Zy-El: Trial by Fire

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The mod aims to make the game more generous and customizable to the player's liking. It introduces new recipes, runewords, and features like infinite stash and larger inventory/cube sizes.

Item drops are improved, quest rewards are better, elixirs and new runewords are added, and the cube, inventory and stash are larger.

Cube recipes allow crafting of new items, upgrading items, rerolling stats, and more. They can be used to make useful potions, charms, and gear when finding items proves difficult.

Zy-El: Trial by Fire

Mod Doc Version : 4.4b (June, 2008)


Diablo2 Version : Lord of Destruction Expansion Patch v1.09d
Mod File Format : Patch_D2.MPQ, D2Game.DLL, D2Gfx.DLL
D2Common.DLL, D2Client.DLL, PlugY.DLL
D2Launch.DLL, D2Net.DLL
Original Author : Kato ([email protected])
Mod Website : http://zyel.d2mods.com

DESCRIPTION (why I made this mod):


I made this Mod to play the game the way I like to play it. Maybe for you too.

Who is Zy-El? She was my first Assassin that I played up to level 89 using the
un-modded, off-the-shelf version of Diablo2-LOD. After slaying Diablo and his
brothers a few times, I was left asking myself: is this all there is? Then I heard
about some of the neat stuff happening on Battlenet and felt ripped off in single
player mode. That's why I created this mod and I name it after Zy-El. This also
explains all the pics of babes with blades!

This Mod is not a cake-walk. Act I Normal is the hardest when your character is running from Skels and has a hard time
killing QuillRats. I don’t want to hear any whining about how tough this Mod is to play! If you want an easier game, go back to
“vanilla” LOD or play some other Mod. Better yet – go make your own Mod!

Topic Quick Links – click link to get to a topic fast

The Good News Elixir Recipes Zy-El Artifacts


The Bad News Megaload Elixir Recipes Reattribute/Reroll Recipes

New & Updated Runewords Exceptional / Elite Recipes Attribute Reduction


Runewords (2-socket) Crafted Item Recipes Damage Reduction Recipes
Runewords (3-socket) Demon Item Recipes Resistance Reduction
Runewords (4-socket) Stat Reduction Recipes
Runewords (5-socket) Crafted Charm Recipes Absorption Reduction
Runewords (6-socket) Crafted Ring/Amulets Level Based Reduction
Crafted Jewel Recipes
Basic Cube Recipes Megaload Crafted Jewel Magic Collectors
Upgrade Item Recipes Piggy Banks
Magic Missile Recipes Thumbnail Recipes
Socketing Recipes Megaload Magic Missile
Celebrity Items
Downgrade Item Recipes Class Skill Adder Recipes Celebrity Transformations
Skill Tab Adder Recipes
Food Items Skill Adder Recipes Treasure Cards
Unique Item Reroll Amazon Skill Adders Treasure Card Cashout Recipes
Unique Item Find Sorceress/Necromancer Skills Treasure Card Wager Recipes
Quest Item Recipes Paladin/Barbarian Skills
Ethereal Item Recipes Druid/Assassin Skills Mod Installation
Special Thanks
Cube Recipe Locks Charm of Making Appendix A: Gem Attributes
Cube Recipe Adders Appendix B: Rune Attributes
Zy-El Scroll Appendix C: Collector Costs
THE GOOD NEWS (Some features to spice things up):

¾ Item drops are more generous than regular LOD. Drop rate and drop quality
increase with player level, game difficulty and Act. There's more likelihood of set,
rare, and unique items being dropped. No less than flawed gems nor any runes
lower than Ith will drop in Nightmare. No less than standard gems nor runes lower
than Sol will drop in Hell. (Better stuff and less garbage!)

¾ New players start with the HORADRIC CUBE, an empty Collector, a few Cube
Scrolls and a chipped gem!!! No other equipment! (Use some of those cube
recipes right away!)

¾ Modified quest rewards. Akara, Charsi, Ormus, the HellForge, Qualkek,


Andariel, Cow King, Halls of the Dead now give perfect gems and/or better runes
as rewards. NOT available for Macs. (It’s worth completing more of those quests
now!)

¾ Infinite stash pages with Yohann’s PlugY. We are all soooo grateful to Yohann
for developing his wonderful infinite stash plug-in. We can now collect to our
hearts’ content. (Yowsa!! How are gonna keep track of all our stuff??)

¾ Increased stash (10x10), inventory (10x10) and cube (10x10) sizes using the plug-in. (More room to haul more stuff!!
Thanks to Fusman and Zhoulumcrist!)

¾ Certain runes, gems, jewels and charms may be purchased at various shops. Each successive Act offers better and
more of these items for sale. Prices for these items are VERY EXPENSIVE. (Yeah! No more searching under every rock
and killing countless hordes just to get the same old garbage.)

¾ Enabled Elixirs! These are rare potions used extensively in the new cube recipes. There are an entire section
of recipes dedicated to the use of Elixirs. These Elixirs can no longer be consumed as they were in LOD. If you
can’t find an Elixir, make it using the cube recipe in the Basic Recipes section. (Wow! Something different!)

¾ Enabled Demon Keys! These keys are imbued with a demon spirits and can be used in the Cube recipes described
below to create Demon items and other unique recipes. Or, they can be sold to merchants for a hefty sum!
Beware! These keys can open chests if you don’t have any regular keys. Be sure to always have regular Keys.
Where to find Demon Keys? You might find one after killing, say . . . a big demon. (Wowee! Something more
different!)

¾ Created Cube Scrolls! These rare scrolls contain 1-shot cube recipes. Place the Cube Scroll in the Cube along with
the stated input ingredient(s). Click the Transform button, the Cube Scroll disappears along with the
base item(s) and the stated output item is left behind. The cryptic recipe on the Cube Scroll will over-
ride any other recipes in effect. Simply stated, the Cube Scroll instructs the Cube how to Transform.
There are 960+ different Cube Scrolls and they come in four distinct flavors: Common, Uncommon,
Secret and Arcane. And there are cube recipes to transform Common Cube Scrolls to Uncommon and
Uncommon to Secret and Secret to Arcane! (Wow! A new item type! Different graphics too! Thanks
to Shadow Talon, Riparious and JBouley!)

¾ Created Demon Boxes! These mystery boxes can only be opened by transmuting with a Demon Key in the Horadric Cube.
Sometimes good, sometimes not. These boxes themselves will provide a clue about what they contain; if the box
could talk – this is what it would say to you. It is up to the player to decide whether or not to open it or sell to a
merchant for a hefty chunk of change. (Do you feel lucky, punk?)

¾ Merchant maximum buyback limit increased. Item maximum buyback limits for merchants has been increased to 100
million gold. Magic, Rare, Set and Unique items are worth more gold too. Repair costs have been quartered! (Better value
for good stuff sold back and cheaper to fix and recharge stuff.)

Zy-El Mod Page 2


¾ Gem attributes have been enhanced with higher bonuses. Diamond and amethyst modifiers have been tweaked. (Always
felt that gems became eclipsed by the advent of runes and jewels.)

¾ No xp penalty for dying in Nightmare and Hell difficulties. NOT available for Mac users – sorry. (That always
ticked me off . . . to no end!!)

¾ Higher probability for class specific item drops. NOT available for Mac users – sorry. (Formerly used to be only 1/3
as likely as non-class, a little better now.)

¾ Skill levels maximum extended from 20 all the way up to 100! NOT available for Mac users – sorry. Warning: not
all skills will work beyond a certain level - haven't figured them all out yet. (Yeah! Level 100 Fireballs!!)

¾ Added new Bracer class weapons – unarmed combat. These weapons act as two-handed weapons for non-
Barb classes and may also have Barb skill bonuses. Bracers are very fast and utilize full Strength and
Dexterity bonuses. Bracers may have one socket to allow for some player customization. In game,
characters will appear to be unarmed – don’t be fooled! (For those who want to build a non-weapon Hercules
type – real men need only apply!)

¾ New monster graphics! Thanks to Har’lea’quinn, FoxBat, Incandescent One, Joel, BlackHeart and Phrozen Heart. Some
of the monsters harken back to the days of Diablo 1, for those of you who remember. (Look for them! You’ll love ‘em!!)

¾ Maximum gold capacity on character and in stash significantly increased! Storing gold is no longer such a problem.
Starting characters can store 400,000 gold in the stash at level 1!!! At level 50, a character can store 2.0/10.4 million in
backpack/stash and a level 100 character 8.0/20.4 million! And a level 500 character 40.0/100.4 million!! And at level
1000, 80.0/200.4 million!!! (Grab all the gold you can, now that you can!!)

¾ Characters may now level up to level 10,000. Experience on Nightmare and Hell difficulties have been scaled to
ensure that you can play your characters for a veeeeery looooong time to come. (I AM IMMORTAL!!! Haven't gone that
far yet . . . but we'll see. Can invest in all the skills on every skill page.)

¾ Assassin class weapons (Katars, Claws and the like) now can be imbued with Assassin skill bonuses when dropped by
monsters. Also added a few new four-socket Star and Fang weapons for Assys. The Star weapons are a new class of
weapons. Exceptional and Elite recipes can be
applied: Blade Star -> Blood Star -> Death Star ->
Blood Fang (Always felt that the Assassin got ripped
off when everyone else got these bonuses.)

¾ Increased various item stacking limits. Keys, books,


arrows and bolts now stack to 500. Thrown potions
also stack to 500. Thrown weapons have 3 x Maxstack
limit. (Equipped to go on those long expeditions.)

¾ All missiles and arrows travel 75% faster. All


missiles fired from bows, crossbows or spells are 75%
faster. This also applies to monster missiles too!!
Beware of BloodRaven and those Burning Skeletal
archers! (Zip-zip-zip! Can’t outrun arrows anymore!)

Zy-El Mod Page 3


¾ Poisoned quill arrow/bolts can be purchased from arms merchants. These special missile weapons are poison
quills modified to be fired from bows and crossbows. The cost for these poisoned quills is more than standard
arrows but provide low-level characters with a different option to regular physical damage arrows. Bolt quills for
crossbows are shorter than the full arrow quills. (Poison damage just like a Quillrat and worse!!!)

¾ Magic arrows/bolts can be purchased from arms merchants. There will always be a quiver of magic
arrows/bolts available for purchase at a higher price than normal arrows/bolts. They come with some
magical abilities but can be specifically enchanted using the Magic Missile Cube Recipes below. All magic
quivers start with 500. Certain merchants can recharge partial quivers – sell back a partial quiver to a
merchant (who doesn’t normally sell them) for a pittance and buy back a full quiver for a higher cost –
note: this only works with non-socketed quivers. Don’t shoot that last arrow or else the entire quiver disappears!
Notice that magic bolt quivers are indeed smaller than normal bolts. Read the section on Magic Missile Recipes
for more detailed information (Real Magic Missiles! Bows for everyone!)

¾ Experience point costs for each level have been reduced. As a result, level ups are a lot quicker. Be careful how you
distribute your stat points. (This ought to make it easier to get up to level 10,000.)

¾ Minor improvements/tweaks to some classes/skills/spells. With the drastic increased nastiness of monsters, some
skills were effectively nerfed. Skill effects beyond level 20 had to be set up. Some minor, some major changes were
required to all classes. (Characters will not be the same as they were in vanilla LOD; is that a bad thing?)

¾ Belts, gloves, boots, rings and amulets are now socket-able. Gloves(2/3 sockets) acts as weapons; belts(2 sockets)
acts as armor; boots(2/3 sockets) acts as shield modifiers; rings (1 socket) acts as weapons and amulets (1 socket) acts as
armor. Use the cube recipe to add sockets. Gloves and boots can have up to 3 sockets on Nightmare and Hell difficulties.
(Yeah! More sockets!!)

¾ All Armors has been improved. Maximum AC for all armor types have been
increased 40%. Most armors have been given additional sockets, particularly
Exceptional and Elite armors. Also, all armor types will absorb 2 or more
points of damage. (Better armor counts for something now!)

¾ New Charms have been added. There are now 2x2 (Quad), 1x4(Tall), 2x1
(Narrow) and 2x3(Hex) sized charms. These particular charms may drop as
Normal, Magic or Rare. Normal charms may drop WITH sockets! And, yes,
there are runewords for these particular charms!!! (Wow!)

¾ Charms are also socket-able. Small = shield (max 1 socket), Large = armor
(max 2 sockets), Grand = weapon (max 3 sockets), Quad = weapon (max 4
sockets), Tall = armor(max 4 sockets), Hex=shield(max 6 sockets),
Narrow=weapon(max 2 sockets). Sockets can be created using the cube
socketing recipes below. (Yeah! Even more sockets!!! You won't see this on
Bnet!!)

¾ Thrown weapons are socket-able! Throwing knives and axes (2), javelins (3)
and throwing spears (4) can have the stated number of sockets. Remember,
don’t throw that last dagger or last axe or you will lose the socketed pieces!
Socketed thrown weapons will NOT drop. Use the cube recipe to add sockets. (Yowsa! Major missile damage!)

¾ Upgraded hirelings with higher starting levels, more skills, more hps, more defense and faster level up. Much more
expensive to hire and resurrect also. Fire Rogue can hurl Baal-Inferno! Desert Mercs can use Charged Strike! Sorceror
Mercs can drop Meteor! Barbarian Mercs can go Berserk! All Mercs now also have passive skills. Mercs can also use
more weapon types now! (You'll definitely NOT see this on Bnet!!)

¾ Shrines are now more likely to be better and all shrine effect durations have been greatly increased. Shrine
effects also more powerful in most cases. (Makes it worthwhile to visit a shrine now!)

Zy-El Mod Page 4


¾ Corpse explosion death from fire-enchanted Super Unique Monsters has been downgraded or eliminated. Fire-
enchanted Champions still exist, however; so beware! (Always thought this was a sucky way to die after killing a
Superdude.)

¾ More UNIQUE items! Normal LOD had about 300 Uniques. There are now 4500+ in this mod! A unique for every item
type . . . almost. There's also unique charms, jewels and arrows/bolts now and you can socket them too! (Yeah! Real neat
stuff you'll never see on Battle.net!!!)

¾ Unique items can spawn more than once per game session. NOT available for Mac users – sorry. I guess this doesn’t
really make them unique anymore. Maybe we’ll just call them Very Important Items. Actually, I prefer the term
“Artifact”. (What the heck!)

¾ All random generated map levels increased in size by 400%. More rooms, more monsters, more treasure! (More of a
challenge finding your way to the next level!)

¾ Graveyard in Act I modified! Used Joel’s modified map plug-in. Harem in Act II and Travincal in Act III modified!
Used Deathfile’s map plug-ins. Added a treasure rooms and new layouts. Bridge Lava in Act IV modified! Used
Vendanna’s map plug-in. (Bring on the Bugs!) Borrowed the Tristram map from BlackHeart’s Wheel of Time Mod. Made
use of Lord Drekas’ Arreat Summit to form the Maze of Madness. Countess’ Lair, Inner Cloister, Cathedral,
Maggot Queen, Duriel, WorldStone Throne and WorldStone Keep maps modified! Used *Astalion*’s map plug-ins. (Run
the gauntlet!)

¾ Replaced some Act V maps to create elite Insanity levels: Killing Grounds, Suicide Sanctum, Wayside of Woe and
the Orifice to Oblivion. These are insanely difficult levels intended only for elite level players. Thanks to Dezdrehel for
Temple re-design. (Kill or be killed – your odds are about 50/50 . . . or worse.)

¾ Gambling for rares, sets and uniques modified. NOT available for Mac users – sorry. There’s now an increased
chance to gamble for rare, set and unique items as well as magic. (Take a chance if you’ve got the gold to spare!)

¾ Cow Portal can be opened multiple times. NOT available for Mac users – sorry. Player must complete the difficulty
to open the portal. (More cow-hides to brandish!)

¾ Improved inventory graphics. Over 250+ new graphics added! Most Exceptional and Elite items appear different than
Regular item equivalents. Thanks to item packs from JBouley, Om, Riparious and Shadow Talon. (The better items actually
look different now!)

¾ Food items drop instead of potions. By transmuting these food


items, players can produce all sorts of potions – healing, mana,
stamina, thawing, antidote, flaming and poisonous. The items are
divided into “Meats” and “Veggies”. (Make whatever potion you need
using your food groups! A flexible system.)

Zy-El Mod Page 5


THE BAD NEWS (I wanted the game to be playable and of some challenge):

¾ Players gain 3 stat points per level. NOT available for Mac users – sorry. (You’re gonna need ‘em!)

¾ Characters gain 1 skill points per level. NOT available for Mac users - sorry (Don’t waste ‘em!)

¾ Players only start with the Horadric Cube, an empty Magic Collector, a few Cube Scrolls and a gem. No other base
equipment is given to the starting character. (Use the Cube Scroll and gem in the Cube! Be careful what you buy with your
gold!)

¾ Level requirements for Gems and Runes increased. (Need more levels to use these items!)

¾ Stamina costs increased for run/walk all classes. (Run while you can or else walk)

¾ Strength and Dexterity requirements for Weapons and Armor is doubled. (Are you strong enough?)

¾ Merchants are more greedy and charge more for all items. Especially in Harragoth! (Be careful how you spend!)

¾ Resistance penalties drastically INCREASED dramatically on all levels, even Normal is at -100! Nightmare and Hell
are even worse!! (It's a cruel, cruel world out there.)

¾ Increased monster walk/run/attack speed. (Fast buggers!)

¾ Increased monster hit points to 8xNormal, 10xNightmare and 12xHell. (Tough, fast buggers!)

¾ Increased monster AC by 2xNormal, 4xNightmare and 8xHell. (Hard, tough, fast buggers!)

¾ Increased monster levels by 3xNormal, 6xNightmare and 12xHell. (Wicked, hard, tough, fast buggers!)

¾ Increased monster attack rating to 3xNormal, 5xNightmare and 8xHell. (Nasty, wicked, hard, tough, fast buggers!)

¾ Increased damage inflicted to 2xNormal, 3xNightmare and 5xHell. (Vicious, nasty, wicked, hard, tough, fast buggers!)

¾ Increased monster density up to 3 times. (Lots of vicious, nasty, wicked, hard, tough, fast buggers! Bring 'em on!!!)

¾ Re-enabled some monsters Blizzard left out. Re-enabled the Quill Bears,
Spike Fiends and their ilk with added poison attack. Also re-enabled Sand
Fishers, Assailants and Black Souls. (Originally designed by Blizzard but never
implemented. Who knows why?)

¾ Converted some pets to enemies. Added RockGolem, FleshGolem, SteelGolem


and FuryGolems as enemies! Also beware of the Grendels and Shadow Rogues.
(More bad guys to deal with!)

¾ Re-used some of the unique monster graphics. Created Revenants (from


Griswold), Harathnars (from The Smith), and Medusae (from Andariel). Created
the invisible Boogey Men, Phantasms and Langoliers. (The more, the merrier!)

¾ Skill tiers have been changed from the normal skill levels 1/6/12/18/24/30
to 5/10/15/20/… /120. Yes, that's right! You get NO SKILLS until level 5 and
at that, you only get ONE skill!! All the skill tiers have been modified to grant
one or two new skills per tier. Players have to rely more on the previously unused
low-level skills. This was done in response to JC who said, "Single player is too
EASY!" (Gotta make it challenging somehow. It’s worthwhile to develop in all 3
skill trees now. Oh, well, you've got 10,000 levels to get there.)

Zy-El Mod Page 6


NEW & UPDATED RUNEWORDS (some things old & some things new): All of the original 24 LOD Runewords
have been re-enabled and upgraded, the 145 incomplete Runewords completed and some 750+ Runewords added – that’s
a total of 900+ Runewords - whew! And yes, there are Runewords for gloves, belts, boots and thrown weapons. Sorry, no
Runewords for rings or amulets. No Runeword attributes have been listed because it would be just too much to print. Better
runes, better attributes. More runes, more attributes. Runewords only work on Normal, Magic or Rare socketted items.
It is not possible to put Runewords on Crafted, Unique or Set items.

There are now Runewords for Charms! However, only Hex, Tall and Quad Charms can receive Runewords since these are the
only charms which can be of Normal/Superior quality. The Charm Runewords make use of existing Runewords for items.
Because of the nebulous nature of charms, Runeword attributes are roughly half of what they would be on normal base items.
For example, a Runeword which would normally give +100 attack on a sword would only give +50 attack when put on a Quad
Charm. Some Runewords which give self-repair or ease of use bonuses, of course, do not exist when applied to Charms.

There are now Runewords that include Gems and Jewels! Refered to as Gemwords or Jewelwords, these particular variants
of Runewords appear only in 3, 4, 5 or 6 socket words and will only appear on weapons and armors, not charms, rings or
amulets. Furthermore, in the case of Gems, only standard, flawless and perfect gems may be used in Gemwords; chipped and
flawed gems will not suffice. There are approximately 300 Gem/Jewel-words.

Runeword Item Lv C Runes (2) Runeword Item Lv C Runes (2)


Aardvark pe,ct 120 D Shael-Lem Fortune’s Favor bt,ch 120 Shael-Lem
Arrogance me 170 Gul-Amn Geomancer or 45 S Ral-Sol
Band of Brothers be,ct 40 Amn-Ral Glass to,ct 6 Eld-Tir
Bandit kn,xb,cq 35 Thul-Ith Gran Vitesse be,bt 230 Jah-Shael
Bert hd,ch 40 N Eld-Amn Harken be,bt,cm 8 Nef-Eld
Booga be,ct 60 Dol-Eth Harmony be,ct 60 Eth-Dol
Booster cm 6 Tir-Tir Haruspex or 70 S Thul-Hel
Bramble gl,cq 50 Sol-Shael Harvest be,bt,cm 6 Eld-Tir
Brass to,ct 15 Eld-Ith Horacer77 we,cq 25 Ith-Ral
Breeze mi,cq 15 M Ith-Eth Huntress ab,aj,as 20 M Tal-Ith
Broken Promise be,ct 70 @ Hel-Nef Infinity be 240 Cham-Shael
Call to Arms be 220P@ Ber-Shael Innocence or 210 S El-Sur
Camouflage cw 45 A Sol-Ral Insight he,ct 90 Lum-Ith
Catastrophe gl,me,cq 30 Ort-Nef Instinct ph 45 B Ral-Sol
Checked Out wa 30 N Tal-Thul Inversion wa 255N Zy-Ber
Cherish be,ct 60 Dol-Tir
Chump Change cm 20 Tir-Tal
Crackle Glass sh,ch 10 Eld-Eth
Crunch ha 6 B Tir-Tir
Crystal he,ct 15 S Ith-Eld
Dead Giveaway hd 35 N Tal-Thul
Dead Heat hd 15 N Nef-Ith
Dead Ringer hd 45 N Ral-Sol
Deceased wa 70 N Thul-Hel
Defunct wa 45 N Ral-Sol
Delerium cw 210 A Sur-Tal
Departed wa 15 N Nef-Ith
Desire ph,ct 50 @ Amn-Shael
Dilemma au 130 P Pul-Shael
Disguise cw 35 A Thul-Ral
Dog Eat Dog pe,ct 10 D Tir-Eth
Dogs of War be 230 Jah-Sol
Doh he,ct 10 Eth-Eld
Doom Spire he,ct 40 Amn-Eth
Doomsayer bl 220 Ber-Lo
Embrace be,bt,cm 25 Eth-Ral
Envy gl,cq 120 Lem-Shael
Ernie wa,cq 35 N Eld-Thul
Exile’s Path bt,ch 70 Hel-Eld
Extinct wa 120 N Sol-Lem
Faerie ro,or,cq 90 S Eth-Lum
Falcon Klaw cw,cq 50 Ith-Shael
Footman sc 45 P Ral-Sol

Zy-El Mod Page 7


Runeword Item Lv C Runes (2)
Quandry cw,cq 40 A Eth-Amn
Rapture be,ci 180 S Vex-Ral
Raven Klaw cw,cq 20 Tal-Eld
Reason he,ct 50 Tir-Shael
Red or,cq 25 Ral-Eth
Reflex ph 15 B Nef-Ith
Rhyme sh,ch 50 Shael-Eth
Rift wa,cq 50 N Tal-Shael
Salute bt,sh,ch 4 Eld-El
Savage ph 35 B Tal-Thul
Scrape au 45 P Ral-Sol
Seashell he,ct 15 Eth-Ith
Serf sc 20 P Ith-Tal
Shadow bt,ch 50 Shael-Nef
Shadow of Doubt he,ct 45 Sol-El
Shimmers ci 15 S Ith-Ith
Short Change cm 25 Nef-Ral
Short Stop cm 20 Tal-Tir
Sibyl or 170 S Dol-Gul
Sidekick be,bt,cm 8 Tir-Nef
Slash cw 6 A Tir-Tir
Smack sc 6 P Tir-Tir
Smoke* to,ct 90 Nef-Lum
Snuff gl 160 @ Ist-Amn
Sparkles or 6 S Tir-Tir
Runeword Item Lv C Runes (2) Spellbinder or 120 S Sol-Lem
Jab po 6 D Tir-Tir Squire sc 35 P Ral-Thul
Lamia or 35 S Tal-Thul Stealth to,ct 20 Tal-Eth
Leaf st,cq 25 Tir-Ral Steel ax,ma,sw,cq 6 Tir-El
Lioness ab,aj,as 35 M Thul-Ral Still Water be 240 Cham-Sol
Lore he,ct 45 @ Ort-Sol Strength me,cq 40 B Amn-Tir
Madness he 80 Io-Dol Shooter xb 45 P Ral-Sol
Maverick bt 130 A Pul-Eth Terror wa,cq 60 N Dol-Tal
Meagre au 35 P Tal-Thul The Brute bl,cq 45 Sol-Ith
Mighty Mite cm 30 Ort-Tir Thirst ro,cq 60 Amn-Dol
Minya ci,cq 60 Eth-Dol Thread mi,ct 15 Ith-Nef
Mist gl,cq 15 Nef-Ith Turbo* bt,ch 80 Io-Eld
Mortified wa 170 N Dol-Gul Vapor mi,cq 15 Ith-El
Nadir* he,ct 8 Nef-Tir Veil cw 20 A Tal-Ith
Nightfall be 220 Ber-Eth Virginity or,cq 60 S El-Dol
Ox be,ct 110 Fal-Io Vision or,ro,cq 15 Ith-Nef
Pallor wa 6 N Tir-Tir Vitesse bt,be 140 Um-Shael
Panic gl,cq 50 Eth-Shael Void be 255 Zy-Cham
Patience mi,cq 8 Eld-Nef Water or 240S Cham-Thul
Pattern bt,ch 40 @ Amn-Nef White wa,cq 80 Dol-Io
Peasant xb 20 P Ith-Tal Wind* bt,ch 80 Nef-Io
Pee Wee cm 35 Ral-Thul Wisdom ci,ct 90 @ Lum-Nef
Penitence be,ct 35 Thul-Tal Witch or 15 S Nef-Ith
Piety gl,cq 8 P El-Nef Wolfen pe 45 D Ral-Sol
Pointer xb 35 P Ral-Thul Wolfling pe 35 D Tal-Thul
Poverty au 15 P Nef-Ith Wolfpup pe 15 D Nef-Ith
Praise he,ct 10 Eth-Tir Youth to,ct 60 Dol-Amn
Priestess ab,aj,as 45 M Sol-Thul Zephyr mi,cq 30 Ort-Eth
Principle be,ct 60 Tir-Dol ZyEl be,bt,he,sh,to,we 255 Zy-El (Like, duh!)
Prudence gl,cq 110 Fal-Ko

Runeword Item Lv C Runes (3) Runeword Item Lv C Runes (3)


Accord sh,to 140 @ Um-Pul-Ort Arnold he 140 Fal-Io-Um
Amity cb,ma,sc,cq 35 Thul-Tir-Eld Arrogant me 170 Gul-Amn-gmj
Ancient's Pledge sh,ch 30 Ral-Ort-Tal Authority st 130 Pul-Tir-Sol
Apostle au 150 P Mal-Pul-Um Banal ar 35 Thul-Thul-Thul
Aquarius bt,he,sh,to 160 @ Ist-Ko-Ort Banditry kn,xb 35 Thul-Ith-gmj
Aries bt,he,sh,to 160 @ Ist-Lum-Ral Basic ph 60 B Ral-Amn-Dol

Zy-El Mod Page 8


Runeword Item Lv C Runes (3)
Bauble cm 10 Eth-Eld-Tir
Bead cm 35 Thul-Nef-Tir
Beauty he 220@ Dol-Ber-Nef
Bertrum hd 40 N Eld-Amn-gmj
Big Bird hd,ch 100 N Ko-Dol-Tal
Black* cb,ha,ma,cq 80 Thul-Io-Nef
Blasé ar 8 Nef-Nef-Nef
Blend ar 20 Tal-Tal-Tal
Bloody Claw we,ar 255A Zy-Zy-El
Bone* ph,ct 90 Dol-Nef-Lum
Bonesaw* cm 255N Eld-Zy-El
Born Wild* cm 255D Zy-El-Eth
Brambles gl 50 Sol-Shael-gmj
Brand ja,mi 130 Pul-Nef-Ral
Brassy to 15 Eld-Ith-gmj
Breezy mi 15 M Ith-Eth-gmj
Bulldog bt,he,to,ct,ch 80 Io-Dol-Nef
Cancer bt,he,sh,to 160 @ Ist-Fal-Ral
Capricorn bt,he,sh,to 160 @ Ist-Lum-Tal
Catastrophic gl,me 30 Ort-Nef-gmj
Chance to 210 @ Lem-Sur-Ist
Clawfang* cm 255A Zy-El-El
Cleansing Flame* cm 255S Zy-El-Ith
Coincidence me,sh 190 @ Ohm-Dol-Nef Runeword Item Lv C Runes (3)
Conjunction bt,we 170 @ Hel-Shael-Gul Familiar cm 35 Eld-Thul-Ral
Conundrum au 130 P Fal-Pul-Shael Famine bl,cq 60 Nef-Dol-Tal
Convicted* cm 255P Zy-El-Tir Fang cw 150 A Ort-Mal-Dol
Cracked Glass sh 10 Eld-Eth-gmj Fasting au 100 P Sol-Hel-Ko
Creature Comfort we,ar 255D Zy-Zy-Eth Folklore he 45 @ Ort-Sol-gmj
Creepy Vine* bt,gl,ch,cq 35 Nef-Thul-Tal Fortitude he,ct 120 Shael-Lem-El
Crouching Tiger cw 120A Lem-Io-Amn Fortune Cookie bt 120 Shael-Lem-gmj
Crystallic he 15 S Ith-Eld-gmj Fozzy he 130 N Dol-Pul-Nef
Delerious cw 210 A Sur-Tal-gmj Frosty* cm 255S Ith-Zy-El
Cyclops he,ct 110 Fal-Io-Ith Fury me 230 Jah-Gul-Eth
Daylight po,sp 140 Dol-Um-El Gemini bt,he,sh,to 160 @ Ist-Ko-Thul
Dead Horse hd 100 N Sol-Hel-Ko Glassy to 6 Eld-Tir-gmj
Dead On hd 60 N Ral-Amn-Dol Gloom he 140 @ Io-Ko-Um
Deception cw 180 A Dol-Vex-Amn Glory ci 230@ Sur-Jah-Dol
Desires ph 50 @ Amn-Shael-gmj Grizzly bt,gl 170 Amn-Mal-Gul
Destinys Daughter ab,aj,as 230 Jah-Sur-Lo Grover bt 150 N Mal-Dol-Eth
Dilemmas au 130 P Pul-Shael-gmj Grrrowl* bt,gl,ch,cq 100 Tal-Io-Ko
Discontent he 190 Shael-Ohm-Fal Gryphon cw,cq 40 Amn-Ral-Tal
Dog Ate Dog pe 10 D Tir-Eth-gmj Hand of Justice gl 240 Cham-Sur-Lo
Doh-Nut he 10 Eth-Eld-gmj Hatred ph 180 Vex-Tir-Amn
Doomsayings bl 220 Ber-Lo-gmj Hellhound he 230 Sol-Jah-Nef
Doom Spiral he 40 Amn-Eth-gmj Hermit to,ct 70 @ Hel-Amn-Dol
Dragon cw 210 A Sur-Um-Shael Hidden to 150 N Ko-Mal-Dol
Dream ci 150 Nef-Mal-Dol Hidden Dragon cw 120A Io-Lem-Amn
Duchess ab,aj,as 100 M Ko-Dol-Sol Hollow Tooth* cm 255N Zy-El-Eld
Dweomer pe 140 D Um-Amn-Ith Holy Smite* cm 255P Tir-Zy-El
Eagle Klaw cw,cq 60 Dol-Thul-Tal Holy Tears xb 180 P Vex-Amn-Eld
Eke au 60 P Ral-Amn-Dol Horacer777 we 25 Ith-Ral-gmj
Elemental Fury we,ar 255S Zy-Zy-Ith Insightful he 90 Lum-Ith-gmj
Elmo hd 220N Ber-Shael-Ko Jealousy he 150 @ Amn-Tir-Mal
Enigma he 210 Sur-Eld-Amn Jinx he 160 Lem-Ist-Tir
Enlightenment he 240 Lum-Hel-Cham Kanga or 180 S Thul-Dol-Vex
Envious gl 120 Lem-Shael-gmj Kato he,sh,to,we 210 @ Sur-Nef-Shael
Equinox me 170 B Tal-Thul-Gul King's Grace sc,sw,cq 40 Amn-Ral-Thul
Eternity sh,to 230@ Jah-Eld-Dol Last Wish gl 200 Nef-Eth-Lo
Exile’s Raod bt 70 Hel-Eld-gmj Law he,ct 90 Nef-Lum-Shael
Eyore or 180 S Ort-Dol-Vex Lawbringer ma,sc,st 220 @ Ber-Nef-Dol
Façade cw 80 A Io-Sol-Thul Leaves st 25 Tir-Ral-gmj
Faith sc 140 Amn-Pul-Um Leo bt,he,sh,to 160 @ Ist-Fal-Thul

Zy-El Mod Page 9


Runeword Item Lv C Runes (3) Runeword Item Lv C Runes (3)
Libra bt,he,sh,to 160 @ Ist-Fal-Ort Serendipity mi,cq 60 Dol-Ral-Eth
Lionheart to,ct 110 B Hel-Lum-Fal Shadow of Deception he 45 Sol-El-gmj
Loyalty bo 230@ Jah-Thul-Amn Shadows bt 50 Shael-Nef-gmj
Maddening he 80 Io-Dol-gmj Shout* he,ct 100 Ith-Sol-Ko
Malaise we 8 Nef-Nef-Nef Shrunken Head we,ar 255N Zy-Zy-Eld
Malice me,cq 15 Ith-El-Eth Siren’s Song sw 230M Jah-Sur-Eld
Man at Arms sc 60 P Ral-Thul-Dol Slither mi,cq 15 M Nef-Ith-Tir
Marble cm 6 El-Tir-Eld Smokescreen to 90 Nef-Lum-gmj
Mask cw 60 A Dol-Thul-Ral Snuffed gl 160 @ Ist-Amn-gmj
Matron ab,aj,as 60 M Dol-Thul-Ral Solstice me 170 B Tal-Ort-Gul
MBWorshipper as,sc 40 P Ith-Amn-Ral Sorrow hd,ch 60 N Eth-Dol-Nef
Meander we 20 Tal-Tal-Tal Sparkly Thom* bt,gl,ch,cq 100 Tal-Amn-Ko
Melody mi,cq 100 Shael-Ko-Nef Spikefist* cm 255A El-Zy-El
Minyanna ci 60 Eth-Dol-gmj Spirit ph 170 B Nef-Shael-Gul
Mirage cw 100 A Ko-Dol-Sol Spirit of Conan* cm 255B Nef-Zy-El
Mistress ab,aj,as 80 M Io-Sol-Thul Spitfire xb 190 Ohm-Ral-Nef
Misty gl 15 Nef-Ith-gmj Stallion bt 140 A Shael-Um-Dol
Morning Dew gl,ma 190 @ Mal-Ohm-Gul Starlight ci 180 Eld-Vex-Lem
Morose we 35 Thul-Thul-Thul Stealthy to 20 Tal-Eth-gmj
Mustang bt,ch 60 Eld-Dol-El Steely ax,ma,sw 6 Tir-El-gmj
Nadirae he 8 Nef-Tir-gmj SteppenWolf pe 100D Ko-Hel-Sol
Nature’s Kingdom pe 230D Jah-Dol-Amn Sting sw 140 Pul-Um-Dol
Oblivion me,cq 50 @ Nef-Eld-Shael
Obsession ci 210 S Sur-Dol-Sol
Order sc,cq 25 Eth-Ral-Eld
Panicstruck gl 50 Eth-Shael-gmj
Parallel bt 230 Jah-Nef-Sol
Patiently mi 8 Eld-Nef-gmj
Patterns bt 40 @ Amn-Nef-gmj
Peace he,ct 60 Shael-Dol-Eth
Pierced Heart* cm 255M Tal-Zy-El
Piglet or 180 S Tal-Dol-Vex
Pious gl 8 P El-Nef-gmj
Pisces bt,he,sh,to 160 @ Ist-Lum-Ort
Plague we 230N Tal-Jah-Gul
Pointed Arrow we,ar 255M Zy-Zy-Tal
Pointer xb 60 P Ral-Thul-Dol
Pooh or 180 S Amn-Dol-Vex
Pointed Jab* cm 255M Zy-El-Tal
Praiseworthy he 10 Eth-Tir-gmj
Prayer gl 200 Ohm-Lo-Shael
Pride to 40 Amn-Nef-Eth
Primal ph 100 B Sol-Hel-Ko
Primal Barb we,ar 255B Zy-Zy-Nef
Primal Fury* cm 255B Zy-El-Nef
Prowess in Battle gl 190 M Gul-Shael-Ohm
Prudent gl 110 Fal-Ko-gmj
Purity ci 255 Zy-Um-Dol
Radiance he,ct 45 Nef-Sol-Ith Runeword Item Lv C Runes (3)
Rain mi 170 Gul-Um-Shael Stomp bt 200A Lo-Ith-Shael
Reasonable he 50 Tir-Shael-gmj Stone gl 220 Thul-Ber-Shael
Red Thom* bt,gl,ch,cq 90 Tal-Amn-Lum Storm gl 220 Ort-Ber-Shael
Requiem ci,he 210 Ist-Sur-Shael Strengthen me 40 B Amn-Tir-gmj
Rhymery sh 50 Shael-Eth-gmj Targeteer xb 60 P Ral-Thul-Dol
Rhythm we,ar,cm 35 Thul-Ort-Thul Taurus bt,he,sh,to 160 @ Ist-Ko-Tal
Righteous Might we,ar 255P Zy-Zy-Tir Teddy Bear ha 220 Dol-Ber-Nef
Roo or 220S Ber-Dol-Vex Temptation he 230 El-Lem-Jah
Sagittarius bt,he,sh,to 160 @ Ist-Io-Thul Testorossa ct,gl,he 6 El-Eld-Tir
Salamander pe 140 D Dol-Nef-Um The Beast pe 140 D Dol-Um-Nef
Salutations bt,sh 4 Eld-El-gmj The Brutish bl 45 Sol-Ith-gmj
Sanctuary sh 150 Sol-Mal-Dol Thirst for Knowledge st 180 @ Vex-Tir-Ist
Scorpio bt,he,sh,to 160 @ Ist-Io-Tal Thirsty ro 60 Amn-Dol-gmj
Seashore he 15 Eth-Ith-gmj Thought ci,ct 50 S Eth-Shael-Ith

Zy-El Mod Page 10


Runeword Item Lv C Runes (3)
Threads mi 15 Ith-Nef-gmj
Tigger or 180 S Ral-Dol-Vex
Time to 230 Jah-Shael-Hel
Touchstone cm 20 Eth-Tir-Tal
Toy cm 30 Ort-Ral-Tal
Treachery gl,cq 100 Tal-Dol-Ko
Trinket cm 15 Ith-Tir-Eld
Turboron bt 80 Io-Eld-gmj
Valor to 230 Ber-Jah-Sur
Vanquish sc,cq 90 P Lum-Tal-Amn Runeword Item Lv C Runes (3)
Vaporous mi 15 Ith-El-gmj Winter me 240 Cham-Thul-Amn
Venom we 150 Tal-Dol-Mal Wisecrack ci 90 @ Lum-Nef-gmj
Vermilion mi,cq 60 Nef-Thul-Dol Wolfhound pe 60D Ral-Amn-Dol
Vermin pe,ct 60 D Dol-Tir-Ith Wolfman bt,gl 170 Mal-Amn-Gul
Viper cw 140 Tal-Amn-Um Wonder mi 190 M Mal-Nef-Ohm
Virgo bt,he,sh,to 160 @ Ist-Io-Ral Woof Woof* bt,gl,ch,cq 100 Io-Tal-Ko
Vitesse Mondo bt,be 140 Um-Shael-gmj Wyvern Klaw cw 200 Lo-Mal-Tal
Voice pe 150 D Mal-Tal-Eld Yellow Thom* bt,gl,ch,cq 70 Amn-Hel-Tal
Wealth to,ct 120 Lem-Ko-Tir Youthful to 60 Dol-Amn-gmj
White Thom bt,gl,ch,cq 80 Io-Tal-Amn Zephyros mi 30 Ort-Eth-gmj
Wild Thing* cm 255D Eth-Zy-El Zodiac bt,he,sh,to 160 @ Ist-Lem-Um
Windy bt 80 Nef-Io-gmj ZyEl’s Reign bt,he,sh,to,we 255 Zy-El-gmj
Wings of Hope bt,ch 100 Hel-Eld-Ko

Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4)


Accordance sh,to 140 @ Um-Pul-Ort-gmj Darkness we 140 Dol-Eld-Thul-Um
Afterthought ci 50 S Eth-Shael-Ith-gmj Daylight Savings po,sp 140 Dol-Um-El-gmj
Ancient's Legacy sh 30 Ral-Ort-Tal-gmj Dead Time hd 160 N Hel-Ko-Pul-Ist
Apostles au 150 P Mal-Pul-Um-gmj Death Stroke gl 230 Shael-Nef-Jah-Jah
Apprentice he,sh,to 110 Fal-Ort-Io-Shael Deceptions cw 180 A Dol-Vex-Amn-gmj
Ah-nold he 140 Fal-Io-Um-gmj Den of Vipers cw 140 Tal-Amn-Um-gmj
Authorize st 130 Pul-Tir-Sol-gmj Despair sh 200 Lo-Vex-Gul-Ohm
Awaken* bt,sh,to,ch,ct 120 Io-Sol-Lem-Ral Destinys Matron ab,aj,as 230 Jah-Sur-Lo-gmj
Beautiful he 220@ Dol-Ber-Nef-gmj Disconcerted he 190 Shael-Ohm-Fal-gmj
Bad Bird hd 100 N Ko-Dol-Tal-gmj Dragon Fang cw 210 A Sur-Um-Shael-gmj
Big Brother me,cq 60 Ith-Ort-Dol-Amn Dread to,ct 70 @ Ith-Amn-Eld-Hel
Big Sister mi,cq 60 Ort-Ith-Dol-Amn Dreamer ci 150 Nef-Mal-Dol-gmj
Bishop we,cq 50 Shael-Thul-Eld-Ort Duress we 200 Mal-Lum-Ral-Lo
Blackout cb,ha,ma 80 Thul-Io-Nef-gmj Dweomement pe 140 D Um-Amn-Ith-gmj
Blood Mana bt,sh,to 170 Thul-Shael-Gul-Ko Eagle Eye cw 60 Dol-Thul-Tal-gmj
Blooded Claw we,ar 255A Zy-Zy-El-gmj Ebony sw,cq 110 Tal-Fal-Dol-Shael
Boneblade ph 90 Dol-Nef-Lum-gmj Edge sw 140 Sol-Eth-Um-Nef
Bone Chip* he,sh,to,ch,ct 35 Tir-Tal-Ith-Thul Elmo’s Fire hd 220N Ber-Shael-Ko-gmj
Bone Crack* he,sh,to,ch,ct 50 Ith-Thul-Ort-Shael Embers he,sh,to 140 Sol-Hel-Ral-Um
Bone Spell sh,to 150 Mal-Io-Ral-Dol Enigma’s Veil he 210 Sur-Eld-Amn-gmj
Bound by Duty* to,sh,ct 110 Fal-Ko-Hel-Dol Enlightened Faith he 240 Lum-Hel-Cham-gmj
Bow Wow* bt,sh,to,ch,ct 120 @ Hel-Thul-Eth-Lem Epilogue we 230 Gul-Jah-Dol-Shael
Breath of Dying mi 200 Vex-Lo-Tir-Amn Epoch we 150 Pul-Mal-Eld-Ith
Bullhog bt,he,to 80 Io-Dol-Nef-gmj Equinox Divide me 170 B Tal-Thul-Gul-gmj
Chances to 210 @ Lem-Sur-Ist-gmj Eternity Everlasting sh,to 230@ Jah-Eld-Dol-gmj
Chaos me 200 Um-Lo-Amn-Nef Faithful sc 140 Amn-Pul-Um-gmj
Chekov* cm 25 Tal-Ral-Eth-Ith Famished bl 60 Nef-Dol-Tal-gmj
Chow Chow bt,sh,to 170 @ Lem-hel-Thul-Gul Fangtooth cw 150 A Ort-Mal-Dol-gmj
Coincidences me,sh 190 @ Ohm-Dol-Nef-gmj Flagbearer sc 110 P Ral-Thul-Dol-Fal
Cold Spell sh,to 150 Io-Ral-Dol-Mal Flickering Flame mi 200 Ral-Lo-Shael-El
Conjecture bt,we 170 @ Hel-Shael-Gul-gmj Fortitude Infinitesimal he 120 Shael-Lem-El-gmj
Cookie Monster to,ct 80 N Sol-Io-Nef-Amn Foundation we,ar,cm 2 El-jwl-jwl-El
Corsair sw,cq 90 Lum-Shael-Eth-Amn Fozzy Bear he 130 N Dol-Pul-Nef-gmj
Corruption me 150 Amn-Mal-Eld-Um Furious me 230 Jah-Gul-Eth-gmj
Crusader to,sh 140 P Um-Pul-Ith-Eth Gekko pe 140 D Dol-Nef-Um-gmj
Cunning ph 160 B Hel-Ko-Pul-Ist Ghost st 180 Vex-Amn-Ort-Mal
Cyclops’ Eye he 110 Fal-Io-Ith-gmj Gloomy he 140 @ Io-Ko-Um-gmj
Dabbler* he,sh,to,ch,ct 70 Hel-Eth-Sol-Ort Glorious ci 230@ Sur-Jah-Dol-gmj

Zy-El Mod Page 11


Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4)
Goddess ab,aj,as 170 M Gul-Mal-Pul-Lum Parallel Lines bt 230 Jah-Nef-Sol-gmj
Grip of the Dead gl 240 Shael-Eth-Cham-Cham Passion to,ct 110 B Ko-Fal-Dol-Eth
Grizzly Adams bt,gl 240 Hel-Ber-Cham-Lum Peace Eternal he 60 Shael-Dol-Eth-gmj
Grizzly Bear bt,gl 170 Amn-Mal-Gul-gmj Peril mi 240 Gul-Cham-Ber-Nef
Grover’s Cloves bt 150 N Mal-Dol-Eth-gmj Persuis we 40 @ Amn-Tal-Amn-Tal
Growlies bt,gl 100 Tal-Io-Ko-gmj Phalanx me 200 Lo-Um-Amn-Ith
Gryphon Klaw cw 40 Amn-Ral-Tal-gmj Phantom to 130 Pul-Ort-Tir-Dol
Hand of Vindication gl 240 Cham-Sur-Lo-gmj Pillar of Faith to 150 P Pul-Um-Mal-Dol
Hatred’s Face ph 180 Vex-Tir-Amn-gmj Plague Bearer we 230N Tal-Jah-Gul-gmj
Hawkeye mi,cq 40 Nef-Thul-Amn-Tal Poison Ivy* bt,gl,ch,cq 100 Thul-Dol-Amn-Ko
Heat Spell sh,to 150 Ral-Dol-Mal-Io Prayer Offering gl 200 Ohm-Lo-Shael-gmj
Heaven’s Will au 230P Jah-Ber-Io-Nef Pride’s Fall to 40 Amn-Nef-Eth-gmj
Hellhound’s Breath he 230 Sol-Jah-Nef-gmj Princess he,sh,to 160 Ist-Io-Fal-Um
Hermit’s Hovel to 70 @ Hel-Amn-Dol-gmj Prowess in War gl 190 M Gul-Shael-Ohm-gmj
Hidden Agenda to 150 N Ko-Mal-Dol-gmj Pumus* he,sh,to,ch,ct 80 Thul-Ith-Ort-Io
Hologram cw 170 A Gul-Mal-Pul-Lum Punishment bl 210 Nef-Sur-Lo-Um
Holy Lamentations xb 180 P Vex-Amn-Eld-gmj Pure Vision ci 255 Zy-Um-Dol-gmj
Holy Thunder* sc,cq 30 Eth-Ral-Ort-Tal Quest for Knowledge st 180 @ Vex-Tir-Ist-gmj
Humility to,ct 80 P Sol-Nef-Eld-Io Question mi 150 Dol-Mal-Hel-Um
Hunger sw 150 Um-Mal-Amn-Tal Radiant Glory he 45 Nef-Sol-Ith-gmj
Ice we 240 Thul-Cham-Jah-Shael Rainstorm mi 170 Gul-Um-Shael-gmj
Illusion cw 120 A Lem-Ko-Dol-Sol Reaper’s Glance gl 220 Shael-Tir-Ber-Ber
Iron Man he,sh,to 160 Ith-Lum-Shael-Ist Red Flutterbye bt,gl 200 Amn-Hel-Pul-Lo
Ivory sw,cq 110 Ort-Fal-Dol-Shael Red Vane bt,gl 90 Tal-Amn-Lum-gmj
Jealous Rage he 150 @ Amn-Tir-Mal-gmj Rook sh,to,ch,ct 80 Io-Sol-Amn-Eth
Jedi sw 170 Ort-El-Gul-Mal Sackcloth au 160 P Hel-Ko-Pul-Ist
Jinxed he 160 Lem-Ist-Tir-gmj Sanctuary’s Portal sh 150 Sol-Mal-Dol-gmj
Judgement sc 220P Gul-Ber-Ort-Nef Serendipity’s Sake mi 60 Dol-Ral-Eth-gmj
Kato’s Reply he,sh,to,we 210 @ Sur-Nef-Shael-gmj Shale* he,sh,to,ch,ct 120 Dol-Thul-Shael-Lem
Kingslayer mi 150 Tal-Dol-Um-Mal Shout It Out he 100 Ith-Sol-Ko-gmj
King's Ransom sc,sw 40 Amn-Ral-Thul-gmj Siren’s Lament mi 230M Jah-Sur-Eld-gmj
Kirk* cm 35 Tal-Ral-Ort-Thul Slithering mi 15 M Nef-Ith-Tir-gmj
Lasting Wish gl 200 Nef-Eth-Lo-gmj Smartguy me 150 @ Fal-Ko-Mal-Amn
Lawbreaker ma,sc,st 220@ Ber-Nef-Dol-gmj Solstice Waning me 170 B Tal-Ort-Gul-gmj
Lawmaker he 90 Nef-Lum-Shael-gmj Sorrow’s Tears hd 60 N Eth-Dol-Nef-gmj
Light Spell sh,to 150 Dol-Mal-Io-Ral Sparkly Flutterbye bt,gl 240 Amn-Hel-Um-Cham
Lightning st,cq 50 Shael-Sol-Nef-Ort Sparkly Vane bt,gl 100 Tal-Amn-Ko-gmj
Lionheart’s Regent to 110 B Hel-Lum-Fal-gmj Sparks* he,sh,to,ch,ct 100 Ral-Amn-Nef-Ko
Lone Wolf pe 160D Hel-Ko-Pul-Ist Spin me 210 Sur-Vex-Amn-Ith
Loyal Servant bo 230@ Jah-Thul-Amn-gmj Spirits Within ph 170 B Nef-Shael-Gul-gmj
Maelstrom mi 190 Ith-Gul-Ohm-Amn Spitfire Grill xb 190 Ohm-Ral-Nef-gmj
Maiden* he,sh,to,ch,ct 120 Lem-Sol-Hel-Ko Splendor st 220S Ber-Tir-Nef-Vex
Majesty ab,aj,as 120 M Lem-Ko-Dol-Sol
Malicious me 15 Ith-El-Eth-gmj
Marksman xb 110 P Ral-Thul-Dol-Fal
Megiddo’s Touch gl 255 Shael-Ith-Zy-Zy
Melodic Windsong mi 100 Shael-Ko-Nef-gmj
Memory st,cq 90 S Lum-Io-Sol-Eth
Morning Mist gl,ma 190 @ Mal-Ohm-Gul-gmj
Mustang Cobra bt 60 Eld-Dol-El-gmj
Myth sh 150 Amn-Mal-Eld-Nef
Nature’s Glory pe 230D Jah-Dol-Amn-gmj
Nightmare we 190 Eth-Ohm-Mal-Amn
Notion he 220 Nef-Shael-Ber-Sol
Oath sh 140 Pul-Ith-Eld-Um
Obedience bl 220 Ber-Nef-Mal-Sol
Oblivion’s Threshold me 50 @ Nef-Eld-Shael-gmj
Obsession’s Snare ci 210 S Sur-Dol-Sol-gmj
Orderly Conduct sc 25 Eth-Ral-Eld-gmj
Outcast bl,sw 170 Gul-Shael-Sol-Ith
Oxymoron au 130 P Pul-Fal-Shael-Nef
Paradigm sh 150 Mal-Sol-Dol-Eld
Paradox st 240 Ral-Thul-Cham-Nef

Zy-El Mod Page 12


Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4)
Spock* cm 35 Thul-Ort-Ral-Tal Victory we 180 Vex-Amn-Tir-El
Stallion’s Fury bt 140 A Shael-Um-Dol-gmj Voice of Deceit pe 150 D Mal-Tal-Eld-gmj
Starbrite ci 180 Eld-Vex-Lem-gmj War we 150 Um-Mal-Tir-Amn
Stinger sw 140 Pul-Um-Dol-gmj Warden he,to,ct 35 Thul-Ral-Nef-El
Stomper bt 200A Lo-Ith-Shael-gmj Wealth of Knowledge to 120 Lem-Ko-Tir-gmj
Stonecold gl 220 Thul-Ber-Shael-gmj Whisper mi 210 M Sur-Ohm-Dol-Nef
Stormcloud gl 220 Ort-Ber-Shael-gmj White Flutterbye bt,gl 160 Lem-Amn-Hel-Ist
Sulu* cm 25 Eth-Ith-Ral-Tal White Vane bt,gl 80 Io-Tal-Amn-gmj
Survivor to 220 Um-Ber-Shael-Eth Widowmaker mi 200M Ohm-Lo-Mal-Tal
Synchronicity sh,to 210 Sur-Lum-Pul-Ith Wings of Glory bt 100 Hel-Eld-Ko-gmj
Teddy Bears ha 220 Dol-Ber-Nef-gmj Wintergreen me 240 Cham-Thul-Amn-gmj
Tempest st 200 Lo-Shael-Nef-Dol Wolfenstein bt,gl 100 Io-Tal-Ko-gmj
Temptress he 230 El-Lem-Jah-gmj Wolfman Jack bt,gl 240 Ber-Hel-Cham-Lum
The Beauty pe 140 D Dol-Um-Nef-gmj Wolfpack bt,gl 170 Mal-Amn-Gul-gmj
Thunder ha 200 Nef-Ort-Vex-Lo Wonderlust mi 190 M Mal-Nef-Ohm-gmj
Timeout to 230 Jah-Shael-Hel-gmj Word of Amazon we,ar 255M Zy-El-Zy-Tal
Tin Man* he,sh,to,ch,ct 120 Eld-Shael-Ort-Lem Word of Assassin we,ar 255A Zy-El-Zy-El
Tradition me 170 Gul-Sol-Ith-Mal Word of Barbarian we,ar 255B Zy-El-Zy-Nef
Treacherous Deceit gl 100 Tal-Dol-Ko-gmj Word of Druid we,ar 255D Zy-El-Zy-Eth
Trial by Fire bt,he,ch,ct 30 Ort-Ral-Nef-Tir Word of Necromancer we,ar 255N Zy-El-Zy-Eld
Trust au 130 Pul-Fal-Shael-Amn Word of Paladin we,ar 255P Zy-El-Zy-Tir
Uhura* cm 30 Nef-Ort-Ral-Ith Word of Sorceress we,ar 255S Zy-El-Zy-Ith
Unbending Will sw 240 Thul-Ohm-Lo-Cham Wrath me 220 Ohm-Ber-Eth-Ral
Valiant to 230 Ber-Jah-Sur-gmj Xterra bt 190 @ Eld-Ohm-Io-Dol
Vengeance sc,cq 39 P Thul-Ort-Ral-Shael Yellow Flutterbye* bt,gl,ch,cq 120 Hel-Fal-Amn-Lem
Vanquished sc 90 P Lum-Tal-Amn-gmj Yellow Vane bt,gl 70 Amn-Hel-Tal-gmj
Venomous we 150 Tal-Dol-Mal-gmj Zodiac Sign bt,he,sh,to 160 @ Ist-Lem-Um-gmj
Vermilious Tempest mi 60 Nef-Thul-Dol-gmj
Vermin Horde pe 60 D Dol-Tir-Ith-gmj

Runeword Item Lv C Runes (5) Runeword Item Lv C Runes (5)


Adamantium sh,to 200 Thul-Pul-Lum-Lo-Ist Desolation sh 200 Lo-Vex-Gul-Ohm-gmj
Alkalund sh 140 Um-Pul-Shael-Nef-El Destruction we 220 Ber-Ral-Nef-Ohm-Gul
Apprenticeship he,sh,to 110 Fal-Ort-Io-Shael-gmj Dogs and Claws sh,to 160 Mal-Dol-Shael-Ist-Fal
Armageddon me 220 Shael-Ber-Tal-Ort-Ral Dreaded to 70 @ Ith-Amn-Eld-Hel-gmj
Awakening bt,sh,to 120 Io-Sol-Lem-Ral-gmj Duressed we 200 Mal-Lum-Ral-Lo-gmj
Bat Out of Hell me 240D Shael-Cham-Ohm-Tal-Nef Eagle Eye mi 40 Nef-Thul-Amn-Tal-gmj
Bear Claw sh,to 160 Fal-Mal-Dol-Shael-Ist Ebony Black sw 110 Tal-Fal-Dol-Shael-gmj
Bigger Brother me 60 Ith-Ort-Dol-Amn-gmj Edge of the Abyss sw 140 Sol-Eth-Um-Nef-gmj
Bigger Sister mi 60 Ort-Ith-Dol-Amn-gmj
Black Widow mi 200M Ohm-Lo-Mal-Tal-gmj
Blood we 200 Gul-Um-Lo-Nef-Tal
Bone Knob* sh,to,ch 80 Ort-Shael-Sol-Io-Dol
Blood Magic bt,sh,to 170 Thul-Shael-Gul-Ko-gmj
Bone Spell sh,to 150 Mal-Io-Ral-Dol-gmj
Bone Weave* sh,to,ch 110 Sol-Io-Hel-Fal-Lum
Bound by Honor to,sh 110 Fal-Ko-Hel-Dol-gmj
Bow Wow Blues bt,sh,to 120 @ Hel-Thul-Eth-Lem-gmj
Cake Monster to 80 N Sol-Io-Nef-Amn-gmj
Cardinal we 50 Shael-Thul-Eld-Ort-gmj
Cavalier au,to 230P Ohm-Pul-Tal-Fal-Jah
Chaos Theory me 200 Um-Lo-Amn-Nef-gmj
Chow Chow Chow bt,sh,to 170 @ Lem-hel-Thul-Gul-gmj
Cold Mastery sh,to 150 Io-Ral-Dol-Mal-gmj
Collusion me 150 Amn-Mal-Eld-Um-gmj
Coup de Grace me 140 Um-Tir-Um-Tir-Shael
Crescent Moon po,sp 140 Um-Tir-Shael-Amn-Eth
Criss Cross xb 240 Lo-Cham-Thul-Tal-Shael
Crusade to,sh 140 P Um-Pul-Ith-Eth-gmj
Cuisinart sw 200 Um-Mal-Amn-Gul-Lo
Dabblings he,sh,to 70 Hel-Eth-Sol-Ort-gmj
Darkness Woven we 140 Dol-Eld-Thul-Um-gmj
Death me 255 Eld-Zy-Amn-Sol-Mal

Zy-El Mod Page 13


Runeword Item Lv C Runes (5)
Embers of Rage he,sh,to 140 Sol-Hel-Ral-Um-gmj
Empress sh,to 240 Cham-Ist-Ohm-Ber-Ko
Endgame me 255 Um-Mal-Zy-Ith-Lo
Epoch’s End we 150 Pul-Mal-Eld-Ith-gmj
Fast Strike me 120 Lem-El-Lem-El-Shael
Final Epilogue we 230 Gul-Jah-Dol-Shael-gmj
Flames sh,to 180 Io-Fal-Sol-Vex-Lem
Flickering Inferno mi 200 Ral-Lo-Shael-El-gmj
Flock of Seagulls sh,to 220 Ist-Ber-Mal-Dol-Shael
Gasp of the Dying mi 200 Vex-Lo-Tir-Amn-gmj
Godslayer mi 150 Tal-Dol-Um-Mal-gmj
Granite sh,to 160 Ko-Dol-Lum-Ist-Ko
Harbinger to,we 255A Zy-Mal-Ber-Sur-Tal
Heart of the Oak to 230 Jah-Um-Io-Shael-Pul
Heatwave sh,to 150 Ral-Dol-Mal-Io-gmj
Heaven’s Mandate au 230P Cham-Ber-Io-Nef-gmj
Hellspawn to 220N Amn-Ber-Pul-Mal-Nef
Herald po 210 Dol-Amn-Gul-Sur-Lo
Holy Strike sc 30 Eth-Ral-Ort-Tal-gmj
Honor me,ch 45 @ Amn-El-Ith-Tir-Sol
Hound Dogs sh,to 160 Dol-Shael-Ist-Fal-Mal
Humbled to 80 P Sol-Nef-Eld-Io-gmj
Hungering sw 150 Um-Mal-Amn-Tal -gmj
Ice Age mi,sw 170 Thul-Gul-Shael-Nef-Eth Runeword Item Lv C Runes (5)
Icicle we 170 Thul-Cham-Jah-Shael-gmj Peril’s Gate mi 240 Gul-Cham-Ber-Nef-gmj
Inferno sh,to 220 Lem-Mal-Io-Ber-Ist Pestilence po 150 Tal-Shael-Dol-Um-Mal
Ivory White sw 110 Ort-Fal-Dol-Shael-gmj Phalanx Form me 200 Lo-Um-Amn-Ith-gmj
JBouley we 255@ Jah-Ber-Zy-Ith-Dol Phantom Pain to 130 Pul-Ort-Tir-Dol-gmj
Jedi Knight sw 170 Ort-El-Gul-Mal-gmj Phoenix me,ch 40 Thul-Ort-Ral-Amn-Tal
Judgement Day sc 220P Gul-Ber-Ort-Nef-gmj Princess Warrior he,sh,to 160 Ist-Io-Fal-Um-gmj
Knight’s Vigil sh 130 Pul-Nef-Eld-Hel-Ith Pumus Stone he,sh,to 80 Thul-Ith-Ort-Io-gmj
Krackle bl 140 Um-Ort-Um-Ort-Shael Punisher bl 210 Nef-Sur-Lo-Um-gmj
Krash bl 120 Lem-Ral-Lem-Ral-Shael Queen sh,to 200 Lo-Lem-Mal-Vex-Dol
Krinkle bl 100 Ko-Tal-Ko-Tal-Shael Questionable mi 150 Dol-Mal-Hel-Um-gmj
Krumble bl 160 Ist-Thul-Ist-Thul-Shael Quick Kill me 130 Pul-Eld-Pul-Eld-Shael
Krush bl 180 Vex-Amn-Vex-Amn-Shael Reaper me 255 Lo-Ber-Zy-Shael-Amn
Kryten* cm 35 Thul-Ort-Ral-Tal-Ith Retribution sc 50 P Thul-Ort-Ral-Shael-gmj
Legacy to 255@ Amn-Zy-Um-Pul-Lem Rhaevyn ax,po,sp 190 D Dol-Ral-Nef-Shael-Ohm
Lightning Spell sh,to 150 Dol-Mal-Io-Ral-gmj Rimmer* cm 20 Tal-Ith-Eth-Nef-Tir
Lister* cm 20 Tir-Nef-Eth-Ith-Tal Rise Up sh,to 160 Lem-Io-Ist-Sol-Lum
Lust to 160 @ Hel-Io-Um-Nef-Ist Rook’s Vigil sh,to 80 Io-Sol-Amn-Eth-gmj
Maelstrom’s Maw mi 190 Ith-Gul-Ohm-Amn-gmj Scarecrow he,sh,to 120 Eld-Shael-Ort-Lem-gmj
Mage Kill sh,to 200 Dol-Lum-Lo-Um-Lem Scully* cm 35 Thul-Eth-Ort-Ith-Tal
Mage King sh,to 190 Ohm-Ko-Ist-Pul-Um Semantics au 240P Cham-Shael-Eld-Amn-Pul
Magician sh,to 150 Mal-Dol-Lem-Lum-Ko Shalestone he,sh,to 120 Dol-Thul-Shael-Lem-gmj
Maiden’s Blessing he,sh,to 120 Lem-Sol-Hel-Ko-gmj Silk to 220S Ber-Um-Sol-Amn-Pul
Malevolent me 255 Ber-Zy-Amn-Shael-Dol Sisterhood of Steel sh,to 160 Shael-Ist-Fal-Mal-Dol
Man of Steel he,sh,to 160 Ith-Lum-Shael-Ist-gmj Sledge ha 220 Fal-Ohm-Eth-Gul-Ber
Marauder sw 90 Lum-Shael-Eth-Amn-gmj Sole Survivor to 220 Um-Ber-Shael-Eth-gmj
Marksman mi 210 M Sur-Um-Nef-Lo-Gul Soothsayer to 240 Cham-Ist-Ohm-Thul-Hel
Martyr me 220 Ber-Lo-Ith-Sol-Ohm Sparks Flying he,sh,to 100 Ral-Amn-Nef-Ko-gmj
Mastiff sh,to 255@ Ber-Gul-Lem-Zy-Hel Spin Artist me 210 Sur-Vex-Amn-Ith-gmj
Maximus me 255@ Hel-Shael-Hel-Shael-Zy Synchronized in Time sh,to 210 Sur-Lum-Pul-Ith-gmj
Moulinex sw 200 Lo-Fal-Sol-Ith-Eth The Force to 255 Fal-Ko-Lum-Io-Zy
Mulder* cm 25 Nef-Ral-Tal-Eth-Eld The Lovers to,ch 40 Amn-Thul-Ort-Ral-Tal
Mutt sh,to 220@ Gul-Lem-Hel-Ber-Thul The Obedient bl 220 Ber-Nef-Mal-Sol-gmj
Mystery mi 210 Sur-Dol-Ith-Nef-Sol The Outcast bl,sw 170 Gul-Shael-Sol-Ith-gmj
Myth-Nomers sh 150 Amn-Mal-Eld-Nef-gmj Thunderbolt ha 200 Nef-Ort-Vex-Lo-gmj
Nightmare’s Memory we 190 Eth-Ohm-Mal-Amn-gmj Touchstone of Faith to 150P Pul-Um-Mal-Dol-gmj
Oath Sworn sh 140 Pul-Ith-Eld-Um-gmj Traditional Values me 170 Gul-Sol-Ith-Mal-gmj
Oxymoronic au 130P Pul-Fal-Shael-Nef-gmj Trustworthy as 130 Pul-Fal-Shael-Amn-gmj
Paradigm Principle sh 150 Mal-Sol-Dol-Eld-gmj Unicorn po,sp 220 Ort-Ber-Gul-Shael-Nef
Passion Enflamed to 110 B Ko-Fal-Dol-Eth-gmj Untamed sw 255@ Shael-Hel-Shael-Hel-Zy

Zy-El Mod Page 14


Runeword Item Lv C Runes (5)
Unyielding Force sw 240 Thul-Ohm-Lo-Cham-gmj
Victory Dance we 180 Vex-Amn-Tir-El-gmj
Warrior we 150 Um-Mal-Tir-Amn-gmj
Warden of the Marches he,to 35 Thul-Ral-Nef-El-gmj
Whisperings mi 210M Sur-Ohm-Dol-Nef-gmj
Wiseguy me 150@ Fal-Ko-Mal-Amn-gmj
Woe mi 210 Sur-Tal-Gul-Nef-Ohm
Wrath of Nature me 220 Ohm-Ber-Eth-Ral-gmj
Xcolibri mi,th 130 Lum-Hel-Pul-Thul-Lum
Yang me 240B Cham-Um-Tir-Mal-Sol
Yin me 220B Ber-Dol-Shael-Ith-Nef
Zac503 we 170 Hel-Um-Thul-Ral-Gul

Runeword Item Lv C Runes(6) Runeword Item Lv C Runes(6)


Adamantium Defense sh,to 200 Thul-Pul-Lum-Lo-Ist-gmj Love Everlasting to 33 Amn-Thul-Ort-Ral-Tal-gmj
Alkalund’s Judgement sh 140 Um-Pul-Shael-Nef-El-gmj Lust for Life to 160@ Hel-Io-Um-Nef-Ist-gmj
Angel from Heaven me 240D Shael-Cham-Ohm-Tal-Nef- Mage Killer sh,to 200 Dol-Lum-Lo-Um-Lem-gmj
gmj Mage Kingdom sh,to 190 Ohm-Ko-Ist-Pul-Um-gmj
Armageddon’s Prelude me 220 Shael-Ber-Tal-Ort-Ral-gmj Magic User sh,to 150 Mal-Dol-Lem-Lum-Ko-gmj
Bearskin sh,to 160 Fal-Mal-Dol-Shael-Ist-gmj Malevolence me 255 Ber-Zy-Amn-Shael-Dol-gmj
Big Dog sh,to 255@ Ber-Gul-Lem-Zy-Hel-gmj Martyr’s Legacy me 220 Ber-Lo-Ith-Sol-Ohm-gmj
Blood Brother we 200 Gul-Um-Lo-Nef-Tal-gmj Mercy Kill me 140 Um-Tir-Um-Tir-Shael-gmj
Bone Bracer sh,to 110 Sol-Io-Hel-Fal-Lum-gmj Moby Dick* cm 30 Ral-Eth-Tal-Ort-Nef-Tir
Cavalier Attitude au,to 230P Ohm-Pul-Tal-Fal-Jah-gmj Moulinex Blender sw 200 Lo-Fal-Sol-Ith-Eth-gmj
Crescent Star po,sp 140 Um-Tir-Shael-Amn-Eth-gmj Mucky Muck sh,to 220@ Gul-Lem-Hel-Ber-Thul-gmj
Criss Crass Cross xb 240 Lo-Cham-Thul-Tal-Shael-gmj Mysterious Ways mi 210 Sur-Dol-Ith-Nef-Sol-gmj
Cuisinart Finery sw 200 Um-Mal-Amn-Gul-Lo-gmj NavyFC mi 255 Mal-Io-Mal-Io-Ohm-Zy
Death March me 255 Eld-Zy-Amn-Sol-Mal-gmj Oath of Amazon we,ar 255M Zy-Zy-Zy-El-Zy-Tal
Destruction’s Wake we 220 Ber-Ral-Nef-Ohm-Gul-gmj Oath of Assassin we,ar 255A Zy-Zy-Zy-El-Zy-El
Disease po 150 Tal-Shael-Dol-Um-Mal-gmj Oath of Barbarian we,ar 255B Zy-Zy-Zy-El-Zy-Nef
Dog Claws sh,to 160 Mal-Dol-Shael-Ist-Fal-gmj Oath of Druid we,ar 255D Zy-Zy-Zy-El-Zy-Eth
Empressive sh,to 240 Cham-Ist-Ohm-Ber-Ko-gmj Oath of Necroman we,ar 255N Zy-Zy-Zy-El-Zy-Eld
End of Game me 255 Um-Mal-Zy-Ith-Lo-gmj Oath of Paladin we,ar 255P Zy-Zy-Zy-El-Zy-Tir
Flamestrike sh,to 180 Io-Fal-Sol-Vex-Lem-gmj Oath of Sorceress we,ar 255S Zy-Zy-Zy-El-Zy-Ith
Flock of Geese sh,to 220 Ist-Ber-Mal-Dol-Shael-gmj Phoenix Ressurrection me 40 Thul-Ort-Ral-Amn-Tal-gmj
Force of Darkness to 255 Fal-Ko-Lum-Io-Zy-gmj PhrozenKeep to 255 Pul-Um-Mal-Sol-Eth-Zy
Gigantor* cm 35 Thul-Ort-Ral-Tal-Ith-Eth Queen Bee sh,to 200 Lo-Lem-Mal-Vex-Dol-gmj
Granite Guard sh,to 160 Ko-Dol-Lum-Ist-Ko-gmj Quey Quig* cm 35 Eth-Tal-Ort-Thul-El-Eld
Grim Reaper me 255 Lo-Ber-Zy-Shael-Amn-gmj Quick to Kill me 120 Lem-El-Lem-El-Shael-gmj
Groundhog sh,to 160 Dol-Shael-Ist-Fal-Mal-gmj Quickening me 130 Pul-Eld-Pul-Eld-Shael-gmj
Harbinger of Woe to,we 255A Zy-Mal-Ber-Sur-Tal-gmj Rhaevyn’s Victory ax,po,sp190D Dol-Ral-Nef-Shael-Ohm-gmj
Heart of the Oat to 230 Jah-Um-Io-Shael-Pul-gmj Ripcord mi 255 Shael-Ort-Zy-Gul-Mal-Dol
Hellspawned to 220N Amn-Ber-Pul-Mal-Nef-gmj Rise Up and Cheer sh,to 160 Lem-Io-Ist-Sol-Lum-gmj
Herald of Destruction po 210 Dol-Amn-Gul-Sur-Lo-gmj Sharpshooter mi 210 M Sur-Um-Nef-Lo-Gul-gmj
Honor Guard me 45 @ Amn-El-Ith-Tir-Sol-gmj Silence we 180 @ Dol-Eld-Hel-Ist-Tir-Vex
Inferno Tempest sh,to 220 Lem-Mal-Io-Ber-Ist-gmj Silken to 220S Ber-Um-Sol-Amn-Pul-gmj
JBouley’s Reign we 255@ Jah-Ber-Zy-Ith-Dol-gmj Starbuck* cm 35 Ith-Eth-Nef-Ral-Thul-Tir
Knight’s Quest sh 130 Pul-Nef-Eld-Hel-Ith-gmj Steel Soroarity sh,to 160 Shael-Ist-Fal-Mal-Dol-gmj
Krackled bl 140 Um-Ort-Um-Ort-Shael-gmj Sledgehammer ha 220 Fal-Ohm-Eth-Gul-Ber-gmj
Krinkled bl 100 Ko-Tal-Ko-Tal-Shael-gmj Soothsayings to 240 Cham-Ist-Ohm-Thul-Hel-gmj
Krushed bl 180 Vex-Amn-Vex-Amn-Shael-gmj Sweet mi 160 Ist-Io-Fal-Ko-Lum-Lem
Legacy Everlasting to 255@ Amn-Zy-Um-Pul-Lem-gmj Symbols au 240P Cham-Shael-Eld-Amn-Pul-gmj

Zy-El Mod Page 15


Runeword Item Lv C Runes(6)
Truth me 255 Zy-Shael-Nef-Sur-Ber-Um Woe and Misery mi 210 Sur-Tal-Gul-Nef-Ohm-gmj
Unicorn Blessing po,sp 220 Ort-Ber-Gul-Shael-Nef-gmj Zac503 we 170 Hel-Um-Thul-Ral-Gul-gmj
Violation me 210 Sur-Lo-Vex-Amn-Thul-Ith

where the item codes are:


ab = any amazon bow ci = any circlet ja = any javelin sc = any scepter
aj = any amazon javelin cb = any club jwl = any jewel sh = any shield
am = any amulet cl = charm large kn = any knife sp = any spear
ar = any armor cm = any charm ma = any mace st = any staff
as = any amazon spear cn = charm narrow me = any melee weapon sw = any sword
au = any auric shield cq = charm quad mi = any missile weapon ta = any throw axe
ax = any axe cs = charm small ms = any misc item th = any thrown weapon
be = any belt ct = charm tall or = any orb (not a rod) tk = any throw knife
bk = any book cw = any claw pe = any druid pelt to = any torso armor
bl = any blunt weapon gl = any glove ph = any primal helmet wa = any wand
bt = any boot ha = any hammer po = any polearm we = any weapon
bo = any bow hd = any necro head ri = any ring xb = any crossbow
ch = charm hex he = any helmet ro = any rod (sc,st,wa)

Note Special Code: gmj = any standard or flawless or perfect gem or any jewel (any quality)

* = certain runewords add spell charges to Charms. Charms that already have spell charges cannot receive these
runewords or else a corrupted Charm results and the character may become unplayable.

Lv = required character level based on rune stone components only (this does not take into account the level requirements for
gems or jewels that may be part of the runeword)

C = These Runewords have additional class-specific bonuses for (A)ssassin, (B)arbarian, (D)ruid, A(M)azon, (N)ecromancer,
(P)aladin, (S)orceress and (@) for All Skills

Zy-El Mod Page 16


Some of these item codes are inclusive of other codes as indicated here:

ms = any miscellaneous item ar = any armor


am = any amulet be = any belt
bk = any book bt = any boot
cm = any charm gl = any glove
cg = charm grand he = any helmet
ch = charm hex ci = any circlet
cl = charm large pe = any druid pelt
cn = charm narrow ph = any primal helmet
cq = charm quad sh = any shield
cs = charm small au = any auric shield
ct = charm tall hd = any necro head
gem = any gem to = any torso armor
jwl = any jewel
ri = any ring

we = any weapon For example, a Necro head (hd) is also a shield (sh) as well as an armor (ar). Any
me = melee weapon runewords with those codes will work for the Necro head. A thrown knife (tk) is a
ax = any axe thrown weapon (th) as well as a weapon (we), but also note that a thrown knife(tk) is
ta = any thrown axe also a knife (kn) and a melee weapon(me). So, a thrown knife would be able to use any
bl = any blunt weapon runewords with those item codes. Note, however, that a thrown knife(tk) is NOT a
cb = any club missile weapon(mi).
ha = any hammer
ma = any mace A bit overwhelming, I know. Trying to figure out which Runeword to use could drive
ro = any magic rod you bonkers – so I’ll leave it to you how you do this. General rule of thumb is that the
sc = any scepter better runes used in the longer Runewords will generate the better Runic items. For
st = any staff instance, a 2-socket Runeword will tend not to be as powerful as a 3-socket
wa = any wand Runeword, but not always. A 2-socket Runeword which has high level runes may be
cw = any claw more powerful than a 3-socket Runeword that has low level runes; there is some
kn = any knife degree of overlap depending on the number of runes and the quality of runes.
tk = any thrown knife
or = any orb
po = any polearm
sp = any spear
as = any ama spear
ja = any javelin
aj = any ama javelin
sw = any sword
th = thrown weapon
ja = any javelin
aj = any ama javelin
ta = any thrown axe
tk = any thrown knife
mi = missile weapon
bo = any bow
ab = any amazon bow
xb = any crossbow

Zy-El Mod Page 17


NEW BASIC CUBE RECIPES (the easy stuff): In the following sections, there are several categories of Cube recipes
that have been added. Just put the input ingredients in the Cube and hit the Transform button to get the output item. This
Mod has over 56,000+ recipes in total and not all of them are fully documented . . . and I don’t plan to ever do so; this mod
guide is long enough.

<same heal potion> x 3 -> <heal potion> next higher


<same mana potion> x 3 -> <mana potion> next higher
<super heal potion> + <super mana potion> -> <rejuv potion>
<rejuv potion> x 3 -> <Full rejuv potion>

<Arrow quiver> x 2 + <Food> -> <Bolt quiver> (applies to Normal missiles, Poison Quills and Magic Missiles)
<Bolt quiver> x 2 + <Food> -> <Arrow quiver> (applies to Normal missiles, Poison Quills and Magic Missiles)

<Wirt’s Leg> + <Town Portal Book> -> Cow Portal OR <Elixir> x 6 + <Town Portal Book> -> Cow Portal

<same Rune> x 3 -> <Rune> next higher (works all the way up to Zy – yes, I’ve renamed the Zod rune to Zy.)
<same Gem> x 3 -> <Gem> next higher quality (3 chipped Gems -> 1 flawed Gem of same Gem type)
<same Gem> x 9 -> <Gem> two steps higher quality (9 chipped Gems -> 1 standard Gem of same Gem type)
<1 of each Gem type> -> <Skull> same quality (1 of each chipped Gem -> 1 chipped Skull)

<same Rune> x 2 + <Elixir> -> Rune next higher (this too works all the way up to Zy!)
<same Gem> x 2 + <Elixir> -> Gem next higher quality (works all the way up to Perfect gems)

<any Item> + <Zy Rune> -> same <Item> indestructible (great for eliminating repair costs on those crafted items)
<any Thrown Weap> + <Zy Rune> -> same <Item> + Replenish (great for restoring thrown items – use more than once)

<any Set Item> x 3 -> random <Rune> (can be any random rune, even Zy!)
<Demon Box> + <minor Mana potion> -> random <standard Gem>
<Full Rejuvenation potion> x 3 + <perfect Gem> x 3 -> Elixir (if you can’t find an Elixir, make it)
<Demon Box> x 3 + <perfect Gem> x 3 + <Elixir> x 3 -> <Demon Key> (a Demon Key without having to kill a Demon)

--- Random Flawed Gems from Chipped Gems ---


<any chipped Gem> x 6 -> random <flawed Gem> (great way to clean up your inventory of those random gem bits)
<any flawed Gem> x 6 -> random <standard Gem>
<any standard Gem> x 6 -> random <flawless Gem>
<any flawless Gem> x 6 -> random <perfect Gem>

Lazy Cat Recipes (for the lazy in all of us)


<Heal potion> + 3 x Fruit -> 1 <Rejuv>
<Mana potion> + 3 x Meat -> 1 <Rejuv>

<same Rune> x 3 + <same Rune+1> x 2 -> <Rune+2> (eg. <El Rune> x 3 + <Eld Rune> x 2 -> <Tir Rune>)
<same Rune> x 6 + <same Rune+1> -> <Rune+2>
<same Rune> x 3 + <same Rune+1> x 2 + <same Rune+2> x 2 -> <Rune+3>
<same Rune> x 6 + <same Rune+1> + <same Rune+2> x 2 -> <Rune+3>
<same Rune> x 9 -> <Rune+2> (eg. <El Rune> x 9 -> <Tir Rune>)

Zy-El Mod Page 18


UPGRADE ITEM RECIPES (upgrade item types): These recipes upgrade the
item type of the input items to an item of higher quality with new attributes. Often,
you have to sacrifice 3 or 6 of a base item plus a few trinkets to get 1 improved item.
You may even have to sacrifice an Elixir! Please note that these recipes will generate new
items with new attributes.

<mag Ring> x 3 -> new <mag Amulet> <crf Ring> x 3 -> new <crf Amulet>
<mag Amulet> x 3 -> new <mag Ring> <crf Amulet> x 3 -> new <crf Ring>
<rar Ring> x 3 -> new <rar Amulet> <uni Ring> x 3 -> new <uni Amulet>
<rar Amulet> x 3 -> new <rar Ring> <uni Amulet> x 3 -> new <uni Ring>

<mag Ring> + <mag Amulet> -> new <mag Jewel>


<rar Ring> + <rar Amulet> -> new <rar Jewel>
<crf Ring> + <crf Amulet> -> new <crf Jewel>
<uni Ring> + <uni Amulet> -> new <uni Jewel>

How to upgrade Non-Magic Items:


<low-quality Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> (Can we fix it? Yes, we can!)
<cracked Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<crude Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<ethereal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<normal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <superior Item>

<normal Charm> x 9 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <mag Charm> (the easy way!)
<superior Item> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <mag Item>
<normal Charm> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <mag Charm> (Charms are special!)

How to make better Cube Scrolls:


<Common Cube Scroll> x 6 + <mag Charm> -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> x 6 + <rar Charm> -> new <Secret Cube Scroll>
<Secret Cube Scroll> x 6 + <Demon Box> -> new <Arcane Cube Scroll>
<Common Cube Scroll> x 4 + <mag Charm> + <Elixir> -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> x 4 + <rar Charm> + <Elixir> -> new <Secret Cube Scroll>
<Secret Cube Scroll> x 4 + <Demon Box> + <Elixir> -> new <Arcane Cube Scroll>

How to make Rare Items (must be same mag Item – ie 3 mag Handaxes or 3 mag Leather armors):
<mag Ring> x 6 -> new <rar Ring> OR <mag Ring> + <Hel Rune> -> new <rar Ring>
<mag Amulet> x 6 -> new <rar Amulet> OR <mag Amulet> + <Ko Rune> -> new <rar Amulet>
<mag Jewel> x 6 -> new <rar Jewel> OR <mag Jewel> + <Hel Rune> -> new <rar Jewel>
<mag Charm> x 6 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Charm> (Charm size matters**)
<mag Weapon> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Weapon>
<mag Armor> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Armor>
<mag Shield> x 3 + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <rar Shield>

How to make Crafted Items (must be same rar Item – ie 3 rare Shortswords):
<rar Ring> x 6 + <rar Jewel> -> new <crf Ring> OR <mag Ring> + <rar Jewel> + <Hel Rune> x 3 -> new <crf Ring>
<rar Amulet> x 6 + <rar Jewel> -> new <crf Amulet> OR
<mag Amulet> + <rar Jew> + <Ko Rune> x 3 -> new <crf Amulet>
<rar Jewel> x 6 -> new <crf Jewel> OR <mag Jewel> + <Hel Rune> x 3 + <Elixir> -> new <crf Jewel>
<rar Charm> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Charm> (Charm size matters**)
<rar Weapon> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Weapon>
<rar Armor> x 3 +<rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Armor>
<rar Shield> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <crf Shield>

**(Can use any mix of charm sizes. However, the size of the last charm put in the cube will determine the size of the
resultant charm.)

Zy-El Mod Page 19


How to make smaller Charms from larger Charms (easier if you have a spare Elixir or Demon Key kicking around):

<nor Hex Chm> x 3 -> new <nor Tall Chm> <uni Small Chm> x 3 -> new <uni Narrow Chm>
<nor Tall Chm> x 3 -> new <nor Quad Chm>
<nor Quad Chm> x 6 -> new <nor Narrow Chm> <mag Hex Chm> x 2 + <Elixir>-> new <mag Tall Chm>
<mag Tall Chm> x 2 + <Elixir>-> new <mag Quad Chm>
<mag Hex Chm> x 3 -> new <mag Tall Chm> <mag Quad Chm> x 2 + <Elixir> -> <mag Grand Chm>
<mag Tall Chm> x 3 -> new <mag Quad Chm> <mag Grand Chm> x 2 + <Elixir> -> <mag Large Chm>
<mag Quad Chm> x 3 -> new <mag Grand Chm> <mag Large Chm> x 2 + <Elixir>-> <mag Small Chm>
<mag Grand Chm> x 3 -> new <mag Large Chm> <mag Small Chm> x 2 + <Elixir>-> <mag Narrow Chm>
<mag Large Chm> x 3 -> new <mag Small Chm>
<mag Small Chm> x 3 -> new <mag Narrow Chm> <rar Hex Chm> x 2 + <Elixir>-> new <rar Tall Chm>
<rar Tall Chm> x 2 + <Elixir>-> new <rar Quad Chm>
<rar Hex Chm> x 3 -> new <rar Tall Chm> <rar Quad Chm> x 2 + <Elixir>-> new <rar Grand Chm>
<rar Tall Chm> x 3 -> new <rar Quad Chm> <rar Grand Chm> x 2 + <Elixir>-> new <rar Large Chm>
<rar Quad Chm> x 3 -> new <rar Grand Chm> <rar Large Chm> x 2 + <Elixir>-> new <rar Small Chm>
<rar Grand Chm> x 3 -> new <rar Large Chm> <rar Small Chm> x 2 + <Elixir> -> new <rar Narrow Chm>
<rar Large Chm> x 3 -> new <rar Small Chm>
<rar Small Chm> x 3 -> new <rar Narrow Chm> <crf Hex Chm> x 2 + <Elixir>-> new <crf Tall Chm>
<crf Tall Chm> x 2 + <Elixir>-> new <crf Quad Chm>
<crf Hex Chm> x 3 -> new <crf Tall Chm> <crf Quad Chm> x 2 + <Elixir>-> new <crf Grand Chm>
<crf Tall Chm> x 3 -> new <crf Quad Chm> <crf Grand Chm> x 2 + <Elixir>-> new <crf Large Chm>
<crf Quad Chm> x 3 -> new <crf Grand Chm> <crf Large Chm> x 2 + <Elixir> -> new <crf Small Chm>
<crf Grand Chm> x 3 -> new <crf Large Chm> <crf Small Chm> x 2 + <Elixir> -> new <crf Narrow Chm>
<crf Large Chm> x 3 -> new <crf Small Chm>
<crf Small Chm> x 3 -> new <crf Narrow Chm> <uni Hex Chm> x 2 + <Demon Key>-> new <uni Tall Chm>
<uni Tall Chm> x 2 + <Demon Key>-> new <uni Quad Chm>
<uni Hex Chm> x 3 -> new <uni Tall Chm> <uni Quad Chm> x 2 + <Demon Key>-> new <uni Grand Chm>
<uni Tall Chm> x 3 -> new <uni Quad Chm> <uni Grand Chm> x 2 + <Demon Key>-> new <uni Large Chm>
<uni Quad Chm> x 3 -> new <uni Grand Chm> <uni Large Chm> x 2 + <Demon Key> -> new <uni Small Chm>
<uni Grand Chm> x 3 -> new <uni Large Chm> <uni Small Chm> x 2 + <Demon Key> -> new <uni Narrow Chm>
<uni Large Chm> x 3 -> new <uni Small Chm>

Zy-El Mod Page 20


SOCKETING RECIPES (something better): These recipes can add sockets to any item. These recipes work for
weapons, armor, helmets, shields, gloves, belts, boots, charms, rings, amulets and thrown weapons. Flawless gems are now
required ingredients. Jewel quality is now a required factor to consider for different item types.

<mag,nor,eth Item> + <flawless Gem> + <mag Jewel> -> add 1 socket to no socket item
<mag,nor,eth Item> + <flawless Gem> x 2 + <mag Jewel> x 2 -> add 2 sockets to no socket item
<mag,nor,eth Item> + <flawless Gem> x 3 + <mag Jewel> x 3 -> add 3 sockets to no socket item
<mag,nor,eth Item> + <flawless Gem> x 4 + <mag Jewel> x 4 -> add 4 sockets to no socket item
<mag,nor,eth Item> + <flawless Gem> x 5 + <mag Jewel> x 5 -> add 5 sockets to no socket item
<mag,nor,eth Item> + <flawless Gem> x 6 + <mag Jewel> x 6 -> add 6 sockets to no socket item

<rar Item> + <flawless Gem> + <rar Jewel> -> add 1 socket to no socket item
<rar Item> + <flawless Gem> x 2 + <rar Jewel> x 2 -> add 2 sockets to no socket item
<rar Item> + <flawless Gem> x 3 + <rar Jewel> x 3 -> add 3 sockets to no socket item
<rar Item> + <flawless Gem> x 4 + <rar Jewel> x 4 -> add 4 sockets to no socket item
<rar Item> + <flawless Gem> x 5 + <rar Jewel> x 5 -> add 5 sockets to no socket item
<rar Item> + <flawless Gem> x 6 + <rar Jewel> x 6 -> add 6 sockets to no socket item

<crf,uni,set Item> + <perfect Gem> + <crf Jewel> -> add 1 socket to no socket item
<crf,uni,set Item> + <perfect Gem> x 2 + <crf Jewel> x 2 -> add 2 sockets to no socket item
<crf,uni,set Item> + <perfect Gem> x 3 + <crf Jewel> x 3 -> add 3 sockets to no socket item
<crf,uni,set Item> + <perfect Gem> x 4 + <crf Jewel> x 4 -> add 4 sockets to no socket item
<crf,uni,set Item> + <perfect Gem> x 5 + <crf Jewel> x 5 -> add 5 sockets to no socket item
<crf,uni,set Item> + <perfect Gem> x 6 + <crf Jewel> x 6 -> add 6 sockets to no socket item

If an item already has sockets, use a higher numbered socket recipe to add more empty sockets. For example, if an item has
one socket, use a three-socket recipe on it and two additional empty sockets will be added leaving the first socket intact with
whatever is already in it!!! Works all the way up to 6 sockets maximum. Makes your old items even better!!!

DOWNGRADE ITEM RECIPES (downgrade item types to Normal): These recipes can be used to downgrade hi-
quality, magic, rare, crafted, set and unique items. The purpose for doing this is to allow these items to be socketted and
subsequently turned into runic items. As many have discovered, only Normal or Superior or Magic or Rare type items can be
socketted with runewords. The generated normal item comes devoid of sockets. Unique, runic, crafted and set items will have
re-rolled attributes. Do not use these recipes with items that have Runewords; you will not like the results!!!

Here are the recipes to downgrade an item to normal:


<any hi-quality item> + <key> + <chp Gem> -> normal <item>
<any magic item> + <key> + <chp Gem> -> normal <item>
<any rare item> + <key> + <chp Gem> -> new <magic item>
<any crafted item> + <key> + <chp Gem> -> new <rare item>
<any set item> + <key> + <chp Gem> -> new <rare item>
<any unique item> + <key> + <chp Gem> -> new <rare item>

Why in the world would anyone want a lower quality rune? Well, runes are
very expensive and sometimes you need a rune of one lower quality in order to
complete a runeword – to make that all-important runic item!

Use the following recipe to reduce the quality of a rune or gem to


previous rune/gem:
<any Rune> + <key> -> <Rune> previous
<any Gem> + <key> -> <Gem> lower quality

Zy-El Mod Page 21


FOOD ITEM RECIPES (this has nothing to do with lunch): These recipes make use of the food items that
monsters may drop. Food items are divided into two kinds: Meat Items and Fruit Items. Certain combinations of these
items put in the Horadric Cube will produce different potions. Food items are more commonly found in Normal difficulty, less
so in Nightmare and rarely in Hell – by that time, reliance on potions is much less. High level players would prefer to buy their
potions rather than crafting them.

Here are the food combinations and resulting potions:

<Meat Item> -> <Std Healing potion>


<Fruit Item> -> <Std Mana potion>
<Meat Item> x 2 -> <Major Healing potion>
<Fruit Item> x 2 -> <Major Mana potion>
<Meat Item> x 3 -> <Super Healing potion>
<Fruit Item> x 3 -> <Super Mana potion>
<Meat Item> + <Fruit Item> -> <Stamina potion>
<Meat Item> x 2 + <Fruit Item> -> <Antidote potion>
<Meat Item> + <Fruit Item> x 2 -> <Thawing potion>

<Meat Item> x 3 + <Fruit Item> x 3 -> <Rejuv potion>


<Meat Item> + <Rejuv potion> -> <Rancid Gas potion> x 50
<Fruit Item> + <Rejuv potion> -> <Flaming Oil potion> x 50
<Meat Item> + <Rejuv potion> + <chp Emerald> -> <Choking Gas potion> x 50
<Fruit Item> + <Rejuv potion> + <chp Ruby> -> <Exploding potion> x 50
<Meat Item> + <Rejuv potion> + <flw Emerald> -> <Strangling Gas potion> x 50
<Fruit Item> + <Rejuv potion> + <flw Ruby> -> <Fulminating potion> x 50

Similarly, the derived recipes are:

<Meat Item> x 4 + <Fruit Item> x 3 -> <Rancid Gas potion> x 50


<Meat Item> x 3 + <Fruit Item> x 4 -> <Flaming Oil potion> x 50
<Meat Item> x 4 + <Fruit Item> x 3 + <chp Emerald> -> <Choking Gas potion> x 50
<Meat Item> x 3 + <Fruit Item> x 4 + <chp Ruby> -> <Exploding potion> x 50
<Meat Item> x 4 + <Fruit Item> x 3 + <flw Emerald> -> <Strangling Gas potion> x 50
<Meat Item> x 3 + <Fruit Item> x 4 + <flw Ruby> -> <Fulminating potion> x 50
<Meat Item> x 9 + <Fruit Item> x 9 -> <Full Rejuv potion>

Zy-El Mod Page 22


UNIQUE ITEM REROLL RECIPES (something extra special): These recipes allow players to re-roll for a
new Unique item based on an existing Unique item. Ever find a Unique item that your character can’t use? How
many Nagelrings do you have? Well, now players can re-roll for a different Unique item in the hopes of obtaining
one that can be of use. These recipes are not cheap – more akin to gambling for high level characters. There are
two variations of these recipes.

The following recipe allows re-rolling for a Unique item based on generic item type:

<Uni Weapon> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Weapon>
<Uni Armor> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Armor>
<Uni Ring> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Amulet>
<Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Ring>
<Uni Jewel> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Jewel>
<Uni Charm> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 -> new <Uni Charm> same as input Charm size
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <El rune>-> new <Uni Small Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Eld rune>-> new <Uni Large Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Tir rune>-> new <Uni Grand Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Nef rune>-> new <Uni Quad Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Eth rune>-> new <Uni Tall Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Ith rune>-> new <Uni Hex Charm>
<Uni Ring> + <Uni Amulet> + <Demon Box> + <Perfect Gem> x 3 + <Elixir> x 3 + <Tal rune>-> new <Uni Narow Charm>

Weapon can be any kind of weapon – melee or missile, generic or class-specific. Using a unique short sword, one could end up
with a unique Amazon javelin or a Sorceress orb or a hyperion spear. Armor can be any kind of defensive armor worn on any
part of the body. Using a unique belt, one could get a unique helmet or a Necro head or a Paladin’s auric shield or chain boots or
shadow plate.

For more precise results, players may opt to use the specific form of the recipe:
<Unique Item> + <Demon Key> + <Demon Box> + <Perfect Skull> x 3 + <Elixir> x 3 -> new <Unique Item> of same
item type
OR
**<Uni Ring> + <Uni Amulet> + <Demon Key> + <Demon Box> + <Perfect Skull> x 3 + <Elixir> x 3 + <Rune> -> new
<Unique Item> of same item type

where Item can be any of type orb, head, auric shield, primal helm, pelt, Amazon bow-
spear-javelin, circlet, thrown knife, thrown axe, hammer, polearm, katar/claw,
scepter, wand, staff, sword, mace, spear, axe, bow, crossbow, club, knife, javelin, ring,
amulet, jewel, charm, belt, boot, glove, shield, torso or helm. For Charms, the output
Unique Charm is the same size as the input Unique Charm. For Rings, the output is a
random Unique Ring with an empty socket. For Amulets, the output is a random
Amulet with an empty socket. For Jewels, the output is a truly Unique Jewel.

**For Charms, add a rune to the recipe as in the unfocused recipe to determine
the exact charm type. The resulting Unique charm will have maximum empty
sockets.

Got too many Unique Charms? You can opt to reduce your Unique Charms into Unique
Rings, Amulets or Jewels. Use one of the following reduction re-roll recipes:

<Unique Charm> + <Demon Box> + <Key> -> random <Unique Ring>


<Unique Charm> + <Demon Box> + <Rune> -> random <Unique Amulet>
<Unique Charm> + <Demon Box> + <Chipped Gem> -> random <Unique Jewel>

where <Key> is an ordinary key; <Rune> is any Rune; <Chipped> is any chipped gem.

Zy-El Mod Page 23


UNIQUE ITEM FIND RECIPES (something extra special): These recipes generate unique items of the same input
item type. Valid item types include: Boot, Glove, Torso, Helmet, Shield, Ring, Amulet, Belt, Knife, Sword, Mace, Axe, Club,
Scepter, Maul, Hammer, Staff, Spear, Polearm, Bow, Crossbow, Thrown knife, Thrown axe, Katar, Wand, Orb, Claws, Preserved
head, Primal helm, Pelt, Auric Shield, Ama Spear, Ama Javelin, Ama Bow, Circlet. With 700+ uniques, there’s now something
special for everyone. There’s even a possibility of acquiring one of Zy-El’s Artifacts . . . though unlikely! Bear in mind
that the crafted source items must be of the same type but they don’t have to be the same item specifically. So, you
can put in a crafted sash, a crafted heavy belt and a crafted light belt and wind up with some form of unique belt!

<crf Item> x 3 + <perf Gem> x 3 + <Elixir> x 3 + <Demon Key> + <Zy Rune> + <El Rune> + <crf Jewel> x 3 -> Unique
Item (eg. Any 3 crafted Belts + 3 perf Gems + 3 Elixirs + Demon Key + Zy + El + 3 crafted Jewels -> a unique Belt)

<rar Ring> x 3 + <rar Amulet> x 3 + <perf Gem> x 3 + <rar Jewel> x 3 + <Elixir> -> Stone of Jordan (Yeah!)

To craft Unique Jewels: <crf Jewel> x 3 + <perf Gem> x 3 +<Elixir> x 3 -> <uni Jewel>
OR: <crf Jewel> x 6 -> <uni Jewel>
To craft Unique Arrows/Bolts: <mag Arrow/Bolt> x 3 + <perf Gem> x 3 +<Elixir> x 3 -> <uni Arrow/Bolt>
To craft Unique Charms: <crf Charm> x 3 + <Demon Key> + <perf Gem> x 3 + <Elixir> x 3 -> <uni Charm>
(Note: the three input charms must be of the same size; the resulting output charm will be the same size as well)

QUEST ITEM RECIPES (for those who can’t wait): Tired of searching for those Quest items or leaving those
minor Quests uncompleted? Well, here’s another way to complete some of those quests and move on to the next Act. It still
might be easier just to complete the quest, but if you got some spare stuff lying around – why not? (I hate unfinished
business.)

Here are the recipes to generate Quest items:


<Town Portal Scroll> + <std Gem> + <rar Jewel> + <Elixir> -> Bark Scroll
<rar Kris> + <std Gem> + <rar Jewel> + <Elixir> -> Gidbinn
<rar Quarterstaff> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Staff
<Identify Scroll Tome> + <std Gem> + <rar Jewel> + <Elixir> -> Lam Esen’s Tome
<rar Flail> + <std Gem> + <rar Jewel> + <Elixir> -> Kalim’s Super Flail
<perf Gem> + <std Gem> + <rar Jewel> + <Elixir> -> Mephisto’s Soulstone
<rar Maul> + <std Gem> + <rar Jewel> + <Elixir> -> Hellforge Hammer
<rar War Hammer> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Malus
<Full Rejuv Potion> + <std Gem> + <rar Jewel> + <Elixir> -> Malah’s Thawing Potion

ETHEREAL ITEM RECIPES (modify item types to Ethereal): These


recipes can be used to modify normal, hi-quality, magic, rare, crafted, set,
runic and unique items to be ethereal. Why the heck would you ever want an
item to become Ethereal? As everyone knows, Ethereal items have limited
durability and eventually break. However, Ethereal items also tend to have higher
attributes than base items. Ideally, Ethereal weapons are best suited for hirelings
who never break their equipment.

Here are the recipes to modify an item to be Ethereal:


<any hi-quality item> + key + <Elixir> -> Ethereal <item>
<any magic item> + key + <Elixir> -> Ethereal <item>
<any rare item> + key + <Elixir> -> Ethereal <item>
<any crafted item> + key + <Elixir> -> Ethereal <item>
<any set item> + key + <Elixir> -> Ethereal <item>
<any unique item> + key + <Elixir> -> Ethereal <item>

Zy-El Mod Page 24


CUBE RECIPE LOCKS (retaining item attributes): Cube Locks are used
in crafting recipes to retain the attributes of the source input item
while adding new crafted attributes. Most of the cube recipes
mentioned in the following sections involve using the Horadric Cube to
generate new items from existing input items. In other words, when
crafting a new attribute to an item, its original attributes are normally re-rolled
before adding the new attribute. However, Cube Locks force the output item to
retain the attributes of the source input item.

To use a Cube Lock, just add it to the cube recipe in addition to the normal
required ingredients. In some cases, a Cube Lock is not required to retain the
existing input attributes – for example, the Mega-Load recipes.

Where to find Cube Locks? These items will not drop from monsters, nor can
they be bought from vendors. Cube Locks can be created by the following cube
recipe:

<Zy Rune> + <Perfect Gem> x 7 + <Elixir> x 7 ---> <Cube Lock>

Cube Locks can also be generated using Collectors. Yes, the cost is very high but
the benefits well worth it if you find the “perfect” item and want to keep its precious attributes. Cube Locks may be used in
combination with Cube Adders.

CUBE RECIPE ADDERS (multiplying crafted attributes): Cube Adders are used in crafting recipes to multiply the
effects of new crafted attributes. The use of Cube Adders may also be referred to as
“Overloading” cube recipes. This mechanism replaces the previous nomenclature – all previous
Overloaded cube recipes have been replaced by the use of Cube Adders.

Cube Adders have several variants, some more powerful than others. Each of these Adders are successively more powerful
than the previous – Double, Triple, Quint, Deka and DoDeka. These Cube Adders will not be dropped by monsters nor sold by
vendors but can be generated by the following recipes:

<Zy-El Scroll Fragment> x 2 + <Demon Box> x 2 + <Perfect Skull> x 2 + <Elixir> x 2 ---> <Double Cube Adder>
<Zy-El Scroll Fragment> x 3 + <Demon Box> x 3 + <Perfect Skull> x 3 + <Elixir> x 3 ---> <Triple Cube Adder>
<Zy-El Scroll Fragment> x 5 + <Demon Box> x 5 + <Perfect Skull> x 5 + <Elixir> x 5 ---> <Quint Cube Adder>
<Zy-El Scroll Fragment> x 10 + <Demon Box> x 10 + <Perfect Skull> x 10 + <Elixir> x 10 ---> <Deka Cube Adder>
<Zy-El Scroll Fragment> x 20 + <Demon Box> x 20 + <Perfect Skull> x 20 + <Elixir> x 20 ---> <DoDeka Cube Adder>

where: <Zy-El Scroll Fragment> refers to any Zy-El scroll fragment, not necessarily the same fragment. A Double Cube
Adder can be generated using Collectors.

Cube Adders can be combined with other Cube Adders to create more powerful versions, as follows:

<Double Cube Adder> + <Triple Cube Adder> ---> <Quint Cube Adder>
<Quint Cube Adder> x 2 ---> <Deka Cube Adder>
<Deca Cube Adder> x 2 ---> <DoDeka Cube Adder>

To use a Cube Adder, just add one Cube Adder to the required input ingredients of a cube recipe and the added recipe
attributes will be increased – only ONE Cube Adder can be used at a time. Each Cube Adders is successively more powerful
than its predecessor and will add higher increments. So, a Double Adder will add +100% of new crafted attributes, a Triple
Adder +200%, a Quint +400%, a Deka +900% and a DoDeka +1900%.

For some cube recipes, Cube Adders may be used in combination with Cube Locks. In other recipes, neither Cube
Adders nor Cube Locks can be used. Please refer to the specific cube recipe sections for details.

Zy-El Mod Page 25


ELIXIR RECIPES (something for quick fixes): Elixirs can be used to generate items with a limited number of
specific attributes. The new crafted attributes are added to the re-rolled attributes of the same item type as the
source item. These recipes also work for Class-specific items. To retain the existing attributes of the source item, use a
single Cube Lock. Crafted attributes may be multiplied by using a single Cube Adder.

<Elixir> + <Perf Gem> + <Boot> -> new Boot + add run/walk speed
<Elixir> + <Perf Gem> + <Shield> -> new Shield + add to block percentage
<Elixir> + <Perf Gem> + <Belt> -> new Belt + add Life maximum
<Elixir> + <Perf Gem> + <Helm> -> new Helm + add Mana maximum
<Elixir> + <Perf Gem> + <Glove> -> new Glove + add to attack
<Elixir> + <Perf Gem> + <Ring> -> new Ring + regenerate Life
<Elixir> + <Perf Gem> + <Amulet> -> new Amulet + regenerate Mana

Elixirs can be also used to enhance Weapons maximum damage:


<Elixir> + <Perf Diamond> + <Weapon> -> new Weapon + add normal max dmg
<Elixir> + <Perf Topaz> + <Weapon> -> new Weapon + add lightning max dmg
<Elixir> + <Perf Ruby> + <Weapon> -> new Weapon + add fire max dmg
<Elixir> + <Perf Sapphire> + <Weapon> -> new Weapon + add cold max dmg
<Elixir> + <Perf Emerald> + <Weapon> -> new Weapon + add poison max dmg
<Elixir> + <Perf Amethyst> + <Weapon> -> new Weapon + add magic ranged dmg

Elixirs can be used to enhance Weapons minimum damage:


<Elixir> + <Perf Diamond> x 2 + <Weapon> -> new Weapon + add normal min dmg
<Elixir> + <Perf Topaz> x 2 + <Weapon> -> new Weapon + add lightning min dmg
<Elixir> + <Perf Ruby> x 2 + <Weapon> -> new Weapon + add fire min dmg
<Elixir> + <Perf Sapphire> x 2 + <Weapon> -> new Weapon + add cold min dmg
<Elixir> + <Perf Emerald> x 2 + <Weapon> -> new Weapon + add poison min dmg
<Elixir> + <Perf Amethyst> x 2 + <Weapon> -> new Weapon + add magic min/max dmg

Elixirs can be also used to enhance Torso Armor resistances:


<Elixir> + <Perf Skull> + <Torso armor> -> new Torso Armor + add Defense (AC rating)
<Elixir> + <Perf Diamond> + <Torso Armor> -> new Torso Armor + add normal dmg reduction
<Elixir> + <Perf Topaz> + <Torso Armor> -> new Torso Armor + add lightning resist
<Elixir> + <Perf Ruby> + <Torso Armor> -> new Torso Armor + add fire resist
<Elixir> + <Perf Sapphire> + <Torso Armor> -> new Torso Armor + add cold resist
<Elixir> + <Perf Emerald> + <Torso Armor> -> new Torso Armor + add poison resist
<Elixir> + <Perf Amethyst> + <Torso Armor> -> new Torso Armor + add magic dmg reduction

MEGA-LOAD ELIXIR RECIPES (something for big fixes): The Elixir


recipes can be Mega-loaded to produce THIRTY times the result of the regular
Elixir recipe. All added effects are stacked on top of existing weapon attributes –
no Cube Lock is required. Cube Adders will NOT work with this recipe.

Use the same recipes as above, except add a Zy-El Scroll.

<Zy-El Scroll> + <Elixir> + <Perf gem> + <Weapon> -> same <Item> + <Elixir
Max Damage Bonus> * 3000%

<Zy-El Scroll> + <Elixir> + <Perf gem> x 2 + <Weapon> -> same <Item> +


<Elixir Min Damage Bonus> * 3000%

<Zy-El Scroll> + <Elixir> + <Perf gem> + <Torso Armor> -> same <Item> +
<Elixir Resistance Bonus> * 3000%

Zy-El Mod Page 26


EXCEPTIONAL/ELITE RECIPES (making regular stuff better): These recipes transform Regular items into their
Exceptional equivalents and Exceptional items into their Elite versions. Exceptional and Elite items have higher strength and
dexterity requirements. So, be careful when using these recipes. You may wind up with an item you can’t use for a long while.
Only Regular items can be used to transform into Exceptional items and only Exceptional items can be used to transform into
Elite items. Take note that the source items can be of any quality: cracked, inferior, ethereal, normal, socketed, magical, rare,
unique, set, runic or even crafted. Input item quality has no bearing in these recipes. Got this cube recipe idea from
MikeMayhem, but had to tweak it to fit this Mod.

To transform Regular items to Exceptional or Exceptional items to Elite, use the following recipes:

<Regular Item> x 3 + <rar Ring> + <rar Amulet> + <rar Jewel> + <Perf Gem> -> <nor Exceptional Item>

<Exceptional Item> x 3 + <crf Ring> + <crf Amulet> + <crf Jewel> + <Perf Skull> + <Elixir> -> <nor Elite Item>

For example, put in 3 Gloves, a rare ring, a rare amulet, a rare jewel and any perfect gem and the result will be a Normal
Demonhide Glove. Afterwards, you can transform these Normal items to Magic items using the Upgrade recipe noted above.

Yes, it is very expensive and hard to get Exceptional and Elite items, as it should be. I did not want players in Act 1 Normal
having Crusader Gauntlets or Balrog Blades. For the higher level characters, there is finally a way of getting those elusive Elite
items in order to be able to craft them and make them into your own artifacts!

CRAFTED RING & AMULET RECIPES (some nifty stuff): Rings and Amulets can be enchanted with additional
abilities as well. To begin, you must have a crafted Ring or crafted Amulet created using the Upgrade recipes mentioned
above. Cube Locks and Cube Adders may NOT be used with these recipes for crafted rings/amulets. Once you have a
crafted Ring/Amulet, it can be enchanted with hit/gethit skill attributes using one of these recipes:

<Crafted Ring> + <gem> + <jewel> + <Elixir> -> new <Crafted Ring> with hit skill
<Crafted Amulet> + <gem> + <jewel> + <Elixir> -> new <Crafted Amulet> with get struck skill

where: <gem> determines the elemental attack type and the quality of the gem also determines the attack level.
<jewel> quality determines the chance of activation – 3% for Mag jewel and 5% for Rare, 7% for Crafted and 10%
for Unique for Rings (4%, 7%, 10% and 14% for Amulets).

For example, a crf Ring with flowless topaz, rare jewel and Elixir will yield a new crafted Ring with a level 15 lightning get-hit
skill that activates on a 5% chance after a successful hit against a target. Amulets are similar except that they activate when
character is hit by enemy attacks.

Replace the <jewel> with a <Demon Key> + <Demon Box> for even more
vicious skill combos!!! Beware! Any use of a Demon Keys comes at a price.

And the demonic (Demon Key + Box) recipe is:

<Crafted Ring> + <gem> + <Demon Key> + <Demon Box> + <Elixir> ->


new <Crafted Ring> with hit skill

<Crafted Amulet> + <gem> + <Demon Key> + <Demon Box> + <Elixir> ->


new <Crafted Amulet> with gethit skill

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CRAFTED ITEM RECIPES (the good stuff): These recipes are generic formulas that allow players to add special
non-gem abilities to Crafted items. Can make very powerful items but also very expensive to repair. Spell charges are also
very costly. ONLY CRAFTED ITEMS CAN BE ENCHANTED WITH THESE RECIPES – not Magic, Rare, Runic, Unique or
Set items. The recipes only work for items of type: Weapons, Torsos, Helmets, Gloves, Belts and Boots (NOT Rings, Amulets,
Jewels or Charms – crafting these items is covered in other sections).

You must first create a Crafted item using the How to make Crafted Item Recipes above. Once you have a <Crafted
Item>, it can be enchanted with abilities and/or spell charges. Crafted items require minimum character about level 30 to use.

The cube formula for enchanting Crafted items is as follows:


<Crafted Item> + <Stnd Gem> + <mag Ring> + <mag Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted Item> + <Flwls Gem> + <rar Ring> + <rar Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted Item> + <Perf Gem> + <crf Ring> + <crf Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted Item> + <Perf Gem> + <uni Ring> + <uni Amulet> + <Key> --> new <Crafted Item> + <added ability>

where: <Crafted Item> any Crafted item of type belt, helm, weapon, armor, glove, boot or shield
<added ability> either spell charges or an attack form or stat bonus depending on the Gem type
<Key> just a single, ordinary key

The specific ability and level will vary for each combination of ingredients. For example, cubing a crafted full helm, a
flawless sapphire, a rare ring and a rare amulet will produce a new crafted full helm with up to 24 charges of Dire Wolf XVI. A
pair of crafted heavy boots with a standard diamond, magic ring, magic amulet will produce a new crafted heavy boot with fast
run/walk speed. A crafted heavy boot with flawless diamond, rare ring and rare amulet will produce a new crafted boot with
faster run/walk speed. The higher quality items and ingredients will add higher level abilities.

Please note that each time the above recipes are used, a NEW crafted item is created. The new crafted item will have some
randomly determined attributes in addition to the <added ability> granted by this cube recipe.

Want to retain the existing attributes of the source item? Use a Cube Lock and the output item will retain the attributes of
the original source Crafted item with the <added ability>. These recipes will not work with Cube Adders.

The cube formula for enchanting Crafted items while retaining original attributes are:
<Crf Item> + <Stnd Gem> + <mag Ring> + <mag Amulet> + <Key> + <CubeLock> --> same <Crf Item> + <add ability>
<Crf Item> + <Flwls Gem> + <rar Ring> + <rar Amulet> + <Key> + <Cube Lock> --> same <Crf Item> + <add ability>
<Crf Item> + <Perf Gem> + <crf Ring> + <crf Amulet> + <Key> + <Cube Lock> --> same <Crf Item> + <add ability>
<Crf Item> + <Perf Gem> + <uni Ring> + <uni Amulet> + <Key> + <Cube Lock> --> same <Crf Item> + <add ability>

What are all the abilities and combinations? You'll have to find them out for
yourself. There’s a different result for each combination of Gem type and Item
types. Gem, ring and amulet ingredient qualities determine the attribute level of
effectiveness. Better ingredients, higher level attributes added. These recipes will
not work with Cube Adders.

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CRAFTED CHARM RECIPES (more good stuff): Charms can be enchanted with limited Gem abilities. Charm size
does not matter. The added abilities are derived from those pertaining to weapon, armor and shield bonuses that the gem
normally gives. Cube Locks and Cube Adders will NOT work with these recipes.

Use one of the following recipes:


<Crafted charm> + <stnd Gem> + <mag Ring> + <mag Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <flwls Gem> + <rar Ring> + <rar Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <perf Gem> + <crf Ring> + <crf Amulet> -> new <Crafted charm> + <Gem abilities>

where: <Gem abilities> = inherent abilities given when gem is socketed in an item

For example, cubing a crafted charm with a standard sapphire, magic ring and magic amulet will add 3-6 cold damage, +20 mana
and +15 resist cold. Substitute the gem with a standard topaz and the recipe will add 5-20 fire damage, +20 hp and +15 resist
fire. Look familiar? Crafted charms can also be socketed, but only one socket. This recipe will always generate a charm
with new random abilities plus the added crafted abilities.

DEMON ITEM RECIPES (the real nasty stuff): Demon items are items imbued with one or more demon spirits.
These spirits are captured in Demon Keys. The Cube enchanting binds the demon(s) to the base item. Demon items are very
powerful but have an exacting toll on the user. There are three levels of Demon items: Minor, Major and Trinity. Carrying too
many Demon items can be very “draining”. Cube Locks and Cube Adders will NOT work with these recipes.

Use one of the following Cube recipes to create Demon Items:

<any Item> + <Perf Gem> + <Demon Key> + <Elixir> -> new <mag Minor Demon Item> + <attbs> + <penalties>

<any Item> + <Perf Gem> + <Demon Key> x 2 + <Elixir> x 2 -> new <rar Major Demon Item> + <attbs> + <penalties>

<any Item> + <Perf Gem> + <Demon Key> x 3 + <Elixir> x 3 -> new <crf Trinity Demon Item> + <attbs> + <penalties>

where:
<any Item> means any item of type weapon, armor, shield, belt,
glove, boot, helmet, ring or amulet; item quality doesn’t matter

<attbs> is dependant on item type. Weapons gain damage and attack.


Torso Armors gain armor class and elemental resistances. Shields
gain block speed and armor class. Belts grant reduced damage taken
and reduced poison length. Gloves grant increased attack speed and
inflict open wounds. Helms grant faster hit recovery and casting
speed. Rings grant extra gold find and bonus to all skills. Amulets
grant extra magic find and bonus to all skills. Class-specific items
are granted additional class-specific bonuses.

<penalties> include life regen drain, energy drain and vitality drain.
Penalties are additive for additional Demon Items equipped. Don’t
rely too heavily on Demon Items; they’ll be the death of you!

Minor Demon Items transform the base item into a Magic item.
Major Demon Items transform the base item into a Rare item which
have significantly higher drain penalties. And Trinity Demon Items
are the ultimate in demonic weapons, harnessing the raw fury of
three entrapped Demons in a Crafted item. Can even the most
steadfast warrior be corrupted?

The Dark Side beckons! Use with extreme caution!

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CRAFTED JEWEL RECIPES (neat stuff): Crafted jewels can be enchanted with Rune abilities. To begin, you must
have a crafted Jewel created using one of the Upgrade recipes. Because of the nature of crafted Jewels, they are very
expensive to enchant. Unlike other items that can be enchanted, Jewels can be socketed into other items bestowing their
abilities to the base item in the process. This can make for very, very powerful items.

Crafted Jewels can be enchanted with the following recipes:


<Crf Jewel> + <any Rune> + <Elixir> + <mag Ring> -> new <Crf Jewel> + <Rune weapon attribute>
<Crf Jewel> + <any Rune> + <Elixir> + <mag Amulet> -> new <Crf Jewel> + <Rune armor attribute>
<Crf Jewel> + <any Rune> + <Elixir> + <mag Charm> -> new <Crf Jewel> + <Rune shield attribute>

where: <any Rune> can be any Rune from El to Zy; <Rune attributes> item-type bonus for Rune abilities

This recipe will create a new crafted Jewel with regenerated attributes and the Rune abilities added onto it. The Zy rune adds
more than just Indestructable.

Yes, there is a stacking recipe that will retain the attributes of the original crafted Jewel – use a Cube Lock:
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Lock> + <mag Ring> -> same <Crf Jewel> + <Rune weapon attribs>
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Lock> + <mag Amulet> -> same <Crf Jewel> + <Rune armor attribs>
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Lock> + <mag Charm> -> same <Crf Jewel> + <Rune shield attribs>

These recipes are very expensive but also gives high level players the ability to create infinitely powerful items that can be
programmed in whatever way they want. Because Jewels are a one-shot deal, players have to be very selective about which
sockets to place them into.

Crafted jewels can be further enhanced by using a Rare item and a Cube Adder to increase the added attributes:
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Adder> + <rar Ring> -> new <Crf Jewel> + <Rune weapon attribs> x <Mult>
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Adder> + <rar Amulet> -> new <Crf Jewel> + <Rune armor attribs> x <Mult>
<Crf Jewel> + <any Rune> + <Elixir> + <Cube Adder> + <rar Charm> -> new <Crf Jewel> + <Rune shield attribs> x <Mult>

where: <Cube Adder> is Double, the attribute multiplier <Mult> = 200%; Triple, <Mult> = 300%; Quint, <Mult> = 500%;
Deka, <Mult> = 1000% and DoDeka, <Mult> = 2000%;

Combine a Cube Lock and a Cube Adder to retain the Crafted Jewel’s original attributes as well as multiplying the enhanced
attributes!

MEGALOAD CRAFTED JEWEL RECIPES (really neat stuff):


Crafted jewels can be mega-enhanced using these Mega-loaded versions
of the Crafted Jewel Recipes. The key ingredient required is a <Zy-El
Scroll>. Cube Locks and Cube Adders will NOT work with these recipes.

<Crf Jewel> + <any Rune> + <Zy-El Scroll> + <crf Ring> -> same <Crf
Jewel> + <Rune weap attrib> x 3000%

<Crf Jewel> + <any Rune> + <Zy-El Scroll> + <crf Amulet> -> same
<Crf Jewel> + <Rune armr attrib> x 3000%

<Crf Jewel> + <any Rune> + <Zy-El Scroll> + <crf Charm> -> same <Crf
Jewel> + <Rune shld attrib> x 3000%

Zy-El Mod Page 30


MAGIC MISSILE RECIPES (magic arrows and bolts): Magic arrow
and bolt quivers can be enchanted with elemental and
other special attack forms. Remember, you only have a
limited number of shots. If you fire off the last missile, the
enchanted quiver disappears. Auto-replenishing arrows/bolts
do NOT apply to magic quivers. Auto-replenish will NEVER
appear as an attribute on magic quivers. Kato has no intention
of ever making this possible.

It is still possible to replenish your magic quivers, but at a cost. There


are two methods to replenishing magic missile quivers. Partial quivers of magic
arrows/bolts can be sold to vendors who do NOT sell magic arrows to begin
with and then buy back the same magic missiles in a full quiver. In other
words, to replenish magic quivers, sell back the partial quivers to any vendor
other than Charsi, Fara, Hralti, Halbu or Larzuk; selling magic quivers to
any of these vendors will result in the quiver disappearing from the
inventory altogether – it cannot be recovered. The advantage to using the
vendor buyback method to replenish magic quivers is that the unique attributes
are retained; however, the cost in gold can sometimes be prohibitive.

WARNING: some magic arrows/bolts may come with sockets; if the


sockets are filled, these quivers cannot be replenished, ever – by any means. Once a magic quiver receives a gem or jewel
in any of its sockets, it can NEVER be replenished with the same attributes.

The second method of replenishing magic quivers is to re-roll their attributes using the following Magic Missile recipes:
<Mag Qvr> + <Gem> -> new <Mag Qvr> + <Elem Dmg> + <Spc Atk>
<Mag Qvr> + <Rune> -> new <Mag Qvr> + <Run Weap>

where: <Mag Qvr> Magic arrow/bolt quivers that can be purchased from the local arms merchant.
<Gem> can be any gem type, including chipped!
<Rune> can be any rune
<Elem Dmg> higher quality gems yield more damage as determined by gem type
<Spc Atk> additional attack attributes derived from higher quality gems
<Run Weap> bonus to weapons as bestowed by the rune used

When these recipes are used, not only are the attributes of the <Mag Qvr> re-rolled, the number of missiles is also restored
to a FULL quiver of 500. The <Mag Qvr> will always come with a few random attributes in addition to the fixed attributes
as determined by the input gem or rune. So, if you’re running low of magic arrows, throw the partial quiver into the cube along
with any spare gem or rune you have and Transmute. You’ll get a full quiver of new magic arrows!!! The disadvantage to this
method is that the previous attributes of the input <Mag Qvr> will be lost.

However, if you wish to retain the existing attributes of a <Mag Qvr>, add a Cube Lock to the recipes like so:
<Mag Qvr> + <Gem> + <Cube Lock> ---> same <Mag Qvr> + <Elem Dmg> + <Spc Atk>
<Mag Qvr> + <Rune> + <Cube Lock> ---> same <Mag Qvr> + <Run Weap>

Magic arrow and bolt quivers can be further enchanted with more powerful effects. Use of Cube Adders in the crafting
recipe can greatly increase the effects of the added attributes.

<Mag Qvr> + <Gem> + <Cube Adder> ---> new <Mag Qvr> + <Elem Dmg> * <Mult> + <Spc Atk> * <Mult>
<Mag Qvr> + <Rune> + <Cube Adder> ---> new <Mag Qvr> + <Run Weap> * <Mult>

where: <Cube Adder> is Double, the attribute multiplier <Mult> = 200%; Triple, <Mult> = 300%; Quint, <Mult> = 500%;
Deka, <Mult> = 1000% and DoDeka, <Mult> = 2000%;

Please note that these recipes will re-roll the attributes of the <Mag Qvr> and then add the boosted gem or rune attributes.
The random attributes are NOT overloaded – only the gem/rune effects. In order to retain the original attributes of the
<Mag Qvr>, use a Cube Lock, which may be combined with a Cube Adder.

Zy-El Mod Page 31


MEGALOAD MAGIC MISSILE RECIPES (convert magic missiles to slayer weapons): Magic arrow and bolt
quivers can be enchanted with slayer-like attributes through mega-load recipes. These recipes require the very hard to
acquire <Zy-El Scroll> to complete. Why would anyone want to sacrifice such a prized item for a limited-fire weapon such as
an arrow quiver? Well, only the very highest level characters will have the patience and the resources to assemble such a
weapon. Possessing such a weapon would be a point of pride in itself.

<Mag Qvr> + <Gem> + <Zy-El Scroll> -> same <Mag Qvr> + <Elem Dmg> * 3000% + <Spc Atk> * 3000%
<Mag Qvr> + <Rune> + <Zy-El Scroll> -> same <Mag Qvr> + <Run Weap> * 3000%

Please note that Cube Locks are not required and Cube Adders will NOT work with these aforementioned recipes.

CLASS SKILL ADDER RECIPES (something really good): These recipes add Class skills bonuses to class-specific
items. These items include: Druid Pelts, Barbarian Primal Helms, Amazon Bows, Amazon Spears, Amazon Javelins, Necro
Voodoo Heads, Assassin Claws, Paladin Auric Shields and Sorceress’ Orbs. The source item must also be a Crafted item. Please
note that the Skill Adder bonuses are added to a new Crafted item; in other words, the previous attributes of the
Crafted Class Item are lost! Be warned!! Cube Locks will NOT work with these recipes.

<Crafted Class Item> + <perf Gem> + <crf Ring> + <crf Amulet> + <crf Jewel> + <Elixir> -> new <Crafted Class
Item> with +1 Class Skill

Use a Cube Adder and increase the number of Skill levels added:

<Crafted Class Item> + <perf Gem> + <crf Ring> + <crf Amulet> + <crf Jewel> + <Elixir> + <Cube Adder> ---> new
<Crafted Class Item> + Class Skills x <Mult>

where: <Cube Adder> is Double, the attribute multiplier <Mult> = 200%; Triple, <Mult> = 300%; Quint, <Mult> = 500%;
Deka, <Mult> = 1000% and DoDeka, <Mult> = 2000%;

And a Mega-load Skill Adder recipe exists as well:


<Crafted Class Item> + <Zy-El Scroll> -> new <Crafted Class Item> with +30 Class Skills

Please note that this particular Mega-load recipe will generate a new item – all original attributes of the Crafted Class
Item will be lost. You have been warned!!! Cube Locks will NOT work with these recipes.

Zy-El Mod Page 32


SKILLTAB ADDER RECIPES (something just as good): These recipes add bonuses to Skill Tabs within specific
classes. These recipes are less expensive than the overall Class Skill Adder Recipes in that a crafted class specific item is
NOT required. Rather, SkillTab Adder Bonuses can be bestowed on Crafted Rings or Crafted Amulets. Stated below is the
generic formula and required elements for each specific Skill Tab:

<Crf Ring/Amulet> + <Elixir> + <Crf Jewel> + <Flwls Gem> + <Potion> -> new <Crf Ring/Amulet> + 1 SkillTab Bonus

where:

<Flwls Gem> <Potion> Skill Tab


Skull Stamina Amazon Bow & Crossbow
Skull Thawing Amazon Passive & Magic
Skull Antidote Amazon Spear & Javelin
Sapphire Stamina Sorceress Fire Spells
Sapphire Thawing Sorceress Lightning Spells
Sapphire Antidote Sorceress Cold Spells
Topaz Stamina Necromancer Curses
Topaz Thawing Necromancer Poison & Bone Spells
Topaz Antidote Necromancer Summoning Spells
Amethyst Stamina Paladin Combat
Amethyst Thawing Paladin Offensive
Amethyst Antidote Paladin Defensive
Emerald Stamina Barbarian Combat Skills
Emerald Thawing Barbarian Combat Masteries
Emerald Antidote Barbarian Warcries
Ruby Stamina Druid Summoning
Ruby Thawing Druid Shap Shifting
Ruby Antidote Druid Elemental Spells
Diamond Stamina Assassin Traps
Diamond Thawing Assassin Shadow Disciplines
Diamond Antidote Assassin Martial Arts

For example, a Crafted Ring combined with an Elixir, Crafted Jewel, Flawless Amethyst and an Antidote potion will result in the
same Crafted Ring with an added +1 Skill bonus to all spells/skills in the Paladin’s Defensive tree.

Players now have the flexibility to craft specific skill tab bonus items to suit their particular style of play. For example, a
Necromancer specializing in Summons can fashion a crafted Ring or two with bonuses to all Necromancer Summoning Spells.

For players concerned with damage caps, boosting one skill branch while leaving other skill branches intact could be very handy.
A Sorceress wanting to round out the damage of her elemental attacks may want to have skill bonuses to her Cold Spells. Now,
she can create specific items that will enhance her Cold Spells without affecting the damages of her Fire and Lightning spells.

The SkillTab Bonus can be increased using a Cube Adder as in the recipe below:

<Crf Ring/Amu> +<Elixir> + <Crf Jewel> + <Flwls Gem> + <Potion> + <Cube Adder> ---> new <Crf Ring/Amu> +
SkillTab Bonus x <Mult>

where: <Cube Adder> is Double, the attribute multiplier <Mult> = 200%; Triple, <Mult> = 300%; Quint, <Mult> = 500%;
Deka, <Mult> = 1000% and DoDeka, <Mult> = 2000%;

Please note that these recipes will re-roll the attributes of the source <Crf Ring/Amu> and then add the SkillTab
Bonuses. Some or all of the existing attributes of the source <Crf Ring/Amu> will be lost! Be warned!!

Zy-El Mod Page 33


SKILL ADDER RECIPES (something just as good): These recipes add bonuses to a particular Skill/Spell. These
bonuses apply to only a specific Skill/Spell and not any others. These recipes are slightly less expensive than the SkillTab
Adder recipes in that a Crafted Class-specific item is NOT required: however, the addition of a rune is required to determine
the exact bonus. Also, a Crafted Charm is required in order to receive the bonus. Listed below is the general cube formula
accompanied by the required ingredients for each particular form of the recipe for each Skill/Spell:

<Crf Charm> + <Elixir> + <Perf Gem> + <Potion> + <Rune> -> new <Crf Charm> + 1 Skill Bonus

For Amazon Skills, the required ingredients are:

<Perf <Potion> <Rune> Skill/Spell


Gem>
Skull Stamina El Magic Arrow
Skull Stamina Eld Fire Arrow
Skull Stamina Tir Cold Arrow
Skull Stamina Nef Multiple Shot
Skull Stamina Eth Exploding Arrow
Skull Stamina Ith Ice Arrow
Skull Stamina Tal Guided Arrow
Skull Stamina Ral Strafe
Skull Stamina Ort Immolation Arrow
Skull Stamina Thul Freezing Arrow
Skull Thawing El Inner Sight
Skull Thawing Eld Critical Strike
Skull Thawing Tir Dodge
Skull Thawing Nef Slow Missiles
Skull Thawing Eth Avoid
Skull Thawing Ith Penetrate
Skull Thawing Tal Dopplezon
Skull Thawing Ral Evade
Skull Thawing Ort Valkyrie
Skull Thawing Thul Pierce
Skull Antidote El Jab
Skull Antidote Eld Power Strike
Skull Antidote Tir Poison Javelin
Skull Antidote Nef Impale
Skull Antidote Eth Lightning Bolt
Skull Antidote Ith Charged Strike
Skull Antidote Tal Plague Javelin
Skull Antidote Ral Fend
Skull Antidote Ort Lightning Strike
Skull Antidote Thul Lightning Fury

The Skill Bonus can be increased using a Cube Adder as in the recipe below:

<Crf Charm> + <Elixir> + <Perf Gem> + <Cube Adder> + <Potion> + <Rune> -> new <Crf Charm> + Skill Bonus x <Mult>

where: <Cube Adder> is Double, the attribute multiplier <Mult> = 200%; Triple, <Mult> = 300%; Quint, <Mult> = 500%;
Deka, <Mult> = 1000% and DoDeka, <Mult> = 2000%;

Please note that these recipes will re-roll the attributes of the source <Crf Charm> and then add the Skill Bonuses.
Some or all of the existing attributes of the source <Crf Charm> will be lost! Be warned!!

Zy-El Mod Page 34


For Sorceress Skills, the required ingredients are: For Necromancer Skills, the required ingredients are:

<Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell


Gem> Gem>
Sapphire Stamina El Fire Bolt Topaz Stamina El Amplify Damage
Sapphire Stamina Eld Warmth Topaz Stamina Eld Dim Vision
Sapphire Stamina Tir Inferno Topaz Stamina Tir Weaken
Sapphire Stamina Nef Blaze Topaz Stamina Nef Iron Maiden
Sapphire Stamina Eth Fire Ball Topaz Stamina Eth Terror
Sapphire Stamina Ith Fire Wall Topaz Stamina Ith Confuse
Sapphire Stamina Tal Enchant Topaz Stamina Tal Life Tap
Sapphire Stamina Ral Meteor Topaz Stamina Ral Attract
Sapphire Stamina Ort Fire Mastery Topaz Stamina Ort Decrepify
Sapphire Stamina Thul Hydra Topaz Stamina Thul Lower Resist
Sapphire Thawing El Charged Bolt Topaz Thawing El Teeth
Sapphire Thawing Eld Static Field Topaz Thawing Eld Bone Armor
Sapphire Thawing Tir Telekinesis Topaz Thawing Tir Poison Dagger
Sapphire Thawing Nef Nova Topaz Thawing Nef Corpse Explosion
Sapphire Thawing Eth Lightning Topaz Thawing Eth Bone Wall
Sapphire Thawing Ith Chain Lightning Topaz Thawing Ith Poison Explosion
Sapphire Thawing Tal Teleport Topaz Thawing Tal Bone Spear
Sapphire Thawing Ral Thunder Storm Topaz Thawing Ral Bone Prison
Sapphire Thawing Ort Energy Shield Topaz Thawing Ort Poison Nova
Sapphire Thawing Thul Lightning Mastery Topaz Thawing Thul Bone Spirit
Sapphire Antidote El Ice Bolt Topaz Antidote El Skeleton Mastery
Sapphire Antidote Eld Frozen Armor Topaz Antidote Eld Raise Skeleton
Sapphire Antidote Tir Frost Nova Topaz Antidote Tir Clay Golem
Sapphire Antidote Nef Ice Blast Topaz Antidote Nef Golem Mastery
Sapphire Antidote Eth Shiver Armor Topaz Antidote Eth Raise Skeleton Mage
Sapphire Antidote Ith Glacial Spike Topaz Antidote Ith Blood Golem
Sapphire Antidote Tal Blizzard Topaz Antidote Tal Summon Resist
Sapphire Antidote Ral Chilling Armor Topaz Antidote Ral Iron Golem
Sapphire Antidote Ort Frozen Orb Topaz Antidote Ort Fire Golem
Sapphire Antidote Thul Cold Mastery Topaz Antidote Thul Revive

Zy-El Mod Page 35


For Paladin Skills, the required ingredients are: For Barbarian Skills, the required ingredients are:

<Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell


Gem> Gem>
Amethyst Stamina El Sacrifice Emerald Stamina El Bash
Amethyst Stamina Eld Smite Emerald Stamina Eld Leap
Amethyst Stamina Tir Holy Bolt Emerald Stamina Tir Double Swing
Amethyst Stamina Nef Zeal Emerald Stamina Nef Stun
Amethyst Stamina Eth Charge Emerald Stamina Eth Double Throw
Amethyst Stamina Ith Vengeance Emerald Stamina Ith Leap Attack
Amethyst Stamina Tal Blessed Hammer Emerald Stamina Tal Concentrate
Amethyst Stamina Ral Conversion Emerald Stamina Ral Frenzy
Amethyst Stamina Ort Holy Shield Emerald Stamina Ort Whirlwind
Amethyst Stamina Thul Fist of the Heavens Emerald Stamina Thul Berserk
Amethyst Thawing El Might Emerald Thawing El Sword Mastery
Amethyst Thawing Eld Holy Fire Emerald Thawing Eld Axe Mastery
Amethyst Thawing Tir Thorns Emerald Thawing Tir Mace Mastery
Amethyst Thawing Nef Blessed Aim Emerald Thawing Nef Pole Arm Mastery
Amethyst Thawing Eth Concentration Emerald Thawing Eth Throwing Mastery
Amethyst Thawing Ith Holy Freeze Emerald Thawing Ith Spear Mastery
Amethyst Thawing Tal Holy Shock Emerald Thawing Tal Increased Stamina
Amethyst Thawing Ral Sanctuary Emerald Thawing Ral Iron Skin
Amethyst Thawing Ort Fanaticism Emerald Thawing Ort Increased Speed
Amethyst Thawing Thul Conviction Emerald Thawing Thul Natural Resistance
Amethyst Antidote El Prayer Emerald Antidote El Howl
Amethyst Antidote Eld Resist Fire Emerald Antidote Eld Find Potion
Amethyst Antidote Tir Defiance Emerald Antidote Tir Taunt
Amethyst Antidote Nef Resist Cold Emerald Antidote Nef Shout
Amethyst Antidote Eth Cleansing Emerald Antidote Eth Find Item
Amethyst Antidote Ith Resist Lightning Emerald Antidote Ith Battle Cry
Amethyst Antidote Tal Vigor Emerald Antidote Tal Battle Orders
Amethyst Antidote Ral Meditation Emerald Antidote Ral Grim Ward
Amethyst Antidote Ort Redemption Emerald Antidote Ort War Cry
Amethyst Antidote Thul Salvation Emerald Antidote Thul Battle Command

Zy-El Mod Page 36


For Druid Skills, the required ingredients are: For Assassin Skills, the required ingredients are:

<Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell


Gem> Gem>
Ruby Stamina El Raven Diamond Stamina El Fire Blast
Ruby Stamina Eld Plague Poppy Diamond Stamina Eld Shock Web
Ruby Stamina Tir Oak Sage Diamond Stamina Tir Blade Sentinel
Ruby Stamina Nef Summon Spirit Wolf Diamond Stamina Nef Charged Bolt Sentry
Ruby Stamina Eth Cycle of Life Diamond Stamina Eth Wake of Fire
Ruby Stamina Ith Heart of Wolverine Diamond Stamina Ith Blade Fury
Ruby Stamina Tal Summon Fenris Diamond Stamina Tal Lightning Sentry
Ruby Stamina Ral Vines Diamond Stamina Ral Wake of Inferno
Ruby Stamina Ort Spirit of Barbs Diamond Stamina Ort Death Sentry
Ruby Stamina Thul Summon Grizzly Diamond Stamina Thul Blade Shield
Ruby Thawing El Werewolf Diamond Thawing El Claw Mastery
Ruby Thawing Eld Shape Shifting Diamond Thawing Eld Psychic Hammer
Ruby Thawing Tir Werebear Diamond Thawing Tir Burst of Speed
Ruby Thawing Nef Feral Rage Diamond Thawing Nef Weapon Block
Ruby Thawing Eth Maul Diamond Thawing Eth Cloak of Shadows
Ruby Thawing Ith Rabies Diamond Thawing Ith Fade
Ruby Thawing Tal Fire Claws Diamond Thawing Tal Shadow Warrior
Ruby Thawing Ral Hunger Diamond Thawing Ral Mind Blast
Ruby Thawing Ort Shock Wave Diamond Thawing Ort Venom
Ruby Thawing Thul Fury Diamond Thawing Thul Shadow Master
Ruby Antidote El Firestorm Diamond Antidote El Tiger Strike
Ruby Antidote Eld Molten Boulder Diamond Antidote Eld Dragon Talon
Ruby Antidote Tir Arctic Blast Diamond Antidote Tir Fists of Fire
Ruby Antidote Nef Eruption Diamond Antidote Nef Dragon Claw
Ruby Antidote Eth Cyclone Armor Diamond Antidote Eth Cobra Strike
Ruby Antidote Ith Twister Diamond Antidote Ith Claws of Thunder
Ruby Antidote Tal Volcano Diamond Antidote Tal Dragon Tail
Ruby Antidote Ral Tornado Diamond Antidote Ral Blades of Ice
Ruby Antidote Ort Armageddon Diamond Antidote Ort Dragon Flight
Ruby Antidote Thul Hurricane Diamond Antidote Thul Phoenix Strike

Zy-El Mod Page 37


Charm of Making (something amazing): a special class of Charms that can be pre-programmed to a specific set of
attributes to suit whatever situation the player deems necessary. Like any other type of charm, a Charm of Making (ChoM)
must be present in the character’s inventory in order to be active. Unlike other charms, the Charm of Making cannot be
socketted. Unlike most charms, each Charm of Making will impose penalties upon the character using it – draining Strength,
Dexterity, Vitality and/or Mana in various combinations and amounts depending on the nature of the Charm itself. Characters
may carry more than one Charm of Making limited only by the availability of space in their inventory.

There are three classes of Charm of Making: Minor, Major and Mega. Each class has the same attributes but with
successively higher degrees of magnitude. All Charm of Making can switch to one of several modes – each mode possesses a
set number of attributes. This switching of modes is done through the Horadric Cube by inserting the Charm of Making and
the appropriate gem or gems. Different classes require higher quality gems – Minor class require Chipped gems, Major class
require Standard gems and the Mega require Perfect gems.

Changing modes for ChoM’s is relatively cheap. For example, put a Minor ChoM into the Horadric cube along with 2 x chipped
Emeralds, press the Transmute button and you have a ChoM set to Venom mode. It does not matter what the current mode of
the ChoM is when you put it in the Cube.

How to make a Charm of Making

3 x <Standard Gem> + 3 x <Elixir> + <rar Charm> + <rar Jewel>


+ 3 x <Common Cube Scroll> ---> <Minor Charm of Making>

3 x <Minor Charm of Making> + 3 x <Perfect Gem> + <crf Charm> + <crf Jewel>


+ 3 x <Uncommon Cube Scroll> ---> <Major Charm of Making>

3 x <Major Charm of Making> + 3 x <Perfect Skull> + <unq Charm> + <unq Jewel>


+ 3 x <Secret Cube Scroll> ---> <Mega Charm of Making>

Each successive level of ChoM includes all the attributes of the lower level
ChoM’s plus an added attribute or two. While these items are not
overpowering or as powerful as players can craft using other means in this mod,
ChoM’s offer a greater flexibility to character development. For example, a
Barbarian finds that he needs more offensive attributes, may initially use a
ChoM set to Destroyer mode but later on discover that he needs more
elemental resistance and switch the ChoM to Defender mode.

Some of the ChoM modes include limited spell charges. Removing the ChoM
from the character’s inventory will negate any lasting effects of the spell
charges. For instance, the Skull mode has Summon Skeleton charges. If the
ChoM is moved out of the inventory for any reason, any summoned creatures will
be dispelled. If the ChoM runs out of charges, simply put the ChoM back into
the Horadric Cube and put in the required gem(s) to regenerate the same mode
as you had previously used and a random number of charges will be generated
for each spell.

Listed below are the currently available modes for ChoM’s in this version of the
mod. In later versions, additional modes may be created as Kato sees fit to do
so. No attribute numbers have been included since these are likely to change.
Besides, players should not be allowed to know everything – a sense of discovery
is what keeps a mod fresh in players’ minds.

Zy-El Mod Page 38


Icon Mode Switch Attributes Icon Mode Switch Attributes
Gem Gem
+Fire damage
Diamond,
+Cold damage
+Lightning damage Emerald,
+Lightning damage
Buzzer Topaz x 2 +Light radius Psycho Ruby,
+Poison damage
+Resist Lightning Sapphire,
+Weapon swing
Topaz
speed
+Attack vs Demons
+Attack vs Undead
+Armor Class
+Damage vs
Diamond Shield Diamond +Life
Crusader Undead
x3 +Reduce Damage
+Ignore AC
+No Monster Heal
+Normal Damage
+Summon Skeleton
+Armor Class
+Summon Mage
+Reduce Damage Skull Skull
Diamond Skeleton
Defender +Resist All
x2 +Summon Golem
+Hit Recovery
+Half Freeze

+Ignore AC
+Deadly Strike Amethyst,
Slayer +Crushing Blow
Amethyst +Crushing Blow Ruby
Destroyer +Magic Damage
x3 +Open Wounds
+Normal Damage

+Slow target
+Freeze target
+Extra gold Slogger Sapphire
Diamond, +Target Flee
Finder +Magic find
Topaz +Blind target
+All Skills

+Run/Walk speed
+Weapon swing
+Fire damage Speed Topaz x 3 speed
Flamer Ruby x 2 +Open Wounds +Spell cast speed
+Resist Fire +Block speed

+Absorb Fire
+Resist All Ruby,
+Absorb Cold
+Reduced poison Sponge Sapphire,
+Absorb Lightning
Healer Emerald duration Topaz
+Dmg to Mana
+Regen Life
+Regen Mana
+Summon Wolf
Skull, +Summon Spirit
+Cold damage Summoner
Sapphire Diamond +Summon Vine
Icer +Freeze target
x2 +Summon Raven
+Resist Cold

+All Skills +Poison damage


Emerald x
+Strength Venom +Thorns
Amethyst 2
Master +Dexterity +Resist Poison
, Diamond
+Vitality
+Energy

Zy-El Mod Page 39


ZY-EL SCROLLS (something hard to find): A <Zy-El Scroll> is an artifact which will never drop from any monster.
However, fragments of these scrolls can be found from certain high-level monsters or through arcane means. A
completed scroll can be assembled once an entire set of 7 fragments is transmuted within the Horadric Cube.
Each fragment is numbered 1 through 7; one of each fragment must be placed into the Horadric Cube in order
to successfully transmute into a <Zy-El Scroll>.

Not all fragments can be found in the same difficulty. The completion of a Scroll may require venturing to different
difficulties and re-visiting different map levels. You will never find all the fragments just doing Cow runs – that’s for sure.
Only those who are worthy will be able to find all the fragments – a true quest to test the most stalwart heros!

Zy-El Scrolls can be used to generate random unique items:


<Zy-El Scroll> + <uni Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> random <unique Item> of same item
type (Item quality does not matter! One side benefit – Unique item generated with come with maximum sockets!)

Zy-El Scrolls can be used to generate crafted items:


<Zy-El Scroll> + <crf Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> <crf Item> of same item type
(Item quality does not matter! One side benefit – Unique item generated will come with maximum sockets!)

In the course of searching for Zy-El Scroll Fragments, you may come across more
than one of the same numbered Fragment. What a pity! Players may sell
Fragments to vendors for a chunk of change. Or, players may opt to re-roll a
spare Fragment into a different Fragment using this recipe:

<Zy-El Scroll Fragment> + <perf Gem> + <Elixir> -> new <Zy-El Scroll
Fragment>
(Beware though! The new Fragment may turn out to be the same numbered
Fragment as the original. Randomness!!!)

ZY-EL ARTIFACTS RECIPES (something extra special): Of course,


there are Unique items specific to the Zy-El mod that can be had by players
through these cube recipes. These items are extremely powerful and any player
(especially an Assassin) equipped with two or three of these items can cause
serious mayhem! These Artifacts are NOT Set items. There is no Set bonus bestowed by having more than one of these
items equipped. Each Artifact is a standalone item capable of transforming any character into a minor god. As such, some of
these items require a minimum character level of 240, others 255. Yes, you must have 3 Unique Jewels in order to
complete the recipe:

<Zy-El Scroll> + <Demon Key> x 3 + <uni Jewel> x 3 + Zy (rune33) + El (rune01) + <Crafted Item> -> ZY-EL Artifact

where the <Crafted Item> listed below will generate the named Unique item (some are Unknown and may change from version
to version – only the Arcanes know for sure):
Zy-El’s Requiem (Diadem) Zy-El’s Pride (Death Star) Zy-El’s Rage (Unknown)
Zy-El’s Repose (Spiderweb Sash) Zy-El’s Cleavage (Colossal Sword) Zy-El’s Vengeance (Unknown)
Zy-El’s Vise (Vambraces) Zy-El’s Finger (Shadow Bow) Zy-El’s Ransom (Unknown)
Zy-El’s Stride (Mirrored Boots) Zy-El’s Edge (Hydra Edge) Zy-El’s Deceit (Unknown)
Zy-El’s Embrace (Archon Plate) Zy-El’s Reach (Partizan) Zy-El’s Element (Unknown)
Zy-El’s Decorum (Shadow Plate) Zy-El’s Recall (Decapitator) Zy-El’s Angst (Unknown)
Zy-El’s Defense (Luna) Zy-El’s Spite (Unknown) Zy-El’s Afterthought (Unknown)
Zy-El’s Memory (Ring) Zy-El’s Anthem (Unknown) Zy-El’s Suffrage (Unknown)
Zy-El’s Legacy (Ring) – add a Key Zy-El’s Caress (Unknown) Zy-El’s Idea (Unknown)
Zy-El’s Lament (Amulet) Zy-El’s Fury (Unknown) Zy-El’s Victory (Unknown)
Zy-El’s Marker (Sm Charm) Zy-El’s Child (Unknown) Zy-El’s Quest (Unknown)
Zy-El’s Mourning (Gorgon Crossbow) Zy-El’s Honor (Unknown) Zy-El’s Might (Unknown)
Zy-El’s DeathSong (Bloodfang) Zy-El’s Promise (Unknown)
Zy-El’s WindSong (Winged Knife) Zy-El’s Strike (Unknown)

Zy-El Mod Page 40


REATTRIBUTE/RE-ROLL RECIPES (re-rolls attributes of magic, rare, crafted items and cube scrolls too):
These recipes regenerate attributes of magic, rare and crafted items and regenerate cube scrolls. Don’t like the abilities
on an item or the output of a cube scroll? Or maybe you goofed when you crafted an item with the wrong ingredients and want
to start over again. Items include weapons, armors, rings, amulets and charms. Cube scrolls apply as listed.

<mag Item> + <mag Jewel> + <Elixir> -> new <mag Item>


<rar Item> + <rar Jewel> + <Elixir> -> new <rar Item>
<crf Item> + <crf Jewel> + <Elixir> -> new <crf Item>

<Demon Box> x 3 -> new <Demon Box>


<Demon Box> + <crf Jewel> + <Elixir> -> new <Demon Box>

<Common Cube Scroll> x 3 -> new <Common Cube Scroll>


<Common Cube Scroll> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <Common Cube Scroll>
<Uncommon Cube Scroll> x 3 -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <Uncommon Cube Scroll>
<Secret Cube Scroll> x 3 -> new <Secret Cube Scroll>
<Secret Cube Scroll> + <crf Ring> + <crf Amulet> + <crf Jewel> -> new <Secret Cube Scroll>
<Arcane Cube Scroll> x 3 -> new <Arcane Cube Scroll>
<Arcane Cube Scroll> + <uni Ring> + <uni Amulet> + <uni Jewel> -> new <Arcane Cube Scroll>

ATTRIBUTE REDUCTION RECIPES (reduces specific attribute


values): These recipes can be used to reduce and remove specific
attributes from items. Why would players want to do this? Well, there is
a built-in limitation with Diablo2 in which items can only have a maximum 44
lines of attributes. Any additional attributes are ignored. Often, items
come with attributes that are of no benefit to characters and it is better
to remove them. Each application of the reduction recipe will incrementally
remove the attribute bonus. It may be necessary to use the recipe more
than once to completely remove the attribute line. Some of these recipes
are very costly. Attribute reduction is a very fine art of item sculpting
apt for high level characters who wish to put the final touches to
prized items- pruning off useless attributes.

<any Item> + <Thaw potion> + <key> -> same <Item> - <Half Freeze>
<any Item> + <Cham Rune> + <Town Portal Scroll> -> same <Item> - <Cannot Be Frozen>
<any Item> + <Arrow> + <Bolt> + <key> -> same <Item> - <Exploding Arrows>
<any Item> + <Mal Rune> + <key> -> same <Item> - <Prevent Monster Heal>
<any Item> + <Sur Rune> + <key> -> same <Item> - <Blinds Target>

<any Item> + <flawed gem> + <Identify Scroll> -> same <Item> - <1 Class Level Bonus>
<any Item> + <standard gem> + <Identify Scroll> -> same <Item> - <3 Class Level Bonuses>
<any Item> + <flawless gem> + <Identify Scroll> -> same <Item> - <10 Class Level Bonuses>
where:
<gem> = Skull (Amazon), Amethyst(Paladin), Topaz(Necromancer), Sapphire(Sorceress), Emerald(Barbarian), Ruby(Druid),
Diamond(Assassin). An Item which has +4 Sorceress skills would require one application of the recipe using a standard Sapphire
and a second application using a flawed Sapphire and Identify Scrolls to completely remove the attribute.

<any Item> + <Stamina potion> + <key> -> same <Item> - <5 Reduced Stamina Drain>
<any Item> + <Stamina potion> x 2 + <key> -> same <Item> - <20 Reduced Stamina Drain>
<any Item> + <Stamina potion> x 3 + <key> -> same <Item> - <50 Reduced Stamina Drain>

Zy-El Mod Page 41


<any Item> + <Antidote potion> + <key> -> same <Item> - <5% Ease>
<any Item> + <Antidote potion> x 2 + <key> -> same <Item> - <20% Ease>
<any Item> + <Antidote potion> x 3 + <key> -> same <Item> - <50% Ease>

<any Item> + <Cham rune> + <key> -> same <Item> - <1 Freeze Target>
<any Item> + <Cham rune> + <key> x 2 -> same <Item> - <5 Freeze Target>
<any Item> + <Cham rune> + <key> x 3 -> same <Item> - <50 Freeze Target>

<any Item> + <El rune> + <key> -> same <Item> - <1 Light Radius>
<any Item> + <El rune> x 2 + <key> -> same <Item> - <3 Light Radius>

<any Item> + <Tir rune> + <key> -> same <Item> - <1 Mana After Kill>
<any Item> + <Tir rune> x 2 + <key> -> same <Item> - <3 Mana After Kill>

<any Item> + <Dol rune> + <key> -> same <Item> - <1% Target Flees>
<any Item> + <Dol rune> + <key> x 2 -> same <Item> - <5% Target Flees>
<any Item> + <Dol rune> + <key> x 3 -> same <Item> - <20% Target Flees>
*** Note: must reduce Target Flees to 0% and then once more –1% to remove
the attribute line.

<any Item> + <Eld rune> + <key> -> same <Item> - <1 Attack-vs-Undead>
<any Item> + <Eld rune> + <key> x 2 -> same <Item> - <5 Attack-vs-Undead>
<any Item> + <Eld rune> + <key> x 3 -> same <Item> - <20 Attack-vs-Undead>
<any Item> + <Eld rune> + <key> x 4 -> same <Item> - <100 Attack-vs-Undead>

<any Item> + <Ith rune> + <key> -> same <Item> - <1 Attack-vs-Demon>
<any Item> + <Ith rune> + <key> x 2 -> same <Item> - <5 Attack-vs-Demon>
<any Item> + <Ith rune> + <key> x 3 -> same <Item> - <20 Attack-vs-Demon>
<any Item> + <Ith rune> + <key> x 4 -> same <Item> - <100 Attack-vs-Demon>

<any Item> + <Amn rune> + <Key> -> same <Item> - <1 Attacker Takes Damage>
<any Item> + <Amn rune> + <Key> x 2 -> same <Item> - <5 Attacker Takes Damage>
<any Item> + <Amn rune> + <Key> x 3 -> same <Item> - <20 Attacker Takes Damage>

<any Item> + <Amn rune> + <Minor Heal> -> same <Item> - <1 Attacker Takes Lightning Damage>
<any Item> + <Amn rune> + <Minor Heal> x 2 -> same <Item> - <5 Attacker Takes Lightning Damage>
<any Item> + <Amn rune> + <Minor Heal> x 3 -> same <Item> - <20 Attacker Takes Lightning Damage>

<any Item> + <Eth rune> + <Minor Heal> -> same <Item> - <1 Life Regen>
<any Item> + <Eth rune> + <Minor Heal> x 2 -> same <Item> - <5 Life Regen>
<any Item> + <Eth rune> + <Minor Heal> x 3 -> same <Item> - <20 Life Regen>
<any Item> + <Eth rune> + <Minor Heal> x 4 -> same <Item> - <100 Life Regen>

<any Item> + <Tal rune> + <Minor Heal> -> same <Item> - <1 Damage Reduced>
<any Item> + <Tal rune> + <Minor Heal> x 2 -> same <Item> - <5 Damage Reduced>
<any Item> + <Tal rune> + <Minor Heal> x 3 -> same <Item> - <20 Damage Reduced>
<any Item> + <Tal rune> + <Minor Heal> x 4 -> same <Item> - <100 Damage Reduced>

<any Item> + <Tal rune> + <Minor Mana> -> same <Item> - <1 Magic Damage Reduced>
<any Item> + <Tal rune> + <Minor Mana> x 2 -> same <Item> - <5 Magic Damage Reduced>
<any Item> + <Tal rune> + <Minor Mana> x 3 -> same <Item> - <20 Magic Damage Reduced>
<any Item> + <Tal rune> + <Minor Mana> x 4 -> same <Item> - <100 Magic Damage Reduced>

Zy-El Mod Page 42


DAMAGE REDUCTION RECIPES (reduces damage bonuses): These recipes can be used to reduce and remove
physical and elemental damage bonuses bestowed by items. Specifically, bonuses to Fire, Cold, Lightning, Poison and Physical
damage can be reduced. If the bonus is reduced to zero, the entire damage attribute line is removed. Be careful not to incur
negative bonuses as they will indeed subtract from the characters’ damage capability.

<any Item> + <Gem> + <Antidote potion> -> same <Item> - <Max Damage Bonus>
where:
<Gem/Rune> type = <Gem> quality =
Ruby (Fire Max) Chipped (-1)
Topaz (Lightning Max) Flawed (-5)
Emerald (Poison Max) Standard (-20)
Sapphire (Cold Max) Flawless (-100)
Diamond (Physical Max) Perfect (-500)
Skull (Fire, Ltng, Cold, Poison, Phys Max)

<any Item> + <Gem> + <Thawing potion> -> same <Item> - <Min Damage
Bonus>
where:
<Gem> type = <Gem> quality =
Ruby (Fire Min) Chipped (-1)
Topaz (Lightning Min) Flawed (-5)
Emerald (Poison Min) Standard (-20)
Sapphire (Cold Min) Flawless (-100)
Diamond (Physical Min) Perfect (-500)
Skull (Fire, Ltng, Cold, Poison, Phys Min)

In order to remove an entire damage bonus attribute, it may be necessary to


remove the minimum and maximum damage range values.

For example, a dagger with a bonus fire damage of 5-20 will require a number of application of the above recipes. One set of
recipes must be used to remove the minimum 5 Fire damage and the other set of recipes to remove the maximum 20 Fire
damage. In this case, use a Flawed Ruby along with an Antidote potion to remove the minimum 5 Fire damage; this will cause the
display to change to +20 Max Fire damage. This remaining attribute can be removed by using a Standard Ruby and a Thawing
potion. The maximum 20 Fire damage bonus will be removed along with the attribute line.

RESISTANCE REDUCTION RECIPES (reduces resistance bonuses): These recipes can be used to reduce and
remove elemental resistance bonuses bestowed by items. Specifically, bonuses to Fire, Cold, Lightning, Poison and Physical
damage resistance can be reduced and subsequently removed when reduced to zero. Be careful not to incur negative
resistances as they will indeed cause additional damage to be suffered from the specified attack forms by monsters.

<any Item> + <Gem> + <Rejuvenation potion> -> same <Item> - <Resistance Bonus>
where:
<Gem> type = <Gem> quality =
Ruby (Fire Resist) Chipped (-1)
Topaz (Lightning Resist) Flawed (-5)
Emerald (Poison Resist) Standard (-20)
Sapphire (Cold Resist) Flawless (-100)
Diamond (Physical Resist)
Amethyst (Magic Resist)
Skull (Fire, Ltng, Cold, Poison Resist)

Please note that Amethyst will reduce damage resistance to Magic damage. Skulls only remove the basic four elemental damage
forms – not Physical or Magic damage resistances since these are uncommon. Physical resistance is often referred to as
Percent Damage Reduction by players.

Zy-El Mod Page 43


STAT REDUCTION RECIPES (reduces character stat bonuses):
These recipes can be used to reduce and remove stat bonuses bestowed by
items. Specifically, bonuses to the character’s Strength, Dexterity, Vitality,
Energy, Attack Rating, Defense, Stamina, Mana and Life can be reduced.
Reduce the stat bonus to zero and the bonus attribute line will disappear. Be
careful not to incur negative bonuses as they will indeed subtract from the
characters’ stats.

<any Item> + <Gem/Rune> + <Stamina potion> -> same <Item> - <Stat


Bonus>
where:
<Gem/Rune> type = <Gem> quality = <Rune> quantity =
Ruby (Strength) Chipped (-1) One (-1)
Topaz (Dexterity) Flawed (-5) Two (-5)
Emerald (Vitality) Standard (-20) Three (-20)
Tir Rune (Energy) Flawless (-100) Four (-100)
Diamond (Stamina) Perfect (-500) Five (-500)
El Rune (Attack)
Eld Rune (Defense)
Amethyst (Life)
Sapphire (Mana)
Skull (Strength, Dexterity, Vitality, Energy)

For example, take a sword with +165 Attack. Place the sword in the cube along with four El Runes and a Stamina potion. Press
Transmute and the Attack bonus will be reduced to +65. Place three El Runes and a Stamina – the bonus is reduced to +45; do
it again will reduce it to +25 and yet again, the bonus will be only +5. Lastly, put in two El Runes to remove this last +5 bonus
and the entire Attack bonus line will then be removed.

Use Skull(s) to simultaneously remove from Strength, Dexterity, Vitality and Energy. A Chipped Skull with a Stamina potion will
remove 1 from each of the four base stats. A Flawed Skull will remove 5 stat points from each base stat. A Standard Skull 20
stat points. Flawless Skull 100 stat points and a Perfect Skull, 500 stat points!

ABSORPTION REDUCTION RECIPES (reduces elemental absorption bonuses): These recipes will reduce and
remove elemental damage absorption bonuses. Specifically, these bonuses are absorb fire damage, absorb cold damage,
absorb lightning damage and absorb magic damage. These attributes are very uncommon and are stated like: +12 Fire Absorb
or +7 Cold Absorb.

<any Item> + <Gem> + <Healing potion> -> same <Item> - <Absorption Bonus>
where:
<Gem> type = <Gem> quality =
Ruby (Fire Absorb) Chipped (-1)
Topaz (Lightning Absorb) Flawed (-5)
Amethyst (Magic Absorb) Standard (-20)
Sapphire (Cold Absorb) Flawless (-100)
Skull (Fire, Ltng, Cold Absorb)

A <Healing Potion> can be easily generated by transmuting a single Meat Food item. Please note that Skulls will only remove
Fire, Cold and Lightning Absorbs simultaneously – but not Magic (which is not as common).

A variation of these recipes using a <Greater Healing Potion> rather than a <Healing Potion> will remove elemental absorption
bonuses based on character level. A <Greater Healing Potion> can be generated by transmuting two Meat Food items. Note
that there is recipe to remove Magic Absorb/level – this attribute does not exist in the current patch 1.09 version of Diablo 2.
These attributes are very, very uncommon and will appear on items like: +16 Fire Absorb (Based on Character Level).

Zy-El Mod Page 44


<any Item> + <Gem> + <Greater Healing potion> -> same <Item> - <Absorption Level-Based Bonus>
where:
<Gem> type = <Gem> quality =
Ruby (Fire Absorb/level) Chipped (-1)
Topaz (Lightning Absorb/level) Flawed (-5)
Sapphire (Cold Absorb/level) Standard (-20)
Skull (Fire, Ltng, Cold Absorb/level) Flawless (-100)

A variation of these recipes using a <Super Healing Potion> rather than a


<Healing Potion> will remove elemental absorption percent bonuses. A
<Super Healing Potion> can be generated by transmuting three Meat Food
items. These attributes are extremely rare and will appear on items like: 16%
Fire Damage Absorb.

<any Item> + <Gem> + <Super Healing potion> -> same <Item> -


<Absorption Level-Based Bonus>
where:
<Gem> type = <Gem> quality =
Ruby (Fire Absorb Percent) Chipped (-1)
Topaz (Lightning Absorb Percent) Flawed (-5)
Amethyst (Magic Absorb Percent) Standard (-20)
Sapphire (Cold Absorb Percent) Flawless (-100)
Skull (Fire, Ltng, Cold Absorb Percent)

LEVEL-BASED REDUCTION RECIPES (reduces attribute bonuses based on character level): These recipes will
reduce and eliminate the attribute bonuses which are calculated based on character level. The bonuses affected by these
recipes are like: defense based on character level, attack based on character level, life based on character level, etc. These
bonuses are applied in increments of one-eighth (1/8) – 1 point of bonus attribute per 8 character levels. Some items may have
higher multiples of eighths.

For instance, a charm may grant 1 life per 2 character levels – this item has 4 multiples of one eighth. To remove this
attribute, it must be reduced by a –4/level modifier. Some more powerful items may have even higher multiples. An item that
grants 2 mana per character level actually has 16 multiples of one eighth and a –16/level modifier must be applied to remove it.

<any Item> + <Gem/Rune> + <Full Rejuvenation potion> -> same <Item> - <Level-Based Bonus>
where:
<Gem> type = <Rune> type = <Gem> quality = <Rune> quantity =
Ruby (Life/level) El (Str/level) Chipped (-1/level) One (-1/level)
Topaz (Mana/level) Eld (Dex/level) Flawed (-3/level) Two (-3/level)
Emerald (Attack/level) Tir (Vit/level) Standard (-10/level) Three (-10/level)
Sapphire (Defense/level) Nef (Enr/level) Flawless (-50/level) Four (-50/level)
Diamond (Damage/level) Eth (Gold%/level)
Amethyst (Stamina/level) Ith (Magic%/level)
Skull (Attack%/level) Tal (Defense%/level)

Some players may question why anyone would want to remove these very beneficial attributes. For very high level characters,
the bonuses per character level are more of a hindrance than a bonus. The most powerful characters in the Zy-El mod have to
be aware of damage and stat caps which exist within the game. These limits are normally never breached within “vanilla” LOD.
The Zy-El mod pushes the limits, however, and sometimes too far.

Players may also choose to remove lesser attributes on several items and consolidate the same attribute bonuses on a single
item. Rather than having three items with +1 life/8 levels, it is better to have a single item with +3 life/8 levels. At the
higher levels, some bonuses become irrelevant. There is no need for a higher attack value when your Guided Arrow always hits.

Zy-El Mod Page 45


MAGIC COLLECTORS (something to do with magic junk): Collectors accumulate magic from items and can be
transformed into static items such as Gems, Runes, Elixirs, Demon Keys . . . even Celebrity Fragments. Any magic item
(that is, Magic, Rare, Crafted, Set or Unique) transmuted in a Horadric Cube with a Magic Collector will cause the item to
disappear. The resulting dispersed magic is absorbed by the Collector in the form of Magic Points. Collectors can also be used
to collect magic from static items such as gems, jewels, runes, Demon Boxes, Demon Keys, Elixirs, Cube Scrolls, Zy-El
Fragments, Zy-El Scrolls and even Celebrity Items. Uncharged Collectors can be purchased from the gambling merchant in
each town.

The higher quality item that is input, the more Magic Points are collected. Refer to the Charge column of Appendix C:
Collector Costs to determine how many Magic Points are collected for each item and item type. Each Collector can hold
a maximum of 500 Magic Points. There are higher denominations of Mega-Collectors that store fixed amounts of Magic
Points with capacities of 1K, 5K, 10K and 50K. More powerful magic items will yield more Magic Points.

For example, let’s say we start with a Collector that has 0 Magic Points. Place this Collector in the Horadric Cube with
an El rune and press the Transmute button. The El rune disappears and all that is left is the Collector with 1 Magic
Point stored. Do the same thing with a magic short sword and the Collector will gain an additional 3 Magic Points for a
total of 4. The Collector will continue to accumulate Magic Points until the maximum capacity of 500 is reached. Any further
attempt to add more Magic Points will result in the item disappearing but no further increse in capacity; the extra magic is
dissipated and wasted.

***Note: unidentified magic items do NOT need to be idenfied prior to using the Collector to absorb their magic.

Quickload recipes: for some of the more common low-point items, Kato has written recipes that will allow loading of multiple
low-point items to charge Magic Collectors.

<Low Rune> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5


<chipped Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<flawed Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Ring> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Amulet> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Jewel> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Common Cube Scroll> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Minor Celebrity Poster Fragment> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5

where <Low Rune> includes: El, Eld, Nef, Tir, Eth, Ith, Tal, Ral

Mega-Collectors: these Collectors have fixed Magic Point


capacities of 1000 (referred to as 1K), 5000 (5K),
10000 (10K) and 50000 (50K). They cannot receive
additional Magic Points. They are created by combining
lower denomination Collectors in the Horadric Cube as
outlined below:

<Magic Collector [500 Pts]> x 2 ----> <Mega-Collector [1K]>


<Magic Collector [500 Pts]> x 10 ----> <Mega-Collector [5K]>
<Mega-Collector [1K]> x 5 ----> <Mega-Collector [5K]>
<Mega-Collector [5K]> x 2 ----> <Mega-Collector [10K]>
<Mega-Collector [5K]> x 10 ----> <Mega-Collector [50K]>
<Mega-Collector [10K]> x 5 ----> <Mega-Collector [50K]>

Futhermore, Collectors with less than 500 Magic Points stored can
be combined to add their culmitive Magic Points into a single Collector. For example, a Collector with 43 Magic Points combined
with another that has 22 Points will result in a single Collector with 60 Points – the resulting number of points is rounded off to
the nearest ten-fold with any leftover units being lost. Therefore, it is most efficient to combine Collectors with Magic Points
in denominations of 10.

Zy-El Mod Page 46


Similarly, higher denominations of Mega-Collectors can be transformed if an input item’s Magic Points are sufficient to
upgrade the Collector to the next highest denomination. If you overload a 500 Magic Point Collector with an item that
results in the total Magic Points equals 1000 MPs, you'll get a 1K Collector. You cannot add points to the Mega-Collectors, but
you can transform them into higher denominations with the correct input items.

For instance, if you have a Collector with 400 MPs and put in a Lo rune (600 MPs), you'll get a 1K Collector. Similiarly, if you
have a 1K Collector and transmute it with a Piggy Bank 10M (4000 MPs), you'll get a 5K Collector. See how it works? However,
if you have an empty Collector (0 MPs) and put in a Perfect Skull (1350 MPs), you'll only get a 1K Collector. In essence, you've
wasted 350 MPs. So, don't load up with a Perfect Skull unless you really need that 1K Collector.
By popular demand, these combinations have been added:
<Any Collector [1-500 pts]> + 3 x <Zy-Rune> ----> <Mega-Collector [5K]>
<Mega-Collector [1K]> + 5 x <Zy-Rune> -----> <Mega-Collector [10K]>

Redeeming Collectors for Items: once sufficient Magic Points have been accumulated, one or more Collectors can be
redeemed for items by Transforming them in the Horadric Cube with the correct Base Item and a Food item. The sum of all
the Magic Points in the Collectors must exactly equal what is required as stated in the Redeem column of Appendix C, not a
Point more or less. Also, the highest possible denominations of Collectors must be used.

<Magic Collector> + <Base Item> + <Food> ----> <Item>

where <Magic Collector> may refer to one or more Collectors required to match exactly the Redeem value for the resultant
item as indicated in Appendix C.
<Base Item> refers to the item as listed in the Base Item column of Appendix C.

For example, a Hel Rune (r15) requires 3,072 Magic Points. To generate this rune, 3,072 Magic Points must be the exact sum
of Magic Points for all of the Collectors placed in the Horadric Cube. Furthermore, the highest denomination of Collectors
must be used rather than a combination of smaller Collectors. In this case, 3 x <Mega-Collector [1K]> and a <Collector [72
Pts]> must be used. No other combination of Collectors will be accepted. Trying 6 x <Collector [500 Pts] + <Collector [72
Pts]> will not work. To redeem a Collector for a rune, a Base Item must also be included – in this case, any rune will do. The
last item required is a <Food> item. After the Transform button is pressed, all of the input items will disappear and only a Hel
rune will be left behind.

Decrementing Collectors (removing Magic Points): since the


redemption of Collectors requires an exact amount of Magic Points,
it is possible that players involuntarily accumulate too many Magic
Points. There is a way to decrement the Magic Points in a Collector
through the following recipes:

<Collector> + <Key> ----> <Collector> - 1 Magic Point


<Collector> + <Key> x 2 ----> <Collector> - 10 Magic Points
<Collector> + <Key> x 3 ----> <Collector> - 50 Magic Points
<Collector> + <Key> x 4 ----> <Collector> - 100 Magic Points
<Collector> + <Key> x 5 ----> <Collector> - 300 Magic Points

<Collector[1K]> + <Key> ----> <Collector[500 pts]>


<Collector[5K]> + <Key> ----> <Collector[1K]>
<Collector[10K]> + <Key> ----> <Collector[5K]>
<Collector[50K]> + <Key> ----> <Collector[10K]>

Zy-El Mod Page 47


PIGGY BANKS (aka RuuTaRd’s Vault - something to store more gold): Piggy Banks store
gold and can be passed between players or kept for extra gold storage when players exceed
their carrying limit. These items are also referred to as RuuTaRd’s Vaults, named after the player

who initially thought of this concept. Despite the gold carrying limit being increased, some players
have still managed to exceed it and have a desire to acquire more gold.

In other cases, players may want to transfer large amounts of gold to other players on-line, perhaps
to give a boost to lower level characters. Rather than giving them magic items which they may not be capable of using because
of stat or level requirements, large amounts of free gold can always be useful.

Piggy Banks may be purchased from the Gambling screen in each Act within the game – just keep accessing the Gambling
screen until the desired Piggy Bank appears. These items come in various fixed values: one-hundred-thousand (100,000) gold,
one million gold, ten million gold and one-hundred-million gold. These items can be redeemed for gold at any vendor, but bear in
mind that there will be an associated “handling cost” - a small percentage of the Piggy Bank’s value.

THUMBNAIL RECIPES (a way to maximize storage space): these recipes allow players
to shrink items to 1x1 thumbnail size so that they occupy less space in storage. Thumbnails
appear in-game with various different graphics – some shared by dissimilar items. The various
graphics chosen for thumbnails were so that players could readily identify certain thumbnails for
their items. Each thumbnail will have text that specifically identifies the thumbnailed item by name.

Bear in mind, while items are reduced to thumbnail size, their attributes are inactive and they cannot be worn or activated in
the inventory. Thumbnailing an item with crafted or modified attributes will cause the item to revert to its base attributes
prior to any crafting that players have put on the item. Be warned: this means that items with sockets will have those
sockets emptied and the socketted items are lost.

Only certain items can be thumbnailed as detailed in the Cube recipes below:

<Set Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Set Item Thumbnail>


<Unique Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Unique Item Thumbnail>
<Piggy Bank> + <Key> ----> <Piggy Bank Thumbnail>
<Mega-Collector> + <Key> + <Any Food Item> ----> <Mega-Collector Thumbnail>
<Treasure Card> + <Any Chipped Gem> ----> <Treasure Card Thumbnail>

<Minor Celebrity Poster> + <Key> ----> <Minor Celebrity Thumbnail>


<Major Celebrity Poster> + <Key> ----> <Major Celebrity Thumbnail>
<Zy-El Scroll> + <Key> ----> <Zy-El Scroll Thumbnail>

Restoring Thumbnails: to restore Thumbnailed items to full size, use these recipes:

<Item Thumbnail> + <Stamina Potion> ----> <Item>


<Treasure Card Thumbnail> + <Any Chipped Gem> ----> <Treasure Card>

Thumb-nailing items and then restoring them has the same effect as re-rolling the
variable attributes of that particular item. The re-rolling of attributes may be
perceived as a good thing as it may give you better attribute values than you started
with. For instance, a Unique item that has 5% Lifesteal and is thumbnailed may have
that attribute reset to 8% Lifesteal when it is restored, which is better . . . or it may
have 3% Lifesteal, which is worse. Players can successively thumbnail and restore items
until variable attributes are at their maximums, given enough time, money and patience.

For high level characters, there may be a desire to remove socketed runes, gems or jewels from Set or Unique items.
Thumbnailing is the only method (short of re-rolling the attributes of the item) in order to remove socketted items and thus
restore the empty sockets to receive different socketables.

Zy-El Mod Page 48


CELEBRITY ITEMS (optional quests): These are quests for items bearing the likenesses of known personalities and
memorabelia. These quests are optional and players may choose not to participate by simply not picking up the quest
items. There are several types of Celebrity Items that players may undertake and the methods of completing the Items
differ slightly but all have the same principle. Collect the broken Fragments and assemble them in the Horadric Cube to form
the quest item. The Fragments may be found on any map, dropped by any monster on any game difficulty. However, some
specific Fragments will tend to drop more often from certain monsters in certain areas. Just doing the same maps over and
over again does not gaurantee that you will find all the Fragments to complete a quest – you will have to roam the maps. Maybe
even go to those places that most players tend to ignore.

Celebrity Items are a class unto themselves and as such do not obey the crafting rules commonly used in other parts of this
mod. Celebrity Items resemble charms in that they have to be placed in your backpack in order to activate their powerful
attributes. Celebrity Items do not have sockets nor can sockets be crafted to them or added in any way. Demon Keys have
no effect on them either. Any attempt to do unrecognized crafting with a Celebrity item or any Celebrity Fragments will have
unpleasant results. The only recipes that will work on Celebrity Items are the ones documented in this section which are
specific to Celebrity Items.

Minor Celebrity Posters are the easiest of the Celebrity Items to assemble but are also less powerful. The Minor Celeb
items each consist of three Fragments (found in Normal difficulty only). However, finding the specific three Fragments will be
challenging. There are many different Minor Celeb items. Once the three Fragments have been located, the Minor Celeb
Poster can be assembled by transmuting them in the Horadric Cube.

Minor
Celebrity
Poster
Minor Poster Fragments

Did I say these were Minor Celebrity quests or Celebrity quests for minors? You figure it out. Oh, bother!

Album Posters are similar to Minor Posters in that a fixed number of fragments are required to assemble the Item. Where
the Minor Poster requires 3 fragments, the Album Poster requires 5. As a consequence, the Album Posters are more powerful
than the Minor Posters but not as power as the Mojor Posters. Album Poster fragments will not commonly drop from
monsters. All transformation recipes that apply to Minor Poster fragments will also work with Album Poster fragments.
Similarly, any recipes that apply to Minor Posters will also apply to Album Posters.

Album Poster Fragments

Album Poster

Zy-El Mod Page 49


Major Celebrity Posters are far more powerful than the Minor/Album Posters and are more difficult to locate and
assemble. The Major Fragments are found only on Nightmare and Hell difficulties. For the Major Celbrity items, the
Fragments do not assemble to form the items themselves – rather the Fragments are combined to create Top and Bottom Wear
items. There are male and female Major Celebrities. The males have male Wear items – T-shirts and boxers while the females
have . . . well, you can ascertain what for yourself. One player did make the comment, “this mod has everything but Carmen
Electra’s underwear” – well, that’s not the case anymore.

These Wear Fragments also come in various colors. Only the same Wear Fragments of the same color will transmute into a
completed Wear Item. Combining a male Top Wear item with a male Bottom Wear item will transmute to a Major Celebrity
Poster.

Are you confused yet??? Well, how about a visual example:

Major Celebrity Fragments


Major Celebrity Major Celebrity
Wear Item Poster

CELEBRITY TRANSFORMATION RECIPES (additional support recipes): These recipes will allow players some
flexibility in manipulating/re-rolling Celebrity items. The only recipes that will work on Celebrity Items are the ones
documented in this section which are specific to Celebrity Quest items.

Found too many Celebrity Posters and don’t have room to store them all? Well, one option is to
shrink them down to 1x1 Thumbnails. While the Celebrity Items are in Thumbnail form, no
attributes or bonuses are active. This feature is for the purpose of allowing players to collect
and store various Celebrity items in less space. Please note that reducing Posters to Thumbnails
will reset the Poster attributes to the default Poster attributes – any modifications to the
Poster’s stats will be lost. Minor Poster statistics will be re-rolled.

<Minor Celebrity Poster> + <Key> ---> <Minor Celebrity Thumbnail>


<Album Poster> + <Key> ---> <Album Poster Thumbnail>
<Major Celebrity Poster> + <Key> ---> <Major Celebrity Thumbnail>
<Minor Celebrity Thumbnail> + <Stamina Potion> ---> <Minor Celebrity Poster>
<Album Poster Thumbnail> + <Stamina Potion> ---> <Album Poster>
<Major Celebrity Thumbnail> + <Stamina Potion> ---> <Major Celebrity Poster>

Can’t get enough of your favourite Major Celebrity from the Poster-sized picture? Well, here’s an option to expand the 4x6
Poster to a 6x9 Wallpaper. Take a screen capture and prove it to your friends. While the Celebrity Items are in Wallpaper
form, no attributes or bonuses are active. Please note that expanding Posters to Wallpapers will reset the Poster
attributes to the default Poster attributes – any modifications to the Poster’s stats will be lost.

<Major Celebrity Poster> + <Stamina Potion> ---> <Major Celebrity Wallpaper>


<Major Celebrity Wallpaper> + <Key> ---> <Major Celebrity Poster>

Keep finding the same Fragments over and over again? Too many mis-matched pieces? Or, wanna change your Poster options?
Well, here are some recipes that offer an alternative to searching under every rock:

Zy-El Mod Page 50


<Minor Celebrity Fragment> x 3 ---> random <Minor Celebrity Fragment> or <Album Fragment>
<Major Celebrity Fragment Male> x 3 ---> random <Major Celebrity Fragment Male>
<Major Celebrity Fragment Female> x 3 ---> random <Major Celebrity Fragment Female>

<Minor Celebrity Thumbnail> x 3 ---> random <Minor Celebrity Thumbnail>


<Major Celebrity Thumbnail Male> x 3 ---> random <Major Celebrity Thumbnail Male>
<Major Celebrity Thumbnail Female> x 3 ---> random <Major Celebrity Thumbnail Female>

Players should note that Posters cannot be directly re-rolled. Rather, the Posters have to be
reduced to Thumbnails which can then be re-rolled to generate new Posters when expanded.

The only recipes guaranteed to work on Celebrity Items are the ones documented in this
section which are specific to Celebrity Quest items.

Collect them all – if you can!!! How many Celebrity Posters are there? Approximately 480+
Minor and Major Celebrity Posters in total. And there have been requests for more. We’ll see.

TREASURE CARDS (Do you feel lucky, punk?): A new treasure item, a new collectable item and a new crafting method
all in one new item type - the Zy-El Treasure Deck consists of seven suits of 15 cards as opposed to 4 suits and 13 cards in a
regular deck of playing cards. The seven suits include: Spades, Clubs, Hearts, Diamonds, Talons, Swords and Stars. The cards
are numbered as 2 to 10, Jack, Queen, King, Ace, El and Zy. There are also 10 Jokers that figure into the building of hands.

Treasure Cards can drop from any monster and any treasure store throughout the game.
The higher numbered cards and higher suits are more commonly found in the more difficult
and isolated map areas. Playing at a higher difficulty (ie Nightmare or Hell) as well as a
higher Players X setting will increase the chances of higher valued Treasure Cards
dropping. These items will appear as Thumbnails when dropped but can be made full-size.

To convert the Thumbnail to a full-sized Treasure Card, use the following cube recipe:
<TC Thumbnail> + <chipped gem> --> <Treasure Card>

To convert the Treasure Card back to a Thumbnail, use this cube recipe:
<Treasure Card> + <chipped gem> --> <TC Thumbnail>

Transformation Recipes (upgrade, downgrade and re-roll Cards):


Among the Zy-El Treasure Cards, there are Numbered Cards (numbered from 2 to 10), Face Cards (Jack, Queen, King, Ace,
El and Zy) and Jokers (numbered from 0 to 9). All of these transformation recipes will work with TC thumbnails.

The quickest way to create a Joker card is to downgrade a Numbered or Face Card, like so:
<Numbered Card> + <Key> ---> random <Joker> OR <Face Card> + <Key> ---> random <Joker>

To downgrade a Treasure Card to a lower valued Treasure Card, use these recipes:
<Numbered Card> + <Flawed Gem> ---> random suit <Numbered Card – 1>
<Face Card> + <Flawed Gem> ---> random suit <Face Card – 1>

Zy-El Mod Page 51


<Numbered Card> + <Standard Gem> ---> same suit <Numbered Card – 1>
<Face Card> + <Standard Gem> ---> same suit <Face Card – 1>

To generate a Treasure Card of a random suit using cards of the same Number or Face, use this recipe:
<Numbered Card same Number, any suit> x 3 ---> random suit <Numbered Card same Number>
<Face Card same Face, any suit> x 3 ---> random suit <Face Card same Face>

For example:

To generate Treasure Cards of higher values, use these recipes:


<Joker> x 5 ---> random suit <Number 2 Card>
<Numbered Card same Number> x 5 ---> random suit <Numbered Card Number + 1>
<Face Card same Face> x 5 ---> random suit <Face Card Face + 1>
<Numbered Card same Number, same Suit> x 5 ---> same suit <Numbered Card Number + 1>
<Face Card same Face, same Suit> x 5 ---> same suit <Face Card Face + 1>

All of these transformation recipes will work with Treasure Card thumbnails.
TREASURE CARD CASHOUT RECIPES (What is it worth?):
Certain combinations of Treasure Cards submitted in the Horadric
Cube will yield an item chosen from among available item types. The
Cashout recipes will resemble poker hands, but are not. After all,
there are seven suits and 15 different cards in each suit for a total
of 105 cards and also includes 10 Joker cards. So, disregard the
value precedences of poker and read these rules!

In order to cash-out, a complete Zy-El hand must be submitted.


A complete hand consists of 7 cards, no more and no less. There
are several types of hands that can be completed and these are the
only types that will be recognized by the Horadric Cube as described
below. In the Zy-El mod, it is possible for the same Treasure Cards
to drop more than once – these items are NOT unique. These items are not charms or wear-able items. They do not bestow
any benefits in and of themselves. Treasure Cards can be sold to merchants for gold or fed to Collectors for magic points.

Default Of-A-Kind (a Zy-El hand with same valued cards, not necessarily the same suit):
Treasure Cards with the same value can be combined in any number up to 7 cards to form a hand. For instance, a hand
containing a 2 of Hearts and another 2 of Hearts is called a 2-of-a-kind with 2’s. Similarly, a hand consisting of 3 x 8 of Clubs
would be called a 3-of-a-kind with 8’s. Or, a hand with 4 x 7 of Talons would be called a 4-of-a-kind with 7’s. As stated above,
a complete Zy-El hand requires 7 cards. For combinations of Of-A-Kind hands, the remaining slots are filled with Jokers to
make up a complete hand of 7 cards. So, a 2-of-Kind hand would consist of two cards of the same value along with 5 Jokers.
The Jokers have no other value other than being filler cards to complete a Zy-El hand.

? Default 2-Of-A-Kind with 2’s


(2 cards of same value, any suit)

Default 4-Of-A-Kind with 2’s


? (4 cards of same value, any suit)

Zy-El Mod Page 52


Default 7-Of-A-Kind with 2’s
? (7 cards of same value, any suit)

Identical Of-A-Kind (a Zy-El hand with multiples of the exact same card – same number and same suit):
Since it is possible to have multiples of the same Treasure Card, most Of-A-Kind hands will contain the same valued cards more
often than not. Of-A-Kind hands with exactly the same number and same suit are referred to as Identical Of-A-Kind hands.

Identical 3-Of-A-Kind hand with 2 of Spades


? (3 cards of the same value, same suit)

Identical 5-Of-A-Kind hand with 7 of Diamonds


? (5 cards of the same value, same suit)

? Identical 7-Of-A-Kind hand with 9 of Hearts


(7 cards of the same value, same suit)

Unique Of-A-Kind (a Zy-El hand with same valued cards but different suits):
An Of-A-Kind hand consisting of all different suits would be referred to as Unique. All the non-Joker cards in the hand
must be of different suits and of the same value in order to be considered a Unique-Of-A-Kind hand. If any cards are
of the same suit, it is considered to be a default Of-A-Kind hand, not Unique. The Horadric Cube will always check for a
Unique-Of-A-Kind hands before searching for default Of-A-Kind hands.

Unique 5-Of-A-Kind hand with 5’s


? (5 cards of the same value, all different suits)

Unique 7-Of-A-Kind hand with 2’s


? (7 cards of the same value, all different suits)

The cash-out values are not known at this time and are subject to change upon Kato’s whim. Every combination will yield
a different result. Hands consisting of higher numbers and face cards will give greater rewards as will cards of certain
suits. Harder to build card combinations will tend to yield better cash-outs.

Default Two-Pairs (a Zy-El hand with two pairs of cards with the same values):
A Two-Pair hand will consist of one pair of cards with the same value (ie same number or same face card) as well as a second
pair of cards with values different from the first pair but the same as each other. The remainder of the cards in the hand
must be filled with Jokers. Here are some examples of Two-Pair hands:

Default Two-Pair with 2’s and 5’s


? (two pairs of same values, any suits)

Default Two-Pair with 9’s and 7’s


? (two pairs of same values, any suits)

Zy-El Mod Page 53


Identical Two-Pairs (a Zy-El hand with two pairs of exactly the same cards):
An Identical Two-Pair hand will consist of two pairs of identical cards. However, both pairs will be of different values or
different suits from each other. Since Zy-El hands may contain multiples of the same card, these kinds of hands are possible.

Identical Two-Pairs with 2 of Talons and 5 of


? Hearts (two pairs of exactly the same cards)

Identical Two-Pairs with 9 of Clubs and 7 of Stars


? (two pairs of exactly the same cards)

Identical Two-Pairs with Jack of Clubs and Ace of


? Hearts (two pairs of exactly the same cards)

Matching Two-Pairs (a Zy-El hand with two pairs of exactly the same cards and all cards of same suit):
A Matching Two-Pair hand will consist of two pairs of cards with each pair consisting of exactly the same card and all non-
Joker cards will be of the same suit. Since Zy-El hands may contain multiples of the same card, these hands are possible.

Matching Two-Pairs with 2’s and 7’s of Stars


? (two pairs of exactly the same cards, all cards of
the same suit)

Matching Two-Pairs with 9’s and Aces of Diamonds


? (two pairs of exactly the same cards, all cards of
the same suit)

Unique Two-Pairs (a Zy-El hand with two pairs of cards with the same values, but all different suits):
A Unique Two-Pair hand will consist of two pairs of cards with the same values; however all non-Joker cards will consist of
different suits.

Unique Two-Pair with 2’s and 5’s


? (two pairs of same values, all cards of different
suits)

? Unique Two-Pair with 5’s and 9’s


(two pairs of same values, all cards of different
suits)

Unique Two-Pair with 2’s and 7’s


? (two pairs of same values, all cards of different
suits)

Zy-El Mod Page 54


The cash-out values are not known at this time and are subject to change upon Kato’s whim. Every combination will yield
a different result. Hands consisting of higher numbers and face cards will give greater rewards as will cards of certain
suits. Harder to build card combinations will tend to yield better cash-outs.

Default Three-Pairs (a Zy-El hand with three pairs of cards with the same values):
A Three-Pair hand will consist of three pairs of cards with the same value (ie same number or same face card). The values of
each pair will differ from each other, however. The last remaining card in the hand in the 7-card Zy-El hand must consist of a
Joker. In a default Three-Pair hand, suits do not matter. Here are some examples of Three-Pair hands:

? Default Three-Pair with 5’s, 7’s and 9’s


(three pairs of same values)

Default Three-Pair with 4’s, 8’s and Jacks


? (three pairs of same values

Identical Three-Pairs (a Zy-El hand with three pairs of exactly the same cards):
A Three-Pair hand will consist of three pairs of cards with each pair consisting of exactly the same card. Since Zy-El hands
may contain multiples of the same card, these hands are possible.

Identical Three Pair with 4’s, 8’s and Jacks


? (3 pairs of exactly the same card)

Identical Three Pair with 4’s, 9’s and Queens


? (3 pairs of exactly the same card)

Matching Three-Pairs (a Zy-El hand with three pairs of exactly the same cards and all cards of same suit):
A Matching Two-Pair hand will consist of three pairs of cards with each pair consisting of exactly the same card and all non-
Joker cards will be of the same suit. Since Zy-El hands may contain multiples of the same card, these hands are possible.

Matching Three Pair with 2, 7 and Queen of


? Diamonds

Matching Three Pair with 4, 6 and Jack of Talons


?

Zy-El Mod Page 55


Unique Three-Pairs (a Zy-El hand with three pairs of cards with the same values, but all different suits):
A Unique Three-Pair hand will consist of three pairs of cards with the same values but all six non-Joker cards will be of
different suits.

Unique Three Pair with 4’s, 6’s and 10’s


? (all non-Joker cards are of different suits)

The cash-out values are not known at this time and are subject to change upon Kato’s whim. Every combination will yield
a different result. Hands consisting of higher numbers and face cards will give greater rewards as will cards of certain
suits. Harder to build card combinations will tend to yield better cash-outs.

Default Full-House (a hand consisting of a 3-Of-A-Kind and a 4-Of-A-Kind, with different values):
A Default Full-House hand consists of a 3-Of-A-Kind and a 4-Of-A-Kind combined in a single Zy-El hand; both of these Of-A-
Kinds will have different values. The suits do not matter. Here are some examples of Default Full House hands:

Default Full House with 4’s over 9’s


? (suits do not matter)

Default Full House with 3’s over 10’s


? (suits do not matter)

Identical Full-House (a hand consisting of a 3-Of-A-Kind and a 4-Of-A-Kind, with exactly the same cards):
An Identical Full-House consists of a 3-Of-A-Kind and a 4-Of-A-Kind combined in a single Zy-El hand; both of these Of-A-
Kinds will have exactly the same cards. Here are some examples of Identical Full House hands:

Identical Full House with 8 of Clubs over 4 of Talons


?

Identical Full House with Jack of Stars over 7 of


? Diamonds

Zy-El Mod Page 56


Matching Full-House (a hand consisting of a 3-Of-A-Kind and a 4-Of-A-Kind, with exactly the same cards, all cards of
the same suit): A Matching Full-House consists of a 3-Of-A-Kind and a 4-Of-A-Kind combined in a single Zy-El hand; both of
these Of-A-Kinds will have exactly the same cards. Here are some examples of Matching Full House hands:

Matching Full House with Jacks over 5 of Stars


?

?
Matching Full House with 9’s over 7 of Diamonds

?
Matching Full House with Queens over 3 of Clubs

The cash-out values are not known at this time and are subject to change upon
Kato’s whim. Every combination will yield a different result. Hands consisting of
higher numbers and face cards will give greater rewards as will cards of certain
suits.

Default Stacked-House (a hand consisting of a 2-Of-A-Kind and a 5-Of-A-Kind, with different values):
A Default Stacked-House hand consists of a 2-Of-A-Kind and a 5-Of-A-Kind combined in a single Zy-El hand; both of these
Of-A-Kinds will have different values. The suits do not matter. Here are some examples of Default Stacked House hands:

Default Stacked House with 4’s over 9’s


? (suits do not matter)

Default Stacked House with 3’s over 10’s


? (suits do not matter)

Identical Stacked-House (a hand consisting of a 2-Of-A-Kind and a 5-Of-A-Kind, with exactly the same cards):
An Identical Stacked-House consists of a 2-Of-A-Kind and a 5-Of-A-Kind combined in a single Zy-El hand; both of these Of-
A-Kinds will have exactly the same cards. Here are some examples of Identical Stacked House hands:

Identical Stacked House with 8 of Clubs over 4 of


? Talons

Identical Stacked House with Jack of Stars over 7


? of Diamonds

Zy-El Mod Page 57


Matching Stacked-House (a hand consisting of a 2-Of-A-Kind and a 5-Of-A-Kind, with exactly the same cards, all
cards of the same suit): A Matching Stacked-House consists of a 2-Of-A-Kind and a 5-Of-A-Kind combined in a single Zy-El
hand; both of these Of-A-Kinds will have exactly the same cards. Here are some examples of Matching Stacked House hands:

Matching Stacked House with Jacks over 5 of Stars


?

?
Matching Stacked House with 9’s over 7 of Diamonds

?
Matching Stacked House with Queens over 3 of Clubs

The cash-out values are not known at this time and are subject to change upon
Kato’s whim. Every combination will yield a different result. Hands consisting of
higher numbers and face cards will give greater rewards as will cards of certain
suits.

Default Crowded-House (a hand consisting of a 2-Of-A-Kind and another 2-Of-A-Kind and a 3-Of-A-Kind, with
different values): A Default Crowded-House hand consists of a 2-Of-A-Kind and another 2-Of-A-Kind and a 3-Of-A-Kind
combined in a single Zy-El hand; both of these Of-A-Kinds will have different values. The suits do not matter. Here are some
examples of Default Crowded House hands:

Default Crowded House with 4’s and 5’s over 9’s


? (suits do not matter)

Default Crowded House with 3’s and 4’s over 10’s


? (suits do not matter)

Identical Crowded-House (a hand consisting of a 2-Of-A-Kind and another 2-Of-A-Kind and a 3-Of-A-Kind, with
exactly the same cards):
An Identical Crowded-House consists of a 2-Of-A-Kind and another 2-Of-A-Kind and a 3-Of-A-Kind combined in a single Zy-El
hand; both of these Of-A-Kinds will have exactly the same cards. Here are some examples of Identical Crowded House hands:

Identical Crowded House with 8 of Clubs and 5 of


? Stars over 4 of Talons

Identical Crowded House with 10 of Hearts and


? Jack of Stars over 7 of Diamonds

Zy-El Mod Page 58


Matching Crowded-House (a hand consisting of a 2-Of-A-Kind and another 2-Of-A-Kind and a 3-Of-A-Kind, with
exactly the same cards, all cards of the same suit): A Matching Crowded-House consists of a 2-Of-A-Kind and another 2-
Of-A-Kind and a 3-Of-A-Kind combined in a single Zy-El hand; both of these Of-A-Kinds will have exactly the same cards.
Here are some examples of Matching Crowded House hands:

? Matching Crowded House with Jacks and 9’s over 5


of Stars

Matching Crowded House with 8’s and 9’s over 7 of


? Diamonds

Matching Crowded House with 6’s and Queens over 3


? of Clubs

The cash-out values are not known at this time and are subject to change upon Kato’s whim. Every combination will yield
a different result. Hands consisting of higher numbers and face cards will give greater rewards as will cards of certain
suits.

Default Straight (a hand consisting of a 7 cards in numerical sequence): A Default


Straight hand consist of 7 cards in numerical sequence ranging from 2 to 10 to Jack, Queen,
King, Ace, El and Zy. The suits do not matter. Here are some examples of Default Straight
hands:

?
Default Straight 3 up

?
Default Straight 9 up

Straight Flush (a hand consisting of a 7 cards in numerical sequence and all of the same suit): A Straight Flush hand
consist of 7 cards in numerical sequence ranging from 2 to 10 to Jack, Queen, King, Ace, El and Zy. The suits of all cards must
be the same. Here are some examples of Straight Flush hands:

Straight Flush 2 of Clubs up


?

? Straight Flush 8 of Hearts up

Zy-El Mod Page 59


Unique Straight (a hand consisting of a 7 cards in numerical sequence and one of each suit): A Unique Straight hand
consist of 7 cards in numerical sequence ranging from 2 to 10 to Jack, Queen, King, Ace, El and Zy. The suits of all cards must
be different. Here are some examples of Unique Straight hands:

? Unique Straight 4 up

? Unique Straight 2 up

The cash-out values are not known at this time and are subject to change upon Kato’s whim. Every combination will yield
a different result. Hands consisting of higher numbers and face cards will give greater rewards as will cards of certain
suits.

Default Flush (a hand consisting of a 7 cards all of the same suit): A Default Flush hand consists of 7 cards all of the
same suit. The card values do not matter. Here are some examples of Default Flush hands:

Default Flush in Diamonds


?

? Default Flush in Clubs

Eagle Flush (a hand consisting of an Identical 4-Of-A-Kind and one other non-Joker card all of the same suit): A Eagle
Flush hand consists of an Identical 4-Of-A-Kind as well as a single non-Joker card – all of these cards are of the same suit.
The single non-Joker card is referred to as the Head card with the Identical 4-Of-A-Kind acting as the two “wing” pairs to
form the Eagle Flush. The Head card must be of a higher value than the “wing” cards. The suits of all non-Joker cards must
be of the same suit. There must be two Joker cards in order to complete the 7-card requirement for Zy-El hands. Here are
some examples of Eagle Flush hands:

Eagle Flush with Ace over 9 of Hearts


?

Eagle Flush with Queen over 6 of Swords


?

Zy-El Mod Page 60


Phoenix Flush (a hand consisting of an Identical 6-Of-A-Kind and one other non-Joker card all of the same suit): A
Phoenix Flush hand consists of an Identical 6-Of-A-Kind as well as a single non-Joker card – all of these cards are of the same
suit. The single non-Joker card is referred to as the Head card with the Identical 6-Of-A-Kind acting as the two “wing”
triplets to form the Phoenix Flush. The Head card must be of a higher value than the “wing” cards. The suits of all non-Joker
cards must be of the same suit. Here are some examples of Phoenix Flush hands:

?
Phoenix Flush with King over 7 of Spades

?
Phoenix Flush with Jack over 5 of Diamonds

The cash-out values are not known at this time and are subject to change
upon Kato’s whim. Every combination will yield a different result. Hands
consisting of higher numbers and face cards will give greater rewards as will
cards of certain suits.

TREASURE CARD WAGER RECIPES (What might it be worth?):


Wagering consists of entering a 5-card Treasure wagering hand, a base item and a wagering item. The better the hand, the
higher the wager, the more likely something good will come of it – it’s a wager and does not always pay off but has the potential
for hitting the Jackpot!!

( Available in Zy-El Version 4.5 )

SECRET TREASURE CARD RECIPES (For those in the know . . .):


Well, they wouldn’t be secret if I revealed them here – would they??? Go fetch!!

( Available in Zy-El Version 4.5 )

Zy-El Mod Page 61


MOD INSTALLATION INSTRUCTIONS: This mod includes eight files: D2Launch.DLL, D2Net.DLL, D2Client.DLL,
D2Common.DLL, D2Gfx.DLL, D2Game.DLL, PlugY.DLL and Patch_D2.MPQ. These files also exist in your Diablo2 game
directory. Backup the original files then delete these files from the Diablo2 directory. Now, copy the mod’s files into the
Diablo2 game directory. To go back to the original game, restore the D2 files from your backup. In the DLL Zip file, there will
be two versions of the DLL files – one for patch version 1.09b and one for patch 1.09d. Be sure to install the correct DLL’s.
What is the difference between the two sets? To play on closed realms, only patch 1.09d can be used.

For Mac users, I’m afraid you’re limited to using only the .MPQ file; you can’t use the .DLL’s. Diablo2 LOD patch version 1.10 is
supposed to allow more things to be packed into an .MPQ file and I’ll try to incorporate all of the .DLL changes if and when the
patch comes out.

*** THERE IS NO WAY THAT CHARACTERS FROM ORIGINAL LOD AND OTHER MODS WILL WORK IN THIS MOD.
CHARACTERS FROM PREVIOUS VERSIONS OF ZY-EL MAY NOT LOAD IN THIS NEW MOD VERSION. KATO IS
NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR EXISTING CHARACTERS SHOULD YOU ATTEMPT TO LOAD
THEM. YOU’VE BEEN WARNED!

SPECIAL THANKS (Check out the Diablo2 CREDITS screen):


Thanks to PhrozenHeart, Alkalund, Myhrginoc, JBouley, Ricfaith, Apocolypse Demon, Sir_General, P51Mus, Joel,
Infinitum, I_Burner, Brother Laz, Om, UJN, Deathfile, Hellbound, *Astalion*, Shadow Talon, Riparious, Har’lea’quinn,
Hammerman, Foxbat, Incandescent One, Zhoulumcrist, Lord Drekas, BlackHeart, Fusman, Profound Darkness, aihara and
Clannad for sharing their Modding wisdom and being really nice about it. These “mod Gods” are responsible for producing a lot
of the materiels found in this mod; I can only take credit for putting it all together and balancing it. Thanks to Yohann for his
extraordinary PlugY!

Thanks to JrEye, Jindujun, gh0st(eth), Thunderstorm, Drachenritter and Raven for developing the Zy-El Wiki and hosting
the Zy-El fan websites. Also, for providing a means of distributing the mod to anxious Zy-El players by providing additional
download services.

Thanks to Horacer77, gh0st(eth), mistegirl, LordDemeter, SilenKiller, SoulCatcher, Mr.Pixel, Lonestar_LOC and Untamed
for operating and hosting the various Zy-El Realms. Also, a special thanks to the LOC family for their devotion and
unrelenting support. A lot of work on their part and they even volunteered for it. I never asked them to host this mod, but
they did it for the love of cooperative gaming.

Thanks to Al-T, d2vern, Hans, madsurgery, Dezdrehel, Fookie, smartguy, Hurjempi, Inkspot, Jack Nipper, Ssergit,
Rhaevyn, Booga and Rikari for their logistical and fan support, playtesting tips and observations. PhrozenKeep rules!!! And, of
course, thanks to Boris Vallejo, Julie Bell and Luis Royo for their inspiring artwork! Of all the Mods I’ve seen, the weakest
aspect is documentation. Programmers hate to document. There ought to be more to a Read-me file than just text.

Zy-El Mod Page 62


Appendix A: Gem Socket Attributes:

Gem Req’d Level Weapon/Glove Armor/Helm/Belt Shield/Boot


Chipped Amethyst 4 att%[15] strength[5] ac%[20]
Flawed Amethyst 8 att%[30] strength [10] ac%[40]
Standard Amethyst 16 att%[45] strength [15] ac%[60]
Flawless Amethyst 32 att%[60] strength [20] ac%[80]
Perfect Amethyst 64 att%[75] strength [25] ac%[100]

Chipped Sapphire 4 cold-dmg[3-6], cold-len[30]* mana[20] resist-cold[10]


Flawed Sapphire 8 cold-dmg[6-12], cold-len[60]* mana[40] resist-cold[20]
Standard Sapphire 16 cold-dmg[9-18], cold-len[90]* mana[60] resist-cold[30]
Flawless Sapphire 32 cold-dmg[12-24], cold-len[120]* mana[80] resist-cold[40]
Perfect Sapphire 64 cold-dmg[15-30], cold-len[180]* mana[100] resist-cold[50]

Chipped Emerald 4 dmg-pois[40], pois-len[50]* dexterity[5] resist-pois[10]


Flawed Emerald 8 dmg-pois[80], pois-len[50]* dexterity [10] resist-pois[20]
Standard Emerald 16 dmg-pois[120], pois-len[50]* dexterity [15] resist-pois[30]
Flawless Emerald 32 dmg-pois[160], pois-len[50]* dexterity [20] resist-pois[40]
Perfect Emerald 64 dmg-pois[200], pois-len[50]* dexterity [25] resist-pois[50]

Chipped Ruby 4 fire-dmg[4-8] hp[25] resist-fire[10]


Flawed Ruby 8 fire-dmg[8-16] hp[50] resist-fire[20]
Standard Ruby 16 fire-dmg[12-24] hp[75] resist-fire[30]
Flawless Ruby 32 fire-dmg[16-32] hp[100] resist-fire[40]
Perfect Ruby 64 fire-dmg[20-40] hp[125] resist-fire[50]

Chipped Diamond 4 dmg%-undead[10], dmg%[5] resist-all[5]


dmg%-demon[10]
Flawed Diamond 8 dmg%-undead[20], dmg%[10] resist-all[10]
dmg%-demon[20]
Standard Diamond 16 dmg%-undead[30], dmg%[15] resist-all[15]
dmg%-demon[30]
Flawless Diamond 32 dmg%-undead[40], dmg%[20] resist-all[20]
dmg%-demon[40]
Perfect Diamond 64 dmg%-undead[50], dmg%[25] resist-all[25]
dmg%-demon[50]

Chipped Topaz 4 ltng-dmg[1-12] mag-find%[5] resist-ltng[10]


Flawed Topaz 8 ltng-dmg[2-24] mag-find%[10] resist-ltng[20]
Standard Topaz 16 ltng-dmg[3-36] mag-find%[15] resist-ltng[30]
Flawless Topaz 32 ltng-dmg[4-48] mag-find%[20] resist-ltng[40]
Perfect Topaz 64 ltng-dmg[5-60] mag-find%[25] resist-ltng[50]

Chipped Skull 6 manasteal[1], lifesteal[1] regen-hp[2], regen-mana[5] thorns[8]


Flawed Skull 12 manasteal[2], lifesteal[2] regen-hp[4], regen-mana[10] thorns[16]
Standard Skull 24 manasteal[3], lifesteal[3] regen-hp[6], regen-mana[15] thorns[24]
Flawless Skull 48 manasteal[4], lifesteal[4] regen-hp[8], regen-mana[20] thorns[32]
Perfect Skull 96 manasteal[5], lifesteal[5] regen-hp[10], regen-mana[25] thorns[40]

*Cold-len and Pois-len are expressed in units of frames-per-second. The amount of real time depends on the speed of your
computer. Typically, 25 frames-per-second equals 1 second of real time. So, Cold-len[75] roughly translates to 75 / 25 = 3
seconds of real time.

Zy-El Mod Page 63


Appendix B: Rune Socket Attributes:

Req’d
Code Rune Level Weapon/Glove Armor/Helm/Belt Shield/Boot
r01 El 2 light[1], att[50] light[1], ac[15] light[1], ac[15]
r02 Eld 4 att-undead[20], dmg-undead[15] stamdrain[15] block[7]
r03 Tir 6 mana-kill[2] mana-kill[2] mana-kill[2]

r04 Nef 8 knockback ac-missiles[30] ac-missiles[30]


r05 Eth 10 reduce-ac[-25] regen-mana[15] regen-mana[15]
r06 Ith 15 dmg-max[20] dmg-to-mana[15] dmg-to-mana[15]

r07 Tal 20 dmg-pois[200], pois-len[25]* resist-pois[30] resist-pois[30]


r08 Ral 25 dmg-fire[5-30] resist-fire[30] resist-fire[30]
r09 Ort 30 dmg-ltng[1-50] resist-ltng[30] resist-ltng[30]

r10 Thul 35 dmg-cold[3-14], cold-len[75]* resist-cold[30] resist-cold[30]


r11 Amn 40 lifesteal[5] thorns[14] thorns[14]
r12 Sol 45 dmg-min[15] reduce-dmg[7] reduce-dmg[7]

r13 Shael 50 increase-att-speed[20] hit-recovery[20] block[20]


r14 Dol 60 howl%[32] regen-hp[7] regen-hp[7]
r15 Hel 70 ease[-20] ease[-15] ease[-15]

r16 Io 80 vitality[20] vitality[20] vitality[20]


r17 Lum 90 energy[20] energy[20] energy[20]
r18 Ko 100 dexterity[20] dexterity[20] dexterity[20]

r19 Fal 110 strength[20] strength[20] strength[20]


r20 Lem 120 gold%[30] gold%[20] gold%[20]
r21 Pul 130 att-demon[20], dmg%-demon[15] ac%[20] ac%[20]

r22 Um 140 openwounds%[25] resist-all[10] resist-all[20]


r23 Mal 150 noheal reduce-mag[15] resist-magic[15]
r24 Ist 160 dmg-magic[6-30] magic-find%[15] magic-find%[15]

r25 Gul 170 att%[20] resist-pois-max[3] resist-pois-max[3]


r26 Vex 180 manasteal[5] resist-fire-max[3] resist-fire-max[3]
r27 Ohm 190 dmg%[20] resist-cold-max[3] resist-cold-max[3]

r28 Lo 200 deadly-strike%[20] resist-ltng-max[3] resist-ltng-max[3]


r29 Sur 210 blindness%[20] max-mana%[5] max-mana[200]
r30 Ber 220 crushing-blow%[20] reduce-dmg%[8] reduce-dmg%[8]

r31 Jah 230 slow%[25] hp%[5] hp[200]


r32 Cham 240 freeze nofreeze nofreeze
r33 Zy 255 indestruct indestruct indestruct

*Cold-len and Pois-len are expressed in units of frames-per-second. The amount of real time depends on the speed of your
computer. Typically, 25 frames-per-second equals 1 second of real time. So, Cold-len[75] roughly translates to 75 / 25 = 3
seconds of real time.

Zy-El Mod Page 64


Appendix C: Collector Costs

Item Charge Base Item Redeem Item Charge Base Item Redeem
Chipped Gem 3 Same Gem 4 Healing Potion* 1/3 N/A N/A
Flawed Gem 9 Same Gem 16 Mana Potion* 1/3 N/A N/A
Gem 30 Same Gem 64 Stamina Potion* 1/3 N/A N/A
Flawless Gem 90 Same Gem 256 Thawing Potion* 1/3 N/A N/A
Perfect Gem 180 Same Gem 1,024 Antidote Potion* 1/3 N/A N/A
Any Food Item** 1/3 N/A N/A
Chipped Skull 18 Any Skull 8 Rejuvenation Potion 1 N/A N/A
Flawed Skull 50 Any Skull 32 Full Rejuv Potion 3 N/A N/A
Skull 150 Any Skull 128
Flawless Skull 450 Any Skull 512 Demon Box 60 Demon Box 500
Perfect Skull 1,350 Any Skull 2,048 Demon Key 90 Key x 2 1,500
Elixir 50 Rejuv 500
r01 (El) 1 Any Rune 1 Zy-El Fragment 100 TP Scroll 5,000
r02 (Eld) 2 Any Rune 2 Zy-El Scroll 500 Id Scroll 50,000
r03 (Tir) 3 Any Rune 4
r04 (Nef) 4 Any Rune 8 Minor Celeb Frag 20 Thaw 750
r05 (Eth) 5 Any Rune 16 Minor Celeb Poster 200 Min Celeb Post 1,000
r06 (Ith) 6 Any Rune 32 Major Celeb Frag (F) 50 Heal Pot 10,000
r07 (Tal) 7 Any Rune 64 Major Celeb Frag (M) 50 Mana Pot 10,000
r08 (Ral) 8 Any Rune 128 Major Celeb Poster 1,000 Maj Celeb Post 10,000
r09 (Ort) 10 Any Rune 256
r10 (Thul) 12 Any Rune 512 Cube Scroll Common 5 Cube Scroll 250
r11 (Amn) 15 Any Rune 1,024 Cube Scroll Uncommon 15 Cube Scroll 1,500
r12 (Sol) 20 Any Rune 1,536 Cube Scroll Secret 30 Cube Scroll 10,000
r13 (Shael) 25 Any Rune 2,048 Cube Scroll Arcane 100 Cube Scroll 50,000
r14 (Dol) 30 Any Rune 2,560
r15 (Hel) 40 Any Rune 3,072 Jewel-mag 10 Jewel 250
r16 (Io) 55 Any Rune 3,584 Jewel-rar 20 Jewel 1,500
r17 (Lum) 70 Any Rune 4,096 Jewel-crf 30 Jewel 10,000
r18 (Ko) 90 Any Rune 5,120 Jewel-uni 50 Jewel 5,000
r19 (Fal) 120 Any Rune 6,144
r20 (Lem) 160 Any Rune 7,168 Amulet-mag 5 Amulet 100
r21 (Pul) 200 Any Rune 8,192 Amulet-rar 10 Amulet 600
r22 (Um) 250 Any Rune 10,240 Amulet-crf 15 Amulet 3,600
r23 (Mal) 300 Any Rune 12,288 Amulet-set 15 Amulet 5,000
r24 (Ist) 350 Any Rune 14,336 Amulet-uni 30 Amulet 20,000
r25 (Gul) 400 Any Rune 16,384
r26 (Vex) 450 Any Rune 20,480 Ring-mag 5 Ring 200
r27 (Ohm) 500 Any Rune 24,576 Ring-rar 10 Ring 1,200
r28 (Lo) 600 Any Rune 26,624 Ring-crf 15 Ring 7,200
r29 (Sur) 700 Any Rune 28,672 Ring-set 15 Ring 10,000
r30 (Ber) 800 Any Rune 32,768 Ring-uni 30 Ring 50,000
r31 (Jah) 900 Any Rune 36,864
r32 (Cham) 1,200 Any Rune 40,960 Piggy Bank 100K 40 N/A N/A
r33 (Zy) 1,800 Any Rune 45,056 Piggy Bank 1M 400 N/A N/A
Piggy Bank 10M 4,000 N/A N/A
Piggy Bank 100M 40,000 N/A N/A

* Standard or better Heal/Mana potions only. Any mix of these potions must be input in groups of three to yield 1 Magic.
** Any mix of Meat or Vegi food items must be input in groups of three to yield 1 Magic.

Zy-El Mod Page 65


Item Charge Base Item Redeem Item Charge Base Item Redeem
Class-mag 5 Class Item 1,000 Thrown-mag 3 Thrown Item 500
Class-rar 15 Class Item 5,000 Thrown-rar 10 Thrown Item 2,000
Class-crf 45 Class Item 25,000 Thrown-crf 30 Thrown Item 10,000
Class-set 45 Class Item 50,000 Thrown-set 30 Thrown Item 15,000
Class-uni 135 Class Item 100,000 Thrown-uni 90 Thrown Item 50,000

Melee-mag 4 Melee Item 500 Combo-mag 3 Combo Item 500


Melee-rar 12 Melee Item 2,000 Combo-rar 10 Combo Item 2,000
Melee-crf 36 Melee Item 10,000 Combo-crf 30 Combo Item 10,000
Melee-set 36 Melee Item 15,000 Combo-set 30 Combo Item 15,000
Melee-uni 108 Melee Item 50,000 Combo-uni 90 Combo Item 50,000

Missile-mag 3 Missile Item 750 Charm Small-mag 8 Charm Small 400


Missile-rar 9 Missile Item 3,000 Charm Small-rar 12 Charm Small 3,000
Missile-crf 27 Missile Item 15,000 Charm Small-crf 18 Charm Small 12,000
Missile-set 27 Missile Item 22,500 Charm Small-uni 36 Charm Small 60,000
Missile-uni 81 Missile Item 75,000
Charm Medium-mag 5 Charm Med 250
Helm-mag 3 Helm Item 500 Charm Medium-rar 8 Charm Med 2,000
Helm-rar 9 Helm Item 2,000 Charm Medium-crf 12 Charm Med 8,000
Helm-crf 27 Helm Item 10,000 Charm Medium-uni 24 Charm Med 40,000
Helm-set 27 Helm Item 15,000
Helm-uni 81 Helm Item 50,000 Charm Large-mag 4 Charm Lrg 300
Charm Large-rar 6 Charm Lrg 2,500
Shield-mag 3 Shield Item 500 Charm Large-crf 9 Charm Lrg 10,000
Shield-rar 9 Shield Item 2,000 Charm Large-uni 18 Charm Lrg 50,000
Shield-crf 27 Shield Item 10,000
Shield-set 27 Shield Item 15,000 Charm Quad-mag 3 Charm Quad 300
Shield-uni 81 Shield Item 50,000 Charm Quad-rar 5 Charm Quad 2,500
Charm Quad-crf 8 Charm Quad 10,000
Torso-mag 4 Torso Item 500 Charm Quad-uni 16 Charm Quad 50,000
Torso-rar 12 Torso Item 2,000
Torso-crf 36 Torso Item 10,000 Charm Tall-mag 2 Charm Tall 200
Torso-set 36 Torso Item 15,000 Charm Tall-rar 3 Charm Tall 1,500
Torso-uni 108 Torso Item 50,000 Charm Tall-crf 4 Charm Tall 6,000
Charm Tall-uni 8 Charm Tall 30,000
Boot-mag 3 Boot Item 500
Boot-rar 10 Boot Item 2,000 Charm Hex-mag 2 Charm Hex 200
Boot-crf 30 Boot Item 10,000 Charm Hex-rar 3 Charm Hex 1,500
Boot-set 30 Boot Item 15,000 Charm Hex-crf 4 Charm Hex 6,000
Boot-uni 90 Boot Item 50,000 Charm Hex-uni 8 Charm Hex 30,000

Belt-mag 3 Belt Item 500 Charm Narrow-mag 9 Charm Narow 400


Belt-rar 10 Belt Item 2,000 Charm Narrow-rar 13 Charm Narow 3,000
Belt-crf 30 Belt Item 10,000 Charm Narrow-crf 20 Charm Narow 12,000
Belt-set 30 Belt Item 15,000 Charm Narrow-uni 36 Charm Narow 60,000
Belt-uni 90 Belt Item 50,000
ChoM – Minor 200 Any Charm 75,000
Glove-mag 3 Glove Item 500 ChoM - Major 500 Any Charm 250,000
Glove-rar 10 Glove Item 2,000 ChoM - Mega 1,000 Any charm 1,000,000
Glove-crf 30 Glove Item 10,000
Glove-set 30 Glove Item 15,000 CubeAdder-Double 100 Id Scroll 15,000
Glove-uni 90 Glove Item 50,000 CubeLock 300 TP Scroll 60,000

Zy-El Mod Page 66


Item Charge Base Item Redeem Item Charge Base Item Redeem
Treasure Card 2 20 N/A N/A
Treasure Card 3 30 N/A N/A
Treasure Card 4 40 N/A N/A
Treasure Card 5 50 N/A N/A
Treasure Card 6 60 N/A N/A
Treasure Card 7 70 N/A N/A
Treasure Card 8 80 N/A N/A
Treasure Card 9 90 N/A N/A
Treasure Card 10 100 N/A N/A
Treasure Card J 200 N/A N/A
Treasure Card Q 300 N/A N/A
Treasure Card K 400 N/A N/A
Treasure Card A 500 N/A N/A
Treasure Card E 1,000 N/A N/A
Treasure Card Z 2,000 N/A N/A
Treas Card Joker 50 N/A N/A

Zy-El Mod Page 67

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