New level layouts and dungeons coming soon, with new superuniques, new items, new bosses, new monsters, etc. etc.
Stay tuned for v8, packed with twice as much goodness. Mod is growing exponentially.
There are still vendors who have different items you need for game, but they are 0 gold and gold is not the currency of the mod. It's souls and soul shards.
You can consume soul shards like potions and they increase the Souls Consumed stat in character stat sheet page
You can cube Souls with the Energy Sphere to capture the Soul. Collect souls and capture them, and use the captured Soul Energy to create even more powerful items.
Souls Vanquished is another stat, kill counter, you get portable Stash at 10k kills, so you can access your stash from anywhere, even outside the town from your inventory
Souls Consumed stat (when you drink Soul Shards) is a separate counter/stat. Depending on how many souls you've consumed, different recipes open up to you and different things happen in game, such as skill acquisition
Demons drop demon souls, regular monsters drop regular souls. Demon souls will morph you into the demon whose soul you have, if you put it on as amulet, and you get that demons' skills to cast as oskills
Regular monsters drop regular souls, which don't morph you into the demon, but grant you certain bonuses.
Both souls can be put on as amulets.
Soul Shards can be put on as rings, or drank as potions, to add to your Souls Consumed count.
Furthermore, every item in the game is useful.
All magic/rare/set/uni items you don't want, cube with Energy Sphere to collect their magic energy (diff items, based on diff ilvl and formula give diff points)
All white items can be cubed with Energy Sphere to break down the item into simple item parts (diff items, based on lvl, base item, formula etc. give diff points)
Game drops smithing hammers, each hammer creates a diff base item type, everyone in the game, and each hammer requires X number of item parts you've collected.
Use the smithing hammers with the energy sphere to create base item type.
Then use Rare Shard, Set Stone, or Unique Particle to create the rare/set/unique version f that item. Costs 300 points to make rare, 500 to make set, adn 750 Magic energy points to create unique version of that item.
Almost nothing in the game goes to waste.
Arrow/Bolt/jewels, armor, charms, weapons, and almost everything has sockets on it. You can even put 1 socket in to rings and amulets.
Tons of new maps, you have to now find the Den of Evil, it's somewhere out there in the wilderness ?
tons of new skills, 6 new golems for necro, can cast all together: Bone Golem, Ice Golem, Rock Golem, Lava Golem, Air Elemental, one more I can't remember.
Druid now has Summon Blood Wolf (like iron golem shares life with you, vampire wolf), Summon poison snake, rabid wild dogs, leopards, probably going to add some boars he can summon too
Necro now has Acid Rain, Poison Wildfire (from Game of Thrones) and Poison Wildfire nova) Green Flame missiles for skills, new skills.
Sorc has new skills, poison orb, toxic gas blast, etc. etc.
Druid has new skills.
need to finish up new skills on rest of the 4 classes.
Multi level dungeons everywhere, to explore, eventually will endup with hundreds of new levels in the game, various levels connected together in totally new act layouts
All the stuff I wrote is already done, act 1 multi level dungeons soon done, then start on act 2.
Oh, and there are over 90 new monsters in the game, brand new, from infinitum.
Important items on ground now have color beams like Diablo 3, thanks to someone's plugin on PK which I had to heavily expand from a few colors to over a dozen colored beams, for all the custom items, gems, stones, souls, books, scrolls, etc. in Ironman
New Skills for sorc, druid, and necromancer
Necro:
Poison Wildfire (From game of thrones, green firestorm with poison nova skill)
Poison Wildfire Nova (very powerful lvl 60 skill)
Poison Acid Rain
6 New Golems
Sorc:
Poison Orb
Toxic Fumes
New Summon skills (magic slimes)
New passive skills
Druid:
Summon skills expanded:
Summon Blood Wolf (shares the blood it sucks to heal you)
Summon Snake (Summon poisonous snake)
Summon Wild Dog (Summon Wild Dogs)
Summon Ice Golem and much more.
Important items on ground now have color beams like Diablo 3, thanks to someone's plugin on PK which I had to heavily expand from a few colors to over a dozen colored beams, for all the custom items, gems, stones, souls, books, scrolls, etc. in Ironman
New Skills for sorc, druid, and necromancer
Necro:
Poison Wildfire (From game of thrones, green firestorm with poison nova skill)
Poison Wildfire Nova (very powerful lvl 60 skill)
Poison Acid Rain
6 New Golems
Sorc:
Poison Orb
Toxic Fumes
New Summon skills (magic slimes)
New passive skills
Druid:
Summon skills expanded:
Summon Blood Wolf (shares the blood it sucks to heal you)
Summon Snake (Summon poisonous snake)
Summon Wild Dog (Summon Wild Dogs)
Summon Ice Golem and much more.
New Stuff
Soul Elixir - Soul Elixir
Soul Tome - Book of Skill
Soul Shard - Soul Shard
Generic Soul - Generic Soul
Experience Book - Experience Book
Infinite Mana Elixir - Grants the character massive mana regeneration for 30 seconds.
Regeneration Elixir - Grants the character massive life regeneration for 30 seconds.
Elixer of Strength - Permanently boosts the character's strength by 1.
Elixer of Dexterity - Permanently boosts the character's dexterity by 1.
Elixer of Health - Permanently boosts the character's max life by 2.
Elixer of Stamina - Permanently boosts the character's max stamina by 2.
Elixer of Mana - Permanently boosts the character's max mana by 2.
Elixer of Fire Resistance - Permanently boosts the character's fire defense by 1%.
Elixer of Cold Resistance - Permanently boosts the character's cold defense by 1%.
Elixer of Poison Resistance - Permanently boosts the character's poison defense by 1%.
Elixer of Lightning Resistance - Permanently boosts the character's lightning defense by 1%.
Elixer of Magic Resistance - Permanently boosts the character's magic defense by 1%.
Elixer of Power - Gives an extra stat point for the character to use.
Sling Stone - Adds 1% damage to all throwing potion skills
Cold Stone - Adds 1% cold resistance to an enchanted item
Heat Stone - Adds 1% fire resistance to an enchanted item
Shock Stone - Adds 1% lightning resistance to an enchanted item
Venom Stone - Adds 1% poison resistance to an enchanted item
Psychic Stone - Adds 1% magic resistance to an enchanted item
Mirror Stone - Adds 1% magic find bonus to an enchanted item.
Shield Stone - Adds +1 to damage reduction to an enchanted item.
Protection Stone - Adds +1 to magic damage reduction to an enchanted item.
Stone of Cold Mastery - Adds 1% extra cold skill damage to an enchanted item
Stone of Fire Mastery - Adds 1% extra fire skill damage to an enchanted item
Stone of Lightning Mastery - Adds 1% extra lightning skill damage to an enchanted item
Stone of Poison Mastery - Adds 1% extra poison skill damage to an enchanted item
Stone of Magic Mastery - Adds 1% extra magic skill damage to an enchanted item
Summoner Stone - Adds 1% bonus to the base life of summons to an enchanted item
Minion Stone - Adds 1% bonus to the damage of all summons to an enchanted item
Stone Slate - Drops the level requirement of any stone or shrine boosted item by one
Portable Armor Shrine - Boost the character's defense by 100% for 120 seconds.
Portable Combat Shrine - Boost the character's damage and attack rating by 100% for 120 seconds.
Portable Experience Shrine - Boost the character's experience gained by 150% for 120seconds.
Portable Mana Regeneration Shrine - Boost the character's mana regeneration by 600% for 120 seconds.
Portable Skill Shrine - Boost the character's skill levels by 3 for 120 seconds.
Lot of new features, many not yet documented, play to discover.
Inventory background fix.
Charmzone now bottom 4 rows.
Balance changes:
-1. Monster skills readjusted
-2. Monden 25% higher
-3. Many monsters walk/run speed adjusted
-4. Mycelium Growth now does poison damage
-5. Slows Red & Blue mushrooms
-6. 25% Slower experience.
-
Gameplay changes:
- 1. The world is much darker, lighting is reduced everywhere, monsters don't have too much lighting.
- 2. Added torches, work as shields. Can getfrom Charsi for free. Torch Increase light radius. Trust me you'll need to wear torches and switch out with 'w' key.
- 3. TXT file cleanup.
- 4. Charstat balance.
Monster changes:
- 1. Adjusted various monsters skills and stats forbalance
Items: -
- 1. Fire, Lightning, Cold, Poison, and Magic Resistance potions. -
- 2. Demon Souls: monster drop souls. Can be worn as amulets. Grant you monsters skills and abilities. Penalty isthatsome morph you intothe monster and you can't use someof your active skills. Souls can be cubed withthe Energy Sphere to capture souls. Captured souls can be extracted using soul shards and special items to turn them into legendary items.
- 3. Souls: work like souls, but will not morph you into demons. Only demon souls can sometimes morph you.
- 4. Soul Shards. Work like souls. Cannot be harvested for soul energy because they are shards of soul, notthe whole entire soul. Can be worn as rings. Used to extract soul energy from Energy Sphere and create legendary items.
- 5. Soul Elixir: legendary item. Permanent +5to stats in char screen
- 6. Soul Tome: legendary item. Permanent +1to any skill in skill tabs
- 7. Right click to change gem extractors
- 8. *In addition to Runewords and Gemwords, now you can make Stonewords!*
```
```
Cube Recipes:
-1. Souls + Energy Sphere = Capture Soul
-2. Soul Shard + Energy Sphere + Ancient book = Soul Tome
-3. Soul Shard + Energy Sphere + Any health/mana/rejuv pot = Soul Elixir
-
Kill bonuses:
- Anytime you kill this many number of monsters, you will get bonuses:
```
Kill Bonus 10 - Minor Healing Potion
Kill Bonus 25 - Minor Healing Potion
Kill Bonus 50 - Minor Healing Potion
Kill Bonus 50 - Random Magic Weapon
Kill Bonus 100 - Random Magic Armor
Kill Bonus 150 -
Kill Bonus 200 -
Kill Bonus 250 - Random Magic Cap
Kill Bonus 300 - Random Magic Ring
Kill Bonus 350 - Random Magic Amulet
Kill Bonus 400 - Random Magic Ring
Kill Bonus 450 - Random Magic Belt
Kill Bonus 500 - Demon Chest
kill bonus 1000 - Random Rare Weapon
kill bonus 1000 - Random Rare Armor
kill bonus 1250 - Random Rare Full Helm
kill bonus 1500 - Random Rare Belt
kill bonus 1750 - Random Chain Gloves
kill bonus 2000 - Random Rare Ring
kill bonus 10000 - Portable Remote Stash
```
Misc GUI/UI cleanup.
6.0.4
Font16 Fixed
Inventory background rgb(111)
6.0.3
BUGFIX: Smithing Hammers show correct required parts for correct item
MonDen up by 200
MonUMax/N/H +1
Monster ToHit +10
Monster ToBlock +10
More monsters auras
More monster skills
More monster on death skills (Be careful or an explosion might kill you)
6.0.2
More difficulty added
New monsters auras and skills on death
More monsters missiles and skills (It's easy to die unless you play like an Ironman)
enabled 3 socke gemwords on boots
6.0.1
Made font thinner, fixed font offsets, no more overlapping glyphs.
v6.0.0
Note: new mod version will invalidate existing save files
Energy Cube + Energy Sphere (Animated Items)
Combined Item Salvager and Magic Harvester into Energy Sphere (one item)
Larger inventory
Cleaner UI
Quest, Skilltree, Waypoint background images
New Char creation and char select screen
Recolored Buttons
600+ new Gemwords
500+ new Runewords
81 new monster token replacements
New monsters skills
New Town1 map
Magic and Rare Arrows & Bolts
Magic and Rare Elemental Arrows & Bolts
General difficulty raised to offset new items/runewords/gemwords
New Demon Chest item graphic
Removed /time based properties (Blizzard didn't code these correctly)
Lots of New objects in Act 1 wilderness maps
Socketed arrow and bolt quivers (gemwords possible)
Socketed Rings and Amulets (gemwords possible)
Socketed magic and rare charms (gemwords possible)
New game loading screen animation
New NPC graphics (Charsi, Akara, Gheed, Fara, etc.)
Tons of new balance tweaks and changes after a few weeks of testing.
5.0.2
Demon Chest Type Recipe Fix
5.0.1
Demon key size changed from 1x2 to 1x1 squares to match the demon chest size. Key was too big.
5.0.0
Major Update!
New Items:
Demon Chests
Demon Keys
Cube a chest + key to open it and access items inside. The items demon chests will contain will be rebalanced as mod is playtested more.
For new chars, at 10 souls vanquished, you will get a random demon key. "Huh? What is this? What does this do?"
At 500 souls vanquished you get a demon chest! Keys and chest can also drop before 500 kills from champion/unique/superunique/bosses
Demon Chests
3 kinds of demonic chests
Demon Chest Rare
Demon Chest Set
Demon Chest Unique
Demon Keys
3,000 different Demon Keys!
Each key unlocks a chest, gives some random items according to chest quality, rare, set, unique, if you have the proper item level/char level.
At 10,000 souls vanquished, you will get a portable stash item. Right click to access stash from anywhere outside town. Quality of life improvement at high game, so you don't have to keep running back to town, unless it's for a quest.
(Note: If this makes the game too easy upon play testing, it will be removed completely, as it may not fit the Ironman style of gameplay)
4.0.4
Remote stash drops at 10,000 kills.
Changed to official stash item graphic, 2x2 squares
4.0.3
Updated stash item graphic to 3x3 chest
4.0.2
Added Personal Stash as inventory item.
Right click to access stash from anywhere.
New stash graphic.
4.0.1
New Health Mana graphics.
Updated/cleaned general UI graphics.
Updated charmzone to be more obvious.
4.0.0
Implemented Charm zone (lower bottom left of inventory, 6 squares across, 4 squares down, indicated by red border). Charms will only work in this area.
3.5.30
Cube size reduced to 2x2 again. 3x3 was too large.
3.5.29
New graphics: Cube, Harvester, Smithing Orb
3.5.28
Renamed Orb of Forging to "Smithing Orb" to use with "Smithing Hammers"
3.5.27
Cube, Harvester, Orb of Forging graphics update.
(Caution, this might might make cube, harvester, and orb disappear from inventory since their sizes were changed. If this happens, just go to Gheed and get a new harvester. Go to Charsi and get a new Orb of Forging)
3.5.26
Fixed Rare Javelin durability 1 bug
3.5.25
Orb of Forbing can now break down magic, rare, set, and uniqute items for even more parts.
Salvaging items is a tricky business. You may destroy the item and not get any parts at all. Or you could get a lot of parts. Salvaging items is always a gamble.
Multiple items of same quality (up to 6x) can be harvested but with penalty. One unique item may give up to 89 points. But harvesting 6 uniques will give max 400 for example.
-Smithing Hammer sound changed to sword instead of potion.
3.5.17
Moved bags/harvester/creation orb strings to spelldesc.
Restructured item descriptions to looks better.
3.5.16
6,000+ Total Cube Recipes
Magic Harvester Update! (Important, read this!)
Harvester no longer harvests a set amount of Essense Points. Instead the number of EP is now based on the item level and a forumla.
Item descriptions for bags/harvesters updated, to shorten strings, so it doesn't crash on mouseover.
Item descriptions changed to reflect new system of crafting.
Smithing Hammers now show how many item parts they require.
3.5.14
Added 1500 new cube recipes!
Now every different item type/quality gives different item parts when salvaged.
Low quality items will not salvage too many item parts.
Normal quality items may salvage more item parts.
High quality items may salvage even more parts.
Formula is ROUND( (ITEL_LEVEL / 4) + 3 ) for how up to how many item parts you can salvage.
The cost to forge items is ROUND( ((ITEL_LEVEL / 4) + 3) * 1.5 )
Added Shamans to more act 1 outdoor areas
Replaced poinson javalin from goatmen with poison bomb
3.5.13
Shamans fixed in Cold Plains (weren't spawning).
Less Key Drops
3.5.12
Orb of Creation renamed to Izual's Orb of Forging
3.5.11
Smithing Cube Recipes Added
3.5.10
TreasureClasses for Smithing Hammers Added
Smithing Hammers dropping
3.5.9
Smithing hammers added.
3.5.8
New crafting system
Orb of Creation
Cube with low/hi/normal quality white items to break the item into parts.
Cube with Smithing Scrolls to turn item parts into new items.
Now every single item in the game serves some purpose!
Salvage all the low quality, high quality and normal (white) items in the game for item parts.
Use item parts to create all sorts of new white items (then use the Magic Harvester's Essense Points to apply different properties to that item, turn it magic, rare, set, or unique).
Todo: Create Smithing Hammers. 1 hammer for each item base code.
3.5.7
Kill Bonuses! Survive the Hardcore Ironman mod as long as you can, and get bonses for staying alive!
10 Souls Vanquished: You will get 1 health potion for vanquishing the 10th monster's soul.
25 Souls Vanquished: Magic weapon + magic armor
Every 25 souls vanquished from now until 200, you will get one piece of magic equipment.
250 Souls Vanquished: Rare Armor + Rare Weapon
300,400,500,600,700,800,900,1000 Souls Vanquished: you will get one piece of rare equipment.
Balance Changes:
Monster are tougher.
Monsters are slightly faster, threat level slightly reduced so merc won't automatically target them. More challenge.
3.5.6
Souls Vanquished counter font size fix
3.5.5
D2NewStat.dll + D2KillCounter.dll
Souls Vanquished counter.
3.5.4
Weapon/Armor durability increased.
Little better potion drops.
More magic item drops.
Necro background update
3.5.3
Potion drops slightly increased
Can store and extract up to six gems of the same quality in the gembags.
Level lighting further reduced. The world is dark. Deal with it.
Charstats adjusted according to class.
Arrow stacks lowered drastically.
Armor durability slightly increased.
Gold is unspawnable.
Monden up by 100
More monster skills added for difficulty testing.
New Cube Recipes:
Stackable on item with repeat use, cannot be exploited,
as item durability will run out. Only melee items: