Zy-El: Trial by Fire
  Mod Doc Version        : 4.4b (June, 2008)
  Diablo2 Version        : Lord of Destruction Expansion Patch v1.09d
  Mod File Format        : Patch_D2.MPQ, D2Game.DLL, D2Gfx.DLL
                           D2Common.DLL, D2Client.DLL, PlugY.DLL
                           D2Launch.DLL, D2Net.DLL
  Original Author        : Kato (zyel@d2mods.com)
  Mod Website            : http://zyel.d2mods.com

DESCRIPTION (why I made this mod):
I made this Mod to play the game the way I like to play it. Maybe for you too.

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!

Topic Quick Links – click link to get to a topic fast

The Good News                              Elixir Recipes                             Zy-El Artifacts
The Bad News                               Megaload Elixir Recipes                    Reattribute/Reroll Recipes

New & Updated Runewords                    Exceptional / Elite Recipes                Attribute Reduction
Runewords (2-socket)                       Crafted Item Recipes                       Damage Reduction Recipes
Runewords (3-socket)                       Demon Item Recipes                         Resistance Reduction
Runewords (4-socket)                                                                  Stat Reduction Recipes
Runewords (5-socket)                       Crafted Charm Recipes                      Absorption Reduction
Runewords (6-socket)                       Crafted Ring/Amulets                       Level Based Reduction
                                           Crafted Jewel Recipes
Basic Cube Recipes                         Megaload Crafted Jewel                     Magic Collectors
Upgrade Item Recipes                                                                  Piggy Banks
                                           Magic Missile Recipes                      Thumbnail Recipes
Socketing Recipes                          Megaload Magic Missile
                                                                                      Celebrity Items
Downgrade Item Recipes                     Class Skill Adder Recipes                  Celebrity Transformations
                                           Skill Tab Adder Recipes
Food Items                                 Skill Adder Recipes                        Treasure Cards
Unique Item Reroll                         Amazon Skill Adders                        Treasure Card Cashout Recipes
Unique Item Find                           Sorceress/Necromancer Skills               Treasure Card Wager Recipes
Quest Item Recipes                         Paladin/Barbarian Skills
Ethereal Item Recipes                      Druid/Assassin Skills                      Mod Installation
                                                                                      Special Thanks
Cube Recipe Locks                          Charm of Making                            Appendix A: Gem Attributes
Cube Recipe Adders                                                                    Appendix B: Rune Attributes
                                           Zy-El Scroll                               Appendix C: Collector Costs
THE GOOD NEWS (Some features to spice things up):

  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!)

  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!)

  Modified quest rewards.          Akara, Charsi, Ormus, the HellForge, Qualkek,
  Andariel, Cow King, Halls of the Dead now give perfect gems and/or better runes
  as rewards. NOT available for Macs. (It’s worth completing more of those quests
  now!)

  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??)

  Increased stash (10x10), inventory (10x10) and cube (10x10) sizes using the plug-in. (More room to haul more stuff!!
  Thanks to Fusman and Zhoulumcrist!)

  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.)

  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!)

  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!)

  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!)

  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?)

  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.)



                                                                                                              Zy-El Mod Page 2
Gem attributes have been enhanced with higher bonuses. Diamond and amethyst modifiers have been tweaked. (Always
felt that gems became eclipsed by the advent of runes and jewels.)

No xp penalty for dying in Nightmare and Hell difficulties.              NOT available for Mac users – sorry. (That always
ticked me off . . . to no end!!)

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.)

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!!)

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!)

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!!)

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!!)

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.)

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.)

                                                                          Increased various item stacking limits. Keys, books,
                                                                          arrows and bolts now stack to 500. Thrown potions
                                                                          also stack to 500. Thrown weapons have 3 x Maxstack
                                                                          limit. (Equipped to go on those long expeditions.)

                                                                          All missiles and arrows travel 75% faster. All
                                                                          missiles fired from bows, crossbows or spells are 75%
                                                                          faster. This also applies to monster missiles too!!
                                                                          Beware of BloodRaven and those Burning Skeletal
                                                                          archers! (Zip-zip-zip! Can’t outrun arrows anymore!)




                                                                                                              Zy-El Mod Page 3
Poisoned quill arrow/bolts can be purchased from arms merchants. These special missile weapons are poison
quills modified to be fired from bows and crossbows. The cost for these poisoned quills is more than standard
arrows but provide low-level characters with a different option to regular physical damage arrows. Bolt quills for
crossbows are shorter than the full arrow quills. (Poison damage just like a Quillrat and worse!!!)

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!)

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.)

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?)

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!!)

                                             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!)

                                             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!)

                                             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!!)

                                          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!)

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!!)

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!)




                                                                                                         Zy-El Mod Page 4
Corpse explosion death from fire-enchanted Super Unique Monsters has been downgraded or eliminated. Fire-
enchanted Champions still exist, however; so beware! (Always thought this was a sucky way to die after killing a
Superdude.)

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!!!)

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!)

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!)

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!)

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.)

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!)

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!)

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!)

                                                      Food items drop instead of potions. By transmuting these food
                                                      items, players can produce all sorts of potions – healing, mana,
                                                      stamina, thawing, antidote, flaming and poisonous. The items are
                                                      divided into “Meats” and “Veggies”. (Make whatever potion you need
                                                      using your food groups! A flexible system.)




                                                                                                         Zy-El Mod Page 5
THE BAD NEWS (I wanted the game to be playable and of some challenge):

  Players gain 3 stat points per level. NOT available for Mac users – sorry. (You’re gonna need ‘em!)

  Characters gain 1 skill points per level. NOT available for Mac users - sorry (Don’t waste ‘em!)

  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!)

  Level requirements for Gems and Runes increased. (Need more levels to use these items!)

  Stamina costs increased for run/walk all classes. (Run while you can or else walk)

  Strength and Dexterity requirements for Weapons and Armor is doubled. (Are you strong enough?)

  Merchants are more greedy and charge more for all items. Especially in Harragoth! (Be careful how you spend!)

  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.)

  Increased monster walk/run/attack speed. (Fast buggers!)

  Increased monster hit points to 8xNormal, 10xNightmare and 12xHell. (Tough, fast buggers!)

  Increased monster AC by 2xNormal, 4xNightmare and 8xHell. (Hard, tough, fast buggers!)

  Increased monster levels by 3xNormal, 6xNightmare and 12xHell. (Wicked, hard, tough, fast buggers!)

  Increased monster attack rating to 3xNormal, 5xNightmare and 8xHell. (Nasty, wicked, hard, tough, fast buggers!)

  Increased damage inflicted to 2xNormal, 3xNightmare and 5xHell. (Vicious, nasty, wicked, hard, tough, fast buggers!)

  Increased monster density up to 3 times. (Lots of vicious, nasty, wicked, hard, tough, fast buggers! Bring 'em on!!!)

  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?)

  Converted some pets to enemies. Added RockGolem, FleshGolem, SteelGolem
  and FuryGolems as enemies! Also beware of the Grendels and Shadow Rogues.
  (More bad guys to deal with!)

  Re-used some of the unique monster graphics. Created Revenants (from
  Griswold), Harathnars (from The Smith), and Medusae (from Andariel). Created
  the invisible Boogey Men, Phantasms and Langoliers. (The more, the merrier!)

  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.)



                                                                                                          Zy-El Mod Page 6
NEW & UPDATED RUNEWORDS (some things old & some things new):                       All of the original 24 LOD Runewords
have been re-enabled and upgraded, the 145 incomplete Runewords completed and some 750+ Runewords added – that’s
a total of 900+ Runewords - whew! And yes, there are Runewords for gloves, belts, boots and thrown weapons. Sorry, no
Runewords for rings or amulets. No Runeword attributes have been listed because it would be just too much to print. Better
runes, better attributes. More runes, more attributes. Runewords only work on Normal, Magic or Rare socketted items.
It is not possible to put Runewords on Crafted, Unique or Set items.

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.

Runeword           Item              Lv C Runes (2)            Runeword           Item              Lv C    Runes (2)
Aardvark           pe,ct             120 D Shael-Lem           Fortune’s Favor    bt,ch             120     Shael-Lem
Arrogance          me                170   Gul-Amn             Geomancer          or                45 S    Ral-Sol
Band of Brothers   be,ct             40    Amn-Ral             Glass              to,ct             6       Eld-Tir
Bandit             kn,xb,cq          35    Thul-Ith            Gran Vitesse       be,bt             230     Jah-Shael
Bert               hd,ch             40 N Eld-Amn              Harken             be,bt,cm          8       Nef-Eld
Booga              be,ct             60    Dol-Eth             Harmony            be,ct             60      Eth-Dol
Booster            cm                6     Tir-Tir             Haruspex           or                70 S    Thul-Hel
Bramble            gl,cq             50    Sol-Shael           Harvest            be,bt,cm          6       Eld-Tir
Brass              to,ct             15    Eld-Ith             Horacer77          we,cq             25      Ith-Ral
Breeze             mi,cq             15 M Ith-Eth              Huntress           ab,aj,as          20 M    Tal-Ith
Broken Promise     be,ct             70 @ Hel-Nef              Infinity           be                240     Cham-Shael
Call to Arms       be                220P@ Ber-Shael           Innocence          or                210 S   El-Sur
Camouflage         cw                45 A Sol-Ral              Insight            he,ct             90      Lum-Ith
Catastrophe        gl,me,cq          30    Ort-Nef             Instinct           ph                45 B    Ral-Sol
Checked Out        wa                30 N Tal-Thul             Inversion          wa                255N    Zy-Ber
Cherish            be,ct             60    Dol-Tir
Chump Change       cm                20    Tir-Tal
Crackle Glass      sh,ch             10    Eld-Eth
Crunch             ha                6 B Tir-Tir
Crystal            he,ct             15 S Ith-Eld
Dead Giveaway      hd                35 N Tal-Thul
Dead Heat          hd                15 N Nef-Ith
Dead Ringer        hd                45 N Ral-Sol
Deceased           wa                70 N Thul-Hel
Defunct            wa                45 N Ral-Sol
Delerium           cw                210 A Sur-Tal
Departed           wa                15 N Nef-Ith
Desire             ph,ct             50 @ Amn-Shael
Dilemma            au                130 P Pul-Shael
Disguise           cw                35 A Thul-Ral
Dog Eat Dog        pe,ct             10 D Tir-Eth
Dogs of War        be                230   Jah-Sol
Doh                he,ct             10    Eth-Eld
Doom Spire         he,ct             40    Amn-Eth
Doomsayer          bl                220   Ber-Lo
Embrace            be,bt,cm          25    Eth-Ral
Envy               gl,cq             120   Lem-Shael
Ernie              wa,cq             35 N Eld-Thul
Exile’s Path       bt,ch             70    Hel-Eld
Extinct            wa                120 N Sol-Lem
Faerie             ro,or,cq          90 S Eth-Lum
Falcon Klaw        cw,cq             50    Ith-Shael
Footman            sc                45 P Ral-Sol

                                                                                                         Zy-El Mod Page 7
Runeword          Item                Lv C    Runes (2)
                                                           Quandry           cw,cq               40 A    Eth-Amn
                                                           Rapture           be,ci               180 S   Vex-Ral
                                                           Raven Klaw        cw,cq               20      Tal-Eld
                                                           Reason            he,ct               50      Tir-Shael
                                                           Red               or,cq               25      Ral-Eth
                                                           Reflex            ph                  15 B    Nef-Ith
                                                           Rhyme             sh,ch               50      Shael-Eth
                                                           Rift              wa,cq               50 N    Tal-Shael
                                                           Salute            bt,sh,ch            4       Eld-El
                                                           Savage            ph                  35 B    Tal-Thul
                                                           Scrape            au                  45 P    Ral-Sol
                                                           Seashell          he,ct               15      Eth-Ith
                                                           Serf              sc                  20 P    Ith-Tal
                                                           Shadow            bt,ch               50      Shael-Nef
                                                           Shadow of Doubt   he,ct               45      Sol-El
                                                           Shimmers          ci                  15 S    Ith-Ith
                                                           Short Change      cm                  25      Nef-Ral
                                                           Short Stop        cm                  20      Tal-Tir
                                                           Sibyl             or                  170 S   Dol-Gul
                                                           Sidekick          be,bt,cm            8       Tir-Nef
                                                           Slash             cw                  6 A     Tir-Tir
                                                           Smack             sc                  6 P     Tir-Tir
                                                           Smoke*            to,ct               90      Nef-Lum
                                                           Snuff             gl                  160 @   Ist-Amn
                                                           Sparkles          or                  6 S     Tir-Tir
Runeword           Item             Lv C    Runes (2)      Spellbinder       or                  120 S   Sol-Lem
Jab                po               6 D     Tir-Tir        Squire            sc                  35 P    Ral-Thul
Lamia              or               35 S    Tal-Thul       Stealth           to,ct               20      Tal-Eth
Leaf               st,cq            25      Tir-Ral        Steel             ax,ma,sw,cq         6       Tir-El
Lioness            ab,aj,as         35 M    Thul-Ral       Still Water       be                  240     Cham-Sol
Lore               he,ct            45 @    Ort-Sol        Strength          me,cq               40 B    Amn-Tir
Madness            he               80      Io-Dol         Shooter           xb                  45 P    Ral-Sol
Maverick           bt               130 A   Pul-Eth        Terror            wa,cq               60 N    Dol-Tal
Meagre             au               35 P    Tal-Thul       The Brute         bl,cq               45      Sol-Ith
Mighty Mite        cm               30      Ort-Tir        Thirst            ro,cq               60      Amn-Dol
Minya              ci,cq            60      Eth-Dol        Thread            mi,ct               15      Ith-Nef
Mist               gl,cq            15      Nef-Ith        Turbo*            bt,ch               80      Io-Eld
Mortified          wa               170 N   Dol-Gul        Vapor             mi,cq               15      Ith-El
Nadir*             he,ct            8       Nef-Tir        Veil              cw                  20 A    Tal-Ith
Nightfall          be               220     Ber-Eth        Virginity         or,cq               60 S    El-Dol
Ox                 be,ct            110     Fal-Io         Vision            or,ro,cq            15      Ith-Nef
Pallor             wa               6 N     Tir-Tir        Vitesse           bt,be               140     Um-Shael
Panic              gl,cq            50      Eth-Shael      Void              be                  255     Zy-Cham
Patience           mi,cq            8       Eld-Nef        Water             or                  240S    Cham-Thul
Pattern            bt,ch            40 @    Amn-Nef        White             wa,cq               80      Dol-Io
Peasant            xb               20 P    Ith-Tal        Wind*             bt,ch               80      Nef-Io
Pee Wee            cm               35      Ral-Thul       Wisdom            ci,ct               90 @    Lum-Nef
Penitence          be,ct            35      Thul-Tal       Witch             or                  15 S    Nef-Ith
Piety              gl,cq            8 P     El-Nef         Wolfen            pe                  45 D    Ral-Sol
Pointer            xb               35 P    Ral-Thul       Wolfling          pe                  35 D    Tal-Thul
Poverty            au               15 P    Nef-Ith        Wolfpup           pe                  15 D    Nef-Ith
Praise             he,ct            10      Eth-Tir        Youth             to,ct               60      Dol-Amn
Priestess          ab,aj,as         45 M    Sol-Thul       Zephyr            mi,cq               30      Ort-Eth
Principle          be,ct            60      Tir-Dol        ZyEl              be,bt,he,sh,to,we   255     Zy-El (Like, duh!)
Prudence           gl,cq            110     Fal-Ko

Runeword              Item          Lv C    Runes (3)      Runeword             Item             Lv C    Runes (3)
Accord                sh,to         140 @   Um-Pul-Ort     Arnold               he               140     Fal-Io-Um
Amity                 cb,ma,sc,cq   35      Thul-Tir-Eld   Arrogant             me               170     Gul-Amn-gmj
Ancient's Pledge      sh,ch         30      Ral-Ort-Tal    Authority            st               130     Pul-Tir-Sol
Apostle               au            150 P   Mal-Pul-Um     Banal                ar               35      Thul-Thul-Thul
Aquarius              bt,he,sh,to   160 @   Ist-Ko-Ort     Banditry             kn,xb            35      Thul-Ith-gmj
Aries                 bt,he,sh,to   160 @   Ist-Lum-Ral    Basic                ph               60 B    Ral-Amn-Dol

                                                                                                        Zy-El Mod Page 8
Runeword            Item             Lv C    Runes (3)
Bauble              cm               10      Eth-Eld-Tir
Bead                cm               35      Thul-Nef-Tir
Beauty              he               220@    Dol-Ber-Nef
Bertrum             hd               40 N    Eld-Amn-gmj
Big Bird            hd,ch            100 N   Ko-Dol-Tal
Black*              cb,ha,ma,cq      80      Thul-Io-Nef
Blasé               ar               8       Nef-Nef-Nef
Blend               ar               20      Tal-Tal-Tal
Bloody Claw         we,ar            255A    Zy-Zy-El
Bone*               ph,ct            90      Dol-Nef-Lum
Bonesaw*            cm               255N    Eld-Zy-El
Born Wild*          cm               255D    Zy-El-Eth
Brambles            gl               50      Sol-Shael-gmj
Brand               ja,mi            130     Pul-Nef-Ral
Brassy              to               15      Eld-Ith-gmj
Breezy              mi               15 M    Ith-Eth-gmj
Bulldog             bt,he,to,ct,ch   80      Io-Dol-Nef
Cancer              bt,he,sh,to      160 @   Ist-Fal-Ral
Capricorn           bt,he,sh,to      160 @   Ist-Lum-Tal
Catastrophic        gl,me            30      Ort-Nef-gmj
Chance              to               210 @   Lem-Sur-Ist
Clawfang*           cm               255A    Zy-El-El
Cleansing Flame*    cm               255S    Zy-El-Ith
Coincidence         me,sh            190 @   Ohm-Dol-Nef     Runeword          Item          Lv C     Runes (3)
Conjunction         bt,we            170 @   Hel-Shael-Gul   Familiar          cm            35       Eld-Thul-Ral
Conundrum           au               130 P   Fal-Pul-Shael   Famine            bl,cq         60       Nef-Dol-Tal
Convicted*          cm               255P    Zy-El-Tir       Fang              cw            150 A    Ort-Mal-Dol
Cracked Glass       sh               10      Eld-Eth-gmj     Fasting           au            100 P    Sol-Hel-Ko
Creature Comfort    we,ar            255D    Zy-Zy-Eth       Folklore          he            45 @     Ort-Sol-gmj
Creepy Vine*        bt,gl,ch,cq      35      Nef-Thul-Tal    Fortitude         he,ct         120      Shael-Lem-El
Crouching Tiger     cw               120A    Lem-Io-Amn      Fortune Cookie    bt            120      Shael-Lem-gmj
Crystallic          he               15 S    Ith-Eld-gmj     Fozzy             he            130 N    Dol-Pul-Nef
Delerious           cw               210 A   Sur-Tal-gmj     Frosty*           cm            255S     Ith-Zy-El
Cyclops             he,ct            110     Fal-Io-Ith      Fury              me            230      Jah-Gul-Eth
Daylight            po,sp            140     Dol-Um-El       Gemini            bt,he,sh,to   160 @    Ist-Ko-Thul
Dead Horse          hd               100 N   Sol-Hel-Ko      Glassy            to            6        Eld-Tir-gmj
Dead On             hd               60 N    Ral-Amn-Dol     Gloom             he            140 @    Io-Ko-Um
Deception           cw               180 A   Dol-Vex-Amn     Glory             ci            230@     Sur-Jah-Dol
Desires             ph               50 @    Amn-Shael-gmj   Grizzly           bt,gl         170      Amn-Mal-Gul
Destinys Daughter   ab,aj,as         230     Jah-Sur-Lo      Grover            bt            150 N    Mal-Dol-Eth
Dilemmas            au               130 P   Pul-Shael-gmj   Grrrowl*          bt,gl,ch,cq   100      Tal-Io-Ko
Discontent          he               190     Shael-Ohm-Fal   Gryphon           cw,cq         40       Amn-Ral-Tal
Dog Ate Dog         pe               10 D    Tir-Eth-gmj     Hand of Justice   gl            240      Cham-Sur-Lo
Doh-Nut             he               10      Eth-Eld-gmj     Hatred            ph            180      Vex-Tir-Amn
Doomsayings         bl               220     Ber-Lo-gmj      Hellhound         he            230      Sol-Jah-Nef
Doom Spiral         he               40      Amn-Eth-gmj     Hermit            to,ct         70 @     Hel-Amn-Dol
Dragon              cw               210 A   Sur-Um-Shael    Hidden            to            150 N    Ko-Mal-Dol
Dream               ci               150     Nef-Mal-Dol     Hidden Dragon     cw            120A     Io-Lem-Amn
Duchess             ab,aj,as         100 M   Ko-Dol-Sol      Hollow Tooth*     cm            255N     Zy-El-Eld
Dweomer             pe               140 D   Um-Amn-Ith      Holy Smite*       cm            255P     Tir-Zy-El
Eagle Klaw          cw,cq            60      Dol-Thul-Tal    Holy Tears        xb            180 P    Vex-Amn-Eld
Eke                 au               60 P    Ral-Amn-Dol     Horacer777        we            25       Ith-Ral-gmj
Elemental Fury      we,ar            255S    Zy-Zy-Ith       Insightful        he            90       Lum-Ith-gmj
Elmo                hd               220N    Ber-Shael-Ko    Jealousy          he            150 @    Amn-Tir-Mal
Enigma              he               210     Sur-Eld-Amn     Jinx              he            160      Lem-Ist-Tir
Enlightenment       he               240     Lum-Hel-Cham    Kanga             or            180 S    Thul-Dol-Vex
Envious             gl               120     Lem-Shael-gmj   Kato              he,sh,to,we   210 @    Sur-Nef-Shael
Equinox             me               170 B   Tal-Thul-Gul    King's Grace      sc,sw,cq      40       Amn-Ral-Thul
Eternity            sh,to            230@    Jah-Eld-Dol     Last Wish         gl            200      Nef-Eth-Lo
Exile’s Raod        bt               70      Hel-Eld-gmj     Law               he,ct         90       Nef-Lum-Shael
Eyore               or               180 S   Ort-Dol-Vex     Lawbringer        ma,sc,st      220      @ Ber-Nef-Dol
Façade              cw               80 A    Io-Sol-Thul     Leaves            st            25       Tir-Ral-gmj
Faith               sc               140     Amn-Pul-Um      Leo               bt,he,sh,to   160 @    Ist-Fal-Thul

                                                                                                     Zy-El Mod Page 9
Runeword            Item          Lv C    Runes (3)        Runeword               Item          Lv C    Runes (3)
Libra               bt,he,sh,to   160 @   Ist-Fal-Ort      Serendipity            mi,cq         60      Dol-Ral-Eth
Lionheart           to,ct         110 B   Hel-Lum-Fal      Shadow of Deception    he            45      Sol-El-gmj
Loyalty             bo            230@    Jah-Thul-Amn     Shadows                bt            50      Shael-Nef-gmj
Maddening           he            80      Io-Dol-gmj       Shout*                 he,ct         100     Ith-Sol-Ko
Malaise             we            8       Nef-Nef-Nef      Shrunken Head          we,ar         255N    Zy-Zy-Eld
Malice              me,cq         15      Ith-El-Eth       Siren’s Song           sw            230M    Jah-Sur-Eld
Man at Arms         sc            60 P    Ral-Thul-Dol     Slither                mi,cq         15 M    Nef-Ith-Tir
Marble              cm            6       El-Tir-Eld       Smokescreen            to            90      Nef-Lum-gmj
Mask                cw            60 A    Dol-Thul-Ral     Snuffed                gl            160 @   Ist-Amn-gmj
Matron              ab,aj,as      60 M    Dol-Thul-Ral     Solstice               me            170 B   Tal-Ort-Gul
MBWorshipper        as,sc         40 P    Ith-Amn-Ral      Sorrow                 hd,ch         60 N    Eth-Dol-Nef
Meander             we            20      Tal-Tal-Tal      Sparkly Thom*          bt,gl,ch,cq   100     Tal-Amn-Ko
Melody              mi,cq         100     Shael-Ko-Nef     Spikefist*             cm            255A    El-Zy-El
Minyanna            ci            60      Eth-Dol-gmj      Spirit                 ph            170 B   Nef-Shael-Gul
Mirage              cw            100 A   Ko-Dol-Sol       Spirit of Conan*       cm            255B    Nef-Zy-El
Mistress            ab,aj,as      80 M    Io-Sol-Thul      Spitfire               xb            190     Ohm-Ral-Nef
Misty               gl            15      Nef-Ith-gmj      Stallion               bt            140 A   Shael-Um-Dol
Morning Dew         gl,ma         190 @   Mal-Ohm-Gul      Starlight              ci            180     Eld-Vex-Lem
Morose              we            35      Thul-Thul-Thul   Stealthy               to            20      Tal-Eth-gmj
Mustang             bt,ch         60      Eld-Dol-El       Steely                 ax,ma,sw      6       Tir-El-gmj
Nadirae             he            8       Nef-Tir-gmj      SteppenWolf            pe            100D    Ko-Hel-Sol
Nature’s Kingdom    pe            230D    Jah-Dol-Amn      Sting                  sw            140     Pul-Um-Dol
Oblivion            me,cq         50 @    Nef-Eld-Shael
Obsession           ci            210 S   Sur-Dol-Sol
Order               sc,cq         25      Eth-Ral-Eld
Panicstruck         gl            50      Eth-Shael-gmj
Parallel            bt            230     Jah-Nef-Sol
Patiently           mi            8       Eld-Nef-gmj
Patterns            bt            40 @    Amn-Nef-gmj
Peace               he,ct         60      Shael-Dol-Eth
Pierced Heart*      cm            255M    Tal-Zy-El
Piglet              or            180 S   Tal-Dol-Vex
Pious               gl            8 P     El-Nef-gmj
Pisces              bt,he,sh,to   160 @   Ist-Lum-Ort
Plague              we            230N    Tal-Jah-Gul
Pointed Arrow       we,ar         255M    Zy-Zy-Tal
Pointer             xb            60 P    Ral-Thul-Dol
Pooh                or            180 S   Amn-Dol-Vex
Pointed Jab*        cm            255M    Zy-El-Tal
Praiseworthy        he            10      Eth-Tir-gmj
Prayer              gl            200     Ohm-Lo-Shael
Pride               to            40      Amn-Nef-Eth
Primal              ph            100 B   Sol-Hel-Ko
Primal Barb         we,ar         255B    Zy-Zy-Nef
Primal Fury*        cm            255B    Zy-El-Nef
Prowess in Battle   gl            190 M   Gul-Shael-Ohm
Prudent             gl            110     Fal-Ko-gmj
Purity              ci            255     Zy-Um-Dol
Radiance            he,ct         45      Nef-Sol-Ith      Runeword               Item          Lv C    Runes (3)
Rain                mi            170     Gul-Um-Shael     Stomp                  bt            200A    Lo-Ith-Shael
Reasonable          he            50      Tir-Shael-gmj    Stone                  gl            220     Thul-Ber-Shael
Red Thom*           bt,gl,ch,cq   90      Tal-Amn-Lum      Storm                  gl            220     Ort-Ber-Shael
Requiem             ci,he         210     Ist-Sur-Shael    Strengthen             me            40 B    Amn-Tir-gmj
Rhymery             sh            50      Shael-Eth-gmj    Targeteer              xb            60 P    Ral-Thul-Dol
Rhythm              we,ar,cm      35      Thul-Ort-Thul    Taurus                 bt,he,sh,to   160 @   Ist-Ko-Tal
Righteous Might     we,ar         255P    Zy-Zy-Tir        Teddy Bear             ha            220     Dol-Ber-Nef
Roo                 or            220S    Ber-Dol-Vex      Temptation             he            230     El-Lem-Jah
Sagittarius         bt,he,sh,to   160 @   Ist-Io-Thul      Testorossa             ct,gl,he      6       El-Eld-Tir
Salamander          pe            140 D   Dol-Nef-Um       The Beast              pe            140 D   Dol-Um-Nef
Salutations         bt,sh         4       Eld-El-gmj       The Brutish            bl            45      Sol-Ith-gmj
Sanctuary           sh            150     Sol-Mal-Dol      Thirst for Knowledge   st            180 @   Vex-Tir-Ist
Scorpio             bt,he,sh,to   160 @   Ist-Io-Tal       Thirsty                ro            60      Amn-Dol-gmj
Seashore            he            15      Eth-Ith-gmj      Thought                ci,ct         50 S    Eth-Shael-Ith


                                                                                                   Zy-El Mod Page 10
Runeword              Item             Lv C    Runes (3)
Threads               mi               15      Ith-Nef-gmj
Tigger                or               180 S   Ral-Dol-Vex
Time                  to               230     Jah-Shael-Hel
Touchstone            cm               20      Eth-Tir-Tal
Toy                   cm               30      Ort-Ral-Tal
Treachery             gl,cq            100     Tal-Dol-Ko
Trinket               cm               15      Ith-Tir-Eld
Turboron              bt               80      Io-Eld-gmj
Valor                 to               230     Ber-Jah-Sur
Vanquish              sc,cq            90 P    Lum-Tal-Amn       Runeword                 Item             Lv C    Runes (3)
Vaporous              mi               15      Ith-El-gmj        Winter                   me               240     Cham-Thul-Amn
Venom                 we               150     Tal-Dol-Mal       Wisecrack                ci               90 @    Lum-Nef-gmj
Vermilion             mi,cq            60      Nef-Thul-Dol      Wolfhound                pe               60D     Ral-Amn-Dol
Vermin                pe,ct            60 D    Dol-Tir-Ith       Wolfman                  bt,gl            170     Mal-Amn-Gul
Viper                 cw               140     Tal-Amn-Um        Wonder                   mi               190 M   Mal-Nef-Ohm
Virgo                 bt,he,sh,to      160 @   Ist-Io-Ral        Woof Woof*               bt,gl,ch,cq      100     Io-Tal-Ko
Vitesse Mondo         bt,be            140     Um-Shael-gmj      Wyvern Klaw              cw               200     Lo-Mal-Tal
Voice                 pe               150 D   Mal-Tal-Eld       Yellow Thom*             bt,gl,ch,cq      70      Amn-Hel-Tal
Wealth                to,ct            120     Lem-Ko-Tir        Youthful                 to               60      Dol-Amn-gmj
White Thom            bt,gl,ch,cq      80      Io-Tal-Amn        Zephyros                 mi               30      Ort-Eth-gmj
Wild Thing*           cm               255D    Eth-Zy-El         Zodiac                   bt,he,sh,to      160 @   Ist-Lem-Um
Windy                 bt               80      Nef-Io-gmj        ZyEl’s Reign             bt,he,sh,to,we   255     Zy-El-gmj
Wings of Hope         bt,ch            100     Hel-Eld-Ko

Runeword           Item             Lv C    Runes (4)            Runeword              Item            Lv C    Runes (4)
Accordance         sh,to            140 @   Um-Pul-Ort-gmj       Darkness              we              140     Dol-Eld-Thul-Um
Afterthought       ci               50 S    Eth-Shael-Ith-gmj    Daylight Savings      po,sp           140     Dol-Um-El-gmj
Ancient's Legacy   sh               30      Ral-Ort-Tal-gmj      Dead Time             hd              160 N   Hel-Ko-Pul-Ist
Apostles           au               150 P   Mal-Pul-Um-gmj       Death Stroke          gl              230     Shael-Nef-Jah-Jah
Apprentice         he,sh,to         110     Fal-Ort-Io-Shael     Deceptions            cw              180 A   Dol-Vex-Amn-gmj
Ah-nold            he               140     Fal-Io-Um-gmj        Den of Vipers         cw              140     Tal-Amn-Um-gmj
Authorize          st               130     Pul-Tir-Sol-gmj      Despair               sh              200     Lo-Vex-Gul-Ohm
Awaken*            bt,sh,to,ch,ct   120     Io-Sol-Lem-Ral       Destinys Matron       ab,aj,as        230     Jah-Sur-Lo-gmj
Beautiful          he               220@    Dol-Ber-Nef-gmj      Disconcerted          he              190     Shael-Ohm-Fal-gmj
Bad Bird           hd               100 N   Ko-Dol-Tal-gmj       Dragon Fang           cw              210 A   Sur-Um-Shael-gmj
Big Brother        me,cq            60      Ith-Ort-Dol-Amn      Dread                 to,ct           70 @    Ith-Amn-Eld-Hel
Big Sister         mi,cq            60      Ort-Ith-Dol-Amn      Dreamer               ci              150     Nef-Mal-Dol-gmj
Bishop             we,cq            50      Shael-Thul-Eld-Ort   Duress                we              200     Mal-Lum-Ral-Lo
Blackout           cb,ha,ma         80      Thul-Io-Nef-gmj      Dweomement            pe              140 D   Um-Amn-Ith-gmj
Blood Mana         bt,sh,to         170     Thul-Shael-Gul-Ko    Eagle Eye             cw              60      Dol-Thul-Tal-gmj
Blooded Claw       we,ar            255A    Zy-Zy-El-gmj         Ebony                 sw,cq           110     Tal-Fal-Dol-Shael
Boneblade          ph               90      Dol-Nef-Lum-gmj      Edge                  sw              140     Sol-Eth-Um-Nef
Bone Chip*         he,sh,to,ch,ct   35      Tir-Tal-Ith-Thul     Elmo’s Fire           hd              220N    Ber-Shael-Ko-gmj
Bone Crack*        he,sh,to,ch,ct   50      Ith-Thul-Ort-Shael   Embers                he,sh,to        140     Sol-Hel-Ral-Um
Bone Spell         sh,to            150     Mal-Io-Ral-Dol       Enigma’s Veil         he              210     Sur-Eld-Amn-gmj
Bound by Duty*     to,sh,ct         110     Fal-Ko-Hel-Dol       Enlightened Faith     he              240     Lum-Hel-Cham-gmj
Bow Wow*           bt,sh,to,ch,ct   120 @   Hel-Thul-Eth-Lem     Epilogue              we              230     Gul-Jah-Dol-Shael
Breath of Dying    mi               200     Vex-Lo-Tir-Amn       Epoch                 we              150     Pul-Mal-Eld-Ith
Bullhog            bt,he,to         80      Io-Dol-Nef-gmj       Equinox Divide        me              170 B   Tal-Thul-Gul-gmj
Chances            to               210 @   Lem-Sur-Ist-gmj      Eternity Everlasting sh,to            230@    Jah-Eld-Dol-gmj
Chaos              me               200     Um-Lo-Amn-Nef        Faithful              sc              140     Amn-Pul-Um-gmj
Chekov*            cm               25      Tal-Ral-Eth-Ith      Famished              bl              60      Nef-Dol-Tal-gmj
Chow Chow          bt,sh,to         170 @   Lem-hel-Thul-Gul     Fangtooth             cw              150 A   Ort-Mal-Dol-gmj
Coincidences       me,sh            190 @   Ohm-Dol-Nef-gmj      Flagbearer            sc              110 P   Ral-Thul-Dol-Fal
Cold Spell         sh,to            150     Io-Ral-Dol-Mal       Flickering Flame      mi              200     Ral-Lo-Shael-El
Conjecture         bt,we            170 @   Hel-Shael-Gul-gmj    Fortitude Infinitesimal he            120     Shael-Lem-El-gmj
Cookie Monster     to,ct            80 N    Sol-Io-Nef-Amn       Foundation            we,ar,cm        2       El-jwl-jwl-El
Corsair            sw,cq            90      Lum-Shael-Eth-Amn    Fozzy Bear            he              130 N   Dol-Pul-Nef-gmj
Corruption         me               150     Amn-Mal-Eld-Um       Furious               me              230     Jah-Gul-Eth-gmj
Crusader           to,sh            140 P   Um-Pul-Ith-Eth       Gekko                 pe              140 D   Dol-Nef-Um-gmj
Cunning            ph               160 B   Hel-Ko-Pul-Ist       Ghost                 st              180     Vex-Amn-Ort-Mal
Cyclops’ Eye       he               110     Fal-Io-Ith-gmj       Gloomy                he              140 @   Io-Ko-Um-gmj
Dabbler*           he,sh,to,ch,ct   70      Hel-Eth-Sol-Ort      Glorious              ci              230@    Sur-Jah-Dol-gmj

                                                                                                               Zy-El Mod Page 11
Runeword               Item             Lv C    Runes (4)             Runeword              Item             Lv C    Runes (4)
Goddess                ab,aj,as         170 M   Gul-Mal-Pul-Lum       Parallel Lines        bt               230     Jah-Nef-Sol-gmj
Grip of the Dead       gl               240     Shael-Eth-Cham-Cham   Passion               to,ct            110 B   Ko-Fal-Dol-Eth
Grizzly Adams          bt,gl            240     Hel-Ber-Cham-Lum      Peace Eternal         he               60      Shael-Dol-Eth-gmj
Grizzly Bear           bt,gl            170     Amn-Mal-Gul-gmj       Peril                 mi               240     Gul-Cham-Ber-Nef
Grover’s Cloves        bt               150 N   Mal-Dol-Eth-gmj       Persuis               we               40 @    Amn-Tal-Amn-Tal
Growlies               bt,gl            100     Tal-Io-Ko-gmj         Phalanx               me               200     Lo-Um-Amn-Ith
Gryphon Klaw           cw               40      Amn-Ral-Tal-gmj       Phantom               to               130     Pul-Ort-Tir-Dol
Hand of Vindication    gl               240     Cham-Sur-Lo-gmj       Pillar of Faith       to               150 P   Pul-Um-Mal-Dol
Hatred’s Face          ph               180     Vex-Tir-Amn-gmj       Plague Bearer         we               230N    Tal-Jah-Gul-gmj
Hawkeye                mi,cq            40      Nef-Thul-Amn-Tal      Poison Ivy*           bt,gl,ch,cq      100     Thul-Dol-Amn-Ko
Heat Spell             sh,to            150     Ral-Dol-Mal-Io        Prayer Offering       gl               200     Ohm-Lo-Shael-gmj
Heaven’s Will          au               230P    Jah-Ber-Io-Nef        Pride’s Fall          to               40      Amn-Nef-Eth-gmj
Hellhound’s Breath     he               230     Sol-Jah-Nef-gmj       Princess              he,sh,to         160     Ist-Io-Fal-Um
Hermit’s Hovel         to               70 @    Hel-Amn-Dol-gmj       Prowess in War        gl               190 M   Gul-Shael-Ohm-gmj
Hidden Agenda          to               150 N   Ko-Mal-Dol-gmj        Pumus*                he,sh,to,ch,ct   80      Thul-Ith-Ort-Io
Hologram               cw               170 A   Gul-Mal-Pul-Lum       Punishment            bl               210     Nef-Sur-Lo-Um
Holy Lamentations      xb               180 P   Vex-Amn-Eld-gmj       Pure Vision           ci               255     Zy-Um-Dol-gmj
Holy Thunder*          sc,cq            30      Eth-Ral-Ort-Tal       Quest for Knowledge   st               180 @   Vex-Tir-Ist-gmj
Humility               to,ct            80 P    Sol-Nef-Eld-Io        Question              mi               150     Dol-Mal-Hel-Um
Hunger                 sw               150     Um-Mal-Amn-Tal        Radiant Glory         he               45      Nef-Sol-Ith-gmj
Ice                    we               240     Thul-Cham-Jah-Shael   Rainstorm             mi               170     Gul-Um-Shael-gmj
Illusion               cw               120 A   Lem-Ko-Dol-Sol        Reaper’s Glance       gl               220     Shael-Tir-Ber-Ber
Iron Man               he,sh,to         160     Ith-Lum-Shael-Ist     Red Flutterbye        bt,gl            200     Amn-Hel-Pul-Lo
Ivory                  sw,cq            110     Ort-Fal-Dol-Shael     Red Vane              bt,gl            90      Tal-Amn-Lum-gmj
Jealous Rage           he               150 @   Amn-Tir-Mal-gmj       Rook                  sh,to,ch,ct      80      Io-Sol-Amn-Eth
Jedi                   sw               170     Ort-El-Gul-Mal        Sackcloth             au               160 P   Hel-Ko-Pul-Ist
Jinxed                 he               160     Lem-Ist-Tir-gmj       Sanctuary’s Portal    sh               150     Sol-Mal-Dol-gmj
Judgement              sc               220P    Gul-Ber-Ort-Nef       Serendipity’s Sake    mi               60      Dol-Ral-Eth-gmj
Kato’s Reply           he,sh,to,we      210 @   Sur-Nef-Shael-gmj     Shale*                he,sh,to,ch,ct   120     Dol-Thul-Shael-Lem
Kingslayer             mi               150     Tal-Dol-Um-Mal        Shout It Out          he               100     Ith-Sol-Ko-gmj
King's Ransom          sc,sw            40      Amn-Ral-Thul-gmj      Siren’s Lament        mi               230M    Jah-Sur-Eld-gmj
Kirk*                  cm               35      Tal-Ral-Ort-Thul      Slithering            mi               15 M    Nef-Ith-Tir-gmj
Lasting Wish           gl               200     Nef-Eth-Lo-gmj        Smartguy              me               150 @   Fal-Ko-Mal-Amn
Lawbreaker             ma,sc,st         220@    Ber-Nef-Dol-gmj       Solstice Waning       me               170 B   Tal-Ort-Gul-gmj
Lawmaker               he               90      Nef-Lum-Shael-gmj     Sorrow’s Tears        hd               60 N    Eth-Dol-Nef-gmj
Light Spell            sh,to            150     Dol-Mal-Io-Ral        Sparkly Flutterbye    bt,gl            240     Amn-Hel-Um-Cham
Lightning              st,cq            50      Shael-Sol-Nef-Ort     Sparkly Vane          bt,gl            100     Tal-Amn-Ko-gmj
Lionheart’s Regent     to               110 B   Hel-Lum-Fal-gmj       Sparks*               he,sh,to,ch,ct   100     Ral-Amn-Nef-Ko
Lone Wolf              pe               160D    Hel-Ko-Pul-Ist        Spin                  me               210     Sur-Vex-Amn-Ith
Loyal Servant          bo               230@    Jah-Thul-Amn-gmj      Spirits Within        ph               170 B   Nef-Shael-Gul-gmj
Maelstrom              mi               190     Ith-Gul-Ohm-Amn       Spitfire Grill        xb               190     Ohm-Ral-Nef-gmj
Maiden*                he,sh,to,ch,ct   120     Lem-Sol-Hel-Ko        Splendor              st               220S    Ber-Tir-Nef-Vex
Majesty                ab,aj,as         120 M   Lem-Ko-Dol-Sol
Malicious              me               15      Ith-El-Eth-gmj
Marksman               xb               110 P   Ral-Thul-Dol-Fal
Megiddo’s Touch        gl               255     Shael-Ith-Zy-Zy
Melodic Windsong       mi               100     Shael-Ko-Nef-gmj
Memory                 st,cq            90 S    Lum-Io-Sol-Eth
Morning Mist           gl,ma            190 @   Mal-Ohm-Gul-gmj
Mustang Cobra          bt               60      Eld-Dol-El-gmj
Myth                   sh               150     Amn-Mal-Eld-Nef
Nature’s Glory         pe               230D    Jah-Dol-Amn-gmj
Nightmare              we               190     Eth-Ohm-Mal-Amn
Notion                 he               220     Nef-Shael-Ber-Sol
Oath                   sh               140     Pul-Ith-Eld-Um
Obedience              bl               220     Ber-Nef-Mal-Sol
Oblivion’s Threshold   me               50 @    Nef-Eld-Shael-gmj
Obsession’s Snare      ci               210 S   Sur-Dol-Sol-gmj
Orderly Conduct        sc               25      Eth-Ral-Eld-gmj
Outcast                bl,sw            170     Gul-Shael-Sol-Ith
Oxymoron               au               130 P   Pul-Fal-Shael-Nef
Paradigm               sh               150     Mal-Sol-Dol-Eld
Paradox                st               240     Ral-Thul-Cham-Nef


                                                                                                                     Zy-El Mod Page 12
Runeword             Item             Lv C    Runes (4)            Runeword            Item            Lv C    Runes (4)
Spock*               cm               35      Thul-Ort-Ral-Tal     Victory             we              180     Vex-Amn-Tir-El
Stallion’s Fury      bt               140 A   Shael-Um-Dol-gmj     Voice of Deceit     pe              150 D   Mal-Tal-Eld-gmj
Starbrite            ci               180     Eld-Vex-Lem-gmj      War                 we              150     Um-Mal-Tir-Amn
Stinger              sw               140     Pul-Um-Dol-gmj       Warden              he,to,ct        35      Thul-Ral-Nef-El
Stomper              bt               200A    Lo-Ith-Shael-gmj     Wealth of Knowledge to              120     Lem-Ko-Tir-gmj
Stonecold            gl               220     Thul-Ber-Shael-gmj   Whisper             mi              210 M   Sur-Ohm-Dol-Nef
Stormcloud           gl               220     Ort-Ber-Shael-gmj    White Flutterbye    bt,gl           160     Lem-Amn-Hel-Ist
Sulu*                cm               25      Eth-Ith-Ral-Tal      White Vane          bt,gl           80      Io-Tal-Amn-gmj
Survivor             to               220     Um-Ber-Shael-Eth     Widowmaker          mi              200M    Ohm-Lo-Mal-Tal
Synchronicity        sh,to            210     Sur-Lum-Pul-Ith      Wings of Glory      bt              100     Hel-Eld-Ko-gmj
Teddy Bears          ha               220     Dol-Ber-Nef-gmj      Wintergreen         me              240     Cham-Thul-Amn-gmj
Tempest              st               200     Lo-Shael-Nef-Dol     Wolfenstein         bt,gl           100     Io-Tal-Ko-gmj
Temptress            he               230     El-Lem-Jah-gmj       Wolfman Jack        bt,gl           240     Ber-Hel-Cham-Lum
The Beauty           pe               140 D   Dol-Um-Nef-gmj       Wolfpack            bt,gl           170     Mal-Amn-Gul-gmj
Thunder              ha               200     Nef-Ort-Vex-Lo       Wonderlust          mi              190 M   Mal-Nef-Ohm-gmj
Timeout              to               230     Jah-Shael-Hel-gmj    Word of Amazon      we,ar           255M    Zy-El-Zy-Tal
Tin Man*             he,sh,to,ch,ct   120     Eld-Shael-Ort-Lem    Word of Assassin    we,ar           255A    Zy-El-Zy-El
Tradition            me               170     Gul-Sol-Ith-Mal      Word of Barbarian   we,ar           255B    Zy-El-Zy-Nef
Treacherous Deceit   gl               100     Tal-Dol-Ko-gmj       Word of Druid       we,ar           255D    Zy-El-Zy-Eth
Trial by Fire        bt,he,ch,ct      30      Ort-Ral-Nef-Tir      Word of Necromancer we,ar           255N    Zy-El-Zy-Eld
Trust                au               130     Pul-Fal-Shael-Amn    Word of Paladin     we,ar           255P    Zy-El-Zy-Tir
Uhura*               cm               30      Nef-Ort-Ral-Ith      Word of Sorceress   we,ar           255S    Zy-El-Zy-Ith
Unbending Will       sw               240     Thul-Ohm-Lo-Cham     Wrath               me              220     Ohm-Ber-Eth-Ral
Valiant              to               230     Ber-Jah-Sur-gmj      Xterra              bt              190 @   Eld-Ohm-Io-Dol
Vengeance            sc,cq            39 P    Thul-Ort-Ral-Shael   Yellow Flutterbye*  bt,gl,ch,cq     120     Hel-Fal-Amn-Lem
Vanquished           sc               90 P    Lum-Tal-Amn-gmj      Yellow Vane         bt,gl           70      Amn-Hel-Tal-gmj
Venomous             we               150     Tal-Dol-Mal-gmj      Zodiac Sign         bt,he,sh,to     160 @   Ist-Lem-Um-gmj
Vermilious Tempest   mi               60      Nef-Thul-Dol-gmj
Vermin Horde         pe               60 D    Dol-Tir-Ith-gmj

Runeword             Item         Lv C    Runes (5)                Runeword            Item          Lv C   Runes (5)
Adamantium           sh,to        200     Thul-Pul-Lum-Lo-Ist      Desolation          sh            200    Lo-Vex-Gul-Ohm-gmj
Alkalund             sh           140     Um-Pul-Shael-Nef-El      Destruction         we            220    Ber-Ral-Nef-Ohm-Gul
Apprenticeship       he,sh,to     110     Fal-Ort-Io-Shael-gmj     Dogs and Claws      sh,to         160    Mal-Dol-Shael-Ist-Fal
Armageddon           me           220     Shael-Ber-Tal-Ort-Ral    Dreaded             to            70 @   Ith-Amn-Eld-Hel-gmj
Awakening            bt,sh,to     120     Io-Sol-Lem-Ral-gmj       Duressed            we            200    Mal-Lum-Ral-Lo-gmj
Bat Out of Hell      me           240D    Shael-Cham-Ohm-Tal-Nef   Eagle Eye           mi            40     Nef-Thul-Amn-Tal-gmj
Bear Claw            sh,to        160     Fal-Mal-Dol-Shael-Ist    Ebony Black         sw            110    Tal-Fal-Dol-Shael-gmj
Bigger Brother       me           60      Ith-Ort-Dol-Amn-gmj      Edge of the Abyss   sw            140    Sol-Eth-Um-Nef-gmj
Bigger Sister        mi           60      Ort-Ith-Dol-Amn-gmj
Black Widow          mi           200M    Ohm-Lo-Mal-Tal-gmj
Blood                we           200     Gul-Um-Lo-Nef-Tal
Bone Knob*           sh,to,ch     80      Ort-Shael-Sol-Io-Dol
Blood Magic          bt,sh,to     170     Thul-Shael-Gul-Ko-gmj
Bone Spell           sh,to        150     Mal-Io-Ral-Dol-gmj
Bone Weave*          sh,to,ch     110     Sol-Io-Hel-Fal-Lum
Bound by Honor       to,sh        110     Fal-Ko-Hel-Dol-gmj
Bow Wow Blues        bt,sh,to     120 @   Hel-Thul-Eth-Lem-gmj
Cake Monster         to           80 N    Sol-Io-Nef-Amn-gmj
Cardinal             we           50      Shael-Thul-Eld-Ort-gmj
Cavalier             au,to        230P    Ohm-Pul-Tal-Fal-Jah
Chaos Theory         me           200     Um-Lo-Amn-Nef-gmj
Chow Chow Chow       bt,sh,to     170 @   Lem-hel-Thul-Gul-gmj
Cold Mastery         sh,to        150     Io-Ral-Dol-Mal-gmj
Collusion            me           150     Amn-Mal-Eld-Um-gmj
Coup de Grace        me           140     Um-Tir-Um-Tir-Shael
Crescent Moon        po,sp        140     Um-Tir-Shael-Amn-Eth
Criss Cross          xb           240     Lo-Cham-Thul-Tal-Shael
Crusade              to,sh        140 P   Um-Pul-Ith-Eth-gmj
Cuisinart            sw           200     Um-Mal-Amn-Gul-Lo
Dabblings            he,sh,to     70      Hel-Eth-Sol-Ort-gmj
Darkness Woven       we           140     Dol-Eld-Thul-Um-gmj
Death                me           255     Eld-Zy-Amn-Sol-Mal

                                                                                                                Zy-El Mod Page 13
Runeword             Item       Lv C    Runes (5)
Embers of Rage       he,sh,to   140     Sol-Hel-Ral-Um-gmj
Empress              sh,to      240     Cham-Ist-Ohm-Ber-Ko
Endgame              me         255     Um-Mal-Zy-Ith-Lo
Epoch’s End          we         150     Pul-Mal-Eld-Ith-gmj
Fast Strike          me         120     Lem-El-Lem-El-Shael
Final Epilogue       we         230     Gul-Jah-Dol-Shael-gmj
Flames               sh,to      180     Io-Fal-Sol-Vex-Lem
Flickering Inferno   mi         200     Ral-Lo-Shael-El-gmj
Flock of Seagulls    sh,to      220     Ist-Ber-Mal-Dol-Shael
Gasp of the Dying    mi         200     Vex-Lo-Tir-Amn-gmj
Godslayer            mi         150     Tal-Dol-Um-Mal-gmj
Granite              sh,to      160     Ko-Dol-Lum-Ist-Ko
Harbinger            to,we      255A    Zy-Mal-Ber-Sur-Tal
Heart of the Oak     to         230     Jah-Um-Io-Shael-Pul
Heatwave             sh,to      150     Ral-Dol-Mal-Io-gmj
Heaven’s Mandate     au         230P    Cham-Ber-Io-Nef-gmj
Hellspawn            to         220N    Amn-Ber-Pul-Mal-Nef
Herald               po         210     Dol-Amn-Gul-Sur-Lo
Holy Strike          sc         30      Eth-Ral-Ort-Tal-gmj
Honor                me,ch      45 @    Amn-El-Ith-Tir-Sol
Hound Dogs           sh,to      160     Dol-Shael-Ist-Fal-Mal
Humbled              to         80 P    Sol-Nef-Eld-Io-gmj
Hungering            sw         150     Um-Mal-Amn-Tal -gmj
Ice Age              mi,sw      170     Thul-Gul-Shael-Nef-Eth    Runeword               Item       Lv C    Runes (5)
Icicle               we         170     Thul-Cham-Jah-Shael-gmj   Peril’s Gate           mi         240     Gul-Cham-Ber-Nef-gmj
Inferno              sh,to      220     Lem-Mal-Io-Ber-Ist        Pestilence             po         150     Tal-Shael-Dol-Um-Mal
Ivory White          sw         110     Ort-Fal-Dol-Shael-gmj     Phalanx Form           me         200     Lo-Um-Amn-Ith-gmj
JBouley              we         255@    Jah-Ber-Zy-Ith-Dol        Phantom Pain           to         130     Pul-Ort-Tir-Dol-gmj
Jedi Knight          sw         170     Ort-El-Gul-Mal-gmj        Phoenix                me,ch      40      Thul-Ort-Ral-Amn-Tal
Judgement Day        sc         220P    Gul-Ber-Ort-Nef-gmj       Princess Warrior       he,sh,to   160     Ist-Io-Fal-Um-gmj
Knight’s Vigil       sh         130     Pul-Nef-Eld-Hel-Ith       Pumus Stone            he,sh,to   80      Thul-Ith-Ort-Io-gmj
Krackle              bl         140     Um-Ort-Um-Ort-Shael       Punisher               bl         210     Nef-Sur-Lo-Um-gmj
Krash                bl         120     Lem-Ral-Lem-Ral-Shael     Queen                  sh,to      200     Lo-Lem-Mal-Vex-Dol
Krinkle              bl         100     Ko-Tal-Ko-Tal-Shael       Questionable           mi         150     Dol-Mal-Hel-Um-gmj
Krumble              bl         160     Ist-Thul-Ist-Thul-Shael   Quick Kill             me         130     Pul-Eld-Pul-Eld-Shael
Krush                bl         180     Vex-Amn-Vex-Amn-Shael     Reaper                 me         255     Lo-Ber-Zy-Shael-Amn
Kryten*              cm         35      Thul-Ort-Ral-Tal-Ith      Retribution            sc         50 P    Thul-Ort-Ral-Shael-gmj
Legacy               to         255@    Amn-Zy-Um-Pul-Lem         Rhaevyn                ax,po,sp   190 D   Dol-Ral-Nef-Shael-Ohm
Lightning Spell      sh,to      150     Dol-Mal-Io-Ral-gmj        Rimmer*                cm         20      Tal-Ith-Eth-Nef-Tir
Lister*              cm         20      Tir-Nef-Eth-Ith-Tal       Rise Up                sh,to      160     Lem-Io-Ist-Sol-Lum
Lust                 to         160 @   Hel-Io-Um-Nef-Ist         Rook’s Vigil           sh,to      80      Io-Sol-Amn-Eth-gmj
Maelstrom’s Maw      mi         190     Ith-Gul-Ohm-Amn-gmj       Scarecrow              he,sh,to   120     Eld-Shael-Ort-Lem-gmj
Mage Kill            sh,to      200     Dol-Lum-Lo-Um-Lem         Scully*                cm         35      Thul-Eth-Ort-Ith-Tal
Mage King            sh,to      190     Ohm-Ko-Ist-Pul-Um         Semantics              au         240P    Cham-Shael-Eld-Amn-Pul
Magician             sh,to      150     Mal-Dol-Lem-Lum-Ko        Shalestone             he,sh,to   120     Dol-Thul-Shael-Lem-gmj
Maiden’s Blessing    he,sh,to   120     Lem-Sol-Hel-Ko-gmj        Silk                   to         220S    Ber-Um-Sol-Amn-Pul
Malevolent           me         255     Ber-Zy-Amn-Shael-Dol      Sisterhood of Steel    sh,to      160     Shael-Ist-Fal-Mal-Dol
Man of Steel         he,sh,to   160     Ith-Lum-Shael-Ist-gmj     Sledge                 ha         220     Fal-Ohm-Eth-Gul-Ber
Marauder             sw         90      Lum-Shael-Eth-Amn-gmj     Sole Survivor          to         220     Um-Ber-Shael-Eth-gmj
Marksman             mi         210 M   Sur-Um-Nef-Lo-Gul         Soothsayer             to         240     Cham-Ist-Ohm-Thul-Hel
Martyr               me         220     Ber-Lo-Ith-Sol-Ohm        Sparks Flying          he,sh,to   100     Ral-Amn-Nef-Ko-gmj
Mastiff              sh,to      255@    Ber-Gul-Lem-Zy-Hel        Spin Artist            me         210     Sur-Vex-Amn-Ith-gmj
Maximus              me         255@    Hel-Shael-Hel-Shael-Zy    Synchronized in Time   sh,to      210     Sur-Lum-Pul-Ith-gmj
Moulinex             sw         200     Lo-Fal-Sol-Ith-Eth        The Force              to         255     Fal-Ko-Lum-Io-Zy
Mulder*              cm         25      Nef-Ral-Tal-Eth-Eld       The Lovers             to,ch      40      Amn-Thul-Ort-Ral-Tal
Mutt                 sh,to      220@    Gul-Lem-Hel-Ber-Thul      The Obedient           bl         220     Ber-Nef-Mal-Sol-gmj
Mystery              mi         210     Sur-Dol-Ith-Nef-Sol       The Outcast            bl,sw      170     Gul-Shael-Sol-Ith-gmj
Myth-Nomers          sh         150     Amn-Mal-Eld-Nef-gmj       Thunderbolt            ha         200     Nef-Ort-Vex-Lo-gmj
Nightmare’s Memory   we         190     Eth-Ohm-Mal-Amn-gmj       Touchstone of Faith    to         150P    Pul-Um-Mal-Dol-gmj
Oath Sworn           sh         140     Pul-Ith-Eld-Um-gmj        Traditional Values     me         170     Gul-Sol-Ith-Mal-gmj
Oxymoronic           au         130P    Pul-Fal-Shael-Nef-gmj     Trustworthy            as         130     Pul-Fal-Shael-Amn-gmj
Paradigm Principle   sh         150     Mal-Sol-Dol-Eld-gmj       Unicorn                po,sp      220     Ort-Ber-Gul-Shael-Nef
Passion Enflamed     to         110 B   Ko-Fal-Dol-Eth-gmj        Untamed                sw         255@    Shael-Hel-Shael-Hel-Zy


                                                                                                                Zy-El Mod Page 14
Runeword            Item          Lv C    Runes (5)
Unyielding Force    sw            240     Thul-Ohm-Lo-Cham-gmj
Victory Dance       we            180     Vex-Amn-Tir-El-gmj
Warrior             we            150     Um-Mal-Tir-Amn-gmj
Warden of the Marches he,to       35      Thul-Ral-Nef-El-gmj
Whisperings         mi            210M    Sur-Ohm-Dol-Nef-gmj
Wiseguy             me            150@    Fal-Ko-Mal-Amn-gmj
Woe                 mi            210     Sur-Tal-Gul-Nef-Ohm
Wrath of Nature     me            220     Ohm-Ber-Eth-Ral-gmj
Xcolibri            mi,th         130     Lum-Hel-Pul-Thul-Lum
Yang                me            240B    Cham-Um-Tir-Mal-Sol
Yin                 me            220B    Ber-Dol-Shael-Ith-Nef
Zac503              we            170     Hel-Um-Thul-Ral-Gul




Runeword                Item    Lv C   Runes(6)                     Runeword                Item Lv C       Runes(6)
Adamantium Defense      sh,to   200    Thul-Pul-Lum-Lo-Ist-gmj      Love Everlasting        to      33      Amn-Thul-Ort-Ral-Tal-gmj
Alkalund’s Judgement    sh      140    Um-Pul-Shael-Nef-El-gmj      Lust for Life           to      160@    Hel-Io-Um-Nef-Ist-gmj
Angel from Heaven       me      240D   Shael-Cham-Ohm-Tal-Nef-      Mage Killer             sh,to 200       Dol-Lum-Lo-Um-Lem-gmj
gmj                                                                 Mage Kingdom            sh,to 190       Ohm-Ko-Ist-Pul-Um-gmj
Armageddon’s Prelude    me      220    Shael-Ber-Tal-Ort-Ral-gmj    Magic User              sh,to 150       Mal-Dol-Lem-Lum-Ko-gmj
Bearskin                sh,to   160    Fal-Mal-Dol-Shael-Ist-gmj    Malevolence             me      255     Ber-Zy-Amn-Shael-Dol-gmj
Big Dog                 sh,to   255@   Ber-Gul-Lem-Zy-Hel-gmj       Martyr’s Legacy         me      220     Ber-Lo-Ith-Sol-Ohm-gmj
Blood Brother           we      200    Gul-Um-Lo-Nef-Tal-gmj        Mercy Kill              me      140     Um-Tir-Um-Tir-Shael-gmj
Bone Bracer             sh,to   110    Sol-Io-Hel-Fal-Lum-gmj       Moby Dick*              cm      30      Ral-Eth-Tal-Ort-Nef-Tir
Cavalier Attitude       au,to   230P   Ohm-Pul-Tal-Fal-Jah-gmj      Moulinex Blender        sw      200     Lo-Fal-Sol-Ith-Eth-gmj
Crescent Star           po,sp   140    Um-Tir-Shael-Amn-Eth-gmj     Mucky Muck              sh,to 220@      Gul-Lem-Hel-Ber-Thul-gmj
Criss Crass Cross       xb      240    Lo-Cham-Thul-Tal-Shael-gmj   Mysterious Ways         mi      210     Sur-Dol-Ith-Nef-Sol-gmj
Cuisinart Finery        sw      200    Um-Mal-Amn-Gul-Lo-gmj        NavyFC                  mi      255     Mal-Io-Mal-Io-Ohm-Zy
Death March             me      255    Eld-Zy-Amn-Sol-Mal-gmj       Oath of Amazon          we,ar 255M      Zy-Zy-Zy-El-Zy-Tal
Destruction’s Wake      we      220    Ber-Ral-Nef-Ohm-Gul-gmj      Oath of Assassin        we,ar 255A      Zy-Zy-Zy-El-Zy-El
Disease                 po      150    Tal-Shael-Dol-Um-Mal-gmj     Oath of Barbarian       we,ar 255B      Zy-Zy-Zy-El-Zy-Nef
Dog Claws               sh,to   160    Mal-Dol-Shael-Ist-Fal-gmj    Oath of Druid           we,ar 255D      Zy-Zy-Zy-El-Zy-Eth
Empressive              sh,to   240    Cham-Ist-Ohm-Ber-Ko-gmj      Oath of Necroman        we,ar 255N      Zy-Zy-Zy-El-Zy-Eld
End of Game             me      255    Um-Mal-Zy-Ith-Lo-gmj         Oath of Paladin         we,ar 255P      Zy-Zy-Zy-El-Zy-Tir
Flamestrike             sh,to   180    Io-Fal-Sol-Vex-Lem-gmj       Oath of Sorceress       we,ar 255S      Zy-Zy-Zy-El-Zy-Ith
Flock of Geese          sh,to   220    Ist-Ber-Mal-Dol-Shael-gmj    Phoenix Ressurrection   me      40      Thul-Ort-Ral-Amn-Tal-gmj
Force of Darkness       to      255    Fal-Ko-Lum-Io-Zy-gmj         PhrozenKeep             to      255     Pul-Um-Mal-Sol-Eth-Zy
Gigantor*               cm      35     Thul-Ort-Ral-Tal-Ith-Eth     Queen Bee               sh,to 200       Lo-Lem-Mal-Vex-Dol-gmj
Granite Guard           sh,to   160    Ko-Dol-Lum-Ist-Ko-gmj        Quey Quig*              cm      35      Eth-Tal-Ort-Thul-El-Eld
Grim Reaper             me      255    Lo-Ber-Zy-Shael-Amn-gmj      Quick to Kill           me      120     Lem-El-Lem-El-Shael-gmj
Groundhog               sh,to   160    Dol-Shael-Ist-Fal-Mal-gmj    Quickening              me      130     Pul-Eld-Pul-Eld-Shael-gmj
Harbinger of Woe        to,we   255A   Zy-Mal-Ber-Sur-Tal-gmj       Rhaevyn’s Victory       ax,po,sp190D    Dol-Ral-Nef-Shael-Ohm-gmj
Heart of the Oat        to      230    Jah-Um-Io-Shael-Pul-gmj      Ripcord                 mi      255     Shael-Ort-Zy-Gul-Mal-Dol
Hellspawned             to      220N   Amn-Ber-Pul-Mal-Nef-gmj      Rise Up and Cheer       sh,to 160       Lem-Io-Ist-Sol-Lum-gmj
Herald of Destruction   po      210    Dol-Amn-Gul-Sur-Lo-gmj       Sharpshooter            mi      210 M   Sur-Um-Nef-Lo-Gul-gmj
Honor Guard             me      45 @   Amn-El-Ith-Tir-Sol-gmj       Silence                 we      180 @   Dol-Eld-Hel-Ist-Tir-Vex
Inferno Tempest         sh,to   220    Lem-Mal-Io-Ber-Ist-gmj       Silken                  to      220S    Ber-Um-Sol-Amn-Pul-gmj
JBouley’s Reign         we      255@   Jah-Ber-Zy-Ith-Dol-gmj       Starbuck*               cm      35      Ith-Eth-Nef-Ral-Thul-Tir
Knight’s Quest          sh      130    Pul-Nef-Eld-Hel-Ith-gmj      Steel Soroarity         sh,to 160       Shael-Ist-Fal-Mal-Dol-gmj
Krackled                bl      140    Um-Ort-Um-Ort-Shael-gmj      Sledgehammer            ha      220     Fal-Ohm-Eth-Gul-Ber-gmj
Krinkled                bl      100    Ko-Tal-Ko-Tal-Shael-gmj      Soothsayings            to      240     Cham-Ist-Ohm-Thul-Hel-gmj
Krushed                 bl      180    Vex-Amn-Vex-Amn-Shael-gmj    Sweet                   mi      160     Ist-Io-Fal-Ko-Lum-Lem
Legacy Everlasting      to      255@   Amn-Zy-Um-Pul-Lem-gmj        Symbols                 au      240P    Cham-Shael-Eld-Amn-Pul-gmj


                                                                                                                  Zy-El Mod Page 15
Runeword                  Item    Lv C   Runes(6)
Truth                     me      255    Zy-Shael-Nef-Sur-Ber-Um     Woe and Misery             mi   210   Sur-Tal-Gul-Nef-Ohm-gmj
Unicorn Blessing          po,sp   220    Ort-Ber-Gul-Shael-Nef-gmj   Zac503                     we   170   Hel-Um-Thul-Ral-Gul-gmj
Violation                 me      210    Sur-Lo-Vex-Amn-Thul-Ith


where the item codes are:
ab = any amazon bow                  ci = any circlet                ja = any javelin                  sc = any scepter
aj = any amazon javelin              cb = any club                   jwl = any jewel                   sh = any shield
am = any amulet                      cl = charm large                kn = any knife                    sp = any spear
ar = any armor                       cm = any charm                  ma = any mace                     st = any staff
as = any amazon spear                cn = charm narrow               me = any melee weapon             sw = any sword
au = any auric shield                cq = charm quad                 mi = any missile weapon           ta = any throw axe
ax = any axe                         cs = charm small                ms = any misc item                th = any thrown weapon
be = any belt                        ct = charm tall                 or = any orb (not a rod)          tk = any throw knife
bk = any book                        cw = any claw                   pe = any druid pelt               to = any torso armor
bl = any blunt weapon                gl = any glove                  ph = any primal helmet            wa = any wand
bt = any boot                        ha = any hammer                 po = any polearm                  we = any weapon
bo = any bow                         hd = any necro head             ri = any ring                     xb = any crossbow
ch = charm hex                       he = any helmet                 ro = any rod (sc,st,wa)


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




                                                                                                                  Zy-El Mod Page 16
Some of these item codes are inclusive of other codes as indicated here:

ms = any miscellaneous item                                     ar = any armor
    am = any amulet                                                 be = any belt
    bk = any book                                                   bt = any boot
    cm = any charm                                                  gl = any glove
         cg = charm grand                                           he = any helmet
         ch = charm hex                                                  ci = any circlet
         cl = charm large                                                pe = any druid pelt
         cn = charm narrow                                               ph = any primal helmet
         cq = charm quad                                            sh = any shield
         cs = charm small                                                au = any auric shield
         ct = charm tall                                                 hd = any necro head
    gem = any gem                                                   to = any torso armor
    jwl = any jewel
    ri = any ring

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




                                                                                                            Zy-El Mod Page 17
NEW BASIC CUBE RECIPES (the easy stuff): In the following sections, there are several categories of Cube recipes
that have been added. Just put the input ingredients in the Cube and hit the Transform button to get the output item. This
Mod has over 56,000+ recipes in total and not all of them are fully documented . . . and I don’t plan to ever do so; this mod
guide is long enough.

<same heal potion> x 3 -> <heal potion> next higher
<same mana potion> x 3 -> <mana potion> next higher
<super heal potion> + <super mana potion> -> <rejuv potion>
<rejuv potion> x 3 -> <Full rejuv potion>

<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)

--- Random Flawed Gems from Chipped Gems ---
<any chipped Gem> x 6 -> random <flawed Gem> (great way to clean up your inventory of those random gem bits)
<any flawed Gem> x 6 -> random <standard Gem>
<any standard Gem> x 6 -> random <flawless Gem>
<any flawless Gem> x 6 -> random <perfect Gem>


Lazy Cat Recipes (for the lazy in all of us)
<Heal potion> + 3 x Fruit -> 1 <Rejuv>
<Mana potion> + 3 x Meat -> 1 <Rejuv>

<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>)




                                                                                                             Zy-El Mod Page 18
UPGRADE ITEM RECIPES (upgrade item types):                   These recipes upgrade the
item type of the input items to an item of higher quality with new attributes. Often,
you have to sacrifice 3 or 6 of a base item plus a few trinkets to get 1 improved item.
You may even have to sacrifice an Elixir! Please note that these recipes will generate new
items with new attributes.

<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>

<mag Ring> + <mag Amulet> -> new <mag Jewel>
<rar Ring> + <rar Amulet> -> new <rar Jewel>
<crf Ring> + <crf Amulet> -> new <crf Jewel>
<uni Ring> + <uni Amulet> -> new <uni Jewel>

How to upgrade Non-Magic Items:
<low-quality Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> (Can we fix it? Yes, we can!)
<cracked Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<crude Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<ethereal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item>
<normal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <superior Item>

<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 better Cube Scrolls:
<Common Cube Scroll> x 6 + <mag Charm> -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> x 6 + <rar Charm> -> new <Secret Cube Scroll>
<Secret Cube Scroll> x 6 + <Demon Box> -> new <Arcane Cube Scroll>
<Common Cube Scroll> x 4 + <mag Charm> + <Elixir> -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> x 4 + <rar Charm> + <Elixir> -> new <Secret Cube Scroll>
<Secret Cube Scroll> x 4 + <Demon Box> + <Elixir> -> new <Arcane Cube Scroll>

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.)


                                                                                                  Zy-El Mod Page 19
How to make smaller Charms from larger Charms (easier if you have a spare Elixir or Demon Key kicking around):

<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>




                                                                                                   Zy-El Mod Page 20
SOCKETING RECIPES (something better):               These recipes can add sockets to any item. These recipes work for
weapons, armor, helmets, shields, gloves, belts, boots, charms, rings, amulets and thrown weapons. Flawless gems are now
required ingredients. Jewel quality is now a required factor to consider for different item types.

<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!!!

Here   are the recipes to downgrade an item to normal:
<any   hi-quality item> + <key> + <chp Gem> -> normal <item>
<any   magic item> + <key> + <chp Gem> -> normal <item>
<any   rare item> + <key> + <chp Gem> -> new <magic item>
<any   crafted item> + <key> + <chp Gem> -> new <rare item>
<any   set item> + <key> + <chp Gem> -> new <rare item>
<any   unique item> + <key> + <chp Gem> -> new <rare item>

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!

Use the following recipe to reduce the quality of a rune or gem to
previous rune/gem:
<any Rune> + <key> -> <Rune> previous
<any Gem> + <key> -> <Gem> lower quality




                                                                                                                   Zy-El Mod Page 21
FOOD ITEM RECIPES (this has nothing to do with lunch): These recipes make use of the food items that
monsters may drop. Food items are divided into two kinds: Meat Items and Fruit Items. Certain combinations of these
items put in the Horadric Cube will produce different potions. Food items are more commonly found in Normal difficulty, less
so in Nightmare and rarely in Hell – by that time, reliance on potions is much less. High level players would prefer to buy their
potions rather than crafting them.

Here are the food combinations and resulting potions:

<Meat    Item>    -> <Std Healing potion>
<Fruit   Item>    -> <Std Mana potion>
<Meat    Item>   x 2 -> <Major Healing potion>
<Fruit   Item>   x 2 -> <Major Mana potion>
<Meat    Item>   x 3 -> <Super Healing potion>
<Fruit   Item>   x 3 -> <Super Mana potion>
<Meat    Item>   + <Fruit Item> -> <Stamina potion>
<Meat    Item>   x 2 + <Fruit Item> -> <Antidote potion>
<Meat    Item>   + <Fruit Item> x 2 -> <Thawing potion>

<Meat    Item>   x   3 + <Fruit Item> x 3 -> <Rejuv potion>
<Meat    Item>   +   <Rejuv potion> -> <Rancid Gas potion> x 50
<Fruit   Item>   +   <Rejuv potion> -> <Flaming Oil potion> x 50
<Meat    Item>   +   <Rejuv potion> + <chp Emerald> -> <Choking Gas potion> x 50
<Fruit   Item>   +   <Rejuv potion> + <chp Ruby> -> <Exploding potion> x 50
<Meat    Item>   +   <Rejuv potion> + <flw Emerald> -> <Strangling Gas potion> x 50
<Fruit   Item>   +   <Rejuv potion> + <flw Ruby> -> <Fulminating potion> x 50



Similarly, the derived recipes are:

<Meat    Item>   x   4   +   <Fruit   Item>   x   3   -> <Rancid Gas potion> x 50
<Meat    Item>   x   3   +   <Fruit   Item>   x   4   -> <Flaming Oil potion> x 50
<Meat    Item>   x   4   +   <Fruit   Item>   x   3   + <chp Emerald> -> <Choking Gas potion> x 50
<Meat    Item>   x   3   +   <Fruit   Item>   x   4   + <chp Ruby> -> <Exploding potion> x 50
<Meat    Item>   x   4   +   <Fruit   Item>   x   3   + <flw Emerald> -> <Strangling Gas potion> x 50
<Meat    Item>   x   3   +   <Fruit   Item>   x   4   + <flw Ruby> -> <Fulminating potion> x 50
<Meat    Item>   x   9   +   <Fruit   Item>   x   9   -> <Full Rejuv potion>




                                                                                                            Zy-El Mod Page 22
UNIQUE ITEM REROLL RECIPES (something extra special): These recipes allow players to re-roll for a
new Unique item based on an existing Unique item. Ever find a Unique item that your character can’t use? How
many Nagelrings do you have? Well, now players can re-roll for a different Unique item in the hopes of obtaining
one that can be of use. These recipes are not cheap – more akin to gambling for high level characters. There are
two variations of these recipes.

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:

<Unique Charm> + <Demon Box> + <Key> -> random <Unique Ring>
<Unique Charm> + <Demon Box> + <Rune> -> random <Unique Amulet>
<Unique Charm> + <Demon Box> + <Chipped Gem> -> random <Unique Jewel>

where <Key> is an ordinary key; <Rune> is any Rune; <Chipped> is any chipped gem.




                                                                                                             Zy-El Mod Page 23
UNIQUE ITEM FIND RECIPES (something extra special): These recipes generate unique items of the same input
item type. Valid item types include: Boot, Glove, Torso, Helmet, Shield, Ring, Amulet, Belt, Knife, Sword, Mace, Axe, Club,
Scepter, Maul, Hammer, Staff, Spear, Polearm, Bow, Crossbow, Thrown knife, Thrown axe, Katar, Wand, Orb, Claws, Preserved
head, Primal helm, Pelt, Auric Shield, Ama Spear, Ama Javelin, Ama Bow, Circlet. With 700+ uniques, there’s now something
special for everyone. There’s even a possibility of acquiring one of Zy-El’s Artifacts . . . though unlikely! Bear in mind
that the crafted source items must be of the same type but they don’t have to be the same item specifically. So, you
can put in a crafted sash, a crafted heavy belt and a crafted light belt and wind up with some form of unique belt!

<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.)

Here are the recipes to generate Quest items:
<Town Portal Scroll> + <std Gem> + <rar Jewel> + <Elixir> -> Bark Scroll
<rar Kris> + <std Gem> + <rar Jewel> + <Elixir> -> Gidbinn
<rar Quarterstaff> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Staff
<Identify Scroll Tome> + <std Gem> + <rar Jewel> + <Elixir> -> Lam Esen’s Tome
<rar Flail> + <std Gem> + <rar Jewel> + <Elixir> -> Kalim’s Super Flail
<perf Gem> + <std Gem> + <rar Jewel> + <Elixir> -> Mephisto’s Soulstone
<rar Maul> + <std Gem> + <rar Jewel> + <Elixir> -> Hellforge Hammer
<rar War Hammer> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Malus
<Full Rejuv Potion> + <std Gem> + <rar Jewel> + <Elixir> -> Malah’s Thawing Potion



                                          ETHEREAL ITEM RECIPES (modify item types to Ethereal):                      These
                                          recipes can be used to modify normal, hi-quality, magic, rare, crafted, set,
                                          runic and unique items to be ethereal. Why the heck would you ever want an
                                          item to become Ethereal? As everyone knows, Ethereal items have limited
                                          durability and eventually break. However, Ethereal items also tend to have higher
                                          attributes than base items. Ideally, Ethereal weapons are best suited for hirelings
                                          who never break their equipment.

                                          Here   are the recipes to modify an item to be Ethereal:
                                          <any   hi-quality item> + key + <Elixir> -> Ethereal <item>
                                          <any   magic item> + key + <Elixir> -> Ethereal <item>
                                          <any   rare item> + key + <Elixir> -> Ethereal <item>
                                          <any   crafted item> + key + <Elixir> -> Ethereal <item>
                                          <any   set item> + key + <Elixir> -> Ethereal <item>
                                          <any   unique item> + key + <Elixir> -> Ethereal <item>




                                                                                                        Zy-El Mod Page 24
CUBE RECIPE LOCKS (retaining item attributes):               Cube Locks are used
           in crafting recipes to retain the attributes of the source input item
           while adding new crafted attributes. Most of the cube recipes
           mentioned in the following sections involve using the Horadric Cube to
           generate new items from existing input items. In other words, when
crafting a new attribute to an item, its original attributes are normally re-rolled
before adding the new attribute. However, Cube Locks force the output item to
retain the attributes of the source input item.

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:

<Zy Rune> + <Perfect Gem> x 7 + <Elixir> x 7 ---> <Cube Lock>

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.



                                                                                                           Zy-El Mod Page 25
ELIXIR RECIPES (something for quick fixes):             Elixirs can be used to generate items with a limited number of
specific attributes. The new crafted attributes are added to the re-rolled attributes of the same item type as the
source item. These recipes also work for Class-specific items. To retain the existing attributes of the source item, use a
single Cube Lock. Crafted attributes may be multiplied by using a single Cube Adder.

<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

Elixirs can be also used to enhance Weapons maximum damage:
<Elixir> + <Perf Diamond> + <Weapon> -> new Weapon + add normal max dmg
<Elixir> + <Perf Topaz> + <Weapon> -> new Weapon + add lightning max dmg
<Elixir> + <Perf Ruby> + <Weapon> -> new Weapon + add fire max dmg
<Elixir> + <Perf Sapphire> + <Weapon> -> new Weapon + add cold max dmg
<Elixir> + <Perf Emerald> + <Weapon> -> new Weapon + add poison max dmg
<Elixir> + <Perf Amethyst> + <Weapon> -> new Weapon + add magic ranged dmg

Elixirs can be used to enhance Weapons minimum damage:
<Elixir> + <Perf Diamond> x 2 + <Weapon> -> new Weapon + add normal min dmg
<Elixir> + <Perf Topaz> x 2 + <Weapon> -> new Weapon + add lightning min dmg
<Elixir> + <Perf Ruby> x 2 + <Weapon> -> new Weapon + add fire min dmg
<Elixir> + <Perf Sapphire> x 2 + <Weapon> -> new Weapon + add cold min dmg
<Elixir> + <Perf Emerald> x 2 + <Weapon> -> new Weapon + add poison min dmg
<Elixir> + <Perf Amethyst> x 2 + <Weapon> -> new Weapon + add magic min/max dmg

Elixirs can be also used to enhance Torso Armor resistances:
<Elixir> + <Perf Skull> + <Torso armor> -> new Torso Armor + add Defense (AC rating)
<Elixir> + <Perf Diamond> + <Torso Armor> -> new Torso Armor + add normal dmg reduction
<Elixir> + <Perf Topaz> + <Torso Armor> -> new Torso Armor + add lightning resist
<Elixir> + <Perf Ruby> + <Torso Armor> -> new Torso Armor + add fire resist
<Elixir> + <Perf Sapphire> + <Torso Armor> -> new Torso Armor + add cold resist
<Elixir> + <Perf Emerald> + <Torso Armor> -> new Torso Armor + add poison resist
<Elixir> + <Perf Amethyst> + <Torso Armor> -> new Torso Armor + add magic dmg reduction




                                                 MEGA-LOAD ELIXIR RECIPES (something for big fixes):                     The Elixir
                                                 recipes can be Mega-loaded to produce THIRTY times the result of the regular
                                                 Elixir recipe. All added effects are stacked on top of existing weapon attributes –
                                                 no Cube Lock is required. Cube Adders will NOT work with this recipe.

                                                 Use the same recipes as above, except add a Zy-El Scroll.

                                                 <Zy-El Scroll> + <Elixir> + <Perf gem> + <Weapon> -> same <Item> + <Elixir
                                                 Max Damage Bonus> * 3000%

                                                 <Zy-El Scroll> + <Elixir> + <Perf gem> x 2 + <Weapon> -> same <Item> +
                                                 <Elixir Min Damage Bonus> * 3000%

                                                 <Zy-El Scroll> + <Elixir> + <Perf gem> + <Torso Armor> -> same <Item> +
                                                 <Elixir Resistance Bonus> * 3000%



                                                                                                                Zy-El Mod Page 26
EXCEPTIONAL/ELITE RECIPES (making regular stuff better): These recipes transform Regular items into their
Exceptional equivalents and Exceptional items into their Elite versions. Exceptional and Elite items have higher strength and
dexterity requirements. So, be careful when using these recipes. You may wind up with an item you can’t use for a long while.
Only Regular items can be used to transform into Exceptional items and only Exceptional items can be used to transform into
Elite items. Take note that the source items can be of any quality: cracked, inferior, ethereal, normal, socketed, magical, rare,
unique, set, runic or even crafted. Input item quality has no bearing in these recipes. Got this cube recipe idea from
MikeMayhem, but had to tweak it to fit this Mod.

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.

And the demonic (Demon Key + Box) recipe is:

<Crafted Ring> + <gem> + <Demon Key> + <Demon Box> + <Elixir> ->
new <Crafted Ring> with hit skill

<Crafted Amulet> + <gem> + <Demon Key> + <Demon Box> + <Elixir> ->
new <Crafted Amulet> with gethit skill




                                                                                                             Zy-El Mod Page 27
CRAFTED ITEM RECIPES (the good stuff):                These recipes are generic formulas that allow players to add special
non-gem abilities to Crafted items. Can make very powerful items but also very expensive to repair. Spell charges are also
very costly. ONLY CRAFTED ITEMS CAN BE ENCHANTED WITH THESE RECIPES – not Magic, Rare, Runic, Unique or
Set items. The recipes only work for items of type: Weapons, Torsos, Helmets, Gloves, Belts and Boots (NOT Rings, Amulets,
Jewels or Charms – crafting these items is covered in other sections).

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.

The cube   formula for enchanting Crafted items is as follows:
<Crafted   Item> + <Stnd Gem> + <mag Ring> + <mag Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted   Item> + <Flwls Gem> + <rar Ring> + <rar Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted   Item> + <Perf Gem> + <crf Ring> + <crf Amulet> + <Key> --> new <Crafted Item> + <added ability>
<Crafted   Item> + <Perf Gem> + <uni Ring> + <uni Amulet> + <Key> --> new <Crafted Item> + <added ability>

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.




                                                                                                            Zy-El Mod Page 28
CRAFTED CHARM RECIPES (more good stuff):              Charms can be enchanted with limited Gem abilities. Charm size
does not matter. The added abilities are derived from those pertaining to weapon, armor and shield bonuses that the gem
normally gives. Cube Locks and Cube Adders will NOT work with these recipes.

Use one of the following recipes:
<Crafted charm> + <stnd Gem> + <mag Ring> + <mag Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <flwls Gem> + <rar Ring> + <rar Amulet> -> new <Crafted charm> + <Gem abilities>
<Crafted charm> + <perf Gem> + <crf Ring> + <crf Amulet> -> new <Crafted charm> + <Gem abilities>

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.

Use one of the following Cube recipes to create Demon Items:

<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

                                                         <attbs> is dependant on item type. Weapons gain damage and attack.
                                                         Torso Armors gain armor class and elemental resistances. Shields
                                                         gain block speed and armor class. Belts grant reduced damage taken
                                                         and reduced poison length. Gloves grant increased attack speed and
                                                         inflict open wounds. Helms grant faster hit recovery and casting
                                                         speed. Rings grant extra gold find and bonus to all skills. Amulets
                                                         grant extra magic find and bonus to all skills. Class-specific items
                                                         are granted additional class-specific bonuses.

                                                         <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?



The Dark Side beckons! Use with extreme caution!

                                                                                                          Zy-El Mod Page 29
CRAFTED JEWEL RECIPES (neat stuff):                Crafted jewels can be enchanted with Rune abilities. To begin, you must
have a crafted Jewel created using one of the Upgrade recipes. Because of the nature of crafted Jewels, they are very
expensive to enchant. Unlike other items that can be enchanted, Jewels can be socketed into other items bestowing their
abilities to the base item in the process. This can make for very, very powerful items.

Crafted Jewels can be enchanted with the following recipes:
<Crf Jewel> + <any Rune> + <Elixir> + <mag Ring> -> new <Crf Jewel> + <Rune weapon attribute>
<Crf Jewel> + <any Rune> + <Elixir> + <mag Amulet> -> new <Crf Jewel> + <Rune armor attribute>
<Crf Jewel> + <any Rune> + <Elixir> + <mag Charm> -> new <Crf Jewel> + <Rune shield attribute>

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!



MEGALOAD       CRAFTED       JEWEL      RECIPES     (really   neat   stuff):
Crafted jewels can be mega-enhanced using these Mega-loaded versions
of the Crafted Jewel Recipes. The key ingredient required is a <Zy-El
Scroll>. Cube Locks and Cube Adders will NOT work with these recipes.

<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%




                                                                                                          Zy-El Mod Page 30
MAGIC MISSILE RECIPES (magic arrows and bolts):                  Magic arrow
                 and bolt quivers can be enchanted with elemental and
                 other special attack forms. Remember, you only have a
                 limited number of shots. If you fire off the last missile, the
                 enchanted quiver disappears. Auto-replenishing arrows/bolts
                 do NOT apply to magic quivers. Auto-replenish will NEVER
                 appear as an attribute on magic quivers. Kato has no intention
        of ever making this possible.

It is still possible to replenish your magic quivers, but at a cost. There
are two methods to replenishing magic missile quivers. Partial quivers of magic
arrows/bolts can be sold to vendors who do NOT sell magic arrows to begin
with and then buy back the same magic missiles in a full quiver. In other
words, to replenish magic quivers, sell back the partial quivers to any vendor
other than Charsi, Fara, Hralti, Halbu or Larzuk; selling magic quivers to
any of these vendors will result in the quiver disappearing from the
inventory altogether – it cannot be recovered. The advantage to using the
vendor buyback method to replenish magic quivers is that the unique attributes
are retained; however, the cost in gold can sometimes be prohibitive.

WARNING: some magic arrows/bolts may come with sockets; if the
sockets are filled, these quivers cannot be replenished, ever – by any means. Once a magic quiver receives a gem or jewel
in any of its sockets, it can NEVER be replenished with the same attributes.

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.

                                                                                                          Zy-El Mod Page 31
MEGALOAD MAGIC MISSILE RECIPES (convert magic missiles to slayer weapons):                           Magic arrow and bolt
quivers can be enchanted with slayer-like attributes through mega-load recipes. These recipes require the very hard to
acquire <Zy-El Scroll> to complete. Why would anyone want to sacrifice such a prized item for a limited-fire weapon such as
an arrow quiver? Well, only the very highest level characters will have the patience and the resources to assemble such a
weapon. Possessing such a weapon would be a point of pride in itself.

<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%;

And a Mega-load Skill Adder recipe exists as well:
<Crafted Class Item> + <Zy-El Scroll> -> new <Crafted Class Item> with +30 Class Skills

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.




                                                                                                        Zy-El Mod Page 32
SKILLTAB ADDER RECIPES (something just as good):                   These recipes add bonuses to Skill Tabs within specific
classes. These recipes are less expensive than the overall Class Skill Adder Recipes in that a crafted class specific item is
NOT required. Rather, SkillTab Adder Bonuses can be bestowed on Crafted Rings or Crafted Amulets. Stated below is the
generic formula and required elements for each specific Skill Tab:

<Crf Ring/Amulet> + <Elixir> + <Crf Jewel> + <Flwls Gem> + <Potion> -> new <Crf Ring/Amulet> + 1 SkillTab Bonus

where:

     <Flwls Gem>         <Potion>       Skill Tab
     Skull               Stamina        Amazon Bow & Crossbow
     Skull               Thawing        Amazon Passive & Magic
     Skull               Antidote       Amazon Spear & Javelin
     Sapphire            Stamina        Sorceress Fire Spells
     Sapphire            Thawing        Sorceress Lightning Spells
     Sapphire            Antidote       Sorceress Cold Spells
     Topaz               Stamina        Necromancer Curses
     Topaz               Thawing        Necromancer Poison & Bone Spells
     Topaz               Antidote       Necromancer Summoning Spells
     Amethyst            Stamina        Paladin Combat
     Amethyst            Thawing        Paladin Offensive
     Amethyst            Antidote       Paladin Defensive
     Emerald             Stamina        Barbarian Combat Skills
     Emerald             Thawing        Barbarian Combat Masteries
     Emerald             Antidote       Barbarian Warcries
     Ruby                Stamina        Druid Summoning
     Ruby                Thawing        Druid Shap Shifting
     Ruby                Antidote       Druid Elemental Spells
     Diamond             Stamina        Assassin Traps
     Diamond             Thawing        Assassin Shadow Disciplines
     Diamond             Antidote       Assassin Martial Arts


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!!




                                                                                                           Zy-El Mod Page 33
SKILL ADDER RECIPES (something just as good):                These recipes add bonuses to a particular Skill/Spell. These
bonuses apply to only a specific Skill/Spell and not any others. These recipes are slightly less expensive than the SkillTab
Adder recipes in that a Crafted Class-specific item is NOT required: however, the addition of a rune is required to determine
the exact bonus. Also, a Crafted Charm is required in order to receive the bonus. Listed below is the general cube formula
accompanied by the required ingredients for each particular form of the recipe for each Skill/Spell:

<Crf Charm> + <Elixir> + <Perf Gem> + <Potion> + <Rune> -> new <Crf Charm> + 1 Skill Bonus

For Amazon Skills, the required ingredients are:


       <Perf       <Potion>         <Rune>     Skill/Spell
       Gem>
       Skull       Stamina          El         Magic Arrow
       Skull       Stamina          Eld        Fire Arrow
       Skull       Stamina          Tir        Cold Arrow
       Skull       Stamina          Nef        Multiple Shot
       Skull       Stamina          Eth        Exploding Arrow
       Skull       Stamina          Ith        Ice Arrow
       Skull       Stamina          Tal        Guided Arrow
       Skull       Stamina          Ral        Strafe
       Skull       Stamina          Ort        Immolation Arrow
       Skull       Stamina          Thul       Freezing Arrow
       Skull       Thawing          El         Inner Sight
       Skull       Thawing          Eld        Critical Strike
       Skull       Thawing          Tir        Dodge
       Skull       Thawing          Nef        Slow Missiles
       Skull       Thawing          Eth        Avoid
       Skull       Thawing          Ith        Penetrate
       Skull       Thawing          Tal        Dopplezon
       Skull       Thawing          Ral        Evade
       Skull       Thawing          Ort        Valkyrie
       Skull       Thawing          Thul       Pierce
       Skull       Antidote         El         Jab
       Skull       Antidote         Eld        Power Strike
       Skull       Antidote         Tir        Poison Javelin
       Skull       Antidote         Nef        Impale
       Skull       Antidote         Eth        Lightning Bolt
       Skull       Antidote         Ith        Charged Strike
       Skull       Antidote         Tal        Plague Javelin
       Skull       Antidote         Ral        Fend
       Skull       Antidote         Ort        Lightning Strike
       Skull       Antidote         Thul       Lightning Fury


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!!




                                                                                                         Zy-El Mod Page 34
For Sorceress Skills, the required ingredients are:      For Necromancer Skills, the required ingredients are:


    <Perf      <Potion>     <Rune>   Skill/Spell          <Perf      <Potion>     <Rune>   Skill/Spell
    Gem>                                                  Gem>
    Sapphire   Stamina      El       Fire Bolt            Topaz      Stamina      El       Amplify Damage
    Sapphire   Stamina      Eld      Warmth               Topaz      Stamina      Eld      Dim Vision
    Sapphire   Stamina      Tir      Inferno              Topaz      Stamina      Tir      Weaken
    Sapphire   Stamina      Nef      Blaze                Topaz      Stamina      Nef      Iron Maiden
    Sapphire   Stamina      Eth      Fire Ball            Topaz      Stamina      Eth      Terror
    Sapphire   Stamina      Ith      Fire Wall            Topaz      Stamina      Ith      Confuse
    Sapphire   Stamina      Tal      Enchant              Topaz      Stamina      Tal      Life Tap
    Sapphire   Stamina      Ral      Meteor               Topaz      Stamina      Ral      Attract
    Sapphire   Stamina      Ort      Fire Mastery         Topaz      Stamina      Ort      Decrepify
    Sapphire   Stamina      Thul     Hydra                Topaz      Stamina      Thul     Lower Resist
    Sapphire   Thawing      El       Charged Bolt         Topaz      Thawing      El       Teeth
    Sapphire   Thawing      Eld      Static Field         Topaz      Thawing      Eld      Bone Armor
    Sapphire   Thawing      Tir      Telekinesis          Topaz      Thawing      Tir      Poison Dagger
    Sapphire   Thawing      Nef      Nova                 Topaz      Thawing      Nef      Corpse Explosion
    Sapphire   Thawing      Eth      Lightning            Topaz      Thawing      Eth      Bone Wall
    Sapphire   Thawing      Ith      Chain Lightning      Topaz      Thawing      Ith      Poison Explosion
    Sapphire   Thawing      Tal      Teleport             Topaz      Thawing      Tal      Bone Spear
    Sapphire   Thawing      Ral      Thunder Storm        Topaz      Thawing      Ral      Bone Prison
    Sapphire   Thawing      Ort      Energy Shield        Topaz      Thawing      Ort      Poison Nova
    Sapphire   Thawing      Thul     Lightning Mastery    Topaz      Thawing      Thul     Bone Spirit
    Sapphire   Antidote     El       Ice Bolt             Topaz      Antidote     El       Skeleton Mastery
    Sapphire   Antidote     Eld      Frozen Armor         Topaz      Antidote     Eld      Raise Skeleton
    Sapphire   Antidote     Tir      Frost Nova           Topaz      Antidote     Tir      Clay Golem
    Sapphire   Antidote     Nef      Ice Blast            Topaz      Antidote     Nef      Golem Mastery
    Sapphire   Antidote     Eth      Shiver Armor         Topaz      Antidote     Eth      Raise Skeleton Mage
    Sapphire   Antidote     Ith      Glacial Spike        Topaz      Antidote     Ith      Blood Golem
    Sapphire   Antidote     Tal      Blizzard             Topaz      Antidote     Tal      Summon Resist
    Sapphire   Antidote     Ral      Chilling Armor       Topaz      Antidote     Ral      Iron Golem
    Sapphire   Antidote     Ort      Frozen Orb           Topaz      Antidote     Ort      Fire Golem
    Sapphire   Antidote     Thul     Cold Mastery         Topaz      Antidote     Thul     Revive




                                                                                                 Zy-El Mod Page 35
For Paladin Skills, the required ingredients are:           For Barbarian Skills, the required ingredients are:


    <Perf       <Potion>    <Rune>    Skill/Spell            <Perf       <Potion>     <Rune>   Skill/Spell
    Gem>                                                     Gem>
    Amethyst    Stamina     El        Sacrifice              Emerald     Stamina      El       Bash
    Amethyst    Stamina     Eld       Smite                  Emerald     Stamina      Eld      Leap
    Amethyst    Stamina     Tir       Holy Bolt              Emerald     Stamina      Tir      Double Swing
    Amethyst    Stamina     Nef       Zeal                   Emerald     Stamina      Nef      Stun
    Amethyst    Stamina     Eth       Charge                 Emerald     Stamina      Eth      Double Throw
    Amethyst    Stamina     Ith       Vengeance              Emerald     Stamina      Ith      Leap Attack
    Amethyst    Stamina     Tal       Blessed Hammer         Emerald     Stamina      Tal      Concentrate
    Amethyst    Stamina     Ral       Conversion             Emerald     Stamina      Ral      Frenzy
    Amethyst    Stamina     Ort       Holy Shield            Emerald     Stamina      Ort      Whirlwind
    Amethyst    Stamina     Thul      Fist of the Heavens    Emerald     Stamina      Thul     Berserk
    Amethyst    Thawing     El        Might                  Emerald     Thawing      El       Sword Mastery
    Amethyst    Thawing     Eld       Holy Fire              Emerald     Thawing      Eld      Axe Mastery
    Amethyst    Thawing     Tir       Thorns                 Emerald     Thawing      Tir      Mace Mastery
    Amethyst    Thawing     Nef       Blessed Aim            Emerald     Thawing      Nef      Pole Arm Mastery
    Amethyst    Thawing     Eth       Concentration          Emerald     Thawing      Eth      Throwing Mastery
    Amethyst    Thawing     Ith       Holy Freeze            Emerald     Thawing      Ith      Spear Mastery
    Amethyst    Thawing     Tal       Holy Shock             Emerald     Thawing      Tal      Increased Stamina
    Amethyst    Thawing     Ral       Sanctuary              Emerald     Thawing      Ral      Iron Skin
    Amethyst    Thawing     Ort       Fanaticism             Emerald     Thawing      Ort      Increased Speed
    Amethyst    Thawing     Thul      Conviction             Emerald     Thawing      Thul     Natural Resistance
    Amethyst    Antidote    El        Prayer                 Emerald     Antidote     El       Howl
    Amethyst    Antidote    Eld       Resist Fire            Emerald     Antidote     Eld      Find Potion
    Amethyst    Antidote    Tir       Defiance               Emerald     Antidote     Tir      Taunt
    Amethyst    Antidote    Nef       Resist Cold            Emerald     Antidote     Nef      Shout
    Amethyst    Antidote    Eth       Cleansing              Emerald     Antidote     Eth      Find Item
    Amethyst    Antidote    Ith       Resist Lightning       Emerald     Antidote     Ith      Battle Cry
    Amethyst    Antidote    Tal       Vigor                  Emerald     Antidote     Tal      Battle Orders
    Amethyst    Antidote    Ral       Meditation             Emerald     Antidote     Ral      Grim Ward
    Amethyst    Antidote    Ort       Redemption             Emerald     Antidote     Ort      War Cry
    Amethyst    Antidote    Thul      Salvation              Emerald     Antidote     Thul     Battle Command




                                                                                                     Zy-El Mod Page 36
For Druid Skills, the required ingredients are:            For Assassin Skills, the required ingredients are:


    <Perf       <Potion>    <Rune>    Skill/Spell           <Perf       <Potion>     <Rune>   Skill/Spell
    Gem>                                                    Gem>
    Ruby        Stamina     El        Raven                 Diamond     Stamina      El       Fire Blast
    Ruby        Stamina     Eld       Plague Poppy          Diamond     Stamina      Eld      Shock Web
    Ruby        Stamina     Tir       Oak Sage              Diamond     Stamina      Tir      Blade Sentinel
    Ruby        Stamina     Nef       Summon Spirit Wolf    Diamond     Stamina      Nef      Charged Bolt Sentry
    Ruby        Stamina     Eth       Cycle of Life         Diamond     Stamina      Eth      Wake of Fire
    Ruby        Stamina     Ith       Heart of Wolverine    Diamond     Stamina      Ith      Blade Fury
    Ruby        Stamina     Tal       Summon Fenris         Diamond     Stamina      Tal      Lightning Sentry
    Ruby        Stamina     Ral       Vines                 Diamond     Stamina      Ral      Wake of Inferno
    Ruby        Stamina     Ort       Spirit of Barbs       Diamond     Stamina      Ort      Death Sentry
    Ruby        Stamina     Thul      Summon Grizzly        Diamond     Stamina      Thul     Blade Shield
    Ruby        Thawing     El        Werewolf              Diamond     Thawing      El       Claw Mastery
    Ruby        Thawing     Eld       Shape Shifting        Diamond     Thawing      Eld      Psychic Hammer
    Ruby        Thawing     Tir       Werebear              Diamond     Thawing      Tir      Burst of Speed
    Ruby        Thawing     Nef       Feral Rage            Diamond     Thawing      Nef      Weapon Block
    Ruby        Thawing     Eth       Maul                  Diamond     Thawing      Eth      Cloak of Shadows
    Ruby        Thawing     Ith       Rabies                Diamond     Thawing      Ith      Fade
    Ruby        Thawing     Tal       Fire Claws            Diamond     Thawing      Tal      Shadow Warrior
    Ruby        Thawing     Ral       Hunger                Diamond     Thawing      Ral      Mind Blast
    Ruby        Thawing     Ort       Shock Wave            Diamond     Thawing      Ort      Venom
    Ruby        Thawing     Thul      Fury                  Diamond     Thawing      Thul     Shadow Master
    Ruby        Antidote    El        Firestorm             Diamond     Antidote     El       Tiger Strike
    Ruby        Antidote    Eld       Molten Boulder        Diamond     Antidote     Eld      Dragon Talon
    Ruby        Antidote    Tir       Arctic Blast          Diamond     Antidote     Tir      Fists of Fire
    Ruby        Antidote    Nef       Eruption              Diamond     Antidote     Nef      Dragon Claw
    Ruby        Antidote    Eth       Cyclone Armor         Diamond     Antidote     Eth      Cobra Strike
    Ruby        Antidote    Ith       Twister               Diamond     Antidote     Ith      Claws of Thunder
    Ruby        Antidote    Tal       Volcano               Diamond     Antidote     Tal      Dragon Tail
    Ruby        Antidote    Ral       Tornado               Diamond     Antidote     Ral      Blades of Ice
    Ruby        Antidote    Ort       Armageddon            Diamond     Antidote     Ort      Dragon Flight
    Ruby        Antidote    Thul      Hurricane             Diamond     Antidote     Thul     Phoenix Strike




                                                                                                    Zy-El Mod Page 37
Charm of Making (something amazing):           a special class of Charms that can be pre-programmed to a specific set of
attributes to suit whatever situation the player deems necessary. Like any other type of charm, a Charm of Making (ChoM)
must be present in the character’s inventory in order to be active. Unlike other charms, the Charm of Making cannot be
socketted. Unlike most charms, each Charm of Making will impose penalties upon the character using it – draining Strength,
Dexterity, Vitality and/or Mana in various combinations and amounts depending on the nature of the Charm itself. Characters
may carry more than one Charm of Making limited only by the availability of space in their inventory.

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.

How to make a Charm of Making

3 x <Standard Gem> + 3 x <Elixir> + <rar Charm> + <rar Jewel>
+ 3 x <Common Cube Scroll> ---> <Minor Charm of Making>

3 x <Minor Charm of Making> + 3 x <Perfect Gem> + <crf Charm> + <crf Jewel>
+ 3 x <Uncommon Cube Scroll> ---> <Major Charm of Making>

3 x <Major Charm of Making> + 3 x <Perfect Skull> + <unq Charm> + <unq Jewel>
+ 3 x <Secret Cube Scroll> ---> <Mega Charm of Making>

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.




                                                                                                       Zy-El Mod Page 38
Icon   Mode        Switch      Attributes          Icon   Mode       Switch       Attributes
                   Gem                                               Gem
                                                                                  +Fire damage
                                                                     Diamond,
                                                                                  +Cold damage
                               +Lightning damage                     Emerald,
                                                                                  +Lightning damage
       Buzzer      Topaz x 2   +Light radius              Psycho     Ruby,
                                                                                  +Poison damage
                               +Resist Lightning                     Sapphire,
                                                                                  +Weapon swing
                                                                     Topaz
                                                                                  speed
                               +Attack vs Demons
                               +Attack vs Undead
                                                                                  +Armor Class
                               +Damage vs
                   Diamond                                Shield     Diamond      +Life
       Crusader                Undead
                   x3                                                             +Reduce Damage
                               +Ignore AC
                               +No Monster Heal
                               +Normal Damage
                                                                                  +Summon Skeleton
                               +Armor Class
                                                                                  +Summon Mage
                               +Reduce Damage             Skull      Skull
                   Diamond                                                        Skeleton
       Defender                +Resist All
                   x2                                                             +Summon Golem
                               +Hit Recovery
                               +Half Freeze

                                                                                  +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



                               +All Skills                                        +Poison damage
                                                                     Emerald x
                               +Strength                  Venom                   +Thorns
                   Amethyst                                          2
       Master                  +Dexterity                                         +Resist Poison
                   , Diamond
                               +Vitality
                               +Energy



                                                                                 Zy-El Mod Page 39
ZY-EL SCROLLS (something hard to find): A <Zy-El Scroll> is an artifact which will never drop from any monster.
               However, fragments of these scrolls can be found from certain high-level monsters or through arcane means. A
               completed scroll can be assembled once an entire set of 7 fragments is transmuted within the Horadric Cube.
               Each fragment is numbered 1 through 7; one of each fragment must be placed into the Horadric Cube in order
               to successfully transmute into a <Zy-El Scroll>.

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!

Zy-El Scrolls can be used to generate random unique items:
<Zy-El Scroll> + <uni Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> random <unique Item> of same item
type (Item quality does not matter! One side benefit – Unique item generated with come with maximum sockets!)

Zy-El Scrolls can be used to generate crafted items:
<Zy-El Scroll> + <crf Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> <crf Item> of same item type
(Item quality does not matter! One side benefit – Unique item generated will come with maximum sockets!)

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 ARTIFACTS RECIPES (something extra special): Of course,
there are Unique items specific to the Zy-El mod that can be had by players
through these cube recipes. These items are extremely powerful and any player
(especially an Assassin) equipped with two or three of these items can cause
serious mayhem! These Artifacts are NOT Set items. There is no Set bonus bestowed by having more than one of these
items equipped. Each Artifact is a standalone item capable of transforming any character into a minor god. As such, some of
these items require a minimum character level of 240, others 255. Yes, you must have 3 Unique Jewels in order to
complete the recipe:

<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)


                                                                                                          Zy-El Mod Page 40
REATTRIBUTE/RE-ROLL RECIPES (re-rolls attributes of magic, rare, crafted items and cube scrolls too):
These recipes regenerate attributes of magic, rare and crafted items and regenerate cube scrolls. Don’t like the abilities
on an item or the output of a cube scroll? Or maybe you goofed when you crafted an item with the wrong ingredients and want
to start over again. Items include weapons, armors, rings, amulets and charms. Cube scrolls apply as listed.

<mag Item> + <mag Jewel> + <Elixir> -> new <mag Item>
<rar Item> + <rar Jewel> + <Elixir> -> new <rar Item>
<crf Item> + <crf Jewel> + <Elixir> -> new <crf Item>

<Demon Box> x 3 -> new <Demon Box>
<Demon Box> + <crf Jewel> + <Elixir> -> new <Demon Box>

<Common Cube Scroll> x 3 -> new <Common Cube Scroll>
<Common Cube Scroll> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <Common Cube Scroll>
<Uncommon Cube Scroll> x 3 -> new <Uncommon Cube Scroll>
<Uncommon Cube Scroll> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <Uncommon Cube Scroll>
<Secret Cube Scroll> x 3 -> new <Secret Cube Scroll>
<Secret Cube Scroll> + <crf Ring> + <crf Amulet> + <crf Jewel> -> new <Secret Cube Scroll>
<Arcane Cube Scroll> x 3 -> new <Arcane Cube Scroll>
<Arcane Cube Scroll> + <uni Ring> + <uni Amulet> + <uni Jewel> -> new <Arcane Cube Scroll>



                                                   ATTRIBUTE REDUCTION RECIPES (reduces specific attribute
                                                   values): These recipes can be used to reduce and remove specific
                                                   attributes from items. Why would players want to do this? Well, there is
                                                   a built-in limitation with Diablo2 in which items can only have a maximum 44
                                                   lines of attributes. Any additional attributes are ignored. Often, items
                                                   come with attributes that are of no benefit to characters and it is better
                                                   to remove them. Each application of the reduction recipe will incrementally
                                                   remove the attribute bonus. It may be necessary to use the recipe more
                                                   than once to completely remove the attribute line. Some of these recipes
                                                   are very costly. Attribute reduction is a very fine art of item sculpting
                                                   apt for high level characters who wish to put the final touches to
                                                   prized items- pruning off useless attributes.

<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>




                                                                                                          Zy-El Mod Page 41
<any Item> + <Antidote potion> + <key> -> same <Item> - <5% Ease>
                                                    <any Item> + <Antidote potion> x 2 + <key> -> same <Item> - <20% Ease>
                                                    <any Item> + <Antidote potion> x 3 + <key> -> same <Item> - <50% Ease>

                                                    <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>




                                                                                                            Zy-El Mod Page 42
DAMAGE REDUCTION RECIPES (reduces damage bonuses):                    These recipes can be used to reduce and remove
physical and elemental damage bonuses bestowed by items. Specifically, bonuses to Fire, Cold, Lightning, Poison and Physical
damage can be reduced. If the bonus is reduced to zero, the entire damage attribute line is removed. Be careful not to incur
negative bonuses as they will indeed subtract from the characters’ damage capability.

<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)

In order to remove an entire damage bonus attribute, it may be necessary to
remove the minimum and maximum damage range values.

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.


                                                                                                          Zy-El Mod Page 43
STAT REDUCTION RECIPES (reduces character stat bonuses):
These recipes can be used to reduce and remove stat bonuses bestowed by
items. Specifically, bonuses to the character’s Strength, Dexterity, Vitality,
Energy, Attack Rating, Defense, Stamina, Mana and Life can be reduced.
Reduce the stat bonus to zero and the bonus attribute line will disappear. Be
careful not to incur negative bonuses as they will indeed subtract from the
characters’ stats.

<any Item> + <Gem/Rune> + <Stamina potion> -> same <Item> - <Stat
Bonus>
where:
<Gem/Rune> type =        <Gem> quality =          <Rune> quantity =
    Ruby (Strength)           Chipped (-1)           One (-1)
    Topaz (Dexterity)         Flawed (-5)            Two (-5)
    Emerald (Vitality)        Standard (-20)         Three (-20)
    Tir Rune (Energy)         Flawless (-100)        Four (-100)
    Diamond (Stamina)         Perfect (-500)         Five (-500)
    El Rune (Attack)
    Eld Rune (Defense)
    Amethyst (Life)
    Sapphire (Mana)
    Skull (Strength, Dexterity, Vitality, Energy)

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).


                                                                                                            Zy-El Mod Page 44
<any Item> + <Gem> + <Greater Healing potion> -> same <Item> - <Absorption Level-Based Bonus>
where:
<Gem> type =                             <Gem> quality =
   Ruby (Fire Absorb/level)                Chipped (-1)
   Topaz (Lightning Absorb/level)           Flawed (-5)
   Sapphire (Cold Absorb/level)            Standard (-20)
   Skull (Fire, Ltng, Cold Absorb/level)    Flawless (-100)



A variation of these recipes using a <Super Healing Potion> rather than a
<Healing Potion> will remove elemental absorption percent bonuses. A
<Super Healing Potion> can be generated by transmuting three Meat Food
items. These attributes are extremely rare and will appear on items like: 16%
Fire Damage Absorb.

<any Item> + <Gem> + <Super Healing potion> -> same <Item> -
<Absorption Level-Based Bonus>
where:
<Gem> type =                               <Gem> quality =
   Ruby (Fire Absorb Percent)                Chipped (-1)
   Topaz (Lightning Absorb Percent)           Flawed (-5)
   Amethyst (Magic Absorb Percent)           Standard (-20)
   Sapphire (Cold Absorb Percent)             Flawless (-100)
   Skull (Fire, Ltng, Cold Absorb Percent)



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.




                                                                                                           Zy-El Mod Page 45
MAGIC COLLECTORS (something to do with magic junk): Collectors accumulate magic from items and can be
transformed into static items such as Gems, Runes, Elixirs, Demon Keys . . . even Celebrity Fragments. Any magic item
(that is, Magic, Rare, Crafted, Set or Unique) transmuted in a Horadric Cube with a Magic Collector will cause the item to
disappear. The resulting dispersed magic is absorbed by the Collector in the form of Magic Points. Collectors can also be used
to collect magic from static items such as gems, jewels, runes, Demon Boxes, Demon Keys, Elixirs, Cube Scrolls, Zy-El
Fragments, Zy-El Scrolls and even Celebrity Items. Uncharged Collectors can be purchased from the gambling merchant in
each town.

        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.

<Low Rune> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<chipped Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<flawed Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Ring> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Amulet> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Magic Jewel> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Common Cube Scroll> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5
<Minor Celebrity Poster Fragment> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5

where <Low Rune> includes: El, Eld, Nef, Tir, Eth, Ith, Tal, Ral



Mega-Collectors:      these Collectors have fixed Magic Point
             capacities of 1000 (referred to as 1K), 5000 (5K),
             10000 (10K) and 50000 (50K). They cannot receive
             additional Magic Points. They are created by combining
             lower denomination Collectors in the Horadric Cube as
outlined below:

<Magic Collector   [500 Pts]> x 2 ----> <Mega-Collector [1K]>
<Magic Collector   [500 Pts]> x 10 ----> <Mega-Collector [5K]>
<Mega-Collector    [1K]> x 5 ----> <Mega-Collector [5K]>
<Mega-Collector    [5K]> x 2 ----> <Mega-Collector [10K]>
<Mega-Collector    [5K]> x 10 ----> <Mega-Collector [50K]>
<Mega-Collector    [10K]> x 5 ----> <Mega-Collector [50K]>

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.

                                                                                                              Zy-El Mod Page 46
Similarly, higher denominations of Mega-Collectors can be transformed if an input item’s Magic Points are sufficient to
upgrade the Collector to the next highest denomination. If you overload a 500 Magic Point Collector with an item that
results in the total Magic Points equals 1000 MPs, you'll get a 1K Collector. You cannot add points to the Mega-Collectors, but
you can transform them into higher denominations with the correct input items.

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.

<Magic Collector> + <Base Item> + <Food> ----> <Item>

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.



Decrementing Collectors (removing Magic Points): since the
redemption of Collectors requires an exact amount of Magic Points,
it is possible that players involuntarily accumulate too many Magic
Points. There is a way to decrement the Magic Points in a Collector
through the following recipes:

<Collector>   +   <Key>    ----> <Collector> - 1 Magic Point
<Collector>   +   <Key>   x 2 ----> <Collector> - 10 Magic Points
<Collector>   +   <Key>   x 3 ----> <Collector> - 50 Magic Points
<Collector>   +   <Key>   x 4 ----> <Collector> - 100 Magic Points
<Collector>   +   <Key>   x 5 ----> <Collector> - 300 Magic Points

<Collector[1K]> + <Key> ----> <Collector[500 pts]>
<Collector[5K]> + <Key> ----> <Collector[1K]>
<Collector[10K]> + <Key> ----> <Collector[5K]>
<Collector[50K]> + <Key> ----> <Collector[10K]>




                                                                                                           Zy-El Mod Page 47
PIGGY BANKS (aka RuuTaRd’s Vault - something to store more gold): Piggy Banks store
                         gold and can be passed between players or kept for extra gold storage when players exceed
                         their carrying limit. These items are also referred to as RuuTaRd’s Vaults, named after the player

                         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:

<Set Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Set Item Thumbnail>
<Unique Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Unique Item Thumbnail>
<Piggy Bank> + <Key> ----> <Piggy Bank Thumbnail>
<Mega-Collector> + <Key> + <Any Food Item> ----> <Mega-Collector Thumbnail>
<Treasure Card> + <Any Chipped Gem> ----> <Treasure Card Thumbnail>

<Minor Celebrity Poster> + <Key> ----> <Minor Celebrity Thumbnail>
<Major Celebrity Poster> + <Key> ----> <Major Celebrity Thumbnail>
<Zy-El Scroll> + <Key> ----> <Zy-El Scroll Thumbnail>

Restoring Thumbnails: to restore Thumbnailed items to full size, use these recipes:

<Item Thumbnail> + <Stamina Potion> ----> <Item>
<Treasure Card Thumbnail> + <Any Chipped Gem> ----> <Treasure Card>

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.

                                                                                                           Zy-El Mod Page 48
CELEBRITY ITEMS (optional quests): These are quests for items bearing the likenesses of known personalities and
memorabelia. These quests are optional and players may choose not to participate by simply not picking up the quest
items. There are several types of Celebrity Items that players may undertake and the methods of completing the Items
differ slightly but all have the same principle. Collect the broken Fragments and assemble them in the Horadric Cube to form
the quest item. The Fragments may be found on any map, dropped by any monster on any game difficulty. However, some
specific Fragments will tend to drop more often from certain monsters in certain areas. Just doing the same maps over and
over again does not gaurantee that you will find all the Fragments to complete a quest – you will have to roam the maps. Maybe
even go to those places that most players tend to ignore.

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 Fragments

                                                                                      Album Poster




                                                                                                             Zy-El Mod Page 49
Major Celebrity Posters are far more powerful than the Minor/Album Posters and are more difficult to locate and
assemble. The Major Fragments are found only on Nightmare and Hell difficulties.         For the Major Celbrity items, the
Fragments do not assemble to form the items themselves – rather the Fragments are combined to create Top and Bottom Wear
items. There are male and female Major Celebrities. The males have male Wear items – T-shirts and boxers while the females
have . . . well, you can ascertain what for yourself. One player did make the comment, “this mod has everything but Carmen
Electra’s underwear” – well, that’s not the case anymore.

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.

Are you confused yet??? Well, how about a visual example:




                Major Celebrity Fragments
                                                    Major Celebrity                       Major Celebrity
                                                     Wear Item                                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.

<Minor Celebrity Poster> + <Key> ---> <Minor Celebrity Thumbnail>
<Album Poster> + <Key> ---> <Album Poster Thumbnail>
<Major Celebrity Poster> + <Key> ---> <Major Celebrity Thumbnail>
<Minor Celebrity Thumbnail> + <Stamina Potion> ---> <Minor Celebrity Poster>
<Album Poster Thumbnail> + <Stamina Potion> ---> <Album Poster>
<Major Celebrity Thumbnail> + <Stamina Potion> ---> <Major Celebrity Poster>

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.

<Major Celebrity Poster> + <Stamina Potion> ---> <Major Celebrity Wallpaper>
<Major Celebrity Wallpaper> + <Key> ---> <Major Celebrity Poster>

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:



                                                                                                        Zy-El Mod Page 50
<Minor Celebrity Fragment> x 3 ---> random <Minor Celebrity Fragment> or <Album Fragment>
<Major Celebrity Fragment Male> x 3 ---> random <Major Celebrity Fragment Male>
<Major Celebrity Fragment Female> x 3 ---> random <Major Celebrity Fragment Female>

                             <Minor Celebrity Thumbnail> x 3 ---> random <Minor Celebrity Thumbnail>
                             <Major Celebrity Thumbnail Male> x 3 ---> random <Major Celebrity Thumbnail Male>
                             <Major Celebrity Thumbnail Female> x 3 ---> random <Major Celebrity Thumbnail Female>

                             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>




Transformation Recipes (upgrade, downgrade and re-roll Cards):
Among the Zy-El Treasure Cards, there are Numbered Cards (numbered from 2 to 10), Face Cards (Jack, Queen, King, Ace,
El and Zy) and Jokers (numbered from 0 to 9). All of these transformation recipes will work with TC thumbnails.

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>

                                                                                                          Zy-El Mod Page 51
<Numbered Card> + <Standard Gem> ---> same suit <Numbered Card – 1>
<Face Card> + <Standard Gem> ---> same 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:




To generate Treasure Cards of higher values, use these recipes:
<Joker> x 5 ---> random suit <Number 2 Card>
<Numbered Card same Number> x 5 ---> random suit <Numbered Card Number + 1>
<Face Card same Face> x 5 ---> random suit <Face Card Face + 1>
<Numbered Card same Number, same Suit> x 5 ---> same suit <Numbered Card Number + 1>
<Face Card same Face, same Suit> x 5 ---> same suit <Face Card Face + 1>


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!

In order to cash-out, a complete Zy-El hand must be submitted.
A complete hand consists of 7 cards, no more and no less. There
are several types of hands that can be completed and these are the
only types that will be recognized by the Horadric Cube as described
below. In the Zy-El mod, it is possible for the same Treasure Cards
to drop more than once – these items are NOT unique. These items are not charms or wear-able items. They do not bestow
any benefits in and of themselves. Treasure Cards can be sold to merchants for gold or fed to Collectors for magic points.

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.




                                                                   ?       Default 2-Of-A-Kind with 2’s
                                                                           (2 cards of same value, any suit)



                                                                           Default 4-Of-A-Kind with 2’s
                                                                   ?       (4 cards of same value, any suit)




                                                                                                               Zy-El Mod Page 52
Default 7-Of-A-Kind with 2’s
                                                                  ?      (7 cards of same value, any suit)




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.

                                                                         Identical 3-Of-A-Kind hand with 2 of Spades
                                                                  ?      (3 cards of the same value, same suit)



                                                                         Identical 5-Of-A-Kind hand with 7 of Diamonds
                                                                  ?      (5 cards of the same value, same suit)




                                                                  ?      Identical 7-Of-A-Kind hand with 9 of Hearts
                                                                         (7 cards of the same value, same suit)

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.

                                                                         Unique 5-Of-A-Kind hand with 5’s
                                                                  ?      (5 cards of the same value, all different suits)




                                                                         Unique 7-Of-A-Kind hand with 2’s
                                                                  ?      (7 cards of the same value, all different suits)



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:

                                                                         Default Two-Pair with 2’s and 5’s
                                                                  ?      (two pairs of same values, any suits)




                                                                         Default Two-Pair with 9’s and 7’s
                                                                  ?      (two pairs of same values, any suits)




                                                                                                             Zy-El Mod Page 53
Identical Two-Pairs (a Zy-El hand with two pairs of exactly the same cards):
An Identical Two-Pair hand will consist of two pairs of identical cards. However, both pairs will be of different values or
different suits from each other. Since Zy-El hands may contain multiples of the same card, these kinds of hands are possible.



                                                                         Identical Two-Pairs with 2 of Talons and 5 of
                                                                 ?       Hearts (two pairs of exactly the same cards)



                                                                         Identical Two-Pairs with 9 of Clubs and 7 of Stars
                                                                 ?       (two pairs of exactly the same cards)



                                                                         Identical Two-Pairs with Jack of Clubs and Ace of
                                                                 ?       Hearts (two pairs of exactly the same cards)




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.

                                                                         Matching Two-Pairs with 2’s and 7’s of Stars
                                                                 ?       (two pairs of exactly the same cards, all cards of
                                                                         the same suit)



                                                                         Matching Two-Pairs with 9’s and Aces of Diamonds
                                                                 ?       (two pairs of exactly the same cards, all cards of
                                                                         the same suit)



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.



                                                                         Unique Two-Pair with 2’s and 5’s
                                                                 ?       (two pairs of same values, all cards of different
                                                                         suits)




                                                                 ?       Unique Two-Pair with 5’s and 9’s
                                                                         (two pairs of same values, all cards of different
                                                                         suits)



                                                                         Unique Two-Pair with 2’s and 7’s
                                                                 ?       (two pairs of same values, all cards of different
                                                                         suits)




                                                                                                         Zy-El Mod Page 54
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 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:




                                                                  ?      Default Three-Pair with 5’s, 7’s and 9’s
                                                                         (three pairs of same values)




                                                                         Default Three-Pair with 4’s, 8’s and Jacks
                                                                  ?      (three pairs of same values




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.

                                                                         Identical Three Pair with 4’s, 8’s and Jacks
                                                                  ?      (3 pairs of exactly the same card)




                                                                         Identical Three Pair with 4’s, 9’s and Queens
                                                                  ?      (3 pairs of exactly the same card)




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.

                                                                         Matching Three Pair with 2, 7 and Queen of
                                                                  ?      Diamonds




                                                                         Matching Three Pair with 4, 6 and Jack of Talons
                                                                  ?




                                                                                                          Zy-El Mod Page 55
Unique Three-Pairs (a Zy-El hand with three pairs of cards with the same values, but all different suits):
A Unique Three-Pair hand will consist of three pairs of cards with the same values but all six non-Joker cards will be of
different suits.

                                                                       Unique Three Pair with 4’s, 6’s and 10’s
                                                                ?      (all non-Joker cards are of different suits)



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:

                                                                       Default Full House with 4’s over 9’s
                                                                ?      (suits do not matter)




                                                                       Default Full House with 3’s over 10’s
                                                                ?      (suits do not matter)




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:

                                                                       Identical Full House with 8 of Clubs over 4 of Talons
                                                                ?

                                                                       Identical Full House with Jack of Stars over 7 of
                                                                ?      Diamonds




                                                                                                        Zy-El Mod Page 56
Matching Full-House (a hand consisting of a 3-Of-A-Kind and a 4-Of-A-Kind, with exactly the same cards, all cards of
the same suit): A Matching 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 Matching Full House hands:

                                                                       Matching Full House with Jacks over 5 of Stars
                                                                ?

                                                                ?
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:

                                                                       Default Stacked House with 4’s over 9’s
                                                                ?      (suits do not matter)




                                                                       Default Stacked House with 3’s over 10’s
                                                                ?      (suits do not matter)




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:

                                                                       Identical Stacked House with 8 of Clubs over 4 of
                                                                ?      Talons




                                                                       Identical Stacked House with Jack of Stars over 7
                                                                ?      of Diamonds




                                                                                                      Zy-El Mod Page 57
Matching Stacked-House (a hand consisting of a 2-Of-A-Kind and a 5-Of-A-Kind, with exactly the same cards, all
cards of the same suit): A Matching 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 Matching Stacked House hands:

                                                                        Matching Stacked House with Jacks over 5 of Stars
                                                                 ?

                                                                 ?
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:

                                                                        Default Crowded House with 4’s and 5’s over 9’s
                                                                 ?      (suits do not matter)




                                                                        Default Crowded House with 3’s and 4’s over 10’s
                                                                 ?      (suits do not matter)



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:

                                                                        Identical Crowded House with 8 of Clubs and 5 of
                                                                 ?      Stars over 4 of Talons




                                                                        Identical Crowded House with 10 of Hearts and
                                                                 ?      Jack of Stars over 7 of Diamonds




                                                                                                        Zy-El Mod Page 58
Matching 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, all cards of the same suit): A Matching 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 Matching Crowded House hands:



                                                                  ?       Matching Crowded House with Jacks and 9’s over 5
                                                                          of Stars



                                                                          Matching Crowded House with 8’s and 9’s over 7 of
                                                                  ?       Diamonds




                                                                          Matching Crowded House with 6’s and 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 Straight (a hand consisting of a 7 cards in numerical sequence): A Default
Straight hand consist of 7 cards in numerical sequence ranging from 2 to 10 to Jack, Queen,
King, Ace, El and Zy. The suits do not matter. Here are some examples of Default Straight
hands:



                                                                  ?
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:

                                                                          Straight Flush 2 of Clubs up
                                                                  ?

                                                                  ?       Straight Flush 8 of Hearts up




                                                                                                          Zy-El Mod Page 59
Unique Straight (a hand consisting of a 7 cards in numerical sequence and one of each suit): A Unique Straight 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 different. Here are some examples of Unique Straight 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:

                                                                          Default Flush in Diamonds
                                                                  ?

                                                                  ?       Default Flush in Clubs




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:


                                                                          Eagle Flush with Ace over 9 of Hearts
                                                                  ?

                                                                          Eagle Flush with Queen over 6 of Swords
                                                                  ?


                                                                                                          Zy-El Mod Page 60
Phoenix Flush (a hand consisting of an Identical 6-Of-A-Kind and one other non-Joker card all of the same suit): A
Phoenix Flush hand consists of an Identical 6-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 6-Of-A-Kind acting as the two “wing”
triplets to form the Phoenix 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. Here are some examples of Phoenix 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.




TREASURE CARD WAGER RECIPES (What might it be worth?):
Wagering consists of entering a 5-card Treasure wagering hand, a base item and a wagering item. The better the hand, the
higher the wager, the more likely something good will come of it – it’s a wager and does not always pay off but has the potential
for hitting the Jackpot!!




                                 ( Available in Zy-El Version 4.5 )


SECRET TREASURE CARD RECIPES (For those in the know . . .):
Well, they wouldn’t be secret if I revealed them here – would they??? Go fetch!!




                                 ( Available in Zy-El Version 4.5 )




                                                                                                            Zy-El Mod Page 61
MOD INSTALLATION INSTRUCTIONS:                     This mod includes eight files: D2Launch.DLL, D2Net.DLL, D2Client.DLL,
D2Common.DLL, D2Gfx.DLL, D2Game.DLL, PlugY.DLL and Patch_D2.MPQ. These files also exist in your Diablo2 game
directory. Backup the original files then delete these files from the Diablo2 directory. Now, copy the mod’s files into the
Diablo2 game directory. To go back to the original game, restore the D2 files from your backup. In the DLL Zip file, there will
be two versions of the DLL files – one for patch version 1.09b and one for patch 1.09d. Be sure to install the correct DLL’s.
What is the difference between the two sets? To play on closed realms, only patch 1.09d can be used.

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!



SPECIAL THANKS (Check out the Diablo2 CREDITS screen):
Thanks to PhrozenHeart, Alkalund, Myhrginoc, JBouley, Ricfaith, Apocolypse Demon, Sir_General, P51Mus, Joel,
Infinitum, I_Burner, Brother Laz, Om, UJN, Deathfile, Hellbound, *Astalion*, Shadow Talon, Riparious, Har’lea’quinn,
Hammerman, Foxbat, Incandescent One, Zhoulumcrist, Lord Drekas, BlackHeart, Fusman, Profound Darkness, aihara and
Clannad for sharing their Modding wisdom and being really nice about it. These “mod Gods” are responsible for producing a lot
of the materiels found in this mod; I can only take credit for putting it all together and balancing it. Thanks to Yohann for his
extraordinary PlugY!

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.




                                                                                                            Zy-El Mod Page 62
Appendix A: Gem Socket Attributes:

Gem                  Req’d Level      Weapon/Glove                      Armor/Helm/Belt                 Shield/Boot
Chipped Amethyst         4            att%[15]                          strength[5]                     ac%[20]
Flawed Amethyst          8            att%[30]                          strength [10]                   ac%[40]
Standard Amethyst        16           att%[45]                          strength [15]                   ac%[60]
Flawless Amethyst        32           att%[60]                          strength [20]                   ac%[80]
Perfect Amethyst         64           att%[75]                          strength [25]                   ac%[100]

Chipped Sapphire         4            cold-dmg[3-6], cold-len[30]*      mana[20]                        resist-cold[10]
Flawed Sapphire          8            cold-dmg[6-12], cold-len[60]*     mana[40]                        resist-cold[20]
Standard Sapphire        16           cold-dmg[9-18], cold-len[90]*     mana[60]                        resist-cold[30]
Flawless Sapphire        32           cold-dmg[12-24], cold-len[120]*   mana[80]                        resist-cold[40]
Perfect Sapphire         64           cold-dmg[15-30], cold-len[180]*   mana[100]                       resist-cold[50]

Chipped Emerald          4            dmg-pois[40], pois-len[50]*       dexterity[5]                    resist-pois[10]
Flawed Emerald           8            dmg-pois[80], pois-len[50]*       dexterity [10]                  resist-pois[20]
Standard Emerald         16           dmg-pois[120], pois-len[50]*      dexterity [15]                  resist-pois[30]
Flawless Emerald         32           dmg-pois[160], pois-len[50]*      dexterity [20]                  resist-pois[40]
Perfect Emerald          64           dmg-pois[200], pois-len[50]*      dexterity [25]                  resist-pois[50]

Chipped Ruby             4            fire-dmg[4-8]                     hp[25]                          resist-fire[10]
Flawed Ruby              8            fire-dmg[8-16]                    hp[50]                          resist-fire[20]
Standard Ruby            16           fire-dmg[12-24]                   hp[75]                          resist-fire[30]
Flawless Ruby            32           fire-dmg[16-32]                   hp[100]                         resist-fire[40]
Perfect Ruby             64           fire-dmg[20-40]                   hp[125]                         resist-fire[50]

Chipped Diamond          4            dmg%-undead[10],                  dmg%[5]                         resist-all[5]
                                      dmg%-demon[10]
Flawed Diamond           8            dmg%-undead[20],                  dmg%[10]                        resist-all[10]
                                      dmg%-demon[20]
Standard Diamond         16           dmg%-undead[30],                  dmg%[15]                        resist-all[15]
                                      dmg%-demon[30]
Flawless Diamond         32           dmg%-undead[40],                  dmg%[20]                        resist-all[20]
                                      dmg%-demon[40]
Perfect Diamond          64           dmg%-undead[50],                  dmg%[25]                        resist-all[25]
                                      dmg%-demon[50]

Chipped Topaz            4            ltng-dmg[1-12]                    mag-find%[5]                    resist-ltng[10]
Flawed Topaz             8            ltng-dmg[2-24]                    mag-find%[10]                   resist-ltng[20]
Standard Topaz           16           ltng-dmg[3-36]                    mag-find%[15]                   resist-ltng[30]
Flawless Topaz           32           ltng-dmg[4-48]                    mag-find%[20]                   resist-ltng[40]
Perfect Topaz            64           ltng-dmg[5-60]                    mag-find%[25]                   resist-ltng[50]

Chipped Skull            6            manasteal[1], lifesteal[1]        regen-hp[2], regen-mana[5]      thorns[8]
Flawed Skull             12           manasteal[2], lifesteal[2]        regen-hp[4], regen-mana[10]     thorns[16]
Standard Skull           24           manasteal[3], lifesteal[3]        regen-hp[6], regen-mana[15]     thorns[24]
Flawless Skull           48           manasteal[4], lifesteal[4]        regen-hp[8], regen-mana[20]     thorns[32]
Perfect Skull            96           manasteal[5], lifesteal[5]        regen-hp[10], regen-mana[25]    thorns[40]

*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.




                                                                                                       Zy-El Mod Page 63
Appendix B: Rune Socket Attributes:

             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]

r04     Nef   8         knockback                                     ac-missiles[30]           ac-missiles[30]
r05     Eth   10        reduce-ac[-25]                                regen-mana[15]            regen-mana[15]
r06     Ith   15        dmg-max[20]                                   dmg-to-mana[15]           dmg-to-mana[15]

r07     Tal   20        dmg-pois[200], pois-len[25]*                  resist-pois[30]           resist-pois[30]
r08     Ral   25        dmg-fire[5-30]                                resist-fire[30]           resist-fire[30]
r09     Ort   30        dmg-ltng[1-50]                                resist-ltng[30]           resist-ltng[30]

r10     Thul 35         dmg-cold[3-14], cold-len[75]*                 resist-cold[30]           resist-cold[30]
r11     Amn 40          lifesteal[5]                                  thorns[14]                thorns[14]
r12     Sol  45         dmg-min[15]                                   reduce-dmg[7]             reduce-dmg[7]

r13     Shael 50        increase-att-speed[20]                        hit-recovery[20]          block[20]
r14     Dol 60          howl%[32]                                     regen-hp[7]               regen-hp[7]
r15     Hel 70          ease[-20]                                     ease[-15]                 ease[-15]

r16     Io    80        vitality[20]                                  vitality[20]              vitality[20]
r17     Lum   90        energy[20]                                    energy[20]                energy[20]
r18     Ko    100       dexterity[20]                                 dexterity[20]             dexterity[20]

r19     Fal   110       strength[20]                                  strength[20]              strength[20]
r20     Lem   120       gold%[30]                                     gold%[20]                 gold%[20]
r21     Pul   130       att-demon[20], dmg%-demon[15]                 ac%[20]                   ac%[20]

r22     Um    140       openwounds%[25]                               resist-all[10]            resist-all[20]
r23     Mal   150       noheal                                        reduce-mag[15]            resist-magic[15]
r24     Ist   160       dmg-magic[6-30]                               magic-find%[15]           magic-find%[15]

r25     Gul 170         att%[20]                                      resist-pois-max[3]        resist-pois-max[3]
r26     Vex 180         manasteal[5]                                  resist-fire-max[3]        resist-fire-max[3]
r27     Ohm 190         dmg%[20]                                      resist-cold-max[3]        resist-cold-max[3]

r28     Lo    200       deadly-strike%[20]                            resist-ltng-max[3]        resist-ltng-max[3]
r29     Sur   210       blindness%[20]                                max-mana%[5]              max-mana[200]
r30     Ber   220       crushing-blow%[20]                            reduce-dmg%[8]            reduce-dmg%[8]

r31     Jah 230         slow%[25]                                     hp%[5]                    hp[200]
r32     Cham 240        freeze                                        nofreeze                  nofreeze
r33     Zy   255        indestruct                                    indestruct                indestruct

*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.




                                                                                                      Zy-El Mod Page 64
Appendix C: Collector Costs

   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.


                                                                                                         Zy-El Mod Page 65
Item          Charge   Base Item      Redeem    Item               Charge    Base Item       Redeem
Class-mag        5     Class Item      1,000    Thrown-mag            3     Thrown Item        500
Class-rar       15     Class Item      5,000    Thrown-rar           10     Thrown Item       2,000
Class-crf       45     Class Item      25,000   Thrown-crf          30      Thrown Item      10,000
Class-set       45     Class Item      50,000   Thrown-set          30      Thrown Item      15,000
Class-uni      135     Class Item     100,000   Thrown-uni          90      Thrown Item      50,000

Melee-mag       4      Melee Item      500      Combo-mag            3      Combo    Item     500
Melee-rar       12     Melee Item     2,000     Combo-rar           10      Combo    Item    2,000
Melee-crf       36     Melee Item     10,000    Combo-crf           30      Combo    Item    10,000
Melee-set       36     Melee Item     15,000    Combo-set           30      Combo    Item    15,000
Melee-uni      108     Melee Item     50,000    Combo-uni           90      Combo    Item    50,000

Missile-mag    3       Missile Item    750      Charm Small-mag      8      Charm   Small     400
Missile-rar     9      Missile Item   3,000     Charm Small-rar     12      Charm   Small    3,000
Missile-crf    27      Missile Item   15,000    Charm Small-crf     18      Charm   Small    12,000
Missile-set    27      Missile Item   22,500    Charm Small-uni     36      Charm   Small    60,000
Missile-uni    81      Missile Item   75,000
                                                Charm Medium-mag     5      Charm    Med      250
Helm-mag       3       Helm Item        500     Charm Medium-rar     8      Charm    Med     2,000
Helm-rar       9       Helm Item       2,000    Charm Medium-crf    12      Charm    Med     8,000
Helm-crf       27      Helm Item      10,000    Charm Medium-uni    24      Charm    Med     40,000
Helm-set       27      Helm Item      15,000
Helm-uni       81      Helm Item      50,000    Charm Large-mag       4      Charm   Lrg      300
                                                Charm Large-rar       6      Charm   Lrg     2,500
Shield-mag     3       Shield Item      500     Charm Large-crf      9       Charm   Lrg     10,000
Shield-rar     9       Shield Item     2,000    Charm Large-uni      18      Charm   Lrg     50,000
Shield-crf     27      Shield Item    10,000
Shield-set     27      Shield Item    15,000    Charm Quad-mag        3     Charm Quad        300
Shield-uni     81      Shield Item    50,000    Charm Quad-rar        5     Charm Quad       2,500
                                                Charm Quad-crf        8     Charm Quad       10,000
Torso-mag        4     Torso Item       500     Charm Quad-uni       16     Charm Quad       50,000
Torso-rar       12     Torso Item      2,000
Torso-crf       36     Torso Item     10,000    Charm Tall-mag       2       Charm   Tall      200
Torso-set       36     Torso Item     15,000    Charm Tall-rar       3       Charm   Tall     1,500
Torso-uni      108     Torso Item     50,000    Charm Tall-crf       4       Charm   Tall    6,000
                                                Charm Tall-uni       8       Charm   Tall    30,000
Boot-mag        3       Boot Item       500
Boot-rar       10       Boot Item      2,000    Charm Hex-mag        2      Charm    Hex       200
Boot-crf       30       Boot Item     10,000    Charm Hex-rar        3      Charm    Hex      1,500
Boot-set       30       Boot Item     15,000    Charm Hex-crf        4      Charm    Hex     6,000
Boot-uni       90       Boot Item     50,000    Charm Hex-uni        8      Charm    Hex     30,000

Belt-mag        3       Belt   Item    500      Charm Narrow-mag     9      Charm Narow       400
Belt-rar       10       Belt   Item   2,000     Charm Narrow-rar    13      Charm Narow      3,000
Belt-crf       30       Belt   Item   10,000    Charm Narrow-crf    20      Charm Narow      12,000
Belt-set       30       Belt   Item   15,000    Charm Narrow-uni    36      Charm Narow      60,000
Belt-uni       90       Belt   Item   50,000
                                                ChoM – Minor        200     Any Charm         75,000
Glove-mag       3      Glove Item       500     ChoM - Major        500     Any Charm        250,000
Glove-rar      10      Glove Item      2,000    ChoM - Mega        1,000    Any charm       1,000,000
Glove-crf      30      Glove Item     10,000
Glove-set      30      Glove Item     15,000    CubeAdder-Double    100      Id Scroll       15,000
Glove-uni      90      Glove Item     50,000    CubeLock            300      TP Scroll       60,000


                                                                                      Zy-El Mod Page 66
Item               Charge   Base Item   Redeem   Item   Charge   Base Item   Redeem
Treasure Card 2       20       N/A        N/A
Treasure Card 3       30       N/A        N/A
Treasure Card 4       40       N/A        N/A
Treasure Card 5       50       N/A        N/A
Treasure Card 6       60       N/A        N/A
Treasure Card 7       70       N/A        N/A
Treasure Card 8       80       N/A        N/A
Treasure Card 9       90       N/A        N/A
Treasure Card 10     100       N/A        N/A
Treasure Card J      200       N/A        N/A
Treasure Card Q      300       N/A        N/A
Treasure Card K      400       N/A        N/A
Treasure Card A      500       N/A        N/A
Treasure Card E     1,000      N/A        N/A
Treasure Card Z     2,000      N/A        N/A
Treas Card Joker      50       N/A        N/A




                                                                       Zy-El Mod Page 67

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Zy el44b modguide

  • 1. Zy-El: Trial by Fire Mod Doc Version : 4.4b (June, 2008) Diablo2 Version : Lord of Destruction Expansion Patch v1.09d Mod File Format : Patch_D2.MPQ, D2Game.DLL, D2Gfx.DLL D2Common.DLL, D2Client.DLL, PlugY.DLL D2Launch.DLL, D2Net.DLL Original Author : Kato (zyel@d2mods.com) Mod Website : http://zyel.d2mods.com DESCRIPTION (why I made this mod): I made this Mod to play the game the way I like to play it. Maybe for you too. 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! Topic Quick Links – click link to get to a topic fast The Good News Elixir Recipes Zy-El Artifacts The Bad News Megaload Elixir Recipes Reattribute/Reroll Recipes New & Updated Runewords Exceptional / Elite Recipes Attribute Reduction Runewords (2-socket) Crafted Item Recipes Damage Reduction Recipes Runewords (3-socket) Demon Item Recipes Resistance Reduction Runewords (4-socket) Stat Reduction Recipes Runewords (5-socket) Crafted Charm Recipes Absorption Reduction Runewords (6-socket) Crafted Ring/Amulets Level Based Reduction Crafted Jewel Recipes Basic Cube Recipes Megaload Crafted Jewel Magic Collectors Upgrade Item Recipes Piggy Banks Magic Missile Recipes Thumbnail Recipes Socketing Recipes Megaload Magic Missile Celebrity Items Downgrade Item Recipes Class Skill Adder Recipes Celebrity Transformations Skill Tab Adder Recipes Food Items Skill Adder Recipes Treasure Cards Unique Item Reroll Amazon Skill Adders Treasure Card Cashout Recipes Unique Item Find Sorceress/Necromancer Skills Treasure Card Wager Recipes Quest Item Recipes Paladin/Barbarian Skills Ethereal Item Recipes Druid/Assassin Skills Mod Installation Special Thanks Cube Recipe Locks Charm of Making Appendix A: Gem Attributes Cube Recipe Adders Appendix B: Rune Attributes Zy-El Scroll Appendix C: Collector Costs
  • 2. THE GOOD NEWS (Some features to spice things up): 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!) 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!) Modified quest rewards. Akara, Charsi, Ormus, the HellForge, Qualkek, Andariel, Cow King, Halls of the Dead now give perfect gems and/or better runes as rewards. NOT available for Macs. (It’s worth completing more of those quests now!) 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??) Increased stash (10x10), inventory (10x10) and cube (10x10) sizes using the plug-in. (More room to haul more stuff!! Thanks to Fusman and Zhoulumcrist!) 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.) 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!) 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!) 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!) 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?) 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.) Zy-El Mod Page 2
  • 3. Gem attributes have been enhanced with higher bonuses. Diamond and amethyst modifiers have been tweaked. (Always felt that gems became eclipsed by the advent of runes and jewels.) No xp penalty for dying in Nightmare and Hell difficulties. NOT available for Mac users – sorry. (That always ticked me off . . . to no end!!) 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.) 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!!) 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!) 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!!) 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!!) 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.) 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.) Increased various item stacking limits. Keys, books, arrows and bolts now stack to 500. Thrown potions also stack to 500. Thrown weapons have 3 x Maxstack limit. (Equipped to go on those long expeditions.) All missiles and arrows travel 75% faster. All missiles fired from bows, crossbows or spells are 75% faster. This also applies to monster missiles too!! Beware of BloodRaven and those Burning Skeletal archers! (Zip-zip-zip! Can’t outrun arrows anymore!) Zy-El Mod Page 3
  • 4. Poisoned quill arrow/bolts can be purchased from arms merchants. These special missile weapons are poison quills modified to be fired from bows and crossbows. The cost for these poisoned quills is more than standard arrows but provide low-level characters with a different option to regular physical damage arrows. Bolt quills for crossbows are shorter than the full arrow quills. (Poison damage just like a Quillrat and worse!!!) 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!) 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.) 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?) 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!!) 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!) 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!) 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!!) 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!) 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!!) 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!) Zy-El Mod Page 4
  • 5. Corpse explosion death from fire-enchanted Super Unique Monsters has been downgraded or eliminated. Fire- enchanted Champions still exist, however; so beware! (Always thought this was a sucky way to die after killing a Superdude.) 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!!!) 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!) 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!) 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!) 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.) 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!) 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!) 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!) Food items drop instead of potions. By transmuting these food items, players can produce all sorts of potions – healing, mana, stamina, thawing, antidote, flaming and poisonous. The items are divided into “Meats” and “Veggies”. (Make whatever potion you need using your food groups! A flexible system.) Zy-El Mod Page 5
  • 6. THE BAD NEWS (I wanted the game to be playable and of some challenge): Players gain 3 stat points per level. NOT available for Mac users – sorry. (You’re gonna need ‘em!) Characters gain 1 skill points per level. NOT available for Mac users - sorry (Don’t waste ‘em!) 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!) Level requirements for Gems and Runes increased. (Need more levels to use these items!) Stamina costs increased for run/walk all classes. (Run while you can or else walk) Strength and Dexterity requirements for Weapons and Armor is doubled. (Are you strong enough?) Merchants are more greedy and charge more for all items. Especially in Harragoth! (Be careful how you spend!) 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.) Increased monster walk/run/attack speed. (Fast buggers!) Increased monster hit points to 8xNormal, 10xNightmare and 12xHell. (Tough, fast buggers!) Increased monster AC by 2xNormal, 4xNightmare and 8xHell. (Hard, tough, fast buggers!) Increased monster levels by 3xNormal, 6xNightmare and 12xHell. (Wicked, hard, tough, fast buggers!) Increased monster attack rating to 3xNormal, 5xNightmare and 8xHell. (Nasty, wicked, hard, tough, fast buggers!) Increased damage inflicted to 2xNormal, 3xNightmare and 5xHell. (Vicious, nasty, wicked, hard, tough, fast buggers!) Increased monster density up to 3 times. (Lots of vicious, nasty, wicked, hard, tough, fast buggers! Bring 'em on!!!) 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?) Converted some pets to enemies. Added RockGolem, FleshGolem, SteelGolem and FuryGolems as enemies! Also beware of the Grendels and Shadow Rogues. (More bad guys to deal with!) Re-used some of the unique monster graphics. Created Revenants (from Griswold), Harathnars (from The Smith), and Medusae (from Andariel). Created the invisible Boogey Men, Phantasms and Langoliers. (The more, the merrier!) 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.) Zy-El Mod Page 6
  • 7. NEW & UPDATED RUNEWORDS (some things old & some things new): All of the original 24 LOD Runewords have been re-enabled and upgraded, the 145 incomplete Runewords completed and some 750+ Runewords added – that’s a total of 900+ Runewords - whew! And yes, there are Runewords for gloves, belts, boots and thrown weapons. Sorry, no Runewords for rings or amulets. No Runeword attributes have been listed because it would be just too much to print. Better runes, better attributes. More runes, more attributes. Runewords only work on Normal, Magic or Rare socketted items. It is not possible to put Runewords on Crafted, Unique or Set items. 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. Runeword Item Lv C Runes (2) Runeword Item Lv C Runes (2) Aardvark pe,ct 120 D Shael-Lem Fortune’s Favor bt,ch 120 Shael-Lem Arrogance me 170 Gul-Amn Geomancer or 45 S Ral-Sol Band of Brothers be,ct 40 Amn-Ral Glass to,ct 6 Eld-Tir Bandit kn,xb,cq 35 Thul-Ith Gran Vitesse be,bt 230 Jah-Shael Bert hd,ch 40 N Eld-Amn Harken be,bt,cm 8 Nef-Eld Booga be,ct 60 Dol-Eth Harmony be,ct 60 Eth-Dol Booster cm 6 Tir-Tir Haruspex or 70 S Thul-Hel Bramble gl,cq 50 Sol-Shael Harvest be,bt,cm 6 Eld-Tir Brass to,ct 15 Eld-Ith Horacer77 we,cq 25 Ith-Ral Breeze mi,cq 15 M Ith-Eth Huntress ab,aj,as 20 M Tal-Ith Broken Promise be,ct 70 @ Hel-Nef Infinity be 240 Cham-Shael Call to Arms be 220P@ Ber-Shael Innocence or 210 S El-Sur Camouflage cw 45 A Sol-Ral Insight he,ct 90 Lum-Ith Catastrophe gl,me,cq 30 Ort-Nef Instinct ph 45 B Ral-Sol Checked Out wa 30 N Tal-Thul Inversion wa 255N Zy-Ber Cherish be,ct 60 Dol-Tir Chump Change cm 20 Tir-Tal Crackle Glass sh,ch 10 Eld-Eth Crunch ha 6 B Tir-Tir Crystal he,ct 15 S Ith-Eld Dead Giveaway hd 35 N Tal-Thul Dead Heat hd 15 N Nef-Ith Dead Ringer hd 45 N Ral-Sol Deceased wa 70 N Thul-Hel Defunct wa 45 N Ral-Sol Delerium cw 210 A Sur-Tal Departed wa 15 N Nef-Ith Desire ph,ct 50 @ Amn-Shael Dilemma au 130 P Pul-Shael Disguise cw 35 A Thul-Ral Dog Eat Dog pe,ct 10 D Tir-Eth Dogs of War be 230 Jah-Sol Doh he,ct 10 Eth-Eld Doom Spire he,ct 40 Amn-Eth Doomsayer bl 220 Ber-Lo Embrace be,bt,cm 25 Eth-Ral Envy gl,cq 120 Lem-Shael Ernie wa,cq 35 N Eld-Thul Exile’s Path bt,ch 70 Hel-Eld Extinct wa 120 N Sol-Lem Faerie ro,or,cq 90 S Eth-Lum Falcon Klaw cw,cq 50 Ith-Shael Footman sc 45 P Ral-Sol Zy-El Mod Page 7
  • 8. Runeword Item Lv C Runes (2) Quandry cw,cq 40 A Eth-Amn Rapture be,ci 180 S Vex-Ral Raven Klaw cw,cq 20 Tal-Eld Reason he,ct 50 Tir-Shael Red or,cq 25 Ral-Eth Reflex ph 15 B Nef-Ith Rhyme sh,ch 50 Shael-Eth Rift wa,cq 50 N Tal-Shael Salute bt,sh,ch 4 Eld-El Savage ph 35 B Tal-Thul Scrape au 45 P Ral-Sol Seashell he,ct 15 Eth-Ith Serf sc 20 P Ith-Tal Shadow bt,ch 50 Shael-Nef Shadow of Doubt he,ct 45 Sol-El Shimmers ci 15 S Ith-Ith Short Change cm 25 Nef-Ral Short Stop cm 20 Tal-Tir Sibyl or 170 S Dol-Gul Sidekick be,bt,cm 8 Tir-Nef Slash cw 6 A Tir-Tir Smack sc 6 P Tir-Tir Smoke* to,ct 90 Nef-Lum Snuff gl 160 @ Ist-Amn Sparkles or 6 S Tir-Tir Runeword Item Lv C Runes (2) Spellbinder or 120 S Sol-Lem Jab po 6 D Tir-Tir Squire sc 35 P Ral-Thul Lamia or 35 S Tal-Thul Stealth to,ct 20 Tal-Eth Leaf st,cq 25 Tir-Ral Steel ax,ma,sw,cq 6 Tir-El Lioness ab,aj,as 35 M Thul-Ral Still Water be 240 Cham-Sol Lore he,ct 45 @ Ort-Sol Strength me,cq 40 B Amn-Tir Madness he 80 Io-Dol Shooter xb 45 P Ral-Sol Maverick bt 130 A Pul-Eth Terror wa,cq 60 N Dol-Tal Meagre au 35 P Tal-Thul The Brute bl,cq 45 Sol-Ith Mighty Mite cm 30 Ort-Tir Thirst ro,cq 60 Amn-Dol Minya ci,cq 60 Eth-Dol Thread mi,ct 15 Ith-Nef Mist gl,cq 15 Nef-Ith Turbo* bt,ch 80 Io-Eld Mortified wa 170 N Dol-Gul Vapor mi,cq 15 Ith-El Nadir* he,ct 8 Nef-Tir Veil cw 20 A Tal-Ith Nightfall be 220 Ber-Eth Virginity or,cq 60 S El-Dol Ox be,ct 110 Fal-Io Vision or,ro,cq 15 Ith-Nef Pallor wa 6 N Tir-Tir Vitesse bt,be 140 Um-Shael Panic gl,cq 50 Eth-Shael Void be 255 Zy-Cham Patience mi,cq 8 Eld-Nef Water or 240S Cham-Thul Pattern bt,ch 40 @ Amn-Nef White wa,cq 80 Dol-Io Peasant xb 20 P Ith-Tal Wind* bt,ch 80 Nef-Io Pee Wee cm 35 Ral-Thul Wisdom ci,ct 90 @ Lum-Nef Penitence be,ct 35 Thul-Tal Witch or 15 S Nef-Ith Piety gl,cq 8 P El-Nef Wolfen pe 45 D Ral-Sol Pointer xb 35 P Ral-Thul Wolfling pe 35 D Tal-Thul Poverty au 15 P Nef-Ith Wolfpup pe 15 D Nef-Ith Praise he,ct 10 Eth-Tir Youth to,ct 60 Dol-Amn Priestess ab,aj,as 45 M Sol-Thul Zephyr mi,cq 30 Ort-Eth Principle be,ct 60 Tir-Dol ZyEl be,bt,he,sh,to,we 255 Zy-El (Like, duh!) Prudence gl,cq 110 Fal-Ko Runeword Item Lv C Runes (3) Runeword Item Lv C Runes (3) Accord sh,to 140 @ Um-Pul-Ort Arnold he 140 Fal-Io-Um Amity cb,ma,sc,cq 35 Thul-Tir-Eld Arrogant me 170 Gul-Amn-gmj Ancient's Pledge sh,ch 30 Ral-Ort-Tal Authority st 130 Pul-Tir-Sol Apostle au 150 P Mal-Pul-Um Banal ar 35 Thul-Thul-Thul Aquarius bt,he,sh,to 160 @ Ist-Ko-Ort Banditry kn,xb 35 Thul-Ith-gmj Aries bt,he,sh,to 160 @ Ist-Lum-Ral Basic ph 60 B Ral-Amn-Dol Zy-El Mod Page 8
  • 9. Runeword Item Lv C Runes (3) Bauble cm 10 Eth-Eld-Tir Bead cm 35 Thul-Nef-Tir Beauty he 220@ Dol-Ber-Nef Bertrum hd 40 N Eld-Amn-gmj Big Bird hd,ch 100 N Ko-Dol-Tal Black* cb,ha,ma,cq 80 Thul-Io-Nef Blasé ar 8 Nef-Nef-Nef Blend ar 20 Tal-Tal-Tal Bloody Claw we,ar 255A Zy-Zy-El Bone* ph,ct 90 Dol-Nef-Lum Bonesaw* cm 255N Eld-Zy-El Born Wild* cm 255D Zy-El-Eth Brambles gl 50 Sol-Shael-gmj Brand ja,mi 130 Pul-Nef-Ral Brassy to 15 Eld-Ith-gmj Breezy mi 15 M Ith-Eth-gmj Bulldog bt,he,to,ct,ch 80 Io-Dol-Nef Cancer bt,he,sh,to 160 @ Ist-Fal-Ral Capricorn bt,he,sh,to 160 @ Ist-Lum-Tal Catastrophic gl,me 30 Ort-Nef-gmj Chance to 210 @ Lem-Sur-Ist Clawfang* cm 255A Zy-El-El Cleansing Flame* cm 255S Zy-El-Ith Coincidence me,sh 190 @ Ohm-Dol-Nef Runeword Item Lv C Runes (3) Conjunction bt,we 170 @ Hel-Shael-Gul Familiar cm 35 Eld-Thul-Ral Conundrum au 130 P Fal-Pul-Shael Famine bl,cq 60 Nef-Dol-Tal Convicted* cm 255P Zy-El-Tir Fang cw 150 A Ort-Mal-Dol Cracked Glass sh 10 Eld-Eth-gmj Fasting au 100 P Sol-Hel-Ko Creature Comfort we,ar 255D Zy-Zy-Eth Folklore he 45 @ Ort-Sol-gmj Creepy Vine* bt,gl,ch,cq 35 Nef-Thul-Tal Fortitude he,ct 120 Shael-Lem-El Crouching Tiger cw 120A Lem-Io-Amn Fortune Cookie bt 120 Shael-Lem-gmj Crystallic he 15 S Ith-Eld-gmj Fozzy he 130 N Dol-Pul-Nef Delerious cw 210 A Sur-Tal-gmj Frosty* cm 255S Ith-Zy-El Cyclops he,ct 110 Fal-Io-Ith Fury me 230 Jah-Gul-Eth Daylight po,sp 140 Dol-Um-El Gemini bt,he,sh,to 160 @ Ist-Ko-Thul Dead Horse hd 100 N Sol-Hel-Ko Glassy to 6 Eld-Tir-gmj Dead On hd 60 N Ral-Amn-Dol Gloom he 140 @ Io-Ko-Um Deception cw 180 A Dol-Vex-Amn Glory ci 230@ Sur-Jah-Dol Desires ph 50 @ Amn-Shael-gmj Grizzly bt,gl 170 Amn-Mal-Gul Destinys Daughter ab,aj,as 230 Jah-Sur-Lo Grover bt 150 N Mal-Dol-Eth Dilemmas au 130 P Pul-Shael-gmj Grrrowl* bt,gl,ch,cq 100 Tal-Io-Ko Discontent he 190 Shael-Ohm-Fal Gryphon cw,cq 40 Amn-Ral-Tal Dog Ate Dog pe 10 D Tir-Eth-gmj Hand of Justice gl 240 Cham-Sur-Lo Doh-Nut he 10 Eth-Eld-gmj Hatred ph 180 Vex-Tir-Amn Doomsayings bl 220 Ber-Lo-gmj Hellhound he 230 Sol-Jah-Nef Doom Spiral he 40 Amn-Eth-gmj Hermit to,ct 70 @ Hel-Amn-Dol Dragon cw 210 A Sur-Um-Shael Hidden to 150 N Ko-Mal-Dol Dream ci 150 Nef-Mal-Dol Hidden Dragon cw 120A Io-Lem-Amn Duchess ab,aj,as 100 M Ko-Dol-Sol Hollow Tooth* cm 255N Zy-El-Eld Dweomer pe 140 D Um-Amn-Ith Holy Smite* cm 255P Tir-Zy-El Eagle Klaw cw,cq 60 Dol-Thul-Tal Holy Tears xb 180 P Vex-Amn-Eld Eke au 60 P Ral-Amn-Dol Horacer777 we 25 Ith-Ral-gmj Elemental Fury we,ar 255S Zy-Zy-Ith Insightful he 90 Lum-Ith-gmj Elmo hd 220N Ber-Shael-Ko Jealousy he 150 @ Amn-Tir-Mal Enigma he 210 Sur-Eld-Amn Jinx he 160 Lem-Ist-Tir Enlightenment he 240 Lum-Hel-Cham Kanga or 180 S Thul-Dol-Vex Envious gl 120 Lem-Shael-gmj Kato he,sh,to,we 210 @ Sur-Nef-Shael Equinox me 170 B Tal-Thul-Gul King's Grace sc,sw,cq 40 Amn-Ral-Thul Eternity sh,to 230@ Jah-Eld-Dol Last Wish gl 200 Nef-Eth-Lo Exile’s Raod bt 70 Hel-Eld-gmj Law he,ct 90 Nef-Lum-Shael Eyore or 180 S Ort-Dol-Vex Lawbringer ma,sc,st 220 @ Ber-Nef-Dol Façade cw 80 A Io-Sol-Thul Leaves st 25 Tir-Ral-gmj Faith sc 140 Amn-Pul-Um Leo bt,he,sh,to 160 @ Ist-Fal-Thul Zy-El Mod Page 9
  • 10. Runeword Item Lv C Runes (3) Runeword Item Lv C Runes (3) Libra bt,he,sh,to 160 @ Ist-Fal-Ort Serendipity mi,cq 60 Dol-Ral-Eth Lionheart to,ct 110 B Hel-Lum-Fal Shadow of Deception he 45 Sol-El-gmj Loyalty bo 230@ Jah-Thul-Amn Shadows bt 50 Shael-Nef-gmj Maddening he 80 Io-Dol-gmj Shout* he,ct 100 Ith-Sol-Ko Malaise we 8 Nef-Nef-Nef Shrunken Head we,ar 255N Zy-Zy-Eld Malice me,cq 15 Ith-El-Eth Siren’s Song sw 230M Jah-Sur-Eld Man at Arms sc 60 P Ral-Thul-Dol Slither mi,cq 15 M Nef-Ith-Tir Marble cm 6 El-Tir-Eld Smokescreen to 90 Nef-Lum-gmj Mask cw 60 A Dol-Thul-Ral Snuffed gl 160 @ Ist-Amn-gmj Matron ab,aj,as 60 M Dol-Thul-Ral Solstice me 170 B Tal-Ort-Gul MBWorshipper as,sc 40 P Ith-Amn-Ral Sorrow hd,ch 60 N Eth-Dol-Nef Meander we 20 Tal-Tal-Tal Sparkly Thom* bt,gl,ch,cq 100 Tal-Amn-Ko Melody mi,cq 100 Shael-Ko-Nef Spikefist* cm 255A El-Zy-El Minyanna ci 60 Eth-Dol-gmj Spirit ph 170 B Nef-Shael-Gul Mirage cw 100 A Ko-Dol-Sol Spirit of Conan* cm 255B Nef-Zy-El Mistress ab,aj,as 80 M Io-Sol-Thul Spitfire xb 190 Ohm-Ral-Nef Misty gl 15 Nef-Ith-gmj Stallion bt 140 A Shael-Um-Dol Morning Dew gl,ma 190 @ Mal-Ohm-Gul Starlight ci 180 Eld-Vex-Lem Morose we 35 Thul-Thul-Thul Stealthy to 20 Tal-Eth-gmj Mustang bt,ch 60 Eld-Dol-El Steely ax,ma,sw 6 Tir-El-gmj Nadirae he 8 Nef-Tir-gmj SteppenWolf pe 100D Ko-Hel-Sol Nature’s Kingdom pe 230D Jah-Dol-Amn Sting sw 140 Pul-Um-Dol Oblivion me,cq 50 @ Nef-Eld-Shael Obsession ci 210 S Sur-Dol-Sol Order sc,cq 25 Eth-Ral-Eld Panicstruck gl 50 Eth-Shael-gmj Parallel bt 230 Jah-Nef-Sol Patiently mi 8 Eld-Nef-gmj Patterns bt 40 @ Amn-Nef-gmj Peace he,ct 60 Shael-Dol-Eth Pierced Heart* cm 255M Tal-Zy-El Piglet or 180 S Tal-Dol-Vex Pious gl 8 P El-Nef-gmj Pisces bt,he,sh,to 160 @ Ist-Lum-Ort Plague we 230N Tal-Jah-Gul Pointed Arrow we,ar 255M Zy-Zy-Tal Pointer xb 60 P Ral-Thul-Dol Pooh or 180 S Amn-Dol-Vex Pointed Jab* cm 255M Zy-El-Tal Praiseworthy he 10 Eth-Tir-gmj Prayer gl 200 Ohm-Lo-Shael Pride to 40 Amn-Nef-Eth Primal ph 100 B Sol-Hel-Ko Primal Barb we,ar 255B Zy-Zy-Nef Primal Fury* cm 255B Zy-El-Nef Prowess in Battle gl 190 M Gul-Shael-Ohm Prudent gl 110 Fal-Ko-gmj Purity ci 255 Zy-Um-Dol Radiance he,ct 45 Nef-Sol-Ith Runeword Item Lv C Runes (3) Rain mi 170 Gul-Um-Shael Stomp bt 200A Lo-Ith-Shael Reasonable he 50 Tir-Shael-gmj Stone gl 220 Thul-Ber-Shael Red Thom* bt,gl,ch,cq 90 Tal-Amn-Lum Storm gl 220 Ort-Ber-Shael Requiem ci,he 210 Ist-Sur-Shael Strengthen me 40 B Amn-Tir-gmj Rhymery sh 50 Shael-Eth-gmj Targeteer xb 60 P Ral-Thul-Dol Rhythm we,ar,cm 35 Thul-Ort-Thul Taurus bt,he,sh,to 160 @ Ist-Ko-Tal Righteous Might we,ar 255P Zy-Zy-Tir Teddy Bear ha 220 Dol-Ber-Nef Roo or 220S Ber-Dol-Vex Temptation he 230 El-Lem-Jah Sagittarius bt,he,sh,to 160 @ Ist-Io-Thul Testorossa ct,gl,he 6 El-Eld-Tir Salamander pe 140 D Dol-Nef-Um The Beast pe 140 D Dol-Um-Nef Salutations bt,sh 4 Eld-El-gmj The Brutish bl 45 Sol-Ith-gmj Sanctuary sh 150 Sol-Mal-Dol Thirst for Knowledge st 180 @ Vex-Tir-Ist Scorpio bt,he,sh,to 160 @ Ist-Io-Tal Thirsty ro 60 Amn-Dol-gmj Seashore he 15 Eth-Ith-gmj Thought ci,ct 50 S Eth-Shael-Ith Zy-El Mod Page 10
  • 11. Runeword Item Lv C Runes (3) Threads mi 15 Ith-Nef-gmj Tigger or 180 S Ral-Dol-Vex Time to 230 Jah-Shael-Hel Touchstone cm 20 Eth-Tir-Tal Toy cm 30 Ort-Ral-Tal Treachery gl,cq 100 Tal-Dol-Ko Trinket cm 15 Ith-Tir-Eld Turboron bt 80 Io-Eld-gmj Valor to 230 Ber-Jah-Sur Vanquish sc,cq 90 P Lum-Tal-Amn Runeword Item Lv C Runes (3) Vaporous mi 15 Ith-El-gmj Winter me 240 Cham-Thul-Amn Venom we 150 Tal-Dol-Mal Wisecrack ci 90 @ Lum-Nef-gmj Vermilion mi,cq 60 Nef-Thul-Dol Wolfhound pe 60D Ral-Amn-Dol Vermin pe,ct 60 D Dol-Tir-Ith Wolfman bt,gl 170 Mal-Amn-Gul Viper cw 140 Tal-Amn-Um Wonder mi 190 M Mal-Nef-Ohm Virgo bt,he,sh,to 160 @ Ist-Io-Ral Woof Woof* bt,gl,ch,cq 100 Io-Tal-Ko Vitesse Mondo bt,be 140 Um-Shael-gmj Wyvern Klaw cw 200 Lo-Mal-Tal Voice pe 150 D Mal-Tal-Eld Yellow Thom* bt,gl,ch,cq 70 Amn-Hel-Tal Wealth to,ct 120 Lem-Ko-Tir Youthful to 60 Dol-Amn-gmj White Thom bt,gl,ch,cq 80 Io-Tal-Amn Zephyros mi 30 Ort-Eth-gmj Wild Thing* cm 255D Eth-Zy-El Zodiac bt,he,sh,to 160 @ Ist-Lem-Um Windy bt 80 Nef-Io-gmj ZyEl’s Reign bt,he,sh,to,we 255 Zy-El-gmj Wings of Hope bt,ch 100 Hel-Eld-Ko Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4) Accordance sh,to 140 @ Um-Pul-Ort-gmj Darkness we 140 Dol-Eld-Thul-Um Afterthought ci 50 S Eth-Shael-Ith-gmj Daylight Savings po,sp 140 Dol-Um-El-gmj Ancient's Legacy sh 30 Ral-Ort-Tal-gmj Dead Time hd 160 N Hel-Ko-Pul-Ist Apostles au 150 P Mal-Pul-Um-gmj Death Stroke gl 230 Shael-Nef-Jah-Jah Apprentice he,sh,to 110 Fal-Ort-Io-Shael Deceptions cw 180 A Dol-Vex-Amn-gmj Ah-nold he 140 Fal-Io-Um-gmj Den of Vipers cw 140 Tal-Amn-Um-gmj Authorize st 130 Pul-Tir-Sol-gmj Despair sh 200 Lo-Vex-Gul-Ohm Awaken* bt,sh,to,ch,ct 120 Io-Sol-Lem-Ral Destinys Matron ab,aj,as 230 Jah-Sur-Lo-gmj Beautiful he 220@ Dol-Ber-Nef-gmj Disconcerted he 190 Shael-Ohm-Fal-gmj Bad Bird hd 100 N Ko-Dol-Tal-gmj Dragon Fang cw 210 A Sur-Um-Shael-gmj Big Brother me,cq 60 Ith-Ort-Dol-Amn Dread to,ct 70 @ Ith-Amn-Eld-Hel Big Sister mi,cq 60 Ort-Ith-Dol-Amn Dreamer ci 150 Nef-Mal-Dol-gmj Bishop we,cq 50 Shael-Thul-Eld-Ort Duress we 200 Mal-Lum-Ral-Lo Blackout cb,ha,ma 80 Thul-Io-Nef-gmj Dweomement pe 140 D Um-Amn-Ith-gmj Blood Mana bt,sh,to 170 Thul-Shael-Gul-Ko Eagle Eye cw 60 Dol-Thul-Tal-gmj Blooded Claw we,ar 255A Zy-Zy-El-gmj Ebony sw,cq 110 Tal-Fal-Dol-Shael Boneblade ph 90 Dol-Nef-Lum-gmj Edge sw 140 Sol-Eth-Um-Nef Bone Chip* he,sh,to,ch,ct 35 Tir-Tal-Ith-Thul Elmo’s Fire hd 220N Ber-Shael-Ko-gmj Bone Crack* he,sh,to,ch,ct 50 Ith-Thul-Ort-Shael Embers he,sh,to 140 Sol-Hel-Ral-Um Bone Spell sh,to 150 Mal-Io-Ral-Dol Enigma’s Veil he 210 Sur-Eld-Amn-gmj Bound by Duty* to,sh,ct 110 Fal-Ko-Hel-Dol Enlightened Faith he 240 Lum-Hel-Cham-gmj Bow Wow* bt,sh,to,ch,ct 120 @ Hel-Thul-Eth-Lem Epilogue we 230 Gul-Jah-Dol-Shael Breath of Dying mi 200 Vex-Lo-Tir-Amn Epoch we 150 Pul-Mal-Eld-Ith Bullhog bt,he,to 80 Io-Dol-Nef-gmj Equinox Divide me 170 B Tal-Thul-Gul-gmj Chances to 210 @ Lem-Sur-Ist-gmj Eternity Everlasting sh,to 230@ Jah-Eld-Dol-gmj Chaos me 200 Um-Lo-Amn-Nef Faithful sc 140 Amn-Pul-Um-gmj Chekov* cm 25 Tal-Ral-Eth-Ith Famished bl 60 Nef-Dol-Tal-gmj Chow Chow bt,sh,to 170 @ Lem-hel-Thul-Gul Fangtooth cw 150 A Ort-Mal-Dol-gmj Coincidences me,sh 190 @ Ohm-Dol-Nef-gmj Flagbearer sc 110 P Ral-Thul-Dol-Fal Cold Spell sh,to 150 Io-Ral-Dol-Mal Flickering Flame mi 200 Ral-Lo-Shael-El Conjecture bt,we 170 @ Hel-Shael-Gul-gmj Fortitude Infinitesimal he 120 Shael-Lem-El-gmj Cookie Monster to,ct 80 N Sol-Io-Nef-Amn Foundation we,ar,cm 2 El-jwl-jwl-El Corsair sw,cq 90 Lum-Shael-Eth-Amn Fozzy Bear he 130 N Dol-Pul-Nef-gmj Corruption me 150 Amn-Mal-Eld-Um Furious me 230 Jah-Gul-Eth-gmj Crusader to,sh 140 P Um-Pul-Ith-Eth Gekko pe 140 D Dol-Nef-Um-gmj Cunning ph 160 B Hel-Ko-Pul-Ist Ghost st 180 Vex-Amn-Ort-Mal Cyclops’ Eye he 110 Fal-Io-Ith-gmj Gloomy he 140 @ Io-Ko-Um-gmj Dabbler* he,sh,to,ch,ct 70 Hel-Eth-Sol-Ort Glorious ci 230@ Sur-Jah-Dol-gmj Zy-El Mod Page 11
  • 12. Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4) Goddess ab,aj,as 170 M Gul-Mal-Pul-Lum Parallel Lines bt 230 Jah-Nef-Sol-gmj Grip of the Dead gl 240 Shael-Eth-Cham-Cham Passion to,ct 110 B Ko-Fal-Dol-Eth Grizzly Adams bt,gl 240 Hel-Ber-Cham-Lum Peace Eternal he 60 Shael-Dol-Eth-gmj Grizzly Bear bt,gl 170 Amn-Mal-Gul-gmj Peril mi 240 Gul-Cham-Ber-Nef Grover’s Cloves bt 150 N Mal-Dol-Eth-gmj Persuis we 40 @ Amn-Tal-Amn-Tal Growlies bt,gl 100 Tal-Io-Ko-gmj Phalanx me 200 Lo-Um-Amn-Ith Gryphon Klaw cw 40 Amn-Ral-Tal-gmj Phantom to 130 Pul-Ort-Tir-Dol Hand of Vindication gl 240 Cham-Sur-Lo-gmj Pillar of Faith to 150 P Pul-Um-Mal-Dol Hatred’s Face ph 180 Vex-Tir-Amn-gmj Plague Bearer we 230N Tal-Jah-Gul-gmj Hawkeye mi,cq 40 Nef-Thul-Amn-Tal Poison Ivy* bt,gl,ch,cq 100 Thul-Dol-Amn-Ko Heat Spell sh,to 150 Ral-Dol-Mal-Io Prayer Offering gl 200 Ohm-Lo-Shael-gmj Heaven’s Will au 230P Jah-Ber-Io-Nef Pride’s Fall to 40 Amn-Nef-Eth-gmj Hellhound’s Breath he 230 Sol-Jah-Nef-gmj Princess he,sh,to 160 Ist-Io-Fal-Um Hermit’s Hovel to 70 @ Hel-Amn-Dol-gmj Prowess in War gl 190 M Gul-Shael-Ohm-gmj Hidden Agenda to 150 N Ko-Mal-Dol-gmj Pumus* he,sh,to,ch,ct 80 Thul-Ith-Ort-Io Hologram cw 170 A Gul-Mal-Pul-Lum Punishment bl 210 Nef-Sur-Lo-Um Holy Lamentations xb 180 P Vex-Amn-Eld-gmj Pure Vision ci 255 Zy-Um-Dol-gmj Holy Thunder* sc,cq 30 Eth-Ral-Ort-Tal Quest for Knowledge st 180 @ Vex-Tir-Ist-gmj Humility to,ct 80 P Sol-Nef-Eld-Io Question mi 150 Dol-Mal-Hel-Um Hunger sw 150 Um-Mal-Amn-Tal Radiant Glory he 45 Nef-Sol-Ith-gmj Ice we 240 Thul-Cham-Jah-Shael Rainstorm mi 170 Gul-Um-Shael-gmj Illusion cw 120 A Lem-Ko-Dol-Sol Reaper’s Glance gl 220 Shael-Tir-Ber-Ber Iron Man he,sh,to 160 Ith-Lum-Shael-Ist Red Flutterbye bt,gl 200 Amn-Hel-Pul-Lo Ivory sw,cq 110 Ort-Fal-Dol-Shael Red Vane bt,gl 90 Tal-Amn-Lum-gmj Jealous Rage he 150 @ Amn-Tir-Mal-gmj Rook sh,to,ch,ct 80 Io-Sol-Amn-Eth Jedi sw 170 Ort-El-Gul-Mal Sackcloth au 160 P Hel-Ko-Pul-Ist Jinxed he 160 Lem-Ist-Tir-gmj Sanctuary’s Portal sh 150 Sol-Mal-Dol-gmj Judgement sc 220P Gul-Ber-Ort-Nef Serendipity’s Sake mi 60 Dol-Ral-Eth-gmj Kato’s Reply he,sh,to,we 210 @ Sur-Nef-Shael-gmj Shale* he,sh,to,ch,ct 120 Dol-Thul-Shael-Lem Kingslayer mi 150 Tal-Dol-Um-Mal Shout It Out he 100 Ith-Sol-Ko-gmj King's Ransom sc,sw 40 Amn-Ral-Thul-gmj Siren’s Lament mi 230M Jah-Sur-Eld-gmj Kirk* cm 35 Tal-Ral-Ort-Thul Slithering mi 15 M Nef-Ith-Tir-gmj Lasting Wish gl 200 Nef-Eth-Lo-gmj Smartguy me 150 @ Fal-Ko-Mal-Amn Lawbreaker ma,sc,st 220@ Ber-Nef-Dol-gmj Solstice Waning me 170 B Tal-Ort-Gul-gmj Lawmaker he 90 Nef-Lum-Shael-gmj Sorrow’s Tears hd 60 N Eth-Dol-Nef-gmj Light Spell sh,to 150 Dol-Mal-Io-Ral Sparkly Flutterbye bt,gl 240 Amn-Hel-Um-Cham Lightning st,cq 50 Shael-Sol-Nef-Ort Sparkly Vane bt,gl 100 Tal-Amn-Ko-gmj Lionheart’s Regent to 110 B Hel-Lum-Fal-gmj Sparks* he,sh,to,ch,ct 100 Ral-Amn-Nef-Ko Lone Wolf pe 160D Hel-Ko-Pul-Ist Spin me 210 Sur-Vex-Amn-Ith Loyal Servant bo 230@ Jah-Thul-Amn-gmj Spirits Within ph 170 B Nef-Shael-Gul-gmj Maelstrom mi 190 Ith-Gul-Ohm-Amn Spitfire Grill xb 190 Ohm-Ral-Nef-gmj Maiden* he,sh,to,ch,ct 120 Lem-Sol-Hel-Ko Splendor st 220S Ber-Tir-Nef-Vex Majesty ab,aj,as 120 M Lem-Ko-Dol-Sol Malicious me 15 Ith-El-Eth-gmj Marksman xb 110 P Ral-Thul-Dol-Fal Megiddo’s Touch gl 255 Shael-Ith-Zy-Zy Melodic Windsong mi 100 Shael-Ko-Nef-gmj Memory st,cq 90 S Lum-Io-Sol-Eth Morning Mist gl,ma 190 @ Mal-Ohm-Gul-gmj Mustang Cobra bt 60 Eld-Dol-El-gmj Myth sh 150 Amn-Mal-Eld-Nef Nature’s Glory pe 230D Jah-Dol-Amn-gmj Nightmare we 190 Eth-Ohm-Mal-Amn Notion he 220 Nef-Shael-Ber-Sol Oath sh 140 Pul-Ith-Eld-Um Obedience bl 220 Ber-Nef-Mal-Sol Oblivion’s Threshold me 50 @ Nef-Eld-Shael-gmj Obsession’s Snare ci 210 S Sur-Dol-Sol-gmj Orderly Conduct sc 25 Eth-Ral-Eld-gmj Outcast bl,sw 170 Gul-Shael-Sol-Ith Oxymoron au 130 P Pul-Fal-Shael-Nef Paradigm sh 150 Mal-Sol-Dol-Eld Paradox st 240 Ral-Thul-Cham-Nef Zy-El Mod Page 12
  • 13. Runeword Item Lv C Runes (4) Runeword Item Lv C Runes (4) Spock* cm 35 Thul-Ort-Ral-Tal Victory we 180 Vex-Amn-Tir-El Stallion’s Fury bt 140 A Shael-Um-Dol-gmj Voice of Deceit pe 150 D Mal-Tal-Eld-gmj Starbrite ci 180 Eld-Vex-Lem-gmj War we 150 Um-Mal-Tir-Amn Stinger sw 140 Pul-Um-Dol-gmj Warden he,to,ct 35 Thul-Ral-Nef-El Stomper bt 200A Lo-Ith-Shael-gmj Wealth of Knowledge to 120 Lem-Ko-Tir-gmj Stonecold gl 220 Thul-Ber-Shael-gmj Whisper mi 210 M Sur-Ohm-Dol-Nef Stormcloud gl 220 Ort-Ber-Shael-gmj White Flutterbye bt,gl 160 Lem-Amn-Hel-Ist Sulu* cm 25 Eth-Ith-Ral-Tal White Vane bt,gl 80 Io-Tal-Amn-gmj Survivor to 220 Um-Ber-Shael-Eth Widowmaker mi 200M Ohm-Lo-Mal-Tal Synchronicity sh,to 210 Sur-Lum-Pul-Ith Wings of Glory bt 100 Hel-Eld-Ko-gmj Teddy Bears ha 220 Dol-Ber-Nef-gmj Wintergreen me 240 Cham-Thul-Amn-gmj Tempest st 200 Lo-Shael-Nef-Dol Wolfenstein bt,gl 100 Io-Tal-Ko-gmj Temptress he 230 El-Lem-Jah-gmj Wolfman Jack bt,gl 240 Ber-Hel-Cham-Lum The Beauty pe 140 D Dol-Um-Nef-gmj Wolfpack bt,gl 170 Mal-Amn-Gul-gmj Thunder ha 200 Nef-Ort-Vex-Lo Wonderlust mi 190 M Mal-Nef-Ohm-gmj Timeout to 230 Jah-Shael-Hel-gmj Word of Amazon we,ar 255M Zy-El-Zy-Tal Tin Man* he,sh,to,ch,ct 120 Eld-Shael-Ort-Lem Word of Assassin we,ar 255A Zy-El-Zy-El Tradition me 170 Gul-Sol-Ith-Mal Word of Barbarian we,ar 255B Zy-El-Zy-Nef Treacherous Deceit gl 100 Tal-Dol-Ko-gmj Word of Druid we,ar 255D Zy-El-Zy-Eth Trial by Fire bt,he,ch,ct 30 Ort-Ral-Nef-Tir Word of Necromancer we,ar 255N Zy-El-Zy-Eld Trust au 130 Pul-Fal-Shael-Amn Word of Paladin we,ar 255P Zy-El-Zy-Tir Uhura* cm 30 Nef-Ort-Ral-Ith Word of Sorceress we,ar 255S Zy-El-Zy-Ith Unbending Will sw 240 Thul-Ohm-Lo-Cham Wrath me 220 Ohm-Ber-Eth-Ral Valiant to 230 Ber-Jah-Sur-gmj Xterra bt 190 @ Eld-Ohm-Io-Dol Vengeance sc,cq 39 P Thul-Ort-Ral-Shael Yellow Flutterbye* bt,gl,ch,cq 120 Hel-Fal-Amn-Lem Vanquished sc 90 P Lum-Tal-Amn-gmj Yellow Vane bt,gl 70 Amn-Hel-Tal-gmj Venomous we 150 Tal-Dol-Mal-gmj Zodiac Sign bt,he,sh,to 160 @ Ist-Lem-Um-gmj Vermilious Tempest mi 60 Nef-Thul-Dol-gmj Vermin Horde pe 60 D Dol-Tir-Ith-gmj Runeword Item Lv C Runes (5) Runeword Item Lv C Runes (5) Adamantium sh,to 200 Thul-Pul-Lum-Lo-Ist Desolation sh 200 Lo-Vex-Gul-Ohm-gmj Alkalund sh 140 Um-Pul-Shael-Nef-El Destruction we 220 Ber-Ral-Nef-Ohm-Gul Apprenticeship he,sh,to 110 Fal-Ort-Io-Shael-gmj Dogs and Claws sh,to 160 Mal-Dol-Shael-Ist-Fal Armageddon me 220 Shael-Ber-Tal-Ort-Ral Dreaded to 70 @ Ith-Amn-Eld-Hel-gmj Awakening bt,sh,to 120 Io-Sol-Lem-Ral-gmj Duressed we 200 Mal-Lum-Ral-Lo-gmj Bat Out of Hell me 240D Shael-Cham-Ohm-Tal-Nef Eagle Eye mi 40 Nef-Thul-Amn-Tal-gmj Bear Claw sh,to 160 Fal-Mal-Dol-Shael-Ist Ebony Black sw 110 Tal-Fal-Dol-Shael-gmj Bigger Brother me 60 Ith-Ort-Dol-Amn-gmj Edge of the Abyss sw 140 Sol-Eth-Um-Nef-gmj Bigger Sister mi 60 Ort-Ith-Dol-Amn-gmj Black Widow mi 200M Ohm-Lo-Mal-Tal-gmj Blood we 200 Gul-Um-Lo-Nef-Tal Bone Knob* sh,to,ch 80 Ort-Shael-Sol-Io-Dol Blood Magic bt,sh,to 170 Thul-Shael-Gul-Ko-gmj Bone Spell sh,to 150 Mal-Io-Ral-Dol-gmj Bone Weave* sh,to,ch 110 Sol-Io-Hel-Fal-Lum Bound by Honor to,sh 110 Fal-Ko-Hel-Dol-gmj Bow Wow Blues bt,sh,to 120 @ Hel-Thul-Eth-Lem-gmj Cake Monster to 80 N Sol-Io-Nef-Amn-gmj Cardinal we 50 Shael-Thul-Eld-Ort-gmj Cavalier au,to 230P Ohm-Pul-Tal-Fal-Jah Chaos Theory me 200 Um-Lo-Amn-Nef-gmj Chow Chow Chow bt,sh,to 170 @ Lem-hel-Thul-Gul-gmj Cold Mastery sh,to 150 Io-Ral-Dol-Mal-gmj Collusion me 150 Amn-Mal-Eld-Um-gmj Coup de Grace me 140 Um-Tir-Um-Tir-Shael Crescent Moon po,sp 140 Um-Tir-Shael-Amn-Eth Criss Cross xb 240 Lo-Cham-Thul-Tal-Shael Crusade to,sh 140 P Um-Pul-Ith-Eth-gmj Cuisinart sw 200 Um-Mal-Amn-Gul-Lo Dabblings he,sh,to 70 Hel-Eth-Sol-Ort-gmj Darkness Woven we 140 Dol-Eld-Thul-Um-gmj Death me 255 Eld-Zy-Amn-Sol-Mal Zy-El Mod Page 13
  • 14. Runeword Item Lv C Runes (5) Embers of Rage he,sh,to 140 Sol-Hel-Ral-Um-gmj Empress sh,to 240 Cham-Ist-Ohm-Ber-Ko Endgame me 255 Um-Mal-Zy-Ith-Lo Epoch’s End we 150 Pul-Mal-Eld-Ith-gmj Fast Strike me 120 Lem-El-Lem-El-Shael Final Epilogue we 230 Gul-Jah-Dol-Shael-gmj Flames sh,to 180 Io-Fal-Sol-Vex-Lem Flickering Inferno mi 200 Ral-Lo-Shael-El-gmj Flock of Seagulls sh,to 220 Ist-Ber-Mal-Dol-Shael Gasp of the Dying mi 200 Vex-Lo-Tir-Amn-gmj Godslayer mi 150 Tal-Dol-Um-Mal-gmj Granite sh,to 160 Ko-Dol-Lum-Ist-Ko Harbinger to,we 255A Zy-Mal-Ber-Sur-Tal Heart of the Oak to 230 Jah-Um-Io-Shael-Pul Heatwave sh,to 150 Ral-Dol-Mal-Io-gmj Heaven’s Mandate au 230P Cham-Ber-Io-Nef-gmj Hellspawn to 220N Amn-Ber-Pul-Mal-Nef Herald po 210 Dol-Amn-Gul-Sur-Lo Holy Strike sc 30 Eth-Ral-Ort-Tal-gmj Honor me,ch 45 @ Amn-El-Ith-Tir-Sol Hound Dogs sh,to 160 Dol-Shael-Ist-Fal-Mal Humbled to 80 P Sol-Nef-Eld-Io-gmj Hungering sw 150 Um-Mal-Amn-Tal -gmj Ice Age mi,sw 170 Thul-Gul-Shael-Nef-Eth Runeword Item Lv C Runes (5) Icicle we 170 Thul-Cham-Jah-Shael-gmj Peril’s Gate mi 240 Gul-Cham-Ber-Nef-gmj Inferno sh,to 220 Lem-Mal-Io-Ber-Ist Pestilence po 150 Tal-Shael-Dol-Um-Mal Ivory White sw 110 Ort-Fal-Dol-Shael-gmj Phalanx Form me 200 Lo-Um-Amn-Ith-gmj JBouley we 255@ Jah-Ber-Zy-Ith-Dol Phantom Pain to 130 Pul-Ort-Tir-Dol-gmj Jedi Knight sw 170 Ort-El-Gul-Mal-gmj Phoenix me,ch 40 Thul-Ort-Ral-Amn-Tal Judgement Day sc 220P Gul-Ber-Ort-Nef-gmj Princess Warrior he,sh,to 160 Ist-Io-Fal-Um-gmj Knight’s Vigil sh 130 Pul-Nef-Eld-Hel-Ith Pumus Stone he,sh,to 80 Thul-Ith-Ort-Io-gmj Krackle bl 140 Um-Ort-Um-Ort-Shael Punisher bl 210 Nef-Sur-Lo-Um-gmj Krash bl 120 Lem-Ral-Lem-Ral-Shael Queen sh,to 200 Lo-Lem-Mal-Vex-Dol Krinkle bl 100 Ko-Tal-Ko-Tal-Shael Questionable mi 150 Dol-Mal-Hel-Um-gmj Krumble bl 160 Ist-Thul-Ist-Thul-Shael Quick Kill me 130 Pul-Eld-Pul-Eld-Shael Krush bl 180 Vex-Amn-Vex-Amn-Shael Reaper me 255 Lo-Ber-Zy-Shael-Amn Kryten* cm 35 Thul-Ort-Ral-Tal-Ith Retribution sc 50 P Thul-Ort-Ral-Shael-gmj Legacy to 255@ Amn-Zy-Um-Pul-Lem Rhaevyn ax,po,sp 190 D Dol-Ral-Nef-Shael-Ohm Lightning Spell sh,to 150 Dol-Mal-Io-Ral-gmj Rimmer* cm 20 Tal-Ith-Eth-Nef-Tir Lister* cm 20 Tir-Nef-Eth-Ith-Tal Rise Up sh,to 160 Lem-Io-Ist-Sol-Lum Lust to 160 @ Hel-Io-Um-Nef-Ist Rook’s Vigil sh,to 80 Io-Sol-Amn-Eth-gmj Maelstrom’s Maw mi 190 Ith-Gul-Ohm-Amn-gmj Scarecrow he,sh,to 120 Eld-Shael-Ort-Lem-gmj Mage Kill sh,to 200 Dol-Lum-Lo-Um-Lem Scully* cm 35 Thul-Eth-Ort-Ith-Tal Mage King sh,to 190 Ohm-Ko-Ist-Pul-Um Semantics au 240P Cham-Shael-Eld-Amn-Pul Magician sh,to 150 Mal-Dol-Lem-Lum-Ko Shalestone he,sh,to 120 Dol-Thul-Shael-Lem-gmj Maiden’s Blessing he,sh,to 120 Lem-Sol-Hel-Ko-gmj Silk to 220S Ber-Um-Sol-Amn-Pul Malevolent me 255 Ber-Zy-Amn-Shael-Dol Sisterhood of Steel sh,to 160 Shael-Ist-Fal-Mal-Dol Man of Steel he,sh,to 160 Ith-Lum-Shael-Ist-gmj Sledge ha 220 Fal-Ohm-Eth-Gul-Ber Marauder sw 90 Lum-Shael-Eth-Amn-gmj Sole Survivor to 220 Um-Ber-Shael-Eth-gmj Marksman mi 210 M Sur-Um-Nef-Lo-Gul Soothsayer to 240 Cham-Ist-Ohm-Thul-Hel Martyr me 220 Ber-Lo-Ith-Sol-Ohm Sparks Flying he,sh,to 100 Ral-Amn-Nef-Ko-gmj Mastiff sh,to 255@ Ber-Gul-Lem-Zy-Hel Spin Artist me 210 Sur-Vex-Amn-Ith-gmj Maximus me 255@ Hel-Shael-Hel-Shael-Zy Synchronized in Time sh,to 210 Sur-Lum-Pul-Ith-gmj Moulinex sw 200 Lo-Fal-Sol-Ith-Eth The Force to 255 Fal-Ko-Lum-Io-Zy Mulder* cm 25 Nef-Ral-Tal-Eth-Eld The Lovers to,ch 40 Amn-Thul-Ort-Ral-Tal Mutt sh,to 220@ Gul-Lem-Hel-Ber-Thul The Obedient bl 220 Ber-Nef-Mal-Sol-gmj Mystery mi 210 Sur-Dol-Ith-Nef-Sol The Outcast bl,sw 170 Gul-Shael-Sol-Ith-gmj Myth-Nomers sh 150 Amn-Mal-Eld-Nef-gmj Thunderbolt ha 200 Nef-Ort-Vex-Lo-gmj Nightmare’s Memory we 190 Eth-Ohm-Mal-Amn-gmj Touchstone of Faith to 150P Pul-Um-Mal-Dol-gmj Oath Sworn sh 140 Pul-Ith-Eld-Um-gmj Traditional Values me 170 Gul-Sol-Ith-Mal-gmj Oxymoronic au 130P Pul-Fal-Shael-Nef-gmj Trustworthy as 130 Pul-Fal-Shael-Amn-gmj Paradigm Principle sh 150 Mal-Sol-Dol-Eld-gmj Unicorn po,sp 220 Ort-Ber-Gul-Shael-Nef Passion Enflamed to 110 B Ko-Fal-Dol-Eth-gmj Untamed sw 255@ Shael-Hel-Shael-Hel-Zy Zy-El Mod Page 14
  • 15. Runeword Item Lv C Runes (5) Unyielding Force sw 240 Thul-Ohm-Lo-Cham-gmj Victory Dance we 180 Vex-Amn-Tir-El-gmj Warrior we 150 Um-Mal-Tir-Amn-gmj Warden of the Marches he,to 35 Thul-Ral-Nef-El-gmj Whisperings mi 210M Sur-Ohm-Dol-Nef-gmj Wiseguy me 150@ Fal-Ko-Mal-Amn-gmj Woe mi 210 Sur-Tal-Gul-Nef-Ohm Wrath of Nature me 220 Ohm-Ber-Eth-Ral-gmj Xcolibri mi,th 130 Lum-Hel-Pul-Thul-Lum Yang me 240B Cham-Um-Tir-Mal-Sol Yin me 220B Ber-Dol-Shael-Ith-Nef Zac503 we 170 Hel-Um-Thul-Ral-Gul Runeword Item Lv C Runes(6) Runeword Item Lv C Runes(6) Adamantium Defense sh,to 200 Thul-Pul-Lum-Lo-Ist-gmj Love Everlasting to 33 Amn-Thul-Ort-Ral-Tal-gmj Alkalund’s Judgement sh 140 Um-Pul-Shael-Nef-El-gmj Lust for Life to 160@ Hel-Io-Um-Nef-Ist-gmj Angel from Heaven me 240D Shael-Cham-Ohm-Tal-Nef- Mage Killer sh,to 200 Dol-Lum-Lo-Um-Lem-gmj gmj Mage Kingdom sh,to 190 Ohm-Ko-Ist-Pul-Um-gmj Armageddon’s Prelude me 220 Shael-Ber-Tal-Ort-Ral-gmj Magic User sh,to 150 Mal-Dol-Lem-Lum-Ko-gmj Bearskin sh,to 160 Fal-Mal-Dol-Shael-Ist-gmj Malevolence me 255 Ber-Zy-Amn-Shael-Dol-gmj Big Dog sh,to 255@ Ber-Gul-Lem-Zy-Hel-gmj Martyr’s Legacy me 220 Ber-Lo-Ith-Sol-Ohm-gmj Blood Brother we 200 Gul-Um-Lo-Nef-Tal-gmj Mercy Kill me 140 Um-Tir-Um-Tir-Shael-gmj Bone Bracer sh,to 110 Sol-Io-Hel-Fal-Lum-gmj Moby Dick* cm 30 Ral-Eth-Tal-Ort-Nef-Tir Cavalier Attitude au,to 230P Ohm-Pul-Tal-Fal-Jah-gmj Moulinex Blender sw 200 Lo-Fal-Sol-Ith-Eth-gmj Crescent Star po,sp 140 Um-Tir-Shael-Amn-Eth-gmj Mucky Muck sh,to 220@ Gul-Lem-Hel-Ber-Thul-gmj Criss Crass Cross xb 240 Lo-Cham-Thul-Tal-Shael-gmj Mysterious Ways mi 210 Sur-Dol-Ith-Nef-Sol-gmj Cuisinart Finery sw 200 Um-Mal-Amn-Gul-Lo-gmj NavyFC mi 255 Mal-Io-Mal-Io-Ohm-Zy Death March me 255 Eld-Zy-Amn-Sol-Mal-gmj Oath of Amazon we,ar 255M Zy-Zy-Zy-El-Zy-Tal Destruction’s Wake we 220 Ber-Ral-Nef-Ohm-Gul-gmj Oath of Assassin we,ar 255A Zy-Zy-Zy-El-Zy-El Disease po 150 Tal-Shael-Dol-Um-Mal-gmj Oath of Barbarian we,ar 255B Zy-Zy-Zy-El-Zy-Nef Dog Claws sh,to 160 Mal-Dol-Shael-Ist-Fal-gmj Oath of Druid we,ar 255D Zy-Zy-Zy-El-Zy-Eth Empressive sh,to 240 Cham-Ist-Ohm-Ber-Ko-gmj Oath of Necroman we,ar 255N Zy-Zy-Zy-El-Zy-Eld End of Game me 255 Um-Mal-Zy-Ith-Lo-gmj Oath of Paladin we,ar 255P Zy-Zy-Zy-El-Zy-Tir Flamestrike sh,to 180 Io-Fal-Sol-Vex-Lem-gmj Oath of Sorceress we,ar 255S Zy-Zy-Zy-El-Zy-Ith Flock of Geese sh,to 220 Ist-Ber-Mal-Dol-Shael-gmj Phoenix Ressurrection me 40 Thul-Ort-Ral-Amn-Tal-gmj Force of Darkness to 255 Fal-Ko-Lum-Io-Zy-gmj PhrozenKeep to 255 Pul-Um-Mal-Sol-Eth-Zy Gigantor* cm 35 Thul-Ort-Ral-Tal-Ith-Eth Queen Bee sh,to 200 Lo-Lem-Mal-Vex-Dol-gmj Granite Guard sh,to 160 Ko-Dol-Lum-Ist-Ko-gmj Quey Quig* cm 35 Eth-Tal-Ort-Thul-El-Eld Grim Reaper me 255 Lo-Ber-Zy-Shael-Amn-gmj Quick to Kill me 120 Lem-El-Lem-El-Shael-gmj Groundhog sh,to 160 Dol-Shael-Ist-Fal-Mal-gmj Quickening me 130 Pul-Eld-Pul-Eld-Shael-gmj Harbinger of Woe to,we 255A Zy-Mal-Ber-Sur-Tal-gmj Rhaevyn’s Victory ax,po,sp190D Dol-Ral-Nef-Shael-Ohm-gmj Heart of the Oat to 230 Jah-Um-Io-Shael-Pul-gmj Ripcord mi 255 Shael-Ort-Zy-Gul-Mal-Dol Hellspawned to 220N Amn-Ber-Pul-Mal-Nef-gmj Rise Up and Cheer sh,to 160 Lem-Io-Ist-Sol-Lum-gmj Herald of Destruction po 210 Dol-Amn-Gul-Sur-Lo-gmj Sharpshooter mi 210 M Sur-Um-Nef-Lo-Gul-gmj Honor Guard me 45 @ Amn-El-Ith-Tir-Sol-gmj Silence we 180 @ Dol-Eld-Hel-Ist-Tir-Vex Inferno Tempest sh,to 220 Lem-Mal-Io-Ber-Ist-gmj Silken to 220S Ber-Um-Sol-Amn-Pul-gmj JBouley’s Reign we 255@ Jah-Ber-Zy-Ith-Dol-gmj Starbuck* cm 35 Ith-Eth-Nef-Ral-Thul-Tir Knight’s Quest sh 130 Pul-Nef-Eld-Hel-Ith-gmj Steel Soroarity sh,to 160 Shael-Ist-Fal-Mal-Dol-gmj Krackled bl 140 Um-Ort-Um-Ort-Shael-gmj Sledgehammer ha 220 Fal-Ohm-Eth-Gul-Ber-gmj Krinkled bl 100 Ko-Tal-Ko-Tal-Shael-gmj Soothsayings to 240 Cham-Ist-Ohm-Thul-Hel-gmj Krushed bl 180 Vex-Amn-Vex-Amn-Shael-gmj Sweet mi 160 Ist-Io-Fal-Ko-Lum-Lem Legacy Everlasting to 255@ Amn-Zy-Um-Pul-Lem-gmj Symbols au 240P Cham-Shael-Eld-Amn-Pul-gmj Zy-El Mod Page 15
  • 16. Runeword Item Lv C Runes(6) Truth me 255 Zy-Shael-Nef-Sur-Ber-Um Woe and Misery mi 210 Sur-Tal-Gul-Nef-Ohm-gmj Unicorn Blessing po,sp 220 Ort-Ber-Gul-Shael-Nef-gmj Zac503 we 170 Hel-Um-Thul-Ral-Gul-gmj Violation me 210 Sur-Lo-Vex-Amn-Thul-Ith where the item codes are: ab = any amazon bow ci = any circlet ja = any javelin sc = any scepter aj = any amazon javelin cb = any club jwl = any jewel sh = any shield am = any amulet cl = charm large kn = any knife sp = any spear ar = any armor cm = any charm ma = any mace st = any staff as = any amazon spear cn = charm narrow me = any melee weapon sw = any sword au = any auric shield cq = charm quad mi = any missile weapon ta = any throw axe ax = any axe cs = charm small ms = any misc item th = any thrown weapon be = any belt ct = charm tall or = any orb (not a rod) tk = any throw knife bk = any book cw = any claw pe = any druid pelt to = any torso armor bl = any blunt weapon gl = any glove ph = any primal helmet wa = any wand bt = any boot ha = any hammer po = any polearm we = any weapon bo = any bow hd = any necro head ri = any ring xb = any crossbow ch = charm hex he = any helmet ro = any rod (sc,st,wa) 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 Zy-El Mod Page 16
  • 17. Some of these item codes are inclusive of other codes as indicated here: ms = any miscellaneous item ar = any armor am = any amulet be = any belt bk = any book bt = any boot cm = any charm gl = any glove cg = charm grand he = any helmet ch = charm hex ci = any circlet cl = charm large pe = any druid pelt cn = charm narrow ph = any primal helmet cq = charm quad sh = any shield cs = charm small au = any auric shield ct = charm tall hd = any necro head gem = any gem to = any torso armor jwl = any jewel ri = any ring 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 Zy-El Mod Page 17
  • 18. NEW BASIC CUBE RECIPES (the easy stuff): In the following sections, there are several categories of Cube recipes that have been added. Just put the input ingredients in the Cube and hit the Transform button to get the output item. This Mod has over 56,000+ recipes in total and not all of them are fully documented . . . and I don’t plan to ever do so; this mod guide is long enough. <same heal potion> x 3 -> <heal potion> next higher <same mana potion> x 3 -> <mana potion> next higher <super heal potion> + <super mana potion> -> <rejuv potion> <rejuv potion> x 3 -> <Full rejuv potion> <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) --- Random Flawed Gems from Chipped Gems --- <any chipped Gem> x 6 -> random <flawed Gem> (great way to clean up your inventory of those random gem bits) <any flawed Gem> x 6 -> random <standard Gem> <any standard Gem> x 6 -> random <flawless Gem> <any flawless Gem> x 6 -> random <perfect Gem> Lazy Cat Recipes (for the lazy in all of us) <Heal potion> + 3 x Fruit -> 1 <Rejuv> <Mana potion> + 3 x Meat -> 1 <Rejuv> <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>) Zy-El Mod Page 18
  • 19. UPGRADE ITEM RECIPES (upgrade item types): These recipes upgrade the item type of the input items to an item of higher quality with new attributes. Often, you have to sacrifice 3 or 6 of a base item plus a few trinkets to get 1 improved item. You may even have to sacrifice an Elixir! Please note that these recipes will generate new items with new attributes. <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> <mag Ring> + <mag Amulet> -> new <mag Jewel> <rar Ring> + <rar Amulet> -> new <rar Jewel> <crf Ring> + <crf Amulet> -> new <crf Jewel> <uni Ring> + <uni Amulet> -> new <uni Jewel> How to upgrade Non-Magic Items: <low-quality Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> (Can we fix it? Yes, we can!) <cracked Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> <crude Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> <ethereal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <nor Item> <normal Item> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <superior Item> <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 better Cube Scrolls: <Common Cube Scroll> x 6 + <mag Charm> -> new <Uncommon Cube Scroll> <Uncommon Cube Scroll> x 6 + <rar Charm> -> new <Secret Cube Scroll> <Secret Cube Scroll> x 6 + <Demon Box> -> new <Arcane Cube Scroll> <Common Cube Scroll> x 4 + <mag Charm> + <Elixir> -> new <Uncommon Cube Scroll> <Uncommon Cube Scroll> x 4 + <rar Charm> + <Elixir> -> new <Secret Cube Scroll> <Secret Cube Scroll> x 4 + <Demon Box> + <Elixir> -> new <Arcane Cube Scroll> 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.) Zy-El Mod Page 19
  • 20. How to make smaller Charms from larger Charms (easier if you have a spare Elixir or Demon Key kicking around): <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> Zy-El Mod Page 20
  • 21. SOCKETING RECIPES (something better): These recipes can add sockets to any item. These recipes work for weapons, armor, helmets, shields, gloves, belts, boots, charms, rings, amulets and thrown weapons. Flawless gems are now required ingredients. Jewel quality is now a required factor to consider for different item types. <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!!! Here are the recipes to downgrade an item to normal: <any hi-quality item> + <key> + <chp Gem> -> normal <item> <any magic item> + <key> + <chp Gem> -> normal <item> <any rare item> + <key> + <chp Gem> -> new <magic item> <any crafted item> + <key> + <chp Gem> -> new <rare item> <any set item> + <key> + <chp Gem> -> new <rare item> <any unique item> + <key> + <chp Gem> -> new <rare item> 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! Use the following recipe to reduce the quality of a rune or gem to previous rune/gem: <any Rune> + <key> -> <Rune> previous <any Gem> + <key> -> <Gem> lower quality Zy-El Mod Page 21
  • 22. FOOD ITEM RECIPES (this has nothing to do with lunch): These recipes make use of the food items that monsters may drop. Food items are divided into two kinds: Meat Items and Fruit Items. Certain combinations of these items put in the Horadric Cube will produce different potions. Food items are more commonly found in Normal difficulty, less so in Nightmare and rarely in Hell – by that time, reliance on potions is much less. High level players would prefer to buy their potions rather than crafting them. Here are the food combinations and resulting potions: <Meat Item> -> <Std Healing potion> <Fruit Item> -> <Std Mana potion> <Meat Item> x 2 -> <Major Healing potion> <Fruit Item> x 2 -> <Major Mana potion> <Meat Item> x 3 -> <Super Healing potion> <Fruit Item> x 3 -> <Super Mana potion> <Meat Item> + <Fruit Item> -> <Stamina potion> <Meat Item> x 2 + <Fruit Item> -> <Antidote potion> <Meat Item> + <Fruit Item> x 2 -> <Thawing potion> <Meat Item> x 3 + <Fruit Item> x 3 -> <Rejuv potion> <Meat Item> + <Rejuv potion> -> <Rancid Gas potion> x 50 <Fruit Item> + <Rejuv potion> -> <Flaming Oil potion> x 50 <Meat Item> + <Rejuv potion> + <chp Emerald> -> <Choking Gas potion> x 50 <Fruit Item> + <Rejuv potion> + <chp Ruby> -> <Exploding potion> x 50 <Meat Item> + <Rejuv potion> + <flw Emerald> -> <Strangling Gas potion> x 50 <Fruit Item> + <Rejuv potion> + <flw Ruby> -> <Fulminating potion> x 50 Similarly, the derived recipes are: <Meat Item> x 4 + <Fruit Item> x 3 -> <Rancid Gas potion> x 50 <Meat Item> x 3 + <Fruit Item> x 4 -> <Flaming Oil potion> x 50 <Meat Item> x 4 + <Fruit Item> x 3 + <chp Emerald> -> <Choking Gas potion> x 50 <Meat Item> x 3 + <Fruit Item> x 4 + <chp Ruby> -> <Exploding potion> x 50 <Meat Item> x 4 + <Fruit Item> x 3 + <flw Emerald> -> <Strangling Gas potion> x 50 <Meat Item> x 3 + <Fruit Item> x 4 + <flw Ruby> -> <Fulminating potion> x 50 <Meat Item> x 9 + <Fruit Item> x 9 -> <Full Rejuv potion> Zy-El Mod Page 22
  • 23. UNIQUE ITEM REROLL RECIPES (something extra special): These recipes allow players to re-roll for a new Unique item based on an existing Unique item. Ever find a Unique item that your character can’t use? How many Nagelrings do you have? Well, now players can re-roll for a different Unique item in the hopes of obtaining one that can be of use. These recipes are not cheap – more akin to gambling for high level characters. There are two variations of these recipes. 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: <Unique Charm> + <Demon Box> + <Key> -> random <Unique Ring> <Unique Charm> + <Demon Box> + <Rune> -> random <Unique Amulet> <Unique Charm> + <Demon Box> + <Chipped Gem> -> random <Unique Jewel> where <Key> is an ordinary key; <Rune> is any Rune; <Chipped> is any chipped gem. Zy-El Mod Page 23
  • 24. UNIQUE ITEM FIND RECIPES (something extra special): These recipes generate unique items of the same input item type. Valid item types include: Boot, Glove, Torso, Helmet, Shield, Ring, Amulet, Belt, Knife, Sword, Mace, Axe, Club, Scepter, Maul, Hammer, Staff, Spear, Polearm, Bow, Crossbow, Thrown knife, Thrown axe, Katar, Wand, Orb, Claws, Preserved head, Primal helm, Pelt, Auric Shield, Ama Spear, Ama Javelin, Ama Bow, Circlet. With 700+ uniques, there’s now something special for everyone. There’s even a possibility of acquiring one of Zy-El’s Artifacts . . . though unlikely! Bear in mind that the crafted source items must be of the same type but they don’t have to be the same item specifically. So, you can put in a crafted sash, a crafted heavy belt and a crafted light belt and wind up with some form of unique belt! <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.) Here are the recipes to generate Quest items: <Town Portal Scroll> + <std Gem> + <rar Jewel> + <Elixir> -> Bark Scroll <rar Kris> + <std Gem> + <rar Jewel> + <Elixir> -> Gidbinn <rar Quarterstaff> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Staff <Identify Scroll Tome> + <std Gem> + <rar Jewel> + <Elixir> -> Lam Esen’s Tome <rar Flail> + <std Gem> + <rar Jewel> + <Elixir> -> Kalim’s Super Flail <perf Gem> + <std Gem> + <rar Jewel> + <Elixir> -> Mephisto’s Soulstone <rar Maul> + <std Gem> + <rar Jewel> + <Elixir> -> Hellforge Hammer <rar War Hammer> + <std Gem> + <rar Jewel> + <Elixir> -> Horadric Malus <Full Rejuv Potion> + <std Gem> + <rar Jewel> + <Elixir> -> Malah’s Thawing Potion ETHEREAL ITEM RECIPES (modify item types to Ethereal): These recipes can be used to modify normal, hi-quality, magic, rare, crafted, set, runic and unique items to be ethereal. Why the heck would you ever want an item to become Ethereal? As everyone knows, Ethereal items have limited durability and eventually break. However, Ethereal items also tend to have higher attributes than base items. Ideally, Ethereal weapons are best suited for hirelings who never break their equipment. Here are the recipes to modify an item to be Ethereal: <any hi-quality item> + key + <Elixir> -> Ethereal <item> <any magic item> + key + <Elixir> -> Ethereal <item> <any rare item> + key + <Elixir> -> Ethereal <item> <any crafted item> + key + <Elixir> -> Ethereal <item> <any set item> + key + <Elixir> -> Ethereal <item> <any unique item> + key + <Elixir> -> Ethereal <item> Zy-El Mod Page 24
  • 25. CUBE RECIPE LOCKS (retaining item attributes): Cube Locks are used in crafting recipes to retain the attributes of the source input item while adding new crafted attributes. Most of the cube recipes mentioned in the following sections involve using the Horadric Cube to generate new items from existing input items. In other words, when crafting a new attribute to an item, its original attributes are normally re-rolled before adding the new attribute. However, Cube Locks force the output item to retain the attributes of the source input item. 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: <Zy Rune> + <Perfect Gem> x 7 + <Elixir> x 7 ---> <Cube Lock> 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. Zy-El Mod Page 25
  • 26. ELIXIR RECIPES (something for quick fixes): Elixirs can be used to generate items with a limited number of specific attributes. The new crafted attributes are added to the re-rolled attributes of the same item type as the source item. These recipes also work for Class-specific items. To retain the existing attributes of the source item, use a single Cube Lock. Crafted attributes may be multiplied by using a single Cube Adder. <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 Elixirs can be also used to enhance Weapons maximum damage: <Elixir> + <Perf Diamond> + <Weapon> -> new Weapon + add normal max dmg <Elixir> + <Perf Topaz> + <Weapon> -> new Weapon + add lightning max dmg <Elixir> + <Perf Ruby> + <Weapon> -> new Weapon + add fire max dmg <Elixir> + <Perf Sapphire> + <Weapon> -> new Weapon + add cold max dmg <Elixir> + <Perf Emerald> + <Weapon> -> new Weapon + add poison max dmg <Elixir> + <Perf Amethyst> + <Weapon> -> new Weapon + add magic ranged dmg Elixirs can be used to enhance Weapons minimum damage: <Elixir> + <Perf Diamond> x 2 + <Weapon> -> new Weapon + add normal min dmg <Elixir> + <Perf Topaz> x 2 + <Weapon> -> new Weapon + add lightning min dmg <Elixir> + <Perf Ruby> x 2 + <Weapon> -> new Weapon + add fire min dmg <Elixir> + <Perf Sapphire> x 2 + <Weapon> -> new Weapon + add cold min dmg <Elixir> + <Perf Emerald> x 2 + <Weapon> -> new Weapon + add poison min dmg <Elixir> + <Perf Amethyst> x 2 + <Weapon> -> new Weapon + add magic min/max dmg Elixirs can be also used to enhance Torso Armor resistances: <Elixir> + <Perf Skull> + <Torso armor> -> new Torso Armor + add Defense (AC rating) <Elixir> + <Perf Diamond> + <Torso Armor> -> new Torso Armor + add normal dmg reduction <Elixir> + <Perf Topaz> + <Torso Armor> -> new Torso Armor + add lightning resist <Elixir> + <Perf Ruby> + <Torso Armor> -> new Torso Armor + add fire resist <Elixir> + <Perf Sapphire> + <Torso Armor> -> new Torso Armor + add cold resist <Elixir> + <Perf Emerald> + <Torso Armor> -> new Torso Armor + add poison resist <Elixir> + <Perf Amethyst> + <Torso Armor> -> new Torso Armor + add magic dmg reduction MEGA-LOAD ELIXIR RECIPES (something for big fixes): The Elixir recipes can be Mega-loaded to produce THIRTY times the result of the regular Elixir recipe. All added effects are stacked on top of existing weapon attributes – no Cube Lock is required. Cube Adders will NOT work with this recipe. Use the same recipes as above, except add a Zy-El Scroll. <Zy-El Scroll> + <Elixir> + <Perf gem> + <Weapon> -> same <Item> + <Elixir Max Damage Bonus> * 3000% <Zy-El Scroll> + <Elixir> + <Perf gem> x 2 + <Weapon> -> same <Item> + <Elixir Min Damage Bonus> * 3000% <Zy-El Scroll> + <Elixir> + <Perf gem> + <Torso Armor> -> same <Item> + <Elixir Resistance Bonus> * 3000% Zy-El Mod Page 26
  • 27. EXCEPTIONAL/ELITE RECIPES (making regular stuff better): These recipes transform Regular items into their Exceptional equivalents and Exceptional items into their Elite versions. Exceptional and Elite items have higher strength and dexterity requirements. So, be careful when using these recipes. You may wind up with an item you can’t use for a long while. Only Regular items can be used to transform into Exceptional items and only Exceptional items can be used to transform into Elite items. Take note that the source items can be of any quality: cracked, inferior, ethereal, normal, socketed, magical, rare, unique, set, runic or even crafted. Input item quality has no bearing in these recipes. Got this cube recipe idea from MikeMayhem, but had to tweak it to fit this Mod. 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. And the demonic (Demon Key + Box) recipe is: <Crafted Ring> + <gem> + <Demon Key> + <Demon Box> + <Elixir> -> new <Crafted Ring> with hit skill <Crafted Amulet> + <gem> + <Demon Key> + <Demon Box> + <Elixir> -> new <Crafted Amulet> with gethit skill Zy-El Mod Page 27
  • 28. CRAFTED ITEM RECIPES (the good stuff): These recipes are generic formulas that allow players to add special non-gem abilities to Crafted items. Can make very powerful items but also very expensive to repair. Spell charges are also very costly. ONLY CRAFTED ITEMS CAN BE ENCHANTED WITH THESE RECIPES – not Magic, Rare, Runic, Unique or Set items. The recipes only work for items of type: Weapons, Torsos, Helmets, Gloves, Belts and Boots (NOT Rings, Amulets, Jewels or Charms – crafting these items is covered in other sections). 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. The cube formula for enchanting Crafted items is as follows: <Crafted Item> + <Stnd Gem> + <mag Ring> + <mag Amulet> + <Key> --> new <Crafted Item> + <added ability> <Crafted Item> + <Flwls Gem> + <rar Ring> + <rar Amulet> + <Key> --> new <Crafted Item> + <added ability> <Crafted Item> + <Perf Gem> + <crf Ring> + <crf Amulet> + <Key> --> new <Crafted Item> + <added ability> <Crafted Item> + <Perf Gem> + <uni Ring> + <uni Amulet> + <Key> --> new <Crafted Item> + <added ability> 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. Zy-El Mod Page 28
  • 29. CRAFTED CHARM RECIPES (more good stuff): Charms can be enchanted with limited Gem abilities. Charm size does not matter. The added abilities are derived from those pertaining to weapon, armor and shield bonuses that the gem normally gives. Cube Locks and Cube Adders will NOT work with these recipes. Use one of the following recipes: <Crafted charm> + <stnd Gem> + <mag Ring> + <mag Amulet> -> new <Crafted charm> + <Gem abilities> <Crafted charm> + <flwls Gem> + <rar Ring> + <rar Amulet> -> new <Crafted charm> + <Gem abilities> <Crafted charm> + <perf Gem> + <crf Ring> + <crf Amulet> -> new <Crafted charm> + <Gem abilities> 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. Use one of the following Cube recipes to create Demon Items: <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 <attbs> is dependant on item type. Weapons gain damage and attack. Torso Armors gain armor class and elemental resistances. Shields gain block speed and armor class. Belts grant reduced damage taken and reduced poison length. Gloves grant increased attack speed and inflict open wounds. Helms grant faster hit recovery and casting speed. Rings grant extra gold find and bonus to all skills. Amulets grant extra magic find and bonus to all skills. Class-specific items are granted additional class-specific bonuses. <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? The Dark Side beckons! Use with extreme caution! Zy-El Mod Page 29
  • 30. CRAFTED JEWEL RECIPES (neat stuff): Crafted jewels can be enchanted with Rune abilities. To begin, you must have a crafted Jewel created using one of the Upgrade recipes. Because of the nature of crafted Jewels, they are very expensive to enchant. Unlike other items that can be enchanted, Jewels can be socketed into other items bestowing their abilities to the base item in the process. This can make for very, very powerful items. Crafted Jewels can be enchanted with the following recipes: <Crf Jewel> + <any Rune> + <Elixir> + <mag Ring> -> new <Crf Jewel> + <Rune weapon attribute> <Crf Jewel> + <any Rune> + <Elixir> + <mag Amulet> -> new <Crf Jewel> + <Rune armor attribute> <Crf Jewel> + <any Rune> + <Elixir> + <mag Charm> -> new <Crf Jewel> + <Rune shield attribute> 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! MEGALOAD CRAFTED JEWEL RECIPES (really neat stuff): Crafted jewels can be mega-enhanced using these Mega-loaded versions of the Crafted Jewel Recipes. The key ingredient required is a <Zy-El Scroll>. Cube Locks and Cube Adders will NOT work with these recipes. <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% Zy-El Mod Page 30
  • 31. MAGIC MISSILE RECIPES (magic arrows and bolts): Magic arrow and bolt quivers can be enchanted with elemental and other special attack forms. Remember, you only have a limited number of shots. If you fire off the last missile, the enchanted quiver disappears. Auto-replenishing arrows/bolts do NOT apply to magic quivers. Auto-replenish will NEVER appear as an attribute on magic quivers. Kato has no intention of ever making this possible. It is still possible to replenish your magic quivers, but at a cost. There are two methods to replenishing magic missile quivers. Partial quivers of magic arrows/bolts can be sold to vendors who do NOT sell magic arrows to begin with and then buy back the same magic missiles in a full quiver. In other words, to replenish magic quivers, sell back the partial quivers to any vendor other than Charsi, Fara, Hralti, Halbu or Larzuk; selling magic quivers to any of these vendors will result in the quiver disappearing from the inventory altogether – it cannot be recovered. The advantage to using the vendor buyback method to replenish magic quivers is that the unique attributes are retained; however, the cost in gold can sometimes be prohibitive. WARNING: some magic arrows/bolts may come with sockets; if the sockets are filled, these quivers cannot be replenished, ever – by any means. Once a magic quiver receives a gem or jewel in any of its sockets, it can NEVER be replenished with the same attributes. 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. Zy-El Mod Page 31
  • 32. MEGALOAD MAGIC MISSILE RECIPES (convert magic missiles to slayer weapons): Magic arrow and bolt quivers can be enchanted with slayer-like attributes through mega-load recipes. These recipes require the very hard to acquire <Zy-El Scroll> to complete. Why would anyone want to sacrifice such a prized item for a limited-fire weapon such as an arrow quiver? Well, only the very highest level characters will have the patience and the resources to assemble such a weapon. Possessing such a weapon would be a point of pride in itself. <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%; And a Mega-load Skill Adder recipe exists as well: <Crafted Class Item> + <Zy-El Scroll> -> new <Crafted Class Item> with +30 Class Skills 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. Zy-El Mod Page 32
  • 33. SKILLTAB ADDER RECIPES (something just as good): These recipes add bonuses to Skill Tabs within specific classes. These recipes are less expensive than the overall Class Skill Adder Recipes in that a crafted class specific item is NOT required. Rather, SkillTab Adder Bonuses can be bestowed on Crafted Rings or Crafted Amulets. Stated below is the generic formula and required elements for each specific Skill Tab: <Crf Ring/Amulet> + <Elixir> + <Crf Jewel> + <Flwls Gem> + <Potion> -> new <Crf Ring/Amulet> + 1 SkillTab Bonus where: <Flwls Gem> <Potion> Skill Tab Skull Stamina Amazon Bow & Crossbow Skull Thawing Amazon Passive & Magic Skull Antidote Amazon Spear & Javelin Sapphire Stamina Sorceress Fire Spells Sapphire Thawing Sorceress Lightning Spells Sapphire Antidote Sorceress Cold Spells Topaz Stamina Necromancer Curses Topaz Thawing Necromancer Poison & Bone Spells Topaz Antidote Necromancer Summoning Spells Amethyst Stamina Paladin Combat Amethyst Thawing Paladin Offensive Amethyst Antidote Paladin Defensive Emerald Stamina Barbarian Combat Skills Emerald Thawing Barbarian Combat Masteries Emerald Antidote Barbarian Warcries Ruby Stamina Druid Summoning Ruby Thawing Druid Shap Shifting Ruby Antidote Druid Elemental Spells Diamond Stamina Assassin Traps Diamond Thawing Assassin Shadow Disciplines Diamond Antidote Assassin Martial Arts 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!! Zy-El Mod Page 33
  • 34. SKILL ADDER RECIPES (something just as good): These recipes add bonuses to a particular Skill/Spell. These bonuses apply to only a specific Skill/Spell and not any others. These recipes are slightly less expensive than the SkillTab Adder recipes in that a Crafted Class-specific item is NOT required: however, the addition of a rune is required to determine the exact bonus. Also, a Crafted Charm is required in order to receive the bonus. Listed below is the general cube formula accompanied by the required ingredients for each particular form of the recipe for each Skill/Spell: <Crf Charm> + <Elixir> + <Perf Gem> + <Potion> + <Rune> -> new <Crf Charm> + 1 Skill Bonus For Amazon Skills, the required ingredients are: <Perf <Potion> <Rune> Skill/Spell Gem> Skull Stamina El Magic Arrow Skull Stamina Eld Fire Arrow Skull Stamina Tir Cold Arrow Skull Stamina Nef Multiple Shot Skull Stamina Eth Exploding Arrow Skull Stamina Ith Ice Arrow Skull Stamina Tal Guided Arrow Skull Stamina Ral Strafe Skull Stamina Ort Immolation Arrow Skull Stamina Thul Freezing Arrow Skull Thawing El Inner Sight Skull Thawing Eld Critical Strike Skull Thawing Tir Dodge Skull Thawing Nef Slow Missiles Skull Thawing Eth Avoid Skull Thawing Ith Penetrate Skull Thawing Tal Dopplezon Skull Thawing Ral Evade Skull Thawing Ort Valkyrie Skull Thawing Thul Pierce Skull Antidote El Jab Skull Antidote Eld Power Strike Skull Antidote Tir Poison Javelin Skull Antidote Nef Impale Skull Antidote Eth Lightning Bolt Skull Antidote Ith Charged Strike Skull Antidote Tal Plague Javelin Skull Antidote Ral Fend Skull Antidote Ort Lightning Strike Skull Antidote Thul Lightning Fury 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!! Zy-El Mod Page 34
  • 35. For Sorceress Skills, the required ingredients are: For Necromancer Skills, the required ingredients are: <Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell Gem> Gem> Sapphire Stamina El Fire Bolt Topaz Stamina El Amplify Damage Sapphire Stamina Eld Warmth Topaz Stamina Eld Dim Vision Sapphire Stamina Tir Inferno Topaz Stamina Tir Weaken Sapphire Stamina Nef Blaze Topaz Stamina Nef Iron Maiden Sapphire Stamina Eth Fire Ball Topaz Stamina Eth Terror Sapphire Stamina Ith Fire Wall Topaz Stamina Ith Confuse Sapphire Stamina Tal Enchant Topaz Stamina Tal Life Tap Sapphire Stamina Ral Meteor Topaz Stamina Ral Attract Sapphire Stamina Ort Fire Mastery Topaz Stamina Ort Decrepify Sapphire Stamina Thul Hydra Topaz Stamina Thul Lower Resist Sapphire Thawing El Charged Bolt Topaz Thawing El Teeth Sapphire Thawing Eld Static Field Topaz Thawing Eld Bone Armor Sapphire Thawing Tir Telekinesis Topaz Thawing Tir Poison Dagger Sapphire Thawing Nef Nova Topaz Thawing Nef Corpse Explosion Sapphire Thawing Eth Lightning Topaz Thawing Eth Bone Wall Sapphire Thawing Ith Chain Lightning Topaz Thawing Ith Poison Explosion Sapphire Thawing Tal Teleport Topaz Thawing Tal Bone Spear Sapphire Thawing Ral Thunder Storm Topaz Thawing Ral Bone Prison Sapphire Thawing Ort Energy Shield Topaz Thawing Ort Poison Nova Sapphire Thawing Thul Lightning Mastery Topaz Thawing Thul Bone Spirit Sapphire Antidote El Ice Bolt Topaz Antidote El Skeleton Mastery Sapphire Antidote Eld Frozen Armor Topaz Antidote Eld Raise Skeleton Sapphire Antidote Tir Frost Nova Topaz Antidote Tir Clay Golem Sapphire Antidote Nef Ice Blast Topaz Antidote Nef Golem Mastery Sapphire Antidote Eth Shiver Armor Topaz Antidote Eth Raise Skeleton Mage Sapphire Antidote Ith Glacial Spike Topaz Antidote Ith Blood Golem Sapphire Antidote Tal Blizzard Topaz Antidote Tal Summon Resist Sapphire Antidote Ral Chilling Armor Topaz Antidote Ral Iron Golem Sapphire Antidote Ort Frozen Orb Topaz Antidote Ort Fire Golem Sapphire Antidote Thul Cold Mastery Topaz Antidote Thul Revive Zy-El Mod Page 35
  • 36. For Paladin Skills, the required ingredients are: For Barbarian Skills, the required ingredients are: <Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell Gem> Gem> Amethyst Stamina El Sacrifice Emerald Stamina El Bash Amethyst Stamina Eld Smite Emerald Stamina Eld Leap Amethyst Stamina Tir Holy Bolt Emerald Stamina Tir Double Swing Amethyst Stamina Nef Zeal Emerald Stamina Nef Stun Amethyst Stamina Eth Charge Emerald Stamina Eth Double Throw Amethyst Stamina Ith Vengeance Emerald Stamina Ith Leap Attack Amethyst Stamina Tal Blessed Hammer Emerald Stamina Tal Concentrate Amethyst Stamina Ral Conversion Emerald Stamina Ral Frenzy Amethyst Stamina Ort Holy Shield Emerald Stamina Ort Whirlwind Amethyst Stamina Thul Fist of the Heavens Emerald Stamina Thul Berserk Amethyst Thawing El Might Emerald Thawing El Sword Mastery Amethyst Thawing Eld Holy Fire Emerald Thawing Eld Axe Mastery Amethyst Thawing Tir Thorns Emerald Thawing Tir Mace Mastery Amethyst Thawing Nef Blessed Aim Emerald Thawing Nef Pole Arm Mastery Amethyst Thawing Eth Concentration Emerald Thawing Eth Throwing Mastery Amethyst Thawing Ith Holy Freeze Emerald Thawing Ith Spear Mastery Amethyst Thawing Tal Holy Shock Emerald Thawing Tal Increased Stamina Amethyst Thawing Ral Sanctuary Emerald Thawing Ral Iron Skin Amethyst Thawing Ort Fanaticism Emerald Thawing Ort Increased Speed Amethyst Thawing Thul Conviction Emerald Thawing Thul Natural Resistance Amethyst Antidote El Prayer Emerald Antidote El Howl Amethyst Antidote Eld Resist Fire Emerald Antidote Eld Find Potion Amethyst Antidote Tir Defiance Emerald Antidote Tir Taunt Amethyst Antidote Nef Resist Cold Emerald Antidote Nef Shout Amethyst Antidote Eth Cleansing Emerald Antidote Eth Find Item Amethyst Antidote Ith Resist Lightning Emerald Antidote Ith Battle Cry Amethyst Antidote Tal Vigor Emerald Antidote Tal Battle Orders Amethyst Antidote Ral Meditation Emerald Antidote Ral Grim Ward Amethyst Antidote Ort Redemption Emerald Antidote Ort War Cry Amethyst Antidote Thul Salvation Emerald Antidote Thul Battle Command Zy-El Mod Page 36
  • 37. For Druid Skills, the required ingredients are: For Assassin Skills, the required ingredients are: <Perf <Potion> <Rune> Skill/Spell <Perf <Potion> <Rune> Skill/Spell Gem> Gem> Ruby Stamina El Raven Diamond Stamina El Fire Blast Ruby Stamina Eld Plague Poppy Diamond Stamina Eld Shock Web Ruby Stamina Tir Oak Sage Diamond Stamina Tir Blade Sentinel Ruby Stamina Nef Summon Spirit Wolf Diamond Stamina Nef Charged Bolt Sentry Ruby Stamina Eth Cycle of Life Diamond Stamina Eth Wake of Fire Ruby Stamina Ith Heart of Wolverine Diamond Stamina Ith Blade Fury Ruby Stamina Tal Summon Fenris Diamond Stamina Tal Lightning Sentry Ruby Stamina Ral Vines Diamond Stamina Ral Wake of Inferno Ruby Stamina Ort Spirit of Barbs Diamond Stamina Ort Death Sentry Ruby Stamina Thul Summon Grizzly Diamond Stamina Thul Blade Shield Ruby Thawing El Werewolf Diamond Thawing El Claw Mastery Ruby Thawing Eld Shape Shifting Diamond Thawing Eld Psychic Hammer Ruby Thawing Tir Werebear Diamond Thawing Tir Burst of Speed Ruby Thawing Nef Feral Rage Diamond Thawing Nef Weapon Block Ruby Thawing Eth Maul Diamond Thawing Eth Cloak of Shadows Ruby Thawing Ith Rabies Diamond Thawing Ith Fade Ruby Thawing Tal Fire Claws Diamond Thawing Tal Shadow Warrior Ruby Thawing Ral Hunger Diamond Thawing Ral Mind Blast Ruby Thawing Ort Shock Wave Diamond Thawing Ort Venom Ruby Thawing Thul Fury Diamond Thawing Thul Shadow Master Ruby Antidote El Firestorm Diamond Antidote El Tiger Strike Ruby Antidote Eld Molten Boulder Diamond Antidote Eld Dragon Talon Ruby Antidote Tir Arctic Blast Diamond Antidote Tir Fists of Fire Ruby Antidote Nef Eruption Diamond Antidote Nef Dragon Claw Ruby Antidote Eth Cyclone Armor Diamond Antidote Eth Cobra Strike Ruby Antidote Ith Twister Diamond Antidote Ith Claws of Thunder Ruby Antidote Tal Volcano Diamond Antidote Tal Dragon Tail Ruby Antidote Ral Tornado Diamond Antidote Ral Blades of Ice Ruby Antidote Ort Armageddon Diamond Antidote Ort Dragon Flight Ruby Antidote Thul Hurricane Diamond Antidote Thul Phoenix Strike Zy-El Mod Page 37
  • 38. Charm of Making (something amazing): a special class of Charms that can be pre-programmed to a specific set of attributes to suit whatever situation the player deems necessary. Like any other type of charm, a Charm of Making (ChoM) must be present in the character’s inventory in order to be active. Unlike other charms, the Charm of Making cannot be socketted. Unlike most charms, each Charm of Making will impose penalties upon the character using it – draining Strength, Dexterity, Vitality and/or Mana in various combinations and amounts depending on the nature of the Charm itself. Characters may carry more than one Charm of Making limited only by the availability of space in their inventory. 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. How to make a Charm of Making 3 x <Standard Gem> + 3 x <Elixir> + <rar Charm> + <rar Jewel> + 3 x <Common Cube Scroll> ---> <Minor Charm of Making> 3 x <Minor Charm of Making> + 3 x <Perfect Gem> + <crf Charm> + <crf Jewel> + 3 x <Uncommon Cube Scroll> ---> <Major Charm of Making> 3 x <Major Charm of Making> + 3 x <Perfect Skull> + <unq Charm> + <unq Jewel> + 3 x <Secret Cube Scroll> ---> <Mega Charm of Making> 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. Zy-El Mod Page 38
  • 39. Icon Mode Switch Attributes Icon Mode Switch Attributes Gem Gem +Fire damage Diamond, +Cold damage +Lightning damage Emerald, +Lightning damage Buzzer Topaz x 2 +Light radius Psycho Ruby, +Poison damage +Resist Lightning Sapphire, +Weapon swing Topaz speed +Attack vs Demons +Attack vs Undead +Armor Class +Damage vs Diamond Shield Diamond +Life Crusader Undead x3 +Reduce Damage +Ignore AC +No Monster Heal +Normal Damage +Summon Skeleton +Armor Class +Summon Mage +Reduce Damage Skull Skull Diamond Skeleton Defender +Resist All x2 +Summon Golem +Hit Recovery +Half Freeze +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 +All Skills +Poison damage Emerald x +Strength Venom +Thorns Amethyst 2 Master +Dexterity +Resist Poison , Diamond +Vitality +Energy Zy-El Mod Page 39
  • 40. ZY-EL SCROLLS (something hard to find): A <Zy-El Scroll> is an artifact which will never drop from any monster. However, fragments of these scrolls can be found from certain high-level monsters or through arcane means. A completed scroll can be assembled once an entire set of 7 fragments is transmuted within the Horadric Cube. Each fragment is numbered 1 through 7; one of each fragment must be placed into the Horadric Cube in order to successfully transmute into a <Zy-El Scroll>. 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! Zy-El Scrolls can be used to generate random unique items: <Zy-El Scroll> + <uni Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> random <unique Item> of same item type (Item quality does not matter! One side benefit – Unique item generated with come with maximum sockets!) Zy-El Scrolls can be used to generate crafted items: <Zy-El Scroll> + <crf Jewel> + <Elixir> + <any Weap,Armor,Charm,Ring,Amulet> -> <crf Item> of same item type (Item quality does not matter! One side benefit – Unique item generated will come with maximum sockets!) 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 ARTIFACTS RECIPES (something extra special): Of course, there are Unique items specific to the Zy-El mod that can be had by players through these cube recipes. These items are extremely powerful and any player (especially an Assassin) equipped with two or three of these items can cause serious mayhem! These Artifacts are NOT Set items. There is no Set bonus bestowed by having more than one of these items equipped. Each Artifact is a standalone item capable of transforming any character into a minor god. As such, some of these items require a minimum character level of 240, others 255. Yes, you must have 3 Unique Jewels in order to complete the recipe: <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) Zy-El Mod Page 40
  • 41. REATTRIBUTE/RE-ROLL RECIPES (re-rolls attributes of magic, rare, crafted items and cube scrolls too): These recipes regenerate attributes of magic, rare and crafted items and regenerate cube scrolls. Don’t like the abilities on an item or the output of a cube scroll? Or maybe you goofed when you crafted an item with the wrong ingredients and want to start over again. Items include weapons, armors, rings, amulets and charms. Cube scrolls apply as listed. <mag Item> + <mag Jewel> + <Elixir> -> new <mag Item> <rar Item> + <rar Jewel> + <Elixir> -> new <rar Item> <crf Item> + <crf Jewel> + <Elixir> -> new <crf Item> <Demon Box> x 3 -> new <Demon Box> <Demon Box> + <crf Jewel> + <Elixir> -> new <Demon Box> <Common Cube Scroll> x 3 -> new <Common Cube Scroll> <Common Cube Scroll> + <mag Ring> + <mag Amulet> + <mag Jewel> -> new <Common Cube Scroll> <Uncommon Cube Scroll> x 3 -> new <Uncommon Cube Scroll> <Uncommon Cube Scroll> + <rar Ring> + <rar Amulet> + <rar Jewel> -> new <Uncommon Cube Scroll> <Secret Cube Scroll> x 3 -> new <Secret Cube Scroll> <Secret Cube Scroll> + <crf Ring> + <crf Amulet> + <crf Jewel> -> new <Secret Cube Scroll> <Arcane Cube Scroll> x 3 -> new <Arcane Cube Scroll> <Arcane Cube Scroll> + <uni Ring> + <uni Amulet> + <uni Jewel> -> new <Arcane Cube Scroll> ATTRIBUTE REDUCTION RECIPES (reduces specific attribute values): These recipes can be used to reduce and remove specific attributes from items. Why would players want to do this? Well, there is a built-in limitation with Diablo2 in which items can only have a maximum 44 lines of attributes. Any additional attributes are ignored. Often, items come with attributes that are of no benefit to characters and it is better to remove them. Each application of the reduction recipe will incrementally remove the attribute bonus. It may be necessary to use the recipe more than once to completely remove the attribute line. Some of these recipes are very costly. Attribute reduction is a very fine art of item sculpting apt for high level characters who wish to put the final touches to prized items- pruning off useless attributes. <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> Zy-El Mod Page 41
  • 42. <any Item> + <Antidote potion> + <key> -> same <Item> - <5% Ease> <any Item> + <Antidote potion> x 2 + <key> -> same <Item> - <20% Ease> <any Item> + <Antidote potion> x 3 + <key> -> same <Item> - <50% Ease> <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> Zy-El Mod Page 42
  • 43. DAMAGE REDUCTION RECIPES (reduces damage bonuses): These recipes can be used to reduce and remove physical and elemental damage bonuses bestowed by items. Specifically, bonuses to Fire, Cold, Lightning, Poison and Physical damage can be reduced. If the bonus is reduced to zero, the entire damage attribute line is removed. Be careful not to incur negative bonuses as they will indeed subtract from the characters’ damage capability. <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) In order to remove an entire damage bonus attribute, it may be necessary to remove the minimum and maximum damage range values. 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. Zy-El Mod Page 43
  • 44. STAT REDUCTION RECIPES (reduces character stat bonuses): These recipes can be used to reduce and remove stat bonuses bestowed by items. Specifically, bonuses to the character’s Strength, Dexterity, Vitality, Energy, Attack Rating, Defense, Stamina, Mana and Life can be reduced. Reduce the stat bonus to zero and the bonus attribute line will disappear. Be careful not to incur negative bonuses as they will indeed subtract from the characters’ stats. <any Item> + <Gem/Rune> + <Stamina potion> -> same <Item> - <Stat Bonus> where: <Gem/Rune> type = <Gem> quality = <Rune> quantity = Ruby (Strength) Chipped (-1) One (-1) Topaz (Dexterity) Flawed (-5) Two (-5) Emerald (Vitality) Standard (-20) Three (-20) Tir Rune (Energy) Flawless (-100) Four (-100) Diamond (Stamina) Perfect (-500) Five (-500) El Rune (Attack) Eld Rune (Defense) Amethyst (Life) Sapphire (Mana) Skull (Strength, Dexterity, Vitality, Energy) 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). Zy-El Mod Page 44
  • 45. <any Item> + <Gem> + <Greater Healing potion> -> same <Item> - <Absorption Level-Based Bonus> where: <Gem> type = <Gem> quality = Ruby (Fire Absorb/level) Chipped (-1) Topaz (Lightning Absorb/level) Flawed (-5) Sapphire (Cold Absorb/level) Standard (-20) Skull (Fire, Ltng, Cold Absorb/level) Flawless (-100) A variation of these recipes using a <Super Healing Potion> rather than a <Healing Potion> will remove elemental absorption percent bonuses. A <Super Healing Potion> can be generated by transmuting three Meat Food items. These attributes are extremely rare and will appear on items like: 16% Fire Damage Absorb. <any Item> + <Gem> + <Super Healing potion> -> same <Item> - <Absorption Level-Based Bonus> where: <Gem> type = <Gem> quality = Ruby (Fire Absorb Percent) Chipped (-1) Topaz (Lightning Absorb Percent) Flawed (-5) Amethyst (Magic Absorb Percent) Standard (-20) Sapphire (Cold Absorb Percent) Flawless (-100) Skull (Fire, Ltng, Cold Absorb Percent) 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. Zy-El Mod Page 45
  • 46. MAGIC COLLECTORS (something to do with magic junk): Collectors accumulate magic from items and can be transformed into static items such as Gems, Runes, Elixirs, Demon Keys . . . even Celebrity Fragments. Any magic item (that is, Magic, Rare, Crafted, Set or Unique) transmuted in a Horadric Cube with a Magic Collector will cause the item to disappear. The resulting dispersed magic is absorbed by the Collector in the form of Magic Points. Collectors can also be used to collect magic from static items such as gems, jewels, runes, Demon Boxes, Demon Keys, Elixirs, Cube Scrolls, Zy-El Fragments, Zy-El Scrolls and even Celebrity Items. Uncharged Collectors can be purchased from the gambling merchant in each town. 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. <Low Rune> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <chipped Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <flawed Gem> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <Magic Ring> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <Magic Amulet> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <Magic Jewel> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <Common Cube Scroll> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 <Minor Celebrity Poster Fragment> x 5 + <Magic Collector> ----> <Magic Collector> + Magic Points x 5 where <Low Rune> includes: El, Eld, Nef, Tir, Eth, Ith, Tal, Ral Mega-Collectors: these Collectors have fixed Magic Point capacities of 1000 (referred to as 1K), 5000 (5K), 10000 (10K) and 50000 (50K). They cannot receive additional Magic Points. They are created by combining lower denomination Collectors in the Horadric Cube as outlined below: <Magic Collector [500 Pts]> x 2 ----> <Mega-Collector [1K]> <Magic Collector [500 Pts]> x 10 ----> <Mega-Collector [5K]> <Mega-Collector [1K]> x 5 ----> <Mega-Collector [5K]> <Mega-Collector [5K]> x 2 ----> <Mega-Collector [10K]> <Mega-Collector [5K]> x 10 ----> <Mega-Collector [50K]> <Mega-Collector [10K]> x 5 ----> <Mega-Collector [50K]> 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. Zy-El Mod Page 46
  • 47. Similarly, higher denominations of Mega-Collectors can be transformed if an input item’s Magic Points are sufficient to upgrade the Collector to the next highest denomination. If you overload a 500 Magic Point Collector with an item that results in the total Magic Points equals 1000 MPs, you'll get a 1K Collector. You cannot add points to the Mega-Collectors, but you can transform them into higher denominations with the correct input items. 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. <Magic Collector> + <Base Item> + <Food> ----> <Item> 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. Decrementing Collectors (removing Magic Points): since the redemption of Collectors requires an exact amount of Magic Points, it is possible that players involuntarily accumulate too many Magic Points. There is a way to decrement the Magic Points in a Collector through the following recipes: <Collector> + <Key> ----> <Collector> - 1 Magic Point <Collector> + <Key> x 2 ----> <Collector> - 10 Magic Points <Collector> + <Key> x 3 ----> <Collector> - 50 Magic Points <Collector> + <Key> x 4 ----> <Collector> - 100 Magic Points <Collector> + <Key> x 5 ----> <Collector> - 300 Magic Points <Collector[1K]> + <Key> ----> <Collector[500 pts]> <Collector[5K]> + <Key> ----> <Collector[1K]> <Collector[10K]> + <Key> ----> <Collector[5K]> <Collector[50K]> + <Key> ----> <Collector[10K]> Zy-El Mod Page 47
  • 48. PIGGY BANKS (aka RuuTaRd’s Vault - something to store more gold): Piggy Banks store gold and can be passed between players or kept for extra gold storage when players exceed their carrying limit. These items are also referred to as RuuTaRd’s Vaults, named after the player 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: <Set Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Set Item Thumbnail> <Unique Item> + 3 x <Perfect Gem> + 3 x <Elixir> ----> <Unique Item Thumbnail> <Piggy Bank> + <Key> ----> <Piggy Bank Thumbnail> <Mega-Collector> + <Key> + <Any Food Item> ----> <Mega-Collector Thumbnail> <Treasure Card> + <Any Chipped Gem> ----> <Treasure Card Thumbnail> <Minor Celebrity Poster> + <Key> ----> <Minor Celebrity Thumbnail> <Major Celebrity Poster> + <Key> ----> <Major Celebrity Thumbnail> <Zy-El Scroll> + <Key> ----> <Zy-El Scroll Thumbnail> Restoring Thumbnails: to restore Thumbnailed items to full size, use these recipes: <Item Thumbnail> + <Stamina Potion> ----> <Item> <Treasure Card Thumbnail> + <Any Chipped Gem> ----> <Treasure Card> 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. Zy-El Mod Page 48
  • 49. CELEBRITY ITEMS (optional quests): These are quests for items bearing the likenesses of known personalities and memorabelia. These quests are optional and players may choose not to participate by simply not picking up the quest items. There are several types of Celebrity Items that players may undertake and the methods of completing the Items differ slightly but all have the same principle. Collect the broken Fragments and assemble them in the Horadric Cube to form the quest item. The Fragments may be found on any map, dropped by any monster on any game difficulty. However, some specific Fragments will tend to drop more often from certain monsters in certain areas. Just doing the same maps over and over again does not gaurantee that you will find all the Fragments to complete a quest – you will have to roam the maps. Maybe even go to those places that most players tend to ignore. 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 Fragments Album Poster Zy-El Mod Page 49
  • 50. Major Celebrity Posters are far more powerful than the Minor/Album Posters and are more difficult to locate and assemble. The Major Fragments are found only on Nightmare and Hell difficulties. For the Major Celbrity items, the Fragments do not assemble to form the items themselves – rather the Fragments are combined to create Top and Bottom Wear items. There are male and female Major Celebrities. The males have male Wear items – T-shirts and boxers while the females have . . . well, you can ascertain what for yourself. One player did make the comment, “this mod has everything but Carmen Electra’s underwear” – well, that’s not the case anymore. 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. Are you confused yet??? Well, how about a visual example: Major Celebrity Fragments Major Celebrity Major Celebrity Wear Item 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. <Minor Celebrity Poster> + <Key> ---> <Minor Celebrity Thumbnail> <Album Poster> + <Key> ---> <Album Poster Thumbnail> <Major Celebrity Poster> + <Key> ---> <Major Celebrity Thumbnail> <Minor Celebrity Thumbnail> + <Stamina Potion> ---> <Minor Celebrity Poster> <Album Poster Thumbnail> + <Stamina Potion> ---> <Album Poster> <Major Celebrity Thumbnail> + <Stamina Potion> ---> <Major Celebrity Poster> 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. <Major Celebrity Poster> + <Stamina Potion> ---> <Major Celebrity Wallpaper> <Major Celebrity Wallpaper> + <Key> ---> <Major Celebrity Poster> 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: Zy-El Mod Page 50
  • 51. <Minor Celebrity Fragment> x 3 ---> random <Minor Celebrity Fragment> or <Album Fragment> <Major Celebrity Fragment Male> x 3 ---> random <Major Celebrity Fragment Male> <Major Celebrity Fragment Female> x 3 ---> random <Major Celebrity Fragment Female> <Minor Celebrity Thumbnail> x 3 ---> random <Minor Celebrity Thumbnail> <Major Celebrity Thumbnail Male> x 3 ---> random <Major Celebrity Thumbnail Male> <Major Celebrity Thumbnail Female> x 3 ---> random <Major Celebrity Thumbnail Female> 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> Transformation Recipes (upgrade, downgrade and re-roll Cards): Among the Zy-El Treasure Cards, there are Numbered Cards (numbered from 2 to 10), Face Cards (Jack, Queen, King, Ace, El and Zy) and Jokers (numbered from 0 to 9). All of these transformation recipes will work with TC thumbnails. 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> Zy-El Mod Page 51
  • 52. <Numbered Card> + <Standard Gem> ---> same suit <Numbered Card – 1> <Face Card> + <Standard Gem> ---> same 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: To generate Treasure Cards of higher values, use these recipes: <Joker> x 5 ---> random suit <Number 2 Card> <Numbered Card same Number> x 5 ---> random suit <Numbered Card Number + 1> <Face Card same Face> x 5 ---> random suit <Face Card Face + 1> <Numbered Card same Number, same Suit> x 5 ---> same suit <Numbered Card Number + 1> <Face Card same Face, same Suit> x 5 ---> same suit <Face Card Face + 1> 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! In order to cash-out, a complete Zy-El hand must be submitted. A complete hand consists of 7 cards, no more and no less. There are several types of hands that can be completed and these are the only types that will be recognized by the Horadric Cube as described below. In the Zy-El mod, it is possible for the same Treasure Cards to drop more than once – these items are NOT unique. These items are not charms or wear-able items. They do not bestow any benefits in and of themselves. Treasure Cards can be sold to merchants for gold or fed to Collectors for magic points. 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. ? Default 2-Of-A-Kind with 2’s (2 cards of same value, any suit) Default 4-Of-A-Kind with 2’s ? (4 cards of same value, any suit) Zy-El Mod Page 52
  • 53. Default 7-Of-A-Kind with 2’s ? (7 cards of same value, any suit) 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. Identical 3-Of-A-Kind hand with 2 of Spades ? (3 cards of the same value, same suit) Identical 5-Of-A-Kind hand with 7 of Diamonds ? (5 cards of the same value, same suit) ? Identical 7-Of-A-Kind hand with 9 of Hearts (7 cards of the same value, same suit) 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. Unique 5-Of-A-Kind hand with 5’s ? (5 cards of the same value, all different suits) Unique 7-Of-A-Kind hand with 2’s ? (7 cards of the same value, all different suits) 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: Default Two-Pair with 2’s and 5’s ? (two pairs of same values, any suits) Default Two-Pair with 9’s and 7’s ? (two pairs of same values, any suits) Zy-El Mod Page 53
  • 54. Identical Two-Pairs (a Zy-El hand with two pairs of exactly the same cards): An Identical Two-Pair hand will consist of two pairs of identical cards. However, both pairs will be of different values or different suits from each other. Since Zy-El hands may contain multiples of the same card, these kinds of hands are possible. Identical Two-Pairs with 2 of Talons and 5 of ? Hearts (two pairs of exactly the same cards) Identical Two-Pairs with 9 of Clubs and 7 of Stars ? (two pairs of exactly the same cards) Identical Two-Pairs with Jack of Clubs and Ace of ? Hearts (two pairs of exactly the same cards) 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. Matching Two-Pairs with 2’s and 7’s of Stars ? (two pairs of exactly the same cards, all cards of the same suit) Matching Two-Pairs with 9’s and Aces of Diamonds ? (two pairs of exactly the same cards, all cards of the same suit) 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. Unique Two-Pair with 2’s and 5’s ? (two pairs of same values, all cards of different suits) ? Unique Two-Pair with 5’s and 9’s (two pairs of same values, all cards of different suits) Unique Two-Pair with 2’s and 7’s ? (two pairs of same values, all cards of different suits) Zy-El Mod Page 54
  • 55. 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 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: ? Default Three-Pair with 5’s, 7’s and 9’s (three pairs of same values) Default Three-Pair with 4’s, 8’s and Jacks ? (three pairs of same values 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. Identical Three Pair with 4’s, 8’s and Jacks ? (3 pairs of exactly the same card) Identical Three Pair with 4’s, 9’s and Queens ? (3 pairs of exactly the same card) 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. Matching Three Pair with 2, 7 and Queen of ? Diamonds Matching Three Pair with 4, 6 and Jack of Talons ? Zy-El Mod Page 55
  • 56. Unique Three-Pairs (a Zy-El hand with three pairs of cards with the same values, but all different suits): A Unique Three-Pair hand will consist of three pairs of cards with the same values but all six non-Joker cards will be of different suits. Unique Three Pair with 4’s, 6’s and 10’s ? (all non-Joker cards are of different suits) 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: Default Full House with 4’s over 9’s ? (suits do not matter) Default Full House with 3’s over 10’s ? (suits do not matter) 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: Identical Full House with 8 of Clubs over 4 of Talons ? Identical Full House with Jack of Stars over 7 of ? Diamonds Zy-El Mod Page 56
  • 57. Matching Full-House (a hand consisting of a 3-Of-A-Kind and a 4-Of-A-Kind, with exactly the same cards, all cards of the same suit): A Matching 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 Matching Full House hands: Matching Full House with Jacks over 5 of Stars ? ? 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: Default Stacked House with 4’s over 9’s ? (suits do not matter) Default Stacked House with 3’s over 10’s ? (suits do not matter) 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: Identical Stacked House with 8 of Clubs over 4 of ? Talons Identical Stacked House with Jack of Stars over 7 ? of Diamonds Zy-El Mod Page 57
  • 58. Matching Stacked-House (a hand consisting of a 2-Of-A-Kind and a 5-Of-A-Kind, with exactly the same cards, all cards of the same suit): A Matching 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 Matching Stacked House hands: Matching Stacked House with Jacks over 5 of Stars ? ? 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: Default Crowded House with 4’s and 5’s over 9’s ? (suits do not matter) Default Crowded House with 3’s and 4’s over 10’s ? (suits do not matter) 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: Identical Crowded House with 8 of Clubs and 5 of ? Stars over 4 of Talons Identical Crowded House with 10 of Hearts and ? Jack of Stars over 7 of Diamonds Zy-El Mod Page 58
  • 59. Matching 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, all cards of the same suit): A Matching 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 Matching Crowded House hands: ? Matching Crowded House with Jacks and 9’s over 5 of Stars Matching Crowded House with 8’s and 9’s over 7 of ? Diamonds Matching Crowded House with 6’s and 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 Straight (a hand consisting of a 7 cards in numerical sequence): A Default Straight hand consist of 7 cards in numerical sequence ranging from 2 to 10 to Jack, Queen, King, Ace, El and Zy. The suits do not matter. Here are some examples of Default Straight hands: ? 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: Straight Flush 2 of Clubs up ? ? Straight Flush 8 of Hearts up Zy-El Mod Page 59
  • 60. Unique Straight (a hand consisting of a 7 cards in numerical sequence and one of each suit): A Unique Straight 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 different. Here are some examples of Unique Straight 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: Default Flush in Diamonds ? ? Default Flush in Clubs 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: Eagle Flush with Ace over 9 of Hearts ? Eagle Flush with Queen over 6 of Swords ? Zy-El Mod Page 60
  • 61. Phoenix Flush (a hand consisting of an Identical 6-Of-A-Kind and one other non-Joker card all of the same suit): A Phoenix Flush hand consists of an Identical 6-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 6-Of-A-Kind acting as the two “wing” triplets to form the Phoenix 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. Here are some examples of Phoenix 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. TREASURE CARD WAGER RECIPES (What might it be worth?): Wagering consists of entering a 5-card Treasure wagering hand, a base item and a wagering item. The better the hand, the higher the wager, the more likely something good will come of it – it’s a wager and does not always pay off but has the potential for hitting the Jackpot!! ( Available in Zy-El Version 4.5 ) SECRET TREASURE CARD RECIPES (For those in the know . . .): Well, they wouldn’t be secret if I revealed them here – would they??? Go fetch!! ( Available in Zy-El Version 4.5 ) Zy-El Mod Page 61
  • 62. MOD INSTALLATION INSTRUCTIONS: This mod includes eight files: D2Launch.DLL, D2Net.DLL, D2Client.DLL, D2Common.DLL, D2Gfx.DLL, D2Game.DLL, PlugY.DLL and Patch_D2.MPQ. These files also exist in your Diablo2 game directory. Backup the original files then delete these files from the Diablo2 directory. Now, copy the mod’s files into the Diablo2 game directory. To go back to the original game, restore the D2 files from your backup. In the DLL Zip file, there will be two versions of the DLL files – one for patch version 1.09b and one for patch 1.09d. Be sure to install the correct DLL’s. What is the difference between the two sets? To play on closed realms, only patch 1.09d can be used. 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! SPECIAL THANKS (Check out the Diablo2 CREDITS screen): Thanks to PhrozenHeart, Alkalund, Myhrginoc, JBouley, Ricfaith, Apocolypse Demon, Sir_General, P51Mus, Joel, Infinitum, I_Burner, Brother Laz, Om, UJN, Deathfile, Hellbound, *Astalion*, Shadow Talon, Riparious, Har’lea’quinn, Hammerman, Foxbat, Incandescent One, Zhoulumcrist, Lord Drekas, BlackHeart, Fusman, Profound Darkness, aihara and Clannad for sharing their Modding wisdom and being really nice about it. These “mod Gods” are responsible for producing a lot of the materiels found in this mod; I can only take credit for putting it all together and balancing it. Thanks to Yohann for his extraordinary PlugY! 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. Zy-El Mod Page 62
  • 63. Appendix A: Gem Socket Attributes: Gem Req’d Level Weapon/Glove Armor/Helm/Belt Shield/Boot Chipped Amethyst 4 att%[15] strength[5] ac%[20] Flawed Amethyst 8 att%[30] strength [10] ac%[40] Standard Amethyst 16 att%[45] strength [15] ac%[60] Flawless Amethyst 32 att%[60] strength [20] ac%[80] Perfect Amethyst 64 att%[75] strength [25] ac%[100] Chipped Sapphire 4 cold-dmg[3-6], cold-len[30]* mana[20] resist-cold[10] Flawed Sapphire 8 cold-dmg[6-12], cold-len[60]* mana[40] resist-cold[20] Standard Sapphire 16 cold-dmg[9-18], cold-len[90]* mana[60] resist-cold[30] Flawless Sapphire 32 cold-dmg[12-24], cold-len[120]* mana[80] resist-cold[40] Perfect Sapphire 64 cold-dmg[15-30], cold-len[180]* mana[100] resist-cold[50] Chipped Emerald 4 dmg-pois[40], pois-len[50]* dexterity[5] resist-pois[10] Flawed Emerald 8 dmg-pois[80], pois-len[50]* dexterity [10] resist-pois[20] Standard Emerald 16 dmg-pois[120], pois-len[50]* dexterity [15] resist-pois[30] Flawless Emerald 32 dmg-pois[160], pois-len[50]* dexterity [20] resist-pois[40] Perfect Emerald 64 dmg-pois[200], pois-len[50]* dexterity [25] resist-pois[50] Chipped Ruby 4 fire-dmg[4-8] hp[25] resist-fire[10] Flawed Ruby 8 fire-dmg[8-16] hp[50] resist-fire[20] Standard Ruby 16 fire-dmg[12-24] hp[75] resist-fire[30] Flawless Ruby 32 fire-dmg[16-32] hp[100] resist-fire[40] Perfect Ruby 64 fire-dmg[20-40] hp[125] resist-fire[50] Chipped Diamond 4 dmg%-undead[10], dmg%[5] resist-all[5] dmg%-demon[10] Flawed Diamond 8 dmg%-undead[20], dmg%[10] resist-all[10] dmg%-demon[20] Standard Diamond 16 dmg%-undead[30], dmg%[15] resist-all[15] dmg%-demon[30] Flawless Diamond 32 dmg%-undead[40], dmg%[20] resist-all[20] dmg%-demon[40] Perfect Diamond 64 dmg%-undead[50], dmg%[25] resist-all[25] dmg%-demon[50] Chipped Topaz 4 ltng-dmg[1-12] mag-find%[5] resist-ltng[10] Flawed Topaz 8 ltng-dmg[2-24] mag-find%[10] resist-ltng[20] Standard Topaz 16 ltng-dmg[3-36] mag-find%[15] resist-ltng[30] Flawless Topaz 32 ltng-dmg[4-48] mag-find%[20] resist-ltng[40] Perfect Topaz 64 ltng-dmg[5-60] mag-find%[25] resist-ltng[50] Chipped Skull 6 manasteal[1], lifesteal[1] regen-hp[2], regen-mana[5] thorns[8] Flawed Skull 12 manasteal[2], lifesteal[2] regen-hp[4], regen-mana[10] thorns[16] Standard Skull 24 manasteal[3], lifesteal[3] regen-hp[6], regen-mana[15] thorns[24] Flawless Skull 48 manasteal[4], lifesteal[4] regen-hp[8], regen-mana[20] thorns[32] Perfect Skull 96 manasteal[5], lifesteal[5] regen-hp[10], regen-mana[25] thorns[40] *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. Zy-El Mod Page 63
  • 64. Appendix B: Rune Socket Attributes: 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] r04 Nef 8 knockback ac-missiles[30] ac-missiles[30] r05 Eth 10 reduce-ac[-25] regen-mana[15] regen-mana[15] r06 Ith 15 dmg-max[20] dmg-to-mana[15] dmg-to-mana[15] r07 Tal 20 dmg-pois[200], pois-len[25]* resist-pois[30] resist-pois[30] r08 Ral 25 dmg-fire[5-30] resist-fire[30] resist-fire[30] r09 Ort 30 dmg-ltng[1-50] resist-ltng[30] resist-ltng[30] r10 Thul 35 dmg-cold[3-14], cold-len[75]* resist-cold[30] resist-cold[30] r11 Amn 40 lifesteal[5] thorns[14] thorns[14] r12 Sol 45 dmg-min[15] reduce-dmg[7] reduce-dmg[7] r13 Shael 50 increase-att-speed[20] hit-recovery[20] block[20] r14 Dol 60 howl%[32] regen-hp[7] regen-hp[7] r15 Hel 70 ease[-20] ease[-15] ease[-15] r16 Io 80 vitality[20] vitality[20] vitality[20] r17 Lum 90 energy[20] energy[20] energy[20] r18 Ko 100 dexterity[20] dexterity[20] dexterity[20] r19 Fal 110 strength[20] strength[20] strength[20] r20 Lem 120 gold%[30] gold%[20] gold%[20] r21 Pul 130 att-demon[20], dmg%-demon[15] ac%[20] ac%[20] r22 Um 140 openwounds%[25] resist-all[10] resist-all[20] r23 Mal 150 noheal reduce-mag[15] resist-magic[15] r24 Ist 160 dmg-magic[6-30] magic-find%[15] magic-find%[15] r25 Gul 170 att%[20] resist-pois-max[3] resist-pois-max[3] r26 Vex 180 manasteal[5] resist-fire-max[3] resist-fire-max[3] r27 Ohm 190 dmg%[20] resist-cold-max[3] resist-cold-max[3] r28 Lo 200 deadly-strike%[20] resist-ltng-max[3] resist-ltng-max[3] r29 Sur 210 blindness%[20] max-mana%[5] max-mana[200] r30 Ber 220 crushing-blow%[20] reduce-dmg%[8] reduce-dmg%[8] r31 Jah 230 slow%[25] hp%[5] hp[200] r32 Cham 240 freeze nofreeze nofreeze r33 Zy 255 indestruct indestruct indestruct *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. Zy-El Mod Page 64
  • 65. Appendix C: Collector Costs 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. Zy-El Mod Page 65
  • 66. Item Charge Base Item Redeem Item Charge Base Item Redeem Class-mag 5 Class Item 1,000 Thrown-mag 3 Thrown Item 500 Class-rar 15 Class Item 5,000 Thrown-rar 10 Thrown Item 2,000 Class-crf 45 Class Item 25,000 Thrown-crf 30 Thrown Item 10,000 Class-set 45 Class Item 50,000 Thrown-set 30 Thrown Item 15,000 Class-uni 135 Class Item 100,000 Thrown-uni 90 Thrown Item 50,000 Melee-mag 4 Melee Item 500 Combo-mag 3 Combo Item 500 Melee-rar 12 Melee Item 2,000 Combo-rar 10 Combo Item 2,000 Melee-crf 36 Melee Item 10,000 Combo-crf 30 Combo Item 10,000 Melee-set 36 Melee Item 15,000 Combo-set 30 Combo Item 15,000 Melee-uni 108 Melee Item 50,000 Combo-uni 90 Combo Item 50,000 Missile-mag 3 Missile Item 750 Charm Small-mag 8 Charm Small 400 Missile-rar 9 Missile Item 3,000 Charm Small-rar 12 Charm Small 3,000 Missile-crf 27 Missile Item 15,000 Charm Small-crf 18 Charm Small 12,000 Missile-set 27 Missile Item 22,500 Charm Small-uni 36 Charm Small 60,000 Missile-uni 81 Missile Item 75,000 Charm Medium-mag 5 Charm Med 250 Helm-mag 3 Helm Item 500 Charm Medium-rar 8 Charm Med 2,000 Helm-rar 9 Helm Item 2,000 Charm Medium-crf 12 Charm Med 8,000 Helm-crf 27 Helm Item 10,000 Charm Medium-uni 24 Charm Med 40,000 Helm-set 27 Helm Item 15,000 Helm-uni 81 Helm Item 50,000 Charm Large-mag 4 Charm Lrg 300 Charm Large-rar 6 Charm Lrg 2,500 Shield-mag 3 Shield Item 500 Charm Large-crf 9 Charm Lrg 10,000 Shield-rar 9 Shield Item 2,000 Charm Large-uni 18 Charm Lrg 50,000 Shield-crf 27 Shield Item 10,000 Shield-set 27 Shield Item 15,000 Charm Quad-mag 3 Charm Quad 300 Shield-uni 81 Shield Item 50,000 Charm Quad-rar 5 Charm Quad 2,500 Charm Quad-crf 8 Charm Quad 10,000 Torso-mag 4 Torso Item 500 Charm Quad-uni 16 Charm Quad 50,000 Torso-rar 12 Torso Item 2,000 Torso-crf 36 Torso Item 10,000 Charm Tall-mag 2 Charm Tall 200 Torso-set 36 Torso Item 15,000 Charm Tall-rar 3 Charm Tall 1,500 Torso-uni 108 Torso Item 50,000 Charm Tall-crf 4 Charm Tall 6,000 Charm Tall-uni 8 Charm Tall 30,000 Boot-mag 3 Boot Item 500 Boot-rar 10 Boot Item 2,000 Charm Hex-mag 2 Charm Hex 200 Boot-crf 30 Boot Item 10,000 Charm Hex-rar 3 Charm Hex 1,500 Boot-set 30 Boot Item 15,000 Charm Hex-crf 4 Charm Hex 6,000 Boot-uni 90 Boot Item 50,000 Charm Hex-uni 8 Charm Hex 30,000 Belt-mag 3 Belt Item 500 Charm Narrow-mag 9 Charm Narow 400 Belt-rar 10 Belt Item 2,000 Charm Narrow-rar 13 Charm Narow 3,000 Belt-crf 30 Belt Item 10,000 Charm Narrow-crf 20 Charm Narow 12,000 Belt-set 30 Belt Item 15,000 Charm Narrow-uni 36 Charm Narow 60,000 Belt-uni 90 Belt Item 50,000 ChoM – Minor 200 Any Charm 75,000 Glove-mag 3 Glove Item 500 ChoM - Major 500 Any Charm 250,000 Glove-rar 10 Glove Item 2,000 ChoM - Mega 1,000 Any charm 1,000,000 Glove-crf 30 Glove Item 10,000 Glove-set 30 Glove Item 15,000 CubeAdder-Double 100 Id Scroll 15,000 Glove-uni 90 Glove Item 50,000 CubeLock 300 TP Scroll 60,000 Zy-El Mod Page 66
  • 67. Item Charge Base Item Redeem Item Charge Base Item Redeem Treasure Card 2 20 N/A N/A Treasure Card 3 30 N/A N/A Treasure Card 4 40 N/A N/A Treasure Card 5 50 N/A N/A Treasure Card 6 60 N/A N/A Treasure Card 7 70 N/A N/A Treasure Card 8 80 N/A N/A Treasure Card 9 90 N/A N/A Treasure Card 10 100 N/A N/A Treasure Card J 200 N/A N/A Treasure Card Q 300 N/A N/A Treasure Card K 400 N/A N/A Treasure Card A 500 N/A N/A Treasure Card E 1,000 N/A N/A Treasure Card Z 2,000 N/A N/A Treas Card Joker 50 N/A N/A Zy-El Mod Page 67