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==Attributes== | |||
The characters derive different benefits from the points they add to their various attributes. For example, Warriors get more life per vitality point than Sorcerers, who get more mana per magic point than do Warriors. Attribute points from leveling up and elixirs are treated the same as points added by equipment. | The characters derive different benefits from the points they add to their various attributes. For example, Warriors get more life per vitality point than Sorcerers, who get more mana per magic point than do Warriors. Attribute points from leveling up and elixirs are treated the same as points added by equipment. | ||
* The Barbarian can not add any magic points, but can gain magic from equipment. The mana he derives from his magic points is the same as a warrior's, in that regard. | |||
* The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC as high as the other characters. His highest AC still comes from high defense plate, but his AC will be much lower than any other character's in the same chain or plate armor equipment. (Though much higher when naked or in light armor). | |||
** Unique armor plate is counted as mail, and unique mail as leather, in this penalty calculation. | |||
* Barbarians only receive half AC from their shields. | |||
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===Max Attainable Attributes=== | |||
255 magic is required to read higher than level 5 or 6 in most spells. Rogues and Warriors can not attain that in Diablo, but can in Hellfire, with the right equipment. | |||
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==To Hit== | |||
Being able to hit your target is of the utmost importance in Diablo and Hellfire. Adding dexterity (and leveling up) helps with this for combat characters, and putting more points into magic (and leveling up) helps with spells. Some characters have hidden bonuses to various types of attack; see below. | |||
* To/hit calculations: | * To/hit calculations: | ||
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*** (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.) | *** (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.) | ||
Hidden to/hit modifiers | |||
===Hidden Hit/Block Modifiers=== | |||
Hidden to/hit modifiers are always in effect, but are never displayed in the character window. | |||
* Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays. | |||
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Blocking and hit recovery | ==Blocking and hit recovery== | ||
Blocking refers to how much time must pass between hits for another successful block to take place. The blocking animation will not always display when you block successfully, though there is usually a sound heard. Characters can not block while walking. Characters can block while in mid-attack or spell-casting animation, but will not show the blocking animation. | |||
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* <nowiki>** The Barbarian has an inherently property that's equivalent to a character using the "of stability" suffix when he equips an axe or a club. Therefore, items "of balance" or "of stability" will drop him to 0.20 recovery time when wielding an axe or club. ("of harmony" will take him down to 0.15 in that situation).</nowiki> | * <nowiki>** The Barbarian has an inherently property that's equivalent to a character using the "of stability" suffix when he equips an axe or a club. Therefore, items "of balance" or "of stability" will drop him to 0.20 recovery time when wielding an axe or club. ("of harmony" will take him down to 0.15 in that situation).</nowiki> | ||
* <nowiki>*** In Diablo (but not HF) simultaneously equipping one or more items of all 3 modifiers: "of balance," "of stability," and "of harmony," reduces hit recovery times to 0.05 faster than harmony alone. Warrior 0.10, Rogue 0.15, and Sorcerer 0.20.</nowiki> | * <nowiki>*** In Diablo (but not HF) simultaneously equipping one or more items of all 3 modifiers: "of balance," "of stability," and "of harmony," reduces hit recovery times to 0.05 faster than harmony alone. Warrior 0.10, Rogue 0.15, and Sorcerer 0.20.</nowiki> | ||
