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what's a good 1.07 d1 mod?
06-05-2006, 07:09 PM
Post: #1
what's a good 1.07 d1 mod?
which mods for diablo 1 version 1.07 are the best? not hellfire, i don't have that. which one should i play? i have 1.07, i haven't updated the game because i haven't gotten on bnet yet.
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06-05-2006, 07:18 PM
Post: #2
what's a good 1.07 d1 mod?
Quote:which mods for diablo 1 version 1.07 are the best? not hellfire, i don't have that. which one should i play? i have 1.07, i haven't updated the game because i haven't gotten on bnet yet.

V&K's Middle Earth mod was certainly a popular one, if you like fighting ubermonsters using uberweapons, or happen to be a Tolkien fan. One thing I will say about V&K is they were quite good at making drugged up monsters.
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06-06-2006, 03:51 PM
Post: #3
what's a good 1.07 d1 mod?
Quote:which mods for diablo 1 version 1.07 are the best? not hellfire, i don't have that. which one should i play? i have 1.07, i haven't updated the game because i haven't gotten on bnet yet.


V&K's original VK mod (pre ME) was great also, but I do not know if you can find it anywhere anymore. Abysmal got too easy in the mid 30's. ME was nice. Dr Zed's mod was..... interesting. Overall, for best gameplay, I suggest either of the VK mods, although ME was much more of a total conversion than the original VK mod, which only became significantly different in Hell. Oh and yes, I had 40's warriors in all of the above mods, so this is from personal experience.


Lastly, LRN2CAPITALIZE. Your posting style is the main and probably only reason I remember you from the old DSF.


-A
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06-07-2006, 02:57 PM
Post: #4
what's a good 1.07 d1 mod?
Hi,
there are some more pretty mods among the not so famous ones like VK. I would like to suggest SuperDiablo - really cool, especially in SP mode, with some unique elements; second, Rebirth - a modern mod, meeting its self-image of being an expansion to Diablo, but not yet finished; third, the E&W mod - not free of bugs, but worth a look as well.
If you have problems in finding the mod you would like to start, I can upload it.
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06-07-2006, 05:32 PM
Post: #5
what's a good 1.07 d1 mod?
Quote:Hi,
there are some more pretty mods among the not so famous ones like VK. I would like to suggest SuperDiablo - really cool, especially in SP mode, with some unique elements; second, Rebirth - a modern mod, meeting its self-image of being an expansion to Diablo, but not yet finished; third, the E&W mod - not free of bugs, but worth a look as well.
If you have problems in finding the mod you would like to start, I can upload it.


I played Super Diablo with my friend LtBr for a little while right before D2 came out and since we were desperately bored. Too easy. We got through Hell/Hell in the early 30's without much problems. This to me means the mod is too easy. This I believe was the mod that had 2 Diablos....




-A
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06-07-2006, 09:34 PM
Post: #6
what's a good 1.07 d1 mod?
Quote:I played Super Diablo with my friend LtBr for a little while right before D2 came out and since we were desperately bored. Too easy. We got through Hell/Hell in the early 30's without much problems. This to me means the mod is too easy. This I believe was the mod that had 2 Diablos....
-A

You are right; SuperDiablo is the one with two Diablos, and it is not hard, except for those hell monsters, which can run faster than you, for example Zekulizala and his Incinerator mob B). Hell/Hell at 30 sounds unusual to me.. that was not a too relaxed piece of work, was it? -:mellow:
The other mods mentioned are not hard either. I chose them because of their grade of inventiveness; you certainly don't get to see old and boring things all the time. Tough mods are rather rare I think, and everything new I can mention here is perhaps the Ultra-Mod. It is a German mod and is meant to be hard. I never played it though, so I cannot recommend it.
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06-07-2006, 10:58 PM
Post: #7
what's a good 1.07 d1 mod?
none of the mods on this lurker lounge website are available on the links page. and the one that does
have a website, abysmal mod, the link to get the down load leads to some website for video games
that i can't get the game off of it. not only is diablo dead, diablo mods are dead too.
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06-08-2006, 01:29 AM
Post: #8
what's a good 1.07 d1 mod?
Quote:not only is diablo dead, diablo mods are dead too.

Hardly. I just started playing Diablo again myself, after several years without touching it (aside from modding it myself). Not only that, but I also (as already mentioned) have created my own mod, modeled after my D2 mod of a similar name (Balance of Power, for Diablo original). Not to mention that I have most every major (and even some minor) mod ever created for Diablo on my HD. I could easily e-mail them to you, along with any programs you might need to run them (like a .dat opener).

No, Diablo is far from dead, even for some of us old cronies who haven't played in years.:PAnd Diablo modding, while slowed considerably since the glory days, is not dead either. If you look hard enough (like here), you will find it.

Roland *The Gunslinger*
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06-08-2006, 03:14 AM
Post: #9
what's a good 1.07 d1 mod?
Quote:Hardly. I just started playing Diablo again myself

It looks like everyone's been creeping out of the woodwork lately.;)

It's good to see ya!

Quote:I could easily e-mail them to you

If you could be so good as to zip all the mods up and email them to me (my email addy is in my profile, but don't use the @slingshot.co.nz one listed for my MSN account), I'll be happy to host them on my site. Plus, there are a few oldies that I enjoyed that I can't find anymore.;)

"What contemptible scoundrel stole the cork from my lunch?"

-W.C. Fields
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06-08-2006, 08:38 AM
Post: #10
what's a good 1.07 d1 mod?
I had about 50 Diablo mods on my HDD when it got destroyed :/.
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06-08-2006, 09:12 AM
Post: #11
what's a good 1.07 d1 mod?
Hi, LennyLen,

Just did a quick scan of my Diablo downloads directory and found:

Abyssmal
Dr. Zed's Mod
DragonLance
Icestorm
Netherworld
Purgatory
Retribution
Sinister
The Untitled Mod

+ The Dark & a couple of V&K versions

If Roland doesn't have any of those, let me know & I'll try to get them to you.

Never played any of those except Abyssmal & The Dark a bit, so can't say anything about them. Mods are another one of those things that sound great to me, but the reality doesn't appeal to me as much when I actually try to play them. :wacko:

I always had mixed feelings about Henjo's site, but he did have the largest collection of Diablo mods I knew of, so I was sort of sorry a couple of months ago to discover it wasn't around anymore. That site was always at a university URL, so I suspect Henjo graduated or left there for other reasons (changed jobs, whatever).

Regards,

Dako-ta
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06-08-2006, 02:33 PM
Post: #12
what's a good 1.07 d1 mod?
Hey Dako-ta,
could you send The Untitled Mod to me? It is the only one I do actually not have, and I failed in finding it; even the author does not have a copy of it any more. <_<
I like the idea of making all the mods available for download again. Such a source is really missing now. If you really want to host them, LennyLen, I can also send you what I have (~ 45 versions), in dat and exe format.
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06-08-2006, 08:10 PM
Post: #13
what's a good 1.07 d1 mod?
Any mods that anyone wants to send me would be great, and I'll host them all. I'm extremely busy over the next couple of days, but I can whip something up after that.

"What contemptible scoundrel stole the cork from my lunch?"

-W.C. Fields
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06-08-2006, 09:28 PM (This post was last modified: 06-08-2006 10:07 PM by Roland.)
Post: #14
what's a good 1.07 d1 mod?
Quote:Just did a quick scan of my Diablo downloads directory and found:

Abyssmal
Dr. Zed's Mod
DragonLance
Icestorm
Netherworld
Purgatory
Retribution
Sinister
The Untitled Mod

+ The Dark & a couple of V&K versions

If Roland doesn't have any of those, let me know & I'll try to get them to you.

Regards,

Dako-ta

All the mods I have saved on my HDD:

Quote:Diablo Modifications:
1.07 -
Abysmal
Anorexorcism 0.20
Balance of Power
Black Lodge 7.0
BR-Mod 1.4
Depth of Hell
Diablo Ultra
Dr. Zed's Mod
Dragonlance
E&W
Fire Dragon Mod 1.00
Hell Revisited
Hellspawned
MMAgCh Mod 8-14-99
Netherworld
Ozzman
Phantasmagoria 1.00
Phantom 1.4
Psychomod 1.03
Purple 1.07
Retribution
Sandablo 1.01
Super Diablo 1.5
The Arcane World 1.00
The Sin War 1.7
V&K Diablo
V&K Middle Earth
Vanity
Wrath of Hell

1.09 -
Balance of Power Alpha

Hellfire Modifications:
1.01 -
Doomfire
Hellfire - Fixed
Hellfire - The Dark
Icestorm
V&K Hellfire
Bossfire 1.04
Bullfire 0.3
Fantasy
Hellforge 1.00
Hellforge (duplicate?)
Knights of Chaos
Purgatory 0.4
Wozfire 1.09

Seems I'm only missing Sinister and The Untitled Mod. I would love any and all copies you have of those, including all versions that you have. And if you happen to have any versions I don't have of those mods I listed above, I'd love copies of them, as well.

Oh, and the total size of all the mods I have comes out to about 60 MB, zipped. You'll need WinRAR, or some other RAR archiver, in order to extract them. I doubt I can get the size below 55 MB.

Edit:
Included information about my mod (Balance of Power) below.

Quote:Balance of Power Mod for Diablo 1.07
************************************

Alpha 4:
********
General Changes:
----------------
- Warrior's max Magic is now 30.
- Warrior's max Vitality is now 100.
- Maximum Resistances lowered to 60%.
- F1 - F4 may now be used as Spell Hotkeys.
- Experience is now fully shared, equally among all living players on the level.
- Defeating Diablo no longer produces the Ending movie.

Item Changes:
-------------
- Sharp is no longer treated as a "cursed" modifier.
- Fine is now qlvl 5.
- Warrior's is now qlvl 9.
- Soldier's is now qlvl 13.
- Lord's is now qlvl 18.
- Knight's is now qlvl 22.
- Master's is now qlvl 26.
- Champion's is now qlvl 30.
- King's is now qlvl 35.
- Topaz is now qlvl 7.
- Amber is now qlvl 14.
- Jade is now qlvl 21.
- Obsidian is now qlvl 28.
- Emerald is now qlvl 35.
- of Quality is now qlvl 1.
- of Slaying is now qlvl 14.
- of Gore is now qlvl 21.
- of Carnage is now qlvl 28.
- of Slaughter is now qlvl 35.
- of Osmosis is now qlvl 35.
- Strange no longer has a double occurrence rate.
- Weird no longer has a double occurrence rate.
- Ruthless no longer has a double occurrence rate.
- Merciless no longer has a double occurrence rate.
- Champion's no longer has a double occurrence rate.
- King's no longer has a double occurrence rate.
- Holy no longer has a double occurrence rate.
- Godly no longer has a double occurrence rate.
- Champion's items can now be found in the dungeon.
- Prefixes Weird, Ruthless, King's, Holy, Emerald, and Wyrm's can now be found on items in the dungeon from Diablo only.
- Suffixes of Slaughter, of Osmosis, of the Mammoth, and of Burning can now be found on items in the dungeon from Diablo only.
- Red now gives +1% - +5% resist Fire.
- Crimson now gives +6% - +10% resist Fire.
- Crimson now gives +11% - +15% resist Fire.
- Garnet now gives +16% - +20% resist Fire.
- Ruby now gives +21% - +30% resist Fire.
- Blue now gives +1% - +5% resist Lightning.
- Azure now gives +6% - +10% resist Lightning.
- Lapis now gives +11% - +15% resist Lightning.
- Cobalt now gives +16% - +20% resist Lightning.
- Sapphire now gives +21% - +30% resist Lightning.
- White now gives +1% - +5% resist Magic.
- Pearl now gives +6% - +10% resist Magic.
- Ivory now gives +11% - +15% resist Magic.
- Crystal now gives +16% - +20% resist Magic.
- Diamond now gives +21% - +30% resist Magic.
- Topaz now gives +1% - +5% resist all.
- Amber now gives +6% - +10% resist all.
- Jade now gives +11% - +15% resist all.
- Obsidian now gives +16% - +20% resist all.
- Emerald now gives +21% - +25% resist all.

Spell Changes:
--------------
- Removed Flash's 10% damage bonus to targets behind the caster.
- Removed life loss from Blood Star casting cost.
- Blood Star now costs 18 mana to cast initially, with -1 mana per spell level, and 8 minimum mana cost.

Monster Changes:
----------------
- Animals are typically resistant to Magic, and sometimes resistant to Fire, but are weak against Lightning.
- Undead are typically resistant to Lightning, and sometimes resistant to Magic, but are weak against Fire.
- Demons are typically resistant to Fire and Lightning, but are sometimes weak against Magic.
- Diablo now has an mlvl of 31.
- Diablo is now treated as a "Boss" monster.
- Hazeshifter can now appear on dlvl 6.
- Bronzefist Firestone can now appear on dlvl 9.
- Glasskull the Jagged can now appear on dlvl 10.
- Stormbane can now appear on dlvl 11.
- Grimspike can now appear on dlvl 12.
- Blacktongue can now appear on dlvl 13.
- Doomlock can now appear on dlvl 13.
- Lord of the Pit can now appear on dlvl 15.
- Webwidow can now appear on dlvl 15.
- Fleshdancer can now appear on dlvl 15.
- All Bosses, with the exception of certain Unique Bosses, have accompanying boss packs.

Bug Fixes:
----------
- Fixed a bug that gave Diablo very low base To-Hit % on Nightmare and Hell.
- Fixed a bug that caused Flash to deal only 10% of its damage to certain positions.

Alpha 3:
********
General Changes:
----------------
- Warrior's max Dexterity is now 80.
- Warrior's max Vitality is now 80.

Monster Changes:
----------------
- Black Knights are immune to Magic in Hell difficulty.
- Doom Guards are immune to Magic in Hell difficulty.

Spell Changes:
--------------
- Teleport is now castable in Town.
- Nova now has "Lightning" casting animation.
- Charged Bolt now has "Lightning" casting sound.
- Chain Lightning now has "Lightning" casting sound.
- Holy Bolt now has "Magic" casting sound.
- Phasing now has "Magic" casting sound.
- Stone Curse now has "Magic" casting sound.
- Mana Shield now has "Magic" casting sound.
- Blood Star now has "Magic" casting sound.
- Bone Spirit now has "Magic" casting sound.
- Telekinesis now has "Lightning" casting animation and "Lightning" casting sound.
- Golem now has "Magic" casting animation and "Magic" casting sound.
- Flash now has "Magic" casting animation and "Magic" casting sound.
- Bone Spirit now costs 50 mana to cast initially, with -3 mana per spell level, and 25 mana minimum casting cost.
- Resurrect now costs 50 mana to cast initially, with -2 mana per spell level, and 20 mana minimum casting cost.
- Fireball now costs 20 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.
- Blood Star now costs 20 mana to cast initially, with -1 mana per spell level, and 10 mana minimum casting cost.
- Flash deals 20% damage to targets behind the caster instead of 10%.
- Flame Wave deals 3x damage (NOT listed damage, ACTUAL damage; i.e. 3{Rnd[10] + clvl + 1}, and now costs 25 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.

Bug Fixes:
----------
- Fixed a bug that allowed the duplication of items.

Alpha 2:
********
General Changes:
----------------
- Warrior's attack speed increased by .05 swings per second.
- Warrior's max Strength is now 250.
- Rogue's max Strength is now 60.
- Rogue's max Dexterity is now 250.
- Sorcerer's max Dexterity is now 80.
- Gold pile maximum is now 10,000.

Item Changes:
-------------
- Morning Stars now deal 2 - 10 damage.
- War Hammers now deal 5 - 14 damage.
- Mauls now deal 8 - 20 damage.
- Plate Mail now has 40 - 45 AC.
- Field Plate now has 42 - 50 AC.

Alpha:
******
General Changes:
----------------
- Warrior's max Strength is now 255.
- Rogue's max Strength is now 65.
- Rogue's max Dexterity is now 255.
- Sorcerer's max Magic is now 255.
- Fascinating, Ornate, and Sacred Shrines now only appear in Single Player.
- Enchanted Shrines only appear in the Catacombs.
- Weird Shrines only appear in the Church and Catacombs.
- Gloomy, Holy, and Tainted Shrines only appear in the Caves and Hell.
- Gloomy, Thaumaturgic, and Weird Shrines now appear in Multiplayer.

Item Changes:
-------------
- All Axes (except Small Axe) have increased damage.
- Long War Bows have a new graphic.
- Great Helms have a new graphic.
- Various Uniques have new graphics.
- Suffixes of Absorption, of Deflection, and of Osmosis have increased -damage taken.
- Gonnagal's Dirk is now qlvl 3, and is now findable in Multiplayer.
- Crackrust is now qlvl 11, and is now findable in Multiplayer.
- Lightforge is now qlvl 8, and is now findable in Multiplayer (I hope).
- The Mangler has a new graphic, is now qlvl 6, and is now findable in Multiplayer.
- The Deflector is now findable in Multiplayer.
- Split Skull Shield is now qlvl 2.
- Bramble is now findable in Multiplayer.
- Ring of Regha is now qlvl 2.
- The Bleeder is now qlvl 3.

Monster Changes:
----------------
- Monster resistances have changed dramatically (Magic damage is now useful).

Spell Changes:
--------------
- Resurrection is now a learnable spell.
- Bone Spirit now costs 35 mana to cast.
- Flash now costs 20 mana to cast initially, with -1 mana per spell level, and 10 mana minimum casting cost.
- Blood Star now costs 25 mana to cast initially, with -1 mana per spell level, and 14 mana minimum casting cost.

Quote:Balance of Power Mod for Diablo 1.09
************************************

Alpha:
******
Known Issues:
-------------
- Experience sharing does not work 100%.
- Resurrection may not be an actual learnable spell.

Bug Fixes:
----------
- Fixed a bug that caused Flash to deal only 10% of its damage to certain positions.

Character Changes:
------------------
- Rogue's max Strength is now 60.
- Sorcerer's max Dexterity is now 80.
- Sorcerer's max Magic is now 255.
- Warrior's base attack speed increased by .05 swings per second.
- Sorcerer's base casting time decreased by .05 seconds.

General Changes:
----------------
- Character Saves are now stored as bop-sp_##.sv for Single Player, and bop-mp_##.sv for Multiplayer.
- Experience is now shared equally among all living players on the dungeon level.
- Griswold's price limit for selling items is now 170,000.
- Adria's price limit for selling items is now 170,000.
- Wirt's price limit for selling items is now 169,999.

Item Changes:
-------------
- Split Skull Shield is now Qlvl 2.
- The Bleeder is now Qlvl 3.
- Ring of Regha is now Qlvl 2.
- Gonnagal's Dirk is now Qlvl 3, and is now findable in Multiplayer.
- Crackrust is now Qlvl 11, and is now findable in Multiplayer.
- Lightforge is now Qlvl 8, and is now findable in Multiplayer (I hope).
- The Mangler is now Qlvl 6, and is now findable in Multiplayer.
- The Deflector is now findable in Multiplayer.
- Bramble is now findable in Multiplayer.
- Short Bows no longer have a double occurrence rate.
- Hunter's Bows no longer have a double occurrence rate.
- Long Bows no longer have a double occurrence rate.
- Composite Bows no longer have a double occurrence rate.
- Short Battle Bows no longer have a double occurrence rate.
- Long Battle Bows no longer have a double occurrence rate.
- Short War Bows no longer have a double occurrence rate.
- Long War Bows no longer have a double occurrence rate.
- Gothic Shields now require 60 Strength.
- Tower Shields now require 80 Strength.
- Claymores now deal 4 - 10 damage.
- Spiked Clubs now deal 2 - 6 damage.
- Morning Stars now deal 2 - 10 damage.
- Flails now deal 4 - 12 damage.
- War Hammers now deal 5 - 14 damage.
- Mauls now deal 8 - 20 damage.
- Small Axes now deal 4 - 10 damage.
- Axes now deal 6 - 15 damage.
- Large Axes now deal 8 - 20 damage.
- Broad Axes now deal 10 - 25 damage.
- Battle Axes now deal 12 - 30 damage.
- Great Axes now deal 14 - 35 damage.
- Rags now have 1 - 5 AC.
- Capes now have 2 - 6 AC.
- Plate Mail now has 40 - 45 AC.
- Field Plate now has 42 - 50 AC.
- Gothic Shields now have 12 - 18 AC.
- Tower Shields now have 14 - 20 AC.
- Gothic Shields now have 50 Durability.
- Tower Shields now have 60 Durability.
- Clubs now cost 150 gold.
- Gothic Shields now cost 850 gold.
- Tower Shields now cost 1600 Gold.
- Long War Bows have a new graphic.
- Great Helms have a new graphic.
- The Mangler has a new graphic.
- The Celestial Star has a new graphic.
- Staff of Shadows has a new graphic.
- Naj's Puzzler has a new graphic.
- Rod of Onan has a new graphic.
- Holy Defender has a new graphic.
- Stormshield has a new graphic.
- Some Rings now have new graphics.
- Some Amulets now have a new graphic.

Monster Changes:
----------------
- Steel Lords now appear on Dlvls 13 - 15.
- Blood Knights now appear on Dlvls 14 - 15.
- Hazeshifter can now appear on Dlvl 6.
- Bronzefist Firestone can now appear on Dlvl 9.
- Glasskull the Jagged can now appear on Dlvl 10.
- Stormbane can now appear on Dlvl 11.
- Grimspike can now appear on Dlvl 12.
- Blacktongue can now appear on Dlvl 13.
- Doomlock can now appear on Dlvl 13.
- Lord of the Pit can now appear on Dlvl 15.
- Webwidow can now appear on Dlvl 15.
- Fleshdancer can now appear on Dlvl 15.
- All Bosses, with the exception of Quest Bosses, have accompanying boss packs.
- Animals are typically resistant to Magic, and sometimes resistant to Fire, but are weak against Lightning.
- Undead are typically resistant to Lightning, and sometimes resistant to Magic, but are weak against Fire.
- Lava Maws' To Hit is now 75% in Normal, 160% in Nightmare, and 195% in Hell.
- Storm Riders' To Hit is now 90% in Normal, 175% in Nightmare, and 210% in Hell.
- Storm Lords' To Hit is now 100% in Normal, 185% in Nightmare, and 220% in Hell.
- Maelstorms' To Hit is now 110% in Normal, 195% in Nightmare, and 230% in Hell.
- Balrogs' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Azure Drakes' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Doom Guards' To Hit is now 120% in Normal, 205% in Nightmare, and 240% in Hell.
- Steel Lords' To Hit is now 130% in Normal, 215% in Nightmare, and 250% in Hell.
- Blood Knights' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Diablo's To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Succubi damage is now 5 - 20 in Normal, 14 - 44 in Nightmare, and 26 - 86 in Hell.
- Snow Witches' damage is now 5 - 24 in Normal, 14 - 52 in Nightmare, and 26 - 102 in Hell.
- Hell Spawns' damage is now 5 - 30 in Normal, 14 - 64 in Nightmare, and 26 - 126 in Hell.
- Soul Burners' damage is now 5 - 35 in Normal, 14 - 74 in Nightmare, and 26 - 146 in Hell.
- Diablo now has a Mlvl of 31.

Prefix / Suffix Changes:
------------------------
- Cursed Suffixes can no longer be found with non-cursed Prefixes.
- Sharp is no longer treated as "cursed".
- Fine is now Qlvl 5
- Warrior's is now Qlvl 9
- Soldier's is now Qlvl 13
- Lord's is now Qlvl 17
- Knight's is now Qlvl 21
- Master's is now Qlvl 25
- Champion's is now Qlvl 29
- King's is now Qlvl 35
- Prefix Champion's is now findable in the dungeon, and purchasable from Griswold.
- Topaz now gives +1% - +6% resist all.
- Amber now gives +7% - +12% resist all.
- Jade now gives +13% - +18% resist all.
- Obsidian now gives +19% - +24% resist all.
- Emerald now gives +25% - +30% resist all.
- of Absorption now has -3 to -4 damage taken.
- of Deflection now has -5 to -6 damage taken.
- of Osmosis now has -7 to -10 damage taken.

Shrine Changes:
---------------
- Gloomy Shrines now appear in Single Player and Multiplayer.
- Thaumaturgic Shrines now appear in Single Player and Multiplayer.
- Weird Shrines now appear in Single Player and Multiplayer.
- Enchanted Shrines only appear in the Catacombs.
- Gloomy Shrines only appear in the Caves and Hell.
- Holy Shrines only appear in the Caves and Hell.
- Weird Shrines only appear in the Church and the Catacombs.
- Fascinating Shrines have been disabled.
- Ornate Shrines have been disabled.
- Sacred Shrines have been disabled.
- Tainted Shrines have been disabled.

Spell Changes:
--------------
- Resurrection is now a learnable spell.
- Teleport is now castable in Town.
- Telekinesis now has "Lightning" casting animation.
- Nova now has "Lightning" casting animation.
- Flash now has "Magic" casting animation.
- Golem now has "Magic" casting animation.
- Charged Bolt now has "Lightning" casting sound.
- Telekinesis now has "Lightning" casting sound.
- Chain Lightning now has "Lightning" casting sound.
- Holy Bolt now has "Magic" casting sound.
- Flash now has "Magic" casting sound.
- Stone Curse now has "Magic" casting sound.
- Phasing now has "Magic" casting sound.
- Mana Shield now has "Magic" casting sound.
- Golem now has "Magic" casting sound.
- Bone Spirit now has "Magic" casting sound.
- Blood Star now has "Magic" casting sound.
- Blood Star now costs 18 mana to cast initially, with -1 mana per spell level, and 8 minimum mana cost.
- Bone Spirit now costs 50 mana to cast initially, with -3 mana per spell level, and 25 mana minimum casting cost.
- Fireball now costs 20 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.
- Flash now costs 20 mana to cast initially, with -1 mana per spell level, and 10 mana minimum casting cost.
- Resurrect now costs 50 mana to cast initially, with -2 mana per spell level, and 20 mana minimum casting cost.

Roland *The Gunslinger*
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06-08-2006, 10:59 PM
Post: #15
what's a good 1.07 d1 mod?
tyrabanxwowelf@yahoo.com
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06-09-2006, 03:37 AM (This post was last modified: 06-09-2006 11:12 PM by Roland.)
Post: #16
what's a good 1.07 d1 mod?
Henjo's LIVES!

Link

You can all thank me now.:)I am a God.;)

Edit:

Also in full here.

Roland *The Gunslinger*
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06-09-2006, 09:20 PM
Post: #17
what's a good 1.07 d1 mod?
I thought we weren't supposed to link there? I'm telling MOM!:P

LennyLen: I look forward to your compilation of Diablo mods as well.

--Lang

Diabolic Psyche - the site with Diablo on the Brain!
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06-11-2006, 11:05 PM
Post: #18
what's a good 1.07 d1 mod?
ok, i downloaded the two items for the abysmal mod from the henjo's website. now how do i get the mod to run and work? there are no directions on the website or in the file. thanks:wacko::blink::(:ph34r::unsure::whistling:B):w00t::rolleyes::mellow::P;)

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06-11-2006, 11:42 PM
Post: #19
what's a good 1.07 d1 mod?
1) Install Diablo and patch it to version 1.07
2) Download "exe" version of Abysmal and copy exe file (Abysmal_V2+.exe from Henjos Page version) into Diablo 1.07 directory
3) Run Abysmal_V2+.exe

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QUOTE(LennyLen @ Jun 9 2006, 07:11 PM)
Is that an indication of the game's advanced age, or yours?

QUOTE(Nystul)
A little of both. Mostly there just aren't enough people like Heidi around anymore to ask stupid questions about Diablo and keep me in practice...
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06-12-2006, 02:42 AM
Post: #20
what's a good 1.07 d1 mod?
Quote:V&K's Middle Earth mod was certainly a popular one, if you like fighting ubermonsters using uberweapons

Holy Cow! You weren't kidding. I found and loaded up V&K's Middle Earth Mod and gave it a try. Dunno how many near-death experiences I had from trying to read the info & stats of monsters instead of bashin' them. Quite early on I found that when I picked up a mundane axe, my Dunadan got harmony and speed for using it. Swords seemed awfully rare, but big axes were easy to come by, and dealt extraordinary amounts of damage. Then some boss dropped a unique axe (forget who dropped it) called the TrollHewer. Dang thing needed 110 strength to wield it, so I spent a few hours levelling up and boosting str all the way. Finally, I could pick this new axe up (at level 20) and what to my wondering eyes did appear: Damage = 293-413. Whoa! I found that I could kill anything in the Caves with a single whack. If I can hit (and hit first) I am invincible! Oops. A couple more near-death experiences whilst playing with my new axe has convinced me that some caution is still required, at least until I can better the AC 14 leather I'm wearin'.

Well, I gotta go whack some more bad guys now... and try to find some armor

Krishta

Wood Hoarder, Blade Sharpener, and Occasional Tool User
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