The Diablo 2 Wiki
The Diablo 2 Wiki archive is available for anyone looking for information on Diablo 2. All information here is pre-D2R but contains a lot of useful information that is still relevant. Updated sections for new D2R features can be found on the PureDiablo Diablo 2 section

D1 Differences: Difference between revisions

From Diablo 2 Wiki
No edit summary
 
No edit summary
Line 1:Line 1:
This article explains some of the major differences in game play and technical details between Diablo II and Diablo I. It's written for the Diablo II player who has never tried Diablo and wants to try the original.
This article explains the major differences in game play and technical details between Diablo II and Diablo I. It's written for the Diablo II player who has never tried Diablo and wants to try the original.


Diablo I is quite similar to Diablo II, and will feel like a version of the same game to any player who tries it out. The isometric view is the same, the interface is similar, with the red/health and blue/mana bulbs, a belt for potions, icons that map skills to the left and right mouse buttons, a similar paper doll inventory, a character window, and so forth. D2 players will have no trouble picking up the gameplay nuances, interacting with NPCs, moving around the screen, and so forth.
Diablo I is quite similar to Diablo II, and will feel like a version of the same game to any player who tries it out. The isometric view is the same, the interface is similar, with the red/health and blue/mana bulbs, a belt for potions, icons that map skills to the left and right mouse buttons, a similar paper doll inventory, a character window, and so forth. D2 players will have no trouble picking up the gameplay nuances, interacting with NPCs, moving around the screen, and so forth.
Line 9:Line 9:


==Pacing==
==Pacing==
The biggest difference a new player notices, going from D2 to D1, is the pacing. Diablo feels very slow, especially as your character walks around Tristram, and one of the best innovations added in Hellfire was the ability to doubletime jog in town. Thats not an option in Diablo, so players just have to accept it and get used to it.  Fortunately, Tristram is rather small, and the slow walking speed isn't noticeable in the dungeons (aside from when you must move through a long, already cleared out section). Also, all characters can learn the Teleport skill, and while this can not be cast in town (except in some mods), it enables very rapid movement around the dungeons, all of which are much smaller (though more monster-packed) than any of the dungeons in Diablo II.
The biggest difference a new player notices, going from D2 to D1, is the pacing. Diablo feels very slow, especially as your character walks around Tristram, and one of the best innovations added in [[Hellfire]] was the ability to doubletime jog in town. Thats not an option in Diablo, so players just have to accept it and get used to it.  Fortunately, Tristram is rather small, and the slow walking speed isn't noticeable in the dungeons (aside from when you must move through a long, already cleared out section). Also, all characters can learn the Teleport skill, and while this can not be cast in town (except in some mods), it enables very rapid movement around the dungeons, all of which are much smaller (though more monster-packed) than any of the dungeons in Diablo II.




==Characters==
==Movement and Physics==
Diablo has only three character classes, each of which is designed to be played in their own unique, iconic way. The [[D1 Warrior|Warrior]] is a melee battler, best suited to using a sword/shield, with some magic for support. The [[D1 Rogue|Rogue]] is the archer, deadly and masterful with the bow, but capable of using magic quite effectively as well. The [[D1 Sorcerer|Sorcerer] is nearly a pure mage; slow and weak with weapons, he must use spells to kill with, and while getting started with a Sorcerer can be a challenge, at high levels he is by far the fastest killing character.
Another big change between the games is that everything in Diablo is laid out on a rigid X/Y axis. The game world can be thought of as a large sheet of graph paper, and every item, character, and monster can only take up one square. This is evident when you drop items, since 8 will surround you, and 9th will fall where you are standing, and it's impossible to drop any more. Only 8 monsters can fit in around a character, and if you put yourself into a corner only 3 can get into range.  This makes using the terrain in the dungeons a major part of the game's strategy.


Players and monsters will always stand exactly in a square when they finish their movement. It's impossible to attack or cast a spell while moving between two squares. This can be used to your advantage, since monsters hit while moving between two squares will be knocked back to the last one they were standing in. Thus if a monster is trying to advance on you and you keep hitting it before it can move entirely into the next square, it will be repeatedly pushed back.


===Skills and Spellbooks===
Characters using ranged attacks are advised to fire down the straight lines, especially at monsters that advance along them, such as Knights or Skeletons. Monsters (and characters) are very hard to hit with a projectile when targeting them diagonally. If a group of enemies is coming in, shoot in a straight line, move over a step, shoot down that line, etc. By the same token, characters attacking arrow or spell-firing enemies should move in a zig zag pattern to greatly reduce the number of hits they will take on their way in.
While the Diablo characters are very different in their design, they have a great deal of overlap as well. There are no unique skills in Diablo, and other than one "ability" each character can use inherently, there are no skill trees of any type. Magic exists in the game, but it comes from spells which all characters can access, either from scrolls, charges on staffs, or by learning the spell by reading a [[D1 Spellbooks|Spellbook]]. All characters can read all the same spellbooks, though since there are magic requirements to read them, Rogues and especially Warriors need special +magic equipment to learn higher level spells, and to read higher levels in the same spells.




===Attributes===
==Stash==
The four attributes are very similar in name and function in D1 and D2; strength, dexterity, and vitality are identical, and the fourth is the same in all but name, Magic vs. Energy. The attributes have about the same purpose in each game, and just as in D2, different characters gain different benefits from points in each attribute. Sorcerers get more mana per magic point, Warriors get more life from each vitality point, etc.
There is no stash in Diablo. When you create a new game, only the items your character is wearing or carrying go with them. Items can be left lying on the ground during games, and in fact that's usually what players do, since the inventory needs to be cleared out to stock up on potions. Just don't forget to pick all of your stuff up before you quit the game.


A big change from D2 is the fact that all [[Diablo_Characters#Starting.2FMax_Stats|attributes are hard capped]]. Diablo characters get 5 attribute points per level up to spend as they see fit, but all the attributes have preset maximum values, at which point they turn gold and can only be boosted further by equipment. For instance, all Warriors max out at 250 strength, 50 magic, 60 dexterity, and 100 vitality. In addition to the five points per level up, elixirs may be found or purchased that add one to a given attribute, and it's necessary to consume a couple hundred of these to max out the overall stats.


The maximum values for each character's attributes are very different, providing pros and cons to each. See the character pages for more details.
==Characters==
Diablo has only three character classes, each of which is designed to be played in their own unique, iconic way. The [[D1 Warrior|Warrior]] is a melee battler, best suited to using a sword/shield, with some magic for support. The [[D1 Rogue|Rogue]] is the archer, deadly and masterful with the bow, but capable of using magic quite effectively as well. The [[D1 Sorcerer|Sorcerer] is a pure mage; slow and weak with weapons, he must use spells to kill, and while getting started with a Sorcerer can be a challenge, at high levels he is by far the fastest killing character.




Line 34:Line 34:




===Life and Mana===
===Skills and Spellbooks===
There is no life or mana regeneration in Diablo, and life and mana leech are very rare properties. As a result the game is a bit of a potion fest, with the high level play style (especially for Sorcerers) punctuated by regular trips to Adria the Witch, where the entire inventory is filled with mana potions.  Pepin the healer sells healing potions, but most life for Rogues and Warriors comes from the Healing skill. Sorcerers have very low hit points and very high mana, so they universally use the very effective (overpowered) Mana Shield 100% of the time.  
While the Diablo characters are very different in their design, they have a great deal of overlap as well. There are no unique skills in Diablo, and other than one "ability" each character can use inherently, there are no skill trees of any type. Magic exists in the game, but it comes from spells which all characters can access, either from scrolls, charges on staffs, or by learning the spell by reading a [[D1 Spellbooks|Spellbook]]. Spells increase in power and decrease in mana cost with each book that your character reads, and they are hard capped at level 15.


All characters can read all the same spellbooks, though since there are magic requirements to read them, Rogues and especially Warriors need special +magic equipment to learn higher level spells, and to read higher levels in the same spells.


===Resistances===
There are only three types of resistances in Diablo I: fire, lightning, and magic. All direct damage spells fit into one of these categories, with one exception; Apocalypse, which deals a special type of damage that can not be resisted and that nothing is immune to.  Players can raise their resistances to 75% at most. They max out there, and can not be raised any higher by any equipment.  Many spells can be blocked by characters who are standing still and equipped with a shield, though this isn't always desired (low damage spells like Charged Bolt nterrupt attack animations when most players would prefer to ignore them and just take the damage).


Monsters are resistant and immune to the three types of magic as well. All monsters with a resistance have 75% to it, without exception. Monsters that are immune to a type of magic are totally immune to it; fire immune monsters won't be touched by flame spells, or even notice them. A few monster types are "triple immune" and can not be hurt by any type of spell except for Apocalypse. No monsters in Diablo have a resistance or immunity to physical damage though, so immunities and resistances are of little concern to most Warriors and Rogues. Sorcerers must join them in bashing sometimes, since they can only use Stone Curse and their weapon (and perhaps a Golem) to kill triple immunes,
===Attributes===
The four attributes are very similar in name and function in D1 and D2; strength, dexterity, and vitality are identical, and the fourth is the same in all but name, Magic vs. Energy. The attributes have about the same purpose in each game, and just as in D2, different characters gain different benefits from points in each attribute. Sorcerers get more mana per magic point, Warriors get more life from each vitality point, etc.


A big change from D2 is the fact that all [[Diablo_Characters#Starting.2FMax_Stats|attributes are hard capped]] in D1. Diablo characters get 5 attribute points per level up to spend as they see fit, but all the attributes have preset maximum values, at which point they turn gold and can only be boosted further by equipment. For instance, all Warriors max out at 250 strength, 50 magic, 60 dexterity, and 100 vitality. In addition to the five points per level up, [[D1_Potions_and_Elixirs|elixirs]] may be found or purchased that add one to a given attribute. It's necessary to consume a couple hundred elixirs to max out the overall stats.


===Equipment===
The maximum values for each character's attributes are very different, providing strengths and limitations to each. Warriors max out at 60 dexterity, and therefore need equipment to obtain a sufficient to/hit. Rogues only get 55 strength, so must specialize their equipment to wear the heaviest (90 str req) plate mail. And so forth. See the individual character pages for more details.
Items are more limited in Diablo. Characters wear only body armor, helms, two rings, an amulet, and perhaps a shield. There are no gloves, boots, or belts. Weapons are divided between axes (all two-handed), swords, maces, staffs, and bows. There is no item switch option, so if you want to change around your equipment, it requires opening up the inventory window and clicking and dragging. Gold is a physical item as well, and it takes up room in the inventory; 5000 per inventory spot is the limit, which means a character can only hold up to 200,000 gold.  There are no socketed items, runes, jewels, or charms, and no Horadric Cube or any sort of item conversion or crafting recipes.  




==PvP and Friendly Fire==
===Life and Mana===
Playing multiplayer Diablo requires skill not to PK, but to '''avoid''' killing other players. Warriors can play in close proximity without accidentally killing each other if they're careful where they swing, but Rogues have a lot of trouble not nailing each other, and two Sorcerers can't even be on the same screen without accidentally incinerating each other with stray spells or direct hits that pass through monsters and nail other characters in the same direction. Even being off the screen is no guarantee of safety, since so many spells and arrows travel well off of the visible screen without losing any of their potency.  
There is no life or mana regeneration in Diablo, and life and mana leech are very rare properties, and only work with melee weapons. As a result the game is a bit of a potion fest, with the high level play style (especially for Sorcerers) punctuated by regular trips to Adria the Witch, where the entire inventory is filled with mana potions.  Pepin the healer sells healing potions, but most life for Rogues and Warriors comes from the Healing skill. Sorcerers have very low hit points and very high mana, so they use the very effective (overpowered) Mana Shield 100% of the time.


PvP in Diablo is very free for all. There is simply a Hostile button to click, and once the swords are crossed, anything goes. No trips to town are required before hostilities may commence. Clicking the button is totally unnecessary though, since friendly fire can hit any time, for full damage. it's not possible to target another player without being hostile, but it's trivially easy to fire spells or swing swords or fire arrows at another player, just by pointing in their direction.


====Death====
Death in Diablo comes to everyone, sooner or later. It's a non-factor in single player. When you die in SP you can only start a new game, or load from your last save point. There is no "restart in town" option. It's wise to save often in single player, since few things are more annoying than dying after a long play session only to realize you'll have to repeat all those areas since you hadn't saved for an hour.


==Dungeon Elements==
When you die in a multiplayer game, your corpse "pops" and everything your character had equipped falls to the ground. This makes recovering your loot after death a real challenge, one that's compounded by the smaller dungeons, more persistent monsters, and the lack of a running speed. On the bright side, telekinesis can pick up anything you target it on, and all characters can learn the teleport spell.  Rogues and Warriors are advised to carry (at least) a spare weapon they can leave in town, since it's usually necessary to kill a few monsters to get your stuff back.
The world of Diablo is much smaller than that of Diablo II. The only town is Tristram, beneath which there are [[D1 Levels|16 dungeon levels]], grouped into four sets of four levels each. Going down, they are referred to as the Church  (or Cathedral), the Catacombs (Cats), the Caves, and Hell. The uppermost level of each new dungeon section has a stairway up to town, and in multiplayer games it's possible for characters of a sufficient level to descend directly to level 5, 9, or 13.  




===Shrines===
==Resistances==
[[D1 Shrines|Shrines]] in Diablo play a much more important role than they do in D2. Shrines may have positive or negative effects, and some of the negative ones are permanent. It's essential that you view a list of shrines and note (write down) which ones you absolutely do not want to touch. It's recommended that players never hit a Goat Shrine or Cauldron, since those create a random shrine effect which could permanently damage your character.  
There are only three types of resistances in Diablo I: fire, lightning, and magic. All direct damage spells fit into one of these categories, with one exception; [[D1_Spellbooks#Apocalypse|Apocalypse]], which deals a special type of damage that can not be resisted and that nothing is immune to.  Players can raise their resistances to 75% at most. They max out there, and can not be raised any higher by any equipment.  Many spells can be blocked by characters who are standing still and equipped with a shield, though this isn't always desired (low damage spells like Charged Bolt can cause you to block and interrupt your attack animation).


Monsters are resistant and immune to the three types of magic as well. All monsters with a resistance have 75% to it, without exception. Monsters that are immune to a type of magic are totally immune to it; fire immune monsters won't be touched by flame spells, or even notice them. Many monsters are double immune, and a few  types are "triple immune" and can not be hurt by any type of spell except for Apocalypse. No monsters in Diablo have a resistance or immunity to physical damage though, so immunities and resistances are of little concern to most Warriors and Rogues. Sorcerers must join them in bashing sometimes, since they can only use Stone Curse and their weapon (and perhaps a Golem) to kill triple immunes.


..edited to here.. 


==Equipment==
Items are more limited in Diablo. Characters wear only body armor, helms, two rings, an amulet, and perhaps a shield. There are no gloves, boots, or belts. Weapons are divided between axes (all two-handed), swords, maces, staffs, and bows. Bows come with unlimited arrows, but they have durability just like other weapons. There is no item switch option, so if you want to change around your equipment, it requires opening up the inventory window and clicking and dragging. Gold is a physical item as well, and it takes up room in the inventory; 5000 per inventory spot is the limit, which means a character can only hold up to 200,000 gold. 


There are no socketed items, runes, jewels, or charms, and no Horadric Cube or any sort of item conversion or crafting recipes. There are no rare or set items in Diablo, and no exceptional or elite types either. You can find the same quality of items on normal as on hell, and item finding works virtually the same in the deepest levels of normal difficulty as it does in nightmare or hell.


Item durability is hardcore in Diablo -- items that drop to 0 durability are destroyed in the process. No taking them back to town to repair; if they hit zero, they vanish forever. It's not wise to press on with a battle once the golden "low durability" icon appears for your weapon, and if it goes red, stop fighting right that second. The pain of breaking your favorite weapon trying to kill one last monster is  one of the true heartbreaks in Diablo.


Items in Diablo can be equipped without being identified, though you will not gain the benefits of the item. There are cursed items in Diablo and Hellfire, prefixes and suffixes that lower your attributes or damage. (Some variants, such as the Beyond Naked Mages, wear these items exclusively). To identify items take them to Deckard Cain. He charges 100 per identify, and while there are identify scrolls to be found and purchased, there are no tomes to put them in, making it impractical to carry enough to ID everything in the dungeon. ([[D1 Bard|Bards]] can Identify as their inherent ability.)


==Single vs Multi-Player==
Finding items that have dropped on the ground can be a challenge. Hellfire added the Search skill, but in Diablo you have to find it with your eyeballs, or by moving your mouse around and looking for the hover description to pop up. Rogues and Sorcerers are often tormented by the "ding" of a ring or amulet dropping off the screen, since they know how much trouble they'll have finding it.


There are very few differences between playing single-player or multi-player Diablo II. This is not the case in Diablo, where the games


play in Diablo II, to the point where the SP experience is very nearly equal to the BNet one (with the obvious exception of other players).
==PvP and Friendly Fire==
There is a hostile button in Diablo, but the only difference it makes is allowing you to select the other player as a target. The button is almost irrelevant, since it's trivially easy to swing, shoot, or cast in the direction of another player, and since there is unlimited friendly fire in Diablo and Hellfire, they're dead meat whether you've gone hostile or not.


This is not the case in Diablo. The single-player game is somewhat persistent: when you save your character, the game is saved with it, and loading will pick up in the exact spot that you left off. When starting a new game, Diablo will randomly generate a set of quests that you may complete in addition to some pre-set ones, and these may come with quest-specific rewards (unique items, etc). You must also manage saving your game yourself - if you quit without saving, your progress is lost. When you die in single-player, your game ends, and your options are only to reload from your previous save or start a brand-new game while re-using the same character. And, finally, the single-player game allows you only Normal difficulty - there is no Nightmare or Hell mode.
Playing multiplayer Diablo requires skill to '''avoid''' killing other players. Warriors can play in close proximity without accidentally chopping other players, but Rogues have a lot of trouble not hitting nailing other players (usually when they walk into the Rogue's firing line), and Sorcerers have a hard time playing on the same level, much less the same screen, as other players. It's surpassingly easy to kill a friend with a stray Fireball or Chain Lightning, even if they're well out of visual range. When the inevitable happens, clear the area as quickly as you can and use a resurrection scroll or else cast a safe Town Portal (if they've restarted in town) near the pile of items your dead friend popped.


Multi-player games do not create persistent games - only characters. There are NO random quests in multi-player, only four preset ones which never change. There are no quest items. When you die in Multiplayer, you are given the option to respawn in town, just like D2. (There are scrolls and spells that may allow you to revive fallen teammates, too, so don't be so quick to revive yourself back in Tristram). And, finally, multiplayer Diablo gives you the choice of difficulty levels: you must be level 20 to start a Nightmare game, and level 30 to start a Hell game. For this reason, many players choose to play solo multiplayer games instead of single-player, as the character offers further challenges after completing the game on Normal difficulty. (Single- and multi-player characters can't be converted from one to the other.)


==Dungeon Elements==
The world of Diablo is much smaller than that of Diablo II. The only town is Tristram, beneath which there are [[D1 Levels|16 dungeon levels]] grouped into four sets of four levels each. Going down, they are referred to as the Church  (or Cathedral), the Catacombs (Cats), the Caves, and Hell. The uppermost level of each new dungeon section has a stairway up to town, and in multiplayer games it's possible for characters of a sufficient level to descend directly to level 5, 9, or 13.




==Items==
===Shrines===
Items underwent a serious overhaul in D2, but in Diablo, you will find only three types: normal (white), magic (blue), and Unique (gold). It is not necessary to identify an item before using it, and you may be able to use the abilities of the item without knowing what they are, but beware: there are negative magical affixes (reduced damage, lowered durability, etc.). These "cursed" items sell for virtually nothing with the shopkeepers.
[[D1 Shrines|Shrines]] in Diablo play a much more important role than they do in D2. Shrines may have positive or negative effects, and some of the negative ones are permanent. It's essential that you view a list of shrines and note (write down) which ones you absolutely do not want to touch. It's recommended that players never hit a Goat Shrine or Cauldron, since those create a random shrine effect which could permanently damage your character.  


Identifying items is not a free service. Deckard Cain charges 100 gold per item for identification. You may also purchase or find Identify scrolls to do the job yourself, but it is more expensive than having Cain do it.


There is no Stash in Diablo. Single-players may safely leave items on the ground in town and they will stay between save/load cycles, but when you start a new game, only the items carried on your character come with you. Also, multiplayer characters keep only their inventory between sessions - so pick everything up before you log off!
==Single vs Multi-Player==


There is no way to highlight items on the ground. D2 players are used to hitting the SHIFT key every few seconds to scan for loot, but Diablo forces you to keep your eyes and ears open for things to pick up. Be especially mindful of checking around monster corpses, behind tombs, etc. when looking for dropped stuff.
There are very few differences between playing single-player or multi-player Diablo II. This is not the case in Diablo I.  Most obviously, single player Diablo characters are truly single player. They can not play in any sort of MP game. Single player games are saved exactly as they are; all the monsters, level layouts, items on the ground, etc, are preserved exactly. Be sure you save frequently, since if you did you will have to load from the last save point, and it's no fun to have to clear a level for the second time since you forgot to save for the past hour.  Diablo does not support nightmare or hell difficulties for single player characters (Hellfire does). There is a work around possible in Diablo, though. If you play a multiplayer game, then exit it and start a single player game, the difficulty of the SP game will be the same as the MP game played before hand.


When item durability reaches 0, the item is destroyed entirely. Everything is fine up until you lose that last durability point - then, the item simply disappears from your inventory. For armor, durability is lost by taking hits. Melee weapons lose durability through hitting enemies. Bows do not use arrows, but instead have a chance to lose durability whenever they are fired. The Blacksmith in town restores items to full durability with a Repair, but at a price (of course).
Multiplayer Diablo I is equivalent to singleplayer Diablo II. Characters are saved on your computer and can be played solo or with friends in a TCP/IP or LAN game. There are no saved games; just your character's state and the equipment they're using and carrying is saved. There are only 4 [[Diablo Quests|quests]] in multiplayer Diablo I, and the same four are found every game. Multiplayer is also much harder on Nightmare and Hell, where the monsters have about double the hit points they do in single player. You must be level 20 to create a nightmare game and level 30 to create a hell game.


As mentioned above, two classes have unique abilities to work on items: the Warrior can repair items and the Sorcerer can put charges back into staves. These actions reduce the maximum durability or charges of the item (respectively) and should not be used except in extremely dire circumstances.


Some other items are now findable in Diablo, however. Scrolls come in all varieties of spells, and afford a one-time casting of the listed spell, with lower magic requirements than actually learning the listed spell. Spellbooks will teach you new spells if you can read them.
===Battle.net===
Diablo was the game that Battle.net was launched to support, and you may still play the game online via Blizzard's service. Diablo also supports TCP/IP and LAN play, and those are generally better lag than you'll get through the Battle.net servers. There is no security on Diablo games or characters, and it's recommended that you back up your character files before playing online with anyone you don't know, since character corrupting hacks abound.




==Monsters==
==Monsters==
Monsters are fairly similar between the games. There are no champions or random bosses in Diablo, but there are a fair number of superuniques, most of whom spawn with minions who are stronger than regular monsters of their type.  They do not gain extra random abilities on Nightmare and Hell.


Monsters display kill counters in Diablo, and each time you bag one of a given type, the number of killed goes up. At 15 kills you get some information on the monster's resistances, and at 30 kills you are shown the full resistances and immunities.


Lastly: there is a special monster which may appear in levels 3-5 called the Black Death. These bright yellow zombies permanently take away 1 max hp every time they successfully hit your character! You should consider using ranged attacks or spells to eliminate them before they get a chance to get close.
One special monster to note: The Black Death is a bright yellow zombie found on levels 3-5. They permanently steal one of your hit points each time they strike you, and should be avoided at all cost. Do not fight them melee, if you can help it, and do not let them hit you or that's a hit point you will never get back.
 
 
 
==Multiplayer==
Diablo came in the days before modern ethernet networks were highly popular, and sadly it does not allow TCP/IP play over LAN. You may attempt to get one of the other methods working, but most players will hop on Battle.net instead. Here are some of the differences.


You may have only one Character per Battle.net account, and your Character Name determines the Account Name. So, if you wish to have the account "WazootyMan", you must name your character WazootyMan and then attempt to connect. Also, all Battle.net games are "open" games - that is, not hosted by Blizzard's servers. This has the unfortunate side effect that a vast majority of BNet games are filled with cheating players, hacked and duped items, and unscrupulous play.
Links


==Further Resources==
==Further Resources==
Line 117:Line 117:


This article was adapted from [http://kennedy.greg.googlepages.com/d4d2.html Diablo for Diablo II Players], by Greg Kennedy.
This article was adapted from [http://kennedy.greg.googlepages.com/d4d2.html Diablo for Diablo II Players], by Greg Kennedy.


{{Template:D1 Quests}}
{{Template:D1 Quests}}

Revision as of 12:33, 27 August 2008

This article explains the major differences in game play and technical details between Diablo II and Diablo I. It's written for the Diablo II player who has never tried Diablo and wants to try the original.

Diablo I is quite similar to Diablo II, and will feel like a version of the same game to any player who tries it out. The isometric view is the same, the interface is similar, with the red/health and blue/mana bulbs, a belt for potions, icons that map skills to the left and right mouse buttons, a similar paper doll inventory, a character window, and so forth. D2 players will have no trouble picking up the gameplay nuances, interacting with NPCs, moving around the screen, and so forth.


Diablo I Basics

Diablo I is well worth trying; it's a smaller game created by a much smaller design team, but it's very polished and well-balanced, and has a much more atmospheric and creepy tone. There isn't as much to do in Diablo I: the character choices, item variety, play styles, dungeons, and monster types are much more limited, but what's there is very well-presented, and the loot system and addictiveness are just as potent as they were in the sequel. Diablo II added very little to the basic game; it just expanded on features, and while most players feel it was an improvement, there are still Diablo I loyalists willing to argue the point.


Pacing

The biggest difference a new player notices, going from D2 to D1, is the pacing. Diablo feels very slow, especially as your character walks around Tristram, and one of the best innovations added in Hellfire was the ability to doubletime jog in town. Thats not an option in Diablo, so players just have to accept it and get used to it. Fortunately, Tristram is rather small, and the slow walking speed isn't noticeable in the dungeons (aside from when you must move through a long, already cleared out section). Also, all characters can learn the Teleport skill, and while this can not be cast in town (except in some mods), it enables very rapid movement around the dungeons, all of which are much smaller (though more monster-packed) than any of the dungeons in Diablo II.


Movement and Physics

Another big change between the games is that everything in Diablo is laid out on a rigid X/Y axis. The game world can be thought of as a large sheet of graph paper, and every item, character, and monster can only take up one square. This is evident when you drop items, since 8 will surround you, and 9th will fall where you are standing, and it's impossible to drop any more. Only 8 monsters can fit in around a character, and if you put yourself into a corner only 3 can get into range. This makes using the terrain in the dungeons a major part of the game's strategy.

Players and monsters will always stand exactly in a square when they finish their movement. It's impossible to attack or cast a spell while moving between two squares. This can be used to your advantage, since monsters hit while moving between two squares will be knocked back to the last one they were standing in. Thus if a monster is trying to advance on you and you keep hitting it before it can move entirely into the next square, it will be repeatedly pushed back.

Characters using ranged attacks are advised to fire down the straight lines, especially at monsters that advance along them, such as Knights or Skeletons. Monsters (and characters) are very hard to hit with a projectile when targeting them diagonally. If a group of enemies is coming in, shoot in a straight line, move over a step, shoot down that line, etc. By the same token, characters attacking arrow or spell-firing enemies should move in a zig zag pattern to greatly reduce the number of hits they will take on their way in.


Stash

There is no stash in Diablo. When you create a new game, only the items your character is wearing or carrying go with them. Items can be left lying on the ground during games, and in fact that's usually what players do, since the inventory needs to be cleared out to stock up on potions. Just don't forget to pick all of your stuff up before you quit the game.


Characters

Diablo has only three character classes, each of which is designed to be played in their own unique, iconic way. The Warrior is a melee battler, best suited to using a sword/shield, with some magic for support. The Rogue is the archer, deadly and masterful with the bow, but capable of using magic quite effectively as well. The [[D1 Sorcerer|Sorcerer] is a pure mage; slow and weak with weapons, he must use spells to kill, and while getting started with a Sorcerer can be a challenge, at high levels he is by far the fastest killing character.


Character Abilities

As in Diablo 2, characters are good at different things. Warriors swing melee weapons much more quickly than Sorcerers, who cast spells more quickly than Warriors, while Rogues leave them both in the dust at bow firing speed. The differences are extensive and more or less what you'd expect when it comes to hit recovery time, blocking speed, spell casting speed, and so forth.

Different, but not balanced. Since high level spells are the most effective weapons in Diablo I, Sorcerers are by far the most powerful/fast characters on most dungeons at higher levels. Rogues are the second fastest, since they can use magic much more effectively than Warriors.


Skills and Spellbooks

While the Diablo characters are very different in their design, they have a great deal of overlap as well. There are no unique skills in Diablo, and other than one "ability" each character can use inherently, there are no skill trees of any type. Magic exists in the game, but it comes from spells which all characters can access, either from scrolls, charges on staffs, or by learning the spell by reading a Spellbook. Spells increase in power and decrease in mana cost with each book that your character reads, and they are hard capped at level 15.

All characters can read all the same spellbooks, though since there are magic requirements to read them, Rogues and especially Warriors need special +magic equipment to learn higher level spells, and to read higher levels in the same spells.


Attributes

The four attributes are very similar in name and function in D1 and D2; strength, dexterity, and vitality are identical, and the fourth is the same in all but name, Magic vs. Energy. The attributes have about the same purpose in each game, and just as in D2, different characters gain different benefits from points in each attribute. Sorcerers get more mana per magic point, Warriors get more life from each vitality point, etc.

A big change from D2 is the fact that all attributes are hard capped in D1. Diablo characters get 5 attribute points per level up to spend as they see fit, but all the attributes have preset maximum values, at which point they turn gold and can only be boosted further by equipment. For instance, all Warriors max out at 250 strength, 50 magic, 60 dexterity, and 100 vitality. In addition to the five points per level up, elixirs may be found or purchased that add one to a given attribute. It's necessary to consume a couple hundred elixirs to max out the overall stats.

The maximum values for each character's attributes are very different, providing strengths and limitations to each. Warriors max out at 60 dexterity, and therefore need equipment to obtain a sufficient to/hit. Rogues only get 55 strength, so must specialize their equipment to wear the heaviest (90 str req) plate mail. And so forth. See the individual character pages for more details.


Life and Mana

There is no life or mana regeneration in Diablo, and life and mana leech are very rare properties, and only work with melee weapons. As a result the game is a bit of a potion fest, with the high level play style (especially for Sorcerers) punctuated by regular trips to Adria the Witch, where the entire inventory is filled with mana potions. Pepin the healer sells healing potions, but most life for Rogues and Warriors comes from the Healing skill. Sorcerers have very low hit points and very high mana, so they use the very effective (overpowered) Mana Shield 100% of the time.


Death

Death in Diablo comes to everyone, sooner or later. It's a non-factor in single player. When you die in SP you can only start a new game, or load from your last save point. There is no "restart in town" option. It's wise to save often in single player, since few things are more annoying than dying after a long play session only to realize you'll have to repeat all those areas since you hadn't saved for an hour.

When you die in a multiplayer game, your corpse "pops" and everything your character had equipped falls to the ground. This makes recovering your loot after death a real challenge, one that's compounded by the smaller dungeons, more persistent monsters, and the lack of a running speed. On the bright side, telekinesis can pick up anything you target it on, and all characters can learn the teleport spell. Rogues and Warriors are advised to carry (at least) a spare weapon they can leave in town, since it's usually necessary to kill a few monsters to get your stuff back.


Resistances

There are only three types of resistances in Diablo I: fire, lightning, and magic. All direct damage spells fit into one of these categories, with one exception; Apocalypse, which deals a special type of damage that can not be resisted and that nothing is immune to. Players can raise their resistances to 75% at most. They max out there, and can not be raised any higher by any equipment. Many spells can be blocked by characters who are standing still and equipped with a shield, though this isn't always desired (low damage spells like Charged Bolt can cause you to block and interrupt your attack animation).

Monsters are resistant and immune to the three types of magic as well. All monsters with a resistance have 75% to it, without exception. Monsters that are immune to a type of magic are totally immune to it; fire immune monsters won't be touched by flame spells, or even notice them. Many monsters are double immune, and a few types are "triple immune" and can not be hurt by any type of spell except for Apocalypse. No monsters in Diablo have a resistance or immunity to physical damage though, so immunities and resistances are of little concern to most Warriors and Rogues. Sorcerers must join them in bashing sometimes, since they can only use Stone Curse and their weapon (and perhaps a Golem) to kill triple immunes.


Equipment

Items are more limited in Diablo. Characters wear only body armor, helms, two rings, an amulet, and perhaps a shield. There are no gloves, boots, or belts. Weapons are divided between axes (all two-handed), swords, maces, staffs, and bows. Bows come with unlimited arrows, but they have durability just like other weapons. There is no item switch option, so if you want to change around your equipment, it requires opening up the inventory window and clicking and dragging. Gold is a physical item as well, and it takes up room in the inventory; 5000 per inventory spot is the limit, which means a character can only hold up to 200,000 gold.

There are no socketed items, runes, jewels, or charms, and no Horadric Cube or any sort of item conversion or crafting recipes. There are no rare or set items in Diablo, and no exceptional or elite types either. You can find the same quality of items on normal as on hell, and item finding works virtually the same in the deepest levels of normal difficulty as it does in nightmare or hell.

Item durability is hardcore in Diablo -- items that drop to 0 durability are destroyed in the process. No taking them back to town to repair; if they hit zero, they vanish forever. It's not wise to press on with a battle once the golden "low durability" icon appears for your weapon, and if it goes red, stop fighting right that second. The pain of breaking your favorite weapon trying to kill one last monster is one of the true heartbreaks in Diablo.

Items in Diablo can be equipped without being identified, though you will not gain the benefits of the item. There are cursed items in Diablo and Hellfire, prefixes and suffixes that lower your attributes or damage. (Some variants, such as the Beyond Naked Mages, wear these items exclusively). To identify items take them to Deckard Cain. He charges 100 per identify, and while there are identify scrolls to be found and purchased, there are no tomes to put them in, making it impractical to carry enough to ID everything in the dungeon. (Bards can Identify as their inherent ability.)

Finding items that have dropped on the ground can be a challenge. Hellfire added the Search skill, but in Diablo you have to find it with your eyeballs, or by moving your mouse around and looking for the hover description to pop up. Rogues and Sorcerers are often tormented by the "ding" of a ring or amulet dropping off the screen, since they know how much trouble they'll have finding it.


PvP and Friendly Fire

There is a hostile button in Diablo, but the only difference it makes is allowing you to select the other player as a target. The button is almost irrelevant, since it's trivially easy to swing, shoot, or cast in the direction of another player, and since there is unlimited friendly fire in Diablo and Hellfire, they're dead meat whether you've gone hostile or not.

Playing multiplayer Diablo requires skill to avoid killing other players. Warriors can play in close proximity without accidentally chopping other players, but Rogues have a lot of trouble not hitting nailing other players (usually when they walk into the Rogue's firing line), and Sorcerers have a hard time playing on the same level, much less the same screen, as other players. It's surpassingly easy to kill a friend with a stray Fireball or Chain Lightning, even if they're well out of visual range. When the inevitable happens, clear the area as quickly as you can and use a resurrection scroll or else cast a safe Town Portal (if they've restarted in town) near the pile of items your dead friend popped.


Dungeon Elements

The world of Diablo is much smaller than that of Diablo II. The only town is Tristram, beneath which there are 16 dungeon levels grouped into four sets of four levels each. Going down, they are referred to as the Church (or Cathedral), the Catacombs (Cats), the Caves, and Hell. The uppermost level of each new dungeon section has a stairway up to town, and in multiplayer games it's possible for characters of a sufficient level to descend directly to level 5, 9, or 13.


Shrines

Shrines in Diablo play a much more important role than they do in D2. Shrines may have positive or negative effects, and some of the negative ones are permanent. It's essential that you view a list of shrines and note (write down) which ones you absolutely do not want to touch. It's recommended that players never hit a Goat Shrine or Cauldron, since those create a random shrine effect which could permanently damage your character.


Single vs Multi-Player

There are very few differences between playing single-player or multi-player Diablo II. This is not the case in Diablo I. Most obviously, single player Diablo characters are truly single player. They can not play in any sort of MP game. Single player games are saved exactly as they are; all the monsters, level layouts, items on the ground, etc, are preserved exactly. Be sure you save frequently, since if you did you will have to load from the last save point, and it's no fun to have to clear a level for the second time since you forgot to save for the past hour. Diablo does not support nightmare or hell difficulties for single player characters (Hellfire does). There is a work around possible in Diablo, though. If you play a multiplayer game, then exit it and start a single player game, the difficulty of the SP game will be the same as the MP game played before hand.

Multiplayer Diablo I is equivalent to singleplayer Diablo II. Characters are saved on your computer and can be played solo or with friends in a TCP/IP or LAN game. There are no saved games; just your character's state and the equipment they're using and carrying is saved. There are only 4 quests in multiplayer Diablo I, and the same four are found every game. Multiplayer is also much harder on Nightmare and Hell, where the monsters have about double the hit points they do in single player. You must be level 20 to create a nightmare game and level 30 to create a hell game.


Battle.net

Diablo was the game that Battle.net was launched to support, and you may still play the game online via Blizzard's service. Diablo also supports TCP/IP and LAN play, and those are generally better lag than you'll get through the Battle.net servers. There is no security on Diablo games or characters, and it's recommended that you back up your character files before playing online with anyone you don't know, since character corrupting hacks abound.


Monsters

Monsters are fairly similar between the games. There are no champions or random bosses in Diablo, but there are a fair number of superuniques, most of whom spawn with minions who are stronger than regular monsters of their type. They do not gain extra random abilities on Nightmare and Hell.

Monsters display kill counters in Diablo, and each time you bag one of a given type, the number of killed goes up. At 15 kills you get some information on the monster's resistances, and at 30 kills you are shown the full resistances and immunities.

One special monster to note: The Black Death is a bright yellow zombie found on levels 3-5. They permanently steal one of your hit points each time they strike you, and should be avoided at all cost. Do not fight them melee, if you can help it, and do not let them hit you or that's a hit point you will never get back.


Further Resources

  • Freshman Diablo - a set of guides aimed at helping new players learn to play the classes effectively, defeating tough bosses, etc.
  • Jarulf's Guide - Covers Diablo (and the Hellfire expansion) in extreme detail. Formulas, item prefixes/suffixes, monster lists, bugs, and more.

Source

This article was adapted from Diablo for Diablo II Players, by Greg Kennedy.


Fairytale trash full.pngDelete requestedFairytale trash full.png
This article is a candidate for deletion, because: deprecated/dupe.
If you believe this article should not be deleted, explain it on this discussion.
Quests in Diablo and Hellfire -- Quest General Info -- D1 & HF Quest Items [e]

Dungeon:

Catacombs:

Caves:

Hell:

Hellfire Quests:

Fairytale trash full.pngDelete requestedFairytale trash full.png
This article is a candidate for deletion, because: deprecated/dupe.
If you believe this article should not be deleted, explain it on this discussion.
Diablo and Hellfire Navigation -- Diablo Basics [e]

Uniques

Base Items

Miscellaneous Items

Characters

Other Essentials