Mod Diablocraft: Diablo 3 Systems Rebuilt on a WotLK AzerothCore Server
By Indie Kings | October 26, 2026
Updated October 26, 2026: A developer has released mod-diablocraft, an AzerothCore WotLK build that replaces most of WoW 3.3.5a's systems with Diablo 3's, from Greater Rifts to unidentified legendaries, and is handing the unfinished project to the private server community under AGPL-3.0.
Image: Gothic crypt via Wikimedia Commons.
What Diablocraft changes
The developer, posting on Reddit as u/Calmoran and shipping the work to GitHub as Calmoran/mod-diablocraft, describes a server that is basically Diablo 3 built inside WoW's engine, with the claim that searching turned up no other WotLK server with this much customization of core gameplay. Classes are rewritten around a Diablo playstyle, abilities scale off weapon damage multiplied by randomly rolled armor stats, passives and runes, and the combat formula itself is overwritten with Diablo 3's. The public repo, currently 9 stars and one commit, documents a full dungeon of custom systems: three artisans with the Blacksmith, Jeweler and Mystic handling craft, salvage, gem work and stat rerolling, an account wide paragon system, shared account gold, materials and stash, legendary gems with an upgrade path, a companion system, a bounty system with bounty caches, and world difficulty levels running from Normal up to Torment 6. The classes include Barbarian, Wizard, Monk, Demon Hunter, Witch Doctor, Necromancer, Crusader, and a fully rewritten Shaman, and legendaries plus higher-quality armor drop unidentified. The README adds pieces the Reddit post leaves out, like Kadala gambling, Kanai's Cube, followers, and the fact this targets WoW 3.3.5a build 12340 on AzerothCore plus core patches and a client patch.
The rift system, the crown jewel
The piece the author is most proud of is the rift and Greater Rift system: about 30 dungeons and 30 open world zones are fully customized to load as rifts, each acting essentially as a WoW instance. Monster spawns and patrols are completely replaced by the author's own spawning system, which generates clusters of enemies on the fly from a master list of monster family categories and cluster sizes, so every rift is a different location with a different enemy pack theme every single time. Clusters mix melee, ranged and caster enemies with custom wander ranges so packs fill a room naturally rather than standing like statues. Randomly, a script selects some packs to be promoted to magic or rare packs with more health, more damage and affixes they use in combat. Fill the progress bar and a rift guardian spawns, an end boss with a massive health pool and scripted abilities. There is a floor system too, like Diablo 3: a teleport at the end of an instance opens an additional floor with a new rift and a new monster family, so a bad roll can be speed-run past, and the smart Town Portal system remembers where it was cast, drops a new portal where you recast it, closes when you travel zones, and is shared across your party.
A release with an admission
This is not a polished launch, and the developer is unusually direct about that: the whole codebase was written with AI assistance, the project is wildly unfinished, and a new job means there is no time to maintain it properly. Rather than trash the work, the author is sharing it under AGPL-3.0 so the private server community can fork it, continue it, or lift the rift system outright for another server. Separately, the project had begun migrating to the recent 64 bit WotLK client decompilation, because it unlocks damage numbers past the 32 bit signed integer ceiling where 2.1 billion displays as negative one, fully custom power resources for every class instead of riding on top of rage, mana and energy, a per map fog reveal system in the Diablo 3 style, and custom ground loot with nameplates, with some parts of the project requiring that 64 bit decomp client to function. Using hours of live testing as evidence, the author reports server side systems like rifts, artisans, armor stats and paragon work well pending small tweaks; the class abilities are the admitted weak point, with a full pass over spell visuals, icons, expected damage and buff or debuff icons left undone. The repo carries Blizzard's trademark note and no affiliation claim, and its README closes plainly: the project has ended, some systems are complete and others are partly built, and take what is useful.
Feature ledger
| Item | Detail |
|---|---|
| Project | mod-diablocraft, Calmoran on GitHub, AGPL-3.0 |
| Base | AzerothCore on WoW 3.3.5a build 12340, core patches plus client patch |
| Combat | D3 formula replaces WoW combat; abilities driven by weapon damage, rolls, passives, runes |
| Classes | Barbarian, Wizard, Monk, Demon Hunter, Witch Doctor, Necromancer, Crusader, rewritten Shaman |
| Artisans | Blacksmith, Jeweler, Mystic; craft, salvage, gems, stat rerolls |
| Progression | Account wide paragon, shared stash, gold and materials, legendary gems |
| Difficulties | Normal up to Torment 6 (cap explained by the author alone) |
| Rifts | About 30 dungeons and 30 zones, procedural pack spawning, magic or rare packs, guardians, extra floors |
| Extras | Kadala, Kanai's Cube and followers noted in the README; bounties, companions, smart Town Portal |
| State | Unfinished, unsupported, one commit, 9 stars; AI written code, live tested |
| Client future | 64 bit decomp migration for damage beyond 2.1 billion, custom power resources, fog reveal, loot nameplates |
FAQ
What is mod-diablocraft?
A heavily modified AzerothCore WotLK server build that rebuilds Diablo 3's systems inside WoW 3.3.5a, released on GitHub by developer Calmoran under AGPL-3.0.
Is the server finished?
No, the author says it is wildly unfinished and unsupported: server systems reportedly work well pending tweaks, while class abilities still need a full polish pass.
Why was it released?
The developer is starting a new job with no time to maintain the project, and chose to share it so the private server community can fork it or reuse the rift system.
Was the code written by AI?
Yes, the author says all of the code was written with AI assistance and acknowledges the community's skepticism, arguing hours of live testing show the core systems function as intended.
What makes the rift system special?
Every rift rolls a different location and a different themed monster family from custom spawning logic, promotes random packs to magic or rare with affixes, spawns a rift guardian with scripted abilities, and offers extra floors through an end of instance teleport.
Why does it need the 64 bit client?
Parts of the project depend on the 64 bit client decompilation for damage beyond the 32 bit 2.1 billion limit, custom class power resources, Diablo 3 style fog reveal, and ground loot nameplates.
Bottom Line
Private servers usually compete on vanilla fidelity, and this project is the opposite of that: treat the engine as a game jam sandbox so hard forked that WoW is just the renderer hosting Diablo 3's skeleton underneath. The honest wrapper matters as much as the code, an AI built project released unfinished with a license that says steal the rift system is a better artifact for the emulator and modding communities than another abandoned concept board, and it shows where hand tuned private server work is heading.
Sources
- Reddit post by u/Calmoran announcing mod-diablocraft and its systems, text provided and verified 26 October 2026
- GitHub Calmoran/mod-diablocraft README (Diablo III systems on WoW 3.3.5a 12340, AGPL-3.0, single commit, 9 stars), accessed 26 October 2026
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