Sunday, 18 January 2026

Unique Basic Skills for Classes (D2RMM) Mod Adds New Utility Skills to Every Hero

 


Some Diablo II: Resurrected mods give you prettier lighting, sharper textures, or new UI tweaks.

This one?
This one goes straight for the spice rack.

Unique Basic Skills for Classes (D2RMM) is a gameplay mod that gives every class new basic “starter” skills that are designed to reinforce how that class already plays, adding utility, buffs, debuffs, mobility, and even early-game quality-of-life.

And because these skills are built as “basic skills” rather than normal class trees, they behave differently in ways that make them feel like an alternate version of Diablo II’s balance philosophy.


What This Mod Does (In Plain English)

The mod grants each class unique basic skills the moment you create the character, meaning:

  • You don’t need to earn the skill

  • You don’t need to spend points

  • You don’t need gear

  • You start the game with new tools that shape your whole run

These skills are meant to assist your build regardless of whether you go meta or meme.

Some of them are low impact but extremely useful (especially early).
Others look like they were designed by someone who stared too long into the Chaos Sanctuary.

In a good way.


Key Features (Important Mechanics)

Here are the big rules that define how the mod works:

Basic skills are granted at character creation

So you instantly feel the difference.

These skills are “static”

They do not scale from:

  • +All Skills

  • +Class Skill Levels

That means:

  • No “gear scaling to the moon”

  • No accidental broken power creep via Enigma/Shako/etc.

  • The mod’s balance stays (mostly) predictable

Debuffs can stack with curses

This is a huge deal.

The mod explicitly allows basic skill debuffs to:

  • not overwrite curses

  • stack with curses

So if your build is curse-heavy (Necro especially), you can stack mechanics rather than losing one effect to another.

Buffs can stack with other buffs

Same concept on the positive side:

  • buffs do not overwrite buffs

  • you can stack effects without turning the game into “only one aura allowed”

Shrines get reworked

  • Shrine buff can no longer be removed by curse

  • Shrine buffs can stack

  • Visual shrine effect is toned down so it doesn’t confuse players

That last point is actually a really smart UX change.


Class Changes Overview (Highlights)

Below are the most notable changes per class — and what they mean in practice.


Barbarian: Speed Demon Energy

Barbarian gets Rampage, designed to max out attack speed:

  • Rampage – Maximize Attack Speed

    • pushes your attack speed to max breakpoint

    • max animation frame attacks

Also:

  • Can cast Insanity and Rampage in town

  • Barbarian can’t unsummon minion

Why it matters:
This pushes Barb even harder into “aggressive momentum” play. And if you love high-APS melee builds, this is basically a dopamine button.


Paladin: Support Utility + Cure

Paladin gets major “holy support” energy:

  • Can cast Curse and Valor on allies or self

  • Cure – Cure Curse

    • removes curse instantly

    • healing speed almost 2x Super Healing Potion

    • healing interrupted when cursed

  • Kick no longer deals damage (only knockback)

  • Smite no longer knocks back (more offensive use)

  • Can cast Cure/Valor in town

Why it matters:
This feels like a Paladin that’s meant to be a genuine support class in multiplayer… while still being terrifying solo.


Amazon: Cleaner Blinds + Dash QoL

Amazon tweaks focus on blind/debuff interactions:

  • Hunt can’t debuff possessed monsters

  • Eyetheft can’t blind champs/uniques/bosses

  • Blinding debuffs stack with curses (except Cloak of Shadows)

  • Can cast Dash in town

Why it matters:
This makes crowd control more consistent (and less abusable) while still making Amazon feel slick and mobile.


Necromancer: Necrosis + Corpse Setup Tools

Necromancer gets some of the most interesting toys.

Zombie mechanics:

  • Zombie corpse can be used for raising skeletons

  • You can generate corpses by unsummoning

  • Zombie has 1 health (Corpse Explosion damage is meaningless)

  • Zombie cannot be revived via Revive

Then the big one:

  • Necrosis – Pierce Immunity

    • always reduces resistance by -70%

    • works regardless of:

      • immunity

      • sunder status

  • Can debuff possessed monsters

  • Can cast Blink in town

Why it matters:
This is basically an immunity-solver tool that doesn’t rely on high-end gear. It changes early Hell viability massively.


Sorceress: Void = “Magic Immunity? Not Today.”

Sorceress gets:

  • Void – Pierce Immunity

    • resistance reduction -100% always

    • works regardless of immunity or sunder

  • Works on possessed monsters

  • Can cast Focus in town

Why it matters:
Sorceress is already strong. This mod makes her even more consistent in areas that normally force you to skip content or rely on mercs.


Druid: Max Cast Rate + Beast Form Utility

This mod makes Druid extremely interesting:

  • Regrowth – Maximize Cast Rate

    • max breakpoint cast speed

  • Vortex

    • can’t cross walls like Teleport

  • Flay item finding chance can be 100% with synergy

  • Flay only in beast form

  • Can cast Vortex/Regrowth in beast form

  • Can cast Vortex/Regrowth in town

Why it matters:
This is Druid reimagined as a true hybrid class: mobility + casting + beast form scaling.





Assassin: Mark + Backstab (Yes, 50,000%)

Assassin gets the most “modder went feral” entry:

Mark rules:

  • resistance reduction functions at 1/5 strength on immune/sundered

  • can’t remove immunity if over 100%

  • can’t mark possessed monsters

Then:

  • Backstab

    • damage can reach 50,000% with synergy

    • doesn’t consume Charge-up

    • doesn’t benefit from Charge-up

Why it matters:
This creates a true assassin fantasy where you can build into absurd burst damage without turning it into standard MA charge spam.


Is This Mod Balanced?

Honestly?

It’s not trying to be Blizzard-patch balanced.

It’s trying to be fun-balanced:

  • giving you extra buttons

  • extra build tools

  • more viability across difficulty spikes

And by making the skills not scale with +skills, it avoids the most common D2 mod problem: “endgame gear breaks everything.”

So it lands in a good zone:

  • more power

  • more options

  • without turning into instant godmode (usually)


Installation (D2RMM Required)

This mod is a D2RMM mod, so you’ll need:

  • D2RMM installed and set up correctly

  • A compatible Diablo II: Resurrected version

  • The mod file placed into your D2RMM mods folder

  • Enabled through D2RMM

The mod is currently translated to English and Korean only, according to the description.


Where to Download

You can grab it here on Nexus Mods:

Unique Basic Skills for Classes (D2RMM)
https://www.nexusmods.com/diablo2resurrected/mods/891


Final Verdict

If you’ve played Diablo II long enough that you can do Act 1 blindfolded while eating nachos…

…this mod is the perfect way to make the game feel fresh again.

It doesn’t rewrite the entire experience — it just gives you new class-specific tools that:

  • improve early game

  • make some builds viable earlier

  • add stacking buff/debuff systems

  • and honestly encourage experimentation

In other words:
It feels like the kind of Diablo II expansion we never got.