Zy-El: Trial by Fire
Zy-El: Trial by Fire
Zy-El: Trial by Fire
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!
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 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.)
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 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!)
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 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 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 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.)
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.
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
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
<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)
<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>)
<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>
<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 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.)
<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>
<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!!!
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!
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:
where <Key> is an ordinary key; <Rune> is any Rune; <Chipped> is any chipped gem.
<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.)
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:
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.
<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
<Zy-El Scroll> + <Elixir> + <Perf gem> + <Weapon> -> same <Item> + <Elixir
Max Damage Bonus> * 3000%
<Zy-El Scroll> + <Elixir> + <Perf gem> + <Torso Armor> -> same <Item> +
<Elixir Resistance Bonus> * 3000%
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.
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.
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.
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.
<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
<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?
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!
<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%
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.
<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%;
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.
<Crf Ring/Amulet> + <Elixir> + <Crf Jewel> + <Flwls Gem> + <Potion> -> new <Crf Ring/Amulet> + 1 SkillTab Bonus
where:
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!!
<Crf Charm> + <Elixir> + <Perf Gem> + <Potion> + <Rune> -> new <Crf Charm> + 1 Skill Bonus
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!!
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.
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.
+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
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!
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 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)
<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>
<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>
<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)
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.
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).
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.
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.
where <Low Rune> includes: El, Eld, Nef, Tir, Eth, Ith, Tal, Ral
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.
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.
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.
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:
Restoring Thumbnails: to restore Thumbnailed items to full size, use these recipes:
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.
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
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.
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.
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.
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:
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>
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>
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:
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!
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.
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.
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.
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:
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.
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.
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:
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.
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.
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:
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:
?
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:
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:
?
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:
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:
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 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:
? 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:
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:
?
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.
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!
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.
*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.
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]
*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.
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.