Welcome to Lamant of Innocence This is an extensive Mod for the Diablo II Expansion Entitled - Lamant of Innocence There will only be one selectable player character, the Default being the Barbarian. As I progress with the developement of the Mod, I'll make varient "plugins" to enable a different character (Ie: play as an Assassin instead of a Barbarian).. Lamant of Innocence Changes: Global Changes. 1) Players X Command can be set to up to 18. The value set makes the game equal to that many players in it. Press Enter while playing and type: /players 8 to set the game difficulty to 8 players , exc. 2) Using Yohann's Plugy Kit, allowing multiple pages of both personal and shared stash space. 3) Carry Gold is set to 25,000/Level. Stash Gold is 75,000/Level. No gold loss from stash upon death. 4) Damage Reduction is capped at 80%. 5) Increased Maximum Cap for Shield Blocking to 95%. 6) Decoupled Blocking % from character Level and Dexterity. Now the characters base chance to block is equal to the Block % on shields as well as any Bonuses from the Block Property (Such as the Passive Skill Shield Mastery). 7) You will now receive +2 to Defense for every point of Dexterity (Ie: 200 Dexterity = 400 Defense Bonus instead of the standard 50). 8) Den of Evil Quest Gives 1/2/3 skill points , Book of Skill Quest gives 1/2/3 Skill Points , and Izual Quest gives 2/3/5 Skill Points. (were #/#/# = Normal / Nightmare / Hell Difficulty) 9) Act 3 Book Quest grants 5 , 10 , 15 Stat Points (were #/#/# = Normal / Nightmare / Hell Difficulty) 10) Act 3 Health Quest Potion gives 20 , 35 , 50 Life (were #/#/# = Normal / Nightmare / Hell Difficulty) 11) Expanded the Horadric Cube storage Space. 12) Fixed it so you retain full defense while running. Because of this , I have reduced how much Stamina all characters gain (As seen under Character Changes). Character Changes. 1) No Stamina gained on leveling up , and only 1 Stamina gained per 4 points placed in Vitality. The stamina drain effect has been doubled (from 20% to 40%). 2) Starting Attributes (strength, dexterity, exc) are all set to 5. 3) Character starts with a Spectril Elixir that gives a one-time bonus of 70 free stat points & 2 free skill points to distribute as the player wishes. This further ecourages character customization. 4) Character starts with the Horadric Cube. 5) Character starts with a bag of gold that they can use to purchase additional equipment. Right-Click the stack to add gold to total. Skills Changes. 1) All seven character classes now share the same skills and skill trees (built from a combination of skills from ALL SEVEN CLASSES, as well as a varied amount of new skills). There is a total of 90 skills across five skill trees (18 skills per tree). The skills are basically the same as of the latest patch, but sometime in the future, I'll be editing all the skills to give varied effects dependant on which class are using them.(For instance, the Barbarian will excel at using Melee Skills, but will be less effective while using pure magical skills.) 2) The skill tree level requirements are based on a value of 8 (IE: 1, 8, 16, 24, 32, and 40). 3) All skills on the Passive Tree and Aura Tree have a maximum Skill level of 10 (and it displays in the skills name as well). Skills in the Magical Tree, Combat Tree, and Elemental Tree can be raised to a maximum skill level of 20 (as normal). Hireling Changes. 1) Global Changes : All Hirelings can be fully equipped now (Armor, Helm , Weapon , Boots , Gloves , Belt , 2 Rings , and Amulet). Item Changes. 1) There are Two types of Runes in Lament of Innocence: A)Any rune that is found within the game will ALWAYS be a "Common Rune". These runes will have no ill effect by themselves, but they do add a currupting effect to any items made into Runewords with them. B)However, if you find a special Holy item, you can remove the taint of evil from the Rune itself, thus making it a "Blessed Rune". Blessed Runes can be used to make Epic Runewords, and generally have better stats on them. Lastly, you cannot "mix" different types of runes to make a runeword. You must either use all Common runes or all Blessed runes. 2) Tossed out all the Runeword combinations for items and replaced them with all new ones. There will be "two" grades of Runewords, normal and blessed: Normal Runeword items are made with normal runes, and thus carry the taint of evil unleashed by the three Prime Evils when they were let loose. When one of these runeword items are created, they will be slightly warped with a "curse-like" effect. Unlike Uniques, they cannot be clensed. Blessed Runeword items are made from all Blessed Runes and carry srong holy enchantments. 3) Tossed out all the Vanilla Uniques and replaced them. There is at least one Unique version of every item type in the game. Unique Item Level has been adjusted to that of a normal item of its type. This means that if a Dagger drops , it can now be Unique. Dropable Uniques ALL have "cursed" effects in one form or another. You have to "pay" to equip these babies :) Enabled a cubing formula to "purify" Uniques and remove the "cursed Properties". HOWEVER , this will be VERY hard to do , so best save the rare items needed to purify these items. Lastly , once a Unique has been "purified" , there is a further cubing formula that you can use to "Bless" an item to give it rare and powerful bonuses.This will be even harder to do then to "purify" the Unique. 4) Tossed out all the Sets within the game and made all new ones. Unlike Runeword ,Unique , Rare , and Magical Items, Set Items will never carry a Cursed Property, thus making them more desirable. I havent yet desided how to work in Sets, but I'm thinking on it. 5) Rare and Magical Items (Weapons, Armor, Shields, Rings, Amulets, Jewels, Charms, and even gems & Runes) can now spawn with minor to major "Curse-Like" effects. 6) All Torso Armors have higher Defensive Ratings and receive automatic Damage Reduction. The heavier armor types having more damage reduction then thier lighter counterparts. 7) Shields are now designed specifically for blocking attacks and reducing damage received from being struck. They also have sleightly highere "Defense" Ratings. Larger shields offer better Damage Protection as well as grants a greater chance to block incoming attacks. Skull-Type shields (Bone Shield and its upgrades) now add a small life leech bonus to the user. Blade-Type shields (Spike Shield and its upgrades) now add a small enhanced damage bonus to the user. 8) Helms, Belts, Boots, and Gloves no longer have "normal" Defense values (though they can get magical modifiers that add a set numeric value or percentage value(like +22 Defense or +22% Enhanced Defense). Instead, they have the following Bonuses: Helms - Adds a bonus to Magic resistances. Gloves - Added bonuses to attack rating%. Belts - Belts are designed to carriy beltable items and do so nicely. Exceptional and Elite versions have the same number of rows as thier normal counterparts, but will also receive a bonus to magic find & gold find chances. Boots - Adds a bonus to Stamina. 9) All weapons now receive varies bonuses based on the "weapon" class, as shown below: Axes: Blows from axes can stagger and stun oppenents, reducing the victims attack and movement speeds. Swords: Swords have an increased chance to inflict critical strikes (double damage). Daggers: Daggers inflicts open wounds and prevents monster healing. Claws: Clubs & Maces: These weapons are easier to wield with shields, thus improving the characters blocking chance. Flails: Flails simply ignore a target defense (they were originally designed to bypass an oponents shield). Hammers & Mauls: Can Inflict Crushing Blows. Scepters: Annointed scepters have enhanced damage to both Demon & Undead class monsters. Staves: Weilders of staves receive an increased bonus to defense. Wands: Spears: Wielding a spear gives improved balance, allowing a character to recover from blows quicker. Polearms: Now have greater threat ranges and knocks back enemies that are struck. Bows: Bows now receive full bonuses from Strength as well as Dexterity. Crossbows: Bolts fired from a crossbow have a chance of piercing its target and striking others behind them. 10) Removed all original class-specific items and added in class-specific rings in place of them. These new class-only rings now receive class-specific skills and can carry "cursed" properties. 11) Added several different types of "clue scrolls". Plot Scrolls: These scrolls will give relevent information concerning the varies sub-plots I've added to the Mod, such as how to access special areas. Clue scrolls: Rare scrolls that will tell you how to craft varies items. Lore Scrolls: Scrolls that give information about varies items (such as Uniques and Sets) or background information on varies Superuniques or monsters (such as strengths and weaknesses of them). 12) Added some 200 new Horadric Cube Formulas. 13) Added 10 Books of Legend to Akara's Misc Items page. These 10 books give an accounting of the events leading up to Diablo II. Purely informational. 14) Added Fire Resist and Lightning Resist Potions to Vendors. All potions now have discriptions stating what they do. 15) Added Experience Elixirs to drop tables. These potions instantly give the character experience points equal to the amount it displays. New magical Item Properties. 1) Added 88 new Magical Properties. New abilities include such as Increased Attack Speed based on Strength , All Resistances permenantly set to 0 , + Attribute% (Ie +20% Strength , exc.) , more. 2) Enabled "curse-like" properties. New Cursed Properties are effects such as -20% to maximum life , reducing the Maximum Resistance caps , Slower Movement Rates , Penalties to experience gained , exc. Monster Changes. 1) DiabloClone Spawns in Hell Difficulty Between SOJ counts 200-300. Selling a Soj Autospawns DiabloClone. 2) Added 65 new Monsters with thier own new graphics. New monsters include such things as Wyverns, Beetles, White Dragon, Bugbears, Goblins, Trolls, exc. These new graphics were taken from the Baldur's Gate II and Icewind Dale II Games. Monster graphics have been tweaked to appear as good as possible, and most are as good as current Diablo II Monsters. 3) ALL SuperUniques are now more powerful then they used to be and will give the player a run for his money. Beware these once wimpy opponents as they can easily kill the unwary. Area/Map Changes. 1) Cow Level can now be entered without killing Baal. You can kill Cow King without loosing the ability to make the portal. Even though you can make and enter the Secret Cow Level at ANY time once you aquire Wart's Leg and a Book of Town Portal , the cows are still as difficult as before. 2) Added a new area for the Cave level 2 (Cold Plains Cave). It now uses Act 5's Icecave Tiles and is guarded by Coldcrow. 3) Added a new Tower Celler Entrance. Currently it is empty. 4) Added a new The Pit Level 2 (Tamoah Highlands). It now uses Act 3's Spider Cave tiles and is guarded by a new SuperUnique Monster. 5) Added a new Monastery Gate map (Entrance to Outer Cloister), guarded by Flamespike the Crawler.