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  1. Rearranged Defense of most Armors, Especially Torso Armors and Shields, based on their weight and other requirements.
  2. Added extra descriptions for some items such as detailed Blunt Weapon Classes and function explanations for newly added items. However due to a limit within the game engine, they can’t be displayed on Set Items.
  3. You can only carry 40 Grid of Charms within your inventory, more than 40 would make 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 bonus 10-25% defense and 10-25% FHR and added 33% bonus to Duel Skills.

Duel Skills are listed below~

  • Amazon: Jab, Impale
  • Paladin: Sacrifice, Charge
  • Barbarian: Bash, Berserk
  • Druid: Feral Rage, Maul

Some of them may offere 1-3 ‘Weapon Smite’ skill. It’s a passive skill that increases stun duration of Paladin Smite skill when launched by Fringes.

  1. Lumberjack Weapons:

All Axes except Throwing Axes, ‘Military Pick’ Series and ‘Cleaver’ 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:

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

  1. Cleavers: Not counted as ‘Lumberjack Weapons’, initial stat is ‘+50% damage vs Blood and Flesh’, ‘Bood and Flesh’ means everything that has ‘Blood and Flesh’.
  2. 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, also Gargoyles and Magma Demons.

  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. 2 handed Swords:

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

  1. Nomad Swords:

Actually they are vanilla 2 handed swords when used by Barbarian as 1 handed, but now, just one handed. Barbarian only, 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’.

  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’.

  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. All Shields added extra defense vs missiles by character’s defense value.
  2. 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. 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, 15-50% FCR & 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. 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 and Heavenly Stone: 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 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 except ‘Heavenly Stone’, 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. Holy Water Sprinkler: Initial stat is 250 charges of ‘Holy Water’, a ‘Strafe’ like melee missile skill, spraying holy water at up to 5 enemies in range, 3/4 weapon damage and converts 100% physical damage to magic, ignores Undead monsters’ resists. Its replenishing cost is not expensive, 3.0 version items won’t get this change automatically.
  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. Medium Armors: Grants 1-3 physical damage reduction.
  8. Heavy Armors: Grants 3-5 physical damage reduction.
  9. 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. Items below now counted as Metallic (Available for Iron Golems)

Mithril Coil, War Belt, Colossus Girdle.

  1. Items below no longer counted as Metallic (Unavailable for Iron Golems)

Small Shield Series, Sharktooth Armor, Kraken Shell, Boneweave, Boneweave Boots, Diamond Mail, Balrog Skin, Hydraskull, Demonhead.

  1. Dropping Sounds.

All non-metal Items’ dropping sounds no longer metallic.

All metal Items’ dropping sounds now metallic.

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

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

Paladin Shields: Dyeing deeper, mostly good.

Shrunken Heads: Inventory dyeing deeper, mostly good.

Charms: Inventory dyeing deeper, mostly good.

Gave inventory dyeing to Pandemonium Keys, to match their Soul Stones’ color.

Rearranged Essences’ color to match their Soul Stones, Pain is Green, Hatred is Blue, Terror is Red and Destruction is Yellow.

  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

  1. Retrieved Blizzard’s abandoned hitting effect animations for more weapon missiles.
  2. Archon Plate and Archon Staff: 5 charges of level 1-5 ‘Archon’ skill might have a chance to be spawned on them.

Archon: A 10 sec boosting skill that brings massive FCR, movement speed and Energy stat along with endless stamina, but lower your max HP 50%. The bonuses would be increased with the character level. It CAN’T stack with ‘Energy Shield’ or ‘Rage’.

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Summery

Text Fixing

UI Modification

Character & Skill Modifications

Hirelings Modifications

Monster Modifications

Item Modifications

Dropping and Area Modifications

Compatibility and Others