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Max. Healing: bonus·(10 + 4·clvl + 6·slvl) | Max. Healing: bonus·(10 + 4·clvl + 6·slvl) | ||
Real Healing: bonus·(Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1) + 1) | Real Healing: bonus·(Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1) + 1) | ||
* Bonus: Characters with higher bonuses gain more hit points per heal, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.) | * Bonus: Characters with higher bonuses gain more hit points per heal, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations|Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.) | ||
** Warrior, Monk and Barbarian: 2.0 | ** Warrior, Monk and Barbarian: 2.0 | ||
** Rogue and Bard: 1.5 | ** Rogue and Bard: 1.5 | ||
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===Heal Other=== | |||
This spell is only found in multiplayer. It works much like Healing, except that casting it gives a target for the pointer, and the benefit will be granted to whichever player is clicked on. It can be hard to click on a friend, if they're moving or there are monsters crowded around them, and few players will wait on this spell, since drinking a potion is instantly beneficial. | |||
Spell: Heal Other | |||
Type: n/a | |||
Mana Cost: 8 + 2·clvl - 3·slvl | |||
Min. Healing: bonus·(1 + clvl + slvl) | |||
Max. Healing: bonus·(10 + 4·clvl + 6·slvl) | |||
Real Healing: bonus·(Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1) + 1) | |||
* Bonus: Characters with higher bonuses gain more hit points per heal, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations|Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.) | |||
** Monk: 3.0 | |||
** Warrior and Barbarian: 2.0 | |||
** Rogue and Bard: 1.5 | |||
** Sorcerer: 1.0 | |||
===Holy Bolt=== | |||
A projectile spell that fires a gray Firebolt. This one hits only the undead though, and the damage scales up quite quickly, so most sorcerers find it quite useful in the early going. The utility is quite limited by the fact that Fireball does much more damage as soon as it comes online, but moreover by the fact that there are no undead monsters found in the Caves or Hell. Hellfire added a few in the Hive and Crypt, but Holy Bolt doesn't do enough damage to be very effective in the late game. | |||
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. | |||
Spell: Holy Bolt | |||
Type: Special | |||
Min. Damage: 9 + clvl | |||
Max. Damage: 18 + clvl | |||
Speed: 16 + 2·slvl | |||
===Identify=== | |||
In Diablo and Hellfire, items can be equipped and used without being identified. However, 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. | |||
Identify is not found on spellbooks, and can only be cast from staff charges or scrolls. | |||
===Inferno=== | |||
Inferno looks like a powerful flamethrower of a spell, but it actually emits a fairly weak puff of flame that's less damaging than most other flame spells, and far less than Lightning Bolt. | |||
The spell always has the same range and duration, regardless of the Slvl or Clvl. The differences in damage are by distance from the caster. Inferno blows three spaces, and spends longer in each of them, progressively. Like other duration spells in Diablo, there is a damage check every .05 seconds, so Inferno hits 20, 25, and 30 times, moving away from the caster. | |||
Spell: Inferno | |||
Type: fire | |||
Min. Damage: 3 | |||
Max. Damage: 6 + 3·clvl/2 | |||
Real Damage: (3·(Rnd[clvl]+Rnd[2]) + 6)/16 | |||
Range: 3 | |||
Duration: 1, 1.25 and 1.50 seconds | |||
Blockable: No | |||
===Infravision=== | |||
Infravision shows every monster on the screen, even those over walls or otherwise out of the line of sight. Monsters in sight display normally; monsters out of your sight show up in bright red. Their names and stats do not highlight, but recognizing them by type is easy enough. | |||
Infravision is only found only on scrolls, staff charges, and as the benefit after drinking from a [[D1_Shrines#Springs_and_Pools|Murky Pool]]. It's never found in book form. | |||
Spell: Infravision | |||
Type: n/a | |||
Duration: Rec(slvl, 79.2) seconds | |||
* Murky pools: (Duration depends on the level the pool is found on. Murky pools never appear in the Hive or Crypt levels.) | |||
** Church: slvl = 2 | |||
** Catacombs: slvl = 4 | |||
** Caves: slvl = 6 | |||
** Hell: slvl = 8 | |||
===Lightning=== | |||
Lightning fires a wide strip of lightning at high speed in a straight line. Lightning passed through all soft targets, only vanishing once it runs into a wall or other solid object. It's the first really useful combat spell most Sorcerers learn. The listed damage isn't that much higher than Firebolt or other early spells, but this one's ability to hit multiple targets, and to hit each one multiple times, makes it quite powerful. | |||
Each bolt hits multiple times, calculating the damage every .05 seconds, for a total [slvl/2]+6 times. | |||
Spell: Lightning | |||
Type: lightning | |||
Min. Damage: 4 | |||
Max. Damage: 4 + 2·clvl | |||
Real Damage: Rnd[clvl]+ Rnd[2] + 2Speed: 32 | |||
Duration: ([slvl/2]+6)/20 seconds | |||
Speed: 32 | |||
Blockable: No | |||
===Mana Shield=== | |||
A defensive spell, Mana Shield allows the caster to lessen the damage taken, and causes all damage taken to deduct from the mana pool, rather than from the life. This spell is mandatory for higher level Sorcerers who usually have hundreds of more points in mana than life, but can also be used by Rogues and other characters with moderately high mana who need or want an extra defensive buffer. | |||
Mana Shield turns off each time your character leaves a level, so be sure you recast it first thing after you take the stairs down. Countless Sorcerers have stupidly lost their lives teleporting right into battle without first engaging their Mana Shield on the new level. | |||
If a character takes damage greater than their current life, they will neither be stunned nor pushed back by it. This can be exploited with mana shield and -life equipment (or bugs, such as the yellow zombies removing 1 life point permanently with each hit in early versions of Diablo). | |||
Spell: Mana Shield | |||
Type: n/a | |||
Damage reduction in Diablo: 33% | |||
Damage reduction in Hellfire: Bugged. The spell is supposed to increase the damage reduction with increasing levels, but actually does the opposite. Formula: 100/(3· slvl)% The max slvl is 7, in this formula. | |||
Duration: Infinite. Only ends when mana drops to zero, or when you leave the current dungeon level. | |||
===Nova=== | |||
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 staffs in Diablo. In Hellfire it can be found in book form. | |||
Spell: Nova | |||
Type: lightning | |||
Min. Damage: 5·Rec(slvl, 2 + [clvl/2]) | |||
Max. Damage: 5·Rec(slvl, 15 + [clvl/2]) | |||
Quick Min. Damage: 5·(2 + clvl/2) · (9/8)^slvl | |||
Quick Max. Damage: 5·(15 + clvl/2) · (9/8)^slvl | |||
Real Damage: Rec(slvl, (Itt(5, Rnd[6]) + clvl + 5)/2) | |||
Number of bolts: 92 | |||
Speed: 16 | |||
Blockable: No | |||
===Phasing== | |||
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 an an emergency escape spell, if your character is surrounded by enemies. Since Phasing is non-targeting, it's thought to be slightly faster to cast than Teleport. | |||
Spell: Phasing | |||
Type: n/a | |||
===Resurrect=== | |||
Only available in Multiplayer. Resurrect is targeted on a dead character's corpse. It will always bring them back to life, there's no skill or level check. Resurrected characters have 10 hit points (or less, if their maximum life is lower than 10) and no mana. | |||
===Stone Curse=== | |||
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. | |||
You can not cast it on your own Golem. | |||
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. | |||
Spell: Stone Curse | |||
Type: n/a | |||
Duration: 4.8 + 0.8·slvl seconds (12 sec max) | |||
===Telekinesis=== | |||
A spell used to pick up items from a distance, or to throw switches, pull levers, activate shrines, etc. It works over walls on any item or object you can see. Very useful to retrieve items after dying, to open up Diablo's box without entering the other boxes, to use shrines or grab books from bookshelves from a distance. Players must have enough space to hold the item they attempt to pick up with TK. | |||
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. | |||
===Teleport=== | |||
One of the most useful skills in the game; teleport allows your character to move to any location you can point to, whether you have a line of sight there or not. Great to move quickly around the levels, to escape monsters, to back up to gain more room to fire spells or arrows, etc. | |||
When cast by selecting Teleport on the right skill icon, the spell will be cast instantly with a right click. When cast by right clicking on a scroll in the inventory or belt, the cursor becomes a targeting arrow and the character moves with the next right click of the mouse. | |||
===Town Portal=== | |||
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. | |||
==Hellfire Spells== | |||
Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. | |||
===Berserk=== | |||
Berserk is a curse-like spell that resets a monster's AI, and makes them hostile to their own kind. Monsters will fight other monsters when Berserked, but they are not necessarily on the character's side; they simply attack whatever is nearest. This spell is best used as a decoy or diversion; turning an army of monsters with Berserk can be amusing, but it's not an especially viable strategy. | |||
Berserked monsters deal enhanced damage, (20-30% + Slvl). Players do not receive experience for monsters killed by a Berserker. Berserkers are not immune to player damage, and can be killed just like any other monster. | |||
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. | |||
===Immolation=== | |||
A fire-based version of Nova; this spell shoots out a ring of Fireballs. They are much less damaging than actual Fireballs, and do the same damage as Nova, but look just like Fireballs. | |||
Spell: Immolation | |||
Type: fire | |||
Min. Damage: 5·Rec(slvl, 2 + clvl/2) | |||
Max. Damage: 5·Rec(slvl, 15 + clvl/2) | |||
Quick Min. Damage: 5·(2 + clvl/2) · (9/8)^slvl | |||
Quick Max. Damage: 5·(15 + clvl/2) · (9/8)^slvl | |||
Real Damage: Rec(slvl, (Itt(5, Rnd[6]) + clvl + 5)/2) | |||
Number of bolts: 92 | |||
Speed: 16 + slvl | |||
===Jester=== | |||
Jester is only found on staffs. Jester staffs 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: | |||
* Firebolt: 20% | |||
* Apocalypse: 10% | |||
* Chain lightning: 10% | |||
* Fireball: 10% | |||
* Fire Wall: 10% | |||
* Guardian: 10% | |||
* Teleport: 10% | |||
* Town Portal: 10% | |||
* Stone Curse: 10% | |||
===Lightning Wall=== | |||
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. | |||
Like Firewall, Lightning Walls work best when cast in a straight line, rather than diagona, 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 fire from a trap (thus "of thieves" item will half it). Each space in the flame hits every .05 second for the duration. | |||
Spell: Lightning Wall | |||
Type: lightning | |||
Min. Damage: 4 + 2·clvl | |||
Max. Damage: 40 + 2·clvl | |||
Real Damage: (Rnd[10] + Rnd[10] + clvl + 2)/4 | |||
Duration: 12.75 + 12.75·slvl seconds | |||
Number of bolts: 11 | |||
Blockable: No | |||
===Magi=== | |||
Found only in charges on staffs, 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=== | |||
A spell that works just like healing, but one that refills the mana globe instead of the life bulb. | |||
The Mana spell is cast when the spell is triggered, but only grants the mana filling 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. | |||
Spell: Mana | |||
Type: n/a | |||
Min. Mana: bonus·(1 + clvl + slvl) | |||
Max. Mana: bonus·(10 + 4·clvl + 6·slvl) | |||
Real Mana restore: bonus·(Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6] + 1) + Rnd[10] + 1) | |||
* Bonus: Characters with higher bonuses gain more hit points per mana, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations|Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.) | |||
** Sorcerer: 2.0 | |||
** Rogue and Bard: 1.5 | |||
** Warrior, Monk and Barbarian: 1.0 | |||
===Reflect=== | |||
This spell creates an armor icon that floats above the character's head, much like the mana shield graphic. It's used by melee fighters and other characters who wish to reduce the damage they take from being hit by melee attackers. | |||
Reflect reduces melee damage by 20-29% and reflects that much of the damage back to the attacking monster. The spell lasts for a given number of hits, or until you leave the current dungeon level. It's a good idea to recast this one after each major battle, lest it expire in mid-battle and leave you surrounded and taking extra damage per hit. | |||
A higher Slvl allows the spell to take more hits before expiring. Blocking counts as a hit to Reflect. | |||
Spell: Reflect | |||
Type: n/a | |||
Duration: slvl·clvl hits. Or until you leave the current dungeon level. | |||
===Ring of Fire=== | |||
Ring of Fire casts a circular Firewall all around the player. It does the same damage and has the same duration as Firewall, but there are gaps in the circle that monsters will enter through, so it's not a very effective defense, in of itself. Players will take damage from their own Rings of Fire, with that damage treated as though it had been inflicted by a trap. | |||
The flame does a damage check every .05 seconds for a total of 160 + 160·slvl times. | |||
Spell: Ring of Fire | |||
Type: fire | |||
Min. Damage: 4 + clvl·2 | |||
Max. Damage: 40 + clvl·2 | |||
Duration: 12 + 8·slvl seconds | |||
Real Damage: (Rnd[10] + Rnd[10] + clvl + 2)/8Duration: 8 + 8·slvl seconds (12 + 8·slvl in Hellfire) | |||
Number of flames: 22 | |||
Blockable: No | |||
===Search=== | |||
Perhaps the most useful feature added in Hellfire, this one causes items on the ground to light up as though they were being highlighted by the pointer. It also makes dropped items show up with a blue square on the minimap. Search in vain for that dinging ring no more. | |||
Search is an inherent skill for the Monk class. Casting Search several times in a row will make it last much longer than it does from a single cast. | |||
Spell: Search | |||
Type: n/a | |||
Duration: 12.25 + 10·slvl + clvl seconds | |||
===Warp=== | |||
Works like Phasing, but instantly teleports the character to the nearest stairway. A useful escape skill, but also helpful when rushing through levels and trying to find the way down, which most players do in the Hive, for instance. The key to using it well in that way is to get away from the stairs going up. Teleport to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down. If not, the worst that can happen is a return to the entrance stairs and the elimination of one part of the map as containing the stairs down. | |||
