This mod is basically a new expansion. The expansion Blizzard never gave us.
The main focus is to enable a better experience in the endgame via. new items and end game dungeons.
Here are a few of the main features of this mod:

  • Over 100 new unique inventory graphics.
  • Over 800 new uniques.
  • Over 20 new sets.
  • Over 15 new runewords.
  • Upgradeable gear.
  • Exciting endgame dungeons.
  • Treasure Goblins appear randomly and carry loot.
  • Destiny Chests, are you brave enough to open them?
  • Increased drop rates! (not everyone can grind 50 hours for a single high rune amirite)
  • Better mercenaries.
  • New crafting recipes!
  • Changes to existing skills, synergies and a few completely new skills!!!
  • Tons of quality of life improvements like ctrl click to move items, auto gold pick up, gamble refresh and less trash drops!
  • Level cap raised to 120
  • Faster leveling in the early levels

    You can find the full detailed list of changes + all patchnotes in the download!
    This mod is intended to be played on patch 1.13c with D2SE and Plugy.

Check out our Discord server if you want to talk about the mod or see the latest news!

Diablo 2 LoD 1.13 Content Update Mod

Content Update Mod v.1.5.6.7<- Download the newest version 1.5.6.7

Diablo 2 LoD 1.13 Content Update Mod

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RSS Articles

Superior Items

News

Superior item can spawn with 1-2 of these attributes:


50-100 attack rating (weapon)

15-30% enhanced damage (weapon)

15-30% enhanced defense (armor)

5-10 to all res (armor)

5-10% to mana (wands/scepters/staffs)


Enhanced durability is no longer available on superior items!

Corrupting

Corrupting

News

Hey in this short article I wanna explain all the stats you can get through corrupting and the chance for them to occur.

RSS Files
Content Update Mod v.1.5.6.7

Content Update Mod v.1.5.6.7

Patch 8 comments

Another day another patch for the Content Update Mod!

Content Update Mod v1.5.6.6

Content Update Mod v1.5.6.6

Patch 4 comments

Just another quick update bois. Click read more for full patch notes :p

Content Update Mod v.1.5.6.5

Content Update Mod v.1.5.6.5

Patch

We have a pretty exciting change this patch. Magic find will now be linear! Please let me know what you think about that!

Content Update Mod v1.5.6.4

Content Update Mod v1.5.6.4

Patch 7 comments

Items: ->Nightfall runeword now properly rolls +1 to all skills of a class ->Removed 1 to all skills ->Added 20% Fhr Crafting: ->You can now craft "Khalims...

Content Update Mod v1.5.6.3

Content Update Mod v1.5.6.3

Patch 14 comments

Another rather short update. Introducing the Hyperbolic Time Chamber and some small fixes.

Content Update Mod v1.5.6.2

Content Update Mod v1.5.6.2

Patch

Another short patch to fix the '3PGEM -> 1Uber Gem' recipe!

Comments  (0 - 10 of 218)
deadoralive117
deadoralive117

How do you install this?

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Davias11
Davias11

I like the changes in this mod quite a lot. The style of the vanilla game is preserved, which is something I appreciate.
I have one question though regarding the players 127 modification in the basemod. Can I savely enable this feature, or does it something weird when I activate it in your mod?

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m3zekken Creator
m3zekken

Thanks!

I wouldn't activate it because it can cause trouble with monster hp!
Also, the exp gain and drop rates don't scale past /p8 anyway so you can only increase monster hp with it^^

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Antisanta
Antisanta

Alright, I've been playing this mod for a while now and finally got the majority of my bugs under control. I figured it was time to post a more comprehensive review/suggestions list. I'm gonna break this up into sections for each class, followed by a more general list. Here we go...

-Amazon - level 101

The Amazon is hands down my favorite class in D2, but she is EXPENSIVE. I tried both bow and javazon in this mod, and I ended up finding some pretty dope equipment for both specs. That having been said, the Bowazon is basically unplayable in early and late game due to a lack of viable skills and HUGE mana costs. So, I decided to stick with javazon, who has been an absolute blast, and thanks to the adjustments to rune and magic drops, I have been able to equip her with a Stormshield and Tgod's belt, and get an Infinity merc, without which she would likely be doomed.

I'm running a rare javelin I found that has a chance of casting frozen orb on strike, and let me tell you, with a melee splash jewel and high pierce chance with lightning fury, this weapon is basically better than a Titans, and it is a blast to play with. I absolutely LOVE the addition of the 5% chance to cast modifiers on items.

Nevertheless, I think that both the Bowazon and Javazon could use some minor adjustments to their mana costs, and the Bowazon needs a total reworking if she is going to be considered even slightly viable for early game, let alone end game. Also, a final note on bows - I've noticed that bows have a chance of spawning with "melee attacks deal splash damage" as a modifier. I would recommend removing/replacing this for bows, as it is completely useless to a ranged attacker, and is a waste of what could be an otherwise good modifier.

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Antisanta
Antisanta

- Barbarian - level 93

The Barb is tanky af, but is still a one trick pony as far as I can tell. He suffers from an extreme lack of aoe abilities, and because of that he requires melee splash late game. Even with melee splash, 10k whirlwind damage, and around 15k berserk damage, he takes FOREVER to whittle down mobs. He's fun to play simply because he can tank it out like a beast, but I feel like his skills could use a more imaginative touch. For instance, who ever uses Howl or Taunt? Perhaps these skills could be replaced with different skills like a Rage skill that buffs attack speed and damage, or a shout that deals elemental damage in a large cone aoe (think Skyrim).

I've also noticed that Barbarian class helms are still spawning with the old + the sword/axe/club/polearm mastery, instead of the new melee/throw masteries, so many of the barb helms do nothing for your skills.

On the note of thrown weapons for barbs... man, I wanted to make a throwing barb SO badly, but... they aren't great. They'll need some skill reworking to be viable, perhaps they could use some aoe and piercing attack like the javazon?

I decided to wear a ring on my barb that has a 5% chance when struck to cast level 20 hydra, but unfortunately it's bugged - the hydras only spawn for a fraction of a second, disappearing back into the ground before the can fire off even a single shot. The chance to cast hydra on strike, however, seems to function as intended.

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Antisanta
Antisanta

- Assassin - level 82

The Martial Arts tree is still basically unusable. The use of charge up skills and finishers is, in my opinion, over-complicated for the game engine. Meanwhile, traps suffer late game from an abundance of elemental immunes.

That having been said, I have found a pretty decent stock of REALLY cool new assassin items, and she is very fun to play despite being squishy. I think you've done a fantastic job at making assassin items, but I think that she needs a little boon so that she can make proper use of them! For instance, perhaps she can get some more passive abilities? Maybe some skills to increase deadly strike, bypass enemy resistances and defenses, etc? Also, it kind of sucks that weapn block is so specific. It only works if you use two claw class weapons... maybe it should still work if you only use one claw weapon, as shields are usually an important carrier of resistances that are essential for late game. Either that or perhaps runewords like Ancient's Pledge and Sanctuary should be changed to allow us to create them in weapons as well? Of course, the third solution to this is to have more options on claw class weapons for all resists, which from what I can tell is a pretty rare modifier on weapons.

Finally, I feel like daggers are a very neglected weapon class in d2... there is almost no reason to ever use a dagger. The Assassin could change this... it seems like a dagger would be a perfect weapon for an assassin, so maybe some of her skills could be altered to include daggers as an option (claw mastery, for example, could include claws AND daggers).

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Antisanta
Antisanta

Anyways, this post is getting ridiculously long, so I am going to post my thoughts on the other classes later on, when I've had more time to test them out. For now I'll just conclude with my list of general comments/suggestions:

- Moonlords and their variants in the WSK are often times stronger and more dangerous than Baal and his minions. Not sure if this is vanilla or not, but they are seriously OP.
- There is a disembodied aura in Halls of Pain that follows the player around. Again, not sure if this vanilla or not... the aura seems to be attached to an invisible creature, and can move through walls.
- Items spawn with +1 poison dagger, a necro skill that apparently doesn't exist anymore, making the modifier useless. This is unfortunate, because I think that poison dagger would synergize very nicely with the Necro's new Bone Punch. I was very excited by the idea of a melee necro.
- A single visit to the time chamber is enough to level a character to around level 60-70, not 85. It takes 2-3 visits to the time chamber to get into the 80s. At 1000 crafting power per time chamber entry rune, you will be breaking down around 1000 items.
- On that note, forging costs in general are HUGE, requiring you to either duplicate your hammers, or break down hundreds upon hundreds of items just to reroll sockets, etc. I recommend decreasing costs/increasing the amount of forging power we get for breaking down items.
- Leveling up once you hit 100 is incredibly difficult in vanilla areas, it would be nice to have a consistent way into areas like Goblin Land. Perhaps the torn map can be made an item that drops somewhere similarly to Wirt's Leg?
- On the note of Goblin Land, maybe it could have a higher chance of spawning loot goblins? I understand if not, but it makes sense that they would be there! Also, Guu (the cyclops that guards the bridge) seems slightly bugged. It says he is immune to conviction aura, but when he is affected by it he becomes immune to all elements, and gains massive life regen.

All in all, I love your mod! The changes you're making are fantastic, and I look forward to the next patch!

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m3zekken Creator
m3zekken

Hey first of all thanks for your detailed feedback.
I cannot comment on everything you just said but I will give some input on things that I can answer immediatly^^

When did you try out the Bowazon? I recently buffed pretty much all of the bow skills as well as giving the Amazon a bow mastery on top of that. I feel like she is a pretty potent build right now.

Melee splash on Bows doesn't make any sense I forgot to disable that when I made weapons spawn with melee splash so thanks for letting me know I will fix that with the next patch.

About Assassins, I really agree with your opinion on the Martial Arts tree.
I really dislike it as it is right now but an overhaul will take a lot of time that's why I put rather far back on my "to do list".
I do really like the idea about Daggers though I will definitely keep that in mind when I start working on the Assassin (funnily enough I made a pretty powerful but also niche Dagger only runeword just recently that will be available in the next patch).

I made the Skill Poison Dagger appear on rare daggers (as oskill so every class can use it) just as a homage since I removed poison dagger. The skill was very useless and can't be combined with Bone Punch in any way.
Quite the contrary actually since I removed Poison Dagger to add Bone Punch. With Bone Punch, you can actually build a working Melee Necro (Which was not possible with Poison Dagger in Vanilla)

The Time Chamber needs to be run at /P8 I previously didn't mention that in the tooltip appropriately but I will change that.

Forging cost is a pretty hard and mathematical topic.
The main problem is by how hard Runes scale up due to how they scale through upgrading.
What I'm saying is basically that I need to balance the Forge Power gain between say Runes and Uniques. If I up the gains from Uniques I would have to up it for Runes too and because these scale pretty hard, pretty fast in terms of value/rarity it's very problematic.
And rune values are alrady under the FP gains that they should theoretically have if I were to strictly go for:
FP-gains=rarity.

For example, a basic unique is worth 3FP and a Pul is worth 2FP but a pul is rarer.
And if I were to raise the worth of a Pul that would snowball the worth of all runes above Pul as well.

Hope you understand what I was trying to say :D

Also just checked the Conviction Immunity on Guu and it was indeed bugged but should be fixed for next patch ^^
His health regen is just really high tho haha

EDIT: Also what I forgot to mention is that the crafting system was initially just meant to be for runes anyway but I added the possibility of making use of unwanted uniques and sets just as a bonus ^^
I might still change it up though so thanks for your feedback :p

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Antisanta
Antisanta

I tried out Bowazon as of this patch, but I just found a Buriza, so I'll give it another whirl and see how it goes this time around.

As for the Assassin, I understand that she's a big commitment. Like I said, I really love what you've done with assassin items, so I'm looking forward to your take on her skills!

I noticed that Poison Dagger was an oskill now, but as far as I remember even though it adds to the skill, the skill doesn't appear to be usable as either a left or right click. I'll have to double check once I find another item that adds it. As far as melee necros are concerned, maybe poison dagger can eventually be reintroduced as a passive that just adds poison damage to melee attacks w/ daggers? At that point, necros could be another class that makes good use of daggers, which also makes a lot of sense as far as flavor is concerned.

I can see what you mean about the complexities of forging costs, but there is a simpler solution if you choose to do it - just make things cheaper to forge. I personally don't think there's any reason to have to break down 300 unique items for one shot at the time chamber, or 100 unique items just to afford to reroll sockets on a unique item, and you're crazy if you're breaking down HR for forging power. Yeah... they're more common now, but still not THAT common. I would say that a decrease in forging cost across the board is a good idea, but of course it's your call, and I'll be appreciative either way!

Keep up the good work, thanks again for the top notch quality content, and I'll be making another large post with more about Bowazon and other classes later on. Have a good one!

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m3zekken Creator
m3zekken

I actually thought about doing something else with Poison Dagger while keeping it on the Necro skill tree but for some reason, I just didn't really like it.
Especially now after you mentioned the Assassin I feel like daggers fit the Assassin a lot more.

When I first designed the Forging Hammer system I oriented myself at the current costs, for example rerolling sockets on a unique came at the price of a Jah rune and then I tried to somewhat fit unique and set items as well as other things like PGEMS into the equation. So the price is almost equal to that Jah now converted in Forging Power (Jah gives 490 | Total cost for re-roll is 530) while also being a lot more dynamic in terms of gaining the resource.
Of course, you can argue that a Jah rune is also too expensive to do that but I personally feel like these endgame recipes should come at a rather high price so that you have something to work for.

For example, Moonlight Stones are way rarer and more expensive in terms of FP than what they actually archive in terms of a power-up, but since they add power in a unique and limited way they add something to the super late game, hardcore fine tuning your char or whatever you want to call it.

Anyway, I'm getting off topic :D What I'm trying to say is that I do see your point and I'm definitely thinking about it!

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Antisanta
Antisanta

I see your point. I guess it does make sense that possibly rolling 3 sockets on a unique or set piece SHOULD be expensive, and once you put it that way a Jah+ is a fair trade to be able to, say, throw 3 uber diamonds into a chest piece for a juicy 90 resist all. Your logic is sound, thanks for elaborating on your reasoning! :D

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m3zekken Creator
m3zekken

No problem :D

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Highest Rated (4 agree) 10/10

Holy mother of god these updates are ridicolously good!
Is this an out of season christmas gift?

Apr 7 2019 by Cherubim33

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