1. When a player creates a new character, he owns the Horadic block, as well as the formula for punching and removing gems. The formula is explained as follows: non-porous items + 1 blood bottle-two-hole items, non-porous items + 2 blood bottles-three-hole items, non-porous items + 3 blood bottles-four-hole items, non-porous items + 4 blood bottles-five Hole item, hole item + 1 blood bottle-three hole item, hole item + 2 blood bottle-four hole item, hole item + 3 blood bottle-five hole item, hole item + 4 blood bottle-six hole item Inlaid items + 1 blue bottle-to remove the inlays, you can use a combination method to punch holes for dark gold, gold, and magic equipment. 2. Gloves, boots, belts, rings, necklaces, and amulets can be inlaid with holes. The maximum number of holes perforated for gloves, boots, and helmets is 4 for weapons, shields, and armors. The upper limit for perforation is 6 for belts, and the upper limit for perforations for large amulets is 2. The maximum perforation for large amulets is 3 for rings, necklaces, and small amulets. The upper limit of the hole is 13. The inlay type of the language of the open rune. All rune words can be inlaid on the above various items and take effect. The inlaid attributes of gloves are-the inlaid attributes of weapon belts are-the inlaid attributes of armored boots are-the inlaid attributes of shield rings are-the inlaid attributes of weapon necklaces are-the inlaid attributes of armored small amulet is-the big weapon The inlay attribute of the amulet is-armor type super large amulet inlay attribute is-shield type
Let's separate them by type. Gloves (upto 4os), rings (1os), and small charms (1os) get any weapon runewords that fit. Amulets (1os), large charms (2os), and belts (2os) get any armor. Grand charms (3os) and boots (upto 4os) get shield/offhand runewords. Rings, amulets, and small charms have only one socket so I think the mod maker plans on adding jewels with runewords applied to them for that slight oversight. White charms and jewelry now drop for your runification and magic find can bork it. Belts, and large charms support smoke, stealth and i think wealth fit. Gloves, boots, and helms support up to 4 os and haven't checked if helms also got armor words too. Potions add sockets or remove runes and stuff in the cube. One unsocketed item regardless of quality (magic rare unique set) + 1 health pot = 2os item. 2 is 3 and so forth. If it already has sockets you can add more up to 6 so if you chuck the open 2 socket from earlier in with 4 pots you get 6. To remove socketed items use a mana pot for easy rerolling. Act 1 merc in tandem with the expanded storage mod wearing brand (gloves), grief ( modded socket ring to test), botd (in a bow) is kinda stupid. Rest of the gear is double fortitude (amulet with extra sockets mod and chest), smoke belt, and sanctuary boots. Now I just got to add the 10x density mod to the mix. Hope an update with the jewels come.
Can someone smarter than me explain what I should do if I use Karla mod? I am new-ish to modding aside from Skyrim and don't understand proper procedure. Thanks!
Is that the expanded merc and better sp merged mod? You'll need mpqeditor and d2excelplus to modify seven text/bin files to add the changes. I've been procrastinating doing it since Ive got it to work with smaller mods like merc expanded standalone, better skills, that merchant mod, and a few others since very few things needed to be changed. Hoping someone adds this to their mega mods so I don't have to worry about it. Maybe ask if they can add it?
"C:\Program Files (x86)\Diablo II Resurrected\D2R.exe" -mod rune -txt -w is how I set the parameters. I created a rune folder and shoved the rune.mpq file in there. I thought it kinda sucked by itself so I cracked it open with a d2mpq editor and shoved the txt files into expanded mercs excel folder and it worked but let me know if the above works. Also lemme know if I should clarify the crap translation above
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1. When a player creates a new character, he owns the Horadic block, as well as the formula for punching and removing gems. The formula is explained as follows: non-porous items + 1 blood bottle-two-hole items, non-porous items + 2 blood bottles-three-hole items, non-porous items + 3 blood bottles-four-hole items, non-porous items + 4 blood bottles-five Hole item, hole item + 1 blood bottle-three hole item, hole item + 2 blood bottle-four hole item, hole item + 3 blood bottle-five hole item, hole item + 4 blood bottle-six hole item Inlaid items + 1 blue bottle-to remove the inlays, you can use a combination method to punch holes for dark gold, gold, and magic equipment. 2. Gloves, boots, belts, rings, necklaces, and amulets can be inlaid with holes. The maximum number of holes perforated for gloves, boots, and helmets is 4 for weapons, shields, and armors. The upper limit for perforation is 6 for belts, and the upper limit for perforations for large amulets is 2. The maximum perforation for large amulets is 3 for rings, necklaces, and small amulets. The upper limit of the hole is 13. The inlay type of the language of the open rune. All rune words can be inlaid on the above various items and take effect. The inlaid attributes of gloves are-the inlaid attributes of weapon belts are-the inlaid attributes of armored boots are-the inlaid attributes of shield rings are-the inlaid attributes of weapon necklaces are-the inlaid attributes of armored small amulet is-the big weapon The inlay attribute of the amulet is-armor type super large amulet inlay attribute is-shield type
I'll try the stuff then edit it properly
Gloves (upto 4os), rings (1os), and small charms (1os) get any weapon runewords that fit.
Amulets (1os), large charms (2os), and belts (2os) get any armor.
Grand charms (3os) and boots (upto 4os) get shield/offhand runewords.
Rings, amulets, and small charms have only one socket so I think the mod maker plans on adding jewels with runewords applied to them for that slight oversight.
White charms and jewelry now drop for your runification and magic find can bork it.
Belts, and large charms support smoke, stealth and i think wealth fit.
Gloves, boots, and helms support up to 4 os and haven't checked if helms also got armor words too.
Potions add sockets or remove runes and stuff in the cube. One unsocketed item regardless of quality (magic rare unique set) + 1 health pot = 2os item. 2 is 3 and so forth.
If it already has sockets you can add more up to 6 so if you chuck the open 2 socket from earlier in with 4 pots you get 6.
To remove socketed items use a mana pot for easy rerolling.
Act 1 merc in tandem with the expanded storage mod wearing brand (gloves), grief ( modded socket ring to test), botd (in a bow) is kinda stupid. Rest of the gear is double fortitude (amulet with extra sockets mod and chest), smoke belt, and sanctuary boots. Now I just got to add the 10x density mod to the mix. Hope an update with the jewels come.
Lemme know if I missed something.
looking forward to update