HELL UNLEASHED 1.3
MOD FOR LOD 1.10 ONLY!
BY TERRY MCDONALD "Soulmancer"
WATCH: HELL UNLEASHED OFFICIAL TRAILER (You
DOWNLOAD: HELL UNLEASHED
1.3 FULL EDDITION (Multiplayer Version)
UNLEASHED 1.3 FULL "Lite" (Multiplayer Version without music)
DOWNLOAD: HELL UNLEASHED
1.21 SOLO EDDITION ( Single Player Version)
GUIDE: Hell Unleashed Item Guide by
GUIDE: Hell Unleashed Strategy Guide by Blue
In short this is Diablo II vastly enhanced with many new surprises,
challenges and features! Diablo as it was meant to be!
This mod is focused towards group multiplayer in a manner of which a group
of friends or players can start fresh new characters and fight through the
forces of hell side by side, although there is a solo edition available.
As multiplayer is the prime focus here, Solo play in the sense of
progressing onward is not recommended. Solo play is used mainly as a means
of treasure hunting, catching up in experience or refining gear and skills…
Those purely interested in solo play will find a huge obstacle in bosses,
as they were designed mainly for multiplayer combat…
I recommend 3-6 players for the full mod.
(1 player for the solo edition)
If you don’t know many people that play Diablo, I recommend trying to find
others who are trying to assemble groups on either the official Hell
Unleashed forum or the battle.net forums. Or if you have no interest in multiplayer download the solo edition!
1.) Download Hell Unleashed and verify it is not corrupted and verify you
are running Diablo LoD 1.10! If don't have Lod 1.10 you can download the 1.10 patch files below.
HU will only work with 1.10, it is not compatible with 1.11+
1.11 or 1.12 -> 1.10
1.0x -> 1.10
2.) Extract HU 1.2 into the Diablo 2 directory
and replace all files...
3.) Run D2modsetup and install the mod.
"If D2MOD is already installed, it will ask if you wish to remove the
mod, answer yes, run it again and install it again"
4.) If there is a data directory in the Diablo
II directory, delete it. This directory contain the files from previous,
older versions of HU will conflict with the new version.
5.) Be sure to use Hell Unleashed.bat to play
NOT Diablo II.exe
1.) Run D2modsetup again and remove the mod.
2.) Simply download and extract the Diablo II LoD 1.10 patch files and over-write all existing files…
You can find those files here. This
will return you to an unpatched 1.10
Multiplayer will function with TCP/IP, open
battle.net, or the closed realm.
For anyone who doesn’t know how to use TCP/IP,
one player hosts the game, gives other players their IP address, and
players connect using the “Join Game” button under Multiplayer TCP/IP.
To play on the Closed Realm select Gateway and choose "Arimyth Network" and connect, create an account
and make sure you choose “Hell Unleashed” as the Realm.
You cannot connect to the official Battle.net
servers with Hell Unleashed installed… If you wish to continue doing so
it’s best to copy Diablo II to another directory and install Hell Unleashed
to one of them.
Difficulty has been increased greatly for normal, nightmare and hell, which
will appeal toward new players as well as veteran players.
Character level range across all 3
difficulties is intended to be, normal 1-60, nightmare 60-80, hell 80-100 …
Experience gain, monster levels, dungeon levels and item levels have been
Improved enemy AI
Many of the dungeons have "vastly"
increased in size and altered to better compensate for multi-player
adventures and also focused more towards going through a dungeon once
rather then the same dungeon numerous times for
additional experience and items. "Although your still welcome
Many existing skills and items have been re-balanced, some more effective,
some less effective. In my opinion, much needed changes. These balancing
changes have been based on constant community feedback over the numerous
previous versions of Hell Unleashed to ensure the most balanced HU to date!
A few brand new class skills and many new
monster and boss skills.
New optional side quests and rewards. Many
additional and altered music tracks including a slew of new dungeon musics as well as boss musics,
each Act final boss has it's
own unique boss music. The loudness of music has also been increased. The
new music ranges from more intense fast paced tunes as well as the dark,
traditional music, which greatly adds to the feel of Hell Unleashed.
Many new additional bosses and superunique monsters have been added, each new boss
with their own unique vocal taunts; all bearing strategic elements having
and different AI styles with numerous and new spells/skills, auras,
abilities and counter attacks.
There are now a total of 47 bosses, not including superunique
named monsters like Corpsefire, Rakanishu and Bishibosh.
The existing bosses have all been greatly improved with additional spells,
abilities and counters of their own and all stronger, faster and more
terrifying then ever, each with their own
strengths, weaknesses and strategies. Each of the 47 bosses will provide
you with an intense and challenging showdown, where death or retreat is
Numerous additional monster
graphics/animations from Baldur's Gate II, Icewind
Dale II and Planescape Torment curtosy of Infinitum. The majority of these graphics
are used for most of the additional new bosses like the, Hellforge Dragon, Beholder, and the Chimera to name a
If the bosses are not harmed in anyway or left idle for roughly 20 seconds they will
recover and return to full HP, this is to prevent retreating, restocking,
dying and resuming where the fight left off...
Now if you are wiped out or forced to retreat, expect the boss to be at
full power when you return... To over come bosses
you will need tactics and skill as traditional in most action-rpg's, not simply persistence and tediousness.
New area's have been added such as the Haunted
Morgue in Act I, The Collapsed Escape Tunnel under the Harem in Act II, The
Arcane Observatory (2nd part to the Sanctuary) and Izual's
Isolated Purgatory (A hellish cave beneath the plains of despair) and a new
and terrible Hell Only difficulty dungeon.
To name a small few. Many existing dungeons have also been altered!
Each act will feature a couple new area's which
will house new surprises including many new superunique
Some area's use expanded tilesets new graphics.
The tower entrance of the Countess's keep for example uses a brand new tileset and the Arcane Observatory uses an expanded tileset!
Elite monsters have been added and randomly
spawn in certain areas, they’re similar to Champions but more powerful and
most of them use new graphics, such as the Berserks, Wyrms,
Adjusted character hp/mana growth and altered how
stats effect these and other attributes.
Characters also start with low base stats, but are given 60 stat points to
allocate where they want at level 1, as well as a starting skill point.
Strength and Dexterity play a much larger role
in damage bonus on weapons.
Stat requirements for weapons have been
altered to reflect the stat(s) they depend on for their damage bonus.
Strength: Swords, Axes, Polearms,
Maces, Hammers, Scepters, Staves
Dexterity: Bows, Xbows
Half str, half dex: Javelins, Throwing, Wands, Daggers, Claws, Spears
Repair costs have been reduced and repair runes have been added.
Shops and Gambling have been greatly improved offering better equipment in
the later acts and offering nightmare and hell equipment in nightmare and
hell difficulties, gems and runes are also sold in the shops, but very costly
This will give gold more of a use them throwing it away gambling all the
Item drops for rare, unique and set items has been increased slightly and
the treasure drop system has been revamped.
Bosses and superuniques
now drop better items, most superunique monsters
will drop yellow items, bosses will drop unique’s
and set items quite commonly for better boss rewards and to compensate for
Inventory size, stash size and cube have been increased by 50%
Players start with Cube.
Quest requirements have been added to certain
portals. “For example to enter Andariel’s
Chamber, the Countess quest must be completed” If you cannot enter a red
portal, changes are you have failed to meet the quest requirement.
Durability of all weapons and armor has been
Throwing Weapons and Javelins spawn in stacks of 300 and can now have
All unique items and set items have had changes made to them
Magic and rare items have had their
customization and properties improved.
Crafted items have all been revised and
improved upon as well as new crafting sets for Topaz(Elemental),
Skulls(Death) and Diamonds(Holy) and also higher level crafting recipes for
exceptional and elite weapons and armor.
Many new unique items and new rare and magic
All official runewords
enabled including the 1.11 runewords as well as
numerous new and altered runewords!
Life or mana cannot
be drained from any undead.
Many n ew cube
recipes including the ability to add sockets to weapons and armor via new
items simply called sockets, which spawn about the same frequency as gems
1 single socket + one magic item or non magic item = add's
one socket to that item
2 single sockets + one rare item or crafted item = add's
one socket to that item
1 dual socket + one magic item or non magic item = add's
two socket to that item
2 dual sockets + one rare item or crafted item = add's
two sockets to that item
You get the deal. Here are additional cube recipes below.
3 Single Sockets = Dual Socket
3 Dual Sockets = Triple Socket
3 Triple Socket = Quad Socket
3 Quad Socket = X Socket (Add’s 1 socket to a unqiue or set item)
3 perfect gems will now make a starstone gem
(Next level above perfect)
3 star stone will now make a moonstone gem
3 moonstones will now make the highest level
Upgrading runes has also changed beyond a
certain level of rune.
Mithril and Adamant's Glyph's have been added and can be used
with weapons and armor.
Mithril Glyph + One magic item = new magic item
of the same type with enchantments based on the items level, the higher
level the better enchantments can spawn, destroys sockets and gems if there
Adamant Glyph will do the same for rare items and yes 3 Mithril
glyphs in your cube will create an Adamant Glyph.
Mithirl and Adamant hammers have been added in and are used in
upgrading and crafting recipes
Color dye's have also been added, which will
permanently dye any weapon, shield, helmet or armor and these dye's will make
quite an intense color shift to whatever you dye... You can create dyes
with a gem of any color of the dye you want and a potion of any color of
the dye you want placed in your cube together. You cannot re-dye in all
cases, sometimes it lets you, sometimes it doesn’t, so it’s best to pick a
color your planning on sticking with.
1 chipped ruby + 1 heal potion = red dye
1 skull + 1 antidote potion = black dye
1 chipped emerald + gas potion = green dye.
There are 9 different colors in total.
New and u pgraded
Mercenaries. Merc's will no longer gain
resistances based on level. But can now equip belts, gloves, boots, rings
and amulets and also have a larger range of equipment to select from... For
example, rogue's can use crossbow class weapons. They also have access to
new and improved skills, mostly on the higher difficulty settings. There
are 4 new mercenary types!
Level requirements of all equipment is now equal
to the equipments level… Though this will not really be noticed, as by the
time you find or buy these items you’ll already be in the proper level.
This is mainly to curb hand-me-downs to prevent extremely new characters
for using high-level equipment given to them. The level req
though really isn’t anything steep though.
Gold loss from the stash in multiplayer games has been removed.
You can carry twice as much
gold, as the stash can also hold twice as much.
Bosses have special Hitpoint
Bars different from normal enemies and much bigger.
Town Portal has been removed "I know what your thinking, please read the rest". This
mainly due to it being easily exploitable on multiplayer games and I also
wanted to give players the feel of a more ruthless wilderness/deep dungeon
atmosphere, besides that waypoints are often never to
far away. Most visits to town are done for repairs, stocking up and selling
or dumping equipment... With the increased inventory size and extra
durability, visits to town wont
be required as often.
And no easy retreats back to town during a boss fight to recover and re-stock
And a stronger desire to avoid death. Since honestly, death is barely even
a slight inconvenience in Diablo II unless your
We had our doubts about this at first, but it has been working out very
well. You'll have to see for yourself, but in our opinion it is certainly
an over-rated privilage that makes things a bit
too convenient and one we have come not to miss in the slightest.
Town Portal Orbs however, which function much like portal shrines, have
been placed at the entrances of all boss dungeons that don’t have waypoints
inside of them, and inside some of the longer dungeons themselves.
As normal, there are numerous possabilities for
character templates and party combinations, the
bare minimum assential is for your party to have atleast one primary tank, one means of long range
support and one means of party support… How you wish to achieve that and
beyond that will be whatever party your group wants to put together.
That about sums it up. There are other subtle changes and additions I
haven't mentioned but you get the theme of it by now.
This is geared toward fresh new multiplayer characters who will fight
through the legions of the prime evil's as a close group, somewhat poetic
in a D&D fashion, of course only great dangers would deture you from wandering off from the group, Im sure there are some brave enough, or foolish? Who
would scout ahead or split up.
This is also very oriented toward climactic boss battles and there are many
This will appeal to both veteran and newer players, many surprises await.
1.) Save resistance items for when you go up against bosses who focus more
in specific elementals. Example, if you have low poison resistance against
a poison oriented boss, you can expect to feel the consequences.
2.) Solo treasure hunting can help if your
getting the shaft for items or if your group has a poor treasure splitting
3.) Stay with your group as often as you can.
4.) Many of the chalanges and bosses you’ll go up
against will require a certain level of strategy, don’t be discourged if your group is whalloped
by a situation the first time, pay attention to the situation and find out
how to better tackle it.
For the solo edition, certain hardcore aspects
of Hell Unleashed have been tonned down to allow
single player for those who have no interest, time, or opportunity for
multiplayer. These changes include…
Monsters have less HP
Monsters do less damage
Monsters have decreased skill levels 0/+5/+10
rather then +1/+7/+12
Monsters have decreased AC and Attack Rating.
Town Portal scrolls spawn once again.
Full Rejuv potions
will spawn once again, rarely.
Rejuv potions spawn more frequently.
Heal and Mana potions
Experience gain is increased.
Resist Penalty per difficulty is –45/-90
rather then –60/-120
Freeze and Curse penalty versus monsters is
restored to default.
Life/Mana leech from
the prime evils is possible in Hell difficulty again.
Immunities are less frequent and easier to
of Hell Unleashed
HU Modder/Developer: "Soulmancer"
HU 1.2 Assistants: LmT
"Leslie" Blue Myriddn "Dan"
HU Server: Jimbolia
Phrozen Keep Contributions & Assistance
D2MOD Plugin: SVR
Coding: Myhrginoc, Nerfarius and SVR
Monster Graphics: Phrozen
Heart & Intinitum http://infinitum.d2mods.com/
Map Tools: Paul Siramy
Map Plugins: Onyx
and Volf http://diabolic.planetdiablo.gamespy.com/cont.php
Special Thanks to everyone in the Hell Unleashed community for
your on going support and interest in the
project, as well as all those at Phrozen Keep who
helped me through a lot of problem solving as well 3rd party tools and plugins! Hell Unleashed would not have come this far
without all of you.