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  1. All 2 handed weapons: Can only be equipped in main hand slot.
  2. All offhand items: Can only be equipped in offhand slot.

Modifications above may cause a BUG when auto equipping items from vendors, 2 handed weapons might stack with shields. It would easily turn normal if you remove one.

  1. You can only carry 40 Grid of Charms within your inventory, more than 40 would make you and your team’s current MP and Stamina turn empty, all your animations become extremely slow, healing potions would lose their effects. Such limit only works with players using expanded inventory plugins.
  1. 2 handed melee weapons:

Randomly bonuses 50-200% defense and 10-25% FHR and has a chance to give 1-3 ‘Weapon Smite’ skill on most of them. It’s a passive skill that increases stun duration of Paladin Smite skill when launched by Fringes.

  1. 2 handed Swords:

Changed to totally 2 handed, Barbarians can’t use them as 1 handed swords anymore.

  1. Lumberjack Weapons:

All Axes except Throwing Axes and ‘Military Pick’ Series would have initial stat’+75% damage to ‘Lumber and Botanies’, which would include all Thornhulks, Vines, Huts, Catapults, Blood Hawk Nest Series and Mosquito Nest Series, and Act 5 Doors.

  1. 2 Handed Axes or Scythe type Weapons:

Since they are Lumberjack Weapons, they won’t have ‘Weapon Smite’, but would have additional damage bonus to ‘Lumber and Botanies’ instead.

  1. Wracker Weapons:

Includes ‘Military Pick’ Series and ‘Hammers’, grant initial stat ‘+75% damage to Structures’, yes I mean Structures, anything looks like a structure included.

  1. 2 handed Hammers:

Since they are Wracker Weapons, they won’t have ‘Weapon Smite’, but would have additional damage bonus to structures instead.

  1. Reaper Weapons:

Includes ‘Tridents’ and ‘Scythes’, grant initial stat ‘+75% damage to Humanoids’, which means anything looks like Human.

  1. Scythes: New weapon type, still counted as Polearms, used for some specific settings. They don’t have ‘Weapon Smite’ as initial bonuses, but grants extra 75% damage vs ‘Humanoid’ targets.
  2. Tridents: New weapon type, still counted as Spears, includes ‘Trident’, ‘Spetum’ and ‘Brandistock’ Series, used for some specific settings. They don’t have ‘Weapon Smite’ as initial bonuses but grants extra 75% damage vs ‘Humanoid’ targets.
  3. Nomad Swords:

New weapon type, Barbarian only, actually they are vanilla 2 handed swords when used by Barbarian as 1 handed, but now, just one handed. Nomad Swords has similar names as related 2 handed ones, offering extra block chance and a passive skill ‘Nomad Spirit of Swords’, this skill would give extra damage bonus to Sword Mastery when equipping a shield. Beware, this bonus won’t stack with ‘Nomad Spirit of Shields’ and requires the ‘Passive Update’ skill casted to make it Realtime.

  1. Spike Shield Series:

Base defense balanced, randomly grants some thorns damage and a passive skill ‘Nomad Spirit of Shields’, which would give extra damage bonus to Barbarian’s ‘Weapon Mastery’ skills. Beware, this bonus won’t stack with ‘Nomad Spirit of Swords’, and requires the ‘Passive Update’ skill casted to make it Realtime.

  1. Bone Shield Series:

Base defense balanced, gains higher level magic affixed earlier, and grants ‘Nomad Spirit of Shields’ as well as Spike Shields.

  1. Bone Helm Series:

Base defense balanced.

  1. Mask Series:

Base defense balanced.

  1. Shrunken Heads:

Base defense balanced, lower than same grade ‘Bone Shield’ series.

  1. Offhand Axe Series:

New weapon type, axes that can only be used in offhand slot. It’s reasonably weaker and has lower level requirement than ‘Hand Axe’ Series, doesn’t need str and dex to equip, str and dex damage bonus are both 1.0. They can’t be dropped or purchased, the only way to acquire one is to transform a common 1 handed axe (Throwing Axes excluded) within the Cube. This type of weapon is recommended to be given to Barbarian Hirelings as their offhand weapons, since they are mostly not as good as common axes when wielding by player characters.

  1. Staves:

Besides the bonuses to common 2 handed melee weapons, staves have a chance to acquire another caster bonus set, which would be 0-2 all skills, 10-75% FCR, 15-50% max MP. As for unique and set staves, except for those clearly melee recommended such as ‘Ribcracker’ and ‘Serpent Lord’, all others would get the caster extra bonus. The former would get melee bonus of course.

No longer grants Sorceress staff mod.

They are more universal now, instead of Sorceress recommended.

  1. Magic Quivers:

New item types, most offensive jewel magic affixes and some other proper useful ones would appear on them, could be Rare or higher. Automatically replenish quantity but would be lost like common quivers when depleted. They can be fixed to receive full replenish but might be expensive.

As specification, Magic Arrows might have ‘Fervor’ suffix to grant extra IAS, while Magic Bolts might have ‘Bear’ to grant knockback ability.

  1. Bows and Crossbows: Now they have durability, meaning they could be ethereal. However, shooting them won’t consume durability, only shapeshifted melee attacks would.
  2. Scepters: Grant ‘Sacred Bolt’ skill, release a magic orb without MP cost, more like another Normal Attack. Converting 100% weapon physical damage to magic and ignores Undead and Demon creatures resistant. Damage bonus increases along with character’s level, when clicked on a target and missed as the target moved, may have some retargeting abilities.
  1. Wands and Orbs: Grant ‘Magic Bolt’ skill, release a magic bolt without MP cost, more like another Normal Attack. Converting 100% weapon physical damage to magic, more powerful than Sacred Bolt but couldn’t specifically punish Undead or Demons, when clicked on a target and missed as the target moved, may have some retargeting abilities.
  1. Daggers: Randomly grants 5-15% Deadly Strike and ignores 15-33% Target Defense.
  2. Clubs: Randomly grants 0-3 Druid Skilltab levels.
  3. Flails: New weapon type, still counted as Maces, used for some specific settings.
  4. Necro Javelins: New weapon type, includes ‘Pilum’ and ‘Glaive’ Series, used for some specific settings.
  5. Melee-Caster Items: Includes Daggers, Clubs, Cristal Sword Series, Long Sword Series, Small Shield Series and Bone Items. Caster related magic affixes would be able to appear on them.
  6. All Assassin Claw weapons have their chance to acquire staff mods.
  7. Amazon Javelins: Str/dex bonus readjusted to str 0.5, dex 0.8.
  8. Medium Armors: Grants 1-3 physical damage reduction.
  9. Heavy Armors: Grants 3-5 physical damage reduction.
  10. Melee Range:

All melee weapons have at least 1 melee range add except Daggers, Wands, and Orbs.

All 2 handed melee weapons have at least 2 melee range add except 2 handed axes.

All short-shaped bows and crossbows except Heavy Crossbow Series have 1 melee range add.

All long-shaped bows and Heavy Crossbow Series have 2 melee range add.

All 1 handed swords have 1 melee range add and 2 handed swords have 2.

All 2 handed axes except Giant Axe Series, have only 1 melee range add, because they are indeed that short on screen.

  1. Weapon base speed:

All Amazon Spears had their base speed faster by 10.

Elite Staves had their base speed faster by 5.

Stalagmite’s base speed switched to 0 so Ribcracker would not get slower after upgrading.

  1. Max socket slots:

All Elite Weapons would have their max sockets set to same as inventory grid occupying area but no more than 6.

All Elite Shields except Shrunken Heads have 4 max sockets which means you can make a ‘Spirit’ Rune Word with a Heater.

All Elite Helmets would have 3 max sockets.

  1. Weapon Damage adjust

All Elite Throwing Weapons had their melee damage adjusted, to make the average same as throwing.

All 2 handed axes had their damage slightly increased.

All crossbows had their damage slightly increased and str/dex bonus switched to str 0.5 and dex 0.8.

Stalagmites had their average damage readjusted to be equal as other staves with the same base speed.

  1. Shapes on Equipped:

All Scepters changed their shape in hand to be same as wands, which is much better than maces.

Military Pick Series had their shape in hand changed to War Hammer Series, which is a bit more alike the inventory shape.

Double Axe Series and War Axe Series had their shapes in hand switched, made them sync with their range add and slightly more like the inventory shapes.

Switch some 2 handed axes’ shape in hand with each other to match the double or single edged of the inventory shape.

Long Staff Series had their shape in hand changed to Battle Staff Series, to match the length.

Spetum Series had their shape in hand changed to Brandistock Series, to match the melee range add and inventory shape.

Dirk Series had their shape in hand changed to Dagger Series, more alike the inventory shape.

Pilum Series changed their shape in hand to Javelin Series, to match the inventory shape.

Hunter’s Bow Series had their shape in hand change to Short War Bow Series, more alike the inventory shape.

Composite Bow Series had their shape in hand changed to Short War Bow Series, more alike the inventory shape.

Long Battle Bow Series had their shape in hand changed to Long Bow Series, more alike the inventory shape.

  1. Dropping Sounds

All non-metal Helms dropping sound no longer metallic.

All non-metal Shields dropping sound no longer metallic.

Girdle Series’ dropping sound turned to metallic.

  1. New Metal Items (Available for Iron Golems)

Mithril Coil, War Belt, Colossus Girdle.

  1. Ammo and other stack item quantities:

Throwing Weapon stack size increased, so Thrower Barbarians would be happier.

All Elite throwing axes had their base damage slightly increased, but stack quantity is smaller than throwing knives.

Throwing Potions stack up to 256, would make a very good way to collect gold.

Keys stack up to 256

  1. Color Dyeing related

Cap Series: Dye deeper, would make ‘Harlequin Crest’ indeed Green, but with Paladin, Druid and Sorceress, would look like a stocking-headed thief.

Helm Series: Dye deeper, mostly good, but with Paladin, would look like a stocking-headed thief.

Paladin Shields: Dye deeper, mostly good.

Shrunken Heads: Inventory dye deeper, mostly good.

Charms: Inventory dye deeper, mostly good.

  1. Slightly increased some Rune’s stat value when socketed on Shields

El: light radius 1, defense 22

Tir: 3 MP on killing.

Nef: 35 defense against missiles.

Eth: MP regen 22%.

Ith: 22% damage to MP

Amn: 33 thorns damage.

Sol: 10 physical damage reduction.

Dol: 10 HP regen.

Hel: 22% requirement.

Lem: 66% gold find.

Pul: 35% defense.

Mal: 10 magic damage reduction

Ist: 28% magic find.

Gul: 8% max poison resist

Vex: 8% max fire resist

Ohm: 8% max cold resist

Lo: 8% max lightning resist

Ber: 10% damage resist

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Diablo II: The Dark Exile (MOD_T.D.E)

Summery

Text Fixing

UI Modification

Character & Skill Modifications

Hirelings Modifications

Monster Modifications

Item Modifications

Dropping and Area Modifications

Compatibility and Others