CD2 · TIER 4

Diablo II

T4CD2

AuthorDesigned to be played fast and clean using sticky/vb fire comp.

Chart editorThe successor of Diablo I, this diff has been updated with a gentle constant grunt wavespawner and was the first to have helper bulks on elimination missions. In the same vein as the old one, RNG plays an important part and sometimes there are nasty spawns involving bulks or similarly dangerous enemies.

Enemy packs

No enemy packs needed Uses vanilla enemies only.

Stats at a glance

Numbers read directly from the code file. Fields that change during a mission are only marked “dynamic”; we don’t compute them. Fields the file leaves out fall back to vanilla and aren’t listed.

Base hazard
Hazard 5
Enemy count multiplier
Dynamic (Mutate)Base values (then multiplied by in-mission conditions):
1P2P3P4P
2.12.32.953.6
Enemy damage multiplier
1P2P3P4P
3.33.653.94.1
Max active enemies
1P2P3P4P
90120180200
Max active swarmers
1P2P3P4P
91120180200
Max active critters
40
Resupply cost (nitra)
50

Enemy pool changes

Enemy poolHas dynamic rules

Stationary enemies

−ED_TentaclePlant

This version’s notes (from the file, original language)

Diablo II Alpha. Designed to be played fast and clean using sticky/vb fire comp.

Preview code
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About tier T4

Introduction to cave madness. This tier is similar to the previous one but the difficulty picks up following the theme of faster waves, the introduction of new modded enemies and possibly higher scalings (ie. Hazard 7 resistances and damage). The pacing starts to be quite important and almost all difficulties listed here contain wavespawners, higher nitra costs and other tricks to force it.

← Back to all custom difficulties

Difficulties and codes belong to their authors; this site only collects the original files. For the mods you need, see Getting started with CD2.

Comments

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