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 Post subject: Hell Unleashed 1.21 Patch Notes
PostPosted: Wed Sep 02, 2009 1:46 am 
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Posts: 222


-Normal is now easier in a number of different ways to be more casual friendly: potions, gear, gems, enemies
-Hell is now somewhat tougher
-Quest flag requirements have been removed from all portals other then the Throne of the Dead and the Land of Shadows
-Counter rates from bosses reduced, on hell this is offset by increased power of counters
-Tweaks to sets, uniques and runewords accross all levels
-3 new amazon class uniques based off the two handed spear
-14 new runewords
-Hirelings level up easier
-Shadow Warrior/Master now display as such is the pet icons
-Jewls are more expensive to gamble for


-Minimum number of player spawn is now 2 instead of 3
-The majority of the dungeons have been slightly deecreased in size, though champs and named enemies remains the same
-Melee amazons buffed
-Singer barbs buffed
-Avenger Buffed
-Phoenixsins buffed
-Fire trappers buffed
-Fire druids buffed
-Rabies druids buffed
-Assassins can now summon both shadow warrior and master
-Conviction added as a synergy to Holy aura and sanctuary skills for an alternative path build... it is still intended to be a 60 point build and
the synergy bonus remains the same
-Fixed some buffed runewords, uniques and set items
-Crafting has been tweaked
-Many mercs have been updated and tweaked for more versatility



-Elemental Bow/Javalin skills have been buffed, poison benefiting the most
-Multi-shot will now do 3/4 normal damage again as in its original form
-Less range on guided arrow, will auto-hit once again but no longer pierce
-Melee spear skills buffed


-Most skills slightly buffed
-static field has its range reduced.


-Bone armor AC buffed
-Bone skills buffed in damage
-Less range on bone spirit
-Skelemages damage buffed


-Smite will no longer be affected attack speed
-Sacrafice buffed
-Blessed hammers damage very slightly decreased


-Elemental melee skills buffed
-Fire skills buffed


-Kick skills buffed
-Martial arts skills buffed
-Trap skills buffed
-Reduced HP gain per level
-Increased HP gain per VIT


-Many other minor balancing and skill tweaks across the board


-Selling items now merrits less gold


-Sszak string no longer will kill mercs
-Higher end staves have been improved
-Ber runes now give 4% CB instead of 5%
-Skiller charms will be more rare and are now a lvl 80 item with a lvl 80 req
-All zod runewords have been buffed


-Act 1 physical nerf will no longer gain levels in the multi-shot skill through leveling up. Only way to raise it will be through + to skill items.
-A weakned version of the multi-shot skill


-Curses/Freezing duration penalty increased in hell difficulty
-Diablo, Izual, Whitedragon, Hellforge Dragon, Chimera are tougher
-Berserkers now appear at the monastery gates and outer cloister
-Bosses in general will be slightly more durable and an increased chance to block
-Hell difficulty increases
-The Shadows Heroes will prove a greater challenge and cannot be knocked back


-Level 101 now attainable
-Getting level 98-100 will progress more slowly


-Laggy bosses Glasya, Hellforge dragon and Moloch have had their laggyness reduced


-Fixed and issue with Moloch's lag
-Nerfed physical act 1 rogue mercs
-A few skill tweaks, mostly necro such as skelemancers, astral blades and wall/prison.
-Cooldown time lowered on firewall
-Mediation synergy from Cleasning sixed
-changes to some sets, uniques and runewords
-fix for moonstone diamond crafts
-charged curse wands will only spawn at level 1
-Sorcs gain 1 more mana per energy
-slight changes to a few weapon base speeds
-fixed the Ber/Jah rune issue
-Anti Heroes of the Land of Shadows buffed except for necro's
-Samhain's fixed, no longer has the invisible insta death attack
-Nihalthak will teleport less
-Amp damage curse slightly tweaked
-Thorns effectiveness reduced
-Ladder reset as of August 2nd


-Monsters HP growth based on # of players in the gane has been changed in the (Full) Multiplayer addition
values are now 1p = 300% 2p = 300% 3p = 300% 4p = 300% 5p = 475% 6p = 550% 7p = 575% 8p = 600% this has been done
to fix the widely used Single Spawning exploit.
-A certain gold exploit has been fixed.
-Gems and rune prices have been slightly lowered.
-Normal skulls will look normal again and not like a Soul Skull.
-Fixes with multi-language support.
-Fixed a bug with being able to teleport outside the Chimera arena.
-Fixed a bug with the doors in the Realm of the Slain being blocked.
-Some bosses have a new and "interesting" surprise.
-A few balancing tweaks to some skills, some buffed, some tonned down.
-Larger bosses have been given a bit of knock back resistance.
-Fixed bug with exeptional topaz and crafting recipes
-Fixed the floor in the Catacombs of Anguish.
-A few additional bugs and balancing issues have been taken care of.


Pierce Magic Resist Enabled
Unique re-balances
New Set Items and Re-amped Sets
Skill overhauled, fixed and balanced
New Crafting recipes nerfed somewhat
New stat req system for weapons
Damage bonus revision on certain weapons. Example spears rely on half dex and half str like daggers, wands, claws, javelins and throwing.
Nightmare and Hell increased in difficulty.
New skill tree graphic and gem graphics
Physical rogue mercs slightly weaker.
Horadric Ore now required to forge Horadric Staff


3 New bosses "non optional"
New Area's including Talrasha's True Tomb, Catacombs of Anguish and the Bridge of the Damned. "non optional"
New vocal Boss Taunts added for the majority of HU bosses
Improved AI's for some monsters and Bosses "Like the High Council"
Some Bosses and Monsters have new attacks and are more challenging.
Curse Immunity Removed
Iron Maiden effectiveness decreased.
All players start with the Cube, which has also has been greatly increased in size.
The Juggernaut now possesses a new item needed for the staff.
First Part of Arcane Sanctuary is now random again.
Asylum of War and Cleft of Chaos have been re-amped.
6 New Superunique Monsters.
A lot more Champions in areas.
Skills and Synergy's rebalanced to allow more viable and balanced templates.
Unique re-balances
New Set Items and Re-amped Sets
New Crafting Recipes fore Exceptional and Elite Equipment
New Characters start with 1 skill point and 60 stat points with "5 starting base in each stat"
Strength and Dexterity has a greater impact on damage.
Stat bonus's from gems and items have been reduced.
Gems and Runes have been altered somewhat.
Hellforge reward improved.
Magic piercing facets and runes.
Improvements to the Treasureclass system.
New Mercs
Expanded and altered soundtrack with a return to a more dark traditional feel.

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 Post subject: Re: Hell Unleashed 1.21 Patch Notes
PostPosted: Fri Sep 04, 2009 12:08 pm 
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Joined: Fri Sep 04, 2009 12:00 pm
Posts: 13
I like the changes a lot. That's awesome. :D

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 Post subject: Re: Hell Unleashed 1.21 Patch Notes
PostPosted: Fri Sep 04, 2009 7:03 pm 
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Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
changes to izual were very interesting, didn't see much in the way of changes from chimera I killed him in a tri'o of casters.

fantastic job on reducing molochs lag, really great.

glad the low stave runewords were changed to tir + coresponding element rune for each one. Evens all 3 nicely. Looking forward to checking out the higher end staves abit later.

I hear talk of the level cap now being 101 too, is that correct and how much exp do you need in comparison to getting to 100 if that is right?

Bron wrote:
There's no cure for being a cunt.

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 Post subject: Re: Hell Unleashed 1.21 Patch Notes
PostPosted: Sat Sep 05, 2009 12:34 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1125
Location: Vancouver, BC
I think the A1 phys rogue mercs were not modified as intended. I currently have a lvl 21 rogue that shoots 5 arrows with each multishot. When I hired her, she shot 2 (rogue lvl 11). She is carrying no items with +AllSkills.

<edit>It also appears that Cleansing's poison resistance bonus doesn't kick in until skill level 3 :shock:... that's just wierd. </edit>

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 Post subject: Re: Hell Unleashed 1.21 Patch Notes
PostPosted: Wed Sep 16, 2009 12:35 pm 
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Joined: Sun Sep 06, 2009 2:36 am
Posts: 7
What changes exactly where made to the zod runewords? I made a knowledge last night and I think it's almost identical to the ones in earlier versions.

Just got to lvl 100, but no xp till next lvl. 101 is not attainable. As far as I can see, the only thing that was changed in this update was the carrion bug.

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