PATCH NOTES

Patch Features (Note: Not all changes are noted here as the amount of changes are in the 100`s)

Please note that changes made are not to change the core game and game play, it is only meant to improve game play experience for more fun and longevity

-Character Changes-

All characters now gain additional life per level relevant to their class

All Characters now gain additional mana per level relevant to their class

WARNING: Do not use character Editors it will break your character, DUE TO CHANGES MADE TO ITEMS CURRENT CHARACTER WILL NOT WORK WITH THE MOD UNLESS YOU REMOVE ALL ITEMS

-Skill Changes- (Note: All changes might not be noted here)

All characters synergies have been improved for end game purposes, almost every skill now has a synergy which works into a build and all skills now are usable in end game builds/play

-Necromancer-

Necromancer – Skeleton Summons - Life, Armor and damage has been increased

Necromancer – Iron Golem thorns damage has been increased

Necromancer – Fire Golem fire damage has been increased

Necromancer – Blood Golem lifesteal has been increased but Necromancer now shares a very small portion of damage taken

Necromancer – Teeth have 1 additional missile at first rank

Necromancer – Bone Armor Absorb significantly increased

Necromancer – *NEW* Bone Wall has been removed and replaced with Scythe Mastery (Passive that increases Necromancer Weapon damage)

Necromancer – *NEW* Bone Prison has been removed and replaced with Deaths Embrace (Passive that increases Necromancer Health, Armor, Damage reduction at a cost)

Necromancer – Life Tap initial lifesteal greatly decreased, now gives an increase per level

Necromancer – Amplify Damage increase reduced from 100% to 50%

Necromancer – Weaken damage reduction slightly reduced

Necromancer – Lower Resist reduction slightly reduced

Necromancer – Iron Maiden damage return significantly increased

Necromancer – Teeth damage increased

Necromancer – Poison Nova damage increased

- Druid-

Druid – All Summons, Armor, life and damage has been increased for end game viability

Druid – Poison Creeper gains increased poison damage from Rabies and Spirit of Barbs

Druid – Rabies gains increased poison damage from Poison Creeper

Druid – Shapeshifting base hitpoint % slightly increased

Druid - Werewolf now gains 20% base cold resistance and 5% damage reduction

Druid - Werebear now gains 20% base cold and fire resistance and 10% damage reduction

Druid - *NEW* Fire Claws has been removed and replaced with Druids Claw which provides attack rating and Magic damage to buffed hero/summon

Druid - *NEW* Hunger has been removed and replaced with Crushing Bite which is a multi attack

Druid - Shockwave has been reworked and now does Physical and Lightning damage

Druid - Fury now has a small chance to do a short duration open wound on enemies

Druid - *NEW* Arctic Blast has been removed and replaced with Elemental Mastery (Passive which provides Fire Damage and Cold piercing)

Druid - Twister and Tornado now not only do physical damage but they now also do cold damage

Druid - Spirit of Barbs now returns an increased amount of damage

Druid - Armageddon damage has been greatly increased

- Barbarian-

Barbarian – *NEW* Natural Resistance is now a Shout like Battle Shout and Battle Orders

Barbarian – Weapon Masteries adjusted to have improved weapon lore stats (Depending on weapon type they offer more of one stat or the other, damage, crit, speed etc)

Barbarian – Whirlwind Damage improved for end game viability

Barbarian – War Cry damage improved through base increase and gains greater synergy now

Barbarian – Leap Attack base damage increased through base damage increase and leap synergy

Barbarian – Double swing now has synergy bonuses

Barbarian – Double Throw now has synergy bonuses

Barbarian – Bash, Stun, Concentrate and Berserk now have improved synergy bonuses

Barbarian – Iron Skin not only increases Armor but now also increases Health

Barbarian – *NEW* Spear Mastery has been removed and replaced with Retaliation which deals damage to attackers

Barbarian – *NEW* Taunt has been removed and replaced with Demoralizing Cry which is an area affect skill which reduces enemy damage and hit chance

Barbarian – Battle Cry now reduces enemy damage less than Demoralizing Cry but gives improved armor reduction on enemies for improved hit chance

Barbarian – Battle Command now gives +3 to all skills instead of +1

- Amazon-

Amazon – Strafe Damage slightly increased per level and now has a synergy bonus

Amazon – Multishot Damage slightly increase through base damage (No longer deals 3/4 weapon damage, now deals 100%)

Amazon – Jab damage now receives synergy bonuses from Fend & Fend damage now receives synergy bonuses from Jab

Amazon – Critical Strike % slightly reduced

Amazon – Slow Missile initial radius reduced, now increases radius per level

Amazon – Impale damage increase from 300 to 450%

Amazon – Inner Sight initial radius reduced, now increases radius per level

Amazon – Guided Arrow damage slightly increased per level and now has a synergy bonus

Amazon – Pierce, max pierce reduced from 100% to 75%

Amazon – Decoy now has increased health and returns damage to attackers for better end game use

- Assassin-

Assassin – Blade Fury Damage slightly increase through base damage & synergy bonuses

Assassin – Sentinel Damage slightly increase through base damage & synergy bonuses

Assassin – Blade Shield Damage slightly increase through base damage & synergy bonuses

Assassin – Psychic Hammer Damage slightly increase through base damage & Mind Blast Synergy

Assassin – Mind Blast Damage slightly increase through base damage & Psychic Hammer Synergy

Assassin – *NEW* Cobra Strike has been removed and replaced with Serpents Call (Aura which increases damage, attack speed and gives lifesteal)

Assassin – *NEW* Fireblast has been removed and replaced with Lightning Dischange (Short range Aura that gives 20% lightning resist and damage attackers with lightning damage)

Assassin – *NEW* Charged Bolt Sentry has been removed and replaced with Assassins Blades (Summons up to 3 Assassins Blades to do the Assassins bidding)

Assassin - Death Sentry still shoots lightning but the explosion now deals poison damage to monster in the area based on corpse hitpoints

Assassin - *NEW* Wake of Inferno has been removed and replaced with Venemous Retaliation (Buff that deals very high amounts of Poison damage to enemies of great distances)

- Sorceress-

Sorceress – Static field damage reduced from 25% to 15%

Sorceress – Thunder Storm, repeat time reduced and radius increased

Sorceress – Hydra duration now increases per level and now has improved synergy bonuses

Sorceress – Enchant Base damage increased and now has improved synergy bonuses

Sorceress – Hydra the cast time between Hydra`s slightly reduced

Sorceress – Telekinisis now does greatly increased damage

Sorceress – Thunder storm now has a synergy with Nova & Nova now has a synergy with Thunder storm

Sorceress – *NEW* Inferno has been removed and replaced with Infernal Stride (Passive that provied increased health, armor, damage reduction and life regeneration)

- Paladin-

Paladin – Sacrifice damage per level increased and damage to self reduced by half

Paladin – Prayer Healing slightly increased and delay between heals reduced

Paladin – Holy Fire, Holy Freeze, Holy Shock base damage increased

Paladin – Thorns base damage and damage per level increased

Paladin – Zeal base damage increased and damage per level, reduced targets from max 5 to 4

Paladin – Blessed Hammer, concentration influence slightly reduced

Paladin – Conviction Armor and Resist reduction slightly reduced

Paladin – Salvation resistance bonus slightly reduced

Paladin – Vengeance base damage and damage per level significantly increased

Paladin – Might base damage and damage per level significantly increased

Paladin – *NEW*Conversion has been removed and replaced with Weapon Mastery (Passive the improves weapon damage, attack rating, attack speed and crit rate)

Paladin – Holy Bolt now damages all enemies

-Monster Changes-

All the changes have been applied across all the difficulties increased with each difficulty

All monsters life has been greatly increase

All monster Armor class have slightly been increased

All monster damage has been slightly increased

All monster resistances have slightly been increased

All monster abilities have been improved

All monster pack sized have been adjusted with greater min and max numbers

-Item Changes-

NEW Base Weapons and Armor TIER and new weapons and armor for for each class

Over 800 NEW unique items

NEW end game set for each class

NEW end game set for Mercenary

NEW low and mid tier general sets

NEW Unique Jewels with 4 different tiers of each with increasing stats per tier

Over 80 NEW Runewords Listed in this document

NEW Modifiers have been added to Armor and Weapons

Weapons (Can have up to 15% Edited damage and 10% Armor)

Armor (Can have up to 15% Edited Armor and 10% damage)


-Drop Table Changes-

NEW drop tables have been added to increase world drop rates of Uniques, Runes and Sets

Gold now drops less frequent but in greater amounts

-Misc Changes-

Health and Mana Pots have been re balanced in the amount of health they provide and how fast they give you the health

Rune tiers have slightly been lowered to increase drop rate by 5-10%

Blood Raven can now drop the lower spectrum of the runes, Countess still has a better drop rate

Every class has some % magic/gold find on their end game Sets

3 New Unique charms have been added (1x Grand 1x Large 1x Small) These can be dropped by bosses only from Act1-5

NEW Set and Unique names at the end of this documents

MERCENARIES

-NEW MERCENARIES AND THEIR SKILLS-

Mercenaries have been reworked to make them all more usefull long term, there has always been an over use of the Act 2 mercenaries due to their auras, with more gear option and choices in the game in terms of sets, items, Runewords this will hopefully open up more Mercenary choices, to help support this many new mercenary option have been give by providing improved and new skills to some mercs who never has them before, let us hope some of them do not end up being too powerful J

PS: All the old school mercs are still there, these new mercs have only been added to the existing rosters.

HORADRIC CUBE RECIPIES


*NEW* GEM Recipe

All gems can now be downgraded to one tier lower.

Any Perfect gem + any chipped will downgrade to the same Perfect type but one quality lower

Example:

Perfect TOPAZ + any chipped gem will give you a Flawless TOPAZ

Flawless TOPAZ + any chipped gem will give you a flawed TOPAZ

And so you can continue to downgrade any gem as required


*NEW* RUNES Recipe

All RUNES can now be downgraded to one tier lower.

Any RUNE + Jewel will downgrade the RUNE to one tier lower

Example:

BER Rune + Jewel will give you a SUR Rune

SUR Rune + Jewel will give you a LO Rune

And so you can continue to downgrade any RUNE as required


*NEW* Equipment Upgrade Recipes

You are now able to modify certain gear to increase stats such as Armor, Damage, add Prevent Monster Heal, Rest in peace etc but each modification will increase the required level to use the item so be careful when doing upgrades so you do not push the item beyond a usable limit or have to level too far to be able to use it.


All Items levels in the game have slightly been lowered to accommodate for this long term build/play/upgrades, that is the same reason that the difficulty in higher levels such as Nightmare and even more so in hell might seem impossible at first glance, but if you use the upgrade mechanics you will end up with a Godlike character J

Tier 1 gear can be upgrades to Tier 2 and Tier 2 to Tier 3 as it has always been, however NOTE that Tier 3 gear cannot be upgrades to Tier 4 as they are Super Elite pieces

Recipe = Resources required to upgrade items

LvL Req Increase = The amount of levels the item being used will gain when using the upgrade recipe

Modifier = The modification that will take place dmg% (Damage percent), ac% (Armor Class %), red-dmg% (Damage reduced by %) etc

NOTE: Be careful when upgrading and modifying gear as not to push an item beyond usable limits, if possible try upgrade items when within usable limits to prevent a long wait before being able to use it.

Last few noteworthy mentions as far as changes go…


Gloves, Belts and Boots can now spawn with sockets, any gem or rune socketed in them will use the weapons modifier, not the armor modifier, this is to allow custom damage options and to help build damage earlier in game progress, later on these option can be used to create custom, gloves, belts and boots through using Jewels of choice as the new Unqiue Jewels allow for a lot more customization options.


Normal – Gloves, Boots and Belts can spawn with 1 socket

Nightmare – Gloves, Boots and Belts can spawn with 2 sockets

Hell – Gloves and Boots can spawn with 3 Sockets but Belts can only have a maximum of 2 sockets

Note that with the new Item modifiers it is always possible that those same, belts, boots and gloves can spawns with %dmg and % armor modifiers, which allows customization to a far greater extent that ever before.

Hundreds of other small modifications have been made to Diablo 2 in Patch 3.0 which did not make it into the patch notes, so many hours have been put into testing and hopefully it is as bug free as can be, have fun and my email is at the end of this document should you wish to make comments, send feedback, make recommendations etc


Keep in mind, the idea of this was to improve vanilla play and expand on it, not make a whole new game and/or Butcher Diablo II, we love the Vanilla D2, however it needed so many tweaks which Blizzard just never cared to do.

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Diablo 2 Patch 3.5

News 5 comments

Hi all,


Thanks very much for the support and feedback, if you have any further comments, requests, feedback please leave it here and I will see what is viable to add :)

Alot of small changes have been made in order to smooth out gameplay and progress, some minor tweaks and balances have been done based on personal testing and community feedback, no product is ever perfect in the start but to keep working at it is always good.

Each class is being reviewed for some balance changes and I must say so far I am excited for the changes to each class, it is going to be good :)

Some brief notes on what is coming in V3.5

Color coding of certain stats on items to help make them easily recognizable,

RED - Combat stats - Used by Attack Speed, Faster Cast, Crushing Blow, Deadly Strike etc

PURPLE - Defensive stats - Used by Life regeneration, damage reductions, all resists etc

GREEN - Utility stats - Used by Movement Speed, Faster hit recovery, All Skills


And lots more other changes that you might not even notice :)

Looking forward to hearing from everyone, we apologize for the current imbalances that you might experience, we are aware that the Baal Tentacles spawn too many adds which has now been addressed :)


Peace n Love all

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Comments  (0 - 10 of 159)
Guest
Guest

What's the point of working so much on a mod like this, when you don't fix the most basic annoyances with the game...the small inventory for example. There is no reason for the inventory and cube to be that small, that is just bad game design.

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Ascended1962 Creator
Ascended1962

Hi there,

Sounds like you did not install it properly because the inventory is as big as it can go...

So i think you did something wrong on your end... inventory was increased 2 patches ago...

What version of D2 are you using?

Since this mod also works with plugy you basically have infinite stash.

Peace

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ptbp
ptbp

where do i find the pdf containing all the changes? i am blind haha

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Ascended1962 Creator
Ascended1962

Hi there,

The PDF is in the Zip folder :)

File name is Diablo II - Patch 3.0 - V3.6.1 i think...

Peace

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ptbp
ptbp

found it! one thing i couldnt find/see is the level cap. has that been increased?

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Ascended1962 Creator
Ascended1962

Hi there,

Are you referring to hero level cap?

There is no increase to the cap due to balance reasons, the game has been and still continues to be balance tested for the current level ratio...

Although Hell is extremely difficulty but it is meant to be, because you have to have the right gear, skill and upgrade setups to really fly through it.. if fly is the right word haha

Hell difficutly is balanced around high end gear+upgrades, this is not vanilla where with mediocre gear you can go through palyers 8 like it is ntohing...

Hell was designed to be the end game challenge, that is why i introduced so many upgrades, gear etc

Feel free to give feedback and comments...

Peace

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ptbp
ptbp

yea just will all the new synergies each skill has i was wondering if there was a level cap increase! and sounds good just working my way through act 2 so we will see how it goes from here!

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Boogeyman90
Boogeyman90

Hello friend..... I am in the Sewers (normal ) to kill Radamant... Regular undead archers are tough as hell... is it supposed to be like that or its a balance issue ? i would say they are more nightmarish than normal difficulty.

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Ascended1962 Creator
Ascended1962

Hey Boogeyman,

So i checked the archers and their damage seems inline with what it should be...

So far you the only one who reported their difficulty, look i must say those archers have always been tough :)

Look, the other thing is, like you mentioned you have to kite them and that is sort of what is expected, i do not really want any class to be able to just stand and soak damage from monsters like it is nothing, obviosuly unless you are geared to the teeth and fully upgraded etc

The only classes that should be able to stand and soak them for a bit should be a barbarian, paladin and feral druid, all other classes should need to kite kill them but even then the 3 heavy armor classes should have to kite at some point,especially if facing 2 packs...

I have tested monster balance so much, probably what i have tested most and set it to what i personally find challenging and fun...

Keep in mind that the mod is in part what i feel the balance should be like... like vanilla bored me to death eventually because my friends and i would just pop it on players 8 and go from normal act1 to hell baal act5 in like 6-8 hours...

So the difficulty is set that it should take a few weeks 2-4 to finish it on hell and as far as hell goes, the idea was, like what i did was to do 1-2 waypoints a day...

And if i really struggled i would either respec and try something different or i would go back and farm in order to upgrade gear etc

Beauty of PlugY, to be able to respec on the fly like Diablo III hehe

Look i finished Hell on a Barbarian and I am in Act3 now with my necro, eventually i would like to do hell with each class but lol i am so busy modding i dont have time to play lol

Just when i think, mhh i am done modding for a while and i start playing i am like, mhh this or that would be cool to add and then i end spending my play time adjusting and adding to the mod haha

So sad...

But after this next update 101% i am gonna play myself... so thats why i am taking a bit of extra time for this release to polish up some things and getting feedback, i though all map issues were fixed but luckily another player reported Act5 lava red portal maps had a issue which i fixed and i dont think there could be anymore... i just never went into the abbadons... but i tested it today and then fixed the issue.. i wanted to release the patch this weekend but got a bit busy with other things and also adding colors to the skill icons has been crazy time consuming,but i started them and was like.. F&^%* now i have to finish them... on the assassin now so that is the last one to do as far as icons go... I just spiced them up a little here n there with some colors so you can seem, ahh fire, ahh poison or whatever :)

Cool man, have fun

Peace

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Ascended1962 Creator
Ascended1962

Hey boogyeman,

Thanks for the report, I will check into them a bit later.

I am just about to sit down and start working on the update :)

Lots of balance changes, I have basically completely gone through all the mobs act1-5 and reworked the spawn tables...

Although I did not adjust much on the act 2 sewers guys

Will check their stats..

To help me, just tell me, the following,

Class:
Primary Skills:
Name of the mobs, probably burning archers?:
Amount of stats in vitality:
Rough estimate on mob count, how many archers in a group:

Thanks man

Ps: Next update will be out later tonight or early tomorrow L)

Good thing you caught me now haha

1 more question, any other issues as far as maps etc go..

Just check also, those skeletons that they are not maybe part of one of the SUper Unique Elite mobs.. if they are, they suppose to be hardcore haha

Cool man, any other feedback would be great..

Peace Friend

PS: How are you finding the mod otherwise?

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Boogeyman90
Boogeyman90

I will note all this stuff down to let you know just in case you wanna modify something

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Boogeyman90
Boogeyman90

Hey friend... MOD is ******* awesome.

Mob in question is Burning Archer.... really tough to bring them down and they hit damn hard too , playing normal ( /players 1 ) and when they come in pack , i have to start kiting so as not to get killed. I donĀ“t wanna imagine nightmare difficulty LOL....

I am not complaining though... just to let you know :)

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Ascended1962 Creator
Ascended1962

hey boogey,

Oh ye 1 last thing, I am also setting up a webiste (well my friend is) and on the website it will have every runeword and every cube recipe with a easy search function, the site is live already and the search function for the runewords work..

Can search by any criteria, rune, level, name, stat like openwounds, enhanced damage, skills etc etc

Pretty amazing job my friend did if i must say so myself..

Just wanna do a few more things on the site since it is live but not finished completely... still need to do the FAQ, Cube Recipes and 1 or 2 other small things.

Cool chat later

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Ascended1962 Creator
Ascended1962

Hey Boogey,

hehe lol that is good to hear :)

Have you ever tried other mods?

I have never tried other mods, i have seen others play them etc and i always found others mods a bit broken because there are just too many changes, look i have made 1000`s of changes but every single change is aimed at improving on vanilla and not a change so crazy that it is no longer true to the game...

Well that is just my opinion..

I actually started this mod initially because i jsut wanted mobs with a bit more life... and well here i am 1 year and 2 months later and i have done so much it is quite crazy when i look back at it...

Not sure if you can imagine how much thought and work i have put into this lol... and still i am busy lol.. just wanted harder mobs to fight against and now i cant seem to stop modding haha

This next update is the last content i will be adding for a while.. but i have said that so many times before haha..

Just some spoilers..

I am adding 6 new high end runes and about 12 new rune words that use them... will definitely add more at a later stage..

Also I am busy adding 1 more set for each class, I am not so happy about the drop rate for sets, so I am going to look into that too..

and then i am doing tons of small monsters changes, like each monster has 1-5 different stats, like dodge, block, bleed, slow, no freeze, haste, etc etc and I am adding a tooltip for each monsters so when you hover over them it will tell you what bonus stats they have..

I have spent alot of time going through each of the maps i made when i just started with the map mods, because i was a bit noob but am pretty fast now and know exactly what to do and what not do :)

So lots of small polishing changes/fixes coming too...

and as per normal every update always will have balance changes in terms of skills, monsters, loots etc

I play myself like 1 hour a day and then about 1 hour a day with a test character going to diffierent difficulties and acts to look for any weird random stuff, but i must be honest i have not found or seen anything for almost a week now with all the small updates, so ye pretty smooth...

Peace :)

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Boogeyman90
Boogeyman90

I will call your MOD : " What Diablo III should have been .... " LOL xD

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Ascended1962 Creator
Ascended1962

Hey Boogeyman :)

LOL i giggled a little when i saw this comment.. If only Blizzard asked me to help on Diablo III i would not have needed to make D2 feel better haha

Oh man, the new sets are gonna be so sexy, no spoilers just saying hehe

Also adjusting loot tables a little, so that normal mobs have a chance to drop uniques/sets but the chance is very very small, still better than no chance :)

So got any feedback for changes, i am still looking at the skeletons..

They might be even stronger now haha, joke... sort of..

Maybe you need to do some upgrades haha

Peace

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