A new Hell-difficulty endgame dungeon awaits beyond Harrogath. Explore a connected descent through five boss domains. The Labyrinth entrance is level 100, and the boss domains range from level 104 to 110.
Face 50 distinct enemy types in the area's spawn pools, additional summoned reinforcements, seven wandering Forsaken Hero variants, and five main bosses: Maghda, Belial, Na-Krul, the Skeleton King, and Diablo.
Encounters introduce protective auras, dangerous spellcasters, summoned enemies, and a multi-stage Na-Krul fight. Wandering Forsaken Heroes use class-themed abilities and have class-equipment reward pools.
Obtain a Forsaken Token from Hell Baal's quest drop, or find one from Hell Corpsefire (including the Desecrated version) after defeating Hell Baal. Transmute the token in Harrogath to open the entrance. The token is returned by the recipe and can be reused.
Discover six new runes, endgame equipment, crafting materials, and the Relic of the Ancients. Meet Ord Rekar, Lorekeeper of the Ancients, at the entrance to learn about the Labyrinth and its rewards.
The Labyrinth introduces a new level-80 unique Grand Charm with +1 to (Random Class) Skill Levels, increased maximum life and mana, Magic Find, and Gold Find. Its soul display tracks your character's Labyrinth boss progress.
Upgrade the Relic with a Shadow Orb and the appropriate rune. Each upgrade adds +1 to the class performing the recipe, alongside its defensive reward:
Required boss souls
Rune
Additional reward
500
Grit
+5% maximum life
1,000
Dem
+5% magic resistance
3,000
Hev
+5% maximum elemental resistances
Each upgrade can be applied once. Recipes return their ingredients if the soul requirement has not been met or that upgrade is already present.
Shield Throw now benefits from equipment that grants additional hits. The reworked Fortress of Morpheus grants five additional hits, included in the skill description.
Added Brak, Zeph, Myr, Grit, Dem, and Hev, providing new physical, elemental, magic, attribute, and defensive socketing options. The rune stash supports all six on keyboard/mouse and controller. All six new runes can also be stacked and unstacked using Horadric Cube recipes, without upgrading or downgrading them.
Added seven endgame runeword options: Insanity, Offering, Chromaskin, Shatter, Ravage, Unity, and Solace. These offer combinations of auras, skills, resistance penetration, damage, and defenses.
Last Wish now accepts all weapon types.
Existing runewords receive a wider balance pass, including reduced Crushing Blow and slowing effects, revised defensive bonuses, and more physical resistance penetration. Despair now triggers Amplify Damage in place of Weaken.
Crushing Blow is much less widely available. Many unique items, set bonuses, runewords, and affixes replace it with physical resistance penetration, Deadly Strike, Open Wounds, or other bonuses. Several remaining sources have lower values.
Many unique-item spell triggers change from on striking to on attack, with individual trigger chances and spell levels rebalanced. Slows Target is also reduced or replaced on numerous items.
A selection of existing uniques moves into the level-107 drop tier, including The Grandfather, Frost Wyrm, Lachdanan's Heart, Shadowtrick, Legacy of the Eternals, Haven of Light, Fortress of Morpheus, and El Druin. Several receive substantial reworks alongside this change.
Red Dragon Scales, Ghostly Chainmail, and Breastplate of Gond become endgame elemental armors with stronger offensive and defensive identities. Shambling Mound is upgraded as a poison-focused armor, while Tesla's Cuirass gains Arc triggers and lightning-focused bonuses.
Dreamscape becomes a Paladin shield built around Holy Shock. Scavanger's Carapace becomes a Paladin shield with Find Item, Magic Find, and casting support.
Night Hag and Vilifier receive major weapon reworks. Arachnid Mesh trades its slowing effect and Venom charges for revised mana and Energy bonuses.
Bigby's Crushing Fist is reworked into Hratli's Warden, replacing its scaling Crushing Blow with all resistances.
Jade Facet becomes a magic-damage jewel with magic skill damage and enemy magic resistance penetration. Tiger Eye is reworked around enhanced damage, Deadly Strike, and Open Wounds.
Existing sets receive targeted balance changes, with several bonuses trading Crushing Blow for physical penetration, Deadly Strike, Open Wounds, or other offensive effects.
Exceptional and elite gloves, boots, and belts have increased durability.
Heartbane and Nightcrawler become Necromancer shields supporting additional Skeleton Warriors and Skeletal Mages respectively.
Dire Wolf Might replaces its Crushing Blow bonus with a Might aura.
Existing rune bonuses are rebalanced. Highlights include Dol granting Faster Cast Rate in weapons and flat mana in armor/shields, Amn granting Replenish Life in armor/shields, and Ber granting damage to demons instead of Crushing Blow in weapons.
Eld gains life after each kill in weapons and shields. Shael grants 15% weapon attack speed; Hel reduces requirements by 10%; Um grants 20% resistances in armor/shields.
Added elemental resistance penetration prefixes for weapons. Physical penetration replaces several Crushing Blow affixes on weapons, gloves, and charms.
Reduced elemental-absorption Coalescence rolls and several elemental skill-damage suffixes. Amethyst, Emerald, and Diamond weapon bonuses are also reduced.
Enchanting is now limited to one application per item. Enchant rewards and ingredient costs have been extensively rebalanced, with stronger options in many categories and new endgame choices using Labyrinth runes and Shadow Orbs.
Added enchanting options for arrows and bolts, including attack speed, Attack Rating, leech, Open Wounds, Deadly Strike, and item-finding bonuses.
Reworked high-end crafting around the new runes, with distinct physical, elemental, and magic weapon options. Several early and midgame crafts use cheaper or different runes, and magic boots can be crafted with an El rune for Faster Run/Walk.
Added classic-style Blood, Caster, Hit Power, and Safety crafting recipes, plus utility recipes for resistance jewelry and basic weapons. These use the mod's configured rewards; Blood Gloves do not grant Crushing Blow.
Removed the previous Worldstone Shard recipes for fixed-affix equipment and charms.
Flagged certain Labyrinth drop-only items to prevent unique/set reroll recipes from accidentally replacing their special versions with ordinary rolls.
Added a Jade Facet recipe using a PreCrafted Black Cleft, a unique jewel, and 100 gems from a Gem Bag.
Hellfire Torch now needs five enhancement steps before its final conversion to Obsidian Beacon, down from ten. Each enhancement grants +2 attributes and +2 all resistances.
Obsidian Beacon now grants +3 all skills, +20 attributes, +20 all resistances, and 20% Faster Run/Walk, down from +4 skills and 25 in each of those other bonuses. Annihilus's intermediate upgrades no longer add experience gain, and Black Soulstone's experience bonus is reduced from 10% to 5%.
Corruption outcomes are rebalanced: several mana-regeneration rolls improve, the glove offensive result grants Deadly Strike and Open Wounds, and the weapon Crushing Blow result is reduced and no longer includes Deadly Strike.
Broadly reduced monster blocking, with most affected regular monsters standardized at 5%. Bosses and special enemies retain separate values.
Raised the player's hit-reaction buffers against players and monsters from 10 to 25 in all difficulties, intended to reduce repeated hit reactions under latency while preserving Faster Hit Recovery.
Mercenaries gain 20% Dodge, Avoid, and Evade in Hell to boost their durability in the treacherous endgame content.
Several enemy projectiles are faster or more threatening, including Diablo's lightning stream and Summoner's Glacial Spike. Selected spider poison durations are reduced.
Improved controller access to the Mod Information pages and their close controls.
Now deals added Physical damage, starting at 8–10 base damage and scaling with skill level
Gains +5% Physical damage per level of Mirrored Blades and Blade Warp
Updated the skill tooltip to display the added Physical damage information
Flame Wave
Reduced minimum and maximum Fire damage gained per level by 3 at skill levels 9–28
Demonic Mastery
Added Physical Pierce scaling for Goatmen and reworked Fire Pierce scaling for Tainted: 5% base, plus 1% per hard point and 1% per 2 bonus skill levels
Updated the associated summon tooltips to display the Pierce bonuses and mastery synergies
Summon Goatman
Now receives Physical Pierce from Demonic Mastery
Summon Tainted
Reworked Fire Pierce to use the new Demonic Mastery scaling formula
Tainted Fire Ball
Reduced the Blood Boil damage synergy from 10% to 8%
Reduced Fire damage scaling from skill level 23 onward
At skill level 29 and above: minimum 50 → 47, maximum 55 → 52 Fire damage gained per level
Consume
Most Consume bonuses now scale by difficulty: skill level ×1 / ×2 / ×3 in Normal / Nightmare / Hell, replacing a fixed ×3 multiplier
Stronger demon bonuses also scale by difficulty, including ×1 / ×3 / ×5 instead of a fixed ×5
Corrected invalid +Skills modifiers on several demon types and converted them to properly scaling All Skills bonuses
Adjusted the difficulty scaling of bonuses granted by The Smith, Hephasto, and Baal Subject 5
Updated several demon types to grant different elemental resistance bonuses
Changed one demon's granted aura from Conviction to Salvation
Bind Demon
Reworked the bind chance calculation to incorporate the skill's target requirements, Death Mark contribution, and the target's missing Life
Target Life thresholds now vary by demon type
Weaker demons may be bound below 99% Life
Regular and stronger demons have thresholds including 85%, 80%, and 75%
Unique and boss demons have more restrictive thresholds, generally ranging from 65% to 40%
Removed an unintended inherited item-based immunity-piercing modifier
Note
Vengeance, King's Trinity and the damage tweaks above come from #1341. The larger changes were tested, the small 2 and 3 damage tweaks were not. Please report anything that feels off.
QoL change for all orbs. Removes the need to Hel+El or Renew Orb in most cases. Both are still useful for runewords and to re-use a set/unique base for the other, since you can't Conversion Orb a set item or Assemblage Orb a unique item. Infusion orbs (similar to Chaos Orbs from PoE) are now easier to use to reroll rares as they tend to pile up quicker than other orbs.
Conversion Orb
Conversion Orb + any normal/magic/rare/unique arrows, bolts, armor or weapon = unique equivalent
Conversion Orb + magic/rare/unique amulet or ring = unique equivalent
Assemblage Orb
Assemblage Orb + any normal/magic/rare/unique armor or weapon = set equivalent
Assemblage Orb + magic/rare/unique amulet or ring = set equivalent
Infusion Orb
Infusion Orb + any normal/magic/rare armor or weapon = rare equivalent
Infusion Orb + magic/rare amulet or ring = rare equivalent
Corrected the Unique Jewel item code from jew to jewl across 138 cube recipes (crafted equipment, Unique Jewel rerolling and rarity upgrades, enchanting and infusion, ethereal conversions, Sunder Charm and facet crafting, and Socket Punch recipes)
Corrected both input and output references and quantity-based requirements involving multiple Unique Jewels
These patch notes only apply when using D2RLoader AND THE needed plugins to make this functionality work. You may grab the plugins from the ReimaginedLadder folder once it goes live
Unless a section says otherwise, a feature works on both Ladder launches and normal (non-ladder) D2RLoader launches. Settings marked Locked on Ladder are reset by the launcher on every ladder launch, so editing them has no effect there.
Keep in mind these are for both ladder and non-ladder. Some of the features may not work (like debug commands and config changes) in the ladder environment. A lot of this information is so people know what plugins do, and what they can do with them in both ladder AND non-ladder.
On a Ladder launch, the Multiplayer game browser lists games on the Reimagined ladder servers instead of player-hosted games
Host creates your game on a ladder server and joins you to it automatically
Game name up to 15 characters, password up to 15, description up to 31, 1-8 players, level difference 0-99
Difficulty, Expansion/RotW, Hardcore and Terrorized come from your character and the Host dialog
Servers are picked from the regions you selected in the launcher, closest first. If none has room, you're told to add another region in the launcher or try again in a moment
Joining a game from the list takes you to that game on its server. If a server briefly refuses the join, the game retries on its own up to 2 times
Ladder server ping readout
The status bar at the top of Multiplayer shows your best ladder region and its ping (e.g. na-east 32ms). The light is green under 120 ms, yellow under 200 ms and red above that
Hover the ? to see every region's ping, plus regions that didn't reply or have no open server
Ping is re-checked every 60 seconds while you're in the menus, never during a game
Changes on ladder launches
The main menu Play button is hidden. Ladder games start from Multiplayer
Games on your own PC (offline play, or double-clicking a character) are refused, because only the ladder servers save ladder characters
A new ladder character is created and saved, then you're sent back to the lobby with it. Its first automatic launch shows "failed to join", which is expected. Host or join from there
The lobby's server, account and redirect settings always use the launcher's values (Locked on Ladder)
Crash and freeze reports
On ladder launches, crashes and freezes (no new frame for 30 seconds) are sent to the Reimagined team with the lobby log. No account, IP address or save data is sent
To opt out, set sentry = false in d2rloader/config/lobby-bridge.toml
Non-ladder launches keep D2RLoader's normal lobby and hosting. If every region shows ???ms, a firewall may be blocking ping. Joining still works.
Ladder characters and the ladder shared stash are stored on the Reimagined servers
Each ladder has its own save folder, fully separate from your normal Reimagined characters. Ladder and non-ladder characters can never mix, and your normal characters are never touched
At launch, your ladder characters are downloaded from the server. The server's copy always wins: a local file that differs is replaced, and one the server doesn't know about is set aside
While you play, finished saves are uploaded in the background (checked about every 2 seconds). Half-written files are never sent
Minions saved by Bind And Summon travel with their character
A hardcore death removes the character from the server too
A new ladder save folder copies your graphics settings and loot filters from your normal profile
Backups and recovery
Before anything in the ladder folder is replaced, it's copied to .server-saves/backups/. Up to 10 copies are kept per character. The game can't load these copies
Progress the server didn't confirm (a server outage, or closing the game too early) is kept in .server-saves/pending-upload/ and offered again on the next launch, as long as the character hasn't moved on elsewhere since
Save status messages in chat (from Server Saves)
After 2 failed uploads in a row: "Server save uploads are failing. Retrying; progress is not confirmed saved." This repeats every minute and when you enter a game
When saves work again: "The server has accepted a save again." (green)
Saving stops, with a message telling you to exit and relaunch through Reimagined, if your ladder revision is out of date, your session expired, the ladder is unavailable, or the server already has a newer save (for example the same character open on another PC)
The Server Saves panel in the launcher shows your last confirmed save times
New ladder characters
Characters must be created fresh at level 1 inside the ladder. Existing characters can't be imported or copied in, and a new shared stash must start empty
Character names must be unique on the ladder
Cheating protection
Debug mode and cheats are off on the ladder. If debug mode is detected, nothing from that session is saved to the server
The server checks every save. For example: skill and stat points must match your level and quests, level must match experience, quest and waypoint progress can't go backwards, and items must be ones the game could create (valid item types, stack sizes, sockets and affix ranges)
While you play, the game also records where items came from and where they went, as evidence for staff review (for example an item given away and then kept by closing the game)
A save that anti-cheat rejects is not stored: "Your save was rejected by anti-cheat and was not stored on the server. If you believe this is a false positive, please contact support." Your local copy stays in the backups
Keybinds and automap history don't carry over into the ladder folder, so ladder characters start with default keybinds. The same character can't be played on two PCs at once: the second save is refused. Always use Save and Exit before closing the game, especially during an update countdown.
Some drops are rarer on Ladder. Only the chance of the item dropping changes, nothing else
Runes El through Sol (1-12): unchanged
Runes Shael through Ist (13-24): 20% rarer (x0.8 drop rate)
Runes Gul and above (25+, including Brak, Zeph, Myr, Grit, Dem and Hev): 3x rarer (x1/3 drop rate)
Rune stacks follow the same rate as their rune
Orb of Infusion, Orb of Conversion and Orb of Assemblage: 3x rarer (x1/3) from every rolled drop, in all difficulties
Orb of Shadows and Orb of Renewal: unchanged
Jewels: 2x rarer (x1/2) in Nightmare and Hell only. Normal jewel drops are unchanged
Rolled jewel drops in Maps (for example the Artificer's bonus roll) and in the Labyrinth count as Hell and are also halved
Terror Zone drop tables get the same changes
The reduction holds at any party size
Normal-difficulty quest bosses no longer drop a guaranteed orb
Duriel (Normal): no guaranteed Orb of Infusion
Mephisto (Normal): no guaranteed Orb of Assemblage
Diablo (Normal): no guaranteed Orb of Conversion
Their other drops are unchanged. The Nightmare and Hell kills still give their guaranteed orb at the full rate
Guaranteed payouts keep their full rate
This applies on the ladder servers and can't be configured. One small exception to "exact at any party size": the dedicated rune slot of Countess, Battlemaiden, Bloodwitch, Frozenstein and Hephasto (Nightmare/Hell, and the Normal "high rune" slot). Solo, that slot now gives a rune 90.5% to 98% as often as before (Hell Countess: 91.8%). In bigger parties the reduction on that slot gets smaller. Normal Countess's low rune slot (El-Sol) is unchanged.
Adds an endgame Maps system in Hell. A map is an item you transmute in the Horadric Cube to open a red portal to a randomly generated map area. A Warden boss waits in its own sanctum at the end
10 map themes, each in Tiers 1 to 6 (60 maps in total)
Items are named "<Theme> Map (Tier N)". Map item levels are 70 / 76 / 81 / 84 / 87 / 90 for Tiers 1 to 6. Maps have no level requirement
Map areas have area levels 99 to 104 (one per tier). Each map has its own Warden sanctum ("<Theme> Sanctum, Tier N")
Higher tiers have bigger map areas with more rooms
Opening a map
Put one map by itself in the Horadric Cube in Hell and transmute. The map is consumed and a red portal opens in Harrogath
Each map rolls its own modifiers from that item. Other maps in your inventory or stash can't change the roll
If anything goes wrong (the cube can't be read, the server is busy, the data doesn't match), the map is not consumed and a message tells you why
Each theme and tier can be open once at a time per game. Town trips and going between the map and the sanctum keep the current map, so dead monsters stay dead
Reopening: transmuting another map of a theme and tier you already used in this game resets that map, with fresh monsters, a fresh Warden and the new map's modifiers. The same red portal leads to the fresh map. The layout stays the same
Map currency (cube recipes, Hell only)
Horadric Sextant + a Tier 1-4 map: upgrades it to the next tier
Horadric Astrolabe + a Tier 5 map: corrupts it into Tier 6. This is the only way to get a Tier 6 map
Vizjerei Prism + any map: same theme and tier with new modifiers
Map tooltip
Shows the tier and theme
Once identified, it also shows Monster Density, Combat Magic Find and every modifier
The last line tells you what transmuting it will do: open the map, reset a used theme/tier, or "Start a new game"
A map on the ground shows "Pick up this map to see its modifiers"
In-map HUD (top right, beside the clock): Tier, Density %, Magic Find +% and every active modifier
Every modifier also adds monster density (+4% per strength point), more elite packs and +5% Combat Magic Find per strength point
Base Combat Magic Find is +25% per tier, capped at +250%. Map monsters give it to players fighting near them, and it works like normal Magic Find on their drops
Base density goes from 110% at T1 to 170% at T5 and 200% at T6. Elite packs per map go from 20-26 at T1 to 29-38 at T6
Modifier list (minimum tier in brackets)
Teeming [T1]: more monsters (+25% density). Swarming [T3]: many more monsters (+50% density)
Storied [T2]: more elite packs. Legendary [T4]: many more elite packs
Gilded [T1]: each elite gets a bonus drop roll for gold, gems and map currency
Artificer's [T1]: each elite gets a bonus drop roll for gems, jewels and equipment
Two modifiers of the same family never roll together. Pacts never roll with Conviction, Frailty or Ruin. Blood Frenzy never rolls with Fanaticism, or on Worldstone Keep and Fallen Travincal (their Wardens already bring Fanaticism)
Player penalties apply to the whole map, including the sanctum, even after the monsters are dead. They end when you leave. Your character sheet shows the reduced values while you're inside
Map monsters
8-9 monster types per theme, taken from that theme's region
Monsters have 1.5x Hell life. Life and damage scale x1.2 / 1.4 / 1.6 / 1.8 / 2.0 / 3.0 for Tiers 1 to 6
No Labyrinth-style blanket immunities. Monsters keep their normal immunities
Experience doesn't increase with tier
Monsters use more aggressive, Labyrinth-style AI: they engage from further away, circle and run away less, and move faster
Wardens (the map bosses, named "<Theme> Warden")
Each theme's Warden has its own skill set, and gains extra skills at Tiers 3 and 5:
Sandswept Tomb: dust-devil Sandstorm and a burrowing charge
Corrupted Durance: a kiting fire caster that blinks away and summons fire totems
Forsaken Catacombs: poison bolts, a poison nova and plague clouds, plus Lower Resist at T5+
Frozen Depths: Frozen Orb, Blink and Blizzard, plus healing its escort at T5+
Worldstone Keep: a ground slam and a fan of shockwaves
Sunscar Dunes: a charged-bolt lob, a bolt spray and a lightning nova
Forsaken Highlands: fire arrow volleys, an exploding arrow and fire rain
Fallen Travincal: Chain Lightning, a holy-bolt strike and a Zealot escort powered by Fanaticism
Ashen Steppes: fire skulls, a homing fire spirit, a Decrepify curse and fire bursts on hit
Infernal Rift: meteors, fireballs and a firewall
Every Warden has an escort that grows with tier. Wardens hit more often (x1.2 Attack Rating at T1 up to x1.7 at T6), and move, attack and cast faster
Warden resistances are capped at 75%, so no build is locked out of a theme. Wardens have no life regeneration
Wardens never get random bonus modifiers (no random Extra Fast, Cursed and so on). Only their designed abilities apply
A town portal opens when a Warden dies
Drops
Your first map: in Hell, monsters in The Ancients' Way, Icy Cellar, Worldstone Keep levels 1-3 and the Throne of Destruction have an extra 1 in 250 chance to drop a random Tier 1 map
Every map monster gets one map/currency roll: 1% in total (0.4% same-tier map, 0.1% next-tier map, 0.5% map currency). On Tier 6, the next-tier map is a Tier 5 map instead
Normal map monsters also get 1 loot roll. Elites get 3 loot rolls
Each loot roll (equipment, good items, gold, potions) succeeds 54% of the time at T1, rising to 88% at T6 (single-player figures)
Wardens: 4 loot rolls, plus a guaranteed map of the same tier (a Tier 5 map from Tier 6) and guaranteed map currency
Map currency drops are 50% Horadric Sextant, 40% Vizjerei Prism and 10% Horadric Astrolabe
Gilded and Artificer's bonus rolls succeed 1 time in 3 per elite
Treasure monsters
Each opened map has an 8% chance to contain one treasure monster, with an equal chance of each kind:
Jewel Hoarder: drops 6 jewels
Amulet Collector: drops 6 amulets, each rare or better
Gem Smuggler: drops 6 Reimagined gems
It replaces one normal pack in the map. It has about 3 normal map monsters' worth of life, resistances of at most 75% and its own automap marker
Its corpse can't be revived or used by corpse skills
Map events: 30% of opened maps hold one event, hidden in a random unexplored room away from where you arrive
Treasure Raiders: a Treasure Raider with up to 5 guards. The Raider drops 4 loot rolls, 1 map/currency roll, 1 guaranteed map currency and 1 guaranteed jewel
The Dark Challenger: activate the glowing Dark Sigil to summon a "<Theme> Challenger" boss with up to 4 escorts. It drops 4 loot rolls, 1 map/currency roll and 1 guaranteed map currency. It has no random bonus modifiers
Sealed Reliquary: open the glowing cache to start 3 waves: 4 guardians, then 6, then the Reliquary Keeper. The Keeper drops one of three reward sets:
Crafting: 4 gems, 1 jewel and 1 Horadric Sextant
Equipment: 6 loot rolls
Maps: 1 map of this tier and 2 map currency
Varic the Wandering Gambler (very rare: 5% of events, about 1.5% of maps)
A gold chat line greets you when you get near him. Talk to him and choose Gamble
He offers 4 bases suited to the map's tier (at most one ring or amulet) at Gheed's gamble prices
Whatever you buy is always a Unique version of that base. Hover a base to see every unique it can become and its chance
One purchase per player. Uniques already found in this game are excluded
The item comes identified, without sockets and never ethereal. His window has no Refresh button
Event compass: within about two screens of an event, a gold banner at the top center shows the event name, an arrow pointing to it, how close it is, and the current objective (for example "Wave 2 of 3: defeat the guardians")
Exploration and layouts
Every map and sanctum keeps its own automap for the whole game. Town trips, other tiers and sanctum trips no longer wipe or mix explored areas. Automaps aren't kept between games
The red portal always lands you far from the Warden's entrance
Fallen Travincal: click the Council stairs once to unfold them, then again to go down to the Warden
Console commands: maps prints the current map's tier, modifiers and status. maps seeds lists the maps you carry and their rolls
Maps need Hell difficulty, and the portal opens in Harrogath. Modifiers stay hidden until the map is identified. Reopening a used theme/tier only works when nobody is inside it and it has finished unloading: if you get "the previous map is still closing", wait a few seconds in town and transmute again. Reopening clears that map: items left on the ground there are removed. Outside Ladder, everyone in a multiplayer game must use the same d2rloader/config/maps.toml values, or the join is refused. In a game you joined, the event compass banner isn't shown, but the events still happen.
Waypoints activate on their own when you come near them. You no longer need to click them
Range is 20 subtiles (about 4 floor tiles), a little under half the screen in each direction. Checked 4 times a second
It works exactly like clicking: the waypoint is saved to your character for the current difficulty and plays its lighting animation. The waypoint menu doesn't open
You must be alive and inside the waypoint's own area. A waypoint just across an area border waits until you enter its area
In single player and as a game host, chat shows "Waypoint activated: <area>"
Works in single player, for every player in a TCP/IP host's game, and for every player on the ladder servers
Console command: auto-waypoint-status shows the settings and counters
Locked on Ladder: always on, with a fixed range of 20. In joined and server games there's no chat line, the waypoint just lights up. Outside Ladder you can change it in d2rloader/config/auto-waypoint.toml (enabled, radius3-60, light_waypoint, announce). In multiplayer, enabled and radius must match the host's or the join is refused.
Announcements from the Reimagined team now appear in your in-game chat
They show in red, from Reimagined. Staff can pick a different colour for a single announcement
Announcements that arrive while you're in a menu or on a loading screen are held (up to 32) and shown when you enter a game
If the connection drops, it reconnects on its own
Automatic warnings before ladder updates and server restarts
Each warning starts with the ladder's name in brackets, e.g. [Ladder Name] ...
Ladder update (new revision): a warning every minute from 5 minutes out, then every 5 seconds in the last 30 seconds ("Save and exit NOW to avoid a rollback or save issues")
When it goes live: "Revision X is now live. Exit Diablo II and relaunch through the Reimagined launcher to update."
If it's called off: "...was cancelled. Play on."
Server-only update: the same countdown, telling you the game servers will restart and you do not need to update or relaunch
Long announcements are cut at about 255 characters. Nothing is replayed: if your game wasn't running when an announcement went out, you won't see it.
One chat channel for every Reimagined player, inside the game's own chat box
Works when you host, when you join someone's game, on the ladder servers and on normal D2RLoader launches. You need to start the game from the Reimagined launcher while signed in
Messages show as [Global] Name: message. Your name is your Reimagined website display name. Admin names are red and moderator names are blue
When you connect, you see the last 10 messages
Limits: 500 characters per message, 5 messages per 10 seconds. A short burst is queued and sent when allowed, not dropped
Staff can temporarily mute players
Chat commands
/g <message>: send one line to Global chat
/global: send everything you type to Global from now on. Whispers and lines starting with / or ! still go to your game
/game: send what you type to your current game again (the default)
/global off: turn Global chat off completely. You don't send or receive anything, and friends see you as offline. /global on turns it back on. There's also an Enable Global Chat setting
Your choices are remembered between games and restarts
Chat filter dropdown
The chat box dropdown now has All / Global Only / Game Only. Your choice is saved and restored in new games
Friends (tied to your Reimagined account, not to a character)
The friends button next to the chat box now opens a Reimagined friends list instead of Battle.net's
Incoming requests (Accept / Decline), your friends with online friends first (green or grey gem), and requests you've sent (Cancel). 10 rows per page
Remove needs a second press within 5 seconds
Add Friend asks for the player's website display name. Both players have to accept. If you both send each other a request, you become friends right away
Chat tells you when someone sends you a request, when someone accepts yours, and when a friend comes online
/friend or /friend list: list your friends (online and offline) and requests waiting for your answer
/friend add <name>: send a request, or accept theirs
/friend accept <name>: accept a request
/friend decline <name> / /friend remove <name>: decline a request, cancel your own, or unfriend
Limits: 200 friends and requests in total, 50 unanswered sent requests, 20 friend actions per minute
Direct messages to friends
/dm <name> <message>: private message to an online friend. Names can contain spaces
/r <message> or /reply <message>: answer the last friend who messaged you. Until a friend has messaged you, /r works like the normal game command
DMs are purple ("From Name:" / "To Name:") and show under All and Global Only
A DM is refused, with a red message, if the person isn't an accepted friend or is offline, if you're muted, or if you send more than 5 messages per 10 seconds. Messages to offline friends aren't stored
"Online" means the friend has Global chat connected, so /global off also makes you look offline. Queued messages are lost if the game closes before they're sent. Players can't use colour codes to make their messages look like server notices.
/playercount: shows how many Reimagined players are online, e.g. "12 players online."
Typing it again within 5 seconds repeats the last answer, marked "(a moment ago)"
It counts players who have the game open with D2RLoader connected to Reimagined, not only players in a game. It's /playercount because the game already uses /online.
Every hardcore character death is announced in chat to everyone running the plugin
Example: [HC] LilGuy died at Chaos Sanctuary at Level 50 (#1), where #1 is the character's rank on its ladder's hardcore leaderboard
The line is red, from Hardcore, tagged [HC] so it doesn't look like player chat
Level and rank come from the server (the character's own save), so they can't be faked. Softcore deaths are never announced
The area is named in the dying player's language. If the area is unknown, it's left out
Each character's death is announced once
You see your own death too, which confirms it was reported. To hide it, set announce_own_death = false in d2rloader/config/hardcore-deaths.toml
The rank matches the website leaderboard with Hardcore only ticked. Dead characters stay on that board, marked Fallen
No setup needed: the launcher turns it on and signs it in on Online and Ladder launches
The killer isn't named yet. Only characters the server knows can be announced (ladder characters, or characters uploaded on the website). You only see deaths that happen while you're connected, and only in game, not on the website or Discord.
New /sell chat command: list an item on the Reimagined trade website from inside the game
/sell opens a Sell Item panel next to your inventory
Right-click the item to sell in your inventory, Horadric Cube, personal stash, shared stash or Charm Inventory. You can also pick it up and click the centre of the panel
Chat confirms the item ("Selected ... Press Sell to list it."). While the panel is open, the chosen item's tooltip reads Selected for sale and other items read Right-click to sell
Press Sell and the trade site's listing page opens in your browser with the item filled in (base, quality, stats). The panel then closes
The item never moves
While the panel is open, right-click only selects: potions aren't drunk and the Cube doesn't open. Left-click works as usual
If the site finds the same item on one of your synced characters or shared stashes, it uses that copy, which also knows the runeword, socket contents and set bonuses. You can switch back to the game's copy
Keyboard and mouse only. Equipped and belt items can't be right-clicked: pick them up and click the panel centre instead. Socketed runes or jewels and runewords aren't read from the game, so the page asks you to fill those in unless a synced save has the item. In ladder server games the item's properties can't be read in game, so the page uses your synced save, or asks you to enter them.
Hover an identified item (inventory, stash, Cube, equipment or Charm Inventory) and press Ctrl+D to open the Market Price Check panel. Ctrl+D is a rebindable "Check Item Price" action
The panel lists the item's properties with their roll range ("Roll: min - max") and editable Search min / Search max fields. Tick properties, type values, drag left/right, or use the mouse wheel / right-click to change them
Buttons: Search Market, Clear stat filters, Default values. Advanced filters covers quality, item level, sockets and ethereal
Up to 20 active listings are shown, each with price, seller and a % Match score. Click a listing to open it on the trade website
Search scope
On Ladder launches, only the current ladder's listings are searched. Online launches search every active listing
Uniques, sets and runewords are searched by name. Rare, magic and normal items are searched by base type. Corrupted items are only compared with corrupted listings
Socket contents count toward the item's stats. Set bonuses that need other set pieces are left out
Signing in is optional: searching works anonymously
Optional single-key open/close for Steam Deck or controller (F11). Off by default, turned on in d2rloader/config/trade-price-check.toml
Prices are sellers' asking prices, not completed sales. % Match shows how closely a listing matches your selected filters, not how reliable the price is. Requires internet access.
Trade website activity now shows up in your game chat
New offers, messages and offer updates or acceptances on your listings appear as private lines from [Trade], e.g. "New offer from <player> - <item>: <preview>"
The website doesn't need to be open. Only you see your notifications
Up to 32 notifications are held while you're in menus and shown when you enter a game. Duplicates are dropped
Turns on automatically when you're signed in and launch Online or Ladder from the Reimagined launcher
These are live alerts only. Anything that arrives while you're disconnected isn't replayed in game, but it's still on the website. If your login expires, relaunch through the launcher.
Corrupting an item takes one Transmute instead of two
Put one eligible item and one unstacked Orb of Corruption in the Horadric Cube and press Transmute once. Both corruption steps run automatically
An item halfway through corruption only gets its remaining step
Works with the Cube panel and the stash-panel Transmute button
Odds, outcomes and cost are unchanged: exactly one Orb of Corruption per corruption
Safety
Anything else in the Cube (extra items, a stacked orb, any other recipe) works as usual
Double-clicks during a corruption are ignored. Closing the Cube, moving items or leaving the game cancels the automatic step
If anything goes wrong, it stops and you can finish by hand. It never repeats a transmute blindly
Only works when your own game hosts the game (single player or your own TCP/IP game). In ladder server games, corruption still takes the normal two transmutes.
A red * appears in front of each tooltip line that came from the item's corruption
Covers all 117 corruption outcomes. Nothing to configure
Items with a pending corruption (only the first transmute done) show no marker yet
If a corruption adds to a stat the item already had (for example +10% Enhanced Damage plus +20% from corruption), the game shows one combined "+30%" line, and that line isn't marked.
Ctrl + Right Click an unidentified item to identify it for free: no Tome of Identify, scroll or Cain needed
Works in the inventory, Horadric Cube, personal stash and Reimagined's extra stash pages
Doesn't work on equipped items, the belt, the cursor, the ground, vendors, trade, your corpse or the shared stash
Unidentified items in those places show a yellow Control + Right Click To Identify line on their tooltip, translated into all 13 game languages
Items identified this way are recorded in the Chronicle like a normal identify
Works in single player, TCP/IP games and on the ladder servers. In someone else's game, the host identifies the item
Console command: identify-on-click-status
Mouse and keyboard only. Controller players use Controller QOL Updates (below), which uses a tome or scroll by default. Locked on Ladder. Outside Ladder, the host must have it enabled too, otherwise it's turned off for that game.
Hold Ctrl (keyboard) or RT/R2 (controller) over an item to see each stat's actual roll next to its possible range
With Controller QOL Updates installed, the controller button is RB/R1 instead
Works in the inventory, stash, Horadric Cube and vendor screens
Tooltips can also show named prefix and suffix tiers, the base item and item level, set bonuses, what each socketed rune or gem adds, corruption and runeword sources, [Combined] totals for stacked stats and damage, and the item's maximum sockets
Stats whose source can't be worked out show "(?) Range Unavailable - Please report item affixes"
Always show ranges without holding the button: /alwaysshowrolls on | off | toggle | status (saved), or always_show_ranges = true in d2rloader/config/item-roll-ranges.toml
Refills empty belt slots from your inventory, column by column
Each belt column remembers what it holds. Defaults: column 1 = Super/Greater Healing, column 2 = Super/Greater Mana, column 3 = Full Rejuvenation only, column 4 = learned from play
Larger potions are used first
To change a column in game, put a potion in its bottom slot or use Snapshot Belt Columns
Hotkeys: none bound by default. Bind Refill Belt and Snapshot Belt Columns under Options > Controls > D2RLoader
Automatic refill is off by default. Set auto_refill = true in d2rloader/config/auto-belt-refill.toml to refill as soon as a potion is used
Rules are ordered Show / Hide blocks. Matching stops at the first match unless a rule has Continue set
Rule actions: label text and background colour, custom item name, one of 16 drop sounds (Filter01-Filter16) and automap icons (circle, diamond, triangle or star, 12-40 px)
Saving the file reloads it automatically. Ctrl+Shift+F9 reloads it by hand. An invalid file keeps the last working filter
The shipped starter filter hides nothing
Uniques and sets: gold diamond automap icon and drop sound Filter01
Maps and map currency: purple diamond automap icon
Runes, gems and Reimagined currencies: orange label text
Build your own filter with the loot filter builder on the Reimagined website
Presets: Starter (hides nothing), Semi Strict (hides inferior/normal, unsocketed, non-ethereal ordinary weapons and armor), Strict (also hides superior and magic ordinary weapons and armor)
Sound previews and download as filter.json. Signed-in accounts can save up to 50 filters
Hiding is visual only: hidden items aren't removed from the game. The filter can't see hidden information such as unidentified affixes or which unique an unidentified item is.
Auras now work on the left mouse button, at the same time as the aura on your right button
Two different auras can be active together, each at its real skill level
22 class auras can go on the left button: all 20 Paladin auras plus the Amazon's Elemental Covenant and Titan's Covenant
The left aura stops, and its bonuses are removed, when you put another skill on the left button or a weapon swap or item change takes the aura away
It starts again by itself after swapping back, after a resurrect and when you enter a game
The same aura on both buttons isn't doubled: it pulses only once
Left-clicking a monster with an aura on the left button now walks or runs you to it (before, the click did nothing)
Clicks on NPCs, players, items, objects and exits still work as normal. Shift + click and the right button are unchanged
Console command: leftclickauras shows its status
Mouse and keyboard feature. Locked on Ladder. Don't install it together with yin's "Aura In Either Skill Slot (Single Active Aura)" patch, because both change the same game code.
Your summons are saved and come back when you leave and rejoin a game
Covers summons of every class: Necromancer skeletons, mages, golems and revives, Druid spirits and animals, Assassin shadows, the Amazon's Valkyrie and so on. Summons from item-granted skills are included
Warlock Bind Demon: more than one bound demon is saved and restored
Bind Demon is saved for every class, not only the Warlock (for example from an item that grants the skill)
Corpse-free Raise Skeleton and Raise Skeletal Mage are off: they still need corpses
Locked on Ladder. Summons are stored in a small .bind file next to each character's save. On Ladder it's saved to the server with the character.
Nearby items (within 6 tiles) show a controller button on their name label. Hold the modifier (LB/L1) and press that button to run over and pick the item up
Items hidden by your loot filter are never picked up by the controller. Mouse and keyboard pickup is unchanged
Controller mode keeps filtered item labels always on
Interaction priority: within 10 units, portals, stash, waypoints, shrines and chests are chosen ahead of nearby monsters and items when you press interact
Inventory and stash shortcuts (modifier = LB)
LB + X: quick-move the highlighted item between inventory and stash, the selected shared page or Reimagined's extra pages. Stackable materials go to the Materials stash first
LB + Y: move the item into the Horadric Cube
Stash All deposits every eligible inventory item. The tooltip footer shows the button
With a potion highlighted in the Materials stash, refill your belt from it
Horadric Cube: tap A to open it, hold A to pick it up, LB + B to transmute while the Cube is highlighted or open
Identify
Quick identify on an unidentified item
Identify All on a highlighted Tome of Identify identifies every unidentified item in your inventory
Both use a tome or scroll charge by default
Vendors
Refill / Buy: tops up your Tome of Identify or Tome of Town Portal
Refill Belt / Buy Missing: buys the highlighted potion to fill empty belt slots
Quick-sell the highlighted item
Menus
LT/RT switch the main menu pages
LB/RB switch sub-tabs: skill trees, quest acts, options, Chronicle, loot filter tabs and Reimagined's info pages
LB + Up/Down reorders loot filter rules
Controller aim
A free-aim cursor you steer with the stick. It speeds up the longer you hold it (8 to 48 tiles per second over 0.35 s)
Aim snaps to an enemy within 6 tiles of the cursor
Ground and target-lock reticles are drawn on screen
On by default for Multiple Shot, Guided Arrow, Fire Wall, Teleport, Meteor, Blizzard, Hydra, Teeth, Leap and Whirlwind
Teleport and Leap aim at the ground
Whirlwind snaps onto the enemy and carries 1.5 tiles past it
Guided Arrow fires toward a point 20 tiles away
Snap-aimed projectiles lead moving targets
Reimagined's Warp is recognized (ground aim, off until you turn it on)
Press R3 on a skill in the skill tree to turn auto-aim on or off for that skill. The change is saved right away
Speed, snap radius, reticle colours and every option above can be changed in d2rloader/config/controller-qol-updates.toml (restart to apply)
Controller only, mouse and keyboard input is left alone. Unlike Ctrl + Right Click on mouse and keyboard, controller identify uses tome or scroll charges by default.
Counts your deaths per character and shows them in chat
/deaths: your total, e.g. "You have died 3 times. Last on 2026-10-24 14:05: Travincal (act 3).", plus deaths in the current game
/deaths log: your last 5 deaths with date, time and area
/help deaths: how to use the command
!deaths and !deaths log are a backup if the / command doesn't work. !commands lists the ! commands
A chat line each time a death is counted, e.g. "Death 4 - Chaos Sanctuary (act 4)." Turn it off with announce_deaths = false in d2rloader/config/death-tracker.toml
The lifetime total is never trimmed. The history keeps up to 200 deaths
Deaths are counted when you resurrect, so hardcore deaths aren't counted (see Hardcore Death Announcements). If you quit while dead and rejoin, that death isn't counted. Counts are stored on your PC in your Saved Games\Diablo II Resurrected folder, not on the website.
Counts the monsters you kill per character, lifetime total
/kills: e.g. "You have killed 12,480 monsters.", plus kills in the current game
/help kills: how to use the command
!kills is a backup if /kills doesn't work
Silent by default. To get a running total in chat every N kills, set announce_every = N in d2rloader/config/kill-tracker.toml
Saved every 30 seconds, and when you leave a game, type /kills or close the game
Kills made before the plugin was installed aren't counted. A crash can lose up to 30 seconds of kills. Counts are stored on your PC, not on the website.
Account-wide helmet skins, shown on your character to everyone in your game
Pumpkin Head: carved jack-o'-lantern with a candle glow. Earned by completing Normal on the Halloween ladder
Lit Pumpkin Head: the same pumpkin with a small flame on the stem. Earned by completing Nightmare
Flaming Pumpkin Head: a charred pumpkin with glowing ember cracks and an angry face, wrapped in fire. Earned by completing Hell
Unlocks are per account: any character on that ladder earns them for the whole account, including hardcore characters that later die. A higher difficulty also unlocks every lower tier
Unlocks are granted automatically the next time the character's save syncs after it completes the difficulty (killing Baal and claiming the quest reward). Once granted, they're never taken away
The skin replaces how any worn head item looks (helms, barbarian helms, druid pelts, circlets) and hides your hair
Items on the ground, in shops or in your stash keep their normal look
Commands
/mtx: cycles off, 1, 2, 3, off
/mtx 1 to /mtx 3, or /mtx pumpkin, /mtx pumpkin-lit, /mtx pumpkin-inferno: equip one skin
/mtx off (or /mtx none): take the skin off
/mtx list: lists every skin, how to earn it, and which ones your account owns
/mtx shop (or /mtx site): opens the website's Cosmetics page in your browser
You can also equip skins on the website under Profile > Choose cosmetics. The game and the website share one loadout
Purely cosmetic: no stats, and the item itself doesn't change. If your helmet doesn't change straight away, take it off and put it back on. You need to start the game through the launcher, signed in.
Ember: special reward only, never part of a supporter tier
Your tier comes from your Discord supporter role. Link Discord on your website profile and use Refresh Discord roles
Commands
/portals: lists every colour as locked, unlocked or selected
/portal <colour>: saves your choice to your account. Colours: classic, green, violet, red, teal, ember
Your choice is restored automatically each time you enter a game
After changing colour, cast a new portal. Portals that are already open keep their colour
Purely cosmetic. For now, only you see your portal colour. Other players see Classic until the host-side check works on the current game build. You need to start the game through the launcher, signed in.
Fixed Baal's Throne of Destruction waves stalling while a Sorceress's Hydras were alive. Hydras no longer count as living monsters when the game checks whether to send the next wave