"More challenge. Less grind."

Berserker mod is designed for veteran Diablo 2 players that desire a challenge of their skill and knowledge while still feeling like it's same game.

The monsters are much more aggressive, faster and stronger and should give you a work for your run straight from normal difficulty.

The player level is kept under strict control to match the monsters of every location, and the received item quality is greatly ramped up, so it quickly reaches the maximum potential of the official version of the game, while not going any further than that.

Multiplayer has been tuned so its difficulty is similar to single player.

Diablo 2 LoD v1.13c required

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Patch 1.1


The first update from Berserker Mod is already finished and just pending a few tests before the release. It's estimated to be released next week.

Here is what's changed:

Rejuvenation Potion

  • Rejuvenation potions have been brought back to the game.
  • Rejuvenation potions have 10 second cooldown (shared with the Hireling).
  • Rejuvenation potions are sold by potion Vendors and dropped by monsters. At hell difficulty, full rejuvenation potions are dropped by monsters.


  • Monsters base experience increased by 100%.
  • Players receive zero experience from monsters below their level.
  • Players receive bonus experience from monster above their level. The bonus is 25% per level difference up to a maximum of 100% at 4+ levels difference.
  • Unique / minions monster experience is reduced to 3 times higher than normal monsters (from 5).
  • Unique / minions level bonus reduced to +2 (from +3).
  • Base experience reduced from level 52-99.
  • Boss monsters and Minions of Destruction give zero experience.
  • Exception of the rule above is Diablo at hell difficulty. His level is increased to 98 from 94 and his experience should be enough to ramp up the player immediately to level 99.

Ethereal equipment

  • Gambled equipment now have 25% chance to be ethereal.
  • Base durability of equipment increased by 100%.
  • Throwing weapons have infinite quantity.

Duriel and Izual

  • Duriel movement speed reduced.
  • Izual AI tuned so he casts frost nova more frequently.
  • Izual now receives 50% increased physical damage and 100% increased frost nova damage.

Sorceress Inferno and Druid’s Arctic Blast

  • Inferno and Arctic Blast damage increased by 100% to compensate a vanilla bug.
  • This damage increase is not shown in the skill description.

Balance changes

  • Melee monsters movement speed reduced.
  • Players maximum block chance reduced to 67% (from 75%).
  • Player skills that stun have the stun length reduced by 20%.
    Affected skills: Stun, War Cry, Smite, Mind Blast, Twister, Maul, Shock Wave.
  • Player skills that convert monsters have the duration reduced by 30%.
    Affected skills: Conversion, Mind Blast.
  • Player skills that apply life shields have 3 second cooldown.
    Affected skills: Bone Armor, Cyclone Armor.
  • Necromancer’s Poison Explosion:
    - No longer consumes the corpse.
    - Poison duration reduced by 30% (the damage per second is unchanged).
  • Paladin’s Meditation mana regeneration bonus reduced by 30%.
  • Amazon’s Decoy life reduced by 25% (like other summons).
  • Sorceress Telekinesis can now pick up any type of items from the floor.

Item drops and Vendors

  • Weapons will drop more frequently compared to Armor.
  • Amulets will drop more frequently compared to other jewelry.
  • Body armor cost reduced (by roughly 50%).
  • Andariel, Duriel and Izual will drop more rings and amulets.
  • Chests will drop slightly more gold.
  • Regular monsters will drop slightly more potions.
  • Socketed items are no longer obtainable by dropping or buying from Vendors (they’re available only via cube recipes or the Larzuk’s quest reward).
  • Rune drops:
    - The Summoner in Hell difficulty will drop up to Vex rune (from Ist)
    - Nihlathak in Normal difficulty will drop up to Dol rune (from Sol)
    - Nihlathak in Nightmare difficulty will drop up to Um rune (from Lem)
    - Nihlathak in Hell difficulty will drop up to Ber rune (from Ist)

Quality of Life

  • Having no belt equipped also assures 4 rows of potion slots.
  • Arrows, bolts, throwing weapons, throwing potions, tomes and keys have infinite quantity.
  • Town portals no longer vanish when the owner returns from town.

Minor fixes

  • Poison gas clouds erroneously displayed an increased movement speed animation although the poison is only applied in the center of the cloud source. The display has been corrected, and the poison gas cloud duration from monsters has been increased by 4 times.
  • Um rune on weapons Chance of Open Wounds is nerfed by 30% like other sources.
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Berserker Mod v1.1

Berserker Mod v1.1

Full Version

Berserker Mod v1.1. Includes the full release and documentation.

Berserker Mod Data

Berserker Mod Data


Reference spreadsheet database for Berserker Mod v1.1

Berserker Mod Changelist

Berserker Mod Changelist


Detailed documentation of Berserker Mod changes from the original Diablo 2 game.

Berserker Mod v1.0

Berserker Mod v1.0

Full Version

Berserker Mod v1.0. Includes the full release and documentation.

Comments  (0 - 10 of 20)

Hi, when I start a new game I have a book called "a malevolent force" ( if it's the right traduction), is it normal ?

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mrnorris Creator

The book should be called "Horadric Cube Recipes". The mod unfortunately doesn't support any language other than english, so if you're running a different language some texts will be messed up.

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This mod is almost perfect! I love how you removed the parts I personally found annoying with the vanilla version. Like selling of items and finite amount of arrows & javelins, town portal, etc.

Only thing I would change is to make the throw damage of javelins as weak as its melee damage. Since javelins are infinite now it tempts me to use it all the time especially when I want to avoid getting damaged in a melee fight.

So I just avoid javelins and now enjoy the mod completely. :)

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mrnorris Creator

Hey thanks. The javelin throw damage is very strong early indeed.

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мод для (садо мазо) или убивания времени . очень тяжелая прокачка руки задубели пока прокачался до 7 уровня )

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It seems the potions are not as bad as I though initially.
Only the first type of potions are poor near the end of act I, the act II and III seem fairly good.
I think I invested too much in HP previously, but as the leveling rate decreases per act there will be less points to invest in HP.
(my paladin and amazon with her dodge were able hold out well enough with the act II potions and without excessive vitality)

However, characters with HP boosting skills (like the druid) may not be able to make good use of their HP edge.
(in combat, the HP gets reduced very fast and at that point your high HP character will be only as good as a regular hp one since the potions are not that effective)

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Possible bug or issue: unique thrown weapons (such as javelins) and unique class exclusive items (such as assassin blades, paladin only shields, etc.) don't seem to drop at all.
So far, across multiple characters, I haven't seen any of those items drop, unlike the other unique items.

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mrnorris Creator

The items you're looking for don't have a unique version. This mod is like the original diablo 2 in this aspect, so you could look in a reference like the arreat summit what class-specific and throwing weapons have a unique version.

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Sorry, you're right.
I checked the unique items on arreat summit and the items I mentioned don't have normal unique versions.

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I like mods that make games harder, but there's a difference between challenging and frustrating...

Duriel is over the top.
You can hardly even hit him because he attacks too fast interrupting your attacks and slows you down as well.
Even worse, when you do hit him, he sustains low damage compared to his HP that easily heals. (I hit him in Werewolf form with a powerful and very fast 2-handed unique axe, plus an inventory nearly full of lightning damage charms)
Even with about 87% cold resist you can only survive a very short time against him before you need to flee to town.
Using the Werebear form or slower weapons against him seems hopeless.
(I managed to kill him with the assassin by using talon kick which is super fast and deals loads of damage, while alternating between a "Prevent monster heal" claw and a more damaging unique weapon, plus multiple retreats to town.
I also killed him with the Necromancer via some lousy tricks..)

There's some ranged group of rare+minions and champions that damage you so much you can only deliver about one melee hit before being forced to retreat for healing. (and that only if your character's very resilient or has very high defences, else you're forced to use a ranged skill against them or die)

Groups of rare+minions and champion Brutes/Crushers can just stagger you to death, it's hard to pick them off one by one since they move so fast and don't seem to lose aggro.

Some poison attacks drain your hp so much and last so long you're forced to retreat to town to cure.

After a while, it gets annoying to keep retreating to town or run in circles because you can't escape foes and potion healing is so poor, gets worse when you encounter some champions or a rare that take a large chunk of your hp with just one hit.

Starting with later act I or act II, the mod seems too punishing towards slower attacking characters or weapons, the attacks get interrupted too much.

In my opinion this mod needs some more balancing.
However there's many nice changes in this mod, I do like it.

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mrnorris Creator

I'm reflecting on your written experiences to try to help me make this mod less frustrating.

I'm curretly reworking the experience system of the game and this should smooth out some problems when getting overwhelmed by rare+minions.

It's also in mind to make the access to ethereal weapons easier
which should give slower attackers a bit of love.

I'm also reconsidering the fact the rejuvenation potions got removed from the game. Maybe this hurts the high HP bar builds a bit too much.

By the way, I would like to ask your opinion on something. Imagine the rejuvenation potions were sold by npcs but had a 3 second cooldown to use. Do you think that would be better for the game?

About the werebear druid. I don't know much about it but he seems to be a nice support character for co-op but maybe not viable at all on single player.

Duriel is probably just the most one-sided enemies in the game and a balancing nightmare. I think some builds will just struggle against him a lot more than others.

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I'm no expert, but I don't see how being a level or 2 higher will help against being overwhelmed by champions or rare+minion.
In my opinion, they shouldn't necessarily get weaker or the player become stronger against them.
I just think it should be easier to escape them, so you can pick them off one by or use hit&run; tactics easier.
Granted, they're not always a big problem, there's situations where you can lure them at doorways or narrow corridors to slay them one by one or 2 at a time. (also some classes can use)
I'm only referring to the melee foes.

I imagine players will rather resort to fast attacking skills and weapons, rather then using ethereal weapons which won't last long (because the enemies can withstand more hits in this mod) and runes are too valuable to waste on repairs.
Maybe it would be better to reduce the enemy's capacity to interrupt your attacks, or make the slower attacks harder to interrupt...

Since you take so much damage and survival is so difficult in this mod, I'd say a lot of people will tend to invest more and more in HP and the potion effectiveness will be very problematic with later act I.
Then again, you don't want the potions too effective, else the fights will be centered around potion abuse, instead of "tactical retreat" XD
I don't know what to say about the rejuvenation potions, I'm no expert at balancing or even an expert diablo player. (at least they'll greatly help the werewolf and werebear, the regular hp potions are awful for them)

... man, did you even try fighting Duriel as melee?
I wouldn't say some builds will struggle against him more than others, I would say that ONLY some builds will have decent effectiveness against him.
With the assassin, I could only manage with talon kick + burst of speed, everything else I tried was terrible as far as I remember.
With the necromancer, I could only manage by bringing minions over and over, and casting iron maiden.
With the druid I couldn't manage, neither with minions, transformations or casting offensive spells.
It's just too hard to deliver enough damage to Duriel to even beat his regeneration, because he slows you down and frequently interrupts your attacks or casting with his very fast attacks.
All that is further aggravated by the fact that you can only stand against him for a short while before you need to escape to town, which is hard since he slows you and keeps knocking around with his charge, plus he's fat and often makes it hard click on the portal with him in your way...

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