HoB v0.1f preBeta a modification of Diablo II, Lord of Destruction current status 2007-02-18 latest additions: Paladin Skills (see 8f), currently working on items, monsters and their skills are not covered in this file used material: Nefarius' fixed 1.11b txt files some of Red Havocs additional animation graphics Inventharia http://inventharia.d2mods.com/ some of riparious' revised equip graphics some of Joel's NWN book graphics Kyrene's amulet graphics Diabolic Carthography http://dynamic.gamespy.com/~diabolic/ LaLouste's Monastery PlugIn used tools, with bagfuls of peanuts tossed to the authors: MPQview for extracting stuff from game data (*.mpq files) AFJ's String Editor for editing string tables (*.tbl files) AFJ's table Editor for editing txt tables (*.txt files) dc6con for toying around with some graphics SVR's DrTester for referencing of existing graphics Char's TXT2HTML for compiling HTML files of revised unique, set and runeword items; also for analysing *.txt files d2txtanalyser for analysing *.txt files souricette's mpqtool for testing some things in Apple environment TeLAMoN's CV5.2 for browsing some additional graphics Paul Siramy's win_ds1edit for fiddling around in maps (*.ds1 files) Thanks to all the guys over at the Phrozen Keep for lots of input http://phrozenkeep.it-point.com/ PK Tutorials http://phrozenkeep.it-point.com/forum/kb.php?mode=cat&cat=5 PK File Guides http://phrozenkeep.it-point.com/forum/kb.php?mode=cat&cat=3 Special Thanks for nearly infinite patience, and lots of tutorials and fileguides: - Nefarius - Red Havoc for his german tutorial on Modding http://www.walhallamod.de/modguide/ - MagicMatze for the german beginner's tutorial - dt and TigerSeele for the Beginner's Tutorial at the PK, and lots of other input - Phrozen Heart, Mordini, Fusman and Myhrginoc for nearly everything about maps - Paul Siramy for nearly everything about missiles - mishy23 for hosting some really enjoyable graphics sources - onyx for his tutorial on adding autoprefices http://forum2.ingame.de/diablo2/showthread.php?threadid=350266 - DaJunkie for his tutorial on reasonably improved rune drop chances http://phrozenkeep.it-point.com/forum/kb.php?mode=article&k=186 - ThresholdRPG for the info about wrong drop sounds - SmokeTest for his tutorial on Temporary Stat-Altering Potions - Drackin and for his imagination, and especially nearly everything about skills - Brother Laz Modifications 1) Armor, Weapons & Misc - added autoprefix thorns/lvl to Spiked/Barbed/BladeBarrier Shields - added autoprefix howl to Bone/Grim/Trollnest Shields - added autoprefix deadly, deadly/lvl to all base Daggers and Throwing Knives - added autoprefix 'decreased block' to Glaive/Spiculum/GhostGlaive - slightly improved melee and missile damage of Glaive/Spiculum/GhostGlaive (this is actually now a weapon for combined melee/missile usage with focus on melee) - slightly changed stack sizes of some Javelins (a maxstack of 20 is just a bad joke) - changed shield damage str factor to 110 with Large/Scutum/Hyperion Shields - changed shield damage str factor to 110 with Gothic/Ancient/Ward Shields - changed shield damage str factor to 120 with Tower/Pavese/Aegis Shields - slightly improved shield damage of all but auric shields (and totems) - changed autoprefix 305 (totems) from poison damage to red-dmg - changed str/dex modificator of xbows to 20/90, heavy xbow to 30/90 - changed str/dex modificator of scepters to 90/15 - increased bolt quiver to 350 bolts - increased arrow quivers to 450 arrows - increased gamble cost for rings to 60,000 - increased gamble cost for amulets to 80,000 - fixed some drop sounds - increased Antidote and Thawing Potion prices - invented some new Elixiers - resistance potions may no longer be able to be multibuyed into your belt! - changed some graphics - replaced 1*3 large charms with 2*2 ones 2) Cube - added recipe for getting any rare weapon or armor (thawing) - added recipe for getting any set weapon or armor (choking) - added recipe for getting any unique weapon or armor (exploding) - added recipe for getting any unique amulet (oil) - added recipe for getting any unique ring (oil) - added recipe for getting any set amulet (rancid) - added recipe for getting any set amulet (rancid) (alert: if no appropriate output exists you'll get hidurares instead of uniques and hidumagics instead of sets; these recipes are currently for testing purposes, be aware of possible later changings) - disabled recipes for upgrading exc uniques to elite uniques - changed rare + 6PSk recipe output from 40/40 to 60/60 for cLvl and iLvl(input) - changed rare + PSk + SoJ recipe output from 66/66 to 80/80 for cLvl and iLvl(input), added 50% chance for getting +1allskill and additional levelreq of 10 - changed rare + 3PSk + SoJ recipe while adding a 50% chance for getting +1allskill and additional levelreq of 10 - resurrected old recipe for getting small rejuvenation potions (3x health + 3x mana) - removed all the gems from rune upgrading recipes 2.a) Crafts - changed hitpower crafts while replacing all gethit-skill stuff with AR-boni; increased possible weapon damage bonus to 80%; replaced thorns with thorns/lvl - changed blood crafts while fixing the LL mod to 3; increased possible weapon damage bonus to 100% - changed caster crafts to give 6-8% mana regeneration, changed more stuff here - changed safety crafts to actually useful damage reduction modifiers; gave the weapon a chance for 80-100% damage bonus (yes, you can get even more godly crafts now, but you'll need to try hard!) - added class-specific recipes for class-specific items (except of amaonly spears/javelins, since they're covered already in the old recipes) 3) Magics - disabled magic prefices' skilltab bonus on Large Charms - disabled magic suffices' crossclass skill business 4) Drops - slightly increased SoJ's dropchance (changed 1 to 5) - improved the drop chance of higher runes as suggested in ThresholdRPG's Tutorial - slightly improved drop chances for Uniques, Sets and Rares - all uniques except of the quest items can only drop in expansion mode, since it is a LoD modification (this was necessary to avoid problematic results with low uniques and added boni to druid and assassin, see below) 5) Uniques - added some druid and assassin stuff to low uniques - removed all crossclass effects from Uniques, exceptions are some very special ones - added some special unique books - slightly increased thorns damage from exc/eli Uniques - slightly increased elemental damage from exc/eli Uniques - slightly changed light radius parameters on some Uniques - slightly changed norm-dmg figures on some Uniques - slightly decreased life and mana leech figures - narrowed random damage range, decreased maximum damage of high-end gear - removed buggy +XXXdamage modifier - changed poison duration on some Uniques - replaced some removed attributes with others - decreased WWS' MA sLvl to 10 - reduced piercing chances on items, removed Pierce from Razortail belt - enabled several negative modifiers (removed the comment '*') - nerfed a lot of the all-time-standard-Uniques with changed stats and mali - slightly improved 'freeze' parameters - slightly improved 'stupidity' parameters, especially on ranged weapons 6) Runewords - removed crossclass skill stuff - nerfed the boni on White/DolIo, since it was way too powerful regarding the runes - same for Edge, Obedience, Harmony, Insight - decreased damage on overpowered 1.1x runewords - disabled Last Wish, because of being ridiculous - same for Phoenix - same for Pride - slightly decreased life and mana leech figures - narrowed random damage range, decreased maximum damage of high-end gear - Fortitude now is a weapon-only runeword - changed Steel to fit also in clubs, doesn't fit in maces anymore - changed Edge also to fit in spears - changed Insight to fit only in staves - changed Obedience to fit in scepters and staves - changed Venom to fit only in knives, claws and missile weapons - changed Widowmaker runeword to fit in clubs, knives and claws - changed Wind to work only in blunt and sword weapons, improved usefulness 7) Sets - removed crossclass skill stuff - changed some stats - reduced most resistance boni - slightly decreased life and mana leech figures - narrowed random damage range, decreased maximum damage of high-end gear - replaced 'Vampire' appearance on full Trang Oul with 'fullsetgeneric' aka 'Wallyglow" - changed some itemtypes and, according to that, qLvl and lvlrq - set the lvlrq of LoD set items so they don't differ too much - increased sLvl of inbuilt magical arrow on M'Avina to 20 8) Characters - added 10 more hitpoints to start with - changed walk/run velocity from 6/9 to 7/11 - removed experience penalty for cLvl>74 - changed a lot of attackrank figures to improve AI behaviour of monsters note: 'hidden' boni given should display in figures on Character Screen, Skill Trees and Spell Boards, but are not covered in skill descriptions 8a) Amazon - radius of Inner Sight now increases by 1 for each sLvl - radius of Slow Missiles now increases by 1 for each sLvl, slowing on sLvl1 decreased to 25%, increases with 1% for each sLvl now (- left Decoy untouched) - decreased casting delay on Valkyrie to 125 frames (5s) (- left Critical Strike untouched) - gave Penetrate a hidden bonus from energy - gave Pierce a hidden bonus from strength, base Pierce chance is diminishing (min 10, max 80) - gave Dodge an additional bonus from dexterity - gave Avoid an additional bonus from dexterity - gave Evade an additional bonus from dexterity - improved Magical Arrow damage - increased Cold Arrow's range by a half, changed damage synergy factor for Cold Arrow to 10 - halfed Ice Arrow's range, increased duration by item_freeze from gear (this is a hidden bonus), increased duration per level, drastically increased duration per synergy, does only 75% weapon damage - improved Freezing Arrow by increased duration by item_freeze from gear (this is a hidden bonus), drastically increased duration per synergy; set a cast delay of 10 frames; changed damage synergy factor for Freezing Arrow to 8 - (left Fire Arrow untouched) - (left Explosion Arrow untouched) - improved Immolation Arrow by slightly increased fire disc and damage radius (increases with diminishing formula per level, too), reduced casting delay to 20 frames, reduced range by a quarter, increased fire patch duration to 100 frames (4s) - (left Multiple Shot untouched) - decreased Guided Arrow's range by a quarter; improved its searching ability by increasing retarget frame, but decreased the retarget radius - removed 75% penalty and NextHit/NextDelay on Strafe - (left Jab untouched) - increased Impale damage per sLvl by 5% to 30%, added hidden damage bonus per strength; durability loss involves strength, increased maximum chance of durability loss - gave Fend a damage bonus from armorclass - removed Lightning Bolt and Lightning Fury synergy from Power Strike, changed synergy factor to 15 - removed Power Strike and Charged Strike synergy from Lightning Bolt, synergy factor 4 - removed Lightning Bolt and Lightning Fury synergy from Charged Strike, changed synergy factor to 8 - removed Power Strike synergy from Lightning Strike, synergy factor 8 - removed Power Strike and Charged Strike synergy from Lightning Fury, synergy factor 1 - made Lightning Fury use attack rate - reduced damage synergy of Poison Javelin to 8 - increased damage synergy of Plague Javelin to 12 8b) Assassin 8c) Barbarian - hopefully made all combat skills regularly spawnable on primal helms - added a hidden bonus from dexterity to all Mastery's chances of doing a Critical Hit (dex/25 % for all but Throwing Mastery, which gets dex/10 %) - reduced Increased Stamina's stamina increase by 5% to 10% per sLvl, added a hidden bonus of 5% per hard point in Natural Resistance; added a life replenish bonus of 2 per hard point in itself - gave Iron Skin a defense synergy of 5% per hard point in Concentrate - gave Increased Speed a velocity synergy of 1% per hard point in Howl - splitted Natural Resistance to diminishing effect for fire and lightning (min 0%, max 70%) and another diminishing effect for cold and poison (min 5%, max 80%); added an additional life replenish bonus of 2 per hard point in Increased Stamina - gave Leap a hidden jump and knockback distance synergy from Leap Attack - gave Double Swing a hidden bonus of one point to minimum damage per hard point in Frenzy - gave Double Throw a damage synergy from Frenzy - gave Leap Attack a hidden damage bonus of dexterity/4 % - gave Concentrate hidden damage and attack rate boni of energy %; replaced synergy from Battle Orders with Stun - gave Frenzy a hidden duration bonus from maxstamina (maxstamina/10 in frames) - gave Whirlwind a damage synergy of 10% per hard point in Shout - gave Berzerk an additional damage synergy from Taunt; added a hidden damage resist bonus of 1% per hard point in Shout - gave Howl a hidden bonus to the velocity an enemy runs away with of 1 per each hard point in Grim Ward, increased mana needed per sLvl; reference: 75 frames duration, +25 frames per sLvl, distance 24, 5 per sLvl, velocity increase 2*(sLvl-1), requirement to work: cLvl+sLvl+1 > mLvl) - gave Find Potion a horking synergy of 1% per hard point in Find Item; increased chance for mana pot to 35 - gave Taunt a taunting synergy of 1% per each hard point in Grim Ward; taunted monsters will have increased velocity (min 0, max 20), increased mana needed per sLvl - gave Shout a defense synergy of 5% for each hard point in Iron Skin, replaced duration synergy from Battle Orders with Iron Skin; added a hidden duration bonus of 1 frame per energy, increased mana needed per sLvl - gave Find Item a horking synergy of 2% per each hard point in Find Potion; increased chance of magic from 5% to 10% - doubled Battle Cry damage and defense reduction per sLvl; added a hidden duration bonus of 1 frame per energy, increased mana needed per sLvl - gave Battle Orders a hidden bonus to max_mana of energy/10 and another one to max_HP of vitality/10; added a hidden duration bonus of 1 frame per energy, increased mana needed per sLvl - gave Grim Ward' scaring effect a duration synergy of 10 frames and a radius synergy of 1 per each hard point in Howl; decreased base duration of ward from 1000 frames (40s) to 750 frames (30s) and added a hidden duration bonus of 5 frames per energy - improved War Cry base damage, increased mana needed per sLvl - gave Battle Commands a hidden duration bonus of 1 frame per energy, increased mana needed per sLvl 8d) Druid 8e) Necromancer - Amplify Damage now uses diminishing formula for range (min 5, max 30); also uses dm formula for enemy's damage resist (min 50, max 120); invented percentage damage boost for cursed enemy (min 20, max 40) - Dim Vision now uses diminishing formula for range (min 4, max 35), dimmed enemies will have an enhanced attackrate - Weaken now uses diminishing formula for range (min 9, max 30), added hidden synergy bonus of 2% per hard point in Decrepify; weakened enemies will have 50% velocity increase - Iron Maiden now gets a hidden synergy from Iron Golem - changed fixed Terror radius to diminishing range from 4 to 8 - changed Confuse radius to use diminishing range from 6 to 20, invented a length synergy of 50 frames per each hard point in Attract - Life Tap now uses radius with diminishing range from 4 to 12, life heal also uses diminishing range from 25 to 60%, added a hidden bonus of 2,5% from hard points in Blood Golem to healing effect - Attract now gains a length synergy of 25 frames per each hard point in Confuse, the attracted enemy gains a diminishing bonus of 10% to 30% to his damage - Decrepify gets a hidden synergy bonus to weakening of 1,5% per hard point in Weaken, added hidden synergy bonus to amplifying of 1,5% per hard point in Amplify Damage - Lower Resist now works with a third of its usual effectiveness against magic resistance, changed diminishing effect to 20% minimum and 60% maximum lowering, added a hidden bonus of 2% per hard point in Summon Resist - increased Bone Armor protection from 10 to 15 per sLvl, reduced protection bonus from Bone Wall and Bone Prison to 8 - removed Bone Wall and Bone Prison synergy from Teeth; increased synergy factor to 20 - removed Bone Wall and Bone Prison synergy from Bone Spear, slightly decreased damage at highest sLvls - removed Bone Wall and Bone Prison synergy from Bone Spirit; improved searching ability same way like with Guided Arrow, improved damage - gave Corpse Explosion a reduced damage range to 60-80% of formerly corpse, added a hidden range bonus from mana/100, reduced fire damage conversion to 30%, added a synergy to fire damage conversion from Fire Golem (5%, up to 80% total max); added a damage synergy of 1% per each hard point in Poison Explosion - changed Poison Dagger's synergy factor to 15 - changed Poison Explosion's synergy factor to 10, slightly increased poison cloud expansion and duration - changed Poison Nova's synergy factor to 5 Summon Resist - added a hidden bonus of 0.5% per each hard point in Lower Resist Skeletons - improved Skeleton's damage per sLvl to 3, this bonus works only if sLvl>6, prior to that they gain 1 dam/lvl, decreased max number of Skeletons from sLvl4 onwards (2+ sLvl/4), improved AC and AR boni to 20; invented synergy effects from Clay, Blood and Iron Golems (half the number they give another Golem); corrected display of damage and hitpoints; decreased walk/run velocity Skeleton Mages - improved NecroMage Missiles, changed missile sLvl to (sLvlSM + sLvl/2) for sLvl<7, then (sLvlSM + (sLvl-2)/2), decreased max number of Skeletons from sLvl4 onwards (2+ sLvl/4), improved AC bonus to 15; invented synergy effects from Blood and Iron Golems (half the number they give another Golem); decreased walk/run velocity Revives - reduced max number of Revives from sLvl12 onwards (8 + sLvl/4); each sLvl increases duration by 5 frames from sLvl12 onwards; invented life synergy from Blood Golem and damage synergy from Fire Golem (half the number they give another Golem) Golems in common - all Golems gain a damage synergy of 10% per each hard point in Golem Mastery; this benefits punching damage (physical, except of Fire Golem, where it's fire) Clay Golem - hopefully slows enemy down properly when damaged in melee and doing melee damage Iron Golem - added a hidden synergy from Iron Maiden, decreased starting value of thorns Blood Golem - (no changes) Fire Golem - added a hidden synergy from Corpse Explosion, corrected damage display regarding Holy Fire punching damage 8f) Paladin - hopefully enabled Smite and Holy Shield as properly spawnable on scepters - gave Blessed Aim a passive aurastate of its own, so it doesn't negate Amazon's Penetrate anymore - slightly increased Holy Bolt damage in middle level range - gave Thorns 10% reflect synergy per each hard point in Sacrifice - gave Blessed Hammer damage synergies of 5% per each hard point in Meditation and 10% per each hard point in Holy Bolt and Sanctuary, removed other synergies; removed Concentration's effectiveness along with BH; set Holy flag to 0 - gave Concentration's chance for uninterruptible attack a synergy of 2% per each hard point in Prayer - gave Conversion a chance synergy of 2% per each hard point in Fanaticism, gave it also a duration synergy of 5 frames per each hard point in Conviction - reduced Holy Shield's armor synergy from defiance to 10; slightly increased synergy damage to Smite in higher sLvls - gave Fist of the Heavens an additional damage synergy from Resist Lightning, reduced damage synergy bonus to 5, reduced casting delay to 15 frames, reduced number of Holy Bolts to a maximum of 20; increased released Holy Bolts' velocity, decreased their range to 40 - changed Conviction radius to a diminishing value (min 10, max 30), reduced lowering resistance's starting value to 20 and perlevel value to 4 - changed Redemption radius to a diminishing value (min 10, max 25), increased minimum chance of Redemption to 15, added a chance synergy of 1% per each hard point in Vigor - changed Salvation radius to a diminishing value (min 10, max 25) - changed Fanaticism radius to a diminishing value (min 9, max 25) 8g) Sorceress - Teleport is now restricted in some maps, it won't work far underground or in vicinity of Prime Evils! - halfed Hydra casting delay - halfed Frozen Orb casting delay 8h) general Added some general skills which any class may use. These are only available via some very special items, and those items have their disadvantages. 9) Difficulty - changed hell resistance penalty to -80 - enhanced nightmare monster skill bonus from 3 to 5 - enhanced hell monster skill bonus from 7 to 9 - changed hell freeze, cold and AI penalty divisors from 4 to 3 - changed hell leech penalty divisor to 2 (same as in nightmare now) - changed boss and champion damage bonus figures from 90/75/66 to 99/85/75 in Norm/Nightmare/Hell - increased some area levels in Nightmare and Hell 10) Hirelings Rogues - replaced Normal Cold Arrow Rogue with Magic Arrow Rogue - changed Nightmare Fire Arrow Rogue to do Slow Missiles instead of Inner Sight, added a chance for Immolation Arrow - changed Nightmare Cold Arrow Rogue to do Ice Arrow as well - changed Hell Fire Arrow Rogue to do Immolation Arrow as well, added a chance to Enchant herself - changed Hell Cold Arrow Rogue to do Ice Arrow as well, added a chance for Shivering Armor, replaced Inner Sight with Slow Missiles Town Guards - Normal difficulty's Desert Mercenaries offer Blessed Aim (combat) and Prayer (defensive) - Nightmare difficulty's Desert Mercenaries offer Thorns (combat) and Might (offensive) - Hell difficulty's Desert Mercenaries offer Meditation (offensive) and Holy frost (defensive) Iron Wolves - replaced Fire Wolf's skills with own fire skills Inferno and Meteor, left original Fire Ball; Fire Wolves only hireable in Normal difficulty - replaced Cold Wolf in Norm with Bone Wolf, this one can shoot his own kind of Teeth and Bonespear, he'll protect himself with Bone Armor - disabled Lightning Wolf in Norm - replaced Cold Wolf in Nightmare with Wind Wolf, this one can shoot Twister and Tornado and will occassionally set a Hurricane - gave Lightning Wolf additional chance of doing Thunderstorm; only available in Nightmare - disabled Fire Wolf in Nightmare - replaced Lightning Wolf in Hell with Blade Wolf, this one can shoot Blade Sentinel and Blade Fury, he will protect himself with Blade Shield; all Blade skills do 100% weapon damage, unlike 'Sin's Blades - slightly altered chances for Cold Wolf doing Glacial Spike more often, slightly increased that sLvl, gave him a Chilling Armor of his own; Cold Wolves only hireable in Hell difficulty - disabled Fire Wolf in Hell - changed names Barbarians - Normal difficulty's Barbarians can do Bash, Concentrate and Shout - Nightmare difficulty's Barbarians can do Stun, Bash and an own kind of Fade - Hell difficulty's Barbarians can do Stun, Bash and Berserk (this one needs a bit more care, but does best damage) - changed names 11) Vendors - increased the prices you gain via selling, max is 80,000 Gold now in Act5/Hell - gave some vendors Throwing Potions to sell 12) Monsters following changes have only effect in Nightmare and Hell difficulties - slightly increased AC in MonLvl.txt - slightly increased AR in MonLvl.txt - slightly decreased life in MonLvl.txt - slightly increased damage in MonLvl.txt - slightly increased gained exp from cLvl85 on - improved searching ability of Bone Spirits from Oblivion Knights (same way as Nec's BS), increased velocity 13) Maps - added special monsters and objects in some maps - increased some area levels in Nightmare and Hell ______________________________________________________________________ Appendix (spoiler alert) recipes - output item is same type as input - iLvl from input determines 100% output (no SoJ from a Act1/Bloodmoor/Norm Quillrat) - recipes result in hidurares or hidumagics if no appropriate itemtype as unique or set exists or if input item has too low level 1 magical weapon + thawing potion -> rare weapon 1 magical armor + thawing potion -> rare armor 1 magical weapon + exploding potion -> unique armor 1 magical weapon + exploding potion -> unique weapon 1 magical weapon + choking potion -> set weapon 1 magical armor + choking potion -> set armor 1 rare amulet + oil potion -> unique amulet 1 rare ring + oil potion -> unique ring 1 rare amulet + rancid potion -> set amulet 1 rare ring + rancid potion -> set ring crafts 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