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The Diablo 2 Fallen Items Thread

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Welcome to the Diablo 2 Fallen Items Thread. This thread collects all updates I've made on item designs and modifiers.

General Item Changes

  • I revised all the unique, legendary and set weapons in the game. I made it so none of these weapons share the same model anymore, so they will look truly "unique." No more will you have 4 unique clubs that all look identical.
  • I also overhauled the modifiers game-wide based on the new skill and CA selections of the characters. No more energy shield related bonuses popping on Assassin equipment.
  • The skill Pacifism is cut from the game. If you want to play PVP you'll have to do it with full damage inflicted (I don't even know if you can play PVP anymore). Naturally all bonuses to this skill on items are also removed.
  • No more "Selling Price" bonus on items. The king of the useless modifiers is gone.
  • I also chose to eliminate XP per Kill from all combat arts and gear. This means that you can use Mentor Potions, Hero Statues, and Blessed Altars will the assurance that they will be working (and this will be the only way to gain more XP per kill). If you're worried about leveling becoming to slow at higher levels, then rest assured because I have significantly reduced the XP penalty that kicks in at higher levels, and I have also boosted the XP rewards of quests, especially in the higher difficulties.
  • For random items, these bonuses are simply removed. For items with set stats, I replaced them with other useful modifiers, usually Magic Find, Survival Bonus and +General Skills.

Other changes:
Leech Life from Opponents +% is more rare now. It will now only show up on unique, legendary, or set items. No more finding magic and rare random items with LL%.
Regeneration per Hit is more rare now. It will only appear on rare or better tier items. No more finding a wealth of regen per hit rings at merchants without even having Bargaining.

These two modifiers were made more rare because their power is great. LL% scales upwards infinitely, shredding bosses with ease, and Regen per Hit allows to you to bypass the system of balancing power and regeneration that the entire game is based around.

========================================================
Download the full Visual Guide to D2F Unique Weapons

  • This download contains a library with pictures of the stats and item designs for all unique, set, and legendary weapons and shields in the entire game with D2F installed.

========================================================
Download Chests Containing D2F Uniques:

These are cheats, obviously.  ;)  Use them for testing or twinking or whatever you want.

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I made lots a changes to the design of unique weapons in D2F. Appearances are more varied and unique so no two weapons share the same look. Here's a first look at some of the changes. You'll see some never-before-seen club models too that Silver Fox contributed (no more having 4 unique clubs all identical).

11E424Ct.jpg 2YbXonat.jpg apM4kwyt.jpg

Also the selection is better balanced as many 2h weapons got a big boost in power - especially swords. In vanilla Sacred 2 almost every 2h sword is blown out of the water by any 1h unique sword, but no more.

 

Also, there is a lot of tier 15 jewelry that was changed. I figure Legendary-level jewelry is so rare, it should have 3 bonuses instead of 2. This includes a lot of the jewelry from the vanilla all-class sets. The extra bonus only kicks in at high levels and usually requires a skill to unlock it.

wN3IpB9t.jpg Trlo7vnt.jpg ikRkcdvt.jpg

 

I also added an additional bonus to all rare weapons. On some it is a guaranteed socket (gold socket for rare Polearms above level 40 on Silver and higher), on others it is an additional random bonus. I hope to do the same for rare armor in the future. Since I made merchants in D2F carry slightly larger stocks, this will make the Trading skill very appealing to those looking to shop for good rares! The Magic Find skill will also be getting a boost in power. No more sinking massive points into Magic Find and wondering "is it even working?"

 

Also be prepared to see more racial damage bonuses on uniques. You may want to use Orcslayer against Orcs now, or Bugslayer to smash those blasted weaving spiders, and can you guess what creatures should fear Dragonslayer? ;)

 

Finally here are a few texture changes I did to vanilla items. Some of the pole arms and staves have blinding white glows that are way too bright. Some glow and shininess is good, but not when you can't even tell what the weapon design is. Here are some before/after pictures of reduced glow:

 

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Edited by Flix
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Overview of Gems, Jewels, Charms and Potions in Diablo 2 Fallen

Gemstones

HOTS2j7.jpg

Gemstones replace Relics in D2F. The change is mostly just superficial. The graphics, names and sound fx are changed. The modifiers found on them is the same, and the hierarchy is the same, going from normal on up to legendary-tier gems.

One difference is that the Magic Find bonus on Perfect (Legendary) Gems no longer requires the Magic Find skill to unlock it. If you're lucky enough to find a perfect gem then you should get the full benefits of it without needing a special skill.

  • Hint: Fight the elemental lords to get perfect gems as rewards.

The Sigils added in the CM Patch remain unchanged in the mod.

Just to be clear, these items function like Relics. They cannot be socketed or combined to make higher-quality gems.
============================

Jewels

SoQHiRe.jpg

Jewels are the new Damage Converters. They replace lava chunks, poison fangs, magic pearls, and ice crystals. The change is cosmetic. They function the same.
============================

Potions

Zrx8Vx6.jpg

New graphics aside, potions have undergone a few changes.

The healing potion cooldown is a bit longer now, and in the Inferno Edition it will be very long, meaning spamming health potions will not be as effective.

Remember you can now use Mentor Potions without worrying about XP per Kill bonuses on gear or Combat Arts conflicting with it.

Antidote Potions now give a second bonus in addition to DOT neutralizing. They now can also provide multi-channel DOT protection for a short duration. This bonus is unlocked by the Alchemy skill and scales with it:

mCmubaf.png

Merchants will now also have Stamina and Antidote Potions in their stock. Mentor and Undead Death potions must still be found.

Durations of all the potions have been reworked to make a little more sense. From Easy up to Hell difficulty, these are the durations of potions:
Light Potions: 80s, 80s, 70s, 55s, 40s
Normal Potions: 90s, 90s, 90s, 90s, 75s
Strong Potions: 100s, 100s, 100s, 100s, 90s

As you can see, most potion durations are consistent and then start to drop off at the highest difficulty level. Remember the durations can be extended with the Alchemy skill.
==========================

Charms

Charms are the new consumables that replace the old Trophies. The general concept and rules are the same. They tend to drop from certain enemy types, require the Alchemy skill or Energy Shield Lore to unlock their power, and can be placed in the potion quickslots for single-use.

 

However some charms may (very rarely) also be sold at merchants in their potion stock, or drop as random drops from non-specific enemy types. See list below for availability. High level in Trading/Magic Find and Alchemy will result in seeing the charms more often.



Their brief duration is balanced by extreme power. They start around 20s, and with Alchemy mastery can last just over 60s.

JiWSkDA.jpg

Alchemy Charms
SDJjyDe.jpg

Availability:

  • Charm of Inertia - Drops from Plant-type enemies. May also be found as a random drop.
  • Charm of Regeneration - Drops from Demons. May also be found as a random drop.
  • Barricading Charm - Drops from Amazon-type enemies. May also be found as a random drop.
  • Stoneskin Charm - Drops from Monster-type enemies. May also be found as a random drop.
  • Charm of Avoidance - Drops from Humans. Can be found at traders and as a random drop.
  • Charm of Concussion - Drops from Undead. May also be bought from traders.
  • Spellshield Charm - Drops from Mechanical enemies. May also be found as a random drop.
  • Charm of Courage - Drops from Orcs. May also be bought from traders.
  • Charm of Acceleration - Drops from Humanoid Monster-type enemies. May also be bought from traders.
  • Charm of Vitality - Drop from Wild Animals. May also be bought from traders.
  • Four-Leaf Clover Charm - Drops from Plant-type enemies.



Energy Shield Charms
oHBQih4.jpg

These two charms are unlocked by Energy Shield Lore instead of Alchemy. They can only be used by the Paladin and Sorceress.

Availability:
Charm of Mana - Drops from Traps. May also be found as a random drop.
Charm of Energy - Drop from Mechanical enemies. May also be bought from traders.

=========================

 

Runes

Runes have been redesigned to look more like the runes from Diablo 2. They also have new sound effects. Otherwise, there are no changes, and all the same strategies apply. So I'm not going to picture them all here.

========================

 

Trophies (for the Amazon)

Because the Amazon is not a voodoo headhunter, her Shrunken Heads have been redesigned as "Trophies," proud tokens that signify defeat of enemies. They will be shown in a later post.

 

Shrunken Heads will go the Necromancer as a type of shield. Expect both Trophies and Shrunken Heads to get more updates in the future.

Edited by Flix
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Throwing stones have been unlocked as a weapon class for the player!

 

Throwing Stones have been considered a "lost item," meaning all the evidence was there in the files, but the weapon wasn't playable. However, I had to do very little work to unlock them, since all the work had been done by the developers with the exception of creating bonuses and making them drop.

 

These are examples of what kinds of modifiers spawn on them. The base names in order (Normal-Magic-Rare) are: Rocks, Shot, and Pellets.

 

LL9h1Dg.jpg

 

Modifer selection is similar to throwing stars and throwing daggers. Rare throwing stones have a good chance to have an extra 4th modifier (as do all rares now, making them generally more desirable).

 

Here are the in-game appearances:

17dM3qL.jpg

 

Any of these designs can randomly appear as any item tier. These stones are the same as those used by enemies. From left: kobold, stone creature, ogre.

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Item Update

 

The overhaul to random and unique items continues. This update will cover some changes to magic staves, wands, and daggers. Pesmontis helped me convert a whole boat-load of new models.

 

1-handed magic staves have been converted to a new item classifcation called "Wands." Wands can be found with the names Wand, Mage Wand, and Magic Rod. Wands are still affected by the same attribute (Intelligence) and skill (Magic Staves), the latter of which allows you to shoot magical projectiles from wands. All wands now have a uniform 1x3 icon size.

 

The bigger 1h magic staves have been resized to be more wand-sized:

 

sFAFM03t.jpg 7kOMF63t.jpg BYRC1iEt.jpg

 

gbHSLKst.jpg dhcQxqUt.jpg

 

Because there was only a small amount of 1h magic staves, a number of new wand models have been added to the mix for more variety:

 

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MI6KwEpt.jpg C0nn4kNt.jpg 85rRsINt.jpg wO1dmIft.jpg

 

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Some will appear as random items, while others are uniques. The random wand blueprints have been revised so you should see a wider variety of models. These are the new unique wands:

Tensanuil's Legacy has become the Torch of Iro. Ignis Magica has become the Suicide Branch. Rancuil's Dark Flame and Keeper Knowledge get new models.

QdwDyz1t.jpg PehoDKOt.jpg xrT5T0Pt.jpg rvQray2t.jpg

 

There are now 2 class-specific wands as well. The Oculus is a Sorceress wand, while only the Necromancer can use the Blackhand Key.

frMwigTt.jpg 9n7JDEft.jpg

 

 

2-handed magic staves have been changed to a lesser extent. The varieties are Mage Staff, Ritual Staff, and Ceremonial Staff. They all have a uniform 1x4 icon size. There is a wider variety of random staves, boosted in part by some new models. There is a new unique as well called the Skull Collector. Serpent's Gaze has also been renamed to the Serpent Lord.

 

hrVyL4vt.jpg r7cHowlt.jpg jbMzvUZt.jpg rRmf8Set.jpg 5PfLPlQt.jpg

 

 

Daggers have received several new models, again thanks to Pesmontis. I've revised all the random blueprints to have more variety. These two additions can be found as normal or magic random daggers:

MIHjZl9t.jpg t6hCIVqt.jpg

 

There are also 5 new unique daggers. The models also populate the rare dagger list. From left: Spectral Shard, Blackbog's Sharp, Stormspike, The Jade Tan Do, Wizardspike

 

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cH6c5Y0t.jpg

Edited by Flix
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Item Update

 

Hafted Weapons

I've revised all the blueprints for random hammers, axes and clubs. You should see a much better variety of designs now. For example, there were formerly only two possible magic clubs, and about a dozen rares. Now there's a better distribution.

 

All axes and hammers have a uniform 2x3 icon size. The varieties of axes are Axe, Hatchet, and Cleaver. The varieties of hammers are Hammer, Mallet, and Battle Hammer.

 

Cleaver has become Death Cleaver. Raging Ire has become The Gnasher. Stadal's Hammer has become Schaeffer's Hammer, and gained LL%.

wwFnbNqt.jpg rDTnd38t.jpg G58MNb9t.jpg

 

All clubs have a uniform icon size of 1x3. The varieties are Club, Mace, and Cudgel.

 

Ker's Scepter has become Sureshrill Frost. Pyx's Cudgel of Admonishment is replaced with Nord's Tenderizer.

eBa2GGJt.jpg ykG95SPt.jpg

 

I previously showed the new unique designs for 2-handed Hammers and Axes. I've further revised the random blueprints to have a better variety of models. All 2h hafted weapons have a uniform 2x4 icon size. 2h Axes come in the varieties: Great Axe, Battle Axe, and War Axe. 2h Hammers come in the varieties: Great Hammer, Maul, War Hammer.

 

Pole Arms

I revised all random Pole Arm blueprints for better variety. Halberds (strength-based) all have a uniform 2x4 icon size. They now come in the varieties: Halberd, Bardiche, and Poleaxe. Javelins (strength-based) all have a uniform 1x4 icon size. They come in the varieties: Javelin, Spear, and Lance. Poles (dexterity-based) all have a uniform 1x4 icon size. They come in the varieties: Glaive, Voulge, and Pike.

 

I re-classified all the scythes to be strength-based Halberds rather than dex-based Poles, as they are bladed weapons. This includes the uniques Twlight Harvester, Osiris Scythe, and a new scythe called the Reaper's Toll. I re-classified the Spear of the Dryads to a Javelin rather than a Pole, and I renamed Iridescent Wand to Iridescent Spire since wands are a type of weapon now.

h4aq8E0t.jpg 33hQPLrt.jpg

 

Rare Items

I have mentioned in the past that I improved all rare items to have better bonuses at higher levels. For weapons, this usually means an extra random bonus. For armor, there is an extra silver socket. These extra bonuses only appear above level 45, on Normal or higher difficulties. It's not guaranteed, only the higher quality rares will have the extra bonus.

 

I slightly improved the quantity and quality of merchant items. You will still never find a rare at a merchant without taking the Trading skill, but if you do level up the skill, you may have a good chance to buy some of these high quality rares.

 

EQcApWC.jpg

Edited by Flix
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Item Update

Throwing Daggers
I gave random throwing daggers new names: Throwing Dagger, Flying Knife, and Winged Blade. There are now two new unique throwing dagger recreations from D2: Warshrike and Deathbit.
T40yq8nt.jpg yZaCqfNt.jpg

Throwing Axes
Pesmontis helped me make a whole new ranged weapon classification. They come in the varieties Throwing Axe, Flying Axe, and Francisca. They tend to have slightly higher damage than throwing daggers of the same level.
B2Vw4YNm.jpg Z9MIvmFt.jpg

I also recreated three unique throwing axes from D2: Glimmershred, Lacerator, and The Scalper.
bR9npUwt.jpg P4290hjt.jpg vuakbZkt.jpg

Shortbows
I saw that there are only blueprints for normal shortbows, so I made magic and rare blueprints. You can now find higher quality shortbows. I have also boosted the selection of shortbow models by borrowing some NPC shortbows. Shortbows have less damage than longbows but faster attack speed. The varieties are: Short Bow, Edge Bow, and Spider Bow.
wRBxZL4.jpg

I did a little tweaking for longbows and recurve bows as well, with a better distribution of designs. The varieties of longbows are: Longbow, Battle Bow, War Bow. The varieties of recurve bows are: Recurve Bow, Hunter's Bow, Composite Bow. I reclassified Ettolrahc Notwen's Recurve Bow to be an actual recurve bow and added its model to the selection of randoms.

Energy Weapons
I revised all the blueprints for energy weapons and pistols. You should now see a better variety of designs for randoms. I also found a pistol that was only used by Temple Guardians that I added to the random mix (forgot to take a pic).

Long Swords
More revisions of random items. I also found a total of 5 unused sword designs in the game files, that are now added to the random selection:
ymwu6OVt.jpg LxtfbR6t.jpg O0Su5J1t.jpg 5HlKrw1t.jpg Y8dackCt.jpg
The first two are just alternate textures for models that are in-game already. The third and fourth use a totally new model with two texture variants. The fifth is another totally unused model, with an interesting texture. On the blade is the inscription, "M.G. was here." Who is M.G.? Could it be Ascaron developer Marko Giertolla? Maybe so...

Long swords are strength-based, and all have a uniform icon size of 1x4 now. CM Patch actually reclassified a number of longswords to be dex-based shortswords, based on their small 1x3 icons. Their heart was in the right place, but the result was many big swords were now supposed to be considered "short" just because they happened to have small icons. So, I undid these changes, and instead increased the icon size so that all longswords now had 1x4 icons. The varieites of Long Swords are: Longsword, Broadsword, Runesword.

Sabers are, for all intents and purposes, identical to longswords except for appearance and names (Saber, Falchion, Scimitar). Not many changes here.

For uniques, I have replaced Darkened Soul with Hellplague, and I used one of the new unused models for Huntress of Light, since the old model was already used for two other uniques. Huntress of Light is no longer the classquest reward for the Paladin, she now gets the BFG (legendary item). Huntress of Light is now the reward for completing the CM Patch quest, The Imposter. It is no longer a Paladin-exclusive sword.
A5pBzGjt.jpg GwPfTT6t.jpg

B@stard Swords
In real life, B@stard Swords are in-between 1h and 2h swords in size, meaning they can be used as either. In Sacred 2, there's really not much difference between longswords and b@stard swords (sometimes the latter are even smaller). They have the same attack speed, 1x4 icon size, and strength-based damage. The only difference is B@stard swords do a little bit more damage than equivalent longswords. The varieties are: B@stard Sword, Battle Sword, Gothic Blade.

I converted Ice Flash into Frostwind. I also made a new b@stard sword, Azurewrath.
PAZywQVt.jpg wCNHBDxt.jpg

2h Swords got a few tweaks and additions. The varieties are: Great Sword, Flamberge, War Blade. You can see find the corrupted and angelic versions of Tyrael's sword as magic and rare randoms, respectively. The angelic axe used by Tyrael in the Wastelands is also available as a random rare 2h axe.

ehuUnhet.jpg wyXFACht.jpg TEjtSfIt.jpg



I tweaked shortswords some. A wider selection of models, plus some reclassifications so the swords that are actually, physically short are classified as such. They gain damage from dexterity and all have a 1x3 icon size. The varieties are: Short Sword, Quick Blade, Eviscerator.

Why do you keep talking about icon size?
I think it's important for weapon classifications to be obvious, not just from the names, but at a glance. If you're buying a weapon, you can't equip it first and see whether it's strength-based or dexterity-based. In D2F, the distinction is important because I gave attributes greater influence on weapon damage. So, I wanted to make sure everyone could easily tell whether they were looking at a strength-based sword or a dex-based one.

Remember: If it has a 1x4 (longsword, b@stard sword, saber) or 2x4 (2h sword) icon size, it's strength-based. If it has a 1x3 (shortsword, kitana) or 1x2 (dagger) icon size, it's dexterity-based.

Misc
Tweaks to names of fist weapons. Varieties are now: Knuckles, Claws, Talons.
I ran a spell-check on the entirety of global.res. It took days, but I think all the typos have been stamped out.

Edited by Flix
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Item Update

 

Shields for the Necromancer

The Necromancer can now wield shields of all kinds. He will now have the Shield Lore skill available to boost their power. By the way, the second picture below shows the unused energy pistol I mentioned finding in a previous post.

32z5PCpt.jpg

 

Shrunken Heads for the Necromancer

The Necromancer now has a special kind of shield that only he can use: Shrunken Heads. These items behave like normal shields (NOT like Dryad's old shrunken heads). So they don't drop from certain enemy types or give racial damage bonuses. What they do is give armor and defense like normal shields, as well as Necromancer-specific bonuses.

wTtodbKm.jpg vJRFLaEm.jpg

 

Normal Shrunken Heads will have a random shield bonus and + to a random Necromancer combat art. Magic heads will additionally have + to one of the Necromancer's combat art skills. Rare heads will additionally have a chance to block ranged/close combat/spells, and also have a chance for a silver socket on top of all that. They come in the varieties: Shrunken Head, Preserved Head, Mummified Head

FO3rw3t.jpg

 

There are also 4 unique shrunken heads recreated from D2: Trang-Oul's Wing, Homunculus, Boneflame, and Darkforce Spawn.

D6jWDmAt.jpg RPZp9ptt.jpg 2BsKF7bt.jpg 0Po0ccHt.jpg

 

 

Trophies for the Amazon

The Amazon no longer has shrunken heads. Instead they are replaced with Trophies, like those a hunter might keep (but not a voodoo priestess). These special items still behave like the old shrunken heads, giving a small armor bonus and some random bonuses. They drop from certain enemy types, and enhance the damage against that enemy, although no Amazon spells specially gain power from them. They have simple names that match the enemy type they are connected to:

grwW887m.jpg

Humanoid Monster Trophy - is a kobold claw

Orc Trophy - is an orc claw

Human Trophy - is a slave shackle

Monster Trophy - is a monster's fang

Undead Trophy - is a mysterious magical symbol

 

L0ISQCxm.jpg

Animal Trophy - is a bear head

Dragon Trophiy - is a dragon head

Insect Trophy - is a captured bug

T-Mutation Trophiy - is vials of T-Energy and alchemical fluids

Amazon Trophy - is a talisman woven from branches

Elven Trophy - is a pouch of valuables

 

 

New Rare and Unique Jewels

Jewels are the new damage converters of the game, as I described in an earlier post. I've since made some improvement to rare jewels. They now have a chance to have an extra bonus besides damage conversion. Rare jewels may now also give a chance to cause the secondary effect associated with the damage type (poison, freeze, etc.)

ope0V18.jpg

 

I have additionally created 4 unique jewels, inspired by the Rainbow Facets from D2. Unique jewels have special names and give a bonus +% to the damage type in addition to damage conversion.

5oNaJvc.jpg

 

Damage converters were always the "expendable" socketable item. If you had to unsocket something, you could always choose the ring or amulet over the damage converter, because you could always just get another one. Now, you may have to think twice about giving up that jewel.

 

 

Herald of Zakarum

This a Paladin-specific shield recreated from D2. If people like it I may boost its power and make it the new reward for the Paladin class quest (was Huntress of Light in vanilla, is currently the BFG legendary energy weapon).

yq4FDKPt.jpg

 

Harlequin Crest

For the quest Manners Maketh Kobold, you previously got a joke reward, a useless junk Fool's Cap. Now that cap is a decent quest reward, with bonuses inspired by the D2 Harlequin Crest. The modifiers are semi-random. It will always have + All Skills. It will also have either two silver sockets, or Magic Find% and a bronze socket .

FV47CuXt.jpg EwULQ3Kt.jpg

Edited by Flix
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Item Update

 

Shields

What seems like a lifetime ago I talked about getting some new shield models from Titan Quest into the game. They didn't seem like the best fit for the CM Items Mod, but now with recreations of D2 uniques being the goal, I think they found a place.

 

From left: Lidless Wall, Pelta Lunata, Taebaek's Glory, Umbral Disk, Wall of the Eyeless

 

HzB56tht.jpg mitp4Rpt.jpg Hc2fSHUt.jpg tiZKwsbt.jpg Rne1CIXt.jpg

 

Here are two designs that became rare shields:

VMS95IPt.jpg 1XH1agNt.jpg

 

Here are designs that went to arm NPC's who didn't have shields before.

s6n2IGWt.jpg IE1SslNt.jpg qrGM2Zjt.jpg lg28UUyt.jpg B028SCpt.jpg Y767xJSt.jpg

 

And finally some notable super-uniques (Witch Moon and Lachdanan) got replacements for their old shields to help set them apart.

9PF9vCIt.jpg Zbpcd7it.jpg O95o55Ut.jpg 98DtPPRt.jpg

 

One other thing about shields I keep forgetting to mention is that Blacksmiths now sell shields as part of their inventory. So if you're shopping for a good shield, don't forget to visit the Blacksmith.

 

Random Shields

I revised all the random shield blueprints as I did with the other weapons, to make sure rickety wooden shields were normals and fancy exotic shields were rares. You should see a more even, wider variety of designs now.

 

I also added a few new shields. First is an unused wooden kite shield I found that Ascaron made. Second is a lantern fish shield I made that's now a rare shield. Third is a celtic design roundshield that's used by the Thraconians, and last is a skull shield that is used by Haenir (boss of the Northland Expedition quest).

MhqBB9tt.jpg iy8zLpSt.jpg Iw4NFbHt.jpg TWserrWt.jpg

 

Magic Staves

One more D2 unique magic staff joins the lineup: Chromatic Ire. It gives powerful bonuses to elemental damage.

mvmqDbim.jpg

 

 

Thanks to Pesmontis for helping bring in these items. More updates coming soon.

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Item Update

 

Axes

There were 7 unique axes in Sacred 2, after the CM Items Mod there were 14. Here are 6 more axes recreated from D2, bringing the total up to 20 and giving a wide, well-rounded selection. I tried to create combinations of modifiers that were unique.

 

Tancred's Crowbill, Butcher's Pupil, Messerschmidt's Reaver

rAtT6oQt.jpg TMf6uhdt.jpg AELDgc7t.jpg

 

Guardian Naga, Coldkill, Rakescar

LBt5IE0t.jpg r4W1K2Et.jpg 5rNDa65t.jpg

 

You can see some unusual modifiers like Damage to Monsters on Messerschmidt's Reaver, Damage to Wild Animals on Rakescar, and Poison Armor on the Guardian Naga.

 

Hammers

Two new 1h hammers, Stoutnail and Demon Limb, are recreated from D2, bringing the count up to 15.

OcjzbG1t.jpg xekG5Tlt.jpg

 

Mace: Dangoon's Teaching

Although there's already a huge amount of unique/legendary clubs, here's one more to bring the count up to 21. The Damage to Undead +% is a new modifier.

wxKp2gCt.jpg

 

Poles

There are fewer blunt poles compared to other types of Polearms, so here are two more recreations: The Battlebranch and the Tannr Gorerod. Remember blunt poles are dexterity-based.

6zANWVYt.jpg ZY9wIuot.jpg

 

Halberd: Dimoak's Hew

One more unique D2 halberd joins the Polearm lineup.

3ZbN4JHt.jpg

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Item Update

Sabers
There's not a ton of unique sabers, and although there's no functional difference between sabers and longswords except for sound fx and the names of randoms, I thought I'd bring in some new saber models for D2 recreations.

Djinn Slayer, Skewer of Krinitz, Hexfire, Coldsteel Eye
G5wII6At.jpg N7kBQrAt.jpg Idctwv7t.jpg imUIAWlt.jpg

Djinn Slayer has a modifier that lets you cut through an enemy's energy shield in a single hit. The fire and ice sabers will benefit a fire/ice Druid or Sorceress the most.

2-Handed Swords
Continuing to beef up the selection of 2h swords, so that you might actually consider using them.

Shadowfang, Cloudcrack, the Patriarch
Swjk0ukt.jpg nLY86yxt.jpg JXEhMuPt.jpg

I wanted to make Cloudcrack have bonuses to Lightning Spells and Storm Combat, but neither the Sorceress nor Amazon can use 2h swords (can't overcome that), so I had to improvise.

Other Swords
New B@stardsword, Culwen's Point. Shortsword Kuan's Pride (briefly Bul-Kathos' Pride) has now become Rixot's Keen.

ia4SAIJt.jpg WfF31HHt.jpg

 

Fistweapons

The cool thing about these weapons is that they're not from some other game, they came from Sacred 2. These designs existed as essentially giant props, not usable as weapons until now.

 

4 uniques: Shadow Killer, Jade Talon, Firelizard's Talons, Natalya's Mark

WodfUUbt.jpg 5G9sULZt.jpg wBErgvlt.jpg 6jwqArut.jpg

 

And three designs that can be found as random fist weapons:

gsNO04Ym.jpg

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Item Update

 

This update sees a lot of new bow designs added to the game Until now, Shortbows and Recurve Bows were under-represented, both in uniques and random items. I briefly mentioned some improvements to bows previously, and here I continue the work.

 

Shortbows

You can see on the shortbow wiki page there were only 3 shortbow models. In previous releases of the mod I expanded the random selection to include 3 more NPC shorbows (kobold, goblin, undead):

pSmqRL3t.jpg c4oqFhLt.jpg 1G889M7t.jpg

 

Random shortbows now have another 3 possible models just added:

 

k1UlBzQt.jpg GhEbsGit.jpg oSikAPEt.jpg

 

And finally there are three D2 unique shortbows that join the lineup:

 

6Osga1Qt.jpg gASH6Dwt.jpg 7H77Vfot.jpg

Skystrike is a good bow for a storm Amazon or lightning Sorceress. The third, Lycander's Aim, is only usable by the Amazon.

 

Recurve Bows

There was only one lonely recurve bow model. I mentioned before that I re-classed Ettolrahc Notwen's Recurve Bow to actually be a recurve bow, and added its model to the random selection. Now 4 more models join the lineup:

bK3lJwOt.jpg 6c5RwFjt.jpg evjrlYit.jpg CPWdmGct.jpg

 

I also re-classified two longbows as recurve bows: this one and this one. There's no functional difference, just the names of randoms are different.

 

Additionally, there are 3 new unique D2 recurve bows:

3F3mD7Ut.jpg nYBjrsBt.jpg hFkTzVHt.jpg

Wizendraw is a caster's bow.

 

Longbows

Longbows got some love too. 2 new uniques and one random rare, plus Aarnum's bow gets LL% to make truly legendary.

X1DlALlt.jpg EkpvTfEt.jpg dUblELft.jpg qeVUtyFt.jpg

There's also another goblin bow that I had as a random shortbow but I made it a longbow instead.

 

 

That about wraps up the project of expanding the weapon and shields selection of the game. There may be another design to pop up here and there, but I think now all weapon types are well-represented.

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Unveiling the Diablo 2 Fallen Items Thread. In this thread I've collected all the item updates I've made for the mod so they can all be found in once place.

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Item Update

 

Ethereal Weapons

This weapons exist only partially in the physical dimension, giving them unearthly powers. Due to their ghostly nature, they cannot have runes, jewelry, or blacksmith arts forged into them.

 

Ethereal Shortsword Ethereal Greatsword

g6YgKnEt.jpg Go9CV5Lt.jpg

 

 

Ethereal Axe Ethereal Maul

gRDTRZet.jpg IriR75pt.jpg

 

 

Ethereal Bow

qpaOTxCt.jpg

 

All Ethereal Weapons have high ice damage, Chance to Bypass Armor, +All Skills, and Leech life from opponents X% , as well as an unlockable bonus based on weapon mastery of the weapon's type. The two swords have Chance for Mortal Wounds, the two hafted weapons have Chance for Crushing Blow, and the bow gets Chance to Pierce.

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Item Update

 

As requested, larger two-handed swords. Before-and-after pictures of these sword models, scaled up by Pesmontis (thank you!):

 

UiF9eJHm.jpg jTuO2Aam.jpg

 

CFk30mMm.jpg FtRd8ykm.jpg

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Item Update

 

Ethereal Weapons

This weapons exist only partially in the physical dimension, giving them unearthly powers. Due to their ghostly nature, they cannot have runes, jewelry, or blacksmith arts forged into them.

 

Ethereal Shortsword Ethereal Greatsword

g6YgKnEt.jpg Go9CV5Lt.jpg

 

 

Ethereal Axe Ethereal Maul

gRDTRZet.jpg IriR75pt.jpg

 

 

Ethereal Bow

qpaOTxCt.jpg

 

All Ethereal Weapons have high ice damage, Chance to Bypass Armor, +All Skills, and Leech life from opponents X% , as well as an unlockable bonus based on weapon mastery of the weapon's type. The two swords have Chance for Mortal Wounds, the two hafted weapons have Chance for Crushing Blow, and the bow gets Chance to Pierce.

These ethereal weapons are my favorite. Love the way they've been balanced

 

:)

 

gogo

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Mini-Update: Rune and Jewel models

 

Ok, previously, when dropped on the ground, runes still resembled their Sacred 2 counterparts, and jewels still had the models of the old damage converters (lava chunk, poison fang, etc.). As of Beta 7 all jewels and runes will have Diablo 2 style appearances when dropped on the ground, to resemble their icons.

 

Runes

1Ek7gzi.jpg

 

Jewels

4si4B38.jpg

 

This change will apply immediately and retroactively to all runes and jewels the player may have already found.

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Item Update: Throwing Stars

 

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Most of the weapon types got some attention and additions in the mod, but so far Throwing Stars have not. Now there are six new models that are part of this weapon class.

 

nT9D4TT.png

 

These models have been added to the pool of possible random Throwing Stars. I also revised the blueprints so that plain-looking stars are normal, nicer stars are magic, and the really fancy ones are rares.

 

I also gave Poison Star and Afirdnasy's Shuriken the green textured version of their models since it looks more unique and they are poison-oriented weapons.

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Awesome models!

I have a suggestion, if you're looking for some crazy futuristic looking weapons, Hellgate London has a lot of them and they could go well with sacred 2 aesthetics.

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Hi Flix!

Could you add these orc weapons? These look quite brutal for 2-handed models.

http://www.sacredwiki.org/images/Sacred_2/Bestiary/Orcs/Orc-ArmedOrcWarrior.jpg

http://es.tinypic.com/view.php?pic=34yu1hs&s=9#.V_0s1eB97IU

 

This unique wand (Shaman's Totem) looks a bit big for a wand, could it be changed as a staff?

http://www.sacredwiki.org/index.php/File:Shaman%27s_Totem.jpg

Thanks!

Edited by Tharkun
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I can add the axe straight away. The reason I didn't in the past is because the Shadow Warrior stabs himself in the head with it when idle.

XV9qOVB.jpg

If people really don't mind that, I could go ahead and add it as a random 2h axe.

 

The hammer is meant to be 1-handed, so I can't just tweak the script and make it 2-handed, because it gets flipped around and held backwards:

BGdYWFN.jpg

And in the 2nd pic you can see that it's too big to be held 1-handed (IMO).

 

So what I could do is put in a request with Pesmontis on re-exporting a new version of the model that is made to be 2-handed.

 

This unique wand (Shaman's Totem) looks a bit big for a wand, could it be changed as a staff?

http://www.sacredwiki.org/index.php/File:Shaman%27s_Totem.jpg

Yeah, it is really big isn't it? I always thought it was too big for a 1h staff, and even more so now that all other 1h staves are wand-sized. I don't think it's really fair to players to change it to a 2h staff though, because then people would have to give up their shield, 2nd weapon, or even not be able to wield it all (Assassin).

 

I think maybe a better idea is to rework the model to be more wand-like and wand-sized. I'll see if we can't squeeze something in. :)

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Hello Flix!


A minor thing, these models look a bit low res compared to other weapons, could you scale them down a bit? I think they may look better that way.







I've always wondered, Is it possible to add bowstrings to all bows?


About the shield update posted on 03 July 2015 - 09:23 PM


Are those shields that went to npcs also available for players? If not, could you add them? It is a little bit weird to leave some "npc only" items considering all the npc items that have been unlocked and added for players.


Thanks as always!
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A minor thing, these models look a bit low res compared to other weapons, could you scale them down a bit? I think they may look better that way.

Ah, well, I don't think the problem is the size of the models, which is fine IMO. It's just that these clubs have very tiny, low resolution textures, and they didn't get any hq versions in the Elite Textures pack that I could upgrade them with. A better result would be to redo the textures myself. I'll consider it.

 

Are those shields that went to npcs also available for players? If not, could you add them? It is a little bit weird to leave some "npc only" items considering all the npc items that have been unlocked and added for players.

Yeah that is strange isn't it? I added 9 new shields specifically just for NPC's. I never thought to add them for the player because there is already such a huge amount of shields. I'll think about where I might put them.

 

I've always wondered, Is it possible to add bowstrings to all bows?

Technically maybe, for some of them, but it would be far too much work for the result.

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Item Update - More requests fulfilled

 

The Barbarian can now get a 2h ogre hammer and a 2h orc axe as random drops.

XJ6Q4Att.jpg FBkwvaVt.jpg

 

Shaman's Totem is now wand-sized.

gEgfUiFt.jpg

 

All of the NPC-only shields introduced in this post are now available to the player as random normal, magic, or rare items.

 

Misc:

Fixed a bug whereby the unique bow Riphook used the wrong model.
Fixed the missing icon for the lantern fish shield.
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Now that the Assassin (Temple Guardian) doesn't have an energy shield, is it possible to remove all the energy shield related modifiers from his equipment? I'm seeing batteries with modifiers like "Max shield energy", etc. It's a minor annoyance.

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