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Please do not fill the wiki with vanilla information. This wiki should only contain information about PoD changes. Therefore it can be implied that if something is not on the wiki, it has not changed.
Changed FLTRLVL to FILTERLVL and PINGLVL to NOTIFYLVL
The old style %MAP% filter specifier has been removed
Item Filtering has received a significant update which will require its own post in the coming days. This includes being able to use a filter on vendors and having over *94 new icons to choose from for item drops on the minimap.
Sounds from item filters now have higher priority over other game sounds to avoid the sound being skipped entirely.
Notifications from item filters can now reference the filter name.
Item filter notification priority now works correctly
Finalized all item filter changes, specifically for the following specifiers %NOTIFY(color[, priority]), %MAPICON(icon[, colorshift])%, %NOTIFYSOUND(sound_id[, priority])%, %BGCOLOR(palette_color)% and %BORDER(size, palette_color)%
Re-added the REQLEVEL specifier for loot filtering.
Loot filters now output a lot more errors and warnings to help diagnose filter bugs.
Added text macro support to item filters.
Added grouping/multi-checks to various item filter specifiers.
Added %LBRACE% and %RBRACE% to allow for using { and } respectively in item filters.
Added support for shared item styles in item filters.
Added support for shared item notes in item filters.
The TPSCROLLS & IDSCROLLS item filter specifiers will now cause the item to be rechecked every ~5 sec NOTE: TPSCROLLS & IDSCROLLS should always be the very last condition in your filter line, otherwise you will affect performance.
Added symbolic naming/referencing for set and unique items, eg: UNIQUE("Cranebeak")
Item and Skill lists now support referencing items and skills by name.
Item bases can now directly be reference by name (instead of item codes, codes still work though).
Added custom sound loading for filters without needing -direct (sounds are loaded from the filter directory):
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Compared with Vanilla D2, skill has been reworked as follows: now releases numerous (~5) ice bolts. Each ice bolt counts as a ranged attack and consequently applies weapon damage and associated modifiers and effects (e.g. elemental damage, deadly strike, crushing blow, and chance to cast on striking, but only the initial attack triggers melee splash). The ice bolts are generated whether the melee attack hits or not, but each ice bolt again rolls an AR check, to decide if it hits. The damage is first reduced then converted (E.g. 200 phys dmg become 60cold and 40phys dmg). (Bedrock #1-hidden)
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies.
Compared with Vanilla D2, skill has been reworked as follows: now releases numerous (~5) ice bolts. Each ice bolt counts as a ranged attack and consequently applies weapon damage and associated modifiers and effects (e.g. elemental damage, deadly strike, crushing blow, and chance to cast on striking, but only the initial attack triggers melee splash). The ice bolts are generated whether the melee attack hits or not, but each ice bolt again rolls an AR check, to decide if it hits. The damage is first reduced then converted (E.g. 200 phys dmg become 60cold and 40phys dmg). (Bedrock #1-hidden)
(hidden) Compared with Vanilla D2, damage scaling and attack rating increased slightly.
Patch 2
Initial %damage increased from -15% to +30%.
Damage to self decreased from 8% to 5%.
(hidden) Compared with Vanilla D2, damage scaling and attack rating increased slightly.
Initial %damage increased from -15% to +30%.
Damage to self decreased from 8% to 5%.
(hidden) Compared with Vanilla D2, damage scaling and attack rating increased slightly.
Patch 3
Initial %damage increased from -15% to +30%.
Patch 4
Initial %damage increased from -15% to +30%.
Damage to self decreased from 8% to 5%.
(hidden) Compared with Vanilla D2, damage scaling and attack rating increased slightly.
Breaking down Jab's skill page entry
Description
Let's parse through this code one section at a time. For the description section, this will be pretty standard/constant in layout, thought the values will change.
Description layout code:
<!-- If skill doesnt exist in original Diablo 2 remove comment marks below -->
|https://pathofdiablo.com/wiki/images/amazon/Jab.png '''Description:''' Attacks with a series of rapid thrusts using a javelin or spear class weapon.'''
|-
|'''Required Level:''' 1
|-
|'''Prerequisites:''' None
|}
The "odd one"
These will all have to be manually done, there's a lot of variations in style and layout but these examples show pretty much all the use cases we'll find in the wiki.
2 tables, static values (one of them spanning two columns while the rest include 2 columns for data) and synergies on the right. Likely the more common example.