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Diablo Characters: Difference between revisions

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There are three characters in Diablo, and three more added in the Hellfire expansion pack.
There are three characters in Diablo, the [[Rogue]], [[Sorcerer]], and [[Warrior]], and three more were added in the Hellfire expansion pack, the [[Monk]], [[Bard]], and [[D1 Barbarian|Barbarian]]. This page provides basic information about the characters. This information can also be found on the individual character pages, along with more context and discussion of their relative strengths and weaknesses.
 
 
 
The characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up. Each level up also provides 5 attribute points to distribute as you see fit. Keep in mind that all attributes are capped at a different maximum for each character, so




=Starting/Max Stats=
=Starting/Max Stats=


Starting/maximum. values for all attributes, life, and mana. Attributes turn golden when they have reached their maximum values; life and mana never turn golden. The maximum life and mana values in this table are for a naked character. All attributes, life, and mana can be vastly increased with equipment.
The characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up.  All attributes, life, and mana can be vastly increased with equipment. Each level up also provides 5 attribute points to distribute as you see fit.
* All four attributes, life, and mana are listed with their starting / maximum values.
* Attributes turn golden when they have reached their maximum values; life and mana never turn golden.
* The maximum life and mana values in this table are for a naked character.
* Characters do not gain their life/mana bonus for reaching level 50.


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* The Monk, Bard, and Barbarian are only playable in Hellfire, and the Barb and Barbarian require the [[command.txt]] file to unlock.
* No characters get their "level up bonus" at level 50.


===Max Stats with Equipment===
===Max Stats with Equipment===
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Th
 
 
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.
 
{| width="100%" border="1"
! Class
! from Vitality
! from Magic
! Armor Class
|-
| '''Warrior'''
| align="center" | 2 life per vit
| align="center" | 1 mana per magic
| align="center" | Dex/5 + AC (items)
|-
| '''Rogue'''
| align="center" | 1.5 life per vit
| align="center" | 1.5 mana per magic
| align="center" | Dex/5 + AC (items)
|-
| '''Sorcerer'''
| align="center" | 1 life per vit
| align="center" | 2 mana per magic
| align="center" | Dex/5 + AC (items)
|-
| '''Monk'''
| align="center" | 1.5 life per vit
| align="center" | 1.5 mana per magic
| align="center" |
'''Plate:''' Dex/5 + AC (items)<br />'''Mail:''' Dex/5 + AC (items) + .5 x Clvl<br />'''Light:''' Dex/5 + AC (items) + 2 x Clvl<br />'''Naked:''' Dex/5 + AC (items) + 2 x Clvl
|-
| '''Bard'''
| align="center" | 1.5 life per vit
| align="center" | 1.75 mana per magic
| align="center" | Dex/5 + AC (items)
|-
| '''Barbarian'''
| align="center" | 2.5 vit per life
| align="center" | 1 mana per magic
| align="center" | Dex/5 + AC (items) + Clvl / 4<br /> Shield AC counts 50%.
|}
 
<nowiki>* The Barbarian can not add any magic points, but can gain magic and mana from equipment.</nowiki>
 
<nowiki>* The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC very high. 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).</nowiki>
 
<nowiki>** Unique armor yields higher AC for the Monk, since unique plate is counted as mail, and unique mail as leather.</nowiki>
 
<nowiki>* Shields only give half AC (rounded up) to Barbarians</nowiki>
 
{| width="100%" border="1"
!
Class
! Max AC<br /> (naked)
! Max AC<br /> (maxed stats)
! Max AC
! Max to/hit<br /> (naked)
! Max to/hit<br /> (maxed stats)
! Max to/hit
|-
| '''Warrior'''
| align="center" | 12
| align="center" | 45 / 57
| align="center" | 349 / 401
| align="center" | 80
| align="center" | 162 / 192
| align="center" | 392
|-
| '''Rogue'''
| align="center" | 50
| align="center" | 83 / 95
| align="center" | 385 / 425
| align="center" | 175
| align="center" | 257 / 287
| align="center" | 487
|-
| '''Sorcerer'''
| align="center" | 17
| align="center" | 50 / 62
| align="center" | 350 / 390
| align="center" | 92
| align="center" | 175 / 205
| align="center" | 405
|-
| '''Monk'''
| align="center" | 130
| align="center" | 175
| align="center" | 419
| align="center" | 125
| align="center" | 237
| align="center" | 437
|-
| '''Bard'''
| align="center" | 24
| align="center" | 72
| align="center" | 413
| align="center" | 110
| align="center" | 230
| align="center" | 565
|-
| '''Barbarian'''
| align="center" | 23
| align="center" | 56
| align="center" | 370
| align="center" | 77
| align="center" | 190
| align="center" | 390
|}
 
* To/hit calculations:
** Character screen: 50 + Dex/2 + to hit from items
** Melee: 50 + Dex/2 + to hit from items + Clvl + bonus
** Arrow: 50 + Dex/2 + to hit from items + Clvl + bonus - distance x damage / 2
** Magic: PvM: 50 + Mag - 2 x Mlvl + bonus
** Magic: PvP: 50 + Mag - 2 x Clvl (of the target) + bonus
** To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30)
*** (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. These are always in effect, but are never displayed in the character window.
 
{| width="100%" border="1"
!
Class
! Melee
! Arrow
! Magic
! Blocking*
|-
| '''Warrior'''
| align="center" | 20
| align="center" | 10
| align="center" | --
| align="center" | 30
|-
| '''Rogue'''
| align="center" | --
| align="center" | 20
| align="center" | --
| align="center" | 20
|-
| '''Sorcerer'''
| align="center" | --
| align="center" | --
| align="center" | 20
| align="center" | 10
|-
| '''Monk'''
| align="center" | --
| align="center" | --
| align="center" | --
| align="center" | 25
|-
| '''Bard'''
| align="center" | --
| align="center" | 10
| align="center" | 10
| align="center" | 25
|-
| '''Barbarian'''
| align="center" | --
| align="center" | --
| align="center" | --
| align="center" | 30
|}
 
<nowiki>* Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays.</nowiki>
 
Blocking and hit recovery times.
 
{| width="100%" border="1"
!
Class
! Blocking
! Fast Block*
! Hit Recovery
! of balance
! of stability
! of harmony
|-
| '''Warrior'''
| align="center" | 0.10
| align="center" | 0.10
| align="center" | 0.30
| align="center" | 0.25
| align="center" | 0.20
| align="center" | 0.15***
|-
| '''Rogue'''
| align="center" | 0.20
| align="center" | 0.10
| align="center" | 0.35
| align="center" | 0.30
| align="center" | 0.25
| align="center" | 0.20***
|-
| '''Sorcerer'''
| align="center" | 0.30
| align="center" | 0.10
| align="center" | 0.40
| align="center" | 0.35
| align="center" | 0.30
| align="center" | 0.25***
|-
| '''Monk'''
| align="center" | 0.15
| align="center" | 0.10
| align="center" | 0.30
| align="center" | 0.25
| align="center" | 0.20
| align="center" | 0.15
|-
| '''Bard'''
| align="center" | 0.20
| align="center" | 0.10
| align="center" | 0.35
| align="center" | 0.30
| align="center" | 0.25
| align="center" | 0.20
|-
| '''Barbarian'''
| align="center" | 0.10
| align="center" | 0.10
| align="center" | 0.30 (0.20)**
| align="center" | 0.25 (0.20)**
| align="center" | 0.20
| align="center" | 0.15
|}
 
* <nowiki>* Fast block = unique items with fast blocking, or magical shields with the "of blocking" suffix.</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>
 
 
 
 
 
 





Revision as of 20:01, 2 August 2008

There are three characters in Diablo, the Rogue, Sorcerer, and Warrior, and three more were added in the Hellfire expansion pack, the Monk, Bard, and Barbarian. This page provides basic information about the characters. This information can also be found on the individual character pages, along with more context and discussion of their relative strengths and weaknesses.


Starting/Max Stats

The characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up. All attributes, life, and mana can be vastly increased with equipment. Each level up also provides 5 attribute points to distribute as you see fit.

  • All four attributes, life, and mana are listed with their starting / maximum values.
  • Attributes turn golden when they have reached their maximum values; life and mana never turn golden.
  • The maximum life and mana values in this table are for a naked character.
  • Characters do not gain their life/mana bonus for reaching level 50.
ClassStrengthMagicDexterityVitalityLifeManaLevel up Bonus
Warrior30 / 25010 / 5020 / 6025 / 10070 / 31610 / 98+2 life, +1 mana
Rogue20 / 5515 / 7030 / 25020 / 8045 / 20122 / 173+2 life, +2 mana
Sorcerer15 / 4535 / 25015 / 8520 / 8030 / 13870 / 596+1 life, +2 mana
Monk25 / 15015 / 8025 / 15020 / 8045 / 20122 / 183+2 life, +2 mana
Bard20 / 12020 / 12025 / 12020 / 10045 / 22135 / 231+2 life, +2 mana
Barbarian40 / 2550 / 020 / 5525 / 15070 / 4160 / 0+2 life, +0 mana
+1% resistance to all


Max Stats with Equipment

Maximum stats with equipment. Diablo / Hellfire stats listed for the Warrior, Rogue, and Sorcerer (unique rings were added in HF that allowed greater stat boosts than in D1). These figures do not include the two pieces of unique jewelry that move a % of life/mana to each other.

ClassStrengthMagicDexterityVitalityLifeMana
Warrior425 / 485225 / 285225 / 285265 / 325796 / 916533 / 568
Rogue230 / 290245 / 305415 / 475245 / 305681 / 741690 / 718
Sorcerer220 / 280425 / 485250 / 310245 / 305618 / 6181196 / 1216
Monk385315375305741728
Bard370360360340761865
Barbarian4902352803751091470


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.

Classfrom Vitalityfrom MagicArmor Class
Warrior2 life per vit1 mana per magicDex/5 + AC (items)
Rogue1.5 life per vit1.5 mana per magicDex/5 + AC (items)
Sorcerer1 life per vit2 mana per magicDex/5 + AC (items)
Monk1.5 life per vit1.5 mana per magic

Plate: Dex/5 + AC (items)
Mail: Dex/5 + AC (items) + .5 x Clvl
Light: Dex/5 + AC (items) + 2 x Clvl
Naked: Dex/5 + AC (items) + 2 x Clvl

Bard1.5 life per vit1.75 mana per magicDex/5 + AC (items)
Barbarian2.5 vit per life1 mana per magicDex/5 + AC (items) + Clvl / 4
Shield AC counts 50%.

* The Barbarian can not add any magic points, but can gain magic and mana from equipment.

* The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC very high. 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 yields higher AC for the Monk, since unique plate is counted as mail, and unique mail as leather.

* Shields only give half AC (rounded up) to Barbarians

Class

Max AC
(naked)
Max AC
(maxed stats)
Max ACMax to/hit
(naked)
Max to/hit
(maxed stats)
Max to/hit
Warrior1245 / 57349 / 40180162 / 192392
Rogue5083 / 95385 / 425175257 / 287487
Sorcerer1750 / 62350 / 39092175 / 205405
Monk130175419125237437
Bard2472413110230565
Barbarian235637077190390
  • To/hit calculations:
    • Character screen: 50 + Dex/2 + to hit from items
    • Melee: 50 + Dex/2 + to hit from items + Clvl + bonus
    • Arrow: 50 + Dex/2 + to hit from items + Clvl + bonus - distance x damage / 2
    • Magic: PvM: 50 + Mag - 2 x Mlvl + bonus
    • Magic: PvP: 50 + Mag - 2 x Clvl (of the target) + bonus
    • To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30)
      • (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. These are always in effect, but are never displayed in the character window.

Class

MeleeArrowMagicBlocking*
Warrior2010--30
Rogue--20--20
Sorcerer----2010
Monk------25
Bard--101025
Barbarian------30

* Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays.

Blocking and hit recovery times.

Class

BlockingFast Block*Hit Recoveryof balanceof stabilityof harmony
Warrior0.100.100.300.250.200.15***
Rogue0.200.100.350.300.250.20***
Sorcerer0.300.100.400.350.300.25***
Monk0.150.100.300.250.200.15
Bard0.200.100.350.300.250.20
Barbarian0.100.100.30 (0.20)**0.25 (0.20)**0.200.15
  • * Fast block = unique items with fast blocking, or magical shields with the "of blocking" suffix.
  • ** 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).
  • *** 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.