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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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** Reading a spell book adds a small amount of mana to the available pool. (The amount is equal to the magical requirement to read level 1 of that book.) | ** Reading a spell book adds a small amount of mana to the available pool. (The amount is equal to the magical requirement to read level 1 of that book.) | ||
* Casting spells costs mana, an amount that's different for every spell, and which (generally) decreases (to a pre-set hard cap) at higher levels of the spell. | * Casting spells costs mana, an amount that's different for every spell, and which (generally) decreases (to a pre-set hard cap) at higher levels of the spell. | ||
* Spell levels max out at 15 from reading books. | * Spell levels max out at 15 from reading books. | ||
** Various unique and magical items add 1 or 2 to all spell levels. | ** Various unique and magical items add 1 or 2 to all spell levels. | ||
*** The most possible with legitimate equipment is +5, and the highest possible spell level is 20. +1 [[D1 Unique Armor|Naj's Light Plate]], +2 [[ | *** The most possible with legitimate equipment is +5, and the highest possible spell level is 20. +1 [[D1 Unique Armor|Naj's Light Plate]], +2 [[D1_Modifiers#.2B_Spell_Levels|Archangel's]] Staff, +2 [[D1 Unique Helms|Thinking Cap]].) | ||
* Most spells can be found on scrolls, which have magic requirements to cast, but do not cost mana | * Most spells can be found on scrolls, which have magic requirements to cast, but do not cost mana. | ||
** Some spells can only be found on scrolls and not in spell books. | ** Some spells can only be found on scrolls and not in spell books. | ||
* Most spells can be found in charges on items; on | ** Casting a spell from a scroll casts it at the level your character has learned up to (or level 1 if it's not a spell you have read a book for). | ||
** 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]]. | |||
* 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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# x = 2·Dex - 5·dlvl | # x = 2·Dex - 5·dlvl | ||
# if x > Rnd[100], trap is disarmed | # if x > Rnd[100], trap is disarmed | ||
===Sorcerer=== | ===Sorcerer=== | ||
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If max durability reaches 0, the item is destroyed. | If max durability reaches 0, the item is destroyed. | ||
===Bard=== | ===Bard=== | ||
[[Image:D1-icon-identify.gif|frame]] | [[Image:D1-icon-identify.gif|frame]] | ||
[[D1 Bard|Bards]] are only playable in Hellfire, once they've been enabled by the [[Command.txt]] file. The Bard can use the Identify skill inherently, with no mana cost. She thus saves herself ever having to pay Deckard Cain 100 gold. | [[D1 Bard|Bards]] are only playable in Hellfire, once they've been enabled by the [[Command.txt]] file. | ||
The Bard can use the Identify skill inherently, with no mana cost. She thus saves herself ever having to pay Deckard Cain 100 gold, and need not stay a while and listen at any time, other than when she needs his interaction to further a quest. | |||
===Barbarian=== | ===Barbarian=== | ||
[[Image:D1-icon-rage.gif|frame]] | [[Image:D1-icon-rage.gif|frame]] | ||
The Hellfire [[ | The Hellfire [[D1 Barbarian|Barbarian]] has a skill called Rage. This skill is a short term buff that boosts his strength, vitality, and dexterity for 12 seconds. After that time he enters a 12 second lethargy phase, when those same attributes are reduced by the same amount. Afterwards his vitality is supposed to suffer a permanent penalty, however due to a bug in Hellfire, clicking on any item in his inventory will reset the vitality loss. | ||
The calculations: | The calculations: | ||
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===Monk=== | ===Monk=== | ||
[[Image:D1-icon-search.jpg|frame]] | [[Image:D1-icon-search.jpg|frame]] | ||
The [[ | The [[D1 Monk|Monk]] has inherent access to the Search skill. It works just as it does for other characters; the Monk just doesn't need to read a book to learn it or spend mana to cast it. | ||
==Spell Damage== | ==Spell Damage== | ||
Determining your character's spell damage is notoriously difficult in Diablo and Hellfire, since the values scale up with character level. Determining the damage requires some math, which Jarulf explains in section 4.1.2 of his guide. How much good this explanation does you depends largely on how closely you're willing to embrace algebra. Since most readers feel their eyes glaze at the first equation, the calculation explanations are not reproduced here. | Determining your character's spell damage is notoriously difficult in Diablo and Hellfire, since the values scale up with character level. Determining the damage requires some math, which Jarulf explains in section 4.1.2 of [[Jarulf's Guide|his guide]]. How much good this explanation does you depends largely on how closely you're willing to embrace algebra. Since most readers feel their eyes glaze at the first equation, the calculation explanations are not reproduced here. | ||
The calculations are presented for each skill below, if you're mathematically-inclined type who can find some use from them. | The calculations are presented for each skill below, if you're mathematically-inclined type who can find some use from them. | ||
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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. | ||
===Diablo | ===Diablo Spell Costs=== | ||
{| | {| | ||
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| '''Mana Shield''' | | '''Mana Shield''' | ||
| align="center" | 33 | | align="center" | 33 | ||
| align="center" | O | |||
| align="center" | 33 | | align="center" | 33 | ||
| align="center" | 1 / 1 / 1 | | align="center" | 1 / 1 / 1 | ||
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|} | |} | ||
===Hellfire | ===Hellfire Spell Costs=== | ||
The following spells are found in Hellfire. Apocalypse and Nova are found in Diablo, but not in book form. See above for figure and column explanations. | The following spells are found in Hellfire. Apocalypse and Nova are found in Diablo, but not in book form. See above for figure and column explanations. | ||
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==Magic Requirements for Spellbooks== | ==Magic Requirements for Spellbooks== | ||
A handy chart from Jarulf's Guide. This lists the magic required to read every level of spellbook in Diablo and Hellfire. The formula is very simple: books have a set amount at level 1, which then increases 20% per level. Any values over | A handy chart from Jarulf's Guide. This lists the magic required to read every level of spellbook in Diablo and Hellfire. The formula is very simple: books have a set amount at level 1, which then increases 20% per level. Any values over 212 are automatically set to 255. (The initial amount is also how much mana the blue bulb fills up when a character reads a book of that type.) | ||
In Diablo, Rogues and Warriors can not achieve 255 magic no matter what equipment they assemble, (Rogues can get to 245, Warriors to 225) so can not read higher level spellbooks and must hunt for [[D1 Shrines|Enchanted Shrines]] to boost their spells to 15. In Hellfire all of the characters except the Barbarian can get to over 255 magic, thanks to some of the new uniques. See all the [[Diablo_Characters#Max_Stats_with_Equipment|max possible attributes here]]. | In Diablo, Rogues and Warriors can not achieve 255 magic no matter what equipment they assemble, (Rogues can get to 245, Warriors to 225) so can not read higher level spellbooks and must hunt for [[D1 Shrines|Enchanted Shrines]] to boost their spells to 15. In Hellfire all of the characters except the Barbarian can theoretically get to over 255 magic, thanks to some of the new uniques. (In practice this is unattainable, since [[D1_Unique_Jewelry#Xorine.27s_Ring|Xorine's Ring]] is virtually unfindable due to a bug in the item generation routine.) See all the [[Diablo_Characters#Max_Stats_with_Equipment|max possible attributes here]]. | ||
{| width="100%" | {| width="100%" | ||
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|} | |} | ||
== | ==Diablo Spells== | ||
Information and relevant calculations for every spell in the game. Calculations from [[Jarulf's Guide]]. | Information and relevant calculations for every spell in the game. Calculations from [[Jarulf's Guide]]. | ||
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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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* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
[[Image:D1-rogue-corpse-cover2.gif|center|frame|Witches fire Bloodstars at a covering Rogue.]] | |||
===Bone Spirit=== | ===Bone Spirit=== | ||
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* '''Speed: '''16 | * '''Speed: '''16 | ||
* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
===Chain Lightning=== | ===Chain Lightning=== | ||
[[Image:D1-icon-chain-lightning.gif|frame]] | [[Image:D1-icon-chain-lightning.gif|frame]] | ||
The biggest killing lightning | The biggest killing lightning spell in the game, and a spell that can deal the most damage per cast. Chain Lightning sends one bolt where your cursor points, and another one for each target in range (range is calculated without regard for walls or other obstacles), each time it is cast. The range increases with more points in the spell, as does the damage per bolt. This spell would clear entire levels in a single use if not for the "sprite limit" in Diablo/Hellfire. The game's engine will only display 255 sprites at once, and since each bolt from the Chain Lightning creates quite a few sprites, numerous "gaps" appear in the bolts. As a result, some strategy is required to use Chain Lightning effectively. | ||
Players need to know where the monsters are around them, whether they are on the other side of a wall or not. For instance, it's wise to | Players need to know where the monsters are around them, whether they are on the other side of a wall or not. For instance, it's wise to stand beside a wall so not many sprites will appear in that direction when you want to fire them forward. Alternatively, hordes of monsters on the other side of a wall can be very useful if you maneuver so that the nearby monsters are between you and that wall with the monsters past it. | ||
The damage from each bolt is calculated multiple times per bolt, as they appear to move past. According to Jarulf's Guide, each bolt does a hit check each 0.05 seconds, for a total of [slvl/2] + 6 times per bolt. | * See the [[Chain Lightning Tutorial]] for much more detail on this, with numerous screenshots. | ||
The damage from each bolt is calculated multiple times per bolt, as they appear to move past. According to [[Jarulf's Guide]], each bolt does a hit check each 0.05 seconds, for a total of [slvl/2] + 6 times per bolt. | |||
* '''Spell: '''Chain Lightning | * '''Spell: '''Chain Lightning | ||
* '''Type: '''Lightning | * '''Type: '''Lightning | ||
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* '''Blockable: '''No | * '''Blockable: '''No | ||
[[Image:D1-chain-lightning2.gif|frame|center|One bolt shoots at each enemy in range. Positioning your character in a corner or against a wall, so the bolts concentrate on a few targets, instead of shooting in every direction, is an essential tactic.]] | |||
===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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* '''Speed: '''8 | * '''Speed: '''8 | ||
* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
See the [[Charged Bolt Tutorial]] for very detailed information about and strategy tips for using this spell. | |||
===Elemental=== | ===Elemental=== | ||
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* '''Speed: '''16 + 2·slvl | * '''Speed: '''16 + 2·slvl | ||
* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
===Fire Wall=== | ===Fire Wall=== | ||
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* '''Number of flames: '''11 | * '''Number of flames: '''11 | ||
* '''Blockable: '''No | * '''Blockable: '''No | ||
===Flame Wave=== | ===Flame Wave=== | ||
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* '''Number of flames: '''5 + [slvl/2] | * '''Number of flames: '''5 + [slvl/2] | ||
* '''Blockable: '''Yes | * '''Blockable: '''Yes | ||
===Flash=== | ===Flash=== | ||
[[Image:D1-icon-flash.gif|frame]] | [[Image:D1-icon-flash.gif|frame|left]] | ||
Flash is a sort of 1-space radius Nova spell, hitting anything in melee range with magical damage. This appears to be a powerful spell, by the damage display, but it's hampered by bugs and does far less damage than displayed. As most players have noticed, when basking in the ineffective version of it cast by monster mages. | Flash is a sort of 1-space radius Nova spell, hitting anything in melee range with magical damage. This appears to be a powerful spell, by the damage display, but it's hampered by bugs and does far less damage than displayed. As most players have noticed, when basking in the ineffective version of it cast by monster mages. | ||
There are actually two spells cast; the first hits targets | There are actually two spells cast; the first hits targets the left and below the character, while the second (less damaging) flash hits the three to the upper right. | ||
* See the [[Flash Tutorial]] for more details and illustrative screenshots. | |||
Like other timed spells, Flash hits once every .05 seconds, for a total of 19 attempts in just less than a second. | |||
* '''Spell: '''Flash | * '''Spell: '''Flash | ||
* '''Type: '''magic | * '''Type: '''magic | ||
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* '''Duration: '''0.95 seconds | * '''Duration: '''0.95 seconds | ||
* '''Blockable: '''No | * '''Blockable: '''No | ||
===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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** '''mlvl: '''12 (modified for difficulty) | ** '''mlvl: '''12 (modified for difficulty) | ||
** '''HP regeneration: '''1.9, 4.1 and 6.6 each second on normal, nightmare and hell difficulty (same as for normal monster) | ** '''HP regeneration: '''1.9, 4.1 and 6.6 each second on normal, nightmare and hell difficulty (same as for normal monster) | ||
** '''Walk Speed:''' 0.80 (this is slower than most monsters) | |||
** '''Hit Recovery Time:''' 0.0 (instantaneous) | |||
** '''Attack Time:''' 0.60 | |||
** '''Hit Time:''' 0.35 | |||
** '''Resistances: '''None | ** '''Resistances: '''None | ||
** '''Immunities: '''Apocalypse, Stone Curse and Telekinesis | ** '''Immunities: '''Apocalypse, Stone Curse and Telekinesis | ||
===Guardian=== | ===Guardian=== | ||
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===Healing=== | ===Healing=== | ||
[[Image:D1-icon-healing.gif|frame]] | [[Image:D1-icon-healing.gif|frame]] | ||
An essential skill for all non-mana shield using characters, and even those types enjoy it, from time to time. Higher levels (Slvl and Clvl) lower the mana cost and increase the healing, so it's useful to build this one up even for Warriors, Barbarians, and other rock-headed melee fighters. | An essential skill for all non-mana shield using characters, and even those types enjoy it, from time to time. Higher levels (Slvl and Clvl) lower the mana cost and increase the healing, so it's useful to build this one up even for Warriors, Barbarians, and other rock-headed melee fighters. Reading lots of Healing books is mandatory for Barbarians, since the cost of Healing increases with the Character Level. As these screenshots illustrate, a level 29 Barbarian with typical equipment can't even come close to casting a Healing spell, at [[:Image:D1-barb-healing-cost2.gif|level 3]] or even [[:Image:D1-barb-healing-cost1.gif|level 6]], since his high level makes the spell cost far more mana than he can scratch up. | ||
Healing is cast when the spell is triggered, but only grants the healing effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation. | Healing is cast when the spell is triggered, but only grants the healing effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation. | ||
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** Rogue and Bard: 1.5 | ** Rogue and Bard: 1.5 | ||
** Sorcerer: 1.0 | ** Sorcerer: 1.0 | ||
===Heal Other=== | ===Heal Other=== | ||
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It is quite useful for one thing; luring Diablo out of his square, since he is the only monster affected by Holy Bolt on his level (or anywhere in the game deeper than about Dlvl 7). It can't kill him in any reasonable amount of time, but it will wake him up and bring him out without disturbing the knights and Advocates around him. | It is quite useful for one thing; luring Diablo out of his square, since he is the only monster affected by Holy Bolt on his level (or anywhere in the game deeper than about Dlvl 7). It can't kill him in any reasonable amount of time, but it will wake him up and bring him out without disturbing the knights and Advocates around him. | ||
Nothing resists Holy Bolt in ''Diablo''. In ''Hellfire'', Diablo and the Bone Demons are resistant to it. | Nothing resists Holy Bolt in ''Diablo''. In ''Hellfire'', Diablo and the [[Skullwing|Bone Demons]] are resistant to it. | ||
* '''Spell: '''Holy Bolt | * '''Spell: '''Holy Bolt | ||
* '''Type: '''Special | * '''Type: '''Special | ||
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* '''Max. Damage: '''18 + clvl | * '''Max. Damage: '''18 + clvl | ||
* '''Speed: '''16 + 2·slvl | * '''Speed: '''16 + 2·slvl | ||
===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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===Phasing=== | ===Phasing=== | ||
[[Image:D1-icon-phasing.gif|frame]] | [[Image:D1-icon-phasing.gif|frame]] | ||
This spell is a random teleport. Using it instantly transports the player to a random location somewhere on the visible screen. It's only utility is | This spell is a random teleport. Using it instantly transports the player to a random location somewhere on the visible screen. It's only utility is as an emergency escape spell, if your character is surrounded by enemies. Since Phasing is non-targeting, it casts .05 faster than Teleport, and can therefore be useful to escape when stunlocked. Warp is a better choice in Hellfire, since it will take you further away, and to a predictable location.<br> | ||
Spell: Phasing | '''Spell:''' Phasing<br> | ||
Type: n/a | '''Type:''' n/a | ||
===Resurrect=== | ===Resurrect=== | ||
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===Stone Curse=== | ===Stone Curse=== | ||
[[Image:D1-icon-stone-curse.gif|frame]] | [[Image:D1-icon-stone-curse.gif|frame]] | ||
A hugely useful spell, Stone Curse turns the targeted monster to stone, rendering them statues: helpless, immobile, and defenseless. Immunities are not countered, but stoned monsters have zero Armor Class and will be hit by every attack. | A hugely useful spell, Stone Curse turns the targeted monster to stone, rendering them statues: helpless, immobile, and defenseless. Immunities are not countered, but stoned monsters have zero Armor Class and will be hit by every attack. They remain material objects, and must be walked around by other monsters. A row of stoned monsters can provide a useful barrier against enemies. | ||
Diablo, Na-Krul, and other players are immune to stone curse. Monsters that are already stoned, or who are charging or phasing in or out are temporarily immune to stone curse. Mages will dodge it at times; teleporting once, then again if you attempt to stone them as soon as they reappear. Allow them to rematerialize long enough to attempt to cast a spell, then stone them. | |||
You can not cast it on your own Golem. | |||
Stone Curse can not be cast again on a monster that's already stunned. You must wait for it to wear off before casting it again on the same target. | |||
'''Spell:''' Stone Curse<br> | |||
Spell: Stone Curse | '''Type:''' n/a<br> | ||
Type: n/a | '''Duration:''' 4.8 + 0.8·slvl seconds (12 sec max) | ||
Duration: 4.8 + 0.8·slvl seconds (12 sec max) | |||
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When used on monsters TK can knock them back. This does no damage, but counts as a form of damage sufficient to enable the TK'er to receive experience when another player kills the monster. Using TK on a stone cursed monster will immediately remove the Stone Curse effect. Some superunique monsters are immune to TK: Snotspill, Gharbad the Weak, Zhar the Mad, Warlord of Blood, Lachdanan, Arch-Bishop Lazarus, Blackjade and Red Vex. | When used on monsters TK can knock them back. This does no damage, but counts as a form of damage sufficient to enable the TK'er to receive experience when another player kills the monster. Using TK on a stone cursed monster will immediately remove the Stone Curse effect. Some superunique monsters are immune to TK: Snotspill, Gharbad the Weak, Zhar the Mad, Warlord of Blood, Lachdanan, Arch-Bishop Lazarus, Blackjade and Red Vex. | ||
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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== | ||
Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. Some existing Diablo spells were also modified in Hellfire, as noted in the above section. Apocalypse and Nova are findable in book form in Hellfire, when they were only scrolls/staff charges in Diablo. | Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. Some existing Diablo spells were also modified in Hellfire, as noted in the above section. Apocalypse and Nova are findable in book form in Hellfire, when they were only scrolls/staff charges in Diablo. | ||
Lore from the Hellfire manual is included when available. (Only some Hellfire spells were described thusly.) | |||
::''As the eternal struggle between the forces of Light and Darkness rages on, all of the powers in the universe bend and twist in the storm of their conflict. The realms of the physical plane warp and merge with the planes of the ethereal, and chaos grows stronger while magical essence seeps into every corner of reality. In the past, those who studied the arts of magical and wielded the forces of the arcane were capable of learning and retaining only four pages of spells, and thsi only through tremendous difficulty and long hours of study. Now, as more spells and sources of Mana are created or unearthed from ancient places of power, many magic users have found that they can obtain and remember a fifth page. | |||
===Berserk=== | ===Berserk=== | ||
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Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked. | Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked. | ||
::''The use and control of the magical forces of Mana have many manifestations, almost all of which involved channeling this etheral energy into concentrated and focused forms, such as the many spells realted to Fire or Lightning. However, as the Horadrim experimented and mastered the arcane powers, they discoverd that nearly any forces could be controlled and reshaped or re-oriented, including mental and bodily energy. | |||
::''With this understanding, they soon created spells to influence the thoughts and actions of other creatures. The most aggressive of those magics caused a target creature to gain a burst of great strength and go made with rage. Frenzied with blood lust, the creature willing attacks any nearby living being, whether friend or foe. Entities with natural evil intent and weak minds ended to fall under the influence of this spell easily, and the Horadrim had great success using this maddening incantation to incite Demons and other foul creatures of blackness to blindy attack one another during the heat of combat. A warning to novices seeking to use this dangerous spell: the fury of an affected creature knows no bounds, and if not careful or safely distant, the caster of this spell may very well end up being the target of the berserk creature's rage. | |||
===Immolation=== | ===Immolation=== | ||
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* '''Number of bolts:''' 92 | * '''Number of bolts:''' 92 | ||
* '''Speed: '''16 + slvl | * '''Speed: '''16 + slvl | ||
::''Harnessing the forces of Mana and converting their energy into the form of Fire has been a skill long practiced by even the most inexperienced of magic-users. Absolute control and manipulation of the magical Fire is another matter entirely, and only the most learned of the great mages have attained such ability. Of the many spells that channel flame into the form of a weapon, the most effective, perhaps, is Immolation. Radiating outward from the caster, multitudes of Fireballs tear through the air, forming a circular swath of destruction as they explode on impact and burn any creatures in their paths. | |||
===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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===Lightning Wall=== | ===Lightning Wall=== | ||
[[Image:D1-icon-light-wall.jpg|frame]] | [[Image:D1-icon-light-wall.jpg|frame]] | ||
An extremely damaging spell to any target foolish enough to stand still in it. Multiple Lightning Walls can be stacked on top of each other, increasing the damage proportionally. Most monsters will not advance into the lightning, but this AI can be used against them. Simply cast a Lightning Wall in front of them, and then cast one on top of them. They will stand and sizzle since they're not smart enough to move backwards out of the fire. This is a very popular way to kill Diablo himself. The central sprite of the Lightning Wall does double damage, so be sure you target the monster you are using. | An extremely damaging spell to any target foolish enough to stand still in it. Multiple Lightning Walls can be stacked on top of each other, increasing the damage proportionally. Most monsters will not advance into the lightning, but this AI can be used against them. Simply cast a Lightning Wall in front of them, and then cast one on top of them. They will stand and sizzle since they're not smart enough to move backwards out of the line of fire. This is a very popular way to kill Diablo himself. The central sprite of the Lightning Wall does double damage, so be sure you target the monster you are using it on. | ||
Like Firewall, Lightning Walls work best when cast in a straight line, rather than | 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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* '''Number of bolts: '''11 | * '''Number of bolts: '''11 | ||
* '''Blockable: '''No | * '''Blockable: '''No | ||
::''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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* '''Duration: '''slvl·clvl hits. Or until you leave the current dungeon level. | * '''Duration: '''slvl·clvl hits. Or until you leave the current dungeon level. | ||
::''By nature, magic users are usually not gifted in physical skills such as hand-to-hand combat, focusing rather on mental discipline in order to further their understanding and control of mystic powers. However, even the most adept of mages often find themselves sin great physical danger while exploring savage places searching for arcane knowledge. | |||
::''To compensate for this vulnerability, the Vizjerei developed a form of telekinetic magic that bends the force of a physical attack back onto the attackers. Aided by this reflective spell, even the meager melee combat skills of a mage can prove to be quite effective. An aggressive creature becomes the victim of not only the mage's blows, but also of its own. | |||
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* '''Number of flames: '''22 | * '''Number of flames: '''22 | ||
* '''Blockable: '''No | * '''Blockable: '''No | ||
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* '''Duration:''' 12.25 + 10·slvl + clvl seconds | * '''Duration:''' 12.25 + 10·slvl + clvl seconds | ||
::''Over the ages, many mystical cultures have delved into the nature of matter and energy while exploring the manifestations of magic. Out of this research came the ability to attain heightened perceptions, and, for those individuals of appropriate mental and spiritual discipline, this ability has proved to be a tremendous asset. For instance, the Monks of the Brotherhood of the Bough learned to focus their perceptions and concentration to such an extent that they could clearly see almost any visible object, no matter how distant, camouflaged, or obscured. The Vizjerei studied and learned from these people, and managed to bend the arcane forces into spells that could mimic their fine mental disciplines. Thus, magic users can include in their arcane arsenal the spell of Search, which, which invoked, makes clear to the caster all items and objects lying about. This spell has often proved to be invaluable to the adventurer wandering through dark, cluttered places eking treasures. | |||
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The key to using it well in that way is to get away from the stairs going up. Teleport or hustle to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down, if they're closer than the ones you started from. If you return to the starting spot, then run in a different direction and try it again. | The key to using it well in that way is to get away from the stairs going up. Teleport or hustle to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down, if they're closer than the ones you started from. If you return to the starting spot, then run in a different direction and try it again. | ||
::''In ancient times the Horadrim built many magical gateways, and though the secret of their construction is long lost, many uses and manipulations of these portals have evolved over the centuries. Akin to the spell of Town Portal is the spell of Warp, though far less versatile as a means of exact teleportation between two specific destinations.Rather, Warp sends the caster on a one way trip to teh nearest exit from a place. Immediately thereafter, the portal is closed and dissipated, leaving the traveler with only conventional means with which to return to the point of casting. Limited as a means of travel, this spell can, however, prove to be extremely useful in finding an exit when the caster is lost or besieged in a dark and dangerous place such as a dungeon or cave. Unfortunately, the forces drawn upon by the warp sell make no distinction between types of exits, since they merely focus their energies on the nearest at hand. As often as not, the caster is sent to an exit downward, which almost always leads to even greater perils. | |||
==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, | 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=== | ||
[[Image:D1-icon-invisible.gif | [[Image:D1-icon-invisible.gif]] | ||
From an early vision of Diablo, when stealth and tactics were part of the plan, rather than massive brute force destruction. If the icon looks familiar, it was used for the Sorceress' teleport skill in ''Diablo II''. | From an early vision of Diablo, when stealth and tactics were part of the plan, rather than massive brute force destruction. If the icon looks familiar, it was used for the Sorceress' teleport skill in ''Diablo II''. | ||
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{{D1 masternav|Basics}} | |||
{{ | |||
[[Category:D1 Basics]] | [[Category:D1 Basics]] | ||
[[Category:D1 Items]] | [[Category:D1 Items]] | ||
[[category:D1 Basics]] | |||
[[category:D1 Uniques]] | [[category:D1 Uniques]] | ||
[[Category:Hellfire]] | [[Category:Hellfire]] | ||
[[category:Diablo I]] | [[category:Diablo I]] | ||
