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==Pacing== | ==Pacing== | ||
The biggest difference a new player notices, going from D2 to D1, is the pacing. Diablo feels very slow, especially as your character walks around Tristram, and one of the best innovations added in [[Hellfire]] was the ability to doubletime jog in town. Thats not an option in Diablo, so players just have to accept it and get used to it. Fortunately, Tristram is rather small, and the slow walking speed isn't noticeable in the dungeons (aside from when you must move through a long, already cleared out section). Also, all characters can learn the Teleport skill, and while this | The biggest difference a new player notices, going from D2 to D1, is the pacing. Diablo feels very slow, especially as your character walks around Tristram, and one of the best innovations added in [[Hellfire]] was the ability to doubletime jog in town. Thats not an option in Diablo, so players just have to accept it and get used to it. Fortunately, Tristram is rather small, and the slow walking speed isn't noticeable in the dungeons (aside from when you must move through a long, already cleared out section). Also, all characters can learn the Teleport skill, and while this cannot be cast in town (except in some mods), it enables very rapid movement around the dungeons, all of which are much smaller (though more monster-packed) than any of the dungeons in Diablo II. | ||
==Movement and Physics== | ==Movement and Physics== | ||
Another big change between the games is that everything in Diablo is laid out on a rigid X/Y axis. The game world can be thought of as a large sheet of graph paper, and every item, character, and monster can only take up one square. This is evident when you drop items, since 8 will surround you, and 9th will fall where you are standing, and it's impossible to drop any more. Only 8 monsters can fit | Another big change between the games is that everything in Diablo is laid out on a rigid X/Y axis. The game world can be thought of as a large sheet of graph paper, and every item, character, and monster can only take up one square. This is evident when you drop items, since 8 will surround you, and the 9th will fall where you are standing, and it's impossible to drop any more. Only 8 monsters can fit around a character, and if you put yourself into a corner only 3 can get into range. This makes using the terrain in the dungeons a major part of the game's strategy. | ||
Players and monsters will always stand exactly in a square when they finish their movement. It's impossible to attack or cast a spell while moving between two squares. This can be used to your advantage, since monsters hit while moving between two squares will be knocked back to the last one they were standing in. Thus if a monster is trying to advance on you and you keep hitting it before it can move entirely into the next square, it will be repeatedly pushed back. | Players and monsters will always stand exactly in a square when they finish their movement. It's impossible to attack or cast a spell while moving between two squares. This can be used to your advantage, since monsters that are hit while moving between two squares will be knocked back to the last one they were standing in. Thus if a monster is trying to advance on you and you keep hitting it before it can move entirely into the next square, it will be repeatedly pushed back. | ||
Characters using ranged attacks are advised to fire down the straight lines, especially at monsters that advance along them, such as Knights or Skeletons. Monsters (and characters) are very hard to hit with a projectile when targeting them diagonally. If a group of enemies is coming in, shoot in a straight line, move over a step, shoot down that line, etc. By the same token, characters attacking arrow or spell-firing enemies should move in a zig zag pattern to greatly reduce the number of hits they will take on their way in. | Characters using ranged attacks are advised to fire down the straight lines, especially at monsters that advance along them, such as Knights or Skeletons. Monsters (and characters) are very hard to hit with a projectile when targeting them diagonally. If a group of enemies is coming in, shoot in a straight line, move over a step, shoot down that line, etc. By the same token, characters attacking arrow or spell-firing enemies should move in a zig zag pattern to greatly reduce the number of hits they will take on their way in. | ||
==Stash== | ==Stash== | ||
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===Life and Mana=== | ===Life and Mana=== | ||
[[Image:Mana-potions.gif|frame|Typical inventory for a Sorcerer heading down into the dungeons.]] | |||
There is no life or mana regeneration in Diablo, and life and mana leech are very rare properties, and only work with melee weapons. As a result the game is a bit of a potion fest, with the high level play style (especially for Sorcerers) punctuated by regular trips to Adria the Witch, where the entire inventory is filled with mana potions. Pepin the healer sells healing potions, but most life for Rogues and Warriors comes from the Healing skill. Sorcerers have very low hit points and very high mana, so they use the very effective (overpowered) Mana Shield 100% of the time. | There is no life or mana regeneration in Diablo, and life and mana leech are very rare properties, and only work with melee weapons. As a result the game is a bit of a potion fest, with the high level play style (especially for Sorcerers) punctuated by regular trips to Adria the Witch, where the entire inventory is filled with mana potions. Pepin the healer sells healing potions, but most life for Rogues and Warriors comes from the Healing skill. Sorcerers have very low hit points and very high mana, so they use the very effective (overpowered) Mana Shield 100% of the time. | ||
===Death=== | |||
Death in Diablo comes to everyone, sooner or later. It's a non-factor in single player. When you die in SP you can only start a new game, or load from your last save point. There is no "restart in town" option. It's wise to save often in single player, since few things are more annoying than dying after a long play session only to realize you'll have to repeat all those areas since you hadn't saved for an hour. | Death in Diablo comes to everyone, sooner or later. It's a non-factor in single player. When you die in SP you can only start a new game, or load from your last save point. There is no "restart in town" option. It's wise to save often in single player, since few things are more annoying than dying after a long play session only to realize you'll have to repeat all those areas since you hadn't saved for an hour. | ||
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==Resistances== | ==Resistances== | ||
There are only three types of resistances in Diablo I: fire, lightning, and magic. All direct damage spells fit into one of these categories, with one exception | There are only three types of resistances in Diablo I: fire, lightning, and magic. All direct damage spells fit into one of these categories, with one exception, [[D1_Spellbooks#Apocalypse|Apocalypse]], which deals a special type of damage that can not be resisted and that nothing is immune to. Players can raise their resistances to 75% at most. They max out there, and cannot be raised any higher by any equipment. Many spells can be blocked by characters who are standing still and equipped with a shield, though this isn't always desired (low damage spells like Charged Bolt can cause you to block and interrupt your attack animation). | ||
Monsters are resistant and immune to the three types of magic as well. All monsters with a resistance have 75% to it, without exception. Monsters that are immune to a type of magic are totally immune to it; fire immune monsters won't be touched by flame spells, or even notice them. Many monsters are double immune, and a few types are "triple immune" and cannot be hurt by any type of spell except for Apocalypse. No monsters in Diablo have a resistance or immunity to physical damage though, so immunities and resistances are of little concern to most Warriors and Rogues. Sorcerers must join them in bashing sometimes, since they can only use Stone Curse and their weapon (and perhaps a Golem) to kill triple immunes. | |||
==Equipment== | ==Equipment== | ||
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There is a hostile button in Diablo, but the only difference it makes is allowing you to select the other player as a target. The button is almost irrelevant, since it's trivially easy to swing, shoot, or cast in the direction of another player, and since there is unlimited friendly fire in Diablo and Hellfire, they're dead meat whether you've gone hostile or not. | There is a hostile button in Diablo, but the only difference it makes is allowing you to select the other player as a target. The button is almost irrelevant, since it's trivially easy to swing, shoot, or cast in the direction of another player, and since there is unlimited friendly fire in Diablo and Hellfire, they're dead meat whether you've gone hostile or not. | ||
Playing multiplayer Diablo requires skill to '''avoid''' killing other players. Warriors can play in close proximity without accidentally chopping other players, but Rogues have a lot of trouble not hitting | Playing multiplayer Diablo requires skill to '''avoid''' killing other players. Warriors can play in close proximity without accidentally chopping other players, but Rogues have a lot of trouble not hitting other players (usually when they walk into the Rogue's firing line), and Sorcerers have a hard time playing on the same level, much less the same screen, as other players. It's surpassingly easy to kill a friend with a stray Fireball or Chain Lightning, even if they're well out of visual range. When the inevitable happens, clear the area as quickly as you can and use a resurrection scroll or else cast a safe Town Portal (if they've restarted in town) near the pile of items your dead friend popped. | ||
==Dungeon Elements== | ==Dungeon Elements== | ||
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==Single vs Multi-Player== | ==Single vs Multi-Player== | ||
There are very few differences between playing single-player or multi-player Diablo II. This is not the case in Diablo I. Most obviously, single player Diablo characters are truly single player. They | There are very few differences between playing single-player or multi-player Diablo II. This is not the case in Diablo I. Most obviously, single player Diablo characters are truly single player. They cannot play in any sort of MP game. Single player games are saved exactly as they are; all the monsters, level layouts, items on the ground, etc, are preserved exactly. Be sure you save frequently, since if you didn't you will have to load from the last save point, and it's no fun to have to clear a level for the second time since you forgot to save for the past hour. Diablo does not support nightmare or hell difficulties for single player characters (Hellfire does). There is a work around possible in Diablo, though. If you play a multiplayer game, then exit it and start a single player game, the difficulty of the SP game will be the same as the MP game played beforehand. | ||
Multiplayer Diablo I is equivalent to singleplayer Diablo II. Characters are saved on your computer and can be played solo or with friends in a TCP/IP or LAN game. There are no saved games; just your character's state and the equipment they're using and carrying is saved. There are only 4 [[Diablo Quests|quests]] in multiplayer Diablo I, and | Multiplayer Diablo I is equivalent to singleplayer Diablo II. Characters are saved on your computer and can be played solo or with friends in a TCP/IP or LAN game. There are no saved games; just your character's state and the equipment they're using and carrying is saved. There are only 4 [[Diablo Quests|quests]] in multiplayer Diablo I, and they occur in every game. Multiplayer is also much harder on Nightmare and Hell, where the monsters have about double the hit points they do in single player. You must be level 20 to create a nightmare game and level 30 to create a hell game. | ||
Another major difference between SP and MP Diablo and Hellfire is level up speed. Multiplayer monsters have more hit points, and are worth far less experience. Characters gain no more than 200 exp/Clvl in MP Diablo or Hellfire (up to 10,000 at level 50), while there is no cap in SP, and each monster in hell can be worth 100,000 and more. A SP character can reach level 44 or 45 in the time it takes to get to level 29 or 30 multiplayer, and getting an MP character over level 40 requires many dozens more games than it does in singleplayer. | Another major difference between SP and MP Diablo and Hellfire is level up speed. Multiplayer monsters have more hit points, and are worth far less experience. Characters gain no more than 200 exp/Clvl in MP Diablo or Hellfire (up to 10,000 at level 50), while there is no cap in SP, and each monster in hell can be worth 100,000 and more. A SP character can reach level 44 or 45 in the time it takes to get to level 29 or 30 in multiplayer, and getting an MP character over level 40 requires many dozens more games than it does in singleplayer. | ||
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One special monster to note: The Black Death is a bright yellow zombie found on levels 3-5. They permanently steal one of your hit points each time they strike you, and should be avoided at all cost. Do not fight them melee, if you can help it, and do not let them hit you or that's a hit point you will never get back. | One special monster to note: The Black Death is a bright yellow zombie found on levels 3-5. They permanently steal one of your hit points each time they strike you, and should be avoided at all cost. Do not fight them melee, if you can help it, and do not let them hit you or that's a hit point you will never get back. | ||
* See the [[Diablo Monsters]] page for a general overview of monsters in Diablo. This wiki also holds pages listing the stats for every monster and boss monster in the game. | |||
==Further Resources== | ==Further Resources== | ||
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This article was adapted from [http://kennedy.greg.googlepages.com/d4d2.html Diablo for Diablo II Players], by Greg Kennedy. | This article was adapted from [http://kennedy.greg.googlepages.com/d4d2.html Diablo for Diablo II Players], by Greg Kennedy. | ||
{{ | |||
{{D1 masternav|Basics}} | |||
[[category:D1 Quests]] | [[category:D1 Quests]] | ||
[[category:D1 Basics]] | [[category:D1 Basics]] | ||
[[category:Diablo I]] | [[category:Diablo I]] | ||
