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Unlike Diablo II with its skill trees of unique abilities for each character, Diablo featured no special attack skills at all. In Diablo and Hellfire all of the characters can cast the same spells from scrolls, charges on | Unlike Diablo II with its skill trees of unique abilities for each character, Diablo featured no special attack skills at all. In Diablo and Hellfire all of the characters can cast the same spells from scrolls, charges on staves, or from memory, after learning the spells by reading spell books. | ||
==Spell Basics== | ==Spell Basics== | ||
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** The magic required to read a scroll is always the same no matter your level in that spell. | ** The magic required to read a scroll is always the same no matter your level in that spell. | ||
***The magic requirement to read a scroll is generally about 20% lower than the requirement to read the level 1 book in that skill. [[D1_Spellbooks#Mana_Costs_for_Spells|Values listed below]]. | ***The magic requirement to read a scroll is generally about 20% lower than the requirement to read the level 1 book in that skill. [[D1_Spellbooks#Mana_Costs_for_Spells|Values listed below]]. | ||
* Most spells can be found in charges on items; on | * Most spells can be found in charges on items; on staves and some unique items. Some Hellfire spells can only be found on staves. | ||
==The Spellbook== | ==The Spellbook== | ||
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| Flame Wave | | Flame Wave | ||
| Bone Spirit | | Bone Spirit | ||
| Berserk | |||
|- | |||
| Heal Other | |||
| Flash | |||
| Chain Lightning | |||
| Blood Star | |||
| Ring of Fire | | Ring of Fire | ||
|- | |- | ||
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| Stone Curse | | Stone Curse | ||
| Guardian | | Guardian | ||
| | | Etherealize | ||
| Search | | Search | ||
|} | |} | ||
[[Image:Spell_book_page_1.png]] [[Image:Spell_book_page_2.png]] | |||
[[Image:Spell_book_page_3.png]] [[Image:Spell_book_page_4.png]] | |||
5th page appears only in [[Hellfire]]. | |||
[[Image:Spell_book_page_5.png]] | |||
* Only found in multiplayer games: Heal Other, Resurrect. | * Only found in multiplayer games: Heal Other, Resurrect. | ||
* Scrolls only: Identify, Infravision. | * Scrolls only: Identify, Infravision. | ||
* Scrolls/ | * Scrolls/Staves only: Resurrect, Apocalypse, Nova. (Apocalypse and Nova exist in book form in Hellfire.) | ||
* Spells added in Hellfire: Lightning Wall, Immolation, Warp, Reflect, Berserk, Ring of Fire, Search, Jester, Magi, Mana. | * Spells added in Hellfire: Lightning Wall, Immolation, Warp, Reflect, Berserk, Ring of Fire, Search, Jester, Magi, Mana. | ||
** | ** Staves only: Jester, Magi, Mana. | ||
==Character Inherent Skills== | ==Character Inherent Skills== | ||
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Casting spells from scrolls and staff charges does not cost any mana, but there are magic requirements. | Casting spells from scrolls and staff charges does not cost any mana, but there are magic requirements. | ||
* | * Staves: Magic requirement is equal to the magic required to read the level 1 book. | ||
* Scrolls: Magic req is usually lower than | * Scrolls: Magic req is usually lower than staves/book reading. | ||
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* '''Speed: '''Hits everything in range when cast. | * '''Speed: '''Hits everything in range when cast. | ||
* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
* '''Available: '''Scrolls and | * '''Available: '''Scrolls and staves only in Diablo. On books as well in Hellfire, but the only way to get a book is to kill Na-Krul. | ||
===Blood Star=== | ===Blood Star=== | ||
[[Image:D1-icon-blood-star.gif|frame]] | [[Image:D1-icon-blood-star.gif|frame]] | ||
A projectile spell most commonly seen being cast by Witches. Each Blood Star moves relatively slowly and in a straight line. There is no splash damage. | A projectile spell most commonly seen being cast by Witches. Each Blood Star moves relatively slowly and in a straight line. There is no splash damage. | ||
Blood Star is the only viable, magic-type skill to kill targets at a distance, but the fact that it does so much less damage than comparable fire or lightning spells means it is very seldom used, except in special circumstances. In Diablo, there are no monsters who are immune to Fire and Lightning but not Magic, however there are a few such enemies in Hellfire. Bloodstar could in theory be useful, in combination with [[D1_Spellbooks#Bone_Spirit|Bone Spirit]] to kill fire- and lightning-resistant monsters in Hellfire, with Bone Spirit to weaken the target and Blood Star to finish it. However, brute force often proves a more efficient follow-up to Bone Spirit, either using a [[D1_Spellbooks#Golem|Golem]] or a bow. | |||
Blood Star has a special extra cost to cast; draining 5 life along with the mana cost. When cast with a Mana Shield active, it costs 5 extra mana. This cost is applied even if it's cast from charges. | Blood Star has a special extra cost to cast; draining 5 life along with the mana cost. When cast with a Mana Shield active, it costs 5 extra mana. This cost is applied even if it's cast from charges. | ||
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===Charged Bolt=== | ===Charged Bolt=== | ||
[[Image:D1-icon-charged-bolt-sp.gif|frame]] | [[Image:D1-icon-charged-bolt-sp.gif|frame]] | ||
Charged Bolt sends out several small squares of electricity per use. These squares move semi-randomly in the direction the caster is facing, spreading out and usually bouncing off of walls. They are not especially damaging, but can be useful to "wake up" all of the non-lightning immune monsters in a room, bringing them out to fight while leaving the other monsters in the area undisturbed. | Charged Bolt sends out several small squares of electricity per use. These squares move semi-randomly in the direction the caster is facing, spreading out and usually bouncing off of walls. They are not especially damaging, but can be useful to "wake up" all of the non-lightning immune monsters in a room, bringing them out to fight while leaving the other monsters in the area undisturbed. This spell is especially useful against fast-moving monsters such as [[Balrog| Balrogs]] or lightning-sensitive[[D1_Succubus| Witches]]. In Normal -aka Wimp- mode, a medium-level sorcerer with a reasonable level in Charged Bolt (10-15) and Magic (150-200) can wipe an entire level populated by Vortex Lords and Soul Burners in mere minutes while suffering little damage, using Charged Bolt only (tested by yours truly on dlvl 14 with a level 24 mage, 182 Magic and Charged Bolt level 14. It took 15 minutes and 2 mana potions, and felt waaayyy overkill). | ||
This spell can be quite annoying when used by mages; not for the tiny damage, but because it causes characters with a shield to stop to block. | This spell can be quite annoying when used by mages; not for the tiny damage, but because it causes characters with a shield to stop to block. | ||
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===Golem=== | ===Golem=== | ||
[[Image:D1-icon-golem.gif|frame]] | [[Image:D1-icon-golem.gif|frame]] | ||
A summonable stone man, the Golem is a slow moving but fairly damaging companion, most commonly used by sorcerers against triple immune monsters. Golems can also be helpful to distract enemies, and to kill targets on the other side of a wall. They benefit greatly from the stone curse spell, since if their targets are stationary and helpless, the golem hits with every strike and takes no damage during the battle. Golems are not useful against higher level melee monsters, who will kill them quickly. A single golem can terrorize entire levels in the Church, though. | A summonable stone man, the Golem is a slow moving but fairly damaging companion, most commonly used by sorcerers against triple immune monsters. Golems can also be helpful to distract enemies, and to kill targets on the other side of a wall. They benefit greatly from the stone curse spell, since if their targets are stationary and helpless, the golem hits with every strike and takes no damage during the battle. Without backup Golems are not useful against higher level melee monsters, who will kill them quickly. A single golem can terrorize entire levels in the Church, though. Think of Golems more as bodyguards than as scouts: they will happily take a hit for you or cover your retreat, but keep them backed up if you want them to last as on their own they will be helpless against powerful melee fighters, mobs, or fast-moving ranged attackers. They do regenerate HP though, and they will do a nice job at securing areas for you once the bulk of the opposition has been cleared so that they can regenerate between engagements. Artillery mages might also like having a Golem on their side when facing [[Hidden]] or "immune" ennemies. | ||
Golems are | Golems are most useful against Advocates, since they can withstand a lot of damage from Flash spells, and are not touched by the Advocates' Fireballs. They are less successful against Witches, and take damage from Bloodstar. Also, due to a bug in the Golem's light radius (it's set to infinite) every witch on the level sees the golem the moment he's cast, and will fire at him if they have a line of sight (yes, that can be useful to take a pack of witches off your back). Golems home in on nearby enemies. If nothing is nearby, they will walk in the direction their caster is facing. | ||
Only one golem may be active at once. If the spell is cast again, an active golem will crumble to gravel. Players gain full experience for kills made by their golem. Golems are hostile to each other, and will fight if there are two of them (from two players) in the same area. Yes, this can be funny to watch. | Only one golem may be active at once. If the spell is cast again, an active golem will crumble to gravel. Players gain full experience for kills made by their golem. Golems are hostile to each other, and will fight if there are two of them (from two players) in the same area. Yes, this can be funny to watch. | ||
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===Identify=== | ===Identify=== | ||
[[Image:D1-icon-identify.gif|frame]] | [[Image:D1-icon-identify.gif|frame]] | ||
In Diablo and Hellfire, items can be equipped and used without being identified. | In Diablo and Hellfire, items can be equipped and used without being identified (magic/unique items must be identified in Diablo II before usage). | ||
All magical and unique items found in the dungeons or given as quest rewards are unidentified, and must be identified (by this spell or by Deckard Cain) before their special properties become active. | |||
It is not recommended to always identify items. For instance, identifying the [[D1_Unique_Helms#Gotterdammerung|Gotterdammerung]] activates the ''All resistance equals 0'', which could make the item detrimental depending on your character and build. Note that items that have only [[D1_Modifiers|negative modifiers]] would be worth less ''after'' being identified (plus you also wasted the 100 gold for the Identify scroll or Cain's service), indeed such an item is more effective when not identified. If you plan to keep the item for while, repair it first before identifying it; once an item has been identified the selling and repair costs go up considerably (assuming overall positive modifiers). | |||
Identify is not found on spellbooks, and can only be cast from staff charges or scrolls. | Identify is not found on spellbooks, and can only be cast from staff charges or scrolls. | ||
===Inferno=== | ===Inferno=== | ||
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A powerful lightning spell, Nova sends out an explosion of lighting in an expanding circle; albeit one riddled with gaps. Nova is more useful than Chain Lightning only when totally surrounded by monsters, when the sprite limits would cut Chain Lightning's effectiveness. | A powerful lightning spell, Nova sends out an explosion of lighting in an expanding circle; albeit one riddled with gaps. Nova is more useful than Chain Lightning only when totally surrounded by monsters, when the sprite limits would cut Chain Lightning's effectiveness. | ||
Nova is only found on scrolls and | Nova is only found on scrolls and staves in Diablo. In Hellfire it can be found in book form. | ||
* '''Spell: '''Nova | * '''Spell: '''Nova | ||
* '''Type:''' lightning | * '''Type:''' lightning | ||
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[[Image:D1-icon-town-portal.gif|frame]] | [[Image:D1-icon-town-portal.gif|frame]] | ||
Players create a blue portal that can be stepped into to return instantly to town. Town Portals remain open indefinitely, until the character who cast it uses it to return to the dungeon from town. If two or more players cast town portals, they can keep them open forever by only returning via the portal cast by the other player. Each character can have only one active Town Portal, and if a second is cast the first will vanish. | Players create a blue portal that can be stepped into to return instantly to town. Town Portals remain open indefinitely, until the character who cast it uses it to return to the dungeon from town. If two or more players cast town portals, they can keep them open forever by only returning via the portal cast by the other player. Each character can have only one active Town Portal, and if a second is cast the first will vanish. | ||
An open Town Portal also increase the light radius in the dungeon. | |||
==Hellfire Spells== | ==Hellfire Spells== | ||
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===Jester=== | ===Jester=== | ||
[[Image:D1-icon-jester.jpg|frame]] | [[Image:D1-icon-jester.jpg|frame]] | ||
Jester is only found on | Jester is only found on staves. Jester staves will cast a semi-random spell each time the charges are used. Spells are fired at the character's appropriate Slvl, or at level 1 if the character has not yet read a book for that spell. | ||
Spells included are: | Spells included are: | ||
* '''Firebolt: '''20% | * '''Firebolt: '''20% | ||
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Like Firewall, Lightning Walls work best when cast in a straight line, rather than diagonal, since there are gaps between the active sprites on diagonal walls. Lightning Wall deals double the damage of a Firewall, but it seems to have more gaps and spaces, since monsters are more likely to walk right through it. | Like Firewall, Lightning Walls work best when cast in a straight line, rather than diagonal, since there are gaps between the active sprites on diagonal walls. Lightning Wall deals double the damage of a Firewall, but it seems to have more gaps and spaces, since monsters are more likely to walk right through it. | ||
Unlike most spells, Lightning Wall can damage the player who casts it, and this damage is treated as | Unlike most spells, Lightning Wall can damage the player who casts it, and this damage is treated as lightning from a trap (thus "of thieves" item will half it). Each space in the charges hits every .05 second for the duration. | ||
* '''Spell: '''Lightning Wall | * '''Spell: '''Lightning Wall | ||
* '''Type: '''lightning | * '''Type: '''lightning | ||
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::''The electrical energy of Lighting, when channeled by an able magic user, is a deadly and powerful weapo,. Shaping this dramatic force of nature into the form of a barrier wall requires great concentration, but can be used as an extremely effective defense against an onslaught of murderous foes. As understanding and control of this spell grows, the endurance of the wall can be increased, providing the caster with longer periods of protection. | ::''The electrical energy of Lighting, when channeled by an able magic user, is a deadly and powerful weapo,. Shaping this dramatic force of nature into the form of a barrier wall requires great concentration, but can be used as an extremely effective defense against an onslaught of murderous foes. As understanding and control of this spell grows, the endurance of the wall can be increased, providing the caster with longer periods of protection. | ||
===Magi=== | ===Magi=== | ||
[[Image:D1-icon-mana.jpg|frame]] | [[Image:D1-icon-mana.jpg|frame]] | ||
Found only in charges on | Found only in charges on staves, the Magi charges work like drinking a full mana potion. They completely refill the mana of the caster, unlike the partial mana fill granted by the Mana charges. | ||
===Mana=== | ===Mana=== | ||
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==Diablo Demo Spells== | ==Diablo Demo Spells== | ||
Many of the spells in the demo were unbalanced and buggy, but they had some interesting effects not found in the final game. We don't have full stats for these, just the icons and a quick description of how they worked. Thanks to [http://www.ladyofthecake.com/diablo/spells.htm Lady of the Cake] for most of the info in this section. The following skills were only found in the demo, and are not in the final game, though a few of the icons were eventually reused. | Many of the spells in the demo were unbalanced and buggy, but they had some interesting effects not found in the final game. We don't have full stats for these, just the icons and a quick description of how they worked. Thanks to [http://www.ladyofthecake.com/diablo/spells.htm Lady of the Cake] and [http://www.diablo-evolution.com/index.php4?pageid=spells Diablo Evolution] for most of the info in this section. The following skills were only found in the demo, and are not in the final game, though a few of the icons were eventually reused. | ||
===Blood Boil=== | ===Blood Boil=== | ||
[[Image:D1-icon-blood-boil.gif]] | [[Image:D1-icon-blood-boil.gif]] | ||
An odd sort of proximity-based magical attack. When cast with enemies nearby, they would take huge damage, as though their blood was boiling from within. Presumably it did not work on undead, since skeletons pretty clearly lack blood. | An odd sort of proximity-based magical attack. When cast with enemies nearby, they would take huge damage, as though their blood was boiling from within. Presumably it did not work on undead, since skeletons pretty clearly lack blood. In the PR demo, apparently the spell was changed to (or first implemented as) a point and click spell. It would blow up the target from within, killing it instantly and dealing damage to the caster equal to (100 -(12,5*slvl))% of the target's maximum hp. Mana cost started at 18 and decreased by 2 per level. | ||
===Blood Ritual=== | ===Blood Ritual=== | ||
[[Image:D1-icon-blood-ritual.gif]] | [[Image:D1-icon-blood-ritual.gif]] | ||
A spell-casters aid, this one transferred health points to mana points. It | A spell-casters aid, this one transferred health points to mana points. It was taken out because the mana bonus was higher than the health cost, which meant it could be used together with Heal to give a character infinite health and mana. | ||
===Doom Serpents=== | ===Doom Serpents=== | ||
[[Image:D1-icon-doom-serpent.gif]] | [[Image:D1-icon-doom-serpent.gif]] | ||
This | A projectile spell that shot a missile consisting of two snakes corkscrewing around each other. This would home in on a target, possibly hitting two targets much like Elemental, but did not appear without a valid target. It damaged only beasts (and the Butcher). | ||
===Ethereal=== | ===Ethereal=== | ||
[[Image:D1-icon-ethereal.gif]] | [[Image:D1-icon-ethereal.gif]] | ||
Temporarily turned a character invulnerable. Graphics were a gold ring that fit exactly around the Mana Shield orb. | |||
===Invisibility=== | ===Invisibility=== | ||
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{{D1 masternav|Basics}} | |||
{{ | |||
[[Category:D1 Basics]] | [[Category:D1 Basics]] | ||
