Latest Patch 3.6.8

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-Mechanics Explained-

125/100 Weapon Damage - This indicates that the specific skills deals 125% of equipped weapons damage before modifiers
75/100 Weapon Damage - This indicates that the specific skills deals 75% of equipped weapons damage before modifiers

Skills - All skills are designed as closely as possible to have scaling in level, in other words, the more points you put into a skill the more effective it becomes NOTE* almost all skill stats are also designed in such a way that once you reach level 21+ in a skill the stats grow exponentially, this applies more so to linear based skills that have damage stats, this linear progression however does not apply to skills with diminishing returns, skills that provide less as they get higher, but in order to fully cap the stats on a diminishing return skill you will still need to reach around skill level 30

Skill Caps - There are no skill caps, skill caps are infinite but are limited to the amount of +skill items/jewels/charms that you can carry at full load of a character, all classes have more than enough skill based items to eventually reach very high skill level ranging between 30-45 to a skill, characters with very low skill caps 20-25 will struggle on Hell difficulty as Hell difficulty is balanced around the 26+ skill range starting in Act1 and then growing by about +2 skill range per Act, so to truly be effective in Act 5 Hell you will need a skill level of around 32-34

Builds - Each class has several pre-designed builds that will allow them to be effective, although players always have their own tastes/style/builds which could be just as effective or even more effective, who knows what builds are still to be discovered, in this update as part of the PATCH notes I will be providing you with at least 2 effective builds for each class as part of a step up or assistance, the builds are not available yet but will be updated on the website during the week.
Spell pierce & monster resistances - Pierce is not able to break monster immunities, it is meant to lower resistances, only once the resistance is broken will pierce apply (This is a vanilla mechanic), however the reason for the increased amount of pierce skills and items are to improve damage and to lower monster resistances as they have all been elevated from the start of the design of the mod, once a monsters immunity is broken only then does pierce take effect, the other reason is also that once a monsters resistance is broken they are still near the max level resistance cap

Unbreakable Resistances - Some monster immunities cannot be broken, that is why there are diverse builds and multiple build potentials, in order to compensate, although the amount of unbreakable is very very low, however it is still possible that you will face them.

Progressive Skills - After level 21 stats will work progressively so after 21 they increase massively

Diminishing Return Skills - You would have noticed some skills would like add/do 15% level 1, 19% level 2, 23% level 3, 26% level 4, 29% level 5, 31% level 6, 32% level 7, 32% level 8, 33% level 9 and after that for instance it gain almost no more increase, this is because it is diminishing up to a maximum, that skills internal setting is probably something like 10-35%, so you can reach 35% but will need to be like 10 over the max level of the skill ie 30

Linear Skills - So a level 1 would give you a base and then there is per level, Base would be 50% attack rating and then 10% per level... so no matter how many skills you have in it, it will grow by 10% each level...)

-CORE Skill Change-

This was a very hard decision to make and took me a long time to consider whether or not this should be done, but after much debate and though on the topic, it has finally passed.

Skills will no longer require tree side requirements, all tree now work linearly downward, what does this mean, certain skill pre-requisites have been removed, so you do not need to ake 1-5 skills in a few skills to get to the skill for your build, it seems wasteful that you need to spend 1-5 skills in skills you will never use in order to get the top tier skills for your build.

The other important change is this, all level 30 skills now have a maximum skill cap of 25, this will be checked over the next few weeks for balance and feedback but we feel confident that it will be equally valuable for all classes and builds, the top tier skills are meant to have a slight higher cap because they are somewhat to be considered the strongest in a specific tier by Blizzards logic, logic which for now we will leave untouched, so keep in mind this level 25 cap only applies to level 30 required skills

By freeing up some wasted points in unused skills to get to used skills it should work well with spending those few extra points now in your top tier or other choice of skills

Barbarian skills up to 25
Whirlwind, Berserk, Natural Resistance, War Cry, Battle Command

Paladin skills up to 25
Fist of the Heavens, Fanaticism, Conviction, Redemption, Salvation

Necromancer skills up to 25
Lower Resist, Poison Nova, Bone Spirit, Fire Golem, Revive

Amazon skills up to 25
Freezing Arrow, Valkyrie, Pierce, Lightning Strike, Lightning Fury

Sorceress skills up to 25
Fire Mastery, Hydra, Lightning Mastery, Frozen Orb, Cold Mastery

Druid skills up to 25
Spirit of Barbs, Summon Grizzly, Fury, Armageddon, Hurricane

Assassin skills up to 25
Death Sentry, Blade Shield, Venom, Shadow Master, Phoenix Strike


Assassin - Lightning Discharge - Fixed tooltip to display damage to melee and ranged attackers and the aura now properly turns on and off, before once turned on it stayed on which was not how it was intended to work
Barbarian - Double Throw - Fixed a issue where due to the skill name change from Howl to Intensity it was not gaining the synergy bonus from Intensity
Barbarian - Tooltip for Natural Resistences (Fixed a spelling error)
Paladin - Holy Bolt and Bolts from Fist of the Heavens, due to a fix in a previous patch I overlooked fixing the changed skill, therefore Holy Bolt was not damaging all enemies as was intended with the change, it has now been fixed
Barbarian - Natural Resistence - Now shows the synergy with Battle Orders increasing duration length per point spent (tooltip fix)

-New Skins/Overlays-

Elemental Spirits - Received a new color skin so they can stand out as elemental spirits
Elemental Spirits - Their damage lighting strike has been graphically changed to match their new skins
Natural Resistence - Was already in previous patch but not noted, now has a green shout with a green buff overlay
Battle Order - Was already in previous patch but not noted, now has a blue shout to go with the previous blue overlay
Intensity - Barbarian Skill - Was already in previous patch but not noted, has a blue shout color and a blue overhead display on enemies

-Loot Tables-

Reduced Unique drop chance by 5-8%
Increased Set drop chance by 1-3%
Symmoner, Nilithak and Countess should now drop Pandemonium Keys in order to open Pandemonium portals to fight Ubers

-Bosses & Monsters-

Baal Tentacles - The painworms summoned by these Tentacles had maximum magic immunity, in order to balance the difficulty between classes, which mostly affected the necromancer Bone Builds has been removed, these monster still have high resistences but are no longer immune to magic damage


(Quivers can be replenished 50% with cube recipe - See Recipe in the notes)

5x New Unique Quivers (Once Quiver fires last Arrow it will be destroyed, be careful not to burn through all Arrows, these Quivers are meant as a boost on weapon switch and not a permanent buff)
5x New Unique Bolts (Once Quiver fires last Bolt it will be destroyed, be careful not to burn through all Bolts, these Quivers are meant as a boost on weapon switch and not a permanent buff)
All Tier 4 Sets - Updated all Tier 4 sets to improve their full set stats to have a good allround strength (Can be replenished 50% with cube recipe - See Recipe in the notes)
ALL Tier 5 Sets - Updated all Tier 5 sets to help their full set stats match and even exceed unique item builds as sets are meant to have a good allround strength 


Unique Quiver + Magic Jewel = 50% replenish of Quiver



Corpse Explosion - Reduced starting cost of Corpse Explosion but now gains mana cost per level to allow for a balanced cost vs investment vs damage
Poison Strike - Now has 500 base to hit and gains additonal 100 per level, this will allow the necro to almost never miss an attack with this skill as it is meant to be the Necromancers single target takedown, deals very high damage
Poison Strike - Now also cripples enemies, enemies hit by poison strike slows enemies movement and attack speed up to 50%, slow effect increased with every point spent
Poison Explosion - Increased radius from 6 yards to 8 yards
Bone Spear - Increased Physical Synergy from Bone Armor from 4% to 8%, also increased base magic/physical damage
Bone Spear - Increased Bone Armor Magic Synergy from 8% to 10% and Bonespirit/Teeth/Lower Resist Synergy from 16% to 20%
Bone Spirit - Increased Physical Synergy from Bone Armor from 4% to 10%, also increased base magic/physical damage
Bone Spirit - Increased Bone Armor Magic Synergy from 10% to 15% and Bonespear/Teeth/Lower Resist Synergy from 20% to 30%
Bone Spirit/Bonespear - Increased their base damage (Note: The changes to Bone and Poison is to allow the Necromancer to be able to play a pure Bone or Poison as a build as strong as any of the Sorceress single element builds)
Decrepifying Presence - Increased base damage
Deaths Embrace - No longer provides a flat 15% damage reduction, instead now proves 5% damage reduction at level 1 and and additonal 1% per point invested, the end result is at max level is 10% more damage reduction than before

Teleport: Sorceress is still able to teleport freely, however sorceress is no longer able to teleport through walls/objects on inside areas, Crypts, Sewers, Tombs, Lairs. The reasoning for this change is that all classes are limited to moving along corridors and required to clear along corridors in order to proceed, the sorceress being able to teleport through all walls and objects is an extreme unfair advantage and promotes too much sorceress play over other classes for a single skill, lore wise it only makes sense that you should only be able to teleport to where you can see, it suprises me that in all the years of teleporting that there are not hundreds of walls with half trapped and chopped up sorceress... It is a bit of a nerf to sorceress overall movement, but, teleport should be a strategic skill and not a "game breaking" skill which in the case of vanilla it is, even myself anytime there was a ladder reset the first and primary class played by myself and about 90% of people was the sorceress for the simple reason of teleporting to bosses instantly, a completely broken mechanic, however as much as this might not be liked by many players, the purpose of this mod is to expand on Diablo II and to bring a semblance of balance and this unfortunately is one of those skills that requires balance. You are still able to teleport everywhere, it will just be required that you teleport along areas where there is a direct view. Again sorry all you sorceress fans, but keep in mind i am one too and as much as i appreciate the mechanic, there needs to be balance.

Fire Wall - Reduced the cooldown from 2 seconds down to 1 second
Infernal Stride - Base life bonus reduced from 30% to 25% and per level reduced from 5% to 3%
Meteor - Synergy bonuses slightly increased, Infernal Stride 15% to 17%, Hydra 5% to 7%

Note: Barbarians are the most hardened of combatants, therefore the philosopy is that they should have defensive stats far superior to any other class and/or rival that of a paladin who is a major armor/shield based class, the change to War Cry and Iron Skin should allow the Barbarian to excel at single target damage with the required suvivability when using skills like Berserk which is considered a reckless attack reducing the Barbarians defense for a period, the change to War Cry should also allow them Barbarian to have better control over smaller monsters when dealing with pack like mobs

War Cry - Physical Synergy bonus with skills increased from 15% to 35%
War Cry - Magic Synergy bonus with skills increased from 25% to 50%
Iron Skin - Base Life bonus increased from 20% to 50% and per level from 4% to 5%
Iron Skin - No longer provides flat 10% damage reduction, instead it now provides 5% at level 1 up to a maximum of 25% at maximum level
Berserk - Being the top damage and end tier skill, now receives additional synergy bonuses from Intensity 15% and Retaliation 25%
Berserk - Now deals 125% of weapon damage and also gains increased attack speed per level
Intensity - Increased the radius of Intensity by 2 yards to be more effective against ranged minnions that use escape
Find Potion - Now provides a starting flat damage reduction of 5 up from0 and then 1 per level, so at max level you will have an additional 5 damage reduced
Battle Orders - Per level life bonus increased from 1% to 2%
Leap Attack - Base to hit increased from 40% to 300% and per level increased from 10% to 30% (This was done due to the new monster passives so that the Barbarians does not waste leap attacks through too many miss hits, since it is a high damage slow single target attack the to hit should be very high)
Leap Attack - Mana cost increased by 50%
Whirlwind - Vanilla Whirlwind use to reduce Barbarian Armor by 50% when whirlwinding, this was never noted anywhere, this debuff has been reduced from -50% to -10%
Whirlwind - Synergy bonus increased from 10% to 15%
Whirlwind - Attacks per tick increased from 1 to 2
Whirlwind - Mana cost reduced by 75%, tohit base increased from 100% to 125% and per level increased from 10% to 20%
Whirlwind - Now provides life regeneration while whirlwinding, 45 at level 1 and 3 per level thereafter (Note: This was introduced as part of the Barbarians End tier skills, for a level 30 skills it should provide as much damage and utlity as other classes, the fact that previously Whirlwind provided a minus effect to damage and armor did not fit the profile of a Barbarian, Berserkek skill being the exception, so in order to provide the Barbarian with an alternative AOE to War Cry which does damage and stuns, Whirlwind now reduces armor only by 25% not 50% and now provides superior life regeneration while active)


Lightning Fure - Increased synergy bonus from 7% to 11%
Lightning Strike - Increased synergy bonus from 11% to 14%
Charged Strike - Increased synergy bonus from 7% to 11%
Magic Arrow - Base damage slightly increased
Magic Arrow - Synergy with Immolation and Freezing Arrow increased from 15% to 18%
Freezing Arrow - Base damage moderately increased
Freezing Arrow - Synergy bonus from magic arrow increased from 12% to 18%
Immolation Arrow - Base damage moderately increased
Immolation Arrow - Synergy bonus from magic arrow increased from 12% to 18%
Immolation Arrow - Damage per second has been normalized and now deals a vast amount more than before
Fire Arrow - End spectrum of base damage increased
Cold Arrow - End Spectrum of base damage increased
Exploding Arrow - End Spectrum of base damage increased
Ice Arrow - End Spectrum of base damage increased
Jab - Now gains synergy bonuses from Dodge and Avoid 5%
Jab - Base to hit increased from 10 to 25 and per level increased from 9 to 10
Fend - Now gains synergy bonuses from Dodge and Avoid 5%
Fend - Base to hit increased from 40 to 50 and per level increased from 9 to 20


Sanctuary - Synergy bonus from Blessed Hammer increased from 12% to 15%
Sanctuary - Now has a synergy bonus from Zeal of 10% magic damage per level (Note: Since Zeal now receives magic damage from Sanctuary this was done to enable the paladin to have an increased diversity of damage since the Paladin has very few combat skills and a vast amount of auras, remember that Sanctuary now knocks back and damage all enemies, not just undead)
Sanctuary - Reduced the cooldown between ticks from 6 seconds to 5 seconds
Holy Shield - Per level duration increased from 2 seconds to 4 seconds per level
Holy Shield - Base life regeneration increased from 15 to 20 and per level from 1 to 2 per point in Holy Shield
Holy Bolt - Increased Base damage and will now collide with enemies as intended
Fist of the Heavens & Bolts - Bolts base damage increased and will now collide with enemies as intended


Druids Claw - Attack Speed bonus minimum lowered from 6% to 5% and maximum increased from 30% to 35%
Druids Claw - Base damage increased and no longer requires feral rage and maul in order to take this skill as it is meant to also be a achievable skill for summon druids
Druids Claw - Now also provides a damage increase from 20% to 140% (NOTE: In order for the druid summoning build to be competitive with Necromancer summons + Reapers Haste it was required that the druid received a further buff and damage boost to himself and to his summons as Druids Claw can be used on the druid himself and his pets)
Elemental Skills - All Elemental Skills have gained increased synergy bonuses including Ravens which forms part of the elemental druids damage profile (Since the pool for elemental skills and builds are so small the elemental skills have gained a very large synergy bonus increase as diversified builds for elemental are much harder to achieve)
Armageddon - Increased base damage slightly
Hurricane - Greatly increased base damage (This skill was way under performing)
Hurricane - Synergy bonuses increased
Tornado - Greatly Increased base damage (This skill was way under performing)
Twister - Greatly Increased base damage (This skill was way under performing)
Twister - Moderately Increased base damage (This skill was way under performing)
Ravens - Lower end damage slightly reduced but massively increased high end damage
Firestorm - Moderately Increased base damage (This skill was way under performing)
Molten Boulder - Moderately Increased base damage (This skill was way under performing)
Fissure - Moderately Increased base damage (This skill was way under performing)
Volcano - Moderately Increased base damage (This skill was way under performing)


Blade Fury - Reduced the mana cost by 40%

Latest Patch 3.6.7

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Text Colors

You can now overwrite the colorful text with the standard Diablo II text and visa versa - if you go to "MODS\D2 Patch 3.0\data\local" you will see there are 2x ZIP folders, LNG COLOR (For the colorful text) & LNG STD (For Standard text), all you need to do is right click the file and say "Extract Here", this will overwrite .tbl files with the text color choice you want, Colorful or Standard

One other change, on the colorful text, the "gold color" infront of gold has been removed as it seemed to affect some peoples dopamine levels to the point of exhaustion :) Peace


Diablo - Sanctuary Entrace - Fixed a issue on the map which I overlooked while editing, nothing major, just some mobs spawning in Lava :)

Valkyrie - Fixed a issue where the Valkyrie would sometimes cause a crash due to trying to cast Valkyrie, this was a oversight on enabled skills for the Valkyrie, this has now been corrected

Unique Item - Direpelt Armor - The Dire wolves on this armor caused a issue where when worn by mercenaries would crash the game when the gethit skill procced, same as Wolverine runeword armor, the Summon Wolf has been replaced with Reapers Haste

Elemental Spirits - Fixed tooltip to display health properly

Lightning Discharge - There appeared to be a bug due to a wrong function being called and this caused some strange effects, i have reworked the Lightning Discharge skill and tested it and it seems to all be working as intended now, the skill is meant to do lightning damage to both melee and ranged attackers

Mercenaries - HUGE error on my side, when i copied some lines and adjusted stats, i never replaced the new mercenaries Defense/Life stats, so they did not have their base defense and life per level adjusted! SORRY about that, let me know how the mercs feel now


Baal - Increased the duration between Skill use slightly

Baal Clone - Increased the duration between Skill use moderately

Baal Tentacles - Reduced the amount of Painworms spawned by 1 per tentacle


Brain Scourge the Drinker - Slightly reduced his damage +-10%

Grey Matter Zombies - Slightly reduced their damage +-15%



Find Potion - Now gives flat damage reduction per level starting at 0 and then +1 per level
War Cry - Reworked* Due to the Barbarians true lack of Area damage, except for War Cry, Frenzy and Devestate, the Single target skills such as Bash, Stun, Concentrate and Berserk were all lacking diverse play and support, therefore War Cry has been reworked as their Support Skill and therefore gains Synergy Bonuses from these Skills only, these Sinle target skills synergy bonuses remain unchanged as their synergy are for diversified builds, however War Cry now has become one of the core skills and functionality towards the Single Target skills allowing the Barbarian to have use of these skills with enough AOE support to be effective in swarming situations, you can still use the single target skills to max 20 and get enough synergy with War Cry to be effective
War Cry - Increased base damage, reduced cooldown and stun duration (Stun Length now base 1 second, no longer gains duration per level)
War Cry & Berserk/Concentrate - Now have a 25% synergy bonus with War Cry increasing magic damage of War Cry (Base Magic Damage increased)
War Cry & Retaliation/Bash/Stun - Now have a 15% synergy bonus with War Cry increasing physical damage of War Cry
Devestate - Synergy bonuses increased, Battle Cry from 12% to 15% and Increased Speed from 24% to 25%
Howl - Howl no longer exists as a skill, it has been rewored and is now called "Intensity - The Barbarians pure intensity instills fear into his enemies, reducing their movement speed and increasing the damage they take"
**NEW Intensity - This is a support skill for the Barbarian due to lack of AOE when using single target skills such as Bash, Stun, Concentrate and Berserk, it is effective for all builds but it provides synergies to some of the single target skills of the Barbarian to allow them to be more powerful and usefull, enemies are slowed and take additional damage, minimum 5% to maximum 50%
Grim Ward - Damage resistence reduction increased from 5-35% to 10-100% for the duration the enemy is feared (This does not affect Unique Mosnters and/or Bosses) This is purely for use with packs of monsters as a support skill due to lack of AOE when using single target skills such as Bash, Stun, Concentrate and Berserk
Grim Ward - Totem duration increased from 6 seconds to 10 seconds, still gains duration per level
Grim Ward - Manacosts - Base starting mana remains the same but mana per level increases by 1


Bone Spirit - Increased Magic Damage Synergy from Bone Armor from 2% to 4%
Bone Spirit - Increased Physical Damage Synergy from Bonespear/Bone Armor from 19% to 30%
Bonespear - Increased Physical Damage Synergy from Bone Spirit/Bone Armor from 17% to 30%
Decrepifying Presence - Increased synergy from Poison Nova, Bone Spirit and Lower Resists from 16% to 24%
Decrepifying Presence - Increased synergy from Deaths Embrace from 24% to 32%
Decrepifying Presence - Base damage increased moderately
Poison Nova and Poison Explosion - Increased Synergy bonuses Lowers Resits from 4% to 6% and Nova/Explosion/Dagger from 10% to 12%
Poison Nova - Now also slows enemies per point spent in poison nova up to a maximum of 40%
Poison Dagger - Poison Dagger no longer exists as a skill, it has been reworked and is now called "Poison Strike - The Necromancers effeciency in death has allowed him to deal poison damage with all weapons" This skill is no longer limited to daggers only, the power of his poison does not come from a specific weapon, but from his mastery in the art of poison
**NEW Poison Strike - In addition to allowing all weapons to now deal poison damage, each point spent in Poison Strike also increased poison damage of all other poison skills, Poison strike also provides 10% poison piercing (This skill now also serves as a Poison Mastery for the Necromancer)
Poison Strike - Deals greater or lesser damage based on the weapon damage as this damage is source based (Source = Weapon)
Raise Skeleton - Damage % per level has been reduced from 30% to 25%
Raise Skeleton - Damage % synergy from Reapers Haste recuded from 20% to 15%
Raise Skeleton - Chance to spawn with a shield reduced from 20% to 15%
Raise Skeleton Mage - Damage synergy increased (Skeleton Mastery increased from 20% to 30%, Lower Resist increased from 10% to 20%) Elemental Damage Varies, the display counter damage is only an indication of possible damage and not actual damage, ie Poison is over time, lighting is always 1-XXX etc
Corpse Explosion - The cooldown has been removed, originally Corpse explosion dealth 50% of its damage as fire damage and 50% physical, it has now been reworked where 50% is still dealt as physical but the other 50% is a random element
Corpse Explosion - Due to the changed in corpse explosion and removal of the cooldown, in order to make the skill strong for some builds and weaker for others, Corpse explosion no longer offers a flat amount of % life damage but rather now offers increasing damage per point spent
Poison Explosion - Damage synergy reduced from 6/12% to 4/8%


Thunder Storm - The cast time between bolts has been slightly reduced
Meteor - Bonus synergy reduced from 25% to 15% for fire
Meteor - Hydra Synergy reduced from 7% to 5%
Fire Wall - Reduced the synergy with Blaze from 9% to 7%
Blaze - Reduced the synergy with Firewall from 9% to 7%, Infernal Stride/Hydra from 7% to 5%
Fire Mastery - Reduced base fire damage bonus from 30% to 20% and per level from 5% to 4%
Lightning Mastery - Reduced per level mastery from 10% to 7%
Elemental Spirits - Corrected a issue where their damage per mastery was infact 33% due to a multiplier instead of the intended 22% as displayed, this has now been normalized and elementals will only gain 22% per mastery point
Elemental Spirits - Spells - Elemental Spirit spells were too powerful, previously the formula was (Elemental skill+Sorceress Skill level / 2), to reduce and balance the elemental the formula has been reworked according to the following (Elemental skill+Sorceress Skill level / 3 + 2)
Example OLD Formula Elemental Skill level 20 + Sorceress skill level 20 = 20+20 / 2 = 20
Example NEW Formula Elemental Skill level 20 + Sorceress skill level 20 = 20+20 / 3 - 2 = 12
Blizzard - Cooldown increased from 1 second to 2 seconds
Meteor - Now has a 1 sec cooldown


Shadow Warrior and Shadow Master - All skills have now been enabled to be used by them, some skills have had their levels increased when used by the Shadows to allow for a more potent and effective summons (Not all the new skills were enabled to be used by Shadow Warrior/Master, they are now much more effective, Shadow Master also now has random unique equipment)
Shadow Warrior - Increased life per level from 15% to 20%
Shadow Master - Increased life per level from 20% to 25%
Mind Blast - No longer stuns enemies, instead it now also deals magic damage, the chance to convert enemies remains unchangeds (This has nearly doubled the damage done by Mind Blast with both a physical and magic damage component)
Venemous Retaliation - The delay between ticks for this skill has been reduced allowing it to proc more often as it was intended for the poison builds for assassin, it should now deal more damage to more enemies over a shorted period, the poison damage itself however remains unchanged


Vines Summons Explanation = You are able to summon 3 poison creepers, should you summon any other vine first other than a poison creeper all the vines will die as you can only summon 2 of of the other vines, the fact that you can summon 1 of each vine it is always required that you summon a poison creeper first as you can have 3 creepers and therefore you can have 1 poison creeper and 2 of any of the others, but never the otherway around, this is unfortunately a Diablo II mechanic Poison Creeper - The initial levels of poison creeper damage has been reduced drastically, however this skill now gains momentum from level 10+ and the max level 20 of this skill still provides the same amount of poison damage (The start damage of this skill was too high and the early ramp also too high, it has now been adjusted to have a lower start and a fair ramp with the same end result)
Druids Claw Explanation - As this is meant to be both a supporting skill for Feral Druids to have additional magic damage to their attacks, it is was also meant primarily to be a supporting skill for Summoner Druids, however we felt that Summoner druid wolves did not have the diversity that Neromancer/Assassin summons had in terms of damage other than physical, therefore "Druids Claw" now has a synergy with both Spirit and Dire Wolves in order for player who invest in Druid Summons to also gain additional pet damage and have damage other than just physical, since Druids are part caster it is only lore balanced that they should be able to empower their pets with magical damage, this should level out druid summons to be on par with the Necromancer summons and "Druids Claw" is not a free damage bonus, it is still a skill that needs to be maintained by constantly casting it on your pets, although the duration had previously been increased but the benefit of the amount of damage could not be reached as desired due to the synergy required would leave too much room for sacrifice for the build.
Druids Claw - Now gains 12% magic damage bonus synergy from Summon Spirit Wolf and Summon Dire Wolf
(NOTE: Now also has a visual overlay so you can see which pets have got the buff and which do not, allowing you to refresh when/where needed)
Sages – All sages have gained increased health now on a linear scale, same as before but increased per level
Oak Sage – Base life bonus to party increased from 35% to 50%
Ravens –Synergy from Elemental Mastery increased from 12% to 20%, now also has a synergy with Druids Claw of 10% per level
Summon Spirit & Dire Wolf – Both now gain damage synergy with Werewolf and both gain life synergy with Lycanthropy
Summon Grizzly – Damage synergy remains the same with werebear but now gains life from lycanthopy


(NOTE: The paladin in much as he is a party leader is also a combat specialist, thats what paladins are, they are bastions, so in order to improve paladin combat damage, Zeal has received a slight change)
Zeal - Now has a magic damage component for diversified play and as a support towards physically immunes, Zeal magic damage gains a synergy bonus from Sanctuary Aura to allow for multiple play choices as the Paladin only has Sacrifice and Zeal as his melee weapon skills (Note: Zeal Magic damage also increases or decreses based on the weapon damage, it draws power from the equipped weapon, the higher the weapon damage, the higher the magic damage)
Zeal - Synergy Bonuses - Might bonus has increased from 24% to 25%, Fanaticism bonus has increased from 12% to 15%
Zeal - The magic damage on Zeal has a 25% synergy bonys with Santuary Aura and increases based on weapon damage
Sacrifice - No longer deals 100% of equipped weapon damage, now deals 175% of equiped weapon damage in order to increase his melee prowess
Sacrifice - Synergy Bonuses, Prayer bonus has increased from 2% to 5%, Redemption has increased from 20% to 25%


Strafe - Strafe weapon bonus has been increased from 75% to 125%, but the strafe synergies have been lowered, this was to allow the Amazon to have a more stable early to mid game strafe damage with the same result for end game synergy play
Strafe - Synergy bonuses with Dodge/Avoid reduced from 10% to 5%, Decoy 20% to 15%
Guided Arrow- Guided Arrow weapon bonus has been increased from 100% to 150%, but the Guided Arrow synergies have been lowered, this was to allow the Amazon to have a more stable early to mid game Guided Arrow damage with the same result for end game synergy play
Guided Arrow - Base damage bonus reduced from 65% to 60% and per level reduced from 15% to 10%

Loot Tables

Runes - Reduced Higher Rune drop rate rates slightly
Runes - Increased Rune Rarities
Uniques - Adjusted boss loot tables by -1 except for Hell difficulty
Uniques - Reduced unique monster drop chance by 5%
Sets - Remain unchanged

Latest Patch 3.6.6

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SKILL RESET (NOTE: This is for NON-PlugY players)

Jewel + Flawless Sapphire = Twisted Essence of Suffering
Jewel + Flawless Topaz = Charged Essense of Hatred
Jewel + Flawless Ruby = Burning Essence of Terror
Jewel + Flawless Emerald = Festering Essence of Destruction
All 4 Essence = Token of Absolution (This will allow you to reset all skills/stats for a character)


All class skill Icons have had small color changes added to them... feel free to comment on the colors, whether or not they should remain or be removed... personally i like them, some could use a touch up, but lets get some feedback first :)


Golem Mastery - Tooltip was not displaying correct health %
Act 5 - Red Portal Pits - There was a issue where the DS1 files were not allocated, this has been fixed (Apologies for those who had issues)
Druid - Grizzly - Fixed the Icon to properly display the amount of summons (Remember you can summon 2 Grizzly)
Uniques - Flamebellow Sword - Due to a skill change the offered skill on this items has been changed from Inferno which no longer exists to Hydra
Uniques - Korlic`s Visor - Fixed a issue where the skills were not displaying due to a typing error, this has now resolved



Blood Golem - Life synergy, increased from 15 to 20
Golem Mastery - Increased base life bonus from 50% to 75%, per level remains unchanged
Golem Mastery - Increased Min and Max damage to golems from Minimum 4% to 25% and maximum from 120% to 150%
Raise Skeleton - Increased life per level from 30% to 35%
Reapers Haste - Increased Damage bonus min and max, minimum from 5% to 10% and maximum from 40% to 50%
Deaths Embrace - Currently still remains unchanged, being able to use bows and have summons is still being checked, Vanilla there was already a Crossbow created for the Necromancer "Puss Spitter" so we do not feel that him being able to use a ranged weapon and benefit from Deaths Embrace is a problem yet


Decoy - Threat reduced from 14 to 11 to normalize with Valkyrie and Mercenaries (Threat from Decoy was too high drawing all aggro from bosses like Andariel making it too easy to use for kills)


Elemental Spirit - Reduced the base damage they deal with normal attacks slightly Elemental Spirit - Spells - Reduced the Elemental spells to no longer use pure level, but rather use base level on points invested, their damage was too strong Elemental Spirit - Reduced Armor class slightly


Druids Claw - Base damage bonus provided increased
Armageddon - Synergy bonuses increased
Armageddon - No longer requires Hurricane to take the skill (It did not make sense that you need to take all the cold skills to take the fire ultimate)
Armageddon - Increase base damage significantly (Due to this being a skill which relys on random damage hitting enemies the damage has been great increased to improve effectiveness)
Armageddon - Fall radius increased from 14 to 16 yards


Act 1-5 Monsters revised, Spawn tables have been slightly adjusted to balance levels inline with Act Zone and difficulty, some monsters might be tougher some easier than before as some were already tougher and some easier due to a error on my part from when i started working on the patch, having a much better understanding of Diablo II internal mechanics it has allowed me to make better judgment on balance changes.

All monsters have now had their tooltips updated to give you a respective idea of their passive abilities much the same way you would see a unique monsters abilities

Please keep in mind that the balance changes will be an ongoing project for fine tuning, Hell is meant to be extremely hard and that is where upgrades come into play, a fully geared and upgraded character should be able to handle Act 5 Hell with fair ease. Remember there are so many options in regards to gear, skills, items, the whole concept is to move away from vanilla easy play and to provide a challenge for players who truly love Diablo II and can accept the challenges that come with it.

Countess- Her loot table was slightly adjusted, unique drop chance reduced by 5-8% to balance out with rune, the guaranteed unique was conflicting with her chance to drop runes and she still has to remaintrue to her status as a rune drop monster

Feel free to report imbalance if you really feel that something is inanely imbalanced, keep in mind that Super Elite Unique monsters are meant to be hard and challenging.

List of monster ability groupings: (These will also be visible under the monsters names)

  • Slows, Internal Bleeding, PSN Length
  • Ethereal, Damage AC
  • Damage AC, Haste
  • No Freeze, Pierce Ltng
  • No Freeze, Haste, Dodge, Balance
  • No Freeze, Crush, Stun
  • Damage AC, Crush, Lifesteal
  • No Freeze, Lifesteal
  • Deadly, Haste
  • No Freeze, Haste, Dodge, Avoid, Balance
  • Pierce Fire, Dodge, Avoid
  • Thorns, Dodge, Avoid
  • No Freeze, Haste
  • Haste, Internal Bleeding, PSN Length
  • Haste, Dodge, Internal Bleeding, Lifesteal, PSN Length
  • Deadly, Haste, Dodge, Homing Attacks
  • Reduce AC
  • Thorns, Dodge
  • No Freeze, Pierce Cold
  • Deadly, Haste, Dodge
  • Haste, Dodge
  • No Freeze, Avoid
  • No Freeze, Thorns, Block
  • Thorns, Internal Bleeding, Drain Stamina
  • Pierce PSN, Cripples
  • Haste, Internal Bleeding
  • Dodge, Avoid
  • Ehereal, Speed
  • Thorns
  • Haste, Dodge, Avoid, Eats nd Spits Corpses
  • Thorns, Ehereal, Damage AC
  • Haste, Internal Bleeding, Lifesteal, Speed
  • No Freeze, Block, Pierce Ltng
  • No Freeze, Avoid
  • Haste, Lifesteal, Balance
  • No Freeze, Dodge
  • Haste, Dodge, Avoid
  • Deadly, Haste
  • Thorns, Frenzy
  • Lifesteal, Slow, Damage AC, Raises Undead
  • Lifesteal, Slow, Damage AC
  • Reduce AC, Haste
  • No Freeze, Pierce Ltng, Block, Drains Mana
  • Dodge, Avoidm Drains Mana
  • Crush, Deadly, Haste
  • Superior Lifesteal, Avoid
  • Haste, Internal Bleeding, Lifesteal, Speed
  • Crush, Deadly, Haste, Heals Zealots
  • Damage AC, Haste, Shocking Hit
  • Damage AC, Haste, Diseased Bite


Base costs of Weapons and Armors increased by 35%, this should also increase repair costs

Base costs of Rune increased by 35%, this affects runeword repair costs

Drop Tables - Drop Tables remain unchaned but the amount of items dropped by bosses have been reduced, in the previous patch boss chance to drop unqiues was increased from 70/80% to 100% and therefore to balance between a guaranteed drop and quantity drop the amount of uniques that drop had to be reduced, Super Elite Unqiues chance to drop Uniques still remains at 90-95% due to their difficulty

Additional loot tables added that are connected to general monsters, the loot tables allow normal monster a chance to drop set/unique items, the chance is very low but it is possible

New Sets

Class Sets - Each class has now received another mid tier set
General sets - Three new general sets have been added

Class Sets

  • Barbarian - Devastators Advance
  • Amazon - Killmaim`s Dopple
  • Druid - Elemental`s Fury
  • Assassin - Stormrider`s Retaliation
  • Paladin - Sanctuary`s Defiance
  • Sorceress - Spirits Vengeance
  • Necromancer - Reaperbone`s Revenge

General Sets

  • Melee - Darksteel Guardian
  • Ranged - Hunter`s Regalia
  • Caster - Apprentice Garb


6 New runes have been added:

  • Zaka Rune - Weapon: Add 182-364 Elemental Damage (Fire/Ltng/Cold) - Armor/Helm: 10 Elemental Absorb (Fire/Ltng/Cold) - Shield: 5 All Max Resistances
  • Kor Rune - Weapon: 30 Life after each Kill - Armor/Helm: 25 Life after each Kill - Shield: 25 Life after each Kill
  • Sil Rune - Weapon: 20% Faster Caster - Armor/Helm: 15% Faster Caster - Shield: 20% Faster Caster
  • Arat Rune - Weapon: 10 to all attributes - Armor/Helm: 10 to all attributes - Shield: 10 to all attributes
  • Gar Rune - Weapon: Replesnish Life 25* - Armor/Helm: Replesnish Life 30* - Shield: Replesnish Life 35*
  • Tek Rune - Weapon: 2 to All Skills - Armor/Helm: 2 to All Skills - Shield: 2 to All Skills


Added 10 new runewords all of which use some of the new Runes

(More will be added in another update)

  • Runeword - ZakaGar - Armor - Absorbers Threshold
  • Runeword - TekArat - Helm - Psychic Defiance
  • Runeword - KorEthSil - Weapon - Lifestealer
  • Runeword - TekTirSil - Staff - Elementiarc
  • Runeword - KorGarAratZaka - Armor - Onixan
  • Runeword - ZakaOrtLoRalThul - Missile Weapon - Prismitism Aim
  • Runeword - AmnKorDol - Claw - Shadow Phoenix
  • Runeword - ShaelIoAratFal - Sword/Axe - Scarborough
  • Runeword - AmnOhmGulGar - Polearm/Spear - Sanctuary Standard
  • Runeword - IstSil - Wand/Shield - Zakariana

Added 1 new runeword for helms

  • Runeword - BerUmShael - Helm - Vengeance Cranium

Cube Recipes

See Cube Recipes here

Patch 3.6.3 Notes

Download Now!


(NOTE: Different classes have pronounced stats, example Barbarian gains more life per Vitality where the Sorceress gains more mana per Energy)

All classes now receive slighty increased life per stat point - It has been increased roughly 15-25%

All classes now receive slighty increased stamina per stat point - It has been increased roughly 5-10%

All classes now receive slighty increased mana per stat point - It has been increased roughly 5-15%


The size of inventory has been greatly increased… Enjoy!

Cube Recipes

All the new recipes "level increase per upgrade" is lower than the other standard upgrades, this is to allow greater end game customization over your character

All Cube recipes have had their "level increase per upgrade" lowered, this is to allow players to add more upgrades to their equipment

NEW Recipes for Throwing weapons to increase their stack size
NEW Recipes for Flat damage reduction
NEW Recipes for Increased Health
NEW Recipes for Health Regeneration
NEW Recipes for Mana
NEW Recipes for Mana regeneration
NEW Recipe - You can now transmute 1x Unqiue Jewels + 1x Rare Jewel to make 1x New Unqiue Jewel, the original recipe remains unchanged for people who might need an alternative route


Small and Grand Charms - Now have a chance to have faster cast rate on them, low amounts but stacking them gives large amounts, this will long term allow you to switch out for gear more needed without having to hunt or be stuck with certain gear only because of the cast rate it provides Large Charms - Now have a chance to have pierce element Fire, Lighting, Cold and Poison


Rings and Amulets - Now have a chance to have pierce element Fire, Lighting, Cold and Poison
Arrows - Now have 500 stack
Bolts - Now have 350 stack



Raise Skeleton - Life per level reduced from 50% to 30%
Fire Golem - Lowered Fire golems lower level damage, fire golem now only gain momentum from skill level 10+
Fire Golem - Attack speed bonus has been removed
Fire Golem - Holy Fire Aura - Reduced initial aura level to 4 from 8 and reduced per level aura level from 2 to 1
Fire Golem - Pierce fire - Removed the base 20% pierce and it has now been reworked, Fire Golem now gains increased fire pierce per point spent in Summon Resist
Clay Golem - Life has been normalized to be inline with others (Vanilla Clay Golem health stats were skewed)
Raise Skeleton - Their damage has been checked and is working as intended (The tooltip skill will have a slight difference in damage vs the damage on the Skilltab, this is due to a internal function of Blizzard hardcoding, the difference is slight, about 2-5%, however at max skill level their Skilltab and Right Click skill damage will be the same)
Revive - Now gains increased attack speed and damage reduction per point spent and their max count has been increased from 8 to 12 also the need to spend points in the golems to get Revives has been removed. Revive was reworked in the previous patch to increase their duration to be 10 minutes and their base damage % boost was increase by a very large amount, this is to promote players to play other summoner builds, try it out I am sure the Revives will be good, remeber they will benefit from auras, amplify damage, reapers haste etc

Due to feedback I have found that majority necromancers play the summons route, in order to offer diversity for necromancers, phsyical skill damage has been introduced, dont worry it is all lore and factual, consider a necromancer casting bone spells, like Bonespear (Bone = Hard physical object)

Necromancer now has physical damage componenet to some of his spells, standing spells damage have not been lowered in any way, they just now do physical damage in addition to their original damage, I hope this provides increased diversity towards play style :) A bone Necro can now be good when used with amplify damageto boost the physical damage component effect

Bone Spear - Now has a phsyical damage component and synergy bonus with Bone Spirit and Bone Armor
Bone Spirit- Now has a phsyical damage component and synergy bonus with Bone Spear and Bone Armor


Vengeance - Increased base attack rating from 20 to 70 and per level from 10 to 20


All Synergy bonuses have slightly been increased due to Hell difficulty, her lack of physical damage has lead to the decision to provide some skills with physical components to allow for different elemental builds to be viable in Hell!

Skills with physical damage components are, Meteor, Frozen Orb, Blizzard, Hydra and Thunderstorm...

Sorceress Philosophy
  • Cold is designed as a retaliation based build by dealing extreme damage with her Cold Armors
  • Lightning is designed as a very offensive based build with increased casts from Thunderstorm
  • Fire is designed as the middle ground between offense and retaliation
  • Overall many of the Sorceress cast delays have been reduced or removed to allow for a faster pace of play!

In order to further progress the Sorceress, cross elemental Synergies have been introduced, this will allow the sorceress to have 2 elemental disciplines, to master one but be adept in another

Cross Elemental Synergies
Frost Nova - Gains synergy bonuses from Nova (Elemental)
Nova - Gains synergy bonuses from Frost Nova (Elemental)
Fire Wall - Gains synergy bonuses from Chain Lightning (Elemental)
Chain Lightning - Gains synergy bonuses from Fire Wall (Elemental)
Blizzard - Gains synergy bonuses from Meteor (Physical)
Meteor - Gains synergy bonuses from Blizzard (Physical)

BEST SUPRISE OF ALL - Enchant has been removed and in it`s stead the Sorceress can now summons 2 Elemental Spirits - Elemental Spirits cast, Frost Nova, Nova, Fire Wall, Blaze, Lightning and Shiver Armor, for every point spent in the same skill increases the level of the skill used by the Elemental Spirit by 1 and Elemental Spirit Attacks are Spectral meaning they do random elemental damage

The problem was Sorceress was weak in many ways, having to face enemies alone with very low health/armor and a single magical school, however this is the reason the Elementals and Cross Elemental Synegies were provided. The sorceress should now be much more versatile, allowing her to focus on 2 elemental schools at the same time without 1 being good the other being underpowered

Hydra - Mana cost slightly increased and can now summon up to a maximum of 5 Hydra`s
Teleport - Should no longer have a delay, delay has been removed
Infernal Stride - Base life bonus increased from 25% to 30% and life per level increased from 2% to 5%
Infernal Stride - No longer provides a 20% flat damage reduction, it now provides a 6% base and an additional 1% per level, at full skill it now provides more damage reduction than the previous flat base
Cold, Freezing and Chilling Armor - Now all provide damage reduction per point spent and when active, they also provide 15% Cold resistance
Energy Shield - Now also provides increased maximum health, mana and damage taken goes to mana
Thunderstorm - Time between strikes has been reduced by 50%
Thunderstorm and Telekinisis - Physical Synergy bonus increased and slight base damage increase
Meteor - Physical Synergy bonus increased
Hydra - Physical Synergy bonus increased
Blizzard - Now has a physical damage component similliar to Frozen Orb (This was done to improve cold build diversity)
Frozen Orb - Physical Synergy bonus increased and base physical and cold damage increased
Blizzard and Meteor - Radius slightly increased +3 Yards
Freezing & Chilling Armor - Base damage and synergy increased (The philosophy is that the sorceress flows with elemental energy and hitting her should have serious repercussions)


Battle Orders - No longer provides 3 skills increase at level 1, you can still get a maximum of 3 skills but you will need to invest more points in order to obtain more skills, you gain 1 for every 5-6 points invested
Leap Attack - Now does 175% of weapon damage before modifiers
Devastate - Now does 175% of weapon damage before modifiers


Lightning Sentry - Fixed a issue where Fists of Thunder was not applying synergy bonus (The synergy bonuses have been reduced from 44/22 to 33/11, to compensate)
Lighting Discharge - Now gives a 20% passive lighting pierce and damage both melee and ranged attackers with retaliation damage
All Sentry`s - They are now left click skills, this was done to allow the use new of new skills with too much switching, such as Lightning Discharge
Shock Field - Synergy bonuses have been increased from 7/11 to 11/33



Town - Added new variations
Graveyard - Blood Raven - Added new variations
Catacombs Level 4 - Andariel - Added new variations
Tower Level 5 - Countess - Added new variations
Den of Evil - Added new variations
Cottages - Outdoors - Added several new variations
Cave Treasure Rooms - Added several new variations, also all TREASURES in these rooms have been increased, so clearing caves has now become MUCH MUCH more rewarding, chests have increased from 1 per cave to 2-4 per cave :)
Crypts - Crypts have now become MUCH more rewarding, crypts now have Armor Stands and Weapon Racks and have had several new variations added
Cathedrals - All Cathderals have had new variations added
Mob Denisty - Increased overall mob density to compensate for map changes


Town - Added new variations
Sewers - Added several new variations
Deserts - Added several new variations
Arcane Sanctuary - Arcane Summoner - Added new variations to the Summoner platform only
Duriels Lair - Duriel - Added new variations
Claw Viper Temple 1 - Increased Mob Density
Claw Viper Temple 2 - Added new variations
Tal Rasha Tombs - Added new variations


Town - Added new variations
Mephistos Lair - Mephisto - Added new variations
Durance of Hate - Added several extra variations (Chests, Weapon and Armor racks added to new variations)
Temples - Added several extra variations
Spider Caverns - Added few variations
Jungles - Added few variations
Travincal - Added new variations
Kurast - Lower/Upper/Bazaar - Added a few extra variations


Mesa`s - All of act 4 Areas have new variations and some of the most powerful and rewarding minnions roam here
Diablo Sanctuary - Diablo - The Center portion, the entrance and each Wing in the sanctuary has also received new variations


Several areas in Act 5 have received new variations, from Bloody Foothills, Frozen Tundra to the Ice Caves
Temple Entrance - Pindle - Added new variations
Baal Throne Room - Added new variations
Worldstone - Now has minnions inside, the original layout has somewhat been altered, added new variations


Wolverine - Had to remove the summon wolves on gethit due to a bug being caused when equiped on mercs (Now instead has a chance to cast Reapers Haste)


Increased starting AC/HP and reduced the amount of experience needed to level slightly


NOTE: All bosses now have Auras
Andariel - Prayer
Duriel - Blessed Aim
Mephisto - Lightning Shock (Already existed in 3.5.3)
Diablo - Holy Fire (Already existed in 3.5.3)
Baal - Concentration


Monster properties were not all working, rebalance and adjusted them, most stay the same, and some have slightly been adjusted for higher stats
Leapers - Fixed the issue that they were not reflecting damage
Tentacle Minnions - Slightly adjusted resistences
Cold Mages - Cold Plains - Reduce the cold damage they deal slightly and reduced their level by 2
NEW Arreat Bone Mages - Replaced some of the skeletons mages in Act 5 with Arreat Bone Mages that do spectral damage and not single element damage
NEW Minnions - A few new minnions have been added to each Act, these minnions are a bit stronger and have reworked AI`s to function differently
AI - Improved the AI for Skeleton Mages
AI - Improved the AI for Bigheaded Lightning Monsters
Updated all monsters to have their respective levels for their difficulty and Act 1-5
Updated all monsters loot tables to their respective Acts 1-5

NEW Monsters - Super Uniques - Beware, they are heavily guarded and extremely dangerous, they have very high chances to drop uniques, be mindful that if you cannot kill them, skip them, come back when you can kill them. (Feel free to report certain issues but I have tested them as much as I can, please remember it has taken so many hours to put all this together, it is impossible to test everything, but if you report issues they can be fixed in time with other patches)

Loot tables are special and have the following loot and % chance to drop, Unique 90%, Set 80%, Rare 70%, Magic Item 60%

These Super Elite Unique Monsters also have a chance to drop Super Charms in Hell, although the chance is Super Low haha

IMPORTANT NOTE: If and when you run into one of these super uniques and they prove difficult, move on, you can always come back later or respec etc, these new mobs are designed to be nearly as hard as bosses and their loot tables are almost as good, this was to provide players with alternatives to farming only single bosses all the time, now it is worth farming world monsters as you never know when you will meet a Super Elite Unique.


Spectro the Spectral Gaul - Has Spectral Hit, Spectral Damage and Ghostly - Minnions are Spectral Chargers`s they shoot very fast and also deal spectral damage, be careful when facing them as they will shoot you down very fast, - Location is random in Act 1

Plasmabone the Multirator - Has Multishot, Fast and Curse - Minnions are Fright Mage`s they shoot very fast and also deal spectral damage, be careful when facing them as they will shoot you down very fast and they repositions themselves, - Location is random in Act ,

Brain Scourge the Drinker - Has Strong, Stoneskin and Random Aura - Minnions are Grey Matter Zombies`s they are your average Zombies but have an average change to deal spectral damage, - Location is random in Act 1

Stormcrow the Piercer - Has Stoneskin, Lightning damage and Lightning on death - Minnions are Stormcrow Casters`s they are smarter than your average crows with ranged attacks that deal lightning damage, - Location is random in Act 1


Quickblade the Swiftsand - Has Random Resist, Fast and Multihit - Minnions are Shivari that have learnt how to use all their arms in order to increase their attack speed, - Location is random in Act 2

Taillash the Blink - Has Random Teleport, Fast and Random Aura - Minnions are Spectral Lasher`s they are veyr fast and hard to get away from, - Location is random in Act 2

Tallsong the Undead Piper - Has Increased Health, Curse and Ghostly - Minnions are Tallsong`s Piper Boxes which summon forth Piper Mummy`s they do spectral damage but are very slow, - Location is random in Act 2

Phasebone the Wildstring - Has Strong, Mana Drain and Berserk - Minnions are Phase Carver Skeletons`s which do spectral damage and are smarter than your average skeleton, - Location is random in Act 2


Sire Spawn - Has Teleport, Random Aura and Multishot - Minnions are Phase Rogues`s (Rogues) which phase in and out of existence, they are very fast and very dangerous - Location is random in Act 3

Frost Skin - Has Cold Resist, Fast and Stoneskin - Minnions are Ice Swingers`s (Zealots) which do cold damage, their cold attacks slow, they are not your normal Zealots who run away when faced with danger, they will stand and fight to the end - Location is random in Act 3

Maul the Fetish Lord - Has Lightning Damage, Strong and Increased Health - Minnions are Maul Flayers`s which stun, they are not your normal Fetish who run super fast they move slow like Maul to keep up with their lord - Location is random in Act 3

Vilespit the Diseased - Has Poison Hit, Poison Death and Ethereal Armor - Minnions are Disease Vilewing`s which charge and deal poison damage, - Location is random in Act 3


Flamescale the Lost - Has Explode on Death, Fire Aura and Stoneskin - Minnions are Burning Scarab`s which have a charge up fire damage attack - Location is random in Act 4

Queen Mother the Vile - Has Teleport, Poison Hit and Poison Cloud on death - Minnions are Queen Mother Guards which spawn Mother Spawnling to help defend her, they can swarm alot - Location is random in Act 4

Demonstorm the Crasher - Has Teleport, Lightning Aura and Lightning Death - Minnions are Storm Callers`s which phase in and out of existence, they are very fast and very dangerous and deal lightning damage - Location is random in Act 4

Spirebone the Watcher - Has Teleport, Fire Aura and Curse - Minnions are Spire Guard`s which have deadly ranged attacks, they are very fast and very dangerous - Location is random in Act 4

Doublechew the Hungry - Has Strong, Random Aura and Fire Aura - Minnions are Ever Hungry`s which eat and spit corpses - Location is random in Act 4

Soullaso the Strangler - Has Fast, Stoneskin and Ghostly - Minnions are Scourge Mages`s which drain mana, they are very fast and very dangerous - Location is random in Act 4


Barksplinter the Quil - Has Increased Health, Stoneskin and Ghostly - Minnions are Splinter Quill`s which do multipile shots and high damage - Location is random in Act 5

Split the Multitongue - Has Increased Health, Stoneskin and Multihit - Minnions are Split Tongue`s which do ranged damage and are very aggresive - Location is random in Act 5

Ghost the Huntress of Arreat - Has Spectral Hit, Random Aura and Ghostly - Minnions are Shadow Stalkers`s whose sole purpose is to defend the Huntress - Location is random in Act 5

Scythe leader of the Cleaver Clan - Has Poison Hit, Strong and Multihit - Minnions are Scythe Cleavers`s which can very quickly swarm you unless you kill their leader - Location is random in Act 5

Hellguard the Fury - Has Fast, Randon resist and Random aura - Minnions are Hell Swingers who are extremely fast and dangerous - Location is random in Act 5

Coldspell the North Witch - Has Cold Aura, Manadrain and Ghostly - Minnions are Frost Imp`s which teleport and deal cold damage - Location is random in Act 5

A few more Super Unique monsters have been added:


Voodishu the Corrupter
Corupnishu the Corrupted One
Enlik The Envoy
Squirewitch the Wild


Snailsnake the Slime


Minios the Scarbringer
Darkmaul Tonguelash

Super Elite Uniques - Their spawns are random in the sense that each area/zone is made up for different tile sets, each map had 2-3 variants of a tile set for a specific zone like cold plains, I have more than doubled the tile sets and therefore added the Super Elite Uniques to spawn on some of these tiles, so sometimes they will be there, other times not...

The new Super Uniques Voodishu and Corupnishu will now spawn where Bishobosi and Rakanishu spawn as alternative types of them.


Greatly increase the chance on 1st kill for Mephisto, Diablo and Baal in Hell to drop Super Charms
Slightly increased the chance for Mephisto, Diablo and Baal in Hell to drop Super Charms

Have fun and Peace everyone!