Ancestral Recall Mod Info
Features ... too many to list and I keep adding in new features ... just go thru the release info ... :-)
*** READ THRU THE WHOLE THING IF YOU NEVER PLAYED AR BEFORE ***
AR-SE = Ancestral Recall - Skills Enhanced ... had to use the hyphen so that it doesn't look so vulgar ... look below for info on this ... :)
AR-CS = Ancestral Recall - Classic Skill - chars can be use on AR-CS and LOD ... shouldn't be anything that causes problems to chars ... LMK if it does.
Please post at my forum at PhrozenKeep on which version you like/play ... I'll most
probably only update on the 1 that ppl mostly play. If there are not many ppl who plays
either AR mod ... I'll just stop public releases and help other mod-makers make mods that
ppl play ... :)
For new players:
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- Crypts-Burial Grounds -Act 1 is as hard as Act4 and Act5 ... so most probably it's too hard
unless your char can at least kill Diablo
- Lvling and difficulty - intended completion levels Norm=40, NM=70, HELL = ??
- Make sure you kill Blood Raven in Norm for an early boost.
- In Blood Moor ... when starting new chars ... go for Nest Kills ... it'll give u a few good lvls mabbe up to lvl 10 for another early boost ... but it won't be that easy.
-Killing Corpsefire in Normal will give you good startup items ... this is how I play on Realms.
-Use "players 2" for normal AR(Natalya10x) play, Use "players 3-8" for Harder to extreme play. To use this feature ... hit enter while in game and type "Players 2" without the quotes.
-Make sure you read thru all the changes on all AR versions from ARv1.00 to ARv1.xx to know
what is changed on AR.
-Make sure you check the scrshots on my site to see the new things in AR
-Look thru the AR Info, Maps, Cube Recipes, Hirelings pages on my site for before
starting out.
*** Changes that might affect chars in AR-SE ***
- Skills are changed and chars will not be the same when u use your existing chars, your chars will be a lot more powerful
- Reverting back to Original LOD will affect char skills.
- Added in Megainventory, cube, stash, increase, so reverting back to normal LOD might result in Item loss ... the Megainventory is done by Fusman and Phalzyr ... so all Credits goes to them ... :)
v1.07 Additions/Changes
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-Revamped Ancient Tunnels - entry from Lost City Act 2 ... this area is now controlled
by a new type of wolf ... The wolfs are called dire-wolfs but using new/different gfx ...
area is a lot bigger now.
-Dire-wolfs has lvls that are the same as monsters on Lost City Act II ... but higher
defense,dmgs, exp. Drops are based on Act 5 .. which means you can start getting better
items on Act 2 if you go into Ancient Tunnels... this is intended to boost your char
with the extra exp,lvls and items to continue on thru the rest of the Acts.
-Added Camels which will only appear in Unique/champion group format and Randomly and
only on Far Oasis ... yeah ... Oasis should sometimes have Camels.
-Camel drops -> Unique/Champions = Runes, Minions = Gems... Rune/Gems Drops are scaled
accordingly for Norm/NM/Hell.
-Fixed some bugs/oddities ... ie. mercenary "cannot complete request bug" ... should've been
done since v1.00 ... LMK if any1 still gets this problem.
-Some-more recipes added in ... now there's socketing recipes for normal items ... which
should've been there in place of the magic items socketing ... magic item socketing is
still there and left as it is ... refer AR-Cube info page on site.
-There are some recipes that causes problems/crash on certain items but left alone cus
it works on other items.... this will most certainly stay like this cus it's easier for
me as a 1 line added instead of few hundred lines for each item that works.
-Try the Horse Boot recipe - it's done to cut-down travelling time... but also useful for
evasion purpose
-Some specific drops are changed back to always set ... Duriel(H), Nihlatak(NM) ...etc
-Some gameplay changes.
v1.06 Additions
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-Revamped Drifter Cavern(New area off Ancients Way) into another Cow-Level ...
this plays a lot differently.
-The cows will just crowd around you but won't harm you ... this is done for homicide type
gameplay ... just go kill the cows ... the drops are all new items that can only be found
here.
-The Sorceress-cow-herders pack quite some magic punch ... try to have full resistance b4
venturing in here. They don't like you killing the cows... ;)
-A lot more recipes added from the cow drops. Now you can make set items, reroll set items
to get the ring, ammy you want ...etc, make socketed items tailored to the rune words
...etc
-Nerf some skills that make chars into Gods ... ie ... Charged Bolt, Teeth ... etc.
-Made changes to hirelings so that certain hirelings won't crash the game when moving from
Hell back to norm/nm ... LMK if hirelngs causes game crashes.
-Made some changes to item drops
-Made some monster changes ... gameplay based.
-Some other changes
-Now I'm off to play Throne of Darkness and wanna start playing Pool of Radiance 2... :)
ARv1.05 Additions/Changes
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-A lot more cube recipe added - refer Cube recipe page
-Some cube recipes require quest related items so you won't be able to use them unless you
haven't done the quest yet ... the recipe gives better items than the quest rewards.
-Hell level Hirelings has more attack skills now ...
ie. Firewall, FrozenOrb, Exploding Arrow, New auras ...etc
-Druid elemental skills revamped with a lot more damage.
-Necro summons do more damage now, skeletons, revives, golems ...etc.
-Poison Dagger Necros is very powerfull if you use the Gidbinn cube recipe + Max Poison
dagger ... this variant can match any melee char in terms of dmg now.
-Changes to Act 5 maps ... refer maps on my site ... now you can get to Nihlatak again
after completing the quest.
-Added in Permanet Waypoint to Cow-Level ... must complete game in respective diff and
must hit waypoint in Black Marsh. U can kill the cow-king as many times as you want.
-Lots of changes to Crypts to make it more playable for every1 ... 1st four levels cut
down in size by half. Better items from armor/weapon stands, changes to
monsters/variety ...etc
-Fire golems summoned by Natalya is a whole lot more powerfull now ... carefull.
-Changes to monsters .. ie. removed FireEnchanted from Andy like Baal minion, Moe, Natalya,
etc.
-Changes to set drops, random drops ... now mons that gives out sets will give
rares/uniques on top of sets.
-Superunique drops more using the bug is more randomised now to include Baal drops.
-Some other changes.
AR v1.04 Additions/Changes
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ARv1.04 additions/changes s a mostly gameplay related including revamp of the Acts/Maps to increases the game replayability.
-Act maps are different from normal LOD now ... did it to provide alternate/new ways to
play the game. Note that all monsters in the new area are different from what it was.
-Act 1 Crypt is now 16 lvls deep with a huge variety of monsters from all acts ... be warned
that this place is real huge and has some of the toughest monsters in the game ... so it'll
be a good idea to finish Diablo before attempting this area.
Natalya is at the very end. If you have completed Normal and decide to go thru this area
on NM and Hell ... there's an alternate way to complete Act 1 by killing Andy in 1 of the
caves here but it's a lot tougher than the normal Andy.
-Act 1 main quest areas are shortened for faster completion ... ie. Stony Field goes
straight to Dark wood without going thru Underground Passage...etc.
refer to maps on my site.
-Act 2 - Main Quest Area shortened. ie. Far Oasis goes straight to Maggots Lair lvl 3.
-Act 2 - Two ways thru different Areas to get Horadic Staff.
Alternate staff route is thru multiple lvl tomb which starts at Dry Hills -> Stony Tomb 1 ..
Staff items are on Bloodwitch. Note that Random chance it won't drop due to LOD v1.09
-Act 3 - Main Quest Area shortened. ie. Flayer Jungle straight into Dungeon 3 to get 1 of
the Khalim item ... can't remember what it is.
-Act 3 - Provided a way to skip Act 4 completely if you complete this multi-level Dungeon
and kill Diablo.
Flayer Jungle -> Swampy Pit ... be warned that the Diablo you meet here is a lot tougher
than the normal Diablo in Act 4 and comes in multiples ... just 1 kill will be enuf to
skip Act 4 completely.
-Act 4 ... no changes here ... will think about it in next release.
-Act 5 - Main area still the same ... only change to main quest area is Temple-> Nihlatak
without goin thru the other 2 lvls.
-Act 5 - New area off Ancient's Way->Halls of something ... ->Icy Cellar for a new uber Monster
called Spin. This may be a lot tougher than Crypts for certain Char or mabbe all chars.
-Added in some new cube recipes/crafted items ... ie. runes can be 3 -> 1 next lvl
up to Zod,
-Provide some recipes for crafted life/mana/dual leech rings/ammy
-3 rare rings -> 1 rare ammy, 3 ring ammy-> 1 rare ring, 3 uniq ring-> 1 rare ammy ...etc
-Some crafted 200-300% dmg weapon recipes.
-Check on my site for the added recipes.
-Only on AR-SE ... Some changes to skills .. ie. Barb Find Item now works fine,
nerfed/enhanced/re-scaled some skills, ... most of the nerfed skills are Paladin Aura
that monsters used to cause 1 hit kills.
-Lots of gameplay changes to AR especially on monsters.
-Other changes
-Forgot about permanent waypoint to Cow-Level again ... next release ... :)
AR v1.03 Additions/Changes
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ARv103 is a big jump with all skills revamped ... Sorceress is made to play like a new character class now. Due to skills revamp ... all characters don't have to rely on
certain skills to finish the game ... there are a lot of skills that can be used to finish the game per character. Did this to increase replayability for myself to try out different combos.
-I don't even know how to tell you to take advantage of the new skills, but I'll try.
-Every single skill revamped to have better dmg,tohit,bonus,lowered mana ... etc-I don't even know how to tell you to take advantage of the new skills, but I'll try.
-Every single skill revamped to have better dmg,tohit,bonus,lowered mana ... etc
-If I really wanna go into every single change, It'll be 3-4 pages long.
-Hopefully some1 can set up an AR skills guide and I'll link to that site... :)
-Here are just some hi-lites.
-Sorceress has 2 new kicks in place of IceBolt and IceBlast. This will be the 1st time you can use item leech on sorcs skills.
IceBolt = Magic Dmg kick with some Phys Dmg for leech. Can use item effects ...
ie.. monster flee when hit, life + mana leech on items ... very usefull.
IceBlast = Ice Dmg kick + Freeze, + item effect.
Item effect allows weapon dmg added in to the skills.
eg Icebolt 300 magic + 300dmg orb = 600 dmg total, bear in mind ... leech will work only on phys dmg done.
-Orbs now looks like orbs ... round and held in palm like potions(exploding) ... this is to
make the kicks look good during play ... all orbs doubled in dmg and is 100% str and 100% dex bonus to allow better leech and higher dmg for sorceress.
Sorceress that can do leech + mega range dmg is a godsend ...
try this combo, Lvl20 icebolt = 600-700+ magic dmg + 200dmg orb + leech rings/ammy/items + energy shield + Chilling armor + another elemental range dmg skill will make sorcs almost untouchable.
-Assassin has a new phys dmg kick(no leech) in place of Psychic Hammer.
Does around 6000+ dmg at lvl 23 with around 25 mana. This kick can be used like Barb ww
... hold down mouse near any target(not on) and keep kicking/killing monsters by just
moving mouse while holding down button till run out of mana. It'll remind you of Bruce
Lee/Jet Li/Jacky Chan and it's the best looking attack in AR now.
Some strategy with this move... use it with a charge up attack for life/mana leech, and
finish off monsters with this move. Note: this is not a finishing move but does a lot more
dmg than any current finishing moves even with 9 lvl 20 charge up orbs spinning.
-Trap Assassin that is setup like a normal sorceress(hi mana) can also use this move for fast kills with fast mana regens.
-Assassin traps are all increased in dmg and most probably you can complete AR HEll without
Martial Arts at all.
-Necro teeth is now an item effect but it's still lightning, so you won't get to leech with
it. Every Necro spell has been increased in dmg/lowered mana ...etc ... except CE.
-Paladin ... make sure you take a look at my 1st time playing paladin scrshot on my site.
Auras increased, dmg increased, etc
-I'm too lazy to type anymore ... there's still a lot of changes done.
basically, all dmg skills(phys/elemental) start showing potential especially after you've
16 points in it ... that's where the real big dmg starts.
The purpose I did it like this is to provide more replayability instead of making all chars
into jack-of-all-trades. You won't get real good hitpower below 16points.
The system is now like this 1-7 some added dmg, 8-15 more added dmg, >= 16 huge dmg added.
All this is added on top of the current LOD dmg. Normal LOD has almost even dmg from 1-20.
-Expect to see huge dmgs/bonus when u touch skill lvl 20.
-1 very important change to skills that affect monsters is this ... monsters that make use
of char skills will do a whole lot more dmg ... this'll make AR a lot more challenging.
-Added in Fusman's + Phalzyr Megainv plugin... this'll make a lot of ppl happy
All credits to them on this ... I didn't do anychange on it.
-Other changes to make AR better.
AR v1.02 Additions/Changes
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-Lots of Gameplay balancing done.
-AR is now 5xHP/EXP ... to make it more playable for lots more ppl. Now you can play AR at the difficulty you want.
Use "players 2" for normal AR(Natalya10x) play, Use "players 3-8" for Harder to extreme play.
-Removed/Lowered Physical Resistance on some monsters on Hell for better gameplay,
-Necro = Big Boost ... can now do Lightnin + Cold on top of poison and Magic dmg.
All necro direct dmg spells increased in dmg + lowered mana reqs for better/fun gameplay in AR. There are now a lots more
play options/variants for Necro instead of Revive/IronMaiden/CE due to the added Lightnin and Cold hi dmg spells.
Now I love playing this guy on AR with just maxed out direct dmg spells.... :-)
Norm/NM should be an easy stroll even with "Players 2" ... Hell is where the new changes makes a whole lot of difference.
-Sorceress = Big Boost, Lowered mana reqs, Sorceress in AR is no more a weakling now. Fire/Lightnin/Cold spells all do a lot more dmg especially with maxed out Mastery.
With the changes ... you don't even need Static at all to finish the game, after all it only does 50% in Hell.
-More specific drops for starting characters ... Corpsefire, Bishibosh, Sarina(Old Coldcrow), Blood Raven, Rakanishu, etc.
-Runes+gems drop a lot more now. Almost all superuniques will drop a rune when killed.
-Made changes so that specific drops that don't occur on superuniques. This could be a LODv1.09 bug after changes was done
to superunique drops but I just used it to my advantage. No more blue items on failed specific drops ... :-)
-A lot of playbalance on monsters done.
-Other changes that I can't remember ... ;-)
-Additonal features will be in the the next version.
v1.01 for LOD v1.09 Additions
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-Upgrade to run on LOD v1.09
-Cow King will now drop cow-leathers instead of any unique cow in cow level
-Major change to Sorceress, Necro, Druid Spells ... all do double base ... this should make spell casters more a lot more powerful and playable in this mod.
-Cut down a lot of Spike Giants from Act 3.
-Some monster sound changes.
-NPC buy back now at 100K,125K,150K ... since Blizz decided to change this file, I should do it too ... :)
-Blood Raven only drops Cube in Normal now ... stupid me ... didn't think about it b4.
-Blood Raven will now drop Mavina's Caster in Hell for u to complete the set.
-Made some changes to monster immunity becus this the calc is changed in LOD v1.09.
Took me by surprise when I saw the Iron Golems immune to physical, fire, ice, poison ... it's like they became invulnerable...
LMK if there are monsters with more than 2 immunities besides superuniques.
-Some minor changes to Global item drops.
-Make some changes to uniques monsters appearing.
-Some other changes.
v1.00 for LOD Patch v1.08
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- Lots of new monsters including wolf, iron golems, blood golems, golem summoners, rogues, guards, iron wolf,
spirit baboon, quill bears, scimitars, variants , etc, flesh corrupt rogues, ice grotesques ... almost every single area in every act plays differently now including non-essential areas
... more changes to this after v1.09
- Crypts and Mausoleum very huge just like my previous D2 mods. Most than 20 different types of monsters can appear here. Natalya is still the Boss.
- Some new and switched around superuniques, added in Butcher, blood golem summoner, iron
golem summoner ... the hardest monster in the game will most probably be the iron golem
summoner which is at where Hephasto is now located somewhere else.
FireEye is a now a Unique Guard that drops Aldurs set in NM and Hell.
- 3 Stooges -> Korlic, Madawc, Talic now gives exp when killed second time and has very good
drops ... Has full sets + Baal drops.
- Lots more monsters + uniques/champions in ever area/location/acts.
- Tweaked some monsters AI and stats for better gameplay/challenge..
- Every exceptional sets are are dropped from uniques and superunique ... lot of set drops ... ie Griswold drops Griswold Legacy in Nm + Hell ... 2 items on NM and 2 more in Hell
- Can complete Cow-Leathers set now ... you can't do it on normal LOD
- Baal now provides a lot better drops for NM and Hell
- Minor skills increased for starting skill for sorc, necro, druid to get you started if you
wanna start a new char
- More unique rings/ammy drops.
- The unique runic talon that Natalya drops in Norm now has 130% damage instead of 35% ...
you can even revert back to Normal LOD and the 130% dmg stays... more to come in after I look at v1.09
- All towns has more NPC that you can hire from.
-Cut down a lot of annoying monsters like leapers, swarms, maggots, fetish, flayers and
replace with new monsters.
-Some visual only changes like pimping Greitz... camels ... will do a lot more of this once I have lots of spare time ... just to spice up the mod ... :)
-Baal is harder now and can regenerate ... so don't waste time with hits. All baal minions superuniques changed.
-Added in a Moe-the butcher ... really tough guy ... it's lvl 40/70/90 ... so most probably you gotta reach those levels before attempting to kill him ...but he gives out uniques of Baal Drops.
-Harem has monsters now... :)
-Made some changes to lvl req as 25 for Exceptional Uniques/sets and lvl 50 for Elite sets/unique items
-Can't remember what other changes ... but there a still a lot that I didn't mention... and I don't want to mention some spoilers.
Item Drops - Sets/Uniques (Spoilers)
Old features that were in My Natalya 10x mod v1.00 - Main features
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-All Monsters are 10x harder to kill but you get 10x more experience... resulting in very fast lvl ups.
-Added Fire Golem as a new monster. Can appear as Unique and Champions.
-Added Natalya as a new superunique that summons the Fire Golems in the Crypts.
-Killing Natalya will result in specific Item drops.
Hell = Full Set of Natalya's Odium,
NM = Natalya's Mark x2,
Norm = Greater Talons x2, Unique Cutthroat + another rare Greater Talons.
Sometimes you'll get a rare instead of an Odium Item ... if this happens, just go kill Natalya again in the Crypts.
Suggestion : If you can kill Duriel then most probably you'll survive Crypts and able to
kill Natalya. It's suicide to even go near her you can't kill Duriel.
-Lowered all items base lvl to use at Char lvl 50 ... but mods on items that require higher
lvls will stay at the higher lvl. This will allow you to use any set/Base/Unique items once you
reach Lvl 50.
-Items Selling Capped at 100K instead of 25K thruout all Acts and Difficulty
-Item Drops are a lot better ... Hi% of Unique/Rare Items on Unique Monsters.
-Rune Drops are better ... but I think runes sucks ... even if the runewords are enabled.
-Some other changes that I can't remember now.
Notes:
- NO changes to anything that causes items morphing or chars to become newbie again
- You can use your existing chars on this mod + LOD original