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Hellfire - The Dark v4.2

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File Info: Hellfire - The Dark v4.2

Title:
Hellfire - The Dark v4.2
Author:
The Dark Team
Created:
9/11/2001
Updated:
6/7/2002
Downloads:
 
User Rating

/5.0

Description: Hellfire - The Dark v4.2

This is the 4.2 version release of this Mod for the single player expansion for Diablo, Hellfire. See more info for a full feature list of what's new in this version.


Features, a complete list

This Hellfire modification is designed to provide a challenge to high level characters with good equipment, played by experienced players, so it is very hard in Hell mode. You should keep this in mind always when playing. The Nest can be treacherous, or seem easy at times. Beware if you enter the Abyss, because is the most difficult area in this mod
The game does not end when Diablo is conquered. He will escape and you will have to fight him again in The Abyss. You can find a screenshot of the escape at the Images page
Changed Ogden's first text to be able to give credit to those who deserve it. Please talk to him if you arrive in Tristram
Changed the game intro. By downloading the optional file, this new intro will have sound added. Used correct name for second intro movie, so downloading DARK.SMK is no longer needed
Changed the icon of the program file
Changed spell casting speed, attack speed, hit recovery time, block time, starting and max attributes for characters. The Sorcerer has a much lower spell casting speed as before, and the Bard is slower with weapons but faster with spells, for example. Rogue and Sorcerer will have trouble wearing the more heavy plate armors
All characters regenerate Life at a rate determined by Vitality
All characters regenerate Mana at a rate determined by Magic
Regeneration is doubled while in Town
Changed a lot of dungeon objects
The coloring palettes of town and the dungeon levels are changed, and for Church and Catacombs the number of possible palettes is increased to 5
Added some Diablo beta graphics. The additional file TD42.MPQ is needed to play this version.
Dungeon messages, comments on victory and the activation sounds of some monsters are also heard in MultiPlayer
Upon entering level 16 a request from Diablo is heard, and the levers there are replaced accordingly
Really fixed the slain hero bug in SinglePlayer (every character receives a Lightning spellbook now)
Disabled the Questlog Hotkey 'Q' in MultiPlayer
Disabled Quest with Gharbad the Weak to fix a bug with Diablo in SinglePlayer
Bug fixed for dungeon level 7 and 8 in MultiPlayer (Players could have a different level layout)
Changed the appearance of Sorcerers without heavy armor
Each slot in inventory can hold up to 10000 gold
The amount of gold found in the dungeons is decreased
Changed the equipment for starting characters
Starting gold is now 50 gold instead of 100 gold, except for the Bard, who gets 150 gold
Drop items/gold also if dying on level 16
Fixed bug at dying with Life-decreasing items
Fixed bug where character's attributes could become negative
Monster attacks are more random (thanks to Crystalion's fix to the stuck pRNG)
No need for a modified HELFRUI.DLL file to play MultiPlayer
Fixed the Quest names that appear in the Quest Log
Changes to the Quest books in the Abyss
A command file is no longer needed and will be ignored when found (CowQuest and TheoQuest are no longer available)
Removed "Duplicate item ..." message
Automap on at game start
Bard receives 2.5 Mana for each Magic point from items, not 1.75 Mana
The limit to XP gained per monster in MultiPlayer has been raised from 200*CLvl to 250*CLvl
Xp is shared for all players on the same dungeon level, regardless of their role in the death of the monster and without being divided by the number of players
Jogging in town works in MultiPlayer, too, and cannot be set to Walk
Everyone can see traps with Seeing or when CLvl > 2*(DLvl+1)
Running is possible by continuously pressing down the control key (like DiabloII). This will cause a lifedrain which will increase with heavier armors or shields. This drain is more severe for Sorcerers. To be able to run current life must be more then 25% of the maximum amount. In melee, running will result in doing Knockback. You might have to adjust your keyboard rate to a shorter delay and faster repeat if you experience problems.
Known bug: Running isn't visible for other players, appears as normal walking and jumping around !
Relocated several townspeople. Cain got a different appearance
Wirt only sells things up to 120000 gold now
Griswold and Wirt no longer try to sell better equipment then your character already has
Lower refund prices at Grizwold's shop
No item can be sold for more then 25000 gold at Adria's or 20000 at Grizwold's
Full potions of any kind are no longer unlimited available in Town
Pepin has Scrolls of Townportal for sale
From Adria, you can obtain a key to safely store 200000 gold
Disabled 'New Game' and 'Quit' options when 'Restart in Town' is possible
A new Option makes it possible to choose between CD (Diablo Church & Catacombs) and HD (Original Hellfire soundtracks), affecting the music for Nest and Abyss. The reason for this is that playing from the harddisk can sometimes lead to problems with some brands of CD-ROM equipment, because of powersaving features
Magic Items

A lot of changes to suffixes and prefixes have been done. You will see combinations on magic items not possible in regular Hellfire, and new effects. Item levels and prices are adjusted
Curses which could lead to a overflow bug, and effects that would give bugs in MultiPlayer, like Dopplegangers, are removed
Most unique items have changed. In general they are found in deeper levels and are more expensive, and (nearly) always useful
All unique items can be found, including the quest rewards from SinglePlayer. Many unique items use graphics that were not used in the original Hellfire
Some items with cursed effects will be available at Griswold's shop now, much cheaper than the non-cursed item would be, and such items can be repaired
The Darkness effect is not considered a curse, and therefore hard to find and expensive
Seeing "Enhanced senses" : Permanent Seeing (Infravision)
Piercing/Puncturing/Bashing "Increased chance to hit"
Normal melee ToHit bonus is AC*2/8, AC*3/8 or AC*4/8, and a Barbarian always gets AC/8 bonus. So Barbarians without Bashing get 12.5%, with Bashing 37.5%, 50% or 62.5%. Other characters get 25%, 37.5% or 50% of target's AC as a bonus.
Piercing or Puncturing for Bows greatly reduce Distance penalty
Demonslaying "Extra Damage vs. Demons" has a 50% chance of having no effect.
Damage vs. Demons is triple for Monks, double for other characters
Devastation "Occasional double damage"
Gives a chance of 10% to do double damage in melee
Dreadfull "Random 0-300% damage"
Revenge "Attacker takes damage"
Attacker takes damage equal to half the actual damage it inflicted, not 1-3
Negating "Negates Magic"
Sets all resistance to 0, but halves damage from ranged magical (Magic/Fire/Lightning) attacks
Extra AC vs. Demons : 40 is now 20 (same as vs. Undead)
Base Items

Corrected and changed some graphics, Diablo beta graphics are added
There are a number of new and better base items, including a helm, shield, mail, sword, staff and axe. These will, in general, not be found while playing Normal mode
Indestructible armor, shields or weapons do not exist anymore. Items having the maximum durability of 255 can still be damaged
Requirements for wearing certain items are increased
Blood Stones are gems with many uses ... for the witch Adria. She will give you a nice amount of gold for any you find. If offered enough she might also sell you one or two
All magic Oils can be found in MultiPlayer. Most effects are not permanent, and will not be carried over to a new game. Limits are mostly removed making them useful for high level characters
Jewelry and certain oils will be more abundant on deeper levels
Small Potions return 2/8 to 5/8 of the total amount of Life and/or Mana, regardless of character class
All scrolls have a Magic requirement, but one that is low enough to make them usable by any higher level character. Also made cheaper to promote usage
A band is a new type of ring, with a different look, which besides having magic properties, gives a bonus to AC
Potions of Mana and Elixers cost more than in Hellfire, but you will be able to buy Elixers of Vitality too
Some scrolls are tainted, and those will produce a random effect
Full information (inlcuding correct Magic requirement for Spellbooks) is shown for items on the ground and 'held in hand' when in Town or with a Search spell cast
Spellbooks are no longer usable when maximum Spell level is reached
Higher AC for smaller shields
Oil of Accuracy : ToHit Bonus is now 2-3%, not 1-2%
Blacksmith Oil : +1 to 200 Dur, not 100
Repairs 25%, not 20%, up to 30 Durability points
Fortitude Oil : Durability Increase 10+Rnd[41] is now 5+Rnd[11]
Oil of Repair : Completely repairs an item but lowers the maximum durability by 1.
Runes are changed, now there are Fire and Lightning Trap Runes and Immolation and Nova Runes. All Runes go off immediately after throwing, making them more useful
Rainbow Elixer:
One can find ingredients, "Teddy Bear", "Odd Bottle" and "Demon Brain", for a Rainbow Elixer which should only be picked up by the leader of a party, because they are too fragile to be handled much. The Elixer itself will give anyone who uses it 2 to all attributes
Combat - Player vs. Monster

Resistant monster receive 1/6 damage, not 1/4, but can be stunned if damage is high enough
Monsters have a chance to avoid a Stun
Chance of durability loss on using Bows is doubled
Chances to lose durability when it is already below 10 are decreased
Resistance to damage from spells does not prevent from getting stunned
Damage needed to stun Barbarian : CLvl*5/4 is now CLvl*3/2
Barbarians and Warriors have 60% chance to avoid Knockback effects
All Swords and Clubs are one-handed for Warriors and Barbarians
Barbarians can use two Swords or Clubs at the same time, just like Bards
Barbarians using two weapons also have a Sweep attack
Warriors using a Maul or large Sword without a Shield have a Sweep attack
Sweep attack now does half, not quarter, damage
Removed damage bonus for Barbarians using Clubs
Removed attack speed bonus for Barbarians using Clubs
Improved attack speed for Warriors using Bows
Monk has fastest Blocking speed, and no longer needs Fast Block items
Monks have 10% bonus to chances of Blocking melee attacks, while Rogue, Sorcerer and Barbarian have a 20% penalty
Changed maximum chances for blocking melee attacks (Bard and Warrior 70%, Monk 80%, all others 50%)
Maximum chance to block missiles is 95%
Apocalypse cannot be blocked
Blocking an attack does not prevent from being knocked back
Warrior Archer ToHit Bonus 10% is now 20%
Bard Archer ToHit Bonus 10% is now 0%
Bard Spell ToHit Bonus 10% is now 25%
Critical damage is open-ended, giving characters a unlimited damage potential
Chances for Critical damage in melee are CLvl/2 for Warrior, Barbarian and Monk, and CLvl/4 for Bard
Chances for Critical damage with bows are CLvl/2 for Warrior and Rogue
Spells can also do Critical (open-ended) damage, with CLvl/2 chance
Arrows have 35% chance to continue after a successful hit
Arrow speed is adjusted to prevent some misses by the distance bug
Slightly increased Distance ToHit-penalty for bows
Sweep attack for Monk, Barbarian and Bard is fixed to work as intended
Removed Monk's AC bonus if wearing unique plate or non-unique mail
The final amount of damage any character can do to a monster is limited to 64*CLvl
Combat - Player vs. Player

All changes are made to enhance dueling, to make co-op more interesting and to make surprise attacks by PK's fail more often
Melee : Friendly Hit enabled
You can hit partners if SHIFT is used with melee weapons also, which makes walking in front of ANY character dangerous
Melee Max chance to hit 95% is now 75%
Missile Max chance to hit 95% is now 60%
Melee Max Block 100% is now 85%
Missiles Max Block 100% is now 90%
Warrior Archer ToHit bonus 10% is now 20%
Bard Archer ToHit bonus 10% is now 0%
Disabled CriticalHit for Warrior and Barbarian
Monsters

There are more and different monsters then in Hellfire. Most have their own boss, accompanied by very strong guards
Hit Points are strongly increased for Nightmare and Hell Difficulty
You can meet up to 5 different opponents on a normal level, and on certain levels possibly even more. On level 16 there are also random monsters, in addition to the usual ones
AC, To Hit and damage for monsters does not get reduced because of overflow for Nightmare or Hell mode
Monster attacks have often changed, and there are many ranged attackers. In general monsters will be faster and have more Hitpoints, especially in deeper levels, although the damage they inflict has little increased, if at all
By changing a lot of monster-types (Undead, Animal and Demon) we insured you will not find only Demons on deeper levels. All knights are undead, and all drakes animal, for example
Minimum ToHit depends on Difficulty and DLvl.
It is 8 - 24 in Normal mode, 16 - 28 in Nightmare, and 24 - 36 in Hell mode
Max.ToHit against characters: 95 - CLvl/4
Some small monsters will only drop gold, not items
Bosses will never drop a spellbook, with one exception:
The Dark Ghost will always drop a random magic item (possibly unique) and a Book of Apocalypse
Monster Regeneration - Varying by Type.
Regeneration in 1/32 HP per 1/20 sec. is MLvl for Demons (max. 40), MLvl/2 for Animals and MLvl/8 for Undead
Resistances/Immunities in Nightmare are the same as in Hell mode, not as in Normal mode
Consistent Resistances/Immunities for Monsters :
Animals are always immune to Magic.
Undead are always immune to Lightning.
Demons are mostly immune to Fire, and at least resistant to Fire or Lightning
Some monsters and bosses are immune to Stone Curse
All monsters are immune to attacks and do not regenerate when Stone Cursed
Lifedrain:
Enabled for Black Princes, The Skeleton King, The Dark Lord and The Dark Ghost.
Monster Melee ToHit adjusted: effective AC is 300 - 400 in the deepest levels of Hellmode.
Old ToHit: 30 + 2*(MLvl-CLvl) + base - AC
New ToHit: 40 + 9*(MLvl-CLvl) + base - AC
Monster Archer ToHit adjusted:
Old ToHit: 30 + 2*(MLvl-CLvl) + base - AC
New ToHit: 40 + 8*(MLvl-CLvl) + base - AC
New monster type : Warpers.
Having the ability to teleport, these monsters are feared by any Rogue or Sorcerer
Improved Scavenger AI (corrected the HP gain)
Nest Rat and Dark Servant have Scavenger AI
Corrected Familiar attack (1-maxdamage instead of a fixed 1-10)
A new monster, the Sparkworm, has a Lightning attack like that of Familiars, but which is more damageing
The attacks of Lich and Scowler have additional splash damage, making these monsters more dangerous then they were before
Hits from Dark Servants have 50% chance of removing 1 point vitality
Some Goat archers use Lightning or Fire arrows
All types of Charging monsters have very good chances to hit when charging
All Drakes are able to stun
Illusion Weavers are no longer immune to attacks when retreating, but now the Stalking Death have this ability
Only true Hiddens and Warpers get stunned from any damage
Ghost Warriors can become invisible like the Hidden, but without the usual cowardness (Baron Sludge is also braver now)
New Dark Mage animations are used for Advocates and Dark Mages
Mages will try to escape sooner when damaged
Second attack of Magma and Lightning Demons is slightly improved
Improved Balrog attacktype (no Inferno at melee range)
Damage for Inferno and Lightning from monsters is increased
See actual HPs for monsters after 30 kills
The Dark Lord :
Is not limited to having 3333 Hps.
Is guarded by Izual and Fallen Angels.
Is now a true boss.
Game does not end when he is conquered, but his threat to return will be heard.
Returns as The Dark Ghost, on the deepest level of the Abyss, now almost invincible
The Dark Lord and his Ghost are (at least) resistant to all spells and will 'disappear in flames' when conquered
The Dark Ghost, Izual and The Wraith of Izual have the ability to cast Apocalypse like Diablo
Lessened the effect on The Dark Ghost of reading the 3 'Latin' books in the correct order
The Butcher has learned to avoid stair traps, to follow his victim around the level and to open doors, so don't make to much noise around his room if you think you cannot handle him yet
Missile Speed for FireBolt, FireBall and Bloodstar from monsters is increased
All Witches that can appear on the same level have different coloured Bloodstars
All Lightning Demons use the intended spell animations
Spells

For some spells Mana cost has changed, or the allowable number of charges on staves. Some spells will be more expensive to recharge
Removed Mana cost reduction for all character classes
Increased Magic requirements for most spells
Availability of spells on scrolls has changed, and all scrolls are cheaper
The targeting display of several scrolls is fixed
Spell level for scroll-only spells always and only depends on spell levels from items
Sorcerer starts with Firebolt (SLvl 1) and Holybolt (SLvl 1)
Bard starts with Firebolt (SLvl 1)
Sorcerer's Staff Recharge skill lowers durability, not number of charges
Layout of the spell book has been changed (the spells are grouped more logically)
The Spell Book shows more accurate damage values for most spells, including Golem and Guardian. Spell info is shown also when staves are used
Changed sounds and casting type for some spells. All spell have a different casting sound
Spell hotkeys on F1-F4 :
If the character learns Healing (F1), Teleport (F2), Mana Shield (F3) or Stone Curse (F4), this spell will be automatically assigned to the proper hotkey
Maximum cost for Healing and Heal Other is 30 Mana
Removed the Mana Spell
Golem:
Hp: MaxMana*2/3 + 10*SLvl is now MaxMana*2/3 + 20*SLvl
Min.Damage: 8 + 2·SLvl is now 2 + 2*SLvl
Max.Damage: 16 + 2·SLvl is now 24 + 3*SLvl + CLvl
Increased walking speed.
Limited duration because of built-in life drain.
Golem now has a display, so you can see how many HPs it has left. It is also targettable
BoneSpirit always hurts a monster for 1/8 of its Hp, not for 1/3, and it will continue its flight until it hits a wall. It has the potential to kill creatures, as it can hit multiple times. The Dark Lord and his Ghost are resistant, and all Undead are immune to it
Holy Bolt:
Will harm Undead, and all types of Golems, but not Diablo
Speed is adjusted to prevent some misses by the distance bug, and it has a Knockback effect
Damage : 9 + Rnd[10] + CLvl is now 5 + Magic/8 + Rnd[CLvl]
Elemental is slower, improved in damage, has 35% chance of continuing after a succesful hit and it has Knockback
It will also damage any creatures surrounding the target
Damage and maximum speed of Fire Ball is decreased, the animation of its missile is changed
Firebolt damage, and thus also Guardian damage, is increased. Speed is adjusted to prevent some misses by the distance bug
Reflect is now Barrier:
No damage to monster, so no effect with blocking.
Damage reduction depends on CLvl : 20+Rnd[10] % is now 15+Rnd[CLvl/2]%.
Shorter duration: it will not last a level for meleeing characters
Search duration is strongly increased
Mana Shield:
Added Mana leak that increases for larger amounts of Mana.
No life loss when losing Mana Shield.
Fixed Stun-related and Knockback-related bugs.
No damage reduction, instead it now costs more Mana, with the extra amount decreasing with SLvl
Inferno and Fire Trap spells are only available on staves, with increased duration for Fire Trap and increased damage for both
See actual HPs for monsters and bosses with Seeing (Infravision)
Bloodstar :
Damage: 3*SLvl+Magic*3/8 is now 10*SLvl+Magic*3/2
Speed is improved and Life loss is disabled
Doom Serpents is a new spell with new grafics and sound. It will cost all your Mana when cast, but it can do much damage to its target and all who surround it (Damage: CLvl*4 + SLvl*Mana/32). Only The Dark Lord and his Ghost are resistant to it
Apocalypse is the most devastating spell. Casting it will cost all your Mana and a point of Magic, but it is able to kill several monsters in one blast (Damage: CLvl*8 + SLvl*Mana/16). Only The Dark Lord and his Ghost are resistant to it
Invincibility:
Casting costs 1 Dexterity, but it will make a character invulnerable to melee attacks for a period depending mostly on CLvl
Skill for Barbarian : Blink (Phasing spell)
Skill for Rogue : Telekinese (in addition to the ability to detect traps)
Charm (Berserk) :
It will now only affect animals, regardless immunities or resistances. The targeted monster has a 1 in 3 chance to avoid the spell, and if that happens another monster becomes the target.
Charmed monsters do less (between 1 and the original minimum) damage.
Charm will activate the affected animal automatically, and creatures harmed by charmed animals will also be activated
Much longer duration for Search and Seeing
Removed the life loss and lethargy phase from Rage, and increased duration
Increased minimum duration of Fire and Lightning walls, and Fire and Lighting Ring Traps
Lowered maximum duration of Fire and Lightning walls, and of Stone Curse
Chain Lightning is replaced by Lightning Blast, a spell with a very high damage potential and Knockback effect
Magic Missile does physical damage, uses the Krull animation, and will produce an extra missile for every monster that comes within close range (possibly resulting in multiple hits for the target creature)
The new spell Arcane Star does Magic damage to a target and all creatures close to it
Increased damage of Nova and Immolation (but because the corrected spell book damage it seems less then before)
Flash works properly now, doing a lot of damage
Warp teleports the character to far stairs, not the nearest, enabling to bypass levels
Shrines

Shrines that permanently harm characters are changed or removed. You can touch unknown shrines now without being afraid your character will be ruined
Shrines that affect XP are now SinglePlayer only, since they are useless or annoying in MultiPlayer
Purifying springs and Blood Fountains give large amounts of Mana and Life, depending on Difficulty and DLvl
Purifying Springs appear as a Cauldron
Murky pool is reusable
Fountain of Tears is replaced by a reusable Circle of Abundance which fully restores Life and Mana
Replaced the original Cauldrons by Crucified Skeletons (graphics and sound)
Relocated Oily, Murphy, Tainted and Cryptic shrines so that these will not be found in Church or Catacombs
Replaced Magical Shrine by Angry Shrine, which gives Rage and full Mana
Holy, Stone, Religious, Enchanted, Cryptic, Eldritch, Spiritual, Glimmering, Shimmering, Angry, Weird, Gloomy and Murphy's Shrines affect all players on the same dungeon level
Sacred, Ornate, Fascinating and Town Shrine do not affect characters that have the corresponding spell at maximum level
Spiritual Shrine: Gives more gold, depending on DLvl and Difficulty
Holy Shrine: Blink replaced by Warp spell
Enchanted Shrine: 50% chance for each spell level increase
Eldritch Shrine: transforms small potions into full potions
Sacred Shrine: Adds 1 level to Healing spell, decreases Vitality by 1 (2 for spell levels above 10)
Ornate Shrine: Adds 1 level to Stone Curse spell, decreases Dexterity by 1 (2 for spell levels above 10)
Fascinating Shrine: Adds 1 level to Holy Bolt spell, decreases Magic by 1 (2 for spell levels above 10)
Town Shrine: Adds 1 level to TownPortal spell, decreases Strength by 1 (2 for spell levels above 10)
Hidden Shrine: Can no longer produce a durability of 256, which destroyed the items affected upon entering a new game
Gloomy Shrine: Adds 4 points, not 2, to the AC of every piece of armor
Weird Shrine: Adds 2 points, not 1, to the damage potential of every weapon
Mendicant's Shrine: converts nearly all gold instead of half to XP
Mysterious shrine: gives attribute points to allocate freely
Cryptic Shrine: casts Immolation, not Nova, besides restoring Mana
Spooky Shrine: converts nearly all gold to XP for user (like Mendicants Shrine), and gives full Mana and Life to others
Oily Shrine: small fire replaced by Ring of Fire
Murphy's Shrine: takes all gold, not 1/3, if all items are left undamaged
Traps

Spell-Trap Tohit is increased from 40% to 80%
ToHit for Arrow traps is strongly increased
Missiles from Traps will not be stopped by monsters
FireBolts from traps are much faster
All traps have increased damage that depends on DLvl and Difficulty (the elemental damage of traps with Fire arrows is decreased)
Beware of the new Doom Serpents trap in the Abyss
Damage of exploding barrels depends on Difficulty and DLvl (to spare young characters it is lower as before in early levels)

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