Anyway, I miss the "chance to pass through" on the javelins.
I noticed that the Firewall skill includes a chance of fear. While I haven't played it in your mod, in D2, the challenge for Firewall users included keeping the mobs in the fire. That would make fear counterproductive. But perhaps in this mod's gameplay it makes a lot of sense.
Not everyone would get the joke, but making a useless green drop called Isenhart's Case would be cute.
I need to look around Thebes and see if Atma is there.
My most effective starting strategy for new toons in D2I has been to pump a lower tier skill that has some AoE. That makes for the fastest leveling and the best survivability early on. And that puts the Barb at a disadvantage. He is really slow going at first and I haven't been able to force myself to play him much.
I like a lot of the small touches that you put in -- such as those cave guys that use Phantom Strike and using Rogues instead of Maeneads.