gate: +6% Poison Damage Per Level (New)
      • Hell's Gate: +6% Physical Damage Per Level (New)
newpoisonnova.jpg
  • Frozen Spear
    • Synergies:
      • Bone Wall: +6% Cold Damage Per Level -> 8%
      • Bone Prison: +6% Cold Damage Per Level -> 8%
      • Bone Spirit: +6% Cold Damage Per Level -> 8%
      • Bone Wave: +6% Cold Damage Per Level -> 8%
      • Hell's Gate: +8% Cold Damage Per Level (New)
  • Bone Spirit
    • Synergies:
      • Bone Wall: +5% Magic Damage Per Level -> 7%
      • Frozen Spear: +5% Magic Damage Per Level -> 7%
      • Bone Prison: +5% Magic Damage Per Level -> 7%
      • Bone Wave: +5% Magic Damage Per Level -> 7%
      • Hell's Gate: +7% Magic Damage Per Level (New)
  • Bone Wave
    • Synergies:
      • Hell's Gate: +5% Magic Damage Per Level (New)
  • 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)%

Paladin Skill Changes

  • 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% + 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.
  • Charge
    • Increased the AR bonus (50% + 15%/lvl -> 100% + 25%/lvl).
  • 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: +10% Damage Per Level
      • Cleansing: +10% Damage Per Level
      • Fist of the Heavens: +10% Damage Per Level
hypno.jpg
  • 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
    • 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)
  • 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
  • Holy Ward
    • Removed the synergy to Sacrifice, Zeal and Charge. The synergy to Arrow of Confession and Sacred Piercer remain.
  • Smite
    • Smite receives 100% Bonus from Strength like melee attacks.
    • (Plan) Smite carries 1/2 of Elemental Damage (incl. Mag) on equipment as Magic Damage.
      (This is a compensation for Smite not carrying any Elemental Damage. It's because of a technical limitation that all damages are converted into Magic. The damage is halved because Smite always hits even act bosses, and then Holy Auradin would be overpowered if Smite carries 100% elemental damage.)
  • Prayer
    • Doubled the life regeneration.
    • Halved the mana cost.
  • Holy Bolt
    • +1 Missile per 10 Base Levels
    • Mana Cost: 2 -> 2 + 0.25/lvl
    • Synergies
      • Blessed Hammer: +12% Magic Damage Per Level -> 10%
      • Fist of the Heavens: +12% Magic Damage Per Level -> 10%
      • Protection From Evil: +12% Magic Damage Per Level -> 10%

Sorceress Skill Changes

  • 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
  • Chilling Armor -> Shiver Armor
    • This is because Chilling Armor's shooting back is reportedly annoying in certain situations.
    • The stats (Spell duration, Cold Damage and Cold Length) remain unchanged.
  • Time Stop
    • Duration Cap: 10 seconds -> 12 seconds
  • 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)
  • Ice Blast -> Snow Spirit
    • Releases a spirit of snow that traces and freezes the target.
    • Required Level: 6 -> 18
    • Prerequisites: Ice Bolt -> Gracial Spike
    • Mana Cost: 2.5 -> 8 + 1/lvl
snowspirit.jpg
  • Fire Bolt
    • +1 Missile per 10 Base Levels
    • Mana Cost: 2.5 -> 2.5 + 0.25/lvl
    • Synergies:
      • Fire Ball: +12% Fire Damage Per Level -> +10%
      • Meteor: +12% Fire Damage Per Level -> +10%
      • Immolation: +12% Fire Damage Per Level -> +10%
  • Ice Bolt
    • +1 Missile per 10 Base Levels
    • Mana Cost: 3 -> 3 + 0.25/lvl
    • Synergies:
      • Gracial Spike: +12% Cold Damage Per Level -> +10%
      • Ice Blast: +12% Cold Damage Per Level -> Snow Spirit: +10%
      • Blizzard: +12% Cold Damage Per Level -> +10%
      • Ice Nova: +12% Cold Damage Per Level -> +10%
      • Frozen Orb: +12% Cold Damage Per Level -> +10%

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

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
      • 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

  • 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.
  • Master Thief
    • Reduced the radius of the negtive Extra Gold aura again (10 -> 5.33 yards).

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

Skill Damage

  • Sorceress Skill Damage changes (Plan)
    • Sorceress skills generally have 50-60% less damage than those of other classes, because of their strong Elemental Masteries.
    • Sorceresses benefit less from +X% Skill Damage properties and Energy stat bonus, because their Elemental Masteries overshade those bonuses.
    • To solve this problem:
      • Remove the base point bonus of Elemental Masteries. (The bonus starts at 5% for Sorceress like for other classes.)
      • Ease the 50-60% skill damage penalty to -40%.
        (Keeping Sorceress' damage 50% makes things easier, so I gave up this at least for R6.)
  • Guidelines for Skill Damages
  • Skill Damage Base Formula
  • Level 1, Level 6 Skills
    slvl12-89-1617-2223-2829+
    Skill DamageX-2X+X+2X+4X+8X+8X
    Synergy9-10%
  • Level 12, Level 18 Skills
    slvl12-89-1617-2223-2829+
    Skill DamageX-2X+X+2X+3X+4X+4X
    Synergy7-8%
  • Level 24, Level 30 Skills
    slvl12-89-1617-2223-2829+
    Skill Damage3x-6X+3X+4X+5X+6X+6X
    Synergy5-6% (except Lightning Fury and BF)
  • Damage increment after slvl 23
    • 100 Fire Strike (96) means Fire Strike should be given about +100 fire damage/lvl after slvl 23 and it currently has +96 fire damage/lvl. (So Fire Strike is OK.)
  • Melee Skills
Fire/LightnigCold/MagicPois(0.5sec)/PhysFreeze
Multiplier100%85%120%70%
Melee Single Target100
Fire Strike (96)
8512070
Melee Charged Strike5043
Shadow Strike (44)
60
Viper Bite
(Pois 35*2, Phys 48)
35
Melee Lightning Strike30
Lightning Strike (32)
263621
  • Viper Bite: Pois 35 -> 30, Phys 48 -> 30
  • Ranged Skills
Fire/LightnigCold/MagicPois(0.5sec)/PhysFreeze
Multiplier100%85%120%70%
Ranged Single Target7060
Cold Arrow (45)
Magic Arrow (40)
Magic Throw (40)
Arrow of Confession(40)
8449
Ranged Explosion40
Pyre Javelin (40)
Explod. Arrow (40)
Immolation Arrow
(30 + Fire Patch)
3448
Plague Javelin
(21*4+0.2)
Poison Arrow
(21*4+0.2)
28
Frost Javelin (30)
Freezing Arrow (24)
Ranged Lightning Fury18
Lightning Fury (18)
Lightning Arrow (15)
16
Berserk Fury (20)
2213
  • Cold Arrow: Cold 45 -> 60
  • Magic Arrow: Magic 40 -> 60
  • Magic Throw: Magic 40 -> 60
  • Arrow of Confession: Magic 40 -> 60
  • Plague Javelin: Poison 21 -> 24 (1/2 of avg., but long duration)
  • Poison Arrow: Poison 21 -> 24 (1/2 of avg., but long duration)
  • Frost Javelin: Cold 30 -> 28
  • Freezing Arrow: Cold 24 -> 28
  • Lightning Arrow: Lightning 15 -> 18
  • Berserk Fury: Magic 20 -> 18 (This skill deeply depends on pierce, and Barbs don't have native pierce)
  • Spells
Fire/LightnigCold/MagicPois(0.5 sec)/PhysFreeze
Multiplier100%85%120%70%
Spell Single Target
(Stun, Knockback)
80
Telekinesis (18)
68
Psychic Slash
(mag part 40)
96
Psychic Slash
(phys part 40)
63
Spell Single Target
(Guided)
7060
Bone Spirit(40)
8449
Snow Spirit(25)
Spell Single Target
(Pierce)
60
Lightning Sentry
(22*5 shoots)
Lightning (30)
51
Frozen Spear (27)
Bone Spear (24)
6035
Spell Single Target
(Auto)
35?
Meteor Shower(18)
Thunder Storm(21)
Spell 1-4 Target
(Pierce or Heal)
50
Fire Bolt (24)
43%
Ice Bolt (23)
Holy Bolt (32)
6035
Spell Explosion45
Fire Ball (20)
38
Cold Blast (36)
5432
Gracial Spike (18)
Spell Multiple Target3530
Bone Wall
(36, Delay)
Teeth (20)
4225
Spell Chain Lightning45
Chain Lightning (23)
Spell Nova Type16
Nova
(24 Range 8.6)
Immolation
(8 Range 13.3)
14
Frost Nova
(20 Range 11.3)
Hell's Gate
(14 Range 22)
Ice Nova
(8 Range 13.3)
20
Poison Nova
(pois 21, phys 20
Range 20)
Sandstorm
(24 Range 22)
12
Spell Charged Bolt Type16
Charged Bolt (8)
CB Sentry
(4*5 shoots)
142012
Spell Wave Type24
Flame Wave (11)
Thunder Wave (20)
20
Cold Wave (20)
2917
Spell Inferno Type (0.5 sec)100
Lightning Inferno
(ltng part 27)
85
Arctic Blast
(cold part 27)
120
Lightning Inferno
(phys part 27)
Arctic Blast
(phys part 27)
70
Spell Hydra Type30
Hydra (12)
Lightning Hydra (18)
Spell Shock FieldShock Field
(15*1 per 3lvls)
Spell Firestrom?
Firestorm (75)
Spell Fire Wall (0.5 sec)?
Fire Wall (46.5)
Spell Blizzard80?
Plasma Rain (78)
68?
Blizzard (44)
  • Bone Spirit: Magic 40 -> 60
  • Holy Bolt: Magic 32 -> 43
  • Teeth: Magic 20 -> Ice Fangs: Cold 30
  • Frozen Spear: Cold 27 -> 43
  • Bone Spear: Mag 24 -> 43
  • Nova: Lightning 24 -> OK (+8 to avg., short range)
  • Frost Nova: Cold 20 -> 18 (+4 to avg., relatively short range)
  • Hell's Gate: Range 22 -> 20
  • Poison Nova: Range 20 -> 16, phys 20 -> 12 (Mildly nerfed than the calculation to avoid a drastic nerf.)
  • Thunder Wave: Lightning 20 -> 24
  • Arctic Blast: Cold, Physical -> doubled
  • Hydra: Fire 12 -> 30
  • Firestorm: Fire 75 -> slightly nerfed? (Firestorm releases 5 missiles (+5 by synergy), so 75 damage seems too high as a multiple missile skill. But considering the slow missile speed and short missile range, it would deserve a fairly good damage.)
  • Sandstotm: one of Damage or Range should be nerfed.
  • Traps
    • Trap shoots 5 times, but 1/3 damage of a similar skill would be appropriate, because not all missiles are shoot at once, and Traps aren't so clever. (ex. A Lightning Sentry may shoot LI monsters.)
    • Shock Field: Lightning Damage 15 -> OK? (I'm not sure)
    • Lightning Sentry: Lightning Damage 22 -> 20 (1/3 of 60)
    • CB Sentry: Lightning Damage 4 -> Lava Sentry: Fire Damage 5 (1/3 of 16)
    • Steam Sentry: Magic Damage 36 -> Fire Damage 33 (I'm not sure)
  • Sorceress Spells (50% penalty)
    • Telekinesis: Lightning 18 -> 40 (80 * 0.5 = 40)
    • Fire Bolt: Fire 24 -> 25 (50 * 0.5 = 25)
    • Ice Bolt: Cold 23 -> 22 (43 * 0.5 = 21.5)
    • Snow Spirit: Freeze 25 (49 * 0.5 = 24.5)
    • Lightning: Lightning: 30 -> OK (60 * 0.5 = 30)
    • Fire Ball: Fire 20 -> 23 (45 * 0.5 = 22.5)
    • Gracial Spike: Freeze 18 -> 16 (32 * 0.5 = 16)
    • Flame Wave: Fire 11 -> 12 (24 * 0.5 = 12)
    • Chain Lightning: Lightning: 23 -> OK (45 * 0.5 = 22.5)
    • Immolation: Fire 8 -> OK (16 * 0.5 = 8)
    • Inferno Sentry: Lightning, Physical -> increase by 50%
      (The lightning part should receive penalty but the physical part shouldn't, so exactly speaking the lightning damage is OK and only physical damage should be doubled. But this skill is half lightning half physical, so increase both by +50%.)
    • Lightning Hydra: Lightning 18 -> 15 (30 * 0.5 = 15)
    • Blizzard: Cold 44 -> 34 (68 * 0.5 = 34)

Assassin Skills

LvlShadow Disciplines
PassivesSummonAux
1Melee MasteryCos
I
6BosCommand MasteryI
III
12IShadow WarriorPsychic Slash(?)
III
18FadeI(Mind Stunner?)
III
24VenomShadow MasterI
II
30Shade ArmorMind Blast
(Brain Washer?)
  • Weapon Block goes to MA, near DC
  • Command Mastery (for "Master Ninja" - Assassin Summoner)
    • Shadow Master's synergy (+1 Shadow Warrior @ 20 blvl) is replaced by this passive.
    • +1 Shadow Warrior per 15 Base Level
    • +1 Shadow Master per 20 Base Level
    • +4% Summon Melee Damage per Base Level
      (Maybe more because most melee summons already have lots of ED bonus. But at least it will work strongly with Shadows that have no native ED bonus. 5-6%?)
    • +1 To All Skills to Summons per 3 Base Levels (This affects following skills)
      • Shadow Warrior and Shadow Master: All skills they use
      • Vampire: Vampire Missile
      • Poison Creeper: Vine Attack (the poison damage, a missile spell)
      • Volcanic Creeper: Fissure (a modified version)
      • Arctic Creeper: Cold Blast (a modified version)
      • Valkyrie: Critical Strike, Sway, Dodge
      • Ghost Decoy: Iron Skin, Natural Resistance
    • +1% Chance of Crushing Blow to Shadow Warriors/Masters per Base Level
    • +2% Pierce to Shadow Warriors Per Base Level
    • Shadow Warriors and Shadow Masters are mutually exclusive. You can summon 3 Warriors or 2 Masters at most.
    • Assassin Summoners can summon only up to 3 minions by their own skills, but the summon bonus will expand the possibility of summon-hybrid builds.
LvlMarshal Arts
Kick2Claws/2HChargeUPs
1Dragon TalonDragon ClawTiger Strike
II
6IWeapon BlockFoF
II
12IIaigiriI
III
18Dragon TailICoT
III
24IDragon Blade
(attacks twice
w/ 2H weapons)
BoI
I
30Dragon FlightPhoenix
  • Cobra is removed.
  • Cold Wave goes to Traps.
LvlTraps
TrapBladeSpell
1Shock FieldCold Blast
II
6Lava Sentry
(a fire version
of CB Sentry)
Blade ShieldI
III
12IBlade SentinelIce Fang
(a cold version
of Teeth)
III
18Lightning SentryII
III
24Steam Sentry
(mag -> fire)
Poison StreamCold Wave
I
30Death SentrySuriken

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.
  • 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(?)

Underpowered skills

Assassin

  • Psychic Slash
    • Pointless to boost because other attacks do more damage and hit multiple targets
      • Solution: greatly increase damage values, needs balance testing

Barbarian

  • Thunderstorm
    • Very low damage output
      Compare to Holy Shock for perspective:
  • Holy Shock
  • unlimited targets
  • up to 40 yards range
  • hits once per second
  • good synergy bonuses
  • uses right mouse button
  • Thunderstorm
  • hits one (random) target -> damage is spread
  • fixed 13.3 yards range
  • hits twice per second (at high levels)
  • poor synergy
  • passive with duration
  • Possible solutions:
    1. more damage
    2. lower interval between hits
    3. perhaps a small AoE (if possible)
    4. better synergy

Necromancer

  • Bone Spirit
    • Underpowered single target attack
      • Increase damage / synergy
  • Hydra
    • Another skill that has very poor damage output, rewards for high point investment are nil
  • Possible solutions:
    1. lower or remove cast delay (might be laggy on bad PC)
    2. increase damage
    3. increase synergies
    4. raise the amount/speed/range of bolts fired

Sorceress

  • Lightning Hydra
    • see Hydra
  • Telekinesis
    • See Psychic Slash
  • Fire Bolt (Ice Bolt / Ice Blast?)
    • Another skill that is overshadowed by others, Fireball has same damage output but hits multiple targets.
      • Raising this skill's damage gives the player the option between single-target/high damage and multiple-target/moderate damage skills
  • Meteor Shower
    • Same problems as Thunderstorm
      • The easy solution is to increase its damage, but it may also be a good idea
        to make the skill give defensive bonuses instead, since it is mainly used on melee Sorcs.

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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