Zy-El: Trial by Fire
Mod Doc Version   :  4.4 (April, 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 dont 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
The Bad News 
New & Updated Runewords
Runewords (2-socket)
Runewords (3-socket)
Runewords (4-socket)
Runewords (5-socket)
Runewords (6-socket) 
Basic Cube Recipes
Upgrade Item Recipes 
Socketing Recipes 
Downgrade Item Recipes 
Food Items
Unique Item Reroll
Unique Item Find
Quest Item Recipes
Ethereal Item Recipes 
Cube Recipe Locks
Cube Recipe Adders 
Elixir Recipes
Megaload Elixir Recipes 
Exceptional / Elite Recipes
Crafted Item Recipes
Demon Item Recipes 
Crafted Charm Recipes
Crafted Ring/Amulets
Crafted Jewel Recipes
Megaload Crafted Jewel 
Magic Missile Recipes
Megaload Magic Missile 
Class Skill Adder Recipes
Skill Tab Adder Recipes
Skill Adder Recipes
Amazon Skill Adders
Sorceress/Necromancer Skills
Paladin/Barbarian Skills
Druid/Assassin Skills 
Charm of Making 
Zy-El Scroll
Zy-El Artifacts
Reattribute/Reroll Recipes 
Attribute Reduction
Damage Reduction Recipes
Resistance Reduction
Stat Reduction Recipes
Absorption Reduction
Level Based Reduction 
Magic Collectors
Piggy Banks
Thumbnail Recipes 
Celebrity Quest Items
Celebrity Transformations 
Treasure Cards
Treasure Card Cashout Recipes 
Treasure Card Wager Recipes 
Mod Installation 
Special Thanks
Appendix A: Gem Attributes
Appendix B: Rune Attributes
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.  (Its worth completing more of those quests 
now!)    
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  Infinite stash pages with Yohanns 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  ust 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 
cant 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  dont  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  dont be fooled!   For those who want to build a non-weapon Hercules
type  real men need only apply!) 
( 
(
(    
  New monster graphics!  Thanks to Harleaquinn, 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!  Youll 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!  Cant 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  doesnt  normally  sell  them)  for  a  pittance  and  buy  back  a  full  quiver  for  a  higher  cost   
note: this only works with non-socketed quivers.  Dont 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, 
dont 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 doesnt 
really  make  them  unique  anymore.    Maybe  well  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 Joels modified map plug-in.  Harem in Act II and Travincal in Act III modified!  
Used  Deathfiles  map  plug-ins.    Added  a  treasure  rooms  and  new  layouts.    Bridge  Lava  in  Act  IV  modified!    Used 
Vendannas map plug-in.  (Bring on the Bugs!) Borrowed the Tristram map from BlackHearts 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.    Theres  now  an  increased 
chance to gamble for rare, set and unique items as well as magic.  (Take a chance if youve 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.  (Youre gonna need em!)  
(
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  Characters gain 1 skill points per level.  NOT available for Mac users - sorry  (Dont 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, fas  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.   Its 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  thats 
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)   
Aardvark  pe,ct  120 D  Shael-Lem 
Arrogance  me  170  Gul-Amn 
Band of Brothers  be,ct  40    Amn-Ral 
Bandit  kn,xb,cq  35    Thul-Ith 
Bert  hd,ch  40  N  Eld-Amn 
Booga  be,ct  60    Dol-Eth 
Booster  cm  6    Tir-Tir 
Bramble  gl,cq  50    Sol-Shael 
Brass  to,ct  15    Eld-Ith 
Breeze  mi,cq  15  M  Ith-Eth 
Broken Promise  be,ct  70  @  Hel-Nef 
Call to Arms  be  220P@ Ber-Shael 
Camouflage  cw  45  A  Sol-Ral 
Catastrophe  gl,me,cq  30    Ort-Nef 
Checked Out  wa  30  N  Tal-Thul 
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 
Exiles 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 
Runeword  Item  Lv C  Runes (2)   
Fortunes Favor  bt,ch  120  Shael-Lem 
Geomancer  or  45  S  Ral-Sol 
Glass  to,ct  6    Eld-Tir 
Gran Vitesse  be,bt  230  Jah-Shael 
Harken  be,bt,cm  8    Nef-Eld 
Harmony  be,ct  60    Eth-Dol 
Haruspex  or  70  S  Thul-Hel 
Harvest  be,bt,cm  6    Eld-Tir 
Horacer77  we,cq  25    Ith-Ral 
Huntress  ab,aj,as  20  M  Tal-Ith 
Infinity  be  240  Cham-Shael 
Innocence  or  210 S  El-Sur 
Insight  he,ct  90    Lum-Ith 
Instinct  ph  45  B  Ral-Sol 
Inversion  wa  255N  Zy-Ber 
Zy-El Mod Page 7 
Runeword  Item  Lv C  Runes (2)   
Jab  po  6  D  Tir-Tir 
Lamia  or  35  S  Tal-Thul 
Leaf  st,cq  25    Tir-Ral 
Lioness  ab,aj,as  35  M  Thul-Ral 
Lore  he,ct  45  @  Ort-Sol 
Madness  he  80    Io-Dol 
Maverick  bt  130 A  Pul-Eth 
Meagre  au  35  P  Tal-Thul 
Mighty Mite  cm  30    Ort-Tir 
Minya  ci,cq  60    Eth-Dol 
Mist  gl,cq  15    Nef-Ith 
Mortified  wa  170 N  Dol-Gul 
Nadir*  he,ct  8    Nef-Tir 
Nightfall  be  220  Ber-Eth 
Ox  be,ct  110   Fal-Io 
Pallor  wa  6  N  Tir-Tir 
Panic  gl,cq  50    Eth-Shael 
Patience  mi,cq  8    Eld-Nef 
Pattern  bt,ch  40  @  Amn-Nef 
Peasant  xb  20  P  Ith-Tal 
Pee Wee  cm  35    Ral-Thul 
Penitence  be,ct  35    Thul-Tal 
Piety  gl,cq  8  P  El-Nef 
Pointer  xb  35  P  Ral-Thul 
Poverty  au  15  P  Nef-Ith 
Praise  he,ct  10    Eth-Tir 
Priestess  ab,aj,as  45  M  Sol-Thul 
Principle  be,ct  60    Tir-Dol 
Prudence  gl,cq  110   Fal-Ko 
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 
Spellbinder  or  120 S  Sol-Lem 
Squire  sc  35  P  Ral-Thul 
Stealth  to,ct  20    Tal-Eth 
Steel  ax,ma,sw,cq  6    Tir-El 
Still Water  be  240  Cham-Sol 
Strength  me,cq  40  B  Amn-Tir 
Shooter  xb  45  P  Ral-Sol 
Terror  wa,cq  60  N  Dol-Tal 
The Brute  bl,cq  45    Sol-Ith 
Thirst  ro,cq  60    Amn-Dol 
Thread  mi,ct  15    Ith-Nef 
Turbo*  bt,ch  80    Io-Eld 
Vapor  mi,cq  15    Ith-El 
Veil  cw  20  A  Tal-Ith 
Virginity  or,cq  60  S  El-Dol 
Vision  or,ro,cq  15    Ith-Nef 
Vitesse  bt,be  140  Um-Shael 
Void  be  255  Zy-Cham 
Water  or  240S  Cham-Thul 
White  wa,cq  80    Dol-Io 
Wind*  bt,ch  80    Nef-Io 
Wisdom  ci,ct  90  @  Lum-Nef 
Witch  or  15  S  Nef-Ith 
Wolfen  pe  45  D  Ral-Sol 
Wolfling  pe  35  D  Tal-Thul 
Wolfpup  pe  15  D  Nef-Ith 
Youth  to,ct  60    Dol-Amn 
Zephyr  mi,cq  30    Ort-Eth 
ZyEl  be,bt,he,sh,to,we  255  Zy-El (Like, duh!)  
Runeword  Item  Lv  C  Runes (3)   
Accord  sh,to  140 @  Um-Pul-Ort 
Amity  cb,ma,sc,cq  35    Thul-Tir-Eld 
Ancient's Pledge  sh,ch  30    Ral-Ort-Tal 
Apostle  au  150 P  Mal-Pul-Um 
Aquarius  bt,he,sh,to  160 @  Ist-Ko-Ort 
Aries  bt,he,sh,to  160 @  Ist-Lum-Ral 
Runeword  Item  Lv  C  Runes (3)   
Arnold  he  140  Fal-Io-Um   
Arrogant  me  170  Gul-Amn-gmj 
Authority  st  130  Pul-Tir-Sol 
Banal  ar  35    Thul-Thul-Thul 
Banditry  kn,xb  35    Thul-Ith-gmj 
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 
Blas  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 
Conjunction  bt,we  170 @  Hel-Shael-Gul 
Conundrum  au  130 P  Fal-Pul-Shael 
Convicted*  cm  255P  Zy-El-Tir 
Cracked Glass  sh  10    Eld-Eth-gmj 
Creature Comfort  we,ar  255D  Zy-Zy-Eth 
Creepy Vine*  bt,gl,ch,cq  35    Nef-Thul-Tal 
Crouching Tiger  cw  120A  Lem-Io-Amn 
Crystallic  he  15  S  Ith-Eld-gmj 
Delerious  cw  210 A  Sur-Tal-gmj 
Cyclops  he,ct  110   Fal-Io-Ith 
Daylight  po,sp  140  Dol-Um-El 
Dead Horse  hd  100 N  Sol-Hel-Ko 
Dead On  hd  60  N  Ral-Amn-Dol 
Deception  cw  180 A  Dol-Vex-Amn 
Desires  ph  50  @  Amn-Shael-gmj 
Destinys Daughter  ab,aj,as  230  Jah-Sur-Lo 
Dilemmas  au  130 P  Pul-Shael-gmj 
Discontent  he  190  Shael-Ohm-Fal 
Dog Ate Dog  pe  10  D  Tir-Eth-gmj 
Doh-Nut  he  10    Eth-Eld-gmj 
Doomsayings  bl  220  Ber-Lo-gmj 
Doom Spiral  he  40    Amn-Eth-gmj 
Dragon  cw  210 A  Sur-Um-Shael 
Dream  ci  150  Nef-Mal-Dol 
Duchess  ab,aj,as  100 M  Ko-Dol-Sol 
Dweomer  pe  140 D  Um-Amn-Ith 
Eagle Klaw  cw,cq  60    Dol-Thul-Tal 
Eke  au  60  P  Ral-Amn-Dol 
Elemental Fury  we,ar  255S  Zy-Zy-Ith 
Elmo  hd  220N  Ber-Shael-Ko 
Enigma  he  210  Sur-Eld-Amn 
Enlightenment  he  240  Lum-Hel-Cham 
Envious  gl  120  Lem-Shael-gmj 
Equinox  me  170 B  Tal-Thul-Gul 
Eternity  sh,to  230@  Jah-Eld-Dol 
Exiles Raod  bt  70    Hel-Eld-gmj 
Eyore  or  180 S  Ort-Dol-Vex 
Faade  cw  80  A  Io-Sol-Thul 
Faith  sc  140  Amn-Pul-Um 
Runeword  Item  Lv  C  Runes (3)   
Familiar  cm  35    Eld-Thul-Ral 
Famine  bl,cq  60    Nef-Dol-Tal 
Fang  cw  150 A  Ort-Mal-Dol 
Fasting  au  100 P  Sol-Hel-Ko 
Folklore  he  45  @  Ort-Sol-gmj 
Fortitude  he,ct  120  Shael-Lem-El 
Fortune Cookie  bt  120  Shael-Lem-gmj 
Fozzy  he  130 N  Dol-Pul-Nef 
Frosty*  cm  255S  Ith-Zy-El 
Fury  me  230  Jah-Gul-Eth 
Gemini  bt,he,sh,to  160 @  Ist-Ko-Thul 
Glassy  to  6    Eld-Tir-gmj 
Gloom  he  140 @  Io-Ko-Um 
Glory  ci  230@  Sur-Jah-Dol 
Grizzly  bt,gl  170  Amn-Mal-Gul 
Grover  bt  150 N  Mal-Dol-Eth 
Grrrowl*  bt,gl,ch,cq  100  Tal-Io-Ko 
Gryphon  cw,cq  40    Amn-Ral-Tal 
Hand of Justice  gl  240  Cham-Sur-Lo 
Hatred  ph  180  Vex-Tir-Amn 
Hellhound  he  230  Sol-Jah-Nef 
Hermit  to,ct  70  @  Hel-Amn-Dol 
Hidden  to  150 N  Ko-Mal-Dol 
Hidden Dragon  cw  120A  Io-Lem-Amn 
Hollow Tooth*  cm  255N  Zy-El-Eld 
Holy Smite*  cm  255P  Tir-Zy-El 
Holy Tears  xb  180 P  Vex-Amn-Eld 
Horacer777  we  25    Ith-Ral-gmj 
Insightful  he  90    Lum-Ith-gmj 
Jealousy  he  150 @  Amn-Tir-Mal 
Jinx  he  160  Lem-Ist-Tir 
Kanga  or  180 S  Thul-Dol-Vex 
Kato  he,sh,to,we  210 @  Sur-Nef-Shael 
King's Grace  sc,sw,cq  40    Amn-Ral-Thul 
Last Wish  gl  200  Nef-Eth-Lo 
Law  he,ct  90    Nef-Lum-Shael  
Lawbringer  ma,sc,st  220  @  Ber-Nef-Dol 
Leaves  st  25    Tir-Ral-gmj 
Leo  bt,he,sh,to  160 @  Ist-Fal-Thul 
Zy-El Mod Page 9 
Runeword  Item  Lv  C  Runes (3)   
Libra  bt,he,sh,to  160 @  Ist-Fal-Ort 
Lionheart  to,ct  110 B  Hel-Lum-Fal 
Loyalty  bo  230@  Jah-Thul-Amn 
Maddening  he  80    Io-Dol-gmj 
Malaise  we  8    Nef-Nef-Nef 
Malice  me,cq  15    Ith-El-Eth 
Man at Arms  sc  60  P  Ral-Thul-Dol 
Marble  cm  6    El-Tir-Eld 
Mask  cw  60  A  Dol-Thul-Ral 
Matron  ab,aj,as  60  M  Dol-Thul-Ral 
MBWorshipper  as,sc  40  P  Ith-Amn-Ral 
Meander  we  20    Tal-Tal-Tal 
Melody  mi,cq  100  Shael-Ko-Nef 
Minyanna  ci  60    Eth-Dol-gmj 
Mirage  cw  100 A  Ko-Dol-Sol 
Mistress  ab,aj,as  80  M  Io-Sol-Thul 
Misty  gl  15    Nef-Ith-gmj 
Morning Dew  gl,ma  190 @  Mal-Ohm-Gul 
Morose  we  35    Thul-Thul-Thul 
Mustang  bt,ch  60    Eld-Dol-El 
Nadirae  he  8    Nef-Tir-gmj 
Natures Kingdom  pe  230D  Jah-Dol-Amn 
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 
Rain  mi  170  Gul-Um-Shael 
Reasonable  he  50    Tir-Shael-gmj 
Red Thom*  bt,gl,ch,cq  90    Tal-Amn-Lum 
Requiem  ci,he  210  Ist-Sur-Shael 
Rhymery  sh  50    Shael-Eth-gmj 
Rhythm  we,ar,cm  35    Thul-Ort-Thul 
Righteous Might  we,ar  255P  Zy-Zy-Tir 
Roo  or  220S  Ber-Dol-Vex 
Sagittarius  bt,he,sh,to  160 @  Ist-Io-Thul 
Salamander  pe  140 D  Dol-Nef-Um 
Salutations  bt,sh  4    Eld-El-gmj 
Sanctuary  sh  150  Sol-Mal-Dol 
Scorpio  bt,he,sh,to  160 @  Ist-Io-Tal 
Seashore  he  15    Eth-Ith-gmj 
Runeword  Item  Lv  C  Runes (3)   
Serendipity  mi,cq  60    Dol-Ral-Eth 
Shadow of Deception  he  45    Sol-El-gmj 
Shadows  bt  50    Shael-Nef-gmj 
Shout*  he,ct  100  Ith-Sol-Ko 
Shrunken Head  we,ar  255N  Zy-Zy-Eld 
Sirens Song  sw  230M  Jah-Sur-Eld 
Slither  mi,cq  15  M  Nef-Ith-Tir 
Smokescreen  to  90    Nef-Lum-gmj 
Snuffed  gl  160 @  Ist-Amn-gmj 
Solstice  me  170 B  Tal-Ort-Gul 
Sorrow  hd,ch  60  N  Eth-Dol-Nef 
Sparkly Thom*  bt,gl,ch,cq  100  Tal-Amn-Ko 
Spikefist*  cm  255A  El-Zy-El 
Spirit  ph  170 B  Nef-Shael-Gul 
Spirit of Conan*  cm  255B  Nef-Zy-El 
Spitfire  xb  190  Ohm-Ral-Nef 
Stallion  bt  140 A  Shael-Um-Dol 
Starlight  ci  180  Eld-Vex-Lem 
Stealthy  to  20    Tal-Eth-gmj 
Steely  ax,ma,sw  6    Tir-El-gmj 
SteppenWolf  pe  100D  Ko-Hel-Sol 
Sting  sw  140  Pul-Um-Dol 
Runeword  Item  Lv  C  Runes (3)     
Stomp  bt  200A  Lo-Ith-Shael 
Stone  gl  220  Thul-Ber-Shael 
Storm  gl  220  Ort-Ber-Shael 
Strengthen  me  40  B  Amn-Tir-gmj 
Targeteer  xb  60  P  Ral-Thul-Dol 
Taurus  bt,he,sh,to  160 @  Ist-Ko-Tal 
Teddy Bear  ha  220  Dol-Ber-Nef 
Temptation  he  230  El-Lem-Jah 
Testorossa  ct,gl,he  6    El-Eld-Tir 
The Beast  pe  140 D  Dol-Um-Nef 
The Brutish  bl  45    Sol-Ith-gmj 
Thirst for Knowledge  st  180 @  Vex-Tir-Ist 
Thirsty  ro  60    Amn-Dol-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 
Vaporous  mi  15    Ith-El-gmj 
Venom  we  150  Tal-Dol-Mal 
Vermilion  mi,cq  60    Nef-Thul-Dol 
Vermin  pe,ct  60  D  Dol-Tir-Ith 
Viper  cw  140  Tal-Amn-Um 
Virgo  bt,he,sh,to  160 @  Ist-Io-Ral 
Vitesse Mondo  bt,be  140  Um-Shael-gmj 
Voice  pe  150 D  Mal-Tal-Eld 
Wealth  to,ct  120  Lem-Ko-Tir 
White Thom  bt,gl,ch,cq  80    Io-Tal-Amn 
Wild Thing*  cm  255D  Eth-Zy-El 
Windy  bt  80    Nef-Io-gmj 
Wings of Hope  bt,ch  100  Hel-Eld-Ko 
Runeword  Item  Lv  C  Runes (3)   
Winter  me  240  Cham-Thul-Amn 
Wisecrack  ci  90  @  Lum-Nef-gmj 
Wolfhound  pe  60D  Ral-Amn-Dol 
Wolfman  bt,gl  170  Mal-Amn-Gul 
Wonder  mi  190 M  Mal-Nef-Ohm 
Woof Woof*  bt,gl,ch,cq  100  Io-Tal-Ko 
Wyvern Klaw  cw  200  Lo-Mal-Tal 
Yellow Thom*  bt,gl,ch,cq  70    Amn-Hel-Tal 
Youthful  to  60    Dol-Amn-gmj 
Zephyros  mi  30    Ort-Eth-gmj 
Zodiac  bt,he,sh,to  160 @  Ist-Lem-Um 
ZyEls Reign  bt,he,sh,to,we  255  Zy-El-gmj  
Runeword  Item  Lv  C  Runes (4)   
Accordance  sh,to  140 @  Um-Pul-Ort-gmj 
Afterthought  ci  50  S  Eth-Shael-Ith-gmj 
Ancient's Legacy  sh  30    Ral-Ort-Tal-gmj 
Apostles  au  150 P  Mal-Pul-Um-gmj 
Apprentice  he,sh,to  110   Fal-Ort-Io-Shael 
Ah-nold  he  140  Fal-Io-Um-gmj 
Authorize  st  130  Pul-Tir-Sol-gmj 
Awaken*  bt,sh,to,ch,ct  120  Io-Sol-Lem-Ral 
Beautiful  he  220@  Dol-Ber-Nef-gmj 
Bad Bird  hd  100 N  Ko-Dol-Tal-gmj 
Big Brother  me,cq  60    Ith-Ort-Dol-Amn 
Big Sister  mi,cq  60    Ort-Ith-Dol-Amn 
Bishop  we,cq  50    Shael-Thul-Eld-Ort 
Blackout  cb,ha,ma  80    Thul-Io-Nef-gmj 
Blood Mana  bt,sh,to  170  Thul-Shael-Gul-Ko 
Blooded Claw  we,ar  255A  Zy-Zy-El-gmj 
Boneblade  ph  90    Dol-Nef-Lum-gmj 
Bone Chip*  he,sh,to,ch,ct  35    Tir-Tal-Ith-Thul 
Bone Crack*  he,sh,to,ch,ct  50    Ith-Thul-Ort-Shael 
Bone Spell  sh,to  150  Mal-Io-Ral-Dol 
Bound by Duty*  to,sh,ct  110   Fal-Ko-Hel-Dol 
Bow Wow*  bt,sh,to,ch,ct  120 @  Hel-Thul-Eth-Lem 
Breath of Dying  mi  200  Vex-Lo-Tir-Amn 
Bullhog  bt,he,to  80    Io-Dol-Nef-gmj 
Chances  to  210 @  Lem-Sur-Ist-gmj 
Chaos  me  200  Um-Lo-Amn-Nef 
Chekov*  cm  25    Tal-Ral-Eth-Ith 
Chow Chow  bt,sh,to  170 @  Lem-hel-Thul-Gul 
Coincidences  me,sh  190 @  Ohm-Dol-Nef-gmj 
Cold Spell  sh,to  150  Io-Ral-Dol-Mal 
Conjecture  bt,we  170 @  Hel-Shael-Gul-gmj 
Cookie Monster  to,ct  80  N  Sol-Io-Nef-Amn 
Corsair  sw,cq  90    Lum-Shael-Eth-Amn 
Corruption  me  150  Amn-Mal-Eld-Um 
Crusader  to,sh  140 P  Um-Pul-Ith-Eth  
Cunning  ph  160 B  Hel-Ko-Pul-Ist 
Cyclops Eye  he  110   Fal-Io-Ith-gmj 
Dabbler*  he,sh,to,ch,ct  70    Hel-Eth-Sol-Ort 
Runeword  Item  Lv  C  Runes (4)   
Darkness  we  140  Dol-Eld-Thul-Um 
Daylight Savings  po,sp  140  Dol-Um-El-gmj 
Dead Time  hd  160 N  Hel-Ko-Pul-Ist 
Death Stroke  gl  230  Shael-Nef-Jah-Jah 
Deceptions  cw  180 A  Dol-Vex-Amn-gmj 
Den of Vipers  cw  140  Tal-Amn-Um-gmj 
Despair  sh  200  Lo-Vex-Gul-Ohm 
Destinys Matron  ab,aj,as  230  Jah-Sur-Lo-gmj 
Disconcerted  he  190  Shael-Ohm-Fal-gmj 
Dragon Fang  cw  210 A  Sur-Um-Shael-gmj 
Dread  to,ct  70  @  Ith-Amn-Eld-Hel 
Dreamer  ci  150  Nef-Mal-Dol-gmj 
Duress  we  200  Mal-Lum-Ral-Lo 
Dweomement  pe  140 D  Um-Amn-Ith-gmj 
Eagle Eye  cw  60    Dol-Thul-Tal-gmj 
Ebony  sw,cq  110   Tal-Fal-Dol-Shael 
Edge  sw  140  Sol-Eth-Um-Nef 
Elmos Fire  hd  220N  Ber-Shael-Ko-gmj 
Embers  he,sh,to  140  Sol-Hel-Ral-Um 
Enigmas Veil  he  210  Sur-Eld-Amn-gmj 
Enlightened Faith  he  240  Lum-Hel-Cham-gmj 
Epilogue  we  230  Gul-Jah-Dol-Shael 
Epoch  we  150  Pul-Mal-Eld-Ith 
Equinox Divide  me  170 B  Tal-Thul-Gul-gmj 
Eternity Everlasting  sh,to  230@  Jah-Eld-Dol-gmj 
Faithful  sc  140  Amn-Pul-Um-gmj 
Famished  bl  60    Nef-Dol-Tal-gmj 
Fangtooth  cw  150 A  Ort-Mal-Dol-gmj 
Flagbearer  sc  110 P  Ral-Thul-Dol-Fal 
Flickering Flame  mi  200  Ral-Lo-Shael-El 
Fortitude Infinitesimal  he  120  Shael-Lem-El-gmj 
Foundation  we,ar,cm  2    El-jwl-jwl-El 
Fozzy Bear  he  130 N  Dol-Pul-Nef-gmj 
Furious  me  230  Jah-Gul-Eth-gmj 
Gekko  pe  140 D  Dol-Nef-Um-gmj 
Ghost  st  180  Vex-Amn-Ort-Mal 
Gloomy  he  140 @  Io-Ko-Um-gmj 
Glorious  ci  230@  Sur-Jah-Dol-gmj 
Zy-El Mod Page 11 
Runeword  Item  Lv  C  Runes (4)   
Goddess  ab,aj,as  170 M  Gul-Mal-Pul-Lum 
Grip of the Dead  gl  240  Shael-Eth-Cham-Cham 
Grizzly Adams  bt,gl  240  Hel-Ber-Cham-Lum 
Grizzly Bear  bt,gl  170  Amn-Mal-Gul-gmj 
Grovers Cloves  bt  150 N  Mal-Dol-Eth-gmj 
Growlies  bt,gl  100  Tal-Io-Ko-gmj 
Gryphon Klaw  cw  40    Amn-Ral-Tal-gmj 
Hand of Vindication  gl  240  Cham-Sur-Lo-gmj 
Hatreds Face  ph  180  Vex-Tir-Amn-gmj 
Hawkeye  mi,cq  40    Nef-Thul-Amn-Tal 
Heat Spell  sh,to  150  Ral-Dol-Mal-Io 
Heavens Will  au  230P  Jah-Ber-Io-Nef 
Hellhounds Breath  he  230  Sol-Jah-Nef-gmj 
Hermits Hovel  to  70  @  Hel-Amn-Dol-gmj 
Hidden Agenda  to  150 N  Ko-Mal-Dol-gmj 
Hologram  cw  170 A  Gul-Mal-Pul-Lum 
Holy Lamentations  xb  180 P  Vex-Amn-Eld-gmj 
Holy Thunder*  sc,cq  30    Eth-Ral-Ort-Tal 
Humility  to,ct  80  P  Sol-Nef-Eld-Io 
Hunger  sw  150  Um-Mal-Amn-Tal  
Ice  we  240  Thul-Cham-Jah-Shael 
Illusion  cw  120 A  Lem-Ko-Dol-Sol 
Iron Man  he,sh,to  160  Ith-Lum-Shael-Ist 
Ivory  sw,cq  110   Ort-Fal-Dol-Shael 
Jealous Rage  he  150 @  Amn-Tir-Mal-gmj 
Jedi  sw  170  Ort-El-Gul-Mal 
Jinxed  he  160  Lem-Ist-Tir-gmj 
Judgement  sc  220P  Gul-Ber-Ort-Nef 
Katos Reply  he,sh,to,we  210 @  Sur-Nef-Shael-gmj 
Kingslayer  mi  150  Tal-Dol-Um-Mal 
King's Ransom  sc,sw  40    Amn-Ral-Thul-gmj 
Kirk*  cm  35    Tal-Ral-Ort-Thul 
Lasting Wish  gl  200  Nef-Eth-Lo-gmj 
Lawbreaker  ma,sc,st  220@  Ber-Nef-Dol-gmj 
Lawmaker  he  90    Nef-Lum-Shael-gmj 
Light Spell  sh,to  150  Dol-Mal-Io-Ral 
Lightning  st,cq  50    Shael-Sol-Nef-Ort 
Lionhearts Regent  to  110 B  Hel-Lum-Fal-gmj 
Lone Wolf  pe  160D  Hel-Ko-Pul-Ist 
Loyal Servant  bo  230@  Jah-Thul-Amn-gmj 
Maelstrom  mi    190  Ith-Gul-Ohm-Amn 
Maiden*  he,sh,to,ch,ct    120  Lem-Sol-Hel-Ko 
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 
Megiddos 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 
Natures 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 
Oblivions Threshold  me  50  @  Nef-Eld-Shael-gmj 
Obsessions 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 
Runeword  Item  Lv  C  Runes (4)   
Parallel Lines  bt  230  Jah-Nef-Sol-gmj 
Passion  to,ct  110 B  Ko-Fal-Dol-Eth 
Peace Eternal  he  60    Shael-Dol-Eth-gmj 
Peril  mi  240  Gul-Cham-Ber-Nef 
Persuis  we  40  @  Amn-Tal-Amn-Tal 
Phalanx  me  200  Lo-Um-Amn-Ith 
Phantom  to  130  Pul-Ort-Tir-Dol 
Pillar of Faith  to  150 P  Pul-Um-Mal-Dol 
Plague Bearer  we  230N  Tal-Jah-Gul-gmj 
Poison Ivy*  bt,gl,ch,cq  100  Thul-Dol-Amn-Ko 
Prayer Offering  gl  200  Ohm-Lo-Shael-gmj 
Prides Fall  to  40    Amn-Nef-Eth-gmj 
Princess  he,sh,to  160  Ist-Io-Fal-Um 
Prowess in War  gl  190 M  Gul-Shael-Ohm-gmj 
Pumus*  he,sh,to,ch,ct  80    Thul-Ith-Ort-Io 
Punishment  bl  210  Nef-Sur-Lo-Um 
Pure Vision  ci  255  Zy-Um-Dol-gmj 
Quest for Knowledge  st  180 @  Vex-Tir-Ist-gmj 
Question  mi  150  Dol-Mal-Hel-Um 
Radiant Glory  he  45    Nef-Sol-Ith-gmj 
Rainstorm  mi  170  Gul-Um-Shael-gmj 
Reapers Glance  gl  220  Shael-Tir-Ber-Ber 
Red Flutterbye  bt,gl  200  Amn-Hel-Pul-Lo 
Red Vane  bt,gl  90    Tal-Amn-Lum-gmj  
Rook  sh,to,ch,ct  80    Io-Sol-Amn-Eth 
Sackcloth  au  160 P  Hel-Ko-Pul-Ist 
Sanctuarys Portal  sh  150  Sol-Mal-Dol-gmj 
Serendipitys Sake  mi  60    Dol-Ral-Eth-gmj 
Shale*  he,sh,to,ch,ct  120  Dol-Thul-Shael-Lem 
Shout It Out  he  100  Ith-Sol-Ko-gmj 
Sirens Lament  mi  230M  Jah-Sur-Eld-gmj 
Slithering  mi  15  M  Nef-Ith-Tir-gmj 
Smartguy  me  150 @  Fal-Ko-Mal-Amn 
Solstice Waning  me  170 B  Tal-Ort-Gul-gmj 
Sorrows Tears  hd  60  N  Eth-Dol-Nef-gmj 
Sparkly Flutterbye  bt,gl  240  Amn-Hel-Um-Cham 
Sparkly Vane  bt,gl  100  Tal-Amn-Ko-gmj 
Sparks*  he,sh,to,ch,ct  100  Ral-Amn-Nef-Ko 
Spin  me  210  Sur-Vex-Amn-Ith 
Spirits Within  ph  170 B  Nef-Shael-Gul-gmj 
Spitfire Grill  xb  190  Ohm-Ral-Nef-gmj 
Splendor  st  220S  Ber-Tir-Nef-Vex 
Zy-El Mod Page 12 
Runeword  Item  Lv  C  Runes (4)   
Spock*  cm  35    Thul-Ort-Ral-Tal 
Stallions Fury  bt  140 A  Shael-Um-Dol-gmj 
Starbrite  ci  180  Eld-Vex-Lem-gmj 
Stinger  sw  140  Pul-Um-Dol-gmj 
Stomper  bt  200A  Lo-Ith-Shael-gmj 
Stonecold  gl  220  Thul-Ber-Shael-gmj 
Stormcloud  gl  220  Ort-Ber-Shael-gmj 
Sulu*  cm  25    Eth-Ith-Ral-Tal 
Survivor  to  220  Um-Ber-Shael-Eth 
Synchronicity  sh,to  210  Sur-Lum-Pul-Ith 
Teddy Bears  ha  220  Dol-Ber-Nef-gmj 
Tempest  st  200  Lo-Shael-Nef-Dol 
Temptress  he  230  El-Lem-Jah-gmj 
The Beauty  pe  140 D  Dol-Um-Nef-gmj 
Thunder  ha  200  Nef-Ort-Vex-Lo 
Timeout  to  230  Jah-Shael-Hel-gmj 
Tin Man*  he,sh,to,ch,ct  120  Eld-Shael-Ort-Lem 
Tradition  me  170  Gul-Sol-Ith-Mal 
Treacherous Deceit  gl  100  Tal-Dol-Ko-gmj 
Trial by Fire  bt,he,ch,ct  30    Ort-Ral-Nef-Tir 
Trust  au  130  Pul-Fal-Shael-Amn 
Uhura*  cm  30    Nef-Ort-Ral-Ith 
Unbending Will  sw  240  Thul-Ohm-Lo-Cham 
Valiant  to  230  Ber-Jah-Sur-gmj 
Vengeance  sc,cq  39  P  Thul-Ort-Ral-Shael 
Vanquished  sc  90  P  Lum-Tal-Amn-gmj 
Venomous  we  150  Tal-Dol-Mal-gmj 
Vermilious Tempest  mi  60    Nef-Thul-Dol-gmj 
Vermin Horde  pe  60  D  Dol-Tir-Ith-gmj 
Runeword  Item  Lv  C  Runes (4)   
Victory  we  180  Vex-Amn-Tir-El 
Voice of Deceit  pe  150 D  Mal-Tal-Eld-gmj 
War  we  150  Um-Mal-Tir-Amn 
Warden  he,to,ct  35    Thul-Ral-Nef-El 
Wealth of Knowledge  to  120  Lem-Ko-Tir-gmj 
Whisper  mi  210 M  Sur-Ohm-Dol-Nef 
White Flutterbye  bt,gl  160  Lem-Amn-Hel-Ist 
White Vane  bt,gl  80    Io-Tal-Amn-gmj 
Widowmaker  mi  200M  Ohm-Lo-Mal-Tal 
Wings of Glory  bt  100  Hel-Eld-Ko-gmj 
Wintergreen  me  240  Cham-Thul-Amn-gmj 
Wolfenstein  bt,gl  100  Io-Tal-Ko-gmj 
Wolfman Jack  bt,gl  240  Ber-Hel-Cham-Lum 
Wolfpack  bt,gl  170  Mal-Amn-Gul-gmj 
Wonderlust  mi  190 M  Mal-Nef-Ohm-gmj 
Word of Amazon  we,ar  255M  Zy-El-Zy-Tal 
Word of Assassin  we,ar  255A  Zy-El-Zy-El 
Word of Barbarian  we,ar  255B  Zy-El-Zy-Nef 
Word of Druid  we,ar  255D  Zy-El-Zy-Eth 
Word of Necromancer we,ar  255N  Zy-El-Zy-Eld 
Word of Paladin  we,ar  255P  Zy-El-Zy-Tir 
Word of Sorceress  we,ar  255S  Zy-El-Zy-Ith 
Wrath  me  220  Ohm-Ber-Eth-Ral 
Xterra  bt  190 @  Eld-Ohm-Io-Dol 
Yellow Flutterbye*  bt,gl,ch,cq  120  Hel-Fal-Amn-Lem 
Yellow Vane  bt,gl  70    Amn-Hel-Tal-gmj 
Zodiac Sign  bt,he,sh,to  160 @  Ist-Lem-Um-gmj   
Runeword  Item  Lv  C  Runes (5)   
Adamantium  sh,to  200  Thul-Pul-Lum-Lo-Ist 
Alkalund  sh  140  Um-Pul-Shael-Nef-El 
Apprenticeship  he,sh,to  110   Fal-Ort-Io-Shael-gmj 
Armageddon  me  220  Shael-Ber-Tal-Ort-Ral 
Awakening  bt,sh,to  120  Io-Sol-Lem-Ral-gmj 
Bat Out of Hell  me  240D  Shael-Cham-Ohm-Tal-Nef 
Bear Claw  sh,to  160  Fal-Mal-Dol-Shael-Ist 
Bigger Brother  me  60    Ith-Ort-Dol-Amn-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 
Runeword  Item  Lv  C  Runes (5)         
Desolation  sh  200  Lo-Vex-Gul-Ohm-gmj 
Destruction  we  220  Ber-Ral-Nef-Ohm-Gul 
Dogs and Claws  sh,to  160  Mal-Dol-Shael-Ist-Fal 
Dreaded  to  70  @  Ith-Amn-Eld-Hel-gmj 
Duressed  we  200  Mal-Lum-Ral-Lo-gmj 
Eagle Eye  mi  40    Nef-Thul-Amn-Tal-gmj 
Ebony Black  sw  110   Tal-Fal-Dol-Shael-gmj 
Edge of the Abyss  sw  140  Sol-Eth-Um-Nef-gmj 
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 
Epochs 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 
Heavens 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 
Icicle  we  170  Thul-Cham-Jah-Shael-gmj 
Inferno  sh,to  220  Lem-Mal-Io-Ber-Ist 
Ivory White  sw  110   Ort-Fal-Dol-Shael-gmj 
JBouley  we  255@  Jah-Ber-Zy-Ith-Dol 
Jedi Knight  sw  170  Ort-El-Gul-Mal-gmj 
Judgement Day  sc  220P  Gul-Ber-Ort-Nef-gmj 
Knights Vigil  sh  130  Pul-Nef-Eld-Hel-Ith 
Krackle  bl  140  Um-Ort-Um-Ort-Shael 
Krash  bl  120  Lem-Ral-Lem-Ral-Shael 
Krinkle  bl  100  Ko-Tal-Ko-Tal-Shael 
Krumble  bl  160  Ist-Thul-Ist-Thul-Shael 
Krush  bl  180  Vex-Amn-Vex-Amn-Shael 
Kryten*  cm  35    Thul-Ort-Ral-Tal-Ith 
Legacy  to  255@  Amn-Zy-Um-Pul-Lem 
Lightning Spell  sh,to  150  Dol-Mal-Io-Ral-gmj 
Lister*  cm  20    Tir-Nef-Eth-Ith-Tal 
Lust  to  160 @  Hel-Io-Um-Nef-Ist 
Maelstroms Maw  mi  190  Ith-Gul-Ohm-Amn-gmj 
Mage Kill  sh,to  200  Dol-Lum-Lo-Um-Lem 
Mage King  sh,to  190  Ohm-Ko-Ist-Pul-Um 
Magician  sh,to  150  Mal-Dol-Lem-Lum-Ko 
Maidens Blessing  he,sh,to  120  Lem-Sol-Hel-Ko-gmj 
Malevolent  me  255  Ber-Zy-Amn-Shael-Dol 
Man of Steel  he,sh,to  160  Ith-Lum-Shael-Ist-gmj 
Marauder  sw  90    Lum-Shael-Eth-Amn-gmj 
Marksman  mi  210 M  Sur-Um-Nef-Lo-Gul 
Martyr  me  220  Ber-Lo-Ith-Sol-Ohm 
Mastiff  sh,to  255@  Ber-Gul-Lem-Zy-Hel 
Maximus  me  255@  Hel-Shael-Hel-Shael-Zy 
Moulinex  sw  200  Lo-Fal-Sol-Ith-Eth 
Mulder*  cm  25    Nef-Ral-Tal-Eth-Eld 
Mutt  sh,to  220@  Gul-Lem-Hel-Ber-Thul 
Mystery  mi  210  Sur-Dol-Ith-Nef-Sol 
Myth-Nomers  sh  150  Amn-Mal-Eld-Nef-gmj 
Nightmares Memory  we  190  Eth-Ohm-Mal-Amn-gmj 
Oath Sworn  sh  140  Pul-Ith-Eld-Um-gmj 
Oxymoronic  au  130 P  Pul-Fal-Shael-Nef-gmj 
Paradigm Principle  sh  150  Mal-Sol-Dol-Eld-gmj 
Passion Enflamed  to  110 B  Ko-Fal-Dol-Eth-gmj 
Runeword  Item  Lv  C  Runes (5)         
Perils Gate  mi  240  Gul-Cham-Ber-Nef-gmj 
Pestilence  po  150  Tal-Shael-Dol-Um-Mal 
Phalanx Form  me  200  Lo-Um-Amn-Ith-gmj 
Phantom Pain  to  130  Pul-Ort-Tir-Dol-gmj 
Phoenix  me,ch  40    Thul-Ort-Ral-Amn-Tal 
Princess Warrior  he,sh,to  160  Ist-Io-Fal-Um-gmj 
Pumus Stone  he,sh,to  80    Thul-Ith-Ort-Io-gmj 
Punisher  bl  210  Nef-Sur-Lo-Um-gmj 
Queen  sh,to  200  Lo-Lem-Mal-Vex-Dol 
Questionable  mi  150  Dol-Mal-Hel-Um-gmj 
Quick Kill  me  130  Pul-Eld-Pul-Eld-Shael 
Reaper  me  255  Lo-Ber-Zy-Shael-Amn 
Retribution  sc  50  P  Thul-Ort-Ral-Shael-gmj 
Rhaevyn  ax,po,sp  190 D  Dol-Ral-Nef-Shael-Ohm 
Rimmer*  cm  20    Tal-Ith-Eth-Nef-Tir 
Rise Up  sh,to  160  Lem-Io-Ist-Sol-Lum 
Rooks Vigil  sh,to  80    Io-Sol-Amn-Eth-gmj 
Scarecrow  he,sh,to  120  Eld-Shael-Ort-Lem-gmj 
Scully*  cm  35    Thul-Eth-Ort-Ith-Tal 
Semantics  au  240P  Cham-Shael-Eld-Amn-Pul 
Shalestone  he,sh,to  120  Dol-Thul-Shael-Lem-gmj 
Silk  to  220S  Ber-Um-Sol-Amn-Pul 
Sisterhood of Steel  sh,to  160  Shael-Ist-Fal-Mal-Dol 
Sledge  ha  220  Fal-Ohm-Eth-Gul-Ber 
Sole Survivor  to  220  Um-Ber-Shael-Eth-gmj 
Soothsayer  to  240  Cham-Ist-Ohm-Thul-Hel 
Sparks Flying  he,sh,to  100  Ral-Amn-Nef-Ko-gmj 
Spin Artist  me  210  Sur-Vex-Amn-Ith-gmj 
Synchronized in Time  sh,to  210  Sur-Lum-Pul-Ith-gmj 
The Force  to  255  Fal-Ko-Lum-Io-Zy 
The Lovers  to,ch  40    Amn-Thul-Ort-Ral-Tal 
The Obedient  bl  220  Ber-Nef-Mal-Sol-gmj 
The Outcast  bl,sw  170  Gul-Shael-Sol-Ith-gmj 
Thunderbolt  ha  200  Nef-Ort-Vex-Lo-gmj 
Touchstone of Faith  to  150 P  Pul-Um-Mal-Dol-gmj 
Traditional Values  me  170  Gul-Sol-Ith-Mal-gmj 
Trustworthy  as  130  Pul-Fal-Shael-Amn-gmj 
Unicorn  po,sp  220  Ort-Ber-Gul-Shael-Nef 
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  210 M  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 
Alkalunds Judgement  sh  140  Um-Pul-Shael-Nef-El-gmj 
Angel from Heaven  me  240D  Shael-Cham-Ohm-Tal-Nef-
gmj 
Armageddons Prelude  me  220  Shael-Ber-Tal-Ort-Ral-gmj 
Bearskin  sh,to  160  Fal-Mal-Dol-Shael-Ist-gmj 
Big Dog  sh,to  255@  Ber-Gul-Lem-Zy-Hel-gmj 
Blood Brother  we  200  Gul-Um-Lo-Nef-Tal-gmj 
Bone Bracer  sh,to  110   Sol-Io-Hel-Fal-Lum-gmj 
Cavalier Attitude  au,to  230P  Ohm-Pul-Tal-Fal-Jah-gmj 
Crescent Star  po,sp  140  Um-Tir-Shael-Amn-Eth-gmj 
Criss Crass Cross  xb  240  Lo-Cham-Thul-Tal-Shael-gmj 
Cuisinart Finery  sw  200  Um-Mal-Amn-Gul-Lo-gmj 
Death March  me  255  Eld-Zy-Amn-Sol-Mal-gmj 
Destructions Wake  we  220  Ber-Ral-Nef-Ohm-Gul-gmj 
Disease  po  150  Tal-Shael-Dol-Um-Mal-gmj 
Dog Claws  sh,to  160  Mal-Dol-Shael-Ist-Fal-gmj 
Empressive  sh,to  240  Cham-Ist-Ohm-Ber-Ko-gmj 
End of Game  me  255  Um-Mal-Zy-Ith-Lo-gmj 
Flamestrike  sh,to  180  Io-Fal-Sol-Vex-Lem-gmj 
Flock of Geese  sh,to  220  Ist-Ber-Mal-Dol-Shael-gmj 
Force of Darkness  to  255  Fal-Ko-Lum-Io-Zy-gmj 
Gigantor*  cm  35    Thul-Ort-Ral-Tal-Ith-Eth 
Granite Guard  sh,to  160  Ko-Dol-Lum-Ist-Ko-gmj 
Grim Reaper  me  255  Lo-Ber-Zy-Shael-Amn-gmj 
Groundhog  sh,to  160  Dol-Shael-Ist-Fal-Mal-gmj 
Harbinger of Woe  to,we  255A  Zy-Mal-Ber-Sur-Tal-gmj 
Heart of the Oat  to  230  Jah-Um-Io-Shael-Pul-gmj 
Hellspawned  to  220N  Amn-Ber-Pul-Mal-Nef-gmj 
Herald of Destruction  po  210  Dol-Amn-Gul-Sur-Lo-gmj 
Honor Guard  me  45  @  Amn-El-Ith-Tir-Sol-gmj 
Inferno Tempest  sh,to  220  Lem-Mal-Io-Ber-Ist-gmj 
JBouleys Reign  we  255@  Jah-Ber-Zy-Ith-Dol-gmj 
Knights Quest  sh  130  Pul-Nef-Eld-Hel-Ith-gmj 
Krackled  bl  140  Um-Ort-Um-Ort-Shael-gmj 
Krinkled  bl  100  Ko-Tal-Ko-Tal-Shael-gmj 
Krushed  bl  180  Vex-Amn-Vex-Amn-Shael-gmj 
Legacy Everlasting  to  255@  Amn-Zy-Um-Pul-Lem-gmj 
Love Everlasting  to  33    Amn-Thul-Ort-Ral-Tal-gmj 
Lust for Life  to  160@  Hel-Io-Um-Nef-Ist-gmj 
Mage Killer  sh,to  200  Dol-Lum-Lo-Um-Lem-gmj 
Mage Kingdom  sh,to  190  Ohm-Ko-Ist-Pul-Um-gmj 
Magic User  sh,to  150  Mal-Dol-Lem-Lum-Ko-gmj 
Malevolence  me  255  Ber-Zy-Amn-Shael-Dol-gmj 
Martyrs Legacy  me  220  Ber-Lo-Ith-Sol-Ohm-gmj 
Mercy Kill  me  140  Um-Tir-Um-Tir-Shael-gmj 
Moby Dick*  cm  30    Ral-Eth-Tal-Ort-Nef-Tir 
Moulinex Blender  sw  200  Lo-Fal-Sol-Ith-Eth-gmj 
Mucky Muck  sh,to  220@  Gul-Lem-Hel-Ber-Thul-gmj 
Mysterious Ways  mi  210  Sur-Dol-Ith-Nef-Sol-gmj 
NavyFC  mi  255  Mal-Io-Mal-Io-Ohm-Zy 
Oath of Amazon  we,ar  255M  Zy-Zy-Zy-El-Zy-Tal 
Oath of Assassin  we,ar  255A  Zy-Zy-Zy-El-Zy-El 
Oath of Barbarian  we,ar  255B  Zy-Zy-Zy-El-Zy-Nef 
Oath of Druid  we,ar  255D  Zy-Zy-Zy-El-Zy-Eth 
Oath of Necroman  we,ar  255N  Zy-Zy-Zy-El-Zy-Eld 
Oath of Paladin  we,ar  255P  Zy-Zy-Zy-El-Zy-Tir 
Oath of Sorceress  we,ar  255S  Zy-Zy-Zy-El-Zy-Ith 
Phoenix Ressurrection  me  40    Thul-Ort-Ral-Amn-Tal-gmj 
PhrozenKeep  to  255  Pul-Um-Mal-Sol-Eth-Zy 
Queen Bee  sh,to  200  Lo-Lem-Mal-Vex-Dol-gmj 
Quey Quig*  cm  35    Eth-Tal-Ort-Thul-El-Eld 
Quick to Kill  me  120  Lem-El-Lem-El-Shael-gmj 
Quickening  me  130  Pul-Eld-Pul-Eld-Shael-gmj 
Rhaevyns Victory  ax,po,sp190D  Dol-Ral-Nef-Shael-Ohm-gmj 
Ripcord  mi  255  Shael-Ort-Zy-Gul-Mal-Dol 
Rise Up and Cheer  sh,to  160  Lem-Io-Ist-Sol-Lum-gmj 
Sharpshooter  mi  210 M  Sur-Um-Nef-Lo-Gul-gmj 
Silence  we  180 @  Dol-Eld-Hel-Ist-Tir-Vex 
Silken  to  220S  Ber-Um-Sol-Amn-Pul-gmj 
Starbuck*  cm  35    Ith-Eth-Nef-Ral-Thul-Tir 
Steel Soroarity  sh,to  160  Shael-Ist-Fal-Mal-Dol-gmj 
Sledgehammer  ha  220  Fal-Ohm-Eth-Gul-Ber-gmj 
Soothsayings  to  240  Cham-Ist-Ohm-Thul-Hel-gmj 
Sweet  mi  160  Ist-Io-Fal-Ko-Lum-Lem 
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 
Unicorn Blessing  po,sp  220  Ort-Ber-Gul-Shael-Nef-gmj 
Violation  me  210  Sur-Lo-Vex-Amn-Thul-Ith 
Woe and Misery  mi  210  Sur-Tal-Gul-Nef-Ohm-gmj 
Zac503  we  170  Hel-Um-Thul-Ral-Gul-gmj 
where the item codes are: 
ab = any amazon bow 
aj = any amazon javelin 
am = any amulet 
ar = any armor 
as = any amazon spear 
au = any auric shield 
ax = any axe 
be = any belt 
bk = any book 
bl = any blunt weapon 
bt = any boot 
bo = any bow 
ch = charm hex 
ci = any circlet 
cb = any club 
cl = charm large 
cm = any charm 
cn = charm narrow 
cq = charm quad 
cs = charm small 
ct = charm tall 
cw = any claw 
gl = any glove 
ha = any hammer 
hd = any necro head 
he = any helmet 
ja = any javelin 
jwl = any jewel 
kn = any knife 
ma = any mace 
me = any melee weapon 
mi = any missile weapon 
ms = any misc item 
or = any orb (not a rod) 
pe = any druid pelt 
ph = any primal helmet 
po = any polearm 
ri = any ring 
ro = any rod (sc,st,wa) 
sc = any scepter 
sh = any shield 
sp = any spear 
st = any staff 
sw = any sword 
ta = any throw axe 
th = any thrown weapon 
tk = any throw knife 
to = any torso armor 
wa = any wand 
we = any weapon 
xb = any crossbow   
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 
  am = any amulet 
  bk = any book 
  cm = any charm 
    cg = charm grand 
    ch = charm hex 
    cl = charm large 
    cn = charm narrow 
    cq = charm quad 
    cs = charm small 
    ct = charm tall 
  gem = any gem 
  jwl = any jewel 
ri = any ring 
ar = any armor 
  be = any belt 
  bt = any boot 
  gl = any glove 
  he = any helmet 
    ci = any circlet 
    pe = any druid pelt 
    ph = any primal helmet 
  sh = any shield 
    au = any auric shield 
    hd = any necro head 
  to = any torso armor   
we = any weapon 
  me = melee weapon 
    ax = any axe 
      ta = any thrown axe 
    bl = any blunt weapon 
      cb = any club 
      ha = any hammer 
      ma = any mace 
      ro = any magic rod 
        sc = any scepter 
        st = any staff 
        wa = any wand 
    cw = any claw 
    kn = any knife 
      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  
For  example,  a  Necro  head  (hd)  is  also  a  shield  (sh)  as  well  as  an  armor  (ar).    Any 
runewords with  those  codes  will  work  for the  Necro  head.    A thrown  knife  (tk)  is a 
thrown weapon (th) as well as a weapon (we), but also note that a thrown knife(tk) is 
also a knife (kn) and a melee weapon(me).  So, a thrown knife would be able to use any 
runewords with those item codes.  Note, however, that a thrown knife(tk) is NOT a 
missile weapon(mi).  
A bit overwhelming, I know.  Trying to figure out which Runeword to use could drive
you bonkers  so Ill leave it to you how you do this.  General rule of thumb is that the 
better runes used in the longer Runewords will generate the better Runic items.  For 
instance,  a  2-socket  Runeword  will  tend  not  to  be  as  powerful  as  a  3-socket 
Runeword,  but  not  always.    A  2-socket  Runeword  which  has  high  level  runes  may  be 
more  powerful  than  a  3-socket  Runeword  that  has  low  level  runes;  there  is  some 
degree of overlap depending on the number of runes and the quality of runes.                        
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 dont 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)  
<Wirts 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, Ive 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)  >
(
( i  
<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 cant 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 b ts)
<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>  
<mag Amulet> x 3 -> new <mag Ring>  
<rar Ring> x 3 -> new <rar Amulet>  
<rar Amulet> x 3 -> new <rar Ring> 
<crf Ring> x 3 -> new <crf Amulet>  
<crf Amulet> x 3 -> new <crf Ring> 
<uni Ring> x 3 -> new <uni Amulet>  
<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> 
<nor Tall Chm> x 3 -> new <nor Quad Chm> 
<nor Quad Chm> x 6 -> new <nor Narrow Chm>  
<mag Hex Chm> x 3 -> new <mag Tall Chm> 
<mag Tall Chm> x 3 -> new <mag Quad Chm> 
<mag Quad Chm> x 3 -> new <mag Grand Chm> 
<mag Grand Chm> x 3 -> new <mag Large Chm> 
<mag Large Chm> x 3 -> new <mag Small Chm> 
<mag Small Chm> x 3 -> new <mag Narrow Chm>  
<rar Hex Chm> x 3 -> new <rar Tall Chm> 
<rar Tall Chm> x 3 -> new <rar Quad Chm> 
<rar Quad Chm> x 3 -> new <rar Grand Chm> 
<rar Grand Chm> x 3 -> new <rar Large Chm> 
<rar Large Chm> x 3 -> new <rar Small Chm> 
<rar Small Chm> x 3 -> new <rar Narrow Chm>  
<crf Hex Chm> x 3 -> new <crf Tall Chm> 
<crf Tall Chm> x 3 -> new <crf Quad Chm> 
<crf Quad Chm> x 3 -> new <crf Grand Chm> 
<crf Grand Chm> x 3 -> new <crf Large Chm> 
<crf Large Chm> x 3 -> new <crf Small Chm> 
<crf Small Chm> x 3 -> new <crf Narrow Chm>  
<uni Hex Chm> x 3 -> new <uni Tall Chm> 
<uni Tall Chm> x 3 -> new <uni Quad Chm> 
<uni Quad Chm> x 3 -> new <uni Grand Chm> 
<uni Grand Chm> x 3 -> new <uni Large Chm> 
<uni Large Chm> x 3 -> new <uni Small Chm> 
<uni Small Chm> x 3 -> new <uni Narrow Chm>  
<mag Hex Chm> x 2 + <Elixir>-> new <mag Tall Chm> 
<mag Tall Chm> x 2 + <Elixir>-> new <mag Quad Chm> 
<mag Quad Chm> x 2 + <Elixir> -> <mag Grand Chm> 
<mag Grand Chm> x 2 + <Elixir> -> <mag Large Chm> 
<mag Large Chm> x 2 + <Elixir>-> <mag Small Chm> 
<mag Small Chm> x 2 + <Elixir>-> <mag Narrow Chm>  
<rar Hex Chm> x 2 + <Elixir>-> new <rar Tall Chm> 
<rar Tall Chm> x 2 + <Elixir>-> new <rar Quad Chm> 
<rar Quad Chm> x 2 + <Elixir>-> new <rar Grand Chm> 
<rar Grand Chm> x 2 + <Elixir>-> new <rar Large Chm> 
<rar Large Chm> x 2 + <Elixir>-> new <rar Small Chm> 
<rar Small Chm> x 2 + <Elixir> -> 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 Quad Chm> x 2 + <Elixir>-> new <crf Grand Chm> 
<crf Grand Chm> x 2 + <Elixir>-> new <crf Large Chm> 
<crf Large Chm> x 2 + <Elixir> -> new <crf Small Chm> 
<crf Small Chm> x 2 + <Elixir> -> 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 Quad Chm> x 2 + <Demon Key>-> new <uni Grand Chm> 
<uni Grand Chm> x 2 + <Demon Key>-> new <uni Large Chm> 
<uni Large Chm> x 2 + <Demon Key> -> new <uni Small Chm> 
<uni Small Chm> x 2 + <Demon Key> -> new <uni Narrow 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 cant 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 Paladins 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, theres now something 
special for everyone.  Theres even a possibility of acquiring one of Zy-Els Artifacts . . . though unlikely!  Bear in mind 
that the crafted source items must be of the same type but they dont 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 cant wait):  Tired  of  searching  for  those  Quest  items  or  leaving  those 
minor Quests uncompleted?  Well, heres 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 Esens Tome 
<rar Flail> + <std Gem> + <rar Jewel> + <Elixir> -> Kalims Super Flail 
<perf Gem> + <std Gem> + <rar Jewel> + <Elixir> -> Mephistos 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> -> Malahs 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 cant 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.    Theres  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 doesnt 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.    Dont 
rely too heavily on Demon Items; theyll 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 Jewels 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 youre running low of magic arrows, throw the partial quiver into the cube along 
with any spare gem or rune you have and Transmute.  Youll 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:                          
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 Paladins 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!!   
<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 
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 
Gem> 
<Potion>  <Rune>  Skill/Spell 
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 
Gem> 
<Potion>  <Rune>  Skill/Spell    <Perf 
Gem> 
<Potion>  <Rune>  Skill/Spell 
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 
Gem> 
<Potion>  <Rune>  Skill/Spell    <Perf 
Gem> 
<Potion>  <Rune>  Skill/Spell 
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 
Gem> 
<Potion>  <Rune>  Skill/Spell    <Perf 
Gem> 
<Potion>  <Rune>  Skill/Spell 
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  characters  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 ChoMs 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 
ChoMs  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, 
ChoMs  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  characters  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 ChoMs 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 
Gem 
Attributes  
Buzzer  Topaz x 2 
+Lightning damage 
+Light radius 
+Resist Lightning  
Crusader 
Diamond 
x 3 
+Attack vs Demons 
+Attack vs Undead 
+Damage vs 
Undead 
+Ignore AC 
+No Monster Heal 
+Normal Damage  
Defender 
Diamond 
x 2 
+Armor Class 
+Reduce Damage 
+Resist All 
+Hit Recovery 
+Half Freeze  
Destroyer 
Amethyst 
x 3 
+Deadly Strike 
+Crushing Blow 
+Open Wounds 
+Normal Damage  
Finder 
Diamond, 
Topaz 
+Extra gold 
+Magic find 
+All Skills  
Flamer  Ruby x 2 
+Fire damage 
+Open Wounds 
+Resist Fire  
Healer  Emerald 
+Resist All 
+Reduced poison 
duration 
+Regen Life 
+Regen Mana  
Icer 
Sapphire 
x 2 
+Cold damage 
+Freeze target 
+Resist Cold  
Master 
Amethyst
, Diamond 
+All Skills 
+Strength 
+Dexterity 
+Vitality 
+Energy 
Icon  Mode  Switch 
Gem 
Attributes  
Psycho 
Diamond, 
Emerald, 
Ruby, 
Sapphire, 
Topaz 
+Fire damage 
+Cold damage 
+Lightning damage 
+Poison damage 
+Weapon swing 
speed  
Shield  Diamond 
+Armor Class 
+Life 
+Reduce Damage  
Skull  Skull 
+Summon Skeleton 
+Summon Mage 
Skeleton 
+Summon Golem  
Slayer 
Amethyst, 
Ruby 
+Ignore AC 
+Crushing Blow 
+Magic Damage  
Slogger  Sapphire 
+Slow target 
+Freeze target 
+Target Flee 
+Blind target  
Speed  Topaz x 3 
+Run/Walk speed 
+Weapon swing 
speed 
+Spell cast speed 
+Block speed  
Sponge 
Ruby, 
Sapphire, 
Topaz 
+Absorb Fire 
+Absorb Cold 
+Absorb Lightning 
+Dmg to Mana  
Summoner 
Skull, 
Diamond 
+Summon Wolf 
+Summon Spirit 
+Summon Vine 
+Summon Raven  
Venom 
Emerald x 
2 
+Poison damage 
+Thorns 
+Resist Poison 
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    thats  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!) 
)
t 
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 
Fragmen  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-Els Requiem (Diadem) 
Zy-Els Repose (Spiderweb Sash) 
Zy-Els Vise (Vambraces) 
Zy-Els Stride (Mirrored Boots) 
Zy-Els Embrace (Archon Plate) 
Zy-Els Decorum (Shadow Plate) 
Zy-Els Defense (Luna) 
Zy-Els Memory (Ring) 
Zy-Els Legacy (Ring)  add a Key 
Zy-Els Lament (Amulet) 
Zy-Els Marker (Sm Charm) 
Zy-Els Mourning (Gorgon Crossbow) 
Zy-Els DeathSong (Bloodfang) 
Zy-Els WindSong (Winged Knife) 
Zy-Els Pride (Death Star) 
Zy-Els Cleavage (Colossal Sword) 
Zy-Els Finger (Shadow Bow) 
Zy-Els Edge (Hydra Edge) 
Zy-Els Reach (Partizan) 
Zy-Els Recall (Decapitator) 
Zy-Els Spite (Unknown) 
Zy-Els Anthem (Unknown) 
Zy-Els Caress (Unknown) 
Zy-Els Fury (Unknown) 
Zy-Els Child (Unknown) 
Zy-Els Honor (Unknown) 
Zy-Els Promise (Unknown) 
Zy-Els Strike (Unknown) 
Zy-Els Rage (Unknown) 
Zy-Els Vengeance (Unknown) 
Zy-Els Ransom (Unknown) 
Zy-Els Deceit (Unknown) 
Zy-Els Element (Unknown) 
Zy-Els Angst (Unknown) 
Zy-Els Afterthought (Unknown) 
Zy-Els Suffrage (Unknown) 
Zy-Els Idea (Unknown) 
Zy-Els Victory (Unknown) 
Zy-Els Quest (Unknown) 
Zy-Els Might (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.  Dont 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  characters  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 F re Absorb 
or +7 Cold Absorb. 
i  
<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, lets 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 items 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.    
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 RuuTaRds 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 RuuTaRds 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 Banks 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 QUESTS (optional quests):  These are quests for items bearing the likenesses of known personalities.  
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 Quests that players may undertake and the methods of completing the quests 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 Quest items are a class unto themselves and as such do not obey the crafting rules commonly used in other parts of 
this mod.  Celebrity Quest items resemble charms in that they have to be placed in your backpack in order to activate their 
powerful  attributes.    Celebrity Quest  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 Quest items.  
There are two classes of Celebrity Quest items:    
Minor Celebrity Quest  items  are  easier  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 Celebrity Fragments (3)     
Did I say these were Minor Celebrity quests or Celebrity quests for minors?  You figure it out.  Oh, bother!  
Major  Celebrity  Quest  items  are  far  more  powerful  than  the  Minor  Quest  items  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 
Electras  underwear    well, thats 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 an example:  
+   +       +         --->     Male Top Wear Item  
Male Top Fragments (4)   
+     +     +      --->   Male Bottom Wear Item  
Male Bottom Fragments (4)      
  +   --->    Male Celebrity Poster   
Male Top and Male Bottom   
Zy-El Mod Page 49 
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 dont 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 
Posters stats will be lost.  Minor Poster statistics will be re-rolled.  
<Minor Celebrity Poster> + <Key> ---> <Minor Celebrity Thumbnail> 
<Major Celebrity Poster> + <Key> ---> <Major Celebrity Thumbnail> 
<Minor Celebrity Thumbnail> + <Stamina Potion> ---> <Minor Celebrity Poster> 
<Major Celebrity Thumbnail> + <Stamina Potion> ---> <Major Celebrity Poster>  
Cant get enough of your favourite Major Celebrity from the Poster-sized picture?  Well, heres 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 Posters 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:  
<Minor Celebrity Fragment> x 3 ---> random <Minor Celebrity 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  325+ 
Minor and Major Celebrity Posters in total.  And there have been requests for more.  Well see.
Zy-El Mod Page 50 
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.  
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).    
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> 
<Numbered Card> + <Standard Gem>  --->  same suit <Numbered Card  1> 
<Face Card> + <Standard Gem>  --->  same suit <Face Card  1>  
To re-roll cards of the same Number or Face, use this recipe: 
<Numbered Card same Number> x 3  --->  random suit <Numbered Card same Number> 
<Face Card same Face> 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>  
Zy-El Mod Page 51 
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 2s.  Similarly, a hand consisting of 3 x 8 of Clubs 
would be called a 3-of-a-kind with 8s.  Or, a hand with 4 x 7 of Talons would be called a 4-of-a-kind with 7s.   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 2s 
(2 cards of same value, any suit)   
?
Default 4-Of-A-Kind with 2s 
(4 cards of same value, any suit)    
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Default 7-Of-A-Kind with 2s 
(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)  
Zy-El Mod Page 52 
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 5s 
(5 cards of the same value, all different suits)    
?
Unique 7-Of-A-Kind hand with 2s 
(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 Katos 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 2s and 5s 
(two pairs of same values, any suits)    
?
Default Two-Pair with 9s and 7s 
(two pairs of same values, any suits)    
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)       
Zy-El Mod Page 53 
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 2s and 7s of Stars 
(two  pairs  of  exactly  the  same  cards,  all  cards  of 
the same suit)   
?
?
?
Matching  Two-Pairs  with  9s  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 2s and 5s 
(two  pairs  of  same  values,  all  cards  of  different 
suits)   
Unique Two-Pair with 5s and 9s 
(two  pairs  of  same  values,  all  cards  of  different 
suits)   
?
Unique Two-Pair with 2s and 7s 
(two  pairs  of  same  values,  all  cards  of  different 
suits)   
The cash-out values are not known at this time and are subject to change upon Katos 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 5s, 7s and 9s 
(three pairs of same values)    
?
Default Three-Pair with 4s, 8s and Jacks 
(three pairs of same values      
Zy-El Mod Page 54 
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 4s, 8s and Jacks 
(3 pairs of exactly the same card)    
?
Identical Three Pair with 4s, 9s 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     
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 4s, 6s and 10s  
(all non-Joker cards are of different suits)   
The cash-out values are not known at this time and are subject to change upon Katos 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.               
Zy-El Mod Page 55 
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 4s over 9s 
(suits do not matter)    
?
Default Full House with 3s over 10s 
(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:  
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Identical Full House with 8 of Clubs over 4 of Talons     
?
Identical  Full  House  with  Jack  of  Stars  over  7  of 
Diamonds    
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 9s 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 
Katos 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. 
Zy-El Mod Page 56 
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 4s over 9s 
(suits do not matter)    
?
Default Stacked House with 3s over 10s 
(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    
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 9s 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 
Katos 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. 
Zy-El Mod Page 57 
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 4s and 5s over 9s 
(suits do not matter)    
?
Default Crowded House with 3s and 4s over 10s 
(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 Jack of Stars over 7 
of Diamonds    
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 9s over 5 of Stars  
?    
Matching Crowded House with 8s and 9s over 7 of Diamonds  
?    
Matching Crowded House with 6s and Queens over 3 of Clubs 
The cash-out values are not known at this time and are subject to change upon Katos 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. 
Zy-El Mod Page 58 
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:  
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Straight Flush 2 of Clubs up    
? 
Straight Flush 8 of Hearts up    
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 the same.  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 Katos 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.       
Zy-El Mod Page 59 
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     
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 h gher value than the wing  cards.  i   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  Katos  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. 
Zy-El Mod Page 60 
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  its a wager and does not always pay off.   
( Available in Zy-El Version 4.5 )    
SECRET TREASURE CARD RECIPES (For those in the know . . .): 
Well, they wouldnt 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  four  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  mods  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 DLLs.  
What is the difference between the two sets?  To play on closed realms, only patch 1.09d can be used.  
For Mac users, Im afraid youre limited to using only the .MPQ file; you cant use the .DLLs.  Diablo2 LOD patch version 1.10 is 
supposed to allow more things to be packed into an .MPQ file and Ill 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.  YOUVE 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, Harleaquinn, 
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  Ive  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  Reqd 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:  
  Reqd 
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  Heal Pot  10,000  Major Celeb Frag (F)  50  
r07 (Tal)  7    Major Celeb Frag (M)  50  Any Rune  64  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  5,000  Amulet-set  15  
r24 (Ist)  350    Amulet-uni  30  Any Rune  14,336  Amulet  20,000  
r25 (Gul)  400        Any Rune  16,384      
r26 (Vex)  450    Ring-mag  5  Any Rune  20,480  Ring  200  
r27 (Ohm)  500    Ring-rar  10  Any Rune  24,576  Ring  1,200  
r28 (Lo)  600    Ring-crf  15  Any Rune  26,624  Ring  7,200  
r29 (Sur)  700    Ring-set  15  Any Rune  28,672  Ring  10,000  
r30 (Ber)  800    Ring-uni  30  Any Rune  32,768  Ring  50,000  
r31 (Jah)  900        Any Rune  36,864      
r32 (Cham)  1,200    Piggy Bank 100K  40  Any Rune  40,960  N/A  N/A  
r33 (Zy)  1,800    Piggy Bank 1M  Any Rune  45,056  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    Combo-set  30  Melee Item  15,000  Combo Item  15,000  
Melee-uni  108    Combo-uni  90  Melee Item  50,000  Combo Item  50,000                  
Missile-mag  3    Charm Small-mag  8  Missile Item  750  Charm Small  400  
Missile-rar  9    Charm Small-rar  12  Missile Item  3,000  Charm Small  3,000  
Missile-crf  27    Charm Small-crf  18  Missile Item  15,000  Charm Small  12,000  
Missile-set  27    Charm Small-uni  36  Missile Item  22,500  Charm Small  60,000  
Missile-uni  81        Missile Item  75,000      
    5      Charm Medium-mag  Charm Med  250  
Helm-mag  3    Charm Medium-rar  8  Helm Item  500  Charm Med  2,000  
Helm-rar  9    Charm Medium-crf  12  Helm Item  2,000  Charm Med  8,000  
Helm-crf  27    Charm Medium-uni  24  Helm Item  10,000  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    Charm Tall-crf  4  Torso Item  50,000  Charm Tall  6,000  
      8      Charm Tall-uni Charm Tall  30,000  
Boot-mag  3        Boot Item  500      
Boot-rar  10    Charm Hex-mag  2  Boot Item  2,000  Charm Hex  200  
Boot-crf  30    Charm Hex-rar  3  Boot Item  10,000  Charm Hex  1,500  
Boot-set  30    Charm Hex-crf  4  Boot Item  15,000  Charm Hex  6,000  
Boot-uni  90    Charm Hex-uni  8  Boot Item  50,000  Charm Hex  30,000                  
Belt-mag  3    Charm Narrow-mag  9  Belt Item  500  Charm Narow  400  
Belt-rar  10    Charm Narrow-rar  13  Belt Item  2,000  Charm Narow  3,000  
Belt-crf  30    Charm Narrow-crf  20  Belt Item  10,000  Charm Narow  12,000  
Belt-set  30    Charm Narrow-uni  36  Belt Item  15,000  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                                         
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