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HoB - Tinsel

Global Changes

new autoprefices

We've enhanced some items with autoprefices, that is, we gave them properties which will always spawn on such an item. Same mechanism like the already known automods in original Diablo II.
Also likewise to unmodified game those automods won't spawn on Uniques or Set items.
Those Links will lead into the english FAQtoids section of the d2library to clarify some properties and mechanisms. However, the FAQtoids only cover items in unmodified game when it comes to examples and stuff. Feel free to check other mechanisms there as well.

  • Spiked Shield, Barbed Shield and Blade Barrier will reflect physical damage to melee attackers
  • Bone Shield, Grim Shield and Troll Nest will trigger Hit causes Monster to Flee on strike
  • all dagger weapons including throwing knives grant a chance to do a critical hit
  • Glaive, Spiculum and Ghost Glaive will decrease Blocking Chance; further melee and throwing damage is slightly enhanced; thus this weapon is a bit more focussed to melee combat
  • all Necromancer Totem shields grant a few points of straight damage reduction instead of poison damage

new Modificaton of Damage via Status Points

  • Large Shield, Scutum and Hyperion gain a factor of 1.1 damage enhancement by strength points
  • Gothic Shield, Ancient Shield and Ward gain a factor of 1.1 damage enhancement by strength points
  • Tower Shield, Pavise and Aegis gain a factor of 1.2 damage enhancement by strength points
  • all crossbows gain a factor of 0.2 damage enhancement by strength points and 0.9 by dexterity points
    Heavy Crossbow, Ballista and Colossus Crossbow even gain a factor of 0.3 damage enhancement by strength points and 0.9 by dexterity points
  • all Scepters gain a factor of 0.9 damage enhancement by strength points and 0.15 by dexterity points

other stuff

  • slightly increased base shield damage of all but Paladin and Necromancer specific shields
  • changed stack sizes of some throwing weapons
  • quivers may contain up to 450 arrows or 350 bolts, respectively
  • gamble cost of rings is set to 60 000 Gold
  • gamble cost of amulets is set to 80 000 Gold
  • selling price of loot is increased per act and difficulty to a maximum of 80 000 Gold in ActV/Hell
  • increased buying cost of Antidote and Thawing Potions
  • invented some elixirs for temporarily enhancing resistance to fire or lightning damage
  • invented some elixirs for temporarily enhancing maximum life or mana
  • disabled the ability of multibuying resistance elixirs into the belt
  • changed size of Large Charms from 1*3 to 2*2 and replaced graphics

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Horadric Cube

Of course we have added some cube recipes. But we've also changed some existing ones.
Beware: some recipes are very easily obtainable in current version; don't count on that in later revisions!
Similar to unmodified Diablo II you'll gain a Magic item with doubled durability for a failed Set item and a Rare item with tripled durability for a failed Unique. This may happen because of a nonexisting Set item of a base item, or because the Unique was already spawned in the very same game.
If a recipe needs Throwing Potions as input it doesn't matter how many potions are in stack. Needed inventory fields do count here.
If there's more than one Set or Unique version of a base item in the game same rarity calculations are used like with monster drops (a Nagelring will drop more likely than a Stone of Jordan).

Rare Items

  • 'magical weapon plus Thawing Potion' becomes a rare weapon of same base item
  • 'magical piece of armor plus Thawing Potion' becomes a rare armor of same base item
  • 'rare item plus six Perfect Skulls' becomes a new rare item of same base item; new internal level's claculation is enhanced from 40 to 60 with both old internal level and character level (to put it bluntly, the recipe's output is better than in unmodified Diablo II)
  • 'rare item plus six Perfect Skulls plus Stone of Jordan' becomes a new rare item of same base item; new internal level's claculation is enhanced from 66 to 80 with both old internal level and character level; further the recipe grants a 50% chance of adding a global skill bonus of 1, but the level requirement of the item will increase by 10
  • 'rare item plus three Perfect Skulls plus Stone of Jordan' drills a socket into the same item; further the recipe grants a 50% chance of adding a global skill bonus of 1, but the level requirement of the item will increase by 10
    If the base item isn't allowed to spawn with sockets this bonus of the recipe will be skipped.

Set Items

  • 'magical weapon plus Choking Gas Potion' becomes a Set weapon of same base item
  • 'magical piece of armor plus Choking Gas Potion' becomes a Set piece of armor of same base item
  • 'rare ring plus Rancid Gas Potion' becomes a Set ring
  • 'rare amulet plus Rancid Gas Potion' becomes a Set amulet

Unique Items

  • 'magical weapon plus Exploding Potion' becomes a Unique weapon of same base item
  • 'magical piece of armor plus Exploding Potion' becomes a Unique piece of armor of same base item
  • 'rare ring plus Oil Potion' becomes an Unique ring
  • 'rare amulet plus Oil Potion' becomes a Unique amulet

Crafted Items

  • replaced 'when hit' properties in all hitpower recipes with boni to Attack Rating
  • replaced 'attacker takes damage' properties in all hitpower recipes with 'attacker takes damage per character level'
  • the hitpower weapon recipe grants at least 80% Enhanced Damage
  • the blood recipe for gloves grants a fixed bonus of 3% to Life Leech
  • the blood recipe for weapons (axes) grants at least 80%-100% Enhanced Damage
  • all caster recipes grant 6-8% to mana regeneration; changed some more details here
  • all safety recipes gain actually useful defensive properties
  • the safetyy weapon recipe grants at least 80%-100% Enhanced Damage

class-specific recipes

  • magic norm ama bow + jewel + rune 08 + perfect ruby -> adds fire magic exc ama bow + jewel + rune 18 + perfect ruby -> adds fire magic elite ama bow + jewel + rune 25 + perfect ruby -> adds dam magic norm ama bow + jewel + rune 08 + perfect sapphire -> adds cold magic exc ama bow + jewel + rune 18 + perfect sapphire -> adds cold magic elite ama bow + jewel + rune 25 + perfect sapphire -> adds dam magic norm claw + jewel + rune08 + perfect emerald -> skilltab magic exc claw + jewel + rune18 + perfect emerald -> skilltab magic elite claw + jewel + rune08 + perfect emerald -> skilltab magic norm primal helm + jewel + rune 08 + perfect diamond -> randskill magic exc primal helm + jewel + rune 18 + perfect diamond -> skilltab magic elite primal helm + jewel + rune 25 + perfect diamond -> skill magic norm pelt + jewel + rune 08 + perfect ruby -> rand-skill magic exc pelt + jewel + rune 18 + perfect ruby -> skilltab16 magic exc pelt + jewel + rune 18 + perfect sapphire -> skilltab17 magic exc pelt + jewel + rune 18 + perfect skull -> skilltab15 magic eli pelt + jewel + rune 25 + perfect skull -> skill magic norm totem + jewel + rune 08 + perfect skull -> rand-skill magic exc totem + jewel + rune 18 + perfect skull -> skilltab8 magic exc totem + jewel + rune 18 + perfect emerald -> skilltab7 magic elite totem + jewel + rune 25 + perfect skull -> skill magic norm auric shield + jewel + rune 08 + perfect amethyst -> skilltab9 magic exc auric shield + jewel + rune 18 + perfect amethyst -> skilltab9,10 magic elite auric shield + jewel + rune 25 + perfect amethyst -> skill magic norm orb + jewel + rune 08 + perfect topaz -> randskill magic exc orb + jewel + rune 18 + perfect ruby -> skilltab3 magic exc orb + jewel + rune 18 + perfect topaz -> skilltab4 magic exc orb + jewel + rune 18 + perfect sapphire -> skilltab5 magic elite orb + jewel + rune 25 + perfect topaz -> skill alert: r08 is Ral, r18 is Ko, and r25 is Gul rune

other stuff

  • 'three health potions plus three mana potions' become a small rejuvenation potion (the gem is removed here)
  • all gems are removed from rune upgrading recipes

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Some Specials

All magical qualities are completely revised to counteract simple achievability. Especially Uniques and some Runewords provide some major flaws, so you can't rely on same allround item combinations like in unmodified Diablo II - Lord of Destruction.

Drops

  • slightly enhanced chance for better runes (not for more runes)
  • slightly enhanced chance for a Stone of Jordan
  • slightly enhanced chance for Rares, Sets and Uniques
  • all Uniques may only spawn in Expansion Mode

Magical and Rare Items

  • all minor level affices are enhanced in quality (no more rings with '+1 to life')
  • all crossclass stuff is removed from Magical and Rare items;
    this includes trigger events as well as oskills and Charges
  • all skilltab boni won't spawn on Charms anymore

Sets

There is a preliminary Draft of all HoB Sets.
This section lacks actuality by now.

  • changed some base items and internal levels
  • decreased level requirement range of exceptional and elite sets
  • removed all crossclass stuff;
    this includes trigger events as well as oskills and Charges
  • slightly decreased resistance boni
  • slightly decreased mana and life leech boni
  • decreased range of minimum and maximum damage on weapons
  • removed 'Vampire' appearance of a fully equipped Trang Oul Necromancer
  • increased skill level of M'Avina's Bow's inbuilt Magical Arrow to sLvl20
  • other minor changes

Uniques

There is a preliminary Draft of all HoB Uniques.
This section lacks actuality by now.

  • changed some base items and internal levels
  • removed all crossclass stuff;
    this includes trigger events as well as oskills and Charges
  • added some Assassin or Druid boni to lowlevel Uniques
  • added lots of nerfs, especially to the all-time-high 'Standard Uniques' every twit uses in unmodified game
  • slightly decreased resistance boni
  • slightly decreased mana and life leech boni
  • decreased range of minimum and maximum damage on weapons
  • slightly increased reflecting damage
  • slightly increased elemental damage
  • slightly increased Blinding chances
  • slightly increased Freezing chances
  • slightly decreased Piercing chances
  • removed buggy '+XXX damage' property
  • slightly changed light radius values
  • decreased skill level of Witchwild String's inbuilt Magical Arrow to sLvl10
  • removed piercing attack property from Razortail belt
  • other minor changes

Runewords

There is a preliminary Draft of all HoB Runewords.
This section lacks actuality by now.

  • changed some base items and internal levels
  • removed all crossclass stuff;
    this includes trigger events as well as oskills and Charges
  • slightly decreased resistance boni
  • slightly decreased mana and life leech boni
  • decreased range of minimum and maximum damage on weapons
  • slightly increased reflecting damage
  • slightly increased elemental damage
  • removed buggy '+XXX damage' property
  • toned down runewords White / DolIo, Edge / TirTalAmn, Harmony / TirIthSolKo, Obedience / HelKoThulEthFal and Insight / RalTirTalSol
  • deactivated runewords Last Wish / JahMalJahSurJahBer, Phoenix / VexVexLoJah and Pride / ChamSurIoLo
  • added nerfs
  • Steel / TirEl will work in Clubs, but not in Maces anymore
  • Edge / TirTalAmn will work in missile and spear weapons
  • Venom / TalDolMal will work in dagger, claw and missile weapons only
  • Fortitude / ElSolDolLo will work only in weapons
  • Insight / RalTirTalSol will work only in two-handed staves
  • Obedience / HelKoThulEthFal will work only in scepters and two-handed staves
  • Wind / SurEl will work only in blunt weapons ans swords, slightly improved usability
  • other minor changes

For clarification about weapon types please refer to the FAQtoid about physical damage.

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last update 22II07
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Hoard of Bugtraction

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