Abysmal Diablo v1.07

12/4/99

Notes and new stuff in this version:

 Replaced 7 unique items from regular Diablo with new ones. This shouldn't cause any morphing unless you have one of the 7 replaced uniques, as I assigned them to new base items (all previously not having a unique item) and to "free" qlvls where didn't exist any previous unique items. In case morphing occurs, ditch the morphed unique item as it's most unlikely to work probelly and as you didn't find it, it's considered unlegit.
 Replaced Hell Hounds with Wight's and Hunk Demon's with Fire Witches as they didn't work probelly (too low change to hit) and I didn't liked them anyway :) And no, Wight's doesn't drain your life.



Changes from regular Diablo in the previous versions:

 Monster changes:

 36 totally new monsters. Either they are variants of the earlier monster classes (like Fallen One type of monster called Hell Imp what appears in levels 11-13) or they are based to completely new monsters types, as explained above:
 Activated previously inactivated monstertypes (Lord Sayters, Invisible Lords, Devil Kin Brutes and Bone Demons)
 Changes in all previous monsters. Every single one has boosted stats and maybe even faster walking/swing/hit recovery speed. BEWARE! They DEFINITELY ain't as easy as in regular Diablo =)
 Names of some "regular" monsters has been changed, and few of them have new color too.
 Monster levels of some monsters has been changed, usually upped as their boosted base stats have made them harder. This for those who know what it matters =)
 Removed Black Deaths as a monster type (-1 to life) completely
 Unique monsters with invalid dungeon level setting are now corrected, making them active (Fleshdancer, Doomlock etc...)
 Diablo always drops a magical item or book. Game also doesn't end at the moment you kill him, as you're able to move or cast a Town Portal until his dead animation ends. You can still get your dot(s) however, just by waiting that Diablo's dead animation ends.


 
 Base item changes:

 Maul is one handed Weapon.
 All two handed swords have build-in Haste.
 All character classes can wear two one handed weapons or two shields in each hand simultaneously. WARNING! Trying melee while wearing two shields causes the game to crash! Know the risk if you use two shields at the same time!
 Damage of axes has been increased to make them more attractive.
 New base items (Great Plates, etc...). Crossbow has build-in Swiftness.
 Requirements of some base items has been chanced (e.g. upped).
 Attributes of some base items has been chanced (i.e. some items have higher AC and Damage as in regular Diablo, also fixed oddnesses in range of some items. All heavier equipment now ALWAYS have better attributes than lighter items... Heavy armor vs. medium armor for instance (Breast Plate vs. Splint Mail)).
 Staves give Armor Class as you should be able to defend yourself too while wearing a one (from Short Staves +2 to War Staves +10).


 
 Item prefix/suffix changes:

 New possible prefix/suffix combinations (Godly/Titans and Holy/Sorcery for instance, not Godly/Sorcery though).
 Changes in prefix/suffix item occurrences... Angel's shields and
Emerald rings are possible items for instance.
 All prefixes/suffixes can be found from the dungeons.
 5 new suffixes:
 

'the gods' :
+21 - +25 to all attributes.
Appears only in jewels and only potential dropper is Diablo along with very few uniques. qlvl 36.

'everyone' :
No strength requirement.
Appears in helms, armors and shields. qlvl 28.

'melee' :
All resistances equals 0%.
Cursed suffix. Appears in armors and shields. qlvl 27

'mayhem' :
Steals 0% - 12,5% life.
Appears in staves and weapons. qlvl 35.

'randomness':
Random arrow speed
Appears only in bows. qlvl 13.

'plague' :
Constant lose life
Cursed suffix. Appears in Jewerly, Armor and Shields. qlvl 20.

 1 new prefix:

'Exterminating':
+200% damage vs. demons
Appears in staves and weapons. qlvl 10.



 Spell changes:

 Nova, Apocalypse, Identify, Resurrect and Ethrealize are learnable spells. Notice that Book of Apocalypse is EXTREMELY rare :)
 New spell: Incarnation. Can appear only in staves.


 
 Unique item changes:

 Changes in unique item data (Total of 55 new uniques, phew :)
 Quest items from Single Player are also findable in Multiplayer, including Lightforge but excluding Veil of Steel and Harlequin Crest as I've replaced them with other unique items. (Don't worry about the Veil of Steel, there is a better version of it in the mod heheh :)
 Arch weapons: one truly superior unique weapon for each class. Only few unique monsters and Diablo is capable of dropping them in Hell difficulty, except "The Shaman" what as a unique War Staff can be found from any difficulty.


 
 Other changes and general information:

 Save game filename has been changed: Your old characters in regular Diablo ain't available, but you are able to create 10 new Abysmal Diablo characters.
 Starting and maximum stats of all 3 classes has been changed. (Warrior more like the Barbarian in Hellfire, Sorceror more like the mage in AD&D etc...).
 Piles of up to 15,000 gold.
 Price cap in town has been set to 510 000 gold.
 Teleport is a townspell.


ATTENTION: Because of the way how Diablo displays items having negative or positive effect to spell levels, smaller than -1 to all spell levels and larger than +2 to all spell levels doesn't appear in the items description correctly. Although I was aware of this "bug", I still made unique items having attributes what excess this range. Therefor I've listed all unique items having +/- to spell levels over this range here with their correct effect on spell levels. We don't want any misunderstandings on these one, right? :)


Uniques name:    Effect to spell levels: 

Vaire's Amulet            -2 
Pendat of Valar           +4 
The Shaman                +4 
Nibelunge's Ring          +5 

And, NO, I'm not telling their other attributes! :) You find them out, by *finding* the actual unique item :)

 

I would like to say thank you to the following people:

 Charlie for making his workshop-instructions and for his help at AGD. And also for his GREAT mod... As ashamed I'm to reveal this, but the fact is that I got a lot influences from Retribution while developing my own mod, eh =)))
I didn't "stole" the Arch-Weapon idea from Charlie though!! I even suggested the idea of supreme and extremely rare uniques what would be useful to only one class to Varayan & Khan for their Hellfire mod months before Retribution was made! =)
 Varayan & Khan for their workshop-instructions and from starting this Diablo mod fashion for the first time :)
 All the great people at AGD. Your ideas and suggestions made this mod possible, although I didn't straightly asked for them... Heck, I didn't even told that I was making my own mod to any of you heheh. I just lured those suggestions out from there :)
 To the people in our guild, The Order of Protectors. Especially to Aragorn for his help in beta-testing.
 All the rest of you who I should say thank you... You know who you are, hopefully =)


Tommi Helminen

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tommi.helminen@kolumbus.fi

ICQ# 8108487

Visit Abysmal homepage at http://come.to/abysmal