Coming in the next release
These changes are done but not released yet; they reach your game with the next update.
Client changes
- Launcher: the Loot filter window has a "Remove default loot filter" box. Tick it to switch Project Lage's filter off completely, so every item shows its full name, or to write your own filter from scratch.
- Launcher: the router guides under the ? of Play together show a scrollbar and a "More below" line, so you can see there is more to read.
- Launcher: a new build that comes out while you play now installs by itself once you close the game (Update now stays there meanwhile), instead of stopping with "Diablo II: Resurrected or D2RLoader is still running". When Play finds the game or D2RLoader still running, the launcher offers to close them and carry on.
Released
2026.10.13-2258 (2026-10-13)
Client changes
- The game's taskbar button keeps the Diablo II: Resurrected icon instead of turning into a blank window icon a moment after the game starts (while the launcher is open).
Class changes
Necromancer
- Fire Golem's splash now deals fire damage instead of physical.
- Every golem deals 5% more damage.
- With several golems out, each golem kind shows its own icon with a count, like skeletons.
- Raise Skeletal Mage: the tooltip shows the mages' bolt level and how much extra elemental damage their bolts deal.
2026.10.13-2223 (2026-10-13)
General changes
- Socketsmith's Box: Transmute to use it on a rare or unique too: the box alone in the cube with the item.
Client changes
- Launcher: port forwarding guides for the 10 most common routers (FRITZ!Box, Speedport, Vodafone Station, o2 HomeBox, TP-Link, ASUS, Netgear, Linksys, Xfinity and eero) under the ? of Play together, also on the wiki's Hosting games page.
- Launcher: a Can I host? button in Play together checks whether friends can join the games you host (ladder or not) and tells you what to change if they can't.
Class changes
- Every summoning skill costs half the mana it did: Necromancer skeletons, mages, golems and Revive, all Druid summons and spirits, Valkyrie, Shadow Warrior and Shadow Master, and the Warlock's demons.
Necromancer
- Skeletal Mage: their bolts' fire, cold, lightning and poison damage now grows with skill level and Skeleton Mastery: +50% at bolt level 10, 3 times at 20, about 10 times at level 45.
- Revive: at most 8 revived monsters at a time (3 from level 1, one more per level up to 8). From level 8 on, each revive hits harder with every level instead: about twice as hard at level 16, 4 times at level 32 and 5 times at level 40.
- Fixed: Clay Golem and Blood Golem damage didn't grow with skill level, Golem Mastery or points in other golem skills. It does now, so a level 20 Clay Golem hits many times harder than before.
- Fire Golem: Golem Mastery and points in golem skills now raise its fire damage too, not just its small physical hit.
- Every golem now splashes physical damage around the target on each hit, about half a golem hit, growing with your level. Before, only Clay and Iron Golem had the skeletons' small splash, too weak to notice.
Please test
- Golems in Hell: Clay and Blood Golem damage in the skill tooltip should now rise with each level, and Fire Golem's fire damage should rise with Golem Mastery. Can they clear Hell cows, and is the splash around golem hits visible in the damage numbers?
2026.10.13-1423 (2026-10-13)
General changes
- Fixed: Corruption Orbs and Socketsmith's Boxes can be picked up and moved in the inventory and stash again. To use one, Shift + left-click it, then click the weapon or armor.
Client changes
- Fixed: the ladder now saves your shared stash on the server like your characters, so it follows you to every PC. Until now the launcher missed it because of the name the game gives that file.
2026.10.13-1011 (2026-10-13)
General changes
- Exploding undead dolls now show a big fiery blast with an orange flash when they go off, 1 second after dying, so you can see it coming. The Necromancer's Fire Golem uses the same fiery burst.
Client changes
- The launcher now wears the Project Lage icon (the fiery L from the website) in the taskbar, on its shortcuts and on ProjectLage.exe itself, instead of a floppy-disk icon. Windows may keep showing the old icon on a pinned button until you unpin and pin it again.
2026.10.13-0040 (2026-10-13)
(no notes)
2026.10.12-2322 (2026-10-12)
General changes
- Ladder games count only the players really in them, like Battle.net: /players and the Offline Difficulty Scaling slider are off on the ladder, single player keeps them. This uses RuffnecKk's PlayerX Scaling Tweaks plugin (MIT), installed with the update.
- Undead Stygian Dolls (and the other exploding undead dolls) explode 1 second after they die, with physical damage within 4 tiles (Normal 18-30, Nightmare 54-96, Hell 318-540), so you can step away. This uses the Doll Explosion plugin by RuffnecKk, which the launcher installs with Project Lage. After a game patch it can switch itself off until it's updated; dolls then don't explode at all. Our own delayed blast from the last updates never went off and is gone.
Client changes
- In-game chat: the Ctrl + Enter chat window is gone, because typing in it set off game hotkeys. Type chat commands like /f m or /w in the normal Enter chat; Ctrl + C still shows the chat history.
- Website chat: friends coming online or entering a game now show only in the System tab, so All keeps to real talk, and each one shows once instead of again and again while they also have the website open.
- Ladder: pasting /players into the chat no longer locks the game (no Esc, no chat until the console was opened).
- The launcher's Project Lage icon in the taskbar no longer goes missing now and then.
Class changes
Paladin
- Blessed Hammer deals a little less damage at high skill levels: from level 23 up each level adds less (about 10% less at skill level 35, 13% at 40). Levels 1-22 are unchanged.
2026.10.12-1956 (2026-10-12)
General changes
- Arrows and Bolts drop 100 times less often than in the base game (before: 10 times), from every monster and chest: about one quiver per Cow Level run. Vendors sell them; everything else drops as before.
- Arrows and Bolts refill themselves: every affix on a quiver and every unique quiver adds Replenishes Quantity, one arrow or bolt back every 10 seconds per affix (a rare with six affixes every 1.7 seconds) and every 1.7 seconds on unique quivers. A vendor's Repair doesn't refill quivers. Quivers you already have don't refill; new drops and vendor quivers do.
Client changes
- Website chat: it now asks you to log in or post as a guest before your first message, so nobody posts as a guest by accident. The Chat tab is gone from the menu: the chat sits on every page.
- The website chat is open over every page until you minimise it, and the separate Chat page is gone.
- Ladder: pasting /players into the chat no longer gets around the block; the chat box closes instead.
- The launcher keeps its Project Lage icon in the Windows taskbar instead of switching to a blank window icon.
- Gifts: when the admins hand out items to every ladder player, the chat tells you when you start the game. Type /gift in a ladder game to get them in that character's inventory; with characters in both softcore and hardcore, type /gift softcore or /gift hardcore with a character of that league.
Please test
- Use up some arrows or bolts from a newly bought quiver, then keep shooting or wait: do they come back one by one?
2026.10.12-1206 (2026-10-12)
Client changes
- Website chat: now docked at the bottom of every page. Drag it up to undock it and move it anywhere. Without an account you chat as a guest.
2026.10.12-0950 (2026-10-12)
General changes
- Playing with a controller, the mercenary screen shows all ten gear slots in their own frames, laid out like your own inventory, and the cursor moves between them properly.
- Playing with a controller, the Horadric Cube shows its whole 10x12 grid (it showed only 3x4 before), and the charm inventory has its own page in the menu bar beside your inventory.
Client changes
- Chat on the website: open pl-d2r.online/chat and sign in with your Project Lage account to talk with players on the website and in their games. Every channel gets its own tab, and you get your friends list, who is online, whispers, badges, every chat command with suggestions, and your own text size and colours.
- In-game chat: back to how it was before the last update for now (friends, whispers and the Project Lage channel); the new look comes later.
2026.10.11-2057 (2026-10-11)
General changes
- Playing with a controller, the inventory now shows all 8 rows properly: they no longer spill over the gold and off the panel. The panel is a little smaller to fit them.
Client changes
- In-game chat: join channels (/j Trade, /j Help or one of your own), /me, /away and /dnd, notes and order on your friends list (/f note, /f promote), /rw, /whoami, /time and /report. /help lists every command.
- Your own chat look with /opt: text size, where it sits, how wide it is, how many lines, how long they stay, colours, a dark background and times. Tabs show only chat, whispers, friends or system lines (/tab or Ctrl + Tab).
- Badges next to names in chat and on the ladder page: everyone who played during the alpha wears the Alpha Tester badge ("I was here when no one knew it"), and our first two testers the First Tester badge ("We are the Number One here"). Pick yours with /badge.
- The ladder page no longer lists the LageGift gift characters.
Please test
- Chat: badges in front of names, /opt size 130 and /opt colour whisper blue, Ctrl + Tab through the tabs, /j Trade and a long line that wraps.
2026.10.11-1950 (2026-10-11)
Client changes
- The launcher keeps the log of its last run as launcher.old.log, so an error survives a restart.
2026.10.11-1635 (2026-10-11)
General changes
- Hotfix: Tristram no longer freezes the game.
2026.10.11-1417 (2026-10-11)
General changes
- During the alpha, Akara sells Tokens of Absolution for 1 gold in every difficulty, in single player and on the ladder, so you can reset your skills and stats and try other builds.
- /players no longer works on the ladder: ladder games already drop loot like 5 players, and /players 8 on top gave far more than that. Single player keeps /players.
- Fixed: two unique items (a pair of Heavy Boots and a Spiked Shield) dropped showing "Corrupted". No item drops corrupted: only a Corruption Orb corrupts an item. Copies that already dropped keep the line.
- Monsters drop 10 times fewer Arrows and Bolts: a quiver holds 500, vendors sell them and Repair refills them, so cow runs no longer fill the ground with blue quivers. Everything else drops as often as before.
- Bosses no longer drop potions, quivers, keys or Town Portal and Identify scrolls and tomes. That goes for the act bosses, the other quest bosses (like Radament and Nihlathak), every named boss and every map boss; those rolls go to the rest of their loot.
- Fixed: Bows and crossbows fire again. Arrows and Bolts without a quantity let a bow use only Magic Arrow, so normal attacks, Strafe, Multiple Shot and every other bow skill did nothing. A quiver now holds 500 and a vendor's Repair refills it. Your old quivers are now called Old Arrows, Old Bolts and so on: put one alone in the Horadric Cube to get a new quiver of the same tier (its affixes roll again).
Client changes
- Ladder: a new character that first shows up above level 20 was copied in from elsewhere, so it now takes the account off the ladder until an admin has looked.
- Launcher: new "Unlock all difficulties" button under Ladder account (the ? explains it). Once one of your characters killed Baal on Hell, choose Single Player or Ladder and tick the new characters that should start with Nightmare and Hell open; their Hellforge quest counts as done, so they never get its runes. Single player characters can now be unlocked too. The launcher no longer asks about each new character by itself; instead, after your first Hell Baal kill it explains the unlock once per start until you tick "Never show again". A ladder character with an open cheat flag no longer unlocks it.
- Friends chat now works in the game's own chat (press Enter): type /f add <name>, /f m1 <text>, /f m <text>, /w <name> <text>, /r <text>, /who or /f list there, and /c <text> to talk in the Project Lage channel. The Ctrl + Enter window lost every letter that has a game hotkey (like r, w or i); the normal chat doesn't.
- Fixed: an update could stop with "Permission denied ... project_lage.dll" and leave Project Lage half updated. If Diablo II: Resurrected is still running, the launcher now asks you to close it and changes nothing; if something else still holds the old file, the launcher moves it aside and installs the new one.
- Ladder: the D2RLoader console (Ctrl + `) is switched off while a ladder game runs, and comes back when the game closes. Accounts with the Console right keep it.
Druid
- Summons are stronger: Spirit Wolves, Dire Wolves and Grizzlies get more life per level and more damage from Summon Grizzly, and ravens attack 2 more times. In Hell, wolves and bears also have 60% more life and 20% fire, lightning, cold and poison resistance.
Necromancer
- Golems cost a quarter of the mana at every level (Fire Golem at level 25: about 60 instead of about 250).
- In Hell, golems have 60% more life, 25% more fire, lightning, cold and poison resistance (where they aren't immune already) and hit 50% harder, and skeleton mages have 60% more life and 20% resistance to those elements.
- Revive: revived monsters get +300% life instead of +200%, +15% damage per skill level instead of +10%, and 25% fire, lightning, cold and poison resistance.
- Revive: revived monsters no longer run out after a few minutes; they stay with you until they are killed (or you leave the game). The skill's tooltip says "Lasts until killed".
Please test
- Summons in Hell: golems, skeleton mages, revives and Druid wolves and bears should hold up better than before without one-hitting packs. Is the golem mana cost now fine?
- Friends chat: press Enter in a game, type /f add Koki, then /f list and /f m1 hello i like you. Every letter should type, and the lines should reach Koki.
- Bows: with an Amazon, buy Arrows from Charsi and try a normal attack, Strafe and Multiple Shot. Shoot some, then Repair at a vendor: is the quiver full again? Put an Old Arrows alone in the Horadric Cube and transmute: you should get new Arrows.
- /players on the ladder: in a ladder game, press Enter and type /players 8. The chat box should stop taking letters after /player and show a note, and Enter should not change the difficulty scale. Backspace should still clear the line. In single player /players should still work.
2026.10.11-1139 (2026-10-11)
Necromancer
- Skeleton warriors now hold up in Hell: there they have 2.5x their base life, 40% fire, lightning, cold and poison resistance, 15% physical resistance and a much stronger base hit (30-60 instead of 1-2). Normal and Nightmare stay as they are.
2026.10.11-0103 (2026-10-11)
General changes
- Fixed: Undead Stygian Dolls now really explode 2 seconds after they die. In the last update their blast was gone but the delayed one never came. An orange glow marks the spot first; the blast does fire damage that grows with the doll's level.
- Act II works the normal way again: the launcher no longer changes your save after Duriel dies. That shortcut broke the Seven Tombs quest instead of opening Act III, so talk to Tyrael, Jerhyn and Meshif as usual.
- Runes and gems no longer drop as stacks: they drop one by one again, so they fit the stash's rune and gem tabs. Stacks you already have stay in your inventory and stash; Shift + left-click one (or cube it alone) to take one rune or gem out at a time.
- Fixed: light pillars were missing when you play with your own loot filter (for example "My filter"). A rule of yours that only renames or colours an item no longer switches off our pillar on it; write `pillar: off` in your rule if you don't want it.
- No more super chests: the special chests in the Lower Kurast huts and the other areas that had them (crypts, Arcane Sanctuary, Maggot Lair, tombs, Kurast temples, River of Flame) are now ordinary chests with ordinary chest loot.
- A map's physical immunity now shows in brown and its lightning immunity in yellow after the map's name (both were white).
- Act 1 Rogues show their aura's icon on the hire screen and mercenary panel where Inner Sight's icon was (they still cast Inner Sight).
- Butcher's Cleaver has its own picture in the inventory, a new look on the ground and in your hand, and a red glow.
- Act 3 Iron Wolves can wield staves (two-handed, so take their shield off first).
- Act 1 Rogues can carry arrows or bolts in their other hand, next to their bow or crossbow. They never run out of shots, so the quiver only adds its bonuses.
Client changes
- The launcher can now be downloaded by anyone from pl-d2r.online (Download in the menu) to play single player. The multiplayer ladder still needs an account from an alpha invitation. Both are alpha builds and change often.
- Loot filter: the launcher, the wiki and the filter file now say clearly that the standard loot filter stays active next to your own. Your rules decide for the items they match, and every other item still uses the standard rules.
- New Guide button in the launcher's Loot filter window: it lists everything you can write in a loot filter rule, with all colour codes, sounds, item types, rune numbers and the code of every item, and a search box to find one quickly.
- Every ladder account name exists only once, and so does every alpha request: a name that is already taken, or only differs in capitals, 0/O, 1/l/I, _ or -, is refused with a note to pick another, and one email address (also with a +tag or Gmail dots) can ask only once.
- Every ladder save folder now holds two notes, "DONT PUT ANYTHING HERE.txt" and "MANIPULATING THIS FOLDER IS LADDER BAN.txt": the launcher manages that folder by itself, and changed saves get an account banned. The launcher puts the notes back if they are deleted.
- Play ladder now checks the ladder save folder before it downloads anything. A save the launcher didn't leave there (copied in, edited, or a new character file) takes the account off the ladder right away, until an admin has looked at it, and the game doesn't start.
- Friends chat (Ctrl + Enter): the Send and Cancel buttons no longer overlap.
- Ladder bans now step up for repeat cheating on the same account: the first ban lasts 1 day, then 7 days, 14 days, 30 days, and after that it is permanent. Every ban also deletes all of that account's characters on the running ladder.
Necromancer
- Skeleton warriors were far too sturdy. They now have about 5% more life than the original skeletons, 5% fire, lightning, cold and poison resistance, and Skeleton Mastery adds its original life per level again.
Sorceress
- Thunder Storm's synergy is Telekinesis instead of Static Field: +7% damage per Telekinesis level, for the main bolt and the 6 small bolts.
- Fixed: Thunder Storm's 6 small burst bolts did no damage. Each now hits for a quarter of the main bolt's damage (78-106 lightning at level 20), the synergy bonus included.
Please test
- Map names: a map immune to physical shows "Physical" in brown and one immune to lightning shows "Lightning" in yellow.
- Friends chat (Ctrl + Enter): Send and Cancel sit side by side without overlapping.
- Thunder Storm: the 6 small bolts from each strike should now hurt enemies (about a quarter of the main bolt).
- Butcher's Cleaver: its new inventory picture, how it looks on the ground and in hand, and whether the red glow shows (on the ground and while holding it).
2026.10.10-2006 (2026-10-10)
General changes
- Duriel no longer drops Town Portal scrolls or books, on any difficulty; those rolls go to his other loot.
Client changes
- Alpha testers with the new tester right get the launcher's Test build button. A test build the launcher made is built again when a new release comes out.
Necromancer
- The summon splash hit far too hard and killed whole packs on its own. It now deals about half of a skeleton's own hit: around 1-2 at level 1, 5-10 at level 20, 18-37 at level 50 and 50-100 at level 90.
- Clay, Blood and Iron Golem no longer one-hit everything at low levels. Their damage bonus now grows slowly at first and faster later: +29% at skill level 2, +76% at 3, +228% at 5, +941% at 10 and the same strong golems as before at level 20.
- The summon splash no longer shows a frost nova ring on every hit. It still does its damage.
Please test
- Necromancer summon splash damage: levelling with 8 skeletons should feel neither too slow nor too fast, and the splash should only finish off weakened monsters next to the one hit.
2026.10.10-1531 (2026-10-10)
Client changes
- The bottom of the shared stash's Runes and Gems tabs is now one plain grey stone block, like the Materials tab, instead of the old carved panels, stars and locks.
Necromancer
- The summon splash now really hurts. It hit for almost nothing before. It now grows strongly with your summons' level: roughly 40-80 at level 20, 150-300 at level 40 and 700-1,500 at level 90, as physical damage (so magic immune monsters get hit too) to the monsters right next to the one hit.
Please test
- Necromancer summon splash: hit a pack with skeletons or a golem and watch the monsters next to the one hit lose life. Each hit still shows a small frost nova ring.
2026.10.10-1439 (2026-10-10)
Client changes
- The launcher's Single Player and Ladder buttons no longer get covered by the Plugins box. The Bind And Summon hosting warning now only shows while Bind And Summon isn't installed.
- Pressing Single Player or Ladder right after closing the game now waits a few seconds for it to finish closing instead of saying it's still running. If it still hasn't closed, the message tells you to try again in about 10 seconds.
2026.10.10-1349 (2026-10-10)
General changes
- A map's name now shows its two immunities in colour after it, on the ground and in the tooltip: cold blue, fire red, poison green, lightning, physical and magic white.
- Mana potions show as blue M1 (Minor) to M5 (Super), and rejuvenation potions as purple R1 (Rejuvenation) and R2 (Full Rejuvenation), like the red H1 to H5 healing potions.
- The stash's gems, materials and runes tabs no longer show the old small cube: that spot is plain stone now. On the materials tab the whole middle is one open stone area, and our orbs and maps sit in three centred rows (currency orbs, map orbs, unique maps), each in a square like the vanilla slots.
- Runes and gems now drop as stacks and pile up in one inventory square: pick up a Ber with a Ber stack in your inventory and it joins that stack, like keys do (stacks of up to 40). Shift + left-click a stack (or put it alone in the cube) to take one rune or gem out for sockets, runewords and recipes; put a single rune or gem alone in the cube to turn it into a stack. Stacks can't go into sockets or the stash's rune and gem tabs.
- New Project Lage Guide in the pause menu (Esc): tabs list our cube recipes, the orbs and what they do, our runewords and our uniques, read from the game's own data so it always matches the build. Not on the controller pause menu yet.
- Light pillars: high runes and our currency orbs now glow with a pillar of light where they lie on the ground (Ber and Jah brightest). In your own loot filter any rule that matches by code, rune or type can add `pillar: light`, `bright`, `beam`, `fire`, `cold`, `lightning` or `green`, or `pillar: off`. For now pillars work on runes, gems, charms, jewels, keys, orbs and maps.
- Arrows and Bolts never run out: they have no quantity any more, so one quiver lasts forever. Before updating, put away or sell every quiver of arrows or bolts you own (inventory, stash, cube and equipped): quivers saved with a quantity can break the character when it loads.
- Quivers come in three tiers: Arrows and Bolts, Barbed Arrows and Heavy Bolts (level 25), and Razor Arrows and Siege Bolts (level 50). The higher tiers drop about as often as a Sol rune and a Lem rune.
- Quivers are always magic or rare now, with 25 new affixes of their own: enhanced damage, attack rating, fire, cold and lightning damage, chance to pierce, attack speed, maximum damage, open wounds, crushing blow, life stolen, dexterity and, on magic quivers only, +1 to Bow and Crossbow Skills. Vendors sell magic quivers.
- Quivers can be corrupted with the Corruption Orb: +25% chance to pierce or +1 to all skills.
- The stash's gems, materials and runes tabs no longer show the old small cube under the slots: that spot is now an empty plate. The close X sits on the right edge of the big cube beside the stash.
- Andariel, Duriel, Mephisto, Diablo and Baal drop their quest loot on every kill, on every difficulty, not only the first time you kill them on the quest. In terror zones they keep dropping higher level items, now with the same quest chances for uniques, sets and rares and without gold or junk.
- Fixed: the spot in the Rogue Encampment where the waypoint used to stand no longer shows a black square in the ground. A camp tent stands there now, so it no longer looks like a second waypoint.
- Mercenaries of Act 1, 3 and 5 switch their aura on right away after being hired or revived, instead of only after a minute or two.
- Mercenary skill icons now show the real skill: Meteor, Frozen Orb, Chain Lightning and the new auras use the same pictures as the player's skills (they showed Inner Sight's eye, then a look-alike).
- Act 1 Rogues carry auras a player has at that point: in Normal Holy Fire (fire Rogue) or Might (cold Rogue), in Nightmare Meditation, in Hell Fanaticism.
- Act 3 Iron Wolves show their aura on the hire screen and mercenary panel in place of their third skill (they still cast that skill).
- Killing Duriel finishes Act II: you no longer need to talk to Tyrael, Jerhyn or Meshif. Leave the game after the kill, and when you load the character again the Seven Tombs quest is done and the Kurast Docks waypoint is open, so the waypoint takes you to Act III. The launcher does this while its window is open, for Singleplayer and ladder characters.
- The mercenary's skill icons now match their skills: Meteor, Frozen Orb, Chain Lightning and the new auras showed Inner Sight's eye.
- Undead Stygian Dolls (and the other exploding undead dolls) no longer blow up the moment they die: an orange glow marks the spot and the blast follows 2 seconds later, so you can step away.
- Fixed: Ctrl + Enter opened the friends chat without a line to type in, so every key went to the game as a hotkey. It now opens a small chat window at the bottom left with a text line that takes your typing right away, plus Send and Cancel.
Client changes
- Fixed: the game's own loot filter (Esc > Loot Filter) had no starter profiles in ladder games. The launcher now copies your loot filter profiles from your singleplayer saves into the ladder save folder, also for ladder folders made before; profiles you changed on the ladder stay as they are.
- Pick your loot filter in the launcher: Loot filter opens a list with Standard and your own filters. Edit or New makes your own copy to change, and you can keep several. Your own filter now gets Project Lage's standard rules added after yours, so new rules from an update (like the red H1 to H5 healing potion names) reach you too, while your rules still decide wherever they match; put `standard-rules: no` at the top of your file to leave the standard ones out. A loot filter you already made becomes "My filter" and stays chosen.
- Ladder play now needs an up-to-date PC: the latest Project Lage, the D2RLoader version the ladder asks for and, if you use it, the Bind And Summon version the launcher shows. If anything is out of date the ladder doesn't start and the launcher tells you what to update. Single player is not affected. A ladder game that's already running keeps saving when a new version comes out; the next ladder game needs the update.
- Ladder: once one of your characters has killed Baal on Hell this season, your new characters can start with Nightmare and Hell open. The launcher asks about each new character before a ladder game starts and after it closes. The price: that character's Hellforge quest counts as done in every difficulty, so it never gets the Hellforge's runes; its other quests and rewards stay open.
- Ladder: only clear proof of an edited save takes an account off the ladder while an admin reviews it. Anything that merely looks unusual is flagged for the admins to look at, and the player keeps playing as normal.
- Fixed: installing a new version (or the editor's Build & install) only copied files over, so files from an older or test build stayed in the game folder and mixed with the new one (for example the mercenary panel's art not matching its slots). Installs now remove the old build's files first. Your saves, Bind And Summon and your settings are not touched.
- The wiki (pl-d2r.online/wiki) now shows the mercenaries' gear slots (rings, amulet, belt, boots, gloves) and their extra weapons (crossbows, daggers, axes), the full cube beside the stash and the Materials tab for our orbs.
Necromancer
- Skeleton warriors, Clay Golem and Iron Golem have real melee splash: every hit also deals magic damage to the enemies right next to them, more the higher the summon's level. Their cleave is gone, so they move and follow like normal summons again. (The cleave also hit for double damage, not full damage as the last notes said.)
- Clay Golem, Blood Golem and Iron Golem hit far harder: +200% damage per level each (Clay was +45%, Blood +70%, Iron had none), Blood and Iron Golem have twice their base hit and Clay Golem four times.
- Fire Golem deals a little more fire damage: +2 per level.
- Skeleton warriors are much sturdier: 2.5 times their base life, Skeleton Mastery gives +20 life per level (was +12), and they resist 40% of fire, lightning, cold and poison and 15% of physical damage.
Sorceress
- Thunder Storm: each bolt now bursts into 6 small lightning bolts where it lands, hitting the enemies around its target.
- Thunder Storm hits harder: 308-418 lightning damage per bolt at level 20 (was 195-294), and it strikes as often as in the base game again (skill levels from items speed it up too).
Please test
- Thunder Storm: cast it and watch a bolt land. 6 small lightning bolts should fly out from the spot and hurt enemies nearby. Do they spread evenly or at random?
- Friends chat: press Ctrl + Enter in a game. A chat window should open at the bottom left; type hello without clicking first (no skills or panels should open) and press Enter. Then try /f list and Cancel.
- Look at a map on the ground and in your inventory: its name should end with its two immunities in colour (cold blue, fire red, poison green, lightning white).
- Type lage-test-colour in the console, then hover any item: which of the test lines A to E shows the word red? That tells us how to colour the map immunities.
- Stash materials tab: the middle should be plain stone with the band running straight across, and our orbs and maps should sit in three rows of squares. Empty squares should show the item's greyed picture. Also check the gems and runes tabs where the small cube was.
- Pick up a few of the same rune or gem: they should join one stack. Shift + left-click a stack in the inventory, stash and cube to take one out (try it with a full inventory too), cube a stack alone to take one out, cube a single rune alone to make a stack, and check that loading a game didn't get slower (the stacks add about 2,800 cube recipes).
- Press Esc in a game and open Project Lage Guide: check each tab opens its page, the pages scroll, and the close X and Esc work.
- Drop a Ber or Jah rune (bright pillar), a high rune such as Ist (light pillar) and a currency orb: each should glow where it lies, and keep glowing. Then try each pillar style in your loot filter file and tell us which look good.
- Necromancer summons: raise skeletons and golems and fight a pack. Monsters next to the one they hit should lose life too, they should follow you normally. For now each hit shows a small frost nova ring, so you can see the splash fire.
- Golems: level with each golem on its own (Clay, Blood, Iron, Fire) and compare the pace with 8 skeletons.
- Skeletons against bosses: fight Diablo or another act boss with skeletons and check they last longer than a moment.
- Hire an Act 1, Act 3 and Act 5 mercenary: the aura should show within a few seconds, and they should still attack and cast normally rather than recasting the aura over and over. Check their skill icons on the hire screen and the mercenary panel.
- Necromancer summons: raise skeletons and golems and fight a pack. Monsters next to the one they hit should lose life too, they should follow you normally, and you should see no stray effect or sound on each hit.
- Hire an Act 1, Act 3 and Act 5 mercenary: the aura should show within a few seconds, and they should still attack and cast normally rather than recasting the aura over and over. Check that the Act 3 hires show the real Meteor, Frozen Orb and Chain Lightning icons on the hire screen and the mercenary panel, in both normal and low graphics.
- Open your mercenary's panel after updating: the slot pictures and the item slots line up again.
- Hover a map in your inventory: the "Monsters immune to" line should show cold in blue, fire in red, lightning in turquoise and poison in green, and the lines under it keep their normal colour.
- Quivers: fire a few hundred arrows and bolts (Strafe or Multiple Shot); the quiver should never empty. Check the test-build cube recipe gives magic or rare Siege Bolts and Razor Arrows with the new affixes, and that a Corruption Orb works on a quiver. Load a throwaway character that had arrows or bolts before the update to see what an old quiver does.
- Test-build tier-line quivers (three Keys and a Scroll of Identify in the cube): equip them with a bow or crossbow and check they fire, that the tooltip shows +min damage and -% enemy physical resistance (not lightning) above the rolled affixes, and that the bow damage goes up.
- Stash cube: on the gems, materials and runes tabs the old small cube spot should be a plain dark plate, and the close X should sit at the top right of the big cube (and close the stash). On the personal and shared tabs the X stays where it was.
2026.10.09-2240 (2026-10-09)
General changes
- Healing potions have short red names by strength: H1 for a Minor Healing Potion up to H5 for a Super Healing Potion, on the ground, in the belt and in tooltips.
- Loot filter rules can follow your character level: in your loot filter file a rule with `level: 15-99` only counts from level 15 on, so it can silence items in the drop list once you outgrow them.
2026.10.09-1732 (2026-10-09)
General changes
- The cube in the stash now shows all of its 10x12 squares, beside the stash where the game world was, with the Transmute button under it. Before, the stash only showed the first 3x4 squares, so transmuted runes landed out of sight. With a controller the stash no longer shows the small cube; open the cube itself instead.
- The mercenary screen now has the same equipment frames as your own inventory (amulet, two rings, belt, boots and gloves), for every act's mercenary.
Amazon
- Multiple Shot costs far less mana: 2 at level 1 plus 0.125 per level, so 4.5 at level 21 instead of 24. It now gains +20% damage plus 3% per level (80% at level 21, plus Guided Arrow's synergy). Its flat added damage stays, and it still shoots with 75% weapon damage.
Please test
- Open the stash's gems, materials or runes tab: the whole cube should show to the right of the stash. Upgrade runes there and check they stay in sight, that clicking around the cube doesn't make you walk, and that the stash's slots still work.
- Amazon: max Multiple Shot and check the tooltip and the character screen. It should cost about 4.5 mana at level 21, show a Damage +% line, and its damage should be clearly higher than before.
- Mercenary screen: hire a mercenary of each act and check that the screen looks right: every equipment frame in its place, the name, experience bar and stats below them.
2026.10.08-2217 (2026-10-08)
General changes
- Fixed: the spot in the Rogue Encampment where the waypoint used to stand no longer shows a black square in the ground. The old waypoint's bare stone platform stays there now, without the waypoint.
- The developer fill commands (lage-fill and the new lage-fill-token) no longer work in ladder games, except lage-fill-token on the admin account.
- Mercenaries can now wear an amulet, two rings, a belt, boots and gloves, like you. The new slots are on the mercenary screen, for every act's mercenary.
- Mercenaries use more weapons: Act 1 Rogues also take crossbows, Act 3 Iron Wolves daggers, and Act 5 Barbarians axes (one-handed Barbarians one-handed axes only).
- Every currency orb now has its own drop chance instead of all orbs sharing one Mal-rune roll: the Corruption Orb drops as often as a Pul rune (a Lem rune in Tier 3 maps), the Orb of Shifting, Orb of Remaking and Orb of Ascension each as often as an Um rune, the Socketsmith's Box like a Vex rune and the Orb of Fortune like a Mal rune.
Client changes
- Singleplayer needs no account. Without a sign-in, Multiplayer Ladder and Play together's Host game and Join game are grayed out, with a note that they are for invited alpha testers and a Request invite button that opens the invite form on pl-d2r.online. Invited testers still click Sign in.
- The website and wiki pages have clearer titles and descriptions for people searching for D2R maps, a bigger inventory, a charm inventory or runewords, and the home page FAQ answers three new questions: how online play works, how much inventory space you get and how the endgame maps work.
- Nexus Mods: the launcher now tells Nexus which Project Lage version it is on every request, and Disconnect fully signs you out of Nexus on this PC. "Sign in with Nexus" (no more pasting an API key) is built in and switches on once Nexus approves Project Lage.
- Friends chat in the game: press Ctrl + Enter to open a chat line at the bottom left, like the old Battle.net friends chat. Type to talk in the Project Lage channel, or use /f m1 <text> (friend 1 on your list), /f m <text> (all friends), /w <name> <text>, /f list and /who. Messages to you show up on your screen.
- Friends chat signs you in with your launcher account by itself, so `lage-login` is only needed if you aren't signed in to the launcher. Chat problems are now written to the plugin log, so we can see what goes wrong.
Necromancer
- Skeleton warriors hit much harder: Raise Skeleton gives +15% damage per level after level 3 (was +10%), and Skeleton Mastery adds +5 damage per level (was +3). At 20 in both, that is +255% and +100 damage instead of +170% and +60. (Lowered from +20% per level, since their cleave now hits at full damage.)
- Skeleton warriors, Clay Golem and Iron Golem now really use their Cleave: they walk up to the monster and hit everything around it at full weapon damage, instead of single target swings. (The borrowed Goatman Cleave only dealt half damage, which made skeletons weaker than before.)
Please test
- Mercenary gear: put a ring, amulet, belt, boots and gloves on a mercenary (both ring slots), and a crossbow on an Act 1, a dagger on an Act 3 and an axe on an Act 5 mercenary.
- Friends chat: sign in to the launcher, start the game, press Ctrl + Enter, type hello and press Enter (or Send). Then try /f list and /f m1 hi with a friend. The lines should show bottom left without any lage-login. If the box doesn't open, tell us.
- Sign out in the launcher: Multiplayer Ladder, Host game and Join game turn gray, Play together says they are for invited testers, Request invite opens the invite form, and Singleplayer still starts. Sign in again and everything is clickable.
2026.10.08-0144 (2026-10-08)
Client changes
- If a new release ever breaks the game, the admins can now roll back to the previous version in one step. Your launcher then installs the earlier working version by itself the next time it checks, even though it is older.
2026.10.08-0134 (2026-10-08)
General changes
- Hotfix: entering a game (Singleplayer or Ladder) crashed in release 0119. The cause was the new slot frames in the shared stash's Materials tab; they are removed. Our items still have their slots there, just without the painted squares.
Please test
- Start a Singleplayer and a Ladder game in every difficulty: the game loads normally. Open the shared stash's Materials tab and drop a Corruption Orb in it.
2026.10.08-0119 (2026-10-08)
General changes
- A rune's cube recipe now shows under the rune's name in its tooltip, not above it.
- The spoken rune calls (Pul to Zod) are louder, and a new `voice-volume:` line at the top of your loot filter file (Saved Games\Diablo II Resurrected\mods\ProjectLage\lootfilter.txt) sets how loud they play, from 0 to 100.
Client changes
- Launcher: Singleplayer and Multiplayer Ladder now look alike (both on two lines), and the links above them (Game folder, Saves, Loot filter, Wiki, Website, Discord) fit in one row again instead of being cut off at the right.
Please test
- Materials tab: our orbs now sit in framed slots left and right of the Horadric Cube (currency orbs under the keys, map orbs and unique maps under the essences). Put a Corruption Orb and a map orb in, check the count, take one out again.
- Drop a high rune: is the voice loud enough now? Then set voice-volume: 50 in your loot filter file, restart through the launcher and check it gets quieter.
2026.10.07-2348 (2026-10-07)
Same build as 2026.10.07-2347 (uploaded a second time by mistake); see the notes below.
2026.10.07-2347 (2026-10-07)
General changes
- Rune drop voices really play now: the game's HD sound kept playing the normal rune clink instead of our voice calls, which is fixed.
- New painted inventory picture for the Map Worldstone.
- Fixed: the spot in the Rogue Encampment where the waypoint used to stand no longer shows a black hole in the ground.
- Act 3 Iron Wolves now cast their big spell (Meteor, Frozen Orb or Chain Lightning) most often instead of rarely, and in Hell their spells are no longer weaker than before the merc rework.
- The cold Act 1 Rogue now has Might in Normal, until Fanaticism takes over from Nightmare on.
Client changes
- The launcher's Play buttons are now called Singleplayer and Multiplayer Ladder.
- Fixed: after an error (for example joining a host on another build) the launcher sometimes ignored every click until it was restarted. Its message window had opened hidden behind the launcher; launcher messages now always open on top.
- Ladder and non-ladder characters can no longer play together. Play together now asks whether you host or join a ladder or a non-ladder game, and a game code only works for the same kind (and the same ladder season). If someone still ends up in a mixed game through a direct IP join, everyone sees a red warning to leave, and the ladder player's game is reported to the ladder admins.
- Ladder: an account the cheat check flags is taken off the ladder right away (hidden from the leaderboard, ladder saves paused) until an admin reviews it. Nothing is deleted; if the flag turns out wrong, everything comes back as it was. Non-ladder play is not affected.
- Ladder characters now live only on the ladder server. Play ladder downloads them when you start, and when the game closes the launcher uploads them and removes them from your PC. If an upload fails, that save stays on your PC and goes up the next time you play the ladder.
- New player wiki at pl-d2r.online/wiki: every map, orb, unique, runeword, cube recipe, class skill and mercenary change with exact numbers, drop rates and our item pictures, plus searchable patch notes and an item database of every base item, unique, set and runeword, filterable by weapon and armor type.
- Ctrl+F1 (or the new Wiki link in the launcher) opens the wiki in a small window on top of the game while the launcher is open; press it again to go back to the game. Works in windowed or borderless mode.
Necromancer
- Skeleton warriors hit much harder: Raise Skeleton gives +20% damage per level after level 3 (was +10%), and Skeleton Mastery adds +5 damage per level (was +3). At 20 in both, that is +340% and +100 damage instead of +170% and +60.
- Skeleton warriors, Clay Golem and Iron Golem now really use their Cleave: they walk up to the monster and hit everything around it, instead of single target swings.
Please test
- Click Join game with a code from a host on another build while another window (for example a browser) has the focus: the message shows on top, and after closing it the launcher reacts normally.
- Play the ladder, close the game and check that your ladder save folder no longer has your characters; start the ladder again and they should all be back where you left them.
- Host a ladder game with Play together and try to join it with a non-ladder character (and the other way round): the launcher should refuse. Then join the host's IP directly in D2RLoader with the other kind: both players should see the red warning.
- Necromancer summons: raise skeletons and golems and fight a pack. They should walk up, cleave several monsters at once and still follow you between fights.
- With the launcher open and D2R in windowed or borderless mode, press Ctrl+F1 in game: the wiki window opens on top, Ctrl+F1 again puts you back in the game. Try the Wiki link in the launcher too.
2026.10.07-1905 (2026-10-07)
Client changes
- After a Multiplayer game the game marks Play with a red ! the next time you pick that character. That's normal and nothing is wrong with the character: start it once with Play and the ! is gone. The ? next to Play together explains it too.
- Fixed: right after an update the new launcher sometimes failed to open with "cannot import name '_imagingtk'" (opening it again worked). It now starts with its own files instead of borrowing the old launcher's, which Windows deletes when the old one closes. This takes effect from the update after this one.
2026.10.07-1757 (2026-10-07)
Client changes
- Fixed: the launcher didn't notice a running game (D2RLoader now runs it without a separate D2R.exe), so closing it gave no warning and updates didn't wait for the game to close.
- Fixed: on some Windows PCs (for example with Swiss or German system language) the launcher stopped every update with "'NoneType' object has no attribute 'lower'", so Play, Play Ladder and the plugin checks did nothing. Its check whether the game is running now reads Windows' answer in any language.
Please test
- On a PC that had the "'NoneType' object has no attribute 'lower'" error: the launcher finishes its update, the plugins show Installed and Play starts the game.
2026.10.07-1523 (2026-10-07)
General changes
- Dev command lage-fill now puts one of every rune, gem, key and material in the shared stash, moving on to the next normal tab when one is full. Runes and gems don't stack outside the rune, gem and material tabs, which plugins can't reach yet, so they stay at one each.
- Skill tooltips now match the class changes: every reworked skill shows its new synergies and effects (for example piercing Ice Blast and Holy Bolt, cleaving skeletons and golems, unkillable vines and spirits, Battle Orders' flat life and mana), and the new skill descriptions read in the right line order.
- Loot filter: a rune's cube recipe and an orb's description no longer sit above the item's name on the ground. They show under the name when you hover the item.
- The spoken rune calls (Pul to Zod) now ship in both sound formats and folders, to fix the silent drop sounds.
- Terror Zones now terrorize our maps: each terror event picks two or three maps (with their magic, rare and terrorized versions) instead of the old areas.
- New map orb, the Map Worldstone: in the cube with a map it makes that map's terrorized version (monster level +5, more monsters, 50% more experience). Map bosses drop one in about 7 kills, and every monster in Hell drops it about as often as a Gul rune.
- New painted inventory pictures for every map, map orb and currency orb.
- Maps can no longer be corrupted. Instead every map now has five different rare versions (up from two), so rare maps and the Wayfinder's Compass reroll give much more variety.
- Act 3 Iron Wolves cast stronger spells: fire ones Meteor, cold ones Frozen Orb, lightning ones Chain Lightning, plus their old second spell, at spell level 3 in Normal, 9 in Nightmare and 15 in Hell, growing about one level every 5 mercenary levels (no synergies or masteries).
- The hire screen shows each mercenary's aura next to its type, for example "Combat - Prayer" or "Fire Arrow - Meditation".
Client changes
- New History tab next to Details in the launcher: it shows the notes of the last 15 releases, newest first.
Paladin
- Fixed: the new Might formula failed a game check at every start; Might's extra bonus above level 8 now works.
Please test
- In an offline game, run lage-fill in the D2RLoader console (Ctrl + `): every rune, gem and material should appear across the shared stash tabs, and the message should list few or no failures.
- Paladin: Might's tooltip shows the extra bonus above level 8, and the game starts without a warning.
- Open the History tab in the launcher: earlier releases (1353, 1348, 1321, ...) are listed with their notes.
- Hire an Act 3 Iron Wolf of each element in Hell and watch it fight: does it cast Meteor, Frozen Orb or Chain Lightning, and does it feel useful without being stronger than you?
- Drop a Ber or Jah (lage-fill or a cube): the ground label shows only the rune's name, the cube recipe shows in the tooltip, and you hear the voice say the rune's name.
2026.10.07-1353 (2026-10-07)
Client changes
- When a new version is out, the launcher shows a bar above What's new with an Update now button. One press installs it, and if the launcher itself changed, it closes and opens the new launcher by itself.
Please test
- Leave the launcher open while a new version comes out: the Update now bar appears; press it (game closed) and the launcher updates, restarts itself and shows the new notes.
2026.10.07-1348 (2026-10-07)
General changes
- Fixed: 2026.10.07-1321 stopped with "hireling.txt: no column 'WType1'" while installing. The mercenary changes now install.
Client changes
- A new build that comes out while the launcher is open now installs itself right away when the game isn't running, and What's new switches to the new notes. While you play, the launcher still waits for Play.
Please test
- Leave the launcher open without the game: when the next build comes out it should install itself and show the new notes under What's new.
2026.10.07-1321 (2026-10-07)
General changes
- Shrine buffs stack: a buff from one shrine no longer replaces the buff from another shrine, so you can run with several at once.
- Mercenaries are tougher: every hire has 30% more life and life per level, 25% more defense, and +15 to all resistances (Hell Act 2 hires keep their bigger life boost).
- Every mercenary now has an aura, and every mercenary aura gains one level about every 16 mercenary levels: Act 1 fire Rogues Meditation, cold Rogues Fanaticism (from Nightmare); Act 3 Iron Wolves the holy aura of their element (fire: Holy Fire, cold: Holy Freeze, lightning: Holy Shock); Act 5 Barbarians Concentration (two-handed, from Nightmare) or Might (one-handed). Holy Freeze moved from Act 2 to the Act 3 cold Iron Wolf; the Act 2 hire that had it now carries Salvation (more resistance to all elements), and from Nightmare the Act 2 hire that had Blessed Aim carries Concentration.
Client changes
- Fixed: after a ladder game that didn't end normally (launcher closed or crashed while playing), Play showed only ladder characters and your own single-player characters seemed gone. Play now always switches back to your own characters first.
- Closing the launcher now closes the game too. If the game is still running, pressing X first warns you that unsaved progress might get lost; on the ladder your characters upload one last time before the launcher closes.
Amazon
- Fire, Cold and Magic Arrow shoot a fan of arrows that grows with level, and half their damage turns into fire, cold or magic.
- Multiple Shot starts with 3 arrows (shorter range); Strafe fires 5 much stronger shots; Ice, Exploding and Freezing Arrow got their PD2-style rework.
- Javelins: Jab, Fend, Charged Strike, Lightning Strike and Lightning Fury (always 10 bolts) hit harder; Poison Javelin poisons within 1 second.
- Inner Sight lowers enemy attack rating, Evade adds run speed, Penetrate lowers enemy defense, and Slow Missiles is now Slow Movement.
- Valkyrie: a second one at level 20 and a third at 30, faster and stronger, with Pierce and Power Strike synergies.
Assassin
- Martial arts hit more often and the elemental charge-ups boost each other; Dragon Talon kicks at most 3 times but much harder; Dragon Flight has a 2 second cooldown.
- Psychic Hammer and Mind Blast deal more magic damage with Shadow synergies; Burst of Speed, Cloak of Shadows and Fade got smaller.
- Fire Blast throws more bombs with hard points; Shock Web, Charged Bolt Sentry, Wake of Fire and Wake of Inferno hit harder; Lightning Sentry's synergies are smaller.
- Blade Fury uses full weapon damage and pierces; Blade Sentinel lasts 8 seconds and doesn't count as a trap.
Barbarian
- Shout, Battle Orders and Battle Command last 300 seconds; Battle Orders gives flat life and mana; Battle Command also gives skill levels by character level.
- Battle Cry lowers enemy physical resistance; War Cry interrupts instead of stunning, reaches further and gets every warcry as synergy.
- Increased Stamina is now Combat Reflexes (hit recovery and life); Iron Skin also reduces physical damage.
- Bash, Double Swing, Frenzy, Stun, Concentrate, Leap, Leap Attack and Whirlwind got stronger; Berserk now deals physical damage that pierces physical resistance.
Druid
- Spirit Wolves, Dire Wolves and Grizzly hit harder and have more life, and a second Grizzly comes at 20 hard points.
- Ravens add cold damage, and up to 8 fly at once.
- Poison Creeper, Carrion Vine and Solar Creeper can all stand together, and Poison Creeper gains damage from the other two vines.
- Vines and spirits (Oak Sage, Heart of Wolverine, Spirit of Barbs) can't be killed.
- Werewolf and Werebear no longer run out; Werewolf gives damage and damage reduction, Lycanthropy also gives attack rating; Fury always hits 3 times.
- Fissure is shorter, denser and faster; Arctic Blast, Twister and Cyclone Armor are stronger; Hurricane lasts longer; Firestorm, Molten Boulder and Volcano scale a bit less.
- Rabies is more accurate, spreads further and gets a Feral Rage synergy; Raven's tooltip shows its cold damage.
Necromancer
- Golem tooltips list the new synergy: +4% damage to all golems per point in any golem skill.
- Amplify Damage now lowers enemy physical resistance instead of doubling damage taken.
- Teeth scales better from level 9; Dim Vision also lowers enemy attack rating; Terror also slows.
- Skeleton warriors, Clay Golem and Iron Golem attack with a cleave that hits every enemy in front of them (splash damage).
Paladin
- Prayer, Defiance, Vigor, Meditation and the resist auras give passive bonuses for every point, even when another aura is on.
- Holy Fire, Freeze and Shock hit more often in a fixed radius; Sanctuary hurts every enemy; Might and Salvation got stronger; Conviction cuts much less.
- Holy Bolt passes through everything; Smite, Zeal (3 hits), Sacrifice, Charge and Vengeance hit harder or more often; Fist of the Heavens has no cooldown.
Sorceress
- Ice Bolt, Ice Blast (pierces), Glacial Spike and Frost Nova reworked; Frozen Orb has no cooldown but hits softer; Cold Mastery adds cold damage.
- Telekinesis is a real damage spell; Nova is cheaper; Charged Bolt, Lightning, Chain Lightning, Thunder Storm and Energy Shield retuned.
- Inferno, Fire Bolt and Meteor (now 25% physical) hit harder; Hydras shoot bursting fire balls; Enchant is now Enchant Fire; Fire Mastery pierces fire resistance.
Warlock
- Summon Goatman cleaves from level 1, so his hits splash; he no longer uses Stun and Berserk.
Please test
- Hire a mercenary from every act and check its aura shows under your buffs and helps (Act 3 cold should slow monsters with Holy Freeze). Tell us which mercenary feels best now; none should be the only choice.
- Tell us if mercenaries now feel too tough or still die too fast.
- Take two different buff shrines one after the other: both buffs should stay active.
- Druid: summon all three vines; none should replace another. Check that two Grizzlies stand at 20 hard points, ravens chill targets, and spirits survive big packs.
- Druid: try Spirit Wolves, Dire Wolves and Grizzly together and tell us if one type unsummons another.
- With the game running, press X on the launcher: you get a warning, "Keep playing" leaves both open and "Close both" closes the game and then the launcher.
- Paladin: put points in Prayer, Defiance and Vigor, switch to another aura, and check the passive bonuses still show on the character screen.
- Amazon: Fire/Cold/Magic Arrow should fire a fan of arrows; at skill level 20+ two Valkyries should stay out.
- Druid: Werewolf/Werebear should never run out; Assassin: Fire Blast should throw several bombs at 8+ hard points.
- Necromancer and Warlock: skeletons, Clay/Iron Golem and the Goatman should hit several monsters per swing; tell us if they stop attacking or look odd.
- Every class got many skill changes: tell us anything that feels broken, too strong or too weak.
2026.10.07-0942 (2026-10-07)
Includes 2026.10.07-0913 (new launcher).
Added
- New launcher look: one borderless window with its own title bar (drag it, minimise, close with the X), a painted hellfire background with a demon lord (our own art), and black, blood red and gold colours instead of brown.
- Play together explains when you need it: only when port 4000 can't be forwarded on your router. The ? next to it explains port forwarding: why it's needed and how to set it up.
- Plugins list: D2RLoader, Project Lage and Bind And Summon with their state, and the note that summons are lost when a player joins a host who doesn't have Bind And Summon.
Changed
- The launcher is a single window now: no second console window next to it.
- Necromancer summons, PD2-style: golems raise each other's damage and Golem Mastery adds golem damage, Skeleton Mastery makes skeletons and mages faster, skeleton mage bolts can pierce, and Revive gets its own damage and duration per level (starting at 3). Skill tooltips show the new numbers.
- Dialogs (sign in, join a game, warnings) match the launcher instead of white Windows boxes.
- The launcher no longer replaces itself while running (that caused "Error -3 while decompressing data"): a new launcher is put next to it and takes over the next time you open Project Lage.
Please test
- Open the launcher: only one window, no console. Drag it by the top bar, minimise it, bring it back from the taskbar, close it with the X.
- Sign in, Host game, Join game, Get Bind And Summon: every dialog should take typing and close with Esc or its X.
- Necromancer: summon golems and skeletons and compare their damage and speed with before; check that the tooltips match.
- Click the ? in Play together and read the port forwarding guide. Tell us if anything in it is unclear.