[Mod Release] Nameless Mod for 1.13d

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jerk-o
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[Mod Release] Nameless Mod for 1.13d

Post by jerk-o » Fri Jun 16, 2017 2:30 am

https://www.dropbox.com/s/bu1ifmv9yj9rx ... d.zip?dl=0

This is a simple mod that tries to make Diablo 2 suck less.
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HarvestWombs
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Re: [Mod Release] Nameless Mod for 1.13d

Post by HarvestWombs » Fri Jun 16, 2017 4:43 am

jerk-o" wrote:https://www.dropbox.com/s/bu1ifmv9yj9rx ... d.zip?dl=0

This is a simple mod that tries to make Diablo 2 suck less.
You should put your change notes here, so people don't have to download just to see what it's all about.
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jerk-o
Posts: 35
Joined: Tue Mar 02, 2004 6:40 am
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Re: [Mod Release] Nameless Mod for 1.13d

Post by jerk-o » Fri Jun 16, 2017 2:58 pm

Added a bigger stash
Removed skill timers
Synergies are now affected by skill bonuses
Hell mode Act 2 Combat mercs now use Fanaticism
Hell mode Act 2 Defence mercs now use Salvation
Hell mode Act 2 Offensive mercs now use Conviction
Act 1, Act 3, and Act 5 mercs have more skills to use/level
Mercs hired in nightmare and hell has the same stat increases and same skill increases and Mercs hired in normal mode
Tried to make magical/rare items suck less.
Added some magical/rare properties that only show up on high level gambled items
Nightmare has slightly more monsters than Normal
Hell has slightly more monsters than Nightmare
NecroMages do more damage at higher levels.
Changed the Hit Power, Blood, Caster, and Safety cube recipies to work with any item type the recipe is for instead of just one item (i.e. any helm instead of just a full helm).
Added the 1.10 and 1.11 battle.net runewords
Added cube recipes to add a set number of sockets to an item instead of a random number of sockets.
Added cube recipes to create armor with Cannot Be Frozen
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jerk-o
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Joined: Tue Mar 02, 2004 6:40 am
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Re: [Mod Release] Nameless Mod for 1.13d

Post by jerk-o » Mon Oct 02, 2017 7:23 pm

https://www.dropbox.com/s/bu1ifmv9yj9rx ... d.zip?dl=0

Updated the mod with a few cube recipies that add Holy Shield to normal scepters.
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