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BATTLE.NET
GHOST-SPOTTING
TIPS
By now,
you've all probably encountered ghosts, people who've
name-blanked themselves and set their level to zero so
that they're invisible. Until Blizzard comes up with Yet
Another Patch to address this behavior, here are some
simple ways to spot ghosts:
1) You're in town, and you keep seeing has cast an
illegal spell" messages. For some reason, most
ghosts can't deal with the fact that their old TownKill
patch doesn't work anymore, and will repeatedly try until
they run out of mana. Taunt the ghost repeatedly. Don't
try duping or exchanging equipment; ghosts seem to love
stealing.
2) Your mana (if you're mana-shielded) or health drops
for no apparent reason. You can't hear a weapon or spell,
but you're being injured with nothing in sight. Advice is
to leave the game with all due haste.
3) You create a game, play for a while, and suddenly you
get lagged as if a slow player has connected, but you
can't see them. Time for a new game.
GETTING
KILLED BUT KEEPING ALL OF YOUR STUFF
A good way to avoid getting PKed or even just losing your
stuff when dying is ALT-F4. Yes, that wonderful little
keystroke to close a Windows program. (also reported to
be the way to the Secret Cow Level by Robbers). Even as
you're screaming, by hitting ALT-F4, the game closes,
without saving your dead character.
HOW TO
KILL PESKY PKS AND OTHER ANNOYING PEOPLE
You can get rid of PKs by going down to level 16, this
may take a little effort, but it will be worth it, find
Diablo's lair, but don't open it, instead, open a portal
into his lair...and lure the PK into the portal...Diablo
and his fellow blood knights will do all the work for
you. Also if you happen to see a person with a whole ton
of hit points, say like 30,000,000 use bone spirit, that
would take a big chunk out of his life pretty quick.
AVOID
GETTING PK'D: LET THE OTHER PLAYER GO FIRST
A new PK technique that mages/rogues use is to let you go
first, then wait until you're busy fighting creatures
before they let fly with fireballs/arrows. If they time
it right, they'll help the creatures kill you--so your
ear gets dumped on the ground when you die. To avoid this
situation, always let unfamiliar players go first. Wait a
while, until you know you can trust them, before you
begin to go first.
REDUCING
LAG
First off, find yourself a group of HONEST reliable
players, make a private CHANNEL that you can all go to
before beginning your games! Make sure no one has red
lagg status. If they do, have them try to re-connect.
This doesn't always work, but it's better than nothing.
Next have the LOWEST level fighter make the game as this
makes for the easiest dungeons! Always take a balanced
party containing at least 1 mage and 1 fighter. Now have
everyone join the game: if there is no lagg, all is good.
But if lagg shows it's ugly head, find out who is causing
it by having the players leave and rejoin the game one at
a time! If the unlucky player cannot reduce his/her lagg
then don't play with them! This might sound cruel, but
how much worse would it be to lose all of your stuff?
Also, not everyone can play with everyone else! Another
trick is too turn either/ both music/sound off!
MEANING OF
THE DOTS IN CHARACTER BOXES IN THE BATTLE.NET CHANNELS
The dots represent the 'soulstones' that you get from
Diablo slayings. The first dot means that you've killed
Diablo on normal mode, the second means that you've
killed Diablo on Nightmare mode (you also get the first
dot for doing this if you don't already have it) and the
third means that you've killed Diablo on Hell mode (you
also get any previous dots you don't have). When you get
the maximum of three dots, then your character's box gets
outlined in gold as well.
GETTING
SOMEONE'S ID ON BATTLE.NET
To get the battlenet ID, type /whois {charname} without
the braces while on a B.net channel. (ie. If you want to
find my ID while I'm on B.net, you'd type /whois Alaric
). It will return a unique number for you or whomever's
name you entered. You don't get a unique ID for every
char you have, so if you have 2 chars on the same
machine, they will have the same ID.
This can be used for several purposes. One theory is that
people with extremely high ID numbers (ie 200000+) or so
and characters that are 45th level, have cheated to get
their character that high since they wouldn't have been
on Battle.net that long. This is by no means a surefire
way of determining cheating. They could have built up
their characters outside of Battle.net before joining or
have been rabidly playing B.net 24 hrs/day for the last
week or so.
Another use of the ID is to tell who a person really is.
With all the character editors and multiple characters
around, it's hard to tell who just Townkilled you.
However, with their ID, you can know for sure who to get
revenge on or put a bounty on. /whereis (charname) also
works.
CHARACTERS
ATTRIBUTES
What stats should you improve? Balance your stats with
the knowledge that levels are harder to gain later in the
game. After level 26 or so, you will be spending several
hours (8 or more) gaining individual levels. Luckily,
Adira starts selling Strength, Dex, and Magic Elixirs at
that point. From level 26 on up, you will gain more stats
from Elixirs than by leveling. If you are not journeying
with a fighter, don't raise your strength stat on the low
levels--spend those points on dex. Rogues have ample
opportunity to raise their strength later. Warriors,
likewise, have ample opportunity to raise magic and dex
later in the game. Sorcerers, for the same reasons, can
ignore strength and dex until level 26. (You should raise
these secondary stats enough to wear armor and weapons.)
.
DEXTERITY
Now we're talking about people who play the game for the
real sense of accomplishment it brings, not your
run-of-the-mill show-off. But my discovery, after being
forced to rebuild my characters from scratch more than
once, is that of all the attributes Dexterity matters
most. Why? Well it's simple. What are the two most
important parts of battle? Hitting the foe, and not being
hit by the foe. What does Dexterity do? It 1) Improves
your chance to hit the foe, and 2) Improves your chance
to avoid being hit by the foe. All warfare boils down to
these two things. Even main battle tanks rely on not
being hit to survive, not on the density of their armor
or the punch of their weapons. So my suggestion, with two
TOTALLY legit characters (and a host of semi-legitimate
characters) regularly slaying Diablo without a scratch
is: Before going for strength or vitality or magic, get a
60 in dexterity (or maybe a little better, if you are a
Rogue).
WARRIOR
FITNESS
1) You need bows (yes, bows): Bow is long range
firepower, and that means you don't have to go up close
and personal with the critters you are going after. While
sometimes that's good, other times the chase may bring
even more bad guys. Ever chased a couple goatmen archers
into a room only to find over a dozen more of them
pouring arrows into you while you can't even land ONE
blow on ONE of them? That's the time to use arrows. When
combined with spells like firewalls, this will cut down
that herd that's chasing you to a trickle that you can
easily deal with. Sometimes, it's best just to stand in
the open and take the damage while dealing out some in
reply with bows. This is especially true with
long-distance-attack-and-run-away type enemies such as
goatmen archers, snow witch/Succubi/hellspawn etc.
2) Spells are good: Keep a few of those "of
wizardry" stuff around. You need them to read books.
Fighters are inherently short-range attack, and thus need
some long range offense to complement. Bows are nice but
one must open inventory, then switch weapons, put the old
weapon back. While spells are almost IMMEDIATE. Just cast
away and poof! Firewalls, Holy Bolts, and Fireballs are
great weapons, so is lightning and chain lightning, if
you have enough mana to cast them. This also means that
you MAY want to hold on to some of the spell staffs you
find around. I found an elemental staff around Lazarus''
Lair, so I armed myself with firewalls and lots of mana
potions, then went down and cast firewalls into the room,
then used elementals to chase down any one not burned.
Only got hit with a few fireballs. You can even sell the
staff for more money later.
3) When in doubt, retreat: Not sure if you can take out
that bunch of blood knights? RETREAT! Six to eight blood
knights are deadly, but two to four are just troublesome,
and one is piece of cake. If you retreat, you may get out
of range of some, thus reducing the immediate number you
will be facing. This also forces them to break up their
"formation". Retreating also gives you time to
rearm yourself, cast some healing spells, use that
healing scroll instead of the less potent potions, etc.
Perhaps change to a more appropriate weapons, like a
sword instead of a bow or axe.
4) Use thy terrain. General: Around a corner you know to
be clear is a good place to regroup if you are ambushed.
It gives you time to switch weapons, cast heal spells,
rearrange potions on belt, etc. Never allow yourself to
be surrounded unless you know you won't be damaged. Fight
your way out. When you are getting hit you won't be doing
any hitting, and if you are surrounded that just means
you will getting hit more instead of MAKING the hits.
Church: In the church, there are frequently those
fence-like closures that you can shoot through. As most
creatures at this time don't open doors, if you have a
bow you have a perfect shooting gallery. You may find
similar structures in caves, but those bad guys may open
doors. Such places are also good HIDING places if you run
into too many critters. Catacombs: The rooms (open or
doored) can be death traps if one is not careful. Have
plenty of firewall spells ready to roast any inhabitants.
Consider opening the door and lure the creatures out into
corridors to fight in smaller bunches. (Corridors aren't
that wide) Caves: some sections are hard to get to, which
means you may have problems when you run into a lot of
long-range attackers like magma demons, vortex lords,
acid beasts, etc who will shoot at you across the lava
river. Hell: Circular corridors with side rooms,
dangerous since the large areas means large concentration
of enemies. Walking slow is essential and retreat
frequent.
5) Know thy enemy: The enemies roughly fall into the
following types: Up-close-and-personal--charges into
point-blank range, usually armed with only melee weapons.
Deal with them at a distance or trade blow for blow.
(Skeletons, Overlords, blood knights) Melee combat, runs
away when hurt--comes at you, but if hurt, runs away to
recuperate. Kill them the first time. Fast hit will stop
them from getting away. (Unseen, gargoyles) Long distance
attack, stand their ground--fires at you when you come
into range, stays still like a turret. Get out of range
or wade through their fire and kill them. (Skeleton
archers) Long distance attack, close to melee
combat--fires a few shots at you but also chases you down
to melee. Chase them down first. They are easier to kill
in melee and your approach may also make them miss their
shots. (Vortex Lord, Magma Demons, Acid Spitters) Long
distance attack, stays out of range--attacks you from a
distance, tries to stay out of melee range by running
away if you approach. Either stand your ground,
supplemented with magic like firewalls, or chase them
down , trapping them in corners so you can kill them with
repeated blows. (Goatmen Archers, Snow Witch)
STARTING
WITH A SORCEROR So, after hearing all about those level
20 fireballs and 800+ mana, you have decided to start a
Mage. When you go about starting a Mage, however, you
will notice that it is a bit harder than that Warrior you
blasted through the church with. The first problem that
most beginning Mages have is that they will buy the wrong
things in town. Sure, that robe (75 gold and 5-7 ac)
looks nice. Then you can buy a hat as well, but you need
your gold so leave them alone. Buy a club (1-6 dam, 20
gold) and a heal potion to start you with that will leave
you with 30 gold, which you will need later. When you get
your first few level ups, don't put them into magic. You
have plenty of that. Instead, put 2 into vitality, 2 into
strength, and 1 into dexterity. You start with 30 HP, and
you need to wield more powerful weapons (str and
vitality). Free AC also comes in handy (dex). After
dungeon delving a while, you will notice that that free
staff just wasn't enough and that you have used all your
potions for mana (fire bolt) and you needed that heal.
Here is where the club comes in. It swings faster than
your staff, does more damage, and you can even hold a
buckler . Go and kill stuff until you either are low on
health with no way to heal or when your stuff starts to
fall apart. Remember to bring everything you find to town
to sell, since you will need the gold. Fix anything that
is on the verge of falling apart, and then go to the
witch.
Hopefully you will have enough cash to recharge your
stave, and if you have enough, do so. If not, go buy a
heal and use your club. One last note: Do level one until
it becomes easy, then do level two. When level 2 gets
easy, do 3... Etc. Just remember to pump vitality until
it is AT LEAST 60 (unless you get early mana shield :),
and strength until it is 40 or so.
SORCEROR
SPELLS
Perhaps the most important aspect of playing a mage is
wise selection of spells as you develop your character.
The following is a list of "high priority"
spells. At low levels, the most important strategy is to
develop one offensive spell at a high level (preferably
firebolt or lightning).
This will enable your character to throw many spells in
succession and not have to engage in melee combat. The
Firewall spell is THE most efficient bang-for- your-mana
spell in the game; a few well placed firewalls will wipe
out a room of 30+ creatures. Get that firewall as soon as
you can! If you haven't learned lightning by dungeon
level 7 or so, you're in some pretty serious trouble. At
this point firebolt becomes too weak as a primary single
enemy offensive spell, and you probably don't have the
mana to be tossing fireballs at everything that moves
quite yet. In general, if you get to about level 5 and
don't have lightning, it's time to see that witch more
often!
The same goes for fireball: if you don't know that one by
the time you get to level 11 or so, forget it. The
Elemental spell is a tremendous weapon, but is too mana
inefficient for general use. A staff of elemental,
however, is a deadly weapon for the level 15-25 mage.
Open a door, and before those creatures move send the
deluge of elementals in; they'll be fried before they can
look at you. Guardian and Stone Curse are the next most
important spells for general use, but the best is
teleport. A mage above level 20 with teleport will NEVER
lose a fight to a real character of any other
class--that's just all there is to it. Chain lightning is
invaluable if you're ever planning on being alone in
hell/hell, but don't worry about building it up too much
until after you've gotten the spells above.
SORCERER
STATS
You will never depend on HP to keep you alive, so never
bother raising your vitality. You should be using mana
shield all the time. Instead of pouring a lot of stat
points into strength, you might want to shop around for
something that will raise it magically, like crowns,
necklaces, or rings of the stars, heavens, or zodiac. But
still put points into strength, since magic items will
only go so far.
SORCERY
HINTS
1) MANA SHIELD Yes, obvious, yet required. A high-leveled
sorcerer could probably have only 250- hit points and
500+ mana. With Mana Shield, the enemies will have an
extra 500+ hit points before they can kill you. Without
it, your sorcerer won't last long. DISADVANTAGE: Using
your spells is now considered using up your Hit Points.
2) SWORDS AND SHIELDS Hold a good sword and shield in
your inventory. Some enemies down in hell are immune to
most spells, and your sorcerer will be forced to fight in
close combat. A sword and a shield would be real helpful
in such a situation.
DISADVANTAGE: Sorcerer sucks at fighting.
3) FASTER ATTACKS The sorcerer has a special "fast
attack" ability if he is equipped with only a
shield. You may want to equip only a shield for attacking
faster. Another advantage to this is changing from a
staff (assuming you are equipped with one) to a shield is
faster than changing to sword and shield. DISADVANTAGE:
Takes too long to kill enemy.
4) SPELL HOTKEYS Set three of your spell hotkeys to the
three categories of spell magic: LIGHTNING, FIRE, MAGIC.
Most hell enemies are immune to 2/3 of the spell
category. You can switch quickly to the vulnerable spell
and cast it quickly. DISADVANTAGE: Leaves only one spot
for other spells such as "heal" and
"teleport."
5) TELEPORT Set one of your spell hotkeys to
"teleport." If surrounded by enemies, you now
have a way of escaping. Also, you can leave some enemies
in disarray by teleporting into walled rooms.
DISADVANTAGE: If you follow Rule #4, you now have no
hotkeys left.
6) AIMING Learn how to aim. Wasting mana by shooting
mid-air is not a good way of killing (good way of killing
yourself if you follow Rule #1). Learn to aim at moving
enemies by placing yourself into the angle at which the
enemy is heading. DISADVANTAGE: None
7) LEARN THE ENEMY'S WEAKNESS Some enemies are immune to
some spells. Learn which spells to use against them.
It'll also save you mana. DISADVANTAGE: None
ROGUE
USAGE
Rogues are great characters. Warriors are best with close
melee and Sorcerers can sling from a distance. However,
no other class can do as much damage as quickly and from
a distance, as a Rogue. Well, ok yes, fireball and flame
wave do plenty of damage, but plucking yew isn't gonna
cost you mana.
You don't need a great or unique bow. Just look for one
that does the most damage possible. At higher levels when
you do enough damage by virtue of strength and dexterity,
a fast attack bow like the needler is nice (even if 1-3
on the damage, your natural damage will be enough if
you're going multi warhead style). But any bow with dex
and str will do the job.
Use of your bow. When you don't know what's in a room or
you know it's full of nasties, stay out of range/sight of
the creatures and pluck a few arrows into the room to
activate a choice one or two. Easier to pick off one
blood knight than Diablo's whole horde. If you do find a
whole horde of nasties coming at you, stone curse the
front line, that will slow the onslaught while you pick
off half of them. Also, don't be afraid to run. Going
around corners is good, it forces the creatures to go
single file and you can pop 'em one by one. Another note,
using shift-fire makes you less accurate. Your character
only shoots in the direction you're firing and takes a
while to acquire the target you've been pointing to. If
you need to drop them quick, don't bother shift, and
after the creature dies, keep firing and hit shift,
you'll stop dead in your tracks instead of running into
oblivion.
For running around hell, you're screwed hand to hand
chasing down those advocates and witches. Just load up on
resistance items (obsidian amulet or ring with the steel
veil works nicely) and those little spell flingers barely
tickle you while you unload volleys of 30-40 point damage
arrows into their ranks.
ROGUE
TACTICS
ONE: USE A BOW! Sometime the urge to use a hand to hand
weapon will arise. Find that King's Sword of Haste? Trade
it to a Warrior friend. The Rogue's biggest strength is
the ability to spit arrows like nobody's business, and
the motto 'hit them before they get to you' is one you
should follow at all times.
TWO: PICK THEM OFF ONE AT A TIME. If you're by yourself,
you have to keep a horde of creatures from getting to you
before you can turn 'em into swiss cheese. In order to do
this you have to keep too many of them from attacking at
once, and you can do this in two ways. The first is to
only release a few at a time. Walk slowly and pick off
any awakened creatures before you move any farther. Avoid
the temptation to run up and grab that treasure! You'll
release a bunch of critters that will squash you before
you can get away. If you release a few too many for you
liking, run around a corner and pick them off as they
come around. The other way is to cast a golem into a
horde of creatures and support him with your bow.
THREE: DEFENSE IS SECONDARY. The Rogue should not be
concerned with being able to take a beating. That's the
warrior's department. With that in mind pump Dexterity as
much as possible, without neglecting Strength or Magic.
Strength so you can use those really big bows and
dexterity boosting armor that you find, and Magic because
you would like to be able to cast the odd
healing/golem/guardian spell without downing potions like
beer on St. Patrick's Day (cause they're not green!).
Vitality is not as important because you don't expect to
get hit, remember?
FOUR: CHECK EVERYTHING FOR TRAPS. The Rogue's ability is
unique in that it causes no permanent damage to your
equipment, unlike the Warrior and Sorcerer. When playing
in multiplayer, remember to let the rogue check all
chests/doors for traps before you try to open them. The
lower levels of hell are full of nova spell trapped
chests, and letting one of these loose with your friends
around is NEVER a good plan. Let the rogue try to disarm
it (if you're feeling brave) or open it from a distance
or around a corner with a telekinesis spell, and you
should be able to avoid the embarrassment of getting
fried by a trap.
DUNGEON
DOORS IN
THE CAVES
If you're like me, you probably have played through
Diablo about a million times by now. For me, the Cave
levels are my least favorite levels (mostly because of
the Magma Demons) because of the open spaces and
uncrossable lava. If you're a warrior, who prefers a
sword over a spell or an arrow, killing creatures is a
tricky business. Some of the more nasty creatures you
might encounter are Vipers, acid beasts, and Illusion
Weavers that like to attack in huge numbers. Well, I like
to carry a bow with me in these levels, because I can
stir up trouble and then run into a door, shut it, and
fire through the walls. The aforementioned enemies are
too stupid to open doors, and will wander around until
they die. WARNING!! Certain enemies, like Magma Demons or
Horned Demons, can open doors. Be careful, because this
is a nasty shock when you think you are safe behind a
door.
ACROSS THE
LAVA
Ever had spitters or other missile hurlers bunched across
some lava in the caves, and been pounded on searching for
a way across? If you answered yes, you're probably not
using a bow, and don't want to waste mana on spells. So
what's left? Well, despite the fact you can't walk across
lava, there still are many spots that you can fight
across it. It's usually on a diagonal, but if you
maneuver properly, you can take them out. And the nice
part is, they can only hit you one at a time, so you
won't get swarmed.
EASY GOLD
The easiest way to get gold is to play nightmare Church
and Catacombs. I like to stay in one spot and cast
charged bolt like there is no tomorrow. Charged bolt is
great since it destroys most Church creatures in 1 hit.
Also, it does not eat up mana like chainlightning. Just
stand at the entrance of a room, let loose with charged
bolt, and gather up the loot. A good way to beat harder
creatures in the Catacombs is to set up firewalls around
you, use charged bolt to bring the creatures to the
firewall. If any get through, finish them off with
firebolts. They should be weak enough for firebolts by
then.
ITEMS
A USE FOR
CONSTRICTING RING
Most people take a look at the constricting ring and toss
it into the recycling bin. For a rogue or warrior this is
a bad move. I have found a use for constricting ring that
makes hell/hell 50% easier. It's simple really. The
constricting ring gives you 100% resist all. Normally
only 75% is allowed, so now you are immune to all
magic/fire/lightning. It does however have a downside
which involves you constantly losing hp. This effect can
be easily negated by a weapon "of blood". The
gain 5 percent life feature will negate the constricting
ring as long as you remove the ring after battles. BOOM!
Your worries are over about advocates, succubi, and those
fire breathing demons.
CHEAP
REPAIRS
When you find new items that you may want to use, make
sure you repair them before you identify them. Repairing
un-identified magical items costs as much as repairing a
basic item of the same type. However, if you repair an
item after you identify it, depending on how much the
item sells for to the blacksmith, you could find yourself
paying 20,000 bucks to repair an item you've never used.
HACKED
ITEMS
DIABLO PLATE: This item truly is real...Really hacked
that is. Diablo Plate is full plate mail with the
following stats: +255 to all stats, 255 armor class,
+255% to armor class, indestructible, requires -1
strength to wear.
INDESTRUCTIBLE:
Any item that is not ...of the Ages, and is
indestructible, is hacked. The main reason there are so
many items that have been hacked to be indestructible is
because nobody wants something to break in the middle of
battle, and people hate to repair things. Another main
reason it's so common is because there was a set of
instructions on how to make an item indestructible
somewhere on the Internet, so everyone was doing it.
LIGHTFORGE:
The Lightforge is an actually item, but only in the
single player game! And even in the single player game
it's a mace not a helm. The helm version is hacked. And
you you come across the mace version in a multiplayer
game, it too, is hacked. Therefore, there is NO way to
legitimately get this item in Multiplayer.
MAP OF THE
STARS:
It does not actually exist within the game ( not as an
acquirable item at any rate ). The map does nothing, so
if someone offers it to you, ignore them. This item
apparently hacked out of the data files. It was meant to
tell you how powerful Diablo is. There's even a video on
the CD that supports this idea. Another theory suggests
that a Rune of the Stars is needed for it to work, but
the Rune of the Stars was never implemented, so it
doesn't exist. This is a useless item!
RUNE OF
THE STARS:
Rumor has it that the Rune of the Stars was meant to be
used with the Map of the Stars. People say that if you
had both after beating Diablo you would be taken to an
entrance for levels 17-20. This was only possible in the
single player game. The idea about secret levels is not
true, it is a rumor!
UNIQUES:
The only unique rings in multiplayer are the Ring of
Engagement, and the Constricting Ring. There are NO
unique amulets. Most (possibly all) unique items have
been hacked into rings, the most common of which include
Messerschmidt's Reaver, Demonspike Coat, and others. Any
unique items that don't match the picture and obvious use
are hacked.
DUPED
ITEMS
KING'S:
This is undoubtedly the most often duped set of weapons
in the game. Almost any King's weapon that you trade for
that is a Bastard Sword is duped, and most other types of
weapons are dupes too. The best thing is to not trade for
them, or ask for something less, like a Champion's
something, instead of a King's. You don't lose much in
terms of damage and to hit, but you gain a much higher
odds that the item is legit.
GODLY:
These are the most often duped armor in the game. Either
Tower Shields or Full Plate Mail, these are almost always
hacked too, and are Indestructible. Even if you trade for
one that isn't indestructible, odds are extremely in
favor of it being duped.
..OF THE
ZODIAC:
These are often duped, though there are some legit ones
that exist. You should be wary of anyone willing to trade
them for anything less than the best stuff. There are
some Zodiacs that are almost always dupes. They are the
Obsidian Ring of the Zodiac, and the Jade Amulet of the
Zodiac and the Obsidian Amulet of the Zodiac. Nobody in
their right mind would ever trade one of these away.
ROLLOVER
A very interesting thing happened to me the other night.
I was playing along, and found an enchanted Great Sword.
I thought little of it, and grabbed it. Now, I bet you're
thinking, So what, who cares?
Well, when I identified it at Cain, he tells me my sword
has 276 durability. If you haven't done editing on any
items, the significance of this is that the highest
number allowed for durability is 255, the lowest being 0.
Since this was above 255, I took a screen shot. If you're
wondering where the Roll-over part comes into play, I
dropped the item, to free up inventory space. When I
picked it up again, it had only 20 durability. This is
because 256=0, and 276 = 256 + 20. Now, only one question
remains. How did it get to 276 durability in the first
place?
FAST HIT
RECOVERY, FAST BLOCK, AND FAST ATTACK
Whenever you get hit, your character would normally go
through an animation sequence where he/she recoils and is
unable to do anything for a short while. If you get hit
repeated in succession, you will be powerless to do
anything against the creatures. Fast Hit Recovery cuts
away a number of frames of animation when you get hit,
making recovery from the recoil faster, and enabling you
to take action against the creatures quickly. This
ability is especially important in Hell multiplayer mode,
where creatures attack really fast.
In order from least effect to most effect, the three
types of fast hit recovery are Balance, Stability, and
Harmony. Fast Block reduces the frames of animation for
blocking sequences, enabling you to block quicker as well
as recover from blocking quicker. The only type of fast
block is Blocking. Fast Attack also cuts away animation
frames from attack sequences. With this ability, you will
be able to attack more rapidly. This ability is really
good at helping you kill creatures before they can attack
you. The fast attack may allow you to keep the enemy
creatures recoiling from your attacks without allowing
them to respond with their own attacks. In order of least
effect to most effect, the four types of fast attack are
Readiness, Swiftness, Speed, and Haste. Haste is really,
really fast.
ARMOR %
BONUS
Armor % bonuses apply for THAT ITEM'S AC ONLY. Note that
the value is then rounded down.
WEAPON %
BONUS
Weapon % damage bonuses (either from Unique weapons,
magical weapons, or armor/rings that has damage
modifiers) apply to the weapon's damage only. If an item
does + damage as well (i.e. damage 1-10 +20% +4 points of
damage), then the additional damage is not affected by
the percent bonus modifier. To find the total damage that
you will do with a weapon, use the following formula:
Item Damage * (1 + Percent Bonus / 100) + Damage Bonus +
Strength Bonus
SHIELDS
VS. TWO-HANDED WEAPONS
unless you find a really cool two-handed weapon, a
one-handed weapon and a shield is a far better bet. You
will get hit FAR less, and chances are you will attack
faster. If you are recoiling from an enemy's successful
blow, you can't swing your axe again. Likewise, if you
are attacking faster, they can't return the favor since
they are recoiling from the blows. Rogues as a rule
suffer because they can not wield shields, and hence have
lower armor classes and lack the blocking effect of a
shield.
MISCELLANEOUS
TIPS
BUYING STUFF FROM GRISWOLD
In multiplayer games, if one person buys something,
Griswold starts selling something new to EVERY player. So
check again if a party member buys something. Wirt,
Griswold, and Adira will all sell different things to
players of different levels, although Wirt is prone to
offering the same thing to players of the same level.
BARGAIN
WITH WIRT!
You can bargain with the retailers in town. When they
quote you a price, don't buy the item immediately. Pick
up 2/3rds of the price quoted and talk to them again.
They'll accept the offer, and you can save big
cash--especially on those big-ticket items.
PERMANENT
PORTALS IN MULTIPLAYER GAMES
You need at least two characters who can cast Town Portal
(staff, scroll whatever). When in the dungeon each person
should cast the spell. From then on, only use the portal
that the other person made.. or don't complete a round
trip in your own portal. The portals will remain and not
disappear use after use! When you go down a level, just
recast the two portals again. Extremely useful when you
require frequent trips up to offload equipment and reload
up on potions.
HIDDEN
MESSAGE
Yes, that's right. Blizzard has been flooding us with
hidden messages. There are two messages in the auto-run
screen of Diablo. Using a paint program, and the normal
picture, I found where it said 'Natalie Portman Rocks'.
I'm not entirely sure who Natalie Portman is, but
apparently she's an actress, relatively young. When I
tried installing the Earthlink software, the screen
flashed, and I saw that there were indeed two messages,
as I originally thought. So, after more fiddling around,
I found where it says 'Buy War II'. The messages are
between Diablo's spikes/horns.
SECRET
LEVELS
Blizzard has stated that there are no secret levels in
the game. There are just a lot of wild, joke rumors
floating around about pushing the cows in a particular
pattern to open up fantastic levels with new creatures,
great treasure etc...
HIDDEN
MOVIES
There are supposed to be hidden movie(s) encrypted in the
game. You can extract the movies with a program found at
a site at [*]http://personal.nbnet.nb.ca/labby. From
there you can find a link to get a program that lets you
view the movie.
EXTRACTING
PICTURES FROM THE OPENING MOVIE CLIP
In order to capture screenshots from the introduction you
must first extract the smacker movie files from the
Diablo CD using Andre Arsenault's diabmov.exe program.
Second, you must obtain the actual Smacker program in
order to view and edit the movies themselves. Third, you
must output the individual frame you want to capture to
the file format you desire using Smacker's utilities. For
instance, the butcher movie is 77 frames long; you can
output the entire movie to individual .jpgs .gifs (or any
other format that Smacker lets you)...
Butcher1.jpg Butcher2.jpg... etc. etc. down to
Butcher77.jpg... [Or, if you prefer, you can capture only
frames 5-23 by selecting when to begin capturing and when
to stop.]. Finally, using your graphics browser utility
(Thumbs Plus, Photoshop, etc.) select the shots that you
liked and delete the rest! Sorry there is no easy way to
just hit Print Screen, but this method does work and is
actually pretty cool. The reason for this is because you
can see the entire movie--frame by frame--and sit back
and select the parts you like at your leisure. You don't
have to sit there with your finger on the Print Screen
button until just the right moment.
SEEDS
Seeds were an option that was available in the demo,
where you pressed 'r', and got a number that represented
the 'blueprint' to which the dungeon was generated. There
was a program that allowed you to enter in your own seeds
to try out other people's dungeon blueprints or repeat
one of the ones that you liked before. You can't do any
of this in the full version, probably since it could take
away from the randomness of the game.
LEVEL
GENERATION
There seems to be a database of levels containing a list
of all the creatures, level layout, treasure and other
stuff to be found on the level and treasure to be found
on the creatures for that level. The random generator
selects one of the 'blueprints' to create the level. For
the single player game, I noticed that if you reload your
game and kill the same particular creature over and over,
you will always find the same item off its body.
DYING ON A
LEVEL
A neat trick to getting your things back after you die,
is what I call the Human Magnet. Since the creatures seem
to hang around your stuff, you need to create a diversion
to draw them off. Bring your character back to the site
of the accident, create a portal (very important), make
sure the creatures there see you, then run like hell into
the maze taking the creatures with you. Make sure you
aren't carrying anything. When the creatures catch you,
you will lose nothing but the free health that Peppin
gave you. Once you hit Restart in Town (not new game),
just pop into the portal, grab your goodies, and kick
some butt.
FIREWALL
TRICK & DEATH
Let's say you have a boss that you are having trouble
killing, for instance, Diablo. Get rid of your stuff you
are holding and leave it in town. Then, stand still and
wait for the creature to run at you. Now, cast a firewall
spell (or more if you want) right next to you. They will
stupidly step into the flames just to attack you. Sit
there and let them hack you. Just wait until they die in
the flames then restart the game in town.
DIABLO 2
There will be a new CD with extra levels and new
graphics, but it will not contain enough new ideas to be
called a new game in it's own right. The disk is supposed
to contain the levels for the Horadrim temple that your
character locates in the east. Your character apparently
travels here in a bid to rid him/herself of the soul
stone now lodged in his\her forehead. It's on the drawing
board and it's slated to be started after starcraft is
released. The core routines are going to be adapted from
Diablo 1 so the development times should be shorter.
IMPSSIBLE
TO GET TO LEVEL 50
If you are lucky enough to get to level 35 you will
notice that you stop getting experience from normal level
games, regardless of if you fight in hell or the caves.
You will notice the same thing at level 42-3 on Nightmare
level and at levels 46-7 on Hell difficulty. Though you
will have given up trying long before level 46, as you
get so little experience after level 43, that it would
take over 20 hours playing in hell to get level up.
RUMOROUS
SECRET COW LEVEL
For this one, you need a Map of the Stars. Rumors say
that if you clear out ALL creatures (not 1 left!) from
level one until the last level, except for Diablo
himself. Then one person stays in town and the other
kills Diablo. When Diablo is dying (when he spurts blood
out), the player that kills Diablo must push ESC and goto
new game, then rejoin the game (do it FAST!). Then go
back to Diablo's level. Stand in the pentagram (the one
in middle of the Diablo's room) and right click on the
map of the stars! Then when you return to the town,
between the cows will be a green portal. That will lead
you to the 17th level!!
CREATURES
GENERAL TACTICS
Doors - If you find yourself in a room and there are many
enemies coming toward you, run for a doorway, and go
through it. Then stop, turn around and prepare to fight
the enemies one at a time. This makes your job a lot
easier, and you'll find that the damage you take will
decrease exponentially.
Cornering - When fighting Mages, the ones that teleport,
a good strategy is to use stone curse on them. Then they
can't move, but you can damage them. Another way to kill
them without chasing them, but without the use of stone
curse is to corner them. Get them stuck in a corner and
position yourself right next to them at 45 degrees of the
corner. Distance yourself equally from the walls that
meet to form the corner. When they try to teleport away,
they will just re-appear in the same place. This is a
good way to kill Lazarus.
Running - When you find yourself losing life quick and
needing to run from an attack, make sure you run to a
place you've already explored. You don't want to run into
another group of creatures and have to be attacked on two
sides.
KILLING A
LOT OF PESKY CREATURES WITH MINIMUM DAMAGE
When you bump into a lot of creatures in any room, make
sure you run quickly to the entrance of the room, or run
to the nearest available door (make sure that area is
already cleared), and stand just outside the entrance.
You will find that at any time, only one creature can
attack you, and all the other creatures just line up or
move around behind the first creature. They are then
easier to pick off....... as the first creature will find
itself in a fix as it cannot move backwards (it's
"friends" are blocking it). If you like, you
can use your Inferno scrolls or spell. This will do
maximum damage to the other creatures, as well as the
first one. Anyone can be dealt with this way, except for
those irritating disappearing Advocates (and their
likes).
TIP FOR
FIGHTING UNIQUE ENEMIES
Unique enemies are always a pain in the neck, and
sometimes worse. One thing I have noticed, though, is
that the unique enemies are usually susceptible to the
spells their counterparts are immune to. For example, the
balrogs are immune to fire while the unique counterpart
is easily killed by fireballs. Most unique enemies will
be susceptible to the fireballs, which can quickly
destroy any enemy. Also all the witches in Lazarus's lair
are susceptible to fireballs, so just launch a bunch in
there.
CREATURE
HIT POINTS
If a creature has 100 hit points in single player, then
Multiplayer normal mode hit points are 2x that or 200 hp.
Nightmare mode is 3x normal mode = 3x200 =600hp. Hell
mode is 4x normal mode = 4x200 =800 hp.
CREATURE
IMMUNITY
Some creatures in hell on hell difficulty are listed as
being immune to fire, lightning, and magic, but that
isn't exactly true. Blizzard has noted that there are no
creatures that are completely immune to all forms of
spellcasting. Those creatures which are listed as being
immune to everything can actually be affected by Stone
Curse and Apocalypse and perhaps other spells too.
THE XP
FROM CREATURES
Each creature is worth a certain base xp amount and then
has a negative xp modifier for each of your character's
level. For example, a Blood Claw has a base of 5425 and a
modifier of 187. If you were 20th level when you killed
the Blood Claw, you'd get [5425 -(187*20)] xp or 1785 xp.
When you reach a certain level (In the case of the Blood
Claw ~level 29) you will receive no xp because of the
cumulative effects of the negative modifiers. You can't
receive below zero xp for any creature however, no matter
what level you are.
CREATURES
REGAINING HIT POINTS
Creatures regain hit points, although the tougher
creatures tend to regain them faster than weaker ones.
You should try to kill a creature once you've hit it
instead of switching creatures to attack before you've
killed one of them.
SURROUNDED
BY CREATURES
If you've been smoked by a mob of knights before, then
use this. When you enter a room through a passage, go in
there to see what's there, and run out right away, after
attracting attention. Then, if you've done it right,
you've got around 10-15 knights chasing you. Now cast
around 20, or as many guardians as you can so that they
fill up the passage. When the knights reach you, just
teleport to the other side of the guardians! Every time
you do this, they will chase you, and get pummeled some
more. You can also use golem or a few flame waves to
attract attention to yourself.
SURPRISE
ATTACKING
Have an Apocalypse spell ready, and when you walk along
walls cast it. You'll be surprised on how many creatures
you can kill before they even know you are there. This
also comes in handy against Lazarus. Kill all his minions
before actually showing yourself to him with the tactic.
Then, walk in and out so he begins to talk. Look for his
glow and circle the outside of his room until you can
reach him with the spell. Then, all you have to do is sit
there and beat on him with the spell.
LINING UP
YOUR TARGET
Rogues especially, but with any ranged weapon, including
spells, your chance of hitting goes up significantly if
you are "lined up" with them on the map in 45
degree increments. A creature "3 squares up and 5
squares over" is MUCH harder to hit than one simply
"3 squares up". Also, when "shift"
shooting/swinging your hit probability goes down, so if
you know you are on target and aren't worried too much
about moving if the creature dies, let off the shift.
HOW TO
KILL THE BUTCHER
1. To kill the butcher, find the entrance to the next
level, (the square shaped steps), then open the door to
the butcher's room and run as fast as possible to the
steps. DON'T go down. Just run around the stairs and
eventually the butcher will get stupid and walk into the
stairs themselves. Since the butcher isn't a player he
will be trapped there, while you pelt him with spells or
arrows.
2. Find a room with the grate-like wall you can shoot
through, then lead the butcher down there, go in the room
and close the door, then shoot the butcher from inside
the room (he can't open the door)
3. All you need is a scroll of Firewall. Stand right in
front of the Butcher's door. Ready your scroll so that it
is the spell showing in the space at the lower right.
Open the door, immediately cast the firewall directly
inside, and close the door again. The Butcher will stand
in the fire until he dies. Just remember: left click,
right click, left click, and DON'T MOVE!!! Of course, the
Butcher is a little tougher in the multiplayer game, and
one firewall won't kill him. It still helps, though.
ZHAR THE
MAD
Once he starts nuking you, cast a firewall on him (he
won't move). Then get out of the room and wait for his
death. This way you won't get hit. Just remember never to
come close to him or he will cast flash.
THOSE
PESKY ARCHBISHOPS
I found out that golems are immune to the flash spell
that the archbishops cast so often, and I don't recall
seeing any of the firebolt/fireball spells hitting it
either. They tend to cast the fire spell at you only. Set
him off and go around a corner while he takes them out.
Just listen for the golem to get squashed, then send out
another.
FUN WITH
ADVOCATES
Well, I noticed that they ALWAYS teleport away in the
direction that you face. So, the trick is to
"chase" them into a corner. If you're careful,
you can trick any teleporting character into a corner,
and if you face into the corner exactly (you have to face
into the corner, and not face either of the walls), then
you can just slash away and all they can do is teleport
in and out of the same square.
ADVOCATE
SHIELDS
When I run into a room filled with Blood Guards and
Advocates, the Blood Guards would gather around me while
the Advocates shoot. Attack ONLY the Blood Guards that
are on the side that there are no Advocates. After that,
just sit and watch as the Advocates kill the Blood Guards
for you. And if you want a laugh, let a Blood Guard chase
you next to an Advocate, and the Advocate will cast flash
a few times and kill the Blood Guard.
FIREWALLING
AND CERTAIN ACID BEASTS
Doesn't every one hate when there are a zillion balls of
acid firing at you with seemingly careless precision?
This could be a problem but I think I have discovered
that on certain acid beasts, namely the ones that
accompany the boss acid spitter, they don't advance on
you if they spit on you. The acid spits only go so far so
get a little closer until you are one step away from the
barrage, then firewall them until most of them are dead.
WARRIORS
AND GOATMEN
Goatmen, the archer type and not the mace type, can be a
huge pain, especially with the warriors since they
cowardly retreat and sometimes lead you into a HUGE
ambush. This ambush can seriously put a dent in your HP
as the ambush could lead to more Goatmen archers and some
other flunkies with them. If there are corners nearby,
don't engage them but try to get out of their sight and
in a nice little place where you can easily thrash them.
Once they see you, they will follow you until they see
you again and start shooting; when they get close to you,
STRIKE!!! Make sure you keep swinging until they are dead
since they will flee from you and the consecutive hits
will bring them back in swinging distance.
NO MORE
ADVOCATES AROUND DIABLO
Everyone hates the advocates around Diablo when you
release him. All those fireballs can really start to
hurt. When you release Diablo have all but one guy stay
by the final switches(make sure that area is cleared).
Then have someone with the teleport spell run towards
Diablo's final lair. Then have him teleport back to the
other people. Diablo and all his knights will follow,
leaving the advocates safely behind. The knights are much
easier to fight than the advocates, especially for a
warrior.
HOLY BOLT
ON DIABLO
The easiest way to get Diablo out of his room without
activating the rest of his horde is to stand back and
launch Holy Bolt. The other creatures are all immune to
the spell, so it will not affect them. It will hit
Diablo, however, and he will come on out to attack you.
You can continue using Holy Bolt to kill Diablo, or if
you are a fighter, you'll probably want to close in on
him and start hacking.
KILLING
DIABLO WITH THE WARRIOR AND NO MAGIC
If you charge the room where Diablo is, you will get
swarmed by Knights and Advocates. If you slowly work your
way in, you can activate only a few enemies at a time,
but there is a better way. Get the best bow that you can,
and pump your dexterity up as much as possible. Then
stand outside of the room by the wall, hold shift, and
shoot arrows into the room. When you hit an enemy, they
will activate, and you can shoot them down. After a
while, shoot straight at the center of the room. Soon you
should hear Diablo grunt from a hit, and he will charge
you. As he runs toward you, equip your best melee weapon
and put your back to the wall. When he reaches you, just
start swinging at him. You should be able to trade hits
with him one for one, and since you are up against the
wall, his hits won't knock you back, so with a full belt
of heal potions you should defeat him easily.
KILLING
DIABLO-WITH THE WARRIOR
I've seen all these tips about teleporting into Diablo's
room, and firewalling everything and then teleporting
back out. While this may be fine for the magic user and
the rogue, with a warrior, it is a little more difficult.
You need like 80 magic to use teleport scrolls, which is
something that is next to impossible without many magic
boosting items, and then you usually don't have enough
mana to cast enough firewalls anyway. Here's what to do.
Flip the switches, and then walk toward the room, but
stop as soon as you see any enemies. These should be
knights. Then run away, letting the knights follow you,
where you can set up a firewall trap for them, and fight
them while they stand in it. They shouldn't be too hard
to handle. Then, fill up your mana and HP, and fill your
belt with 8 potions of full healing (or full
rejuvenation) Then walk back to Diablo's room until he is
on the screen. Then run away, because the advocates are
shooting at you. The only ones who will chase will be
knights and the dark lord. Take them far away, and kill
the knights first, possibly using firewall, and then hack
Diablo until he dies.
THOSE
PESKY MAGES IN HELL
Warriors and sorcerers work well together against these
guys. Have the sorcerer cast stone curse on all these
losers and let the warrior wipe them up. It doesn't take
long to clear out big rooms of them. Also, for warriors
only, try and get them to reappear in or near a corner.
Then, once you see in the the exact corner, come at them
from a 45 degree angle from their spot. That way they
keep reappearing in the same spot as long as you don't
move to the side.
KILLING
DIABLO WITH SPELLS
Once you pull all the levers on his level and cleaned up
and other enemies around his spot, go back to town and
buy a bunch of long range spells like lightning, nova,
fireball, etc. Then go back to his lair and stand out of
view from even the walls to his spot. Just get in a
position where you have a direct shot to the center of
his room. (But don't get any closer to his room.) Now
prep all you spells with the hot keys and fire them all
in his room. He should come running out quite pissed and
moderately to extremely damaged. Now kill him. A knight
or two might follow him out, but they should not be a
problem if you actually made it to Diablo.
SPELLS
SPELL OVERLOADS
When casting spells like chain lightning, people normally
only do it one at a time, until they run out of mana.
Well, now there's a way to get more out of it. When you
find a big load of enemies or even one or two, keep right
clicking as fast as you can and it lets you pull off a
few more spells then you are spending mana for.
THE POWER
OF TELEKINESIS
If you die in multi-player, you can often get back to
your stuff, but be out of view of the creatures that
killed you. Since you can "see" items around
corners, use the Telekinesis spell to grab all of your
things by hiding behind a wall.
THE HIDDEN
BENEFITS OF STONE CURSE
Stone curse has one trick few people use. It can be cast
through walls. You can use this when fighting Lazarus,
The Butcher, or just basic creatures. This works best
(obviously) when you have an infravision scroll that you
used. You can even stone curse someone, hit them, and
leave their line of sight and they won't follow you.
SCOUTING
W/APOCALYPSE
Scouting with the Staff of Apocalypse: When adventuring
in a group, a Sorcerer with a Staff of Apocalypse can act
as a scout in finding Demons around corners and in rooms.
A quick "POP" of the staff, and even creatures
around the corner throw off a big ball of flame. Other
characters can see this flames also, which works a lot
better than having one person cast infravision and then
trying to type out where all the bad guys are. Fighters
and Rogues appreciate the heads up, giving them time to
pull back to a choke point and setup an
"arrow-fest!" or allowing you to throw a few
firewalls for all the bad guys to pour through before the
big melee.
FUN WITH
NAJ'S PUZZLER
Naj's Puzzler has completely changed my tactics. The 57
teleport charges are great, and cheap to recharge. It is
great fun to set teleport, chain lightning and firewall
on hotkeys. Teleport into a room you think may have bad
guys in it, switch to area effect spells, and blast away.
Teleport out while the firewalls are burning, and you can
hear the cries of anguish after you leave. Once the noise
subsides, go back in, and scoop up all the gold. Another
fun variation involves a scroll of golem. Teleport in,
fire off chain lightning a few times to soften up the
resistance, and then unleash your golem. Teleport out,
and listen until the sounds of pain subside. Naj's
Puzzler also allows fast getaways. If you get into a
tight spot, it's a great way to escape. I've run into a
bunch of acid beasts in the caves, and was able to flee
like the wind using the Puzzler. Casting it right on top
of the stairs even takes you to the next level.
CONCENTRATING
CHAIN LIGHTNING
When using the Chain Lightning(CL) Spell there are
certain little things you can do, especially in Hell, to
make it more effective. If you run into Soul Burners,
Balrogs, or Lava Maws, CL can be very effective if used
properly. Yes, you can just stand there and let them
surround you and keep firing off CL in a circular pattern
in which the bolts all spread from you in the center,
until they are all dead, BUT usually when you do this you
are only getting one bolt at a time hitting a particular
creature at once. It may not even hit them at all if the
are moving around quickly. This is not only Mana wasting
but slow to kill, as well. The best way to use it is to
maneuver yourself into a position in which your CL
emanates in a tight fan, or cheese wedge shaped pattern
from your body.
To do this fire off a preliminary test burst to see where
the majority of the Lightning is going and then move
accordingly. The easiest way to set yourself up for the
best shot is to move back into a small hallway so they
have to come down the narrow bottleneck and they cannot
surround you and ruin the effectiveness of your spell.
Also CL will fire towards enemies on the other sides of
walls. It won't hit them but you can maneuver yourself to
place the creature between you and the concentrated burst
to finish him off much faster.
TO PHASE
OR NOT TO PHASE
You've been whacked beside the stairs, and you can't even
get a foothold on the level because of the horde
surrounding it. Well, enter the spell of Phasing. It is
perhaps the most underrated spell in the game, but I have
found it useful in the above situation. Set the current
spell for Phase and put some damaging scroll ready in
your belt. I prefer to use scrolls of Nova and
Apocalypse, but Firewall does fine as well. Go down the
stairs, start clicking your mouse button to get the
Phasing spell out quickly, and then fire off the scroll
when you reappear. Of course you'll die immediately
following, but you managed at least one hit in. People
disagree by saying Teleport is much better, but they fail
to realize that Phasing requires one mouse click to work.
The main premise behind this Phasing trick is to soften
up the creatures and disperse them as much as possible so
that you will have enough time to use the Teleport spell.
Then you can let loose a potionful of Chain Lightning and
Fireball to mop up.
THE HOMING
MISSILE - ENTER THE ELEMENTAL
Some people think that the Elemental spell is rubbish
because Fireball is better. Not so... Fireball fires in a
straight direction..but the Elemental can 'home' in on
your target. Works best on fast running creatures (horned
demons, acid beasts) and even when pkilling! Has about
60% chance of hitting a fast moving opponent ... even
when the opponent has run around the corner! Doesn't work
too well on teleporting enemies though (Advocates).
KNOWING
WHICH SPELL TO USE...
I have found that knowing which spells will kill which
critter, especially in hell, is invaluable! I like to use
firewall on those chicks with the bows, on level 13 and
lower, this is the spell that kills groups of them the
quickest, however you must remember to get them as close
together as possible to get as many of them as possible.
Chain lightning works on most of the other critters down
there.
Guardian helps with the wizards that pop in and out, and
holy bolt helps with Diablo. No matter what character you
are, develop your spells to a high level, so they won't
drain your mana. Also keep in mind, that mana shield only
benefits you if you have more mana, then life; if you
have more life points stick with it, and if you have more
mana points then life points then use mana shield.
GUARDIAN
Guardian is a very important spell for everyone but
especially for sorcerers in Hell. Although offense/
defense is what immediately comes to mind when you think
of the spell, Guardian is helpful for much more than
this. Knowing what creatures are around a corner and
whether or not they can be effected by fire-based spells
is very important. Always cast a Guardian into an
unexplored room. Listen. Is the Guardian firing? If it's
not, it is generally safe enough to peek into the room.
Nothing is close enough that they can get to you quickly.
Is the Guardian is firing? Are there creature pain noises
coming from inside the room? If so, what creature is
making this noise and what spells can I use to dispose of
them? Finally if the Guardian is firing and you hear no
pain noises, then it could mean one of two things. One,
the creature it is firing at is behind an object that is
protecting it, or you are unfortunately about to do
battle with a fire immune creature. If you are about to
do battle with a fire immune creature it would be wise
not to conjure up 10 .
Guardians to do battle for you and your party. Why? Those
fireballs are going to pass right over them and into your
band of adventurers trying to dispose of your foes. This
may seem obvious but if the creatures are not making pain
noises anytime you throw any spell, they are immune.
Don't waste your time and mana. If you keep the gauntlet
in the same spot as you cast several Guardians they will
form in a line making for a very effective "firing
squad" for those nasty Maelstrom.
GOLEMS
LEAD THE WAY
If you are ever low down in hell and you don't want to go
up but you are getting low on hit points, create a golem
to go into large rooms. If there are any Snow Witch types
or Acid Spitting guys then you will see all of the light
from their blasts. Plus the golem will beat some of them
up before getting munched.
TOWN
PORTAL: USE BY STAIRS
Whenever I die by the stairs, or I have some hunch that
I'm going to die; I've been pushing it, and I know that
I'm going a little deep. Conveniently there aren't
usually creatures right at the stairs to begin with, so
when I get that special feeling that I might die, I take
a few steps out and fire a Town Portal as far away as I
can. It makes a back door. When I die I can figure out
where the creatures are closest, and either come down the
stairs or the portal.
Usually, that gives me enough time to do at least one or
two spells. Another advantage to doing that, is that if
someone else is in the game but on another level. They
can come save your sorry butt and not have to walk all
that way. If I surprise myself and don't die, it's still
nice to have a way to retreat other than the stairs if I
get in trouble later. Or if I run out of mana later, I
don't have to worry about not being able to cast a TP,
'cause one is right there!
HOTKEYS:
THEY CAN DETERMINE LIFE AND DEATH
Most people think of hotkeys and take them for granted.
Not so. They should be taken very seriously, as they can
mean the difference between life and death. Usually, you
think of spell hotkeys and say, oh, yea. Macro hotkeys
are important, too. By hitting F9-F12, you can say a very
long message with very short effort. You may set these up
by editing "diablo.ini". Why hotkeys? Maybe
you've cast infravision and know that a horde of
creatures lie behind a door that your partner is
carelessly about to open, and you can't stop them in
time. Hit a hotkey! You need to retreat. Hit a hotkey!
You're about to cast some deadly spell, but your
partner's in the way. Again, hit a hotkey.
EXTRA
SPELLS
If you join a game and you see a book you like and you
want to learn more about the spell, just rejoin the game
and the book will be there...buy it then return, buy it
then return, and so on. This only works in multi-player
games and one person must always be in the game.
FIREWALL
& TELEPORT
You can teleport in to where the creature is, then cast
firewall at the creature. When it is in the flames just
teleport out. The creature won't move from the flames
since it can't see you.
THE
MISSING SPELLS
This is an annoying question, mainly because the spells
are missing only because Blizzard didn't finish coding
Diablo before they released it. The missing spells are
INVISIBILITY, ETHEREALISE, BLOODBATH ( or bloodboil ) and
SENTINEL. The effects for these spells didn't get coded,
though the icons and graphics for these spells is in the
data file. Rumor has it that the missing spells will be
included in this new version, along with ten or so new
spells. There will also be some new animated sequences.
BLOODSTAR
USE
Bloodstar is the same spell the succubi and witches fire
at you. The different colors don't matter, they are the
same spell. Bloodstar kills any non immune creatures with
a shot or two. The drawback, is that it is slow. Try
using it against gold vipers, you will find it very
effective.
SPELL PAGE
FIVE
Yes, spell page five does exist. To get started, click on
page one. This just makes it easier to find page five.
Now if you look at the far right edge of button four,
you'll see that the space there is wider then the spaces
between all the other pages. All you have to do is click
over there. The space is about one pixel wide but if you
keep clicking next to button four, you'll find it. I
think that the way the game was written, every spell
needs a place in the book, whether it can be found as a
book or not. This may be where spells like identify and
infravision have slots. Other spells that may go here are
the ones that were never implemented or only existed in
the Alpha and Beta versions. These would be: Etherialize,
Blood Boil, Blood Ritual, Doom Serpents, and
Invisibility.
DEAD DEEP
IN THE DUNGEON
If you have died deep in the dungeon and are having
trouble rescuing your stuff, FireWall comes in handy.
Walk down to the dungeon without carrying anything, cast
as many FireWall spells as you can, and then stay dead
until the FireWalls drop (waiting for as many creatures
to die as possible). Then restart in town. If there are
two or more players in the game, cast Town Portals a
decent distance from each other and away from the stairs;
then you will have a way of getting down that isn't
surrounded by countless hordes of bad guys. Remember,
Town Portal can be cast on the other side of a wall. If
you are still having problems getting your stuff, get
close enough, 'Telekenis' as many items as you can, and
then try again if you die. Don't put the equipment back
on!
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