Diablo 2 is old, but not obsolete. This amateur mod aims to present enhanced adventuring experience—darker atmosphere, higher difficulty, smarter fight, better replay value and more team work. With various classic Diablo 1 elements involved and substantial improvements, it focuses on shaping Diablo 2 into a rejuvenated game of horror, tension, strategy and diversity. In addition to fixing a few major bugs in original game, main features are listed below:

  • New monsters and background music.
  • New item sounds, graphics and modifiers.
  • Revised balance of classes, skills, items and hirelings.
  • Exclusive and distinctive class professions (no charged, procing, oskill items).
  • Aggressive monsters and lethal act bosses.
  • Limited mobility and supply of gold and potions.
  • Faster character leveling-up.
  • Gold economy and simple item availability (from vendors and cube recipes).
  • Hirelings have more item slots to be fully equipped.
  • Extra information pages on character screen.
  • Larger and shared stash.

Tyrael 2

I provide two editions for different players: normal and HD. For those who prefer glide rendering, choose normal edition; for those who crave higher resolution, choose HD edition which only works with Direct3D video mode.

There are only two language versions: English (default) and Chinese (optional). Keep required mpq files and delete the unused according to your language choice:

  • English version = Patch_D2.mpq + d2kfixup.mpq
  • Chinese version = Patch_D2.mpq + d2delta.mpq

Before introducing my humble modding, I would like to give my special thanks to The Phrozen Keep staffs and members for all tutorials and resources. TSW will never come to being without their share and help. All credits go to them.

TSW is based on 1.13c and primarily for veterans, thus you are expected to have defeated hell difficulty in vanilla Diablo 2 and seek to advance your journey. However, in order to stay away from legal trouble, there is no private server in spite of its promotion for popularity, and please play multiplayer games over TCP/IP or Hamachi. Admittedly, I realize the lack of realm/server means the problems of finding and gathering players, as a result I did not make hell difficulty too hard for a well-prepared character to overcome, including act boss fight.

This mod has been developed and polished ever since 2006, and until now I believe it is complete enough to be published. Generally speaking, characters and items are remarkably weakened and monsters are massively enhanced for the purpose of challenge. Hell difficulty is the very core of this mod, careful and skillful play will prove yourself a worthy hero who can fight alone in most areas, but team work is still highly suggested if you want to defeat the Prime Evils in an easier way. In other words, TSW is designed to be single player centered with slight emphasis on multiplayer.

One of the biggest differences between vanilla and TSW is most items which cast or grant skills are gone. I understand it is a significant change many players can't accept for the sake of power, safety or build variation, but I insist doing so. I strongly disagree the classless concept, and that is exactly what Blizzard implemented to facilitate for item-hunting in expansion, especially after patch 1.10 where players can use several exclusive skills from other classes at the same time by high-end rune words. That is totally unreasonable and overpowered. Skill trees shall be unique to each class and you can't learn them by items. In terms of character developing, classes have to be meaningful distinctions and truly different, and you feel and play differently with their inherent pros and cons so that the game would be more interesting and divergent in thinking and fighting. Also, classes with different pros and cons make team play more appealing.

Diablo III 2012 05 16 17 19 39 4

Creating a new character will bring you full experience of role-playing, but note that this mod sets great limits for mobility and gold/potion supply, so it is much harder than vanilla game play in the beginning. A few feedback complains about this and let me explain. In vanilla setting, characters will never run out of stamina when they reach higher level and consequently modifiers and skills concerning stamina are almost useless. Similarly, the abuse of potions makes healing skills and modifiers play insignificant roles in combat. Vanilla game play just lacks minimal attention to these role-playing factors. Maybe stamina system is not a good design in a retrospective view, but it is my basic idea about TSW that if you can't remove it, refine it. I dislike overly nonstop killing and would like to address recovery and resting elements after each battle. If you suffer from low mobility and short supply, slow down your pace of fight, take a timely rest and use healing skills or scenery objects. Simply put, you have to stop speedruns and learn to be cured by some means other than potions.

My personal advice for anyone who tries to challenge greater evils in TSW: master the class you choose to play. Improve your knowledge of items and skills, play with caution and strategy, and you can stand a chance in Hell difficulty. Actually the enemies out there are not too hard to handle as long as you get used to a complex battlefield, but always think twice before you act. TSW playing is made up of an infinite amount of making choices, and sometimes even the smallest decisions can change the results of battle.

To save your time for leveling and quest completion, characters from vanilla Diablo 2 are compatible, and just remember to update old items in the cube for new properties. It is not a fair fight to equip your hero with something which is extraordinarily powerful but never exists in TSW.

Knowledge is power. Take some time to read pdf files in documentation folder packed in mod for detailed item information, so that you may have clear ideas to prepare proper gears for battle. So far I have no time for a wiki or web site, and those pdf files are the only available references. Sorry for any inconvenience this may cause.

Tempered item is an abandoned project prior to the official release of patch 1.10 and I reworked it in TSW for the best use of normal items except adding sockets. Just like crafted items, tempered items are generated by cube recipes but featured with fixed and unique increments.

As utilities outside of closed Battle.net, character/item editors are neither forbidden nor advocated. To use or not to use, that is not the question and totally up to you. I respect legit players who have zero tolerance for cheating, but I have no intention to take a strong and rigorous stance on editors because potential cases of reasonable use such as build/stuff testing are acceptable and should be allowed.

In all, TSW is an old world with new contents and concepts. I hope players would find their own niche and enjoy dark fantasy in this diabolic realm. Any feedback is very welcome.

imperius tyrael1x1

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Skills

  • Slightly increased damage of Poison Javelin.
  • Werewolf receives duration bonus from Summon Dire Wolf.
  • Werebear receives duration bonus from Summon Grizzly.
  • When Redemption is active, you gain life and mana after each kill while slain monsters rest in peace.

Texts

  • Added fix tips for error message “Unhandled Exception: Access Violation (c0000005)" to readme file of HD edition.

The Sin War 3.33 HD

The Sin War 3.33 HD


The Sin War 3.33

The Sin War 3.33


Version 3.32 officially released

Version 3.32 officially released

News

A major update that contains one more file (BaseMod.dll) than old versions, for greater visual enhancement, faster multiplayer connection and...

Version 3.31 officially released

Version 3.31 officially released

News

Just a minor update for balance of item socket and hireling safety.

Version 3.30 officially released

Version 3.30 officially released

News

Major changes focus on the enhancement and balancing of set items.

Version 3.29 officially released

Version 3.29 officially released

News

Numerous runewords enhancement along with a major change that effects of blind, freeze and flee no longer work on missile weapons to prevent plain easy...

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The Sin War 3.33 plugin

The Sin War 3.33 plugin

Plugin

A utility that enables TSW banner in D2SE mod-manager.

The Sin War 3.33 HD

The Sin War 3.33 HD

Full Version

HD edition that requires 1.13c and allows higher resolution.

The Sin War 3.33

The Sin War 3.33

Full Version

Normal edition that requires 1.13c and supports glide wrappers.

Clean 1.13c patched files

Clean 1.13c patched files

Patch

Instant patch version switching by overwriting old files.

Comments  (0 - 10 of 144)
javelinejenna
javelinejenna

Hell borg_w, thank you for your effort, I can see that you put a lot of time, thought, and energy into it.
Which features of PlugY are implemented in TSW? I don't like the big stash but other changes of PlugY. Do I loose all of them if I deactiavte PlugY by updating to 1.14?
Also, do world event and uber Diablo occur in TSW?

And a few suggestons:
1. When playing in higher resolution, the gray area around the stash pane is rather ugly, especially since you still have to browse by clicking on the stash page arrows. Why not just expand the stash pane to fit the screen resolution? That would actually be nice so one doesn't have to browse through the stash which I find very annoying.
2. An even better solution in my humble opinion would be to deactivate the huge stash. Instead, in each town have a merchant offer storage for a fee. Especially since you want to make the game more balanced and difficult, that would actually be another motivation to keep collecting gold. The fee would rise with the amount of storage - and merchants being merchants - by quite a lot. Since D2 has days and nights, just have the merchant request a fee every 60 days or so. If the fee isn't paid within 3 days after request the merchant will confiscate your stuff for another 30 days and release them only for a very huge amount of gold. So much that it will actually be a challenge to get it. If you can't pay the penalty fee in time you will loose it all find your stuff for sale piece by piece at all merchants randomly throughout the game.
3. Since in higher res we have so much space, why not open character inventory screen AND hireling inventory screen at the same time within the same window area? It would make it much easier to compare items and make the most of the ugly gray area.
4. Personally I find it rather demotivating to have selling values so heavily decreased. This renders everything completely worthless where you used to pick up trash only for its selling value. I don't find this balanced enough and would suggest a reexamination.
5. In the comment section you wrote that fast levelling is intended to get ready for nightmare/hell and that one shouldn't be surprised to find themselve to have reached level 90 by the end of normal. I don't get the idea behind it. Why do you render normal difficulty to be meaningless, instead of making it more challenging? Normal should be a complete and satisfiying game in itself. Somebody who wants to play the game only once should have plenty of fun in normal. Nightmare and hell are only thought to be a rise in challenge for those want to replay. How is it satisfying to reach level 90 in normal and then have 10 more levels to go for the rest of the game? I would heavily reconsider that. Make every difficulty level a consistent and satisfying challenge and instead just add two more difficutly levels and spread out the game evenly: Normal > Ominous > Nightmare > Extinction > Hell
6. I would very much appreciate a 6. act. The story ended just fine with act 5, so I don't mean to come up with some pseudo inventive story to expand lore. But since the story of "your" hero end with act 5, the 6. act could be called "Madness" and pretty much pic up the idea of D1 where the hero is possessed at the end. Likewise, in act 6 the hero (you) would turn mad, reliving the hell you have been through. That would include an epic boss battle against all 3 prime evils at the same time. After beating them you would find yourself in town as a naked character with all skills/stats reset. The twist: The final boss is yourself with all the gear and skills/stats from the time you beat the three minutes ago. Since you lost your primary gear - and even worse, have to fight it - you must look for alternative gear you have collected througout the game and reassign skill and char points to get as strong as possible to beat your old you. In a multiplayer game the same would happend to all, so you and your team have to beat - well - you and your team.
I have some story ideas that are not too crazy or FANtastic. Just plain and simple. If you like to explore them together, I'd be happy to share.

Anyway, you have done a great job. Thank you for that.

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borg_tw Creator
borg_tw

Well, thanks for your long reply and I will answer separately. First, TSW doesn't activate all PlugY features such as unassignment of points at any time or uber quests, but most main features are included as mentioned in readme file: larger/shared stash, upgraded character screen, unlimited runs of cow level, multiple instances and etc. PlugY doesn't support 1.14, and if you update D2X to 1.14, all PlugY features will be removed. Secondly, TSW doesn't enable world event and uber quests to prevent the game from becoming too difficult to play. The rewards, however, are still available from looting or cube recipes. One of the basic ideas about TSW is more reasonable challenge, less unnecessary grinding.

I really appreciate all your suggestions for TSW future enhancement, but I have to say that most of them are beyond my ability to make grounded changes by code-editing. I am just an amateur, not a professional. All I can do is to put available resources from modding communities together and make soft-coded changes at their finest. Both higher resolution UI design and additional Act 6 are hard-coded stuffs, and I am sorry these are things I can't do.

Selling values are heavily decreased to ensure limited supply of potions and hirelings. Honestly, I don't like the overuse of potions and hirelings which completely get in the way of various use of skills and strategies in combat. Too much surplus of gold means players can always afford infinite potions and hirelings, and that is a perfect reason to totally focus on offense and then rightfully ignore defense as well as recovery. With the help of unlimited potions and hirelings, vanilla gameplay has been plagued by an overemphasis on power which makes most safety and healing skills worthless, and thus heavily decreased selling values become a necessary evil.

Finally, the controversy over ultra fast leveling is no more after the release of version 3.24 where players can't gain insane experience after each kill. This issue has been fixed for a long time and so there is no need to worry.

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Violet-n-red
Violet-n-red

question about Sorceress skill balance: Fireball and Firebolts seems to be dealing way less damage than Icebolt or Shockbolts(total) without having any visible advantages. is it supposed to be like that? they also seem to scale worse than others and end up being somewhat expensive.

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borg_tw Creator
borg_tw

With the passive damage bonus of Fire Mastery, Fireball and Firebolt deal much more damage than Icebolt or Charged Bolt. Fire skills provide the highest total damage.

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Violet-n-red
Violet-n-red

does it mean that Fire Mastery scales better than Lightning Mastery? because the latter starts off with a bigger bonus. also, isn't lightning tree supposed to be the most damaging, but the least reliable one?

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borg_tw Creator
borg_tw

No, actually Lightning Mastery (9% damage bonus per level) scales a bit better than Fire Mastery (7% damage bonus per level). Lightning skills indeed benefit from the highest maximum damage but suffer from the lowest minimum damage, and thus their average damage is still less than those of fire skills.

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Violet-n-red
Violet-n-red

hello! do you know any online communities for this mod? i'm curious to know how other people deal with the difficulty of this mod

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borg_tw Creator
borg_tw

As far as I know, currently no specific forums or online communities for TSW. Perhaps it's because of the difficulty, the lack of realm and low popularity.

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Guest
Guest

Can you make hero editor compatible with MedianXL so you can try different sets on single player.

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borg_tw Creator
borg_tw

Sorry, it seems there is some misunderstanding here. I know the great and popular MedianXL mod has its private server also called "The Sin War", but my mod has nothing to do with that. Just coincidence.

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