D2x 1.13d compatible!

All drops are perfect. All items made are perfect. This includes cube recipes, runewords, crafted items, etc. Drop rates are significantly increased as well as experience rates. Comes with an easy installer & expanded cube, inventory and stash sizes.

-1.07 / 1.08 Unique Item Drops!
-No more useless gold drops from monsters! -> Less screen clutter! Great for drop mods!
~Enhanced Drop Rates
~Enhanced experience gain!
~EXPANDED Stash, Inventory, and Cube sizes!
~Many NEW cube recipes to make your own items (original items, of course) and given the option to make them socketed, ethereal, or upgraded.
~New items for advanced cube recipes. they drop from all monsters and even chests.
~All items are perfect. All armors drop with perfect defense. All runewords, uniques, rares, and magic items come with perfect stats.
~Runes have a far greater drop rate and appear mostly from Chests alongside with Gems. Runes can easily be upgraded or bought from some NPCs if finding them deems too difficult
~Monster spawns are reorganized for Act 5
~Some monster stats have been changed
-ALL monster resistances were reduced so Sorceresses and Druids have a chance in Hell difficulties.
~Teleport works in towns & has reduced mana cost
-Uber Cow Challenge - Normal difficulty only. Nightmare and Hell Cows are like normal but give better loot and experience.
~+ Much more!

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4 comments by Sheer_Cold on Dec 16th, 2010


-A few non-working cube recipes fixed. Should now work properly as described in the included Cube Recipes.html file. Cube Recipes are now FULLY functional!
-Included .JPG images of EACH cube recipe for more clear understanding for new players!!

-Adjusted drop rates greatly & removed most Gold out of the formulas
-Completely rebalanced and reworked item grade drops
-Quality of Fragments achieved through transmuting with Obsidian Shards has been improved
-Removed level requirements for all Runes and Gems
-Reduced Mana Cost of Teleport to 1
-Piercing attributes on item now display the % chance
-Converted all Enchanted Obsidians to Obsidian Shards.
-Revamped existing Fragments and Moonstones including new/improved item graphics.
-3x Fragment Grade 2 into Cube now creates a single Fragment Grade 3.
-You must now have 3x Fragment Grade 3 to upgrade to a Moonstone.
-Removed superfluous cube recipe:
-6x Fragments -> 2x Fragment Grade 2
-Modified cube recipe(s):
-Any socketed item + Moonstone + 2 Keys -> Unsockets item & Keeps gem(s)
-Above recipe changed to:
-Any socketed item + Moonstone + Any Skull -> Unsockets item & Keeps gem(s)
-Adjusted max buy values (50k - 100k increased to 100k - 200k)

New Additions:
-D2 ALL 1.07 and 1.08 Unique items added!!
-Drops will be the same as others and can be made in the cube like other uniques.

Downloads RSS Feed Latest Downloads
Sheer Cold v8

Sheer Cold v8

Dec 23, 2013 Prefabs 9 comments

A different mod of the author; over 100 new uniques, new set item (hopin to have more), 41 new runes added, 3 new runewords, no more use of town portals...

Perfect Drop Mod 1.07 for 1.13d

Perfect Drop Mod 1.07 for 1.13d

Jun 29, 2013 Full Version 20 comments

Includes VARIOUS fixes and additions! See description for more info!

Perfect Drop Mod 1.06b for Diablo 2 1.13c

Perfect Drop Mod 1.06b for Diablo 2 1.13c

Oct 28, 2011 Full Version 8 comments

MD5 Hash: 9a6797e15f8793184bd3e7f32b19cc11 This was pretty much in my stockpile of unreleased versions. I believe this one has fixes to all the presently...

Perfect Drop Mod 1.06

Perfect Drop Mod 1.06

May 17, 2011 Full Version 8 comments

Many changes making the newer items more useful - presenting new cube recipes and tweaked drop rates giving the mod a more unique and addicting feel.

PDM 1.05

PDM 1.05

Mar 1, 2011 Full Version 2 comments

Fixes some minor problems. This update adds 2 new items for creating Moonstones (Previously known as Standard of Heroes in PDM 1.04). The two new items...

Post comment Comments  (120 - 130 of 171)
bignickm27 Feb 26 2011, 11:29pm says:

I'm really enjoying the mod so far! Great work! I have a few questions though.

1. At what level would you expect to finish each difficulty without going out of your way to level or doing item runs?

2. What determines the success rate of the new cube recipes? I've noticed that more often than not, this recipe does not work: "any item + town portal scroll (no SoH) -> unique version of that item (NORMAL items only! This will make anything from exceptional items, elite items, etc. Rare quality. Only the original items will be available this way)"
I've tried using this on normal items. The first time I try to make a specific unique, it tends to work, but afterwards, it won't allow me to make another copy of that unique? Is this intended? I also have little to no success making unique rings with this recipe.

+1 vote     reply to comment
Sheer_Cold Creator
Sheer_Cold Feb 27 2011, 7:38pm replied:


1. Normally, you would end up finishing each difficulty at these levels:

Normal: 35 - 45
Nightmare: 55 - 65
Hell: 70 - 80

On the mod, it's a little different, could be anywhere around these

Normal: 40 - 60
Nightmare: 70 - 80
Hell: 85 - 90

Take into consideration this is through doing quests the normal way, killing monsters that barricade the player's way and by having the # of players set to 8.

Unique items only drop once per item version for the game you're in. What determines this is the maximum item level. The highest normal unique in the game is 39. So I set that as the cap for the cube recipe. Any Exceptional or Elite item transmuted without a SoH will result in a rare quality instead of unique. If you have a Normal version item turned into a rare quality using this cube recipe, exit and remake a game and try the recipe again.
As for rings and amulets, most of them have a higher level requirement than 39. The Stone of Jordan should be a success though, but if the random roll calls to create a Bul-Kathos' ring or a Wisp ring, it will turn out as a rare. Nothing can be done to fix this, sorry. I can reduce the level requirements (not item level) of the items but this will throw off the drop rates slightly. Meaning, it will be possible to find Dwarf Stars, Cat's Eyes, etc from monsters in Normal difficulties.

I only have the 1 unique per game limit on to increase the number of rares. Unless, however, you believe it should be limitless on the uniques (kind of pointless since all uniques are exactly the same), let me know.

+1 vote   reply to comment
bignickm27 Feb 28 2011, 7:02pm replied:

Ok that makes sense about the uniques then. ^_^

I do have one issue with the mod so far though. Practically every rare that drops has such a high required level that none of my new characters can use anything they find.

So I've just settled for using low level uniques, which is fine I guess. It's a problem though for equipment which has no unique version, like most class-specific items. This makes it impossible for my sorc to use an orb early game. Even using the stamina potion recipe to make the item normal, they still never spawn with anything lower than lvl 18 skills. Could you add another recipe to help spawn lower-lvl/tier items for use in early game?

+1 vote     reply to comment
Richardf269 Feb 28 2011, 2:22pm replied:

I'd say "just a slightly higher" setting for the unique recipe thing. Maybe two per game instead of just 1?

By the way, I think I found out why the editor was screwing up chars. It's the items that are changed through the SoH from Normals->Exceptionals->Elites, but with the normal Unique title. Such as a Unique Patriarch that was upgraded to an Elite item level with the SoH, but kept the original Unique title/properties. I believe that's what is going on.

I tried creating a new char, and using the character editor, but the editor screwed up my new char, even though he was level 1 and brand new.

In order to use the character editor with your mod, the person would have to create a new character without PlugY being used...I think. I haven't tried yet, so that's just a big guess right now.

By the way, Rare Charms don't pop-up very often in Normal difficulty, just thought you'd ought to know. Maybe higher the chance to drop in Normal Difficulty. I didn't go past Act1 in my new char, but I didn't really see more than 1 rare charm drop. Maybe make it 20% or something?

I thought of a couple different idea's the last day or so for the mod you could implement.

1st: You could take away the gold limit in Normal that the shops sell your items at. Maybe you could double it instead of making it disappear.

+1 vote     reply to comment
Richardf269 Feb 28 2011, 2:24pm replied:

2nd: Not sure if you're able to do this or not, but maybe you could also take away (or much it much higher) the cube's money limit. Right now it's only 2.5 million gold. Maybe you could make it few hundred million? I like to sell stuff at the shops and just collect money for it myself.

3rd: Since your mod's title is "Perfect Drop Mod", you could make the "SoH+item=random sockets" be max all the time, instead of random. Not that it matters all that much to me though, just a thought for ya. Other people might like it that way, then you could maybe release a version with that option put in, and a different version without it. I'd prefer to have it set as random myself, though.

4th: I'm not sure how much effort you'd have to put into this one: More bosses in Normal Difficulty. That'd be fun to have to kill a higher amount of bosses, but again, I have no idea how much work you'd have to put into that one.

+1 vote     reply to comment
Richardf269 Feb 28 2011, 2:25pm replied:

5th: Would you be able to change the speed at which the Whirlwind skill moves you based on your walking speed? I find it slightly annoying that my Barb chars move too quickly across the screen when using Whirlwind on my enemies. Not sure if you're able to change that or not. If not, oh well, it's no big deal.

6th: Set items. I'd like to see those drop on the ground, too. I tend to forget what items are in a set, so I never really made items into set items. Just a thought.

That's all I can think up right now. I'll think of some more later.

Also, just to let you know, when you updated to Gamma, the cows in the usual cow level (Wirt's leg and TP book), the cows suddenly have too much going for them. Your "antidote potion" way of creating the portal suddenly went to the regular way. It wasn't like that before. The way it was before was that if I created it normally with the leg and TP book, the cows were as they used to be. I was wondering if you did that on purpose, or if that was by mistake, because I wanted to kill cows with the regular portal, but since the new update, it changed.

Had to split up my response due to the stupid 2,000 character limit. Bah!

+1 vote     reply to comment
Richardf269 Feb 27 2011, 6:08pm replied:

The deal with that recipe is a bit weird. I think it's 1 unique per game. If you want 100% chance, use the recipe, then log out and back in again. I'm not sure if this was done on purpose or not.

The experience for the game is roughly 20x more than normal experience. If you set PlugY to 8 players, the XP is roughly over 400x normal. I have a level 70 Barbarian in the beginning of Hell difficulty right now. I haven't played in the last couple days due to playing other games.

+1 vote     reply to comment
Richardf269 Feb 24 2011, 6:03pm says:

Okay, so it is now 3:03pm, and the file at this website hasn't even been updated yet. WTF is wrong with this place? You might want to upload it somewhere else, too. I hope you put it up soon!

+1 vote     reply to comment
Richardf269 Feb 24 2011, 11:32am says:

Well, it is now 8:31am here, and the file on this website hasn't changed. It is still Delta3.zip.

+1 vote     reply to comment
Richardf269 Feb 24 2011, 12:40pm replied:

You probably want to put it on Mediafire too, seeing as this one obviously takes 8+ hours to update a single 1.4mb file >.>

+1 vote     reply to comment
Richardf269 Feb 24 2011, 12:50am says:

I'm not seeing any "PDM Gamma" on either websites. You sure you uploaded anything new? Or are you meaning in your next release?

+1 vote     reply to comment
Sheer_Cold Creator
Sheer_Cold Feb 24 2011, 10:43pm replied:


It should be up on here, but just in case it's not working for you, there it is.

+1 vote   reply to comment
Sheer_Cold Creator
Sheer_Cold Feb 24 2011, 2:07am replied:

I reuploaded the file on here. Just redownload it. Delete your Data folder and PlugY folder from your Diablo II directory before extracting.
Although, it might have to be re-authorized before you're able to see it. So you may have to wait a few more hours

+1 vote   reply to comment
Richardf269 Feb 24 2011, 2:48am replied:

Oh, alright then. I'll grab it in the morning when I wake up. Goodnight!

+1 vote     reply to comment
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Released Dec 10, 2010
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