Dancing of the Souls Easter Egg - Infinite Magic Find

fearedbliss

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Video now available: [Diablo II] Dancing of the Souls Easter Egg - Infinite Magic Find

I’ve been hearing about this easter egg for a few months, although I only recently found out that the "dancing of the souls" easter egg is not just an artificial visual fun thing, but it actually does have gameplay implications through the boosting of magic find, if done properly.

Mr. Llama’s video shows this off here, and people on the PureDiablo forum have been speaking about it from the perspective of 1.07/1.08, which don’t have diminishing returns on magic find. This means you can force unique drops from basically all monsters in those versions.

From what I’ve read so far (some may not be 100% true but may be approximately true):

1. The earliest discovered code for this easter egg goes back to 1.04 (but @ZOMBY has confirmed that this works in 1.00).
2. The magic find buff lasts around 19.2 hours.
3. The magic find buff stacks if you repeat the easter egg.
4. The letters spelled out by the souls are the letters of the developers (David, Erich, Max, Etc).
5. Each letter that the soul spells out will increase your MF count.
6. The buff will reset if you leave the game or die.

The technique to trigger this is basically:

1. Go to Plains of Despair
2. Get 4 souls together (you’ll probably want to clear some mobs and isolate them. Some people say 3 souls works as well).
3. Let them attack you. Don’t move/attack or do anything (Drinking pots will not affect it).
4. Eventually the souls will \"get in sync\" and stop attacking you. They will start using their lightning to spell letters. If they don’t start spelling letters within 1-2 minutes, you’ll probably want to move around and try again.

Once they are done spelling all of their letters, your buff will be activated. You can re-do this trick with the same souls and it will stack.

Soul Sequence Patterns (D -> E -> M - > V? -> R? -> A? -> S?)

The initial 3 letters are most likely David Brevik, Erich Schaefer, Max Schaefer, and I’m guessing some of the other letters are for Rick Seis, Phil Shenk, to name a few). Once the souls finish their sequence, they will attack you again.

I’ll be trying to replicate this on 1.05b to see what happens (on a cloned testing character). Although I don’t know if I’ll be using this myself, or will be using it frequently, not sure yet. Part of the fun is playing normally and letting the RNG stuff happens and getting that dopamine hit whenever a rare/unique does drop. We’ll see how I feel about it. Are you all planning on using this in your playthroughs?
 
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This buff seems pretty incredible (hopefully its not too cheesy though).

So for a 1.09 player like myself --

Go to Plains of Despair, grab the buff, and proceed with the following:

Clear CS & Diablo
Full Blood Run / Shenk / Dac
Pindle
Cold Caves
WSK/Baal

I’m definitely going to try this at least once. Whether it becomes a routine, is up in the air. I don’t want it to feel like a cheat code, but if it’s a nice boost, then I may enjoy it!
 
I posted the video in the OP.

These were most of the uniques I found in 1 run. I didn’t keep anything and deleted my testing Saves folder in Cactus once I once done. Also this rare ring was nice.. too bad I can’t keep it haha:

View attachment 9

 
Good lord! Would this have worked on battle.net back in the day if someone sniffed it out?
 
I believe it does work online as well, but if by sniffing you meant \"packet sniffing\" (like determining sniffing packets to determine where the unique items in the gamble screen were located - back in the days), then I don’t think that would be applicable. So I’m guessing you just mean sniffing in a more general sense like if someone knew about it would it work haha. If it didn’t work online, then that would indicate the devs just made it a single player easter egg.
 
Yeah just the more mundane meaning of sniffing!

If it did work online then I do wonder if this easter egg has ever been known, and actively used, by some who kept it quiet. Especially considering the real world money that changed hands back in the day for extremely strong rares - there was a lot of incentive to tear D2 apart looking for bugs and exploits back then.

Food for thought!
 
Yea definitely, if someone discovered it and were in it for the money, it would have been wise to keep it private.
 
Post 1.09 the diminishing returns on magic find make it so this isn’t that useful to do more than once, really, and with how long it takes to trigger it might not even be worth it.

However what becomes interesting is 1.08 in particular. Both 1.07 and 1.08 you can force items of a specific quality, however it is only doable in 1.07 without this easter egg, as 1.08 raised the breakpoints to unobtainable levels. But specifically, 1.08 has a fixed TC allowing a few items to drop that couldn’t in 1.07, namely:

- Windforce (has +35 dex instead of +5 like newer patches)
- Stormspire (is an Archon Staff instead of Giant Thresher (it was a staff in diablo 1 so it makes sense))

Boss drops are broken in 1.08 like 1.07 and they only drop normal TC. So, it would be best to hit the breakpoint for unique monsters and do a full clear of all areas where they could drop them. Stormspire is still a bit out of the question though, as TC90 is extremely rare and it would take several hours of repeated rituals to hit the breakpoints in 1.08. It does finally open up the possibility though of getting a legit 1.08 WF.

Is this feature a \"cheat code\"? Sort of... I don’t know how legit I’d feel using it. Aside from that 1.08 grailer, its more of a goosebump inducing easter egg using the souls to represent the developers put their soul into the game <3

EDIT: Food for thought, diminishing returns on magic find might have been added in 1.09 exclusively for this reason, so if someone discovered this easter egg it wouldn’t have been TOO OP on battle.net. Imagine a bunch of bots forcing the highest end uniques day 2...
 
[mention]galaxyhaxz[/mention] Haha yeah. I was actually thinking that overall 1.08 might be the best patch to do this in (even compared to 1.07 but really depends on what you value). For me I want at least a working TC system even if MF is broken. So I was actually thinking that yea you can stack this easter egg in 1.08 and be able to just have it high enough where the first monster that drops a hydra bow gives you a WF ;).

And yea I agree, I don’t feel comfortable using this easter egg as a legit way to keep items, but it’s an interesting discovery and credit to whoever discovered it.

Lol @ \"devs putting their soul into it\".. I see what you did there.
 
I tried it myself in 1.09 Classic the other day, thinking it might be a nice way to do Chaos Sanctuary leveling runs while getting lots of rares.

It took a while to setup, and when I managed to set it up, the souls weren’t forming the letters correctly. Though it still definitely worked well haha. I only did Trav, Mephisto, River of Flame and CS, on players 8.

Not a single white item dropped for the whole game, except for potions, scrolls, gold and gems of course. Found 3-4 uniques, many rares, a few sets and lots of blues.

I can see why it could be considered cheating, but at the same time, due to how long it is to setup, and how the MF bonus is lost as soon as you save and exit, it’s not THAT game changing IMO, at least in 1.09. I feel in 1.09+ patches, the best use of this easter egg is in Classic. Or if you plan to do full Act 5 clears 1.09, or level 85 zones in 1.10+, or Terror Zones in D2R. Otherwise, it’s still better to just run the regular MF targets.

So in my book, it’s legit within the rules I set for myself in Single Player.
 
Just want to revive this thread and post an update. While I haven't done it in 1.08 yet, I did do this in 1.07 with my toons. With only one ritual, all unique monsters/bosses drop all uniques, and everything else drops rares. With 4 rituals, everything drops uniques 100% of the time (or failed rares if none exist). It definitely feels cheesy, but it beats rack running IMO, plus SoJs are notoriously hard to get in 1.07 where you need at least 100 unique rings to see 1.

I'm interested to see how this affects pre LoD though--as diminishing returns didn't exist in 1.00-1.06, but magic find only worked on regular monsters back then. Surely, stacking the rituals could force rares, and since rares were all the hype back then, I wonder if it was exploited.

Edit: Also, if you want to tank the souls in 1.07/8, get Blackhorn's Face for the lightning, and then String of Ears+other PDR gear. You can just stand there invincible and let them do the job.
 
@galaxyhaxz You are in luck since I released a video a while ago of doing this in 1.05b, and it works. I got a significant amount of rares, uniques. @ZOMBY also confirmed to me that it works in 1.00 as well so it seems this Easter egg has always been in the game. I’ve actually recently started opening myself up to the idea of using this for real since MF in 1.00-1.08 is definitely good lol, like it’s still fun to find stuff with the RNG but I don’t mind influencing the RNG “legally”, and since this is in the game, it is fair game by my rules technically. It’s definitely cheesy though but given all the bugs, we don’t have many options in a way. Maybe I’m just rationalizing it lol.. although I’ll prolly get over it and not feel bad about using it for real.

Dancing of the Souls Easter Egg Video
 
I will say I'm using a modded version of 1.07, I backported the fixed TC/crafts from 1.08 and players command from 1.09. It really opens the door to so many possibilities and makes the game a lot more fun. But yeah you could already force uniques easily in 1.07 so the ritual just seems even more cheesy. In 1.08 however, where MF is gutted and TC90 almost never drops, I see no objection to it. You'd spend years to find an 08 Windforce without it, that clearly is beyond the developers intention and not a healthy amount of time spent on a game. I think back in 2017 I spent about a month playing 10-12 hours a day doing the best possible runs and still didn't get a WF. I then ran a bot overnight and it found one after almost 3 months. That said I'll probably start over in 1.07 again and not use it this time, to make it more challenging, and to find the items normally.

For pre-LoD it's somewhat ok as well, but then its also easy to just get gold and gamble those rare rings and amulets. Plus, You want +2 skill amulets anyway which only diablo can drop or you have to gamble. For 1.09+ the easter egg is basically useless, as diminishing returns butcher more than about 250-300MF, so I see no issue with people just doing the ritual once and having non MF gear to farm.
 
The ritual is cool, but I don't like the MF buff so I turned it off. I like uniques and rares being rare and the excitement when one drops.

@galaxyhaxz so this time around you went with backporting stuff to 1.07 instead of bringing features from older patches to 1.09b? What 1.07 features made you do it? I'm stuck with modding 1.09b for good. Is the bishibosh drop bug present in 1.07? It's one of these 1.09b bugs that really annoy me lol
 
@oli It's two faceted really, for one I quit d2 modding years ago and two couldn't be bothered to make a big mod. As I mentioned in another post, a lot changed after 1.06 that made the game easier in many ways. To really captivate the risk/reward factor older patches had you need to reset the game back to what it was, and that's more work than just using text files from 1.08. An example @fearedbliss pointed out is that 1.09 introduced proper MF+drops for bosses, and it also doubled the unique drop rate. So imagine you bring the 08 uniques into 09--you have a 10x easier time getting them. Here's a short list of other things:
  • Scavengers hit non stop becoming super deadly (<= 1.06)
  • Sextons/Mages spam blizzard and meteor without casting delay (<= 1.06)
  • Sextons rapidly heal themselves to the point of being near impossible to kill (<= 1.06)
  • AR is broken so monsters basically always hit (<= 1.06)
  • Unique monsters with teleport rapidly teleport and heal themselves (<= 1.07)
  • Magic resist is affected by difficulty penalty making Baal/Oblivion Knights one shot (<= 1.07)
  • Magic resistant unique mobs spawn with 75% all resist instead of 40% (<= 1.07)
  • Monsters can spawn with 3 or even 4 immunities (1.07)
You can check the patch notes to see more, but overall the game was much less forgiving. Every patch after 1.06 divorced the game further from its original design. I consider 1.05/1.06 to be the peak/best version of D2, and 1.07 is the closest you have to that experience within LoD. At a minimum if you wanted 1.09 to work like that, you need to nerf boss/countess drops, nerf jewel drops, do code edits to restore some old AI behaviors etc. to really make the game feel rewarding again.

Also regarding the Bishibosh bug, this does not exist in 1.00-1.08 as Super Uniques drop the same as regular uniques, so there is no special drop. It's not easy to fix, 1.10 hacked in a new field to the rooms to work around it.
 
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Here's what I did with MF:
-I have removed MF affix, since it wasn't soo good in prelod and was too good in lod I just decided to get rid of it. I also didn't like how it favoured ranged classes like sorc.
-unique monster can drop rares/sets/uniques - I like this change. Makes fighting unique monsters really worth it and they are the deadliest enemies on higher difficulties so a potential nice reward is a must have. Also that's a nod to d1 where uniques could drop from unique monsters.
-act bosses - I have actually made them drop only magic items, don't really like endless boss runs
-uniques drop rate- I have adjusted the values in TCEX and itemsratio txts back to prelod.
I like how unique drops are a surprise, it's exciting when one drops from a random chest/white mob or a random unique monster instead of act boss or gamble(prelod) where you expect them.

Ah you gave me some prelod examples. I was just curious why did you choose 1.07 over 1.09. I love prelod, 1.05 is my fav patch balance wise.
Some 1.07 things u mentioned:
-teleport affix on unique monsters - oh yeah, I wish I could bring that back into 1.09. This one is so useless in 1.09...
-magic resistance penalty - I guess you can just adjust dmg accordingly for their magic spells as a soft code workaround
-magic resistant affix-this one is probably a hardcode value but it should be easy to track down. 3/4 immunities come from it right?

Like I said I am curious why would you choose 1.07 over 1.09 as I have never player lod 1.07-1.08, yet 1.05b is my fav patch and I try to balance my 1.09 mod heavily inspired by it (minus some stuff I don't like like unique monsters dropping only magic items and uniques coming from gamble).

Oh I've read patch notes many times 😉 I do agree that 1.05 is d2 at it's peak and lod went with many things in the direction I don't like. It focused on battle net and grinding more and more with every patch. It lost many of its core hardcore features. D2 without charging duriel is not d2, that's why I don't even consider playing 1.10+. Duriel for d2 is what butcher was for d1, most iconic moment. I am aware that 1.07 is the closest lod patch to 1.05, but I just like all the bugfixes 1.09 provides (affixes working with bows etc).
Nerf boss/countess drops? Done. Countess just drops regular unique monster loot: item+ 1potion. I have removed jeweles, gems are the only socketables. Code edits to restore some old monster behavior- I did restore OG hephasto and lord de seis affixes so far.
 
The pre lod examples are there to make the point. If you wanted those prelod rares like sick dual leech jewelry or tri res boots, it would need to be balanced by bringing back those punishing changes the game had. Likewise, if you want the cool uniques and crafts of 1.07 in 1.09, it also needs some of the same difficulties in order to feel authentic.

I just so happened to be playing 1.06 for the experience with a friend a few months ago, but we finished hell at level 45 or so and XP gets horrible after about 50 as the game was originally only designed for level 50 max. We ran out of stuff to do and decided to move to 1.07 so he could experience it for the first time, but as I already played legit years ago neither of wanted to waste time running racks so I just hacked in a few fixes.

Most changes I'd want reverted from 1.09 are code edits and it's more work than I feel like doing. Otherwise if you are making a proper mod, 1.09 or 1.10 are the way to go. Look at my fixup mod for an example of something that took months of work to achieve, and still has many things I didn't know how to revert or now wish I did. Thankfully we have D2MOO nowadays that helps a lot with code editing.
 
Nerfs are a thing that my mod doesn't lack for sure:
-no runes/runewords - even basic runes bonuses ruined balance for me, for example tir rune eliminated mana problems with its huge 2mpk for a single rune,
-no charms - they had huge res/hp/skills bonuses ,
-no auras from act2 merc - no more free might/holy freeze,
-mf removed - at clvl 32 I found 3 uniques, all were unexpected drops on overworld maps, I am using 2 rare items and rest is blue
-hell immunities on normal and nightmare! :devilish:
-nodrop increased to 1.07 values and not effected by players command
-selling items for quarter instead of half of the price
-no mana heal at vendors! no more running to town with your sorc, get mana items, invest in energy and warmth :devilish:

Racks running and dual wield bug are some of the 1.07 quirks I have heard of that actually kept me away from trying it.

I was modding 1.10 before but I couldn't fix some of the stuff that really annoyed me(no duriel charge, fallen shamans/unravelers minions change, blocking is messed up) so I moved to 1.09. I've seen your 1.09f patch, it was an inpiration ;) But it had, like you said mostly buffs, some of which I don't agree on like removing cooldown on druid spells. These were designed with cooldowns in mind and feel cheesy without them. You can keep spamming molten boulder and knocking back small enemies.

Btw every time I see this topic name I read it dancing with the souls lol
 
Your mod sounds nice! I like it--especially not healing mana from NPCs as its more like D1. It sounds similar to a D2 mod I'd make now that I'm older and more experienced. Back when I modded D2 I was 14-15 so obviously like every kid I justed wanted to feel 1337 with overpowered stuff. Now I realize the longevity of a game comes from the feeling that it was professionally done and the gameplay is authentic. The Souls ritual by nature feels like a cheat code, and I only consider it acceptable for getting a 1.08 windforce.

Yeah 1.10 is a beast of a patch. As Nefarius pointed out on PK years ago, it's nigh impossible to mod it to be like 1.09 again, because so many changes were made under the hood. Many new bugs were made related to monster animations, like what you pointed out with Duriel/Shamans, but also Diablo's lightning, Baal's corpse explosion, uniques can't spawn purple, etc. I think at one point I tried modding 1.13 as well, but moved down to 1.09. The cooldown change is a fair point, I never played the Druid (does anyone?) so it was mostly done in favor for the Sorceress, as I hated the delays. The cooldowns especially broke skills like Immolation arrow (exploding arrow becomes faster thus more DPS).
 
Thank you! Yeah, ofc d1 has been a big inspiration for my mod. Immunities, no mana heal, I'm even testing some restrictions on stamina. Oh yeah, we all probably been through that period when bigger numbers and faster killing was cool. Now it's the exact opposite for me lol. I think that Blizzard North didn't even want the souls ritual to be discovered lol.

I think of 1.10 as a second expansion without new act and char class. Probably all the features it had were planned for scrapped 2nd expansion named Salvation. Druid is actually my least fav class that's why I focus really on making him a fun class to play. With immunities on normal you are forced to multispec so you have to mix elemental magic and shapeshifting. It actually feels super cool when depending on the situation and the enemy you're facing you have to either shapeshift or cast elemental spells. He can deliver really deadly blows with Fury while using Mauls, which he also has fast attack speed with. Look at this gambled beauty:
Screenshot1361.jpg

Yeah, I also removed cooldowns for all the skills when they were added later on. So all the classic classes.

I'm testing some new boss colors atm:
Screenshot1353.jpg

Screenshot1327.jpg


Some new base monster colors:
Screenshot1132.jpg


Immunities on normal:
Screenshot881.jpg


Sets are now purple:
Screenshot849.jpg


Some unused monster types(they are done in monstats, they even have TC assigned, they are just not assigned to any dlvl):
Screenshot572.jpg
 
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