This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Patch update 5.0.0.2.1 This updated brings some small balance changes to lower difficulty and improve overall progression. Peace
============================================================================
5.0.0.3 PATCH NOTES
============================================================================
-Ingame Information & Text-
- Text - Runes/Gems/Parts/Ores have now all been given tier rankings example: El Rune (1) etc
- Text - Holy Obelisk description issue: Enemie -changed to- Enemies
- Text - Necro last skill name from bone tree: Bone Golemn -Left as is- Diablo has golems :)
- Text - Armor - (T2) Winged Helm - Text now updated
-Balance Changes-
- Reduced Normal resist penalty from -10 to -5
- All Classes - AR (Attack Rating) - Globally increased see -Class Changes-
-Skill Changes-
- All Skills - Skill Limits - All skills can now have 24 invested points
- Sorceress - Teleport - Teleport Restrictions from 3.x/4.x has been set back to limit wall teleports, it is a defensive skill meant to be used for combat positioning
- Sorceress - Fire Hydra - Reduced first level hydra to 1 limit and then 1 per 6 levels thereafter
- Skill Cooldowns - Global - All skills have no been adjsuted with their intended cooldowns, see below breakdown.
Breakdown:
6 Frame - Single Damage Skills start with a (6) six frame cooldown that is reduced by 1 frame per level, so at level 6 the skill will have no cooldown, this is also affected by +skills
12 Frame - Curse/Debuff Skills start with a (12) twelve frame cooldown that is reduced by 1 frame per level, so at level 12 the skill will have no cooldown, this is also affected by +skills
24 Frame - Most Area Damage Skills start with a (24) twenty four frame cooldown that is reduced by 1 frame per level, so at level 24 the skill will have no cooldown, this is also affected by +skills
48 Frame - Most Buffing Skills start with a (48) fourty eight frame cooldown that is reduced by 1 frame per level, so at level 48 the skill will have no cooldown, this is also affected by +skills
25 Frame - All summons have a 25 frame cooldown that cannot be reduced below that
-Item Changes-
- Class Uniques - T1-3 Uniques now enabled - Apologis forgot to enable them after creating them for test purposes
- Misc - Rejuvenation Potions - Small now only heals 15% life instantly, Full Rejuvs now only heals 35% life instantly
- Misc - Antidote Potions - Now last 60 seconds and also gives a small amount of life regeneration
- Misc - Thawing Potions - Now last 60 seconds and also makes you immune to freeze effects
- Misc - Stamina Potions - Now last 60 seconds and also increases your movement speed
- Misc - Starting Gold - Changed to 400 gold due to item prices having increased from mods on them
- Charms - Charms will now drop with stats
- Charms - Can now be crafted up to rare
-Class Changes-
- All Classes - AR (Attack Rating) - This has been increased by 1 tier of hit rating for every skill across the board, 12% base and 2% per level of the skill, so if previously a skill had 24% base and 4% per level, it will now have 36% base and 6% per level
- Barbarian - Storm skills work with polearm except for Dual Swing and Storm Frenzy - Barbarians can now find "Storming Frenzy" which is a orange skill that is usable by Polearms and all storm related skills work with polearm - This skill was previous unavailable due to a numbering issue
-Monster Skill Changes-
- Act 3 - Vampire Firewall - Reduced the damage by 1 damage point per level at lvl 4-8
- Act 4 - Undead Mages - Missiles damage reduced 25%
- All Acts - Claw Vipers - Reduced charge skill level by 2
- All Acts - Claw Vipers - Reduced bonespear damage from 100% source to 50% source
- All Acts - Claw Vipers - Reduced poisonspear damage from 100% source to 25% source
- All Acts - Claw Vipers - Reduced poisoncloud damage from 100% source to 50% source
- All Acts - Claw Vipers - Reduced firespear damage from 100% source to 75% source
- All Acts - All ranged monsters - Reduced all missile type damage from 100% source to 75% source
- All Acts - All monsters - Skill levels reduced by 2-8 respectively
- All Acts - All monsters - Poison damage durations normalized
-Cube and Upgrading Changes-
(INPUT) Rare Weapon + Jewel + Ith Rune + Rotten Heart -> (OUTPUT) Increase Level Requirement 2 + Enhanced Damage 10-20%
(INPUT) Rare Weapon + Jewel + Shael Rune + Creature Fang -> (OUTPUT) Increase Level Requirement 4 + Enhanced Damage 20-40%
(INPUT) Rare Weapon + Jewel + Pul Rune + Rotten Brain + Alchemy potion -> (OUTPUT) Increase Level Requirement 8 + Enhanced Damage 40-80%
(INPUT) Rare Weapon + Jewel + Ohm Rune + Demonic Essence + Alchemy potion X 2 -> (OUTPUT) Increase Level Requirement 16 + Enhanced Damage 80-160%
(INPUT) Rare Weapon + Jewel + Gul Rune + Creature Scale + Alchemy potion X 2 -> (OUTPUT) Increase Level Requirement 12 + Bonus to Attack Rating 10-20%
(INPUT) Rare Weapon + Jewel + Jah Rune + Creature Jawbone + Demonic Essence + Alchemy potion + -> (OUTPUT) Increase Level Requirement 24 + All Skills + 1-3
(INPUT) Rare Body Armor + Jewel + Sol Rune + Rotten Heart -> (OUTPUT) Increase Level Requirement 2 + Enhanced Defence 10-20%
(INPUT) Rare Body Armor + Jewel + Ko Rune + Creature Fang -> (OUTPUT) Increase Level Requirement 4 + Enhanced Defence 20-40%
(INPUT) Rare Body Armor + Jewel + Um Rune + Rotten Brain + Alchemy potion -> (OUTPUT) Increase Level Requirement 8 + Enhanced Defence 40-80%
(INPUT) Rare Body Armor + Jewel + Sur Rune + Demonic Essence + Alchemy potion X 2 -> (OUTPUT) Increase Level Requirement 16 + Enhanced Defence 80-160%
(INPUT) Rare Body Armor + Jewel + Ber Rune + Creature Scale X 3 + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Reduce Damage 8-16%
(INPUT) Amulet + Jewel + Cham Rune + Creature Eye X 2 + Alchemy potion X 2 -> (OUTPUT) Increase Level Requirement 24 + Cannot Be Frozen
(INPUT) Amulet + Jewel + Ist Rune + Demon Horn + Creature Eye + Alchemy potion + -> (OUTPUT) Increase Level Requirement 24 + Slain Monster Rest In Peace
(INPUT) Amulet + Jewel + Mal Rune + Demonic Fire X 2 + Alchemy potion -> (OUTPUT) Increase Level Requirement 24 + Prevent Monster Heal
(INPUT) Amulet + Jewel + Ber Rune + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 24 + Crushing Blow 12-24%
(INPUT) Amulet + Jewel + Lo Rune + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 24 + Deadly Strike 12-24%
(INPUT) Rare Weapon + Jewel + Shael Rune + El Rune + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Increased Attack Speed 12-24%
(INPUT) Rare Weapon + Jewel + Shael Rune X 2 + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 24 + Increased Attack Speed 24-48%
(INPUT) Rare Weapon + Jewel + Dol Rune + El Rune + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Faster Cast Rate 12-24%
(INPUT) Rare Weapon + Jewel + Dol Rune + Lum Rune + Demon Horn + Alchemy potion + -> (OUTPUT) Increase Level Requirement 24 + Faster Cast Rate 24-48%
(INPUT) Armor + Jewel + Fal Rune + Hel Rune + Perfect Amethyst + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Strength 12-24
(INPUT) Armor + Jewel + Ko Rune + Hel Rune + Perfect Emerald + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Dexterity 12-24
(INPUT) Armor + Jewel + Io Rune + Hel Rune + Perfect Ruby + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Vitality 12-24
(INPUT) Armor + Jewel + Lum Rune + Hel Rune + Perfect Sapphire + Demon Horn + Alchemy potion -> (OUTPUT) Increase Level Requirement 12 + Energy 12-24
(INPUT) White Shield No Sockets+ Jewel + Fal Rune + Dol Rune + Perfect Diamond + Creature Scale X 4 + Alchemy potion X 2 -> (OUTPUT) Socketed (1-4) Superior Shield
(INPUT) White Armor No Sockets + Jewel + Fal Rune + Dol Rune + Perfect Diamond + Creature Scale X 6 + Alchemy potion X 2 -> (OUTPUT) Socketed (1-4) Superior Armor
(INPUT) White Weapon No Sockets + Jewel + Lem Rune + Dol Rune + Perfect Diamond + Creature Jawbone X 2 + Alchemy potion X 3 -> (OUTPUT) Socketed (1-6) Superior Weapon
(INPUT) Small Charm X 6 + Jewel + Magic Amulet + Magic Ring + Copper Ore + Alchemy potion + -> (OUTPUT) Magic small charm
(INPUT) Large Charm X 4 + Jewel + Magic Amulet + Magic Ring + Silver Ore + Alchemy potion + -> (OUTPUT) Magic large charm
(INPUT) Grand Charm X 3 + Jewel + Magic Amulet + Magic Ring + Gold Ore + Alchemy potion + -> (OUTPUT) Magic grand charm
(INPUT) Magic Small Charm X 6 + Jewel + Rare Amulet + Rare Ring + Copper Bar + Alchemy potion + -> (OUTPUT) Rare small charm
(INPUT) Magic Large Charm X 4 + Jewel + Rare Amulet + Rare Ring + Silver Bar + Alchemy potion + -> (OUTPUT) Rare large charm
(INPUT) Magic Grand Charm X 3 + Jewel + Rare Amulet + Rare Ring + Gold Bar + Alchemy potion + -> (OUTPUT) Rare grand charm
(INPUT) Any Arrows + Magic Jewel + alchemy potion + Creature fangs(OUTPUT) rare arrows
(INPUT) Any Bolts + Magic Jewel + alchemy potion + Creature fangs -> (OUTPUT) rare bolts