Diablo 2 Bible v0.9 (if you have an ascii art, send it to me and I'll give you credit) by MakAtak ( Larry Mak ) MakAtak@bigfoot.com ================= Legal Mumbo Jumbo ================= This FAQ is for private and personal use. It can not be reproduced or altered without the consent of the author. Diablo 2 is a registered trademark of Blizzard Entertainment. If you are to take anything at all from this FAQ, please give me the proper credit, as I did much research to find these out, and you should also refer back to this FAQ. Courtesy is mutual. I will take any legal action needed. If you like the FAQ, then go on Bnet, find me (my login is "BigLarry"), and thank me with anything you want to give me. =) ======== Foreword ======== It has come to my attention that some readers believe that this FAQ is a simple rip-off copy of BradyGames' own strategy guide for Diablo 2. When I wrote this FAQ, there were enough hacks out for me to test most of things mentioned in this FAQ, with many things filled in by a few of my friends. With all that been said, I will try to obtain a copy of BradyGames's strategy guide soon, and make a judgement call. If the contents are similar enough or so, I will immediately request the deletion of my submitted articles in the various webpages this FAQ has been posted. I am not profitted in any way in writing this, except for perhaps the enjoyment of writing. I am rather upset, and flattered that such a poorly written FAQ could be comparable to a professional work. If BradyGames or Blizzard wish the deletion of this FAQ, I will do so immediately. ================ Table of Content ================ i. Basics a. Story b. Inventory c. Armor and Weapons d. The Belt e. Scrolls and Potions f. Difficult Levels. ii. Characters a. Necromancer a. Poison and Bone b. Curses c. Summoning and Control b. Amazon a. Bow and Crossbow b. Passive and Magic c. Javelin and Spear c. Paladin a. Combat b. Offensive Auras c. Defensive Auras d. Sorceress a. Fire b. Lightning c. Cold e. Barbarian a. Combat b. Masteries c. Warcries iii. Quests a. Act I - The Sightless Eye a. Rogue Encampment b. Quest I - Den of Evil c. Quest II - Sisters' Burial Grounds d. Quest III - The Cairn Stones e. Quest IV - The Forgotten Tower f. Quest V - Tools of the Trade g. Quest VI - Sisters to the Slaughter b. Act II - The Secret of Vizjerei a. Lut Gholein b. Quest I - Radament's Lair c. Quest II - The Horadric Staff d. Quest III - The Tainted Sun e. Quest IV - The Arcane Sanctuary f. Quest V - The Summoner g. Quest VI - The Seven Tombs c. Act III - The Infernal Gate a. Kurast Docktown b. Quest I - The Golden Bird c. Quest II - Blade of the Old Religion d. Quest III - Khalim's Will e. Quest IV - Lam Esen's Tome f. Quest V - The Blackened Temple g. Quest VI - The Guardian d. Act IV - The Harrowing a. Pandemonium Fortress b. Quest I - The Fallen Angel c. Quest II - The Hellforge d. Quest III - Terror's End e. Cow Level iv. Monsters a. Monsters b. Champions c. Uniques d. Named Uniques v. Weapons and Armor a. Standard Weapons and Armor b. Magical Weapons and Armor c. Rare Weapons and Armor d. Unique Weapons and Armor e. Set Items f. Socketed Weapons and Armor ============== i. Basics ============== Story ----- Following up on the first game, Diablo has taken the body of the one who has defeated him. He travels east to the desert in hopes of freeing his brothers. This would set free the greatest evil the world has known. Inventory --------- This is where you put your things. This is basically the same inventory as in the first game, with the notable exception that gold doesn't take up slots anymore. There is also a private stash which is in each town. The stash transfers from town to town, and is protected from almost anything. Armor and Weapons ----------------- If you plan to kill Diablo, you will need tons of these. An important factor is the durability of the item. If it is zero, it will not be able to be used. An item with a passive magical ability will not be activiated. It is a good idea to keep your armor and weapons in relatively good repair, for no one can predict the entropy of hell. The Belt -------- At the game's start, your belt will only be able to keep 4 potions. By equipping yourself with bigger and better belts, you will be able to 'stack' multiple potions. By pressing one of the four corresponding keys (1-4), you will be able to quickly access your potions and scrolls. When you have something in the belt, and you pick up new potions of the same type, it will automatically be stacked on top, if it has enough room. Scrolls and Potions ------------------- Scrolls and potions are very essential to any traveler. A Tome is very handly because you can fill it with 20 scrolls, thus saving tons of inventory space. Scrolls Identify Item This scroll shows you the magical properties of any one magical item. It will usually increased the value of the item if you plan to sell it. Town Portal This will open a portal back to the corresponding town in the act. It is a very powerful life-saver, as it provides you a quick and easy way to get back to town. Potions Healing Potions These potions replenish your health. There are five types of potions and they will heal depending your character class. Mana Potions Mana potions replenish your mana. Like healing potions, it gives you mana depending on your character class and the strength of the mana potion. Antidote Potion This potion will cure poison instantly. Rejuvenation Potion This potion instantly replenish one-third of your health and mana. This is sometimes useful as it does not have the lag that healing potions have, and thus can be important sometimes. Full Rejuvenation potion This potion instantly fills all of your health and mana. Difficulty Levels ----------------- Once you have slain Diablo, a new difficulty level will unlock. This is the Nightmare difficulty. Once you slain Diablo in Nightmare, it will unlock the Hell difficulty. The difficulty level increases the experience loss for death and it is highly recommended that you gain tons of experience in Act IV of the previous difficulty before you move on. A general good idea to move to nightmare is around level 30, and hell, 50. ================== ii. Characters ================== In Diablo 2, there are five different and distinct character classes. They are the Barbarian, Sorceress, Necromancer, Amazon, and the Paladin. Like any other good games, each of these characters has their strength and weaknesses. Depart from Diablo 1, Diablo 2 has a full set of skill trees for each character. There's 10 skills under each sets of skills for each character and there is 3 sets of skills for each character, making for a total of 150 skills for the 5 characters. Thus, even characters from the same class may look and act very differently. The Characters Necromancer The Necromancer uses dark magic to his advantage. He can raise undead to attack for him, and since he gains experience that from the kills of his minions, this makes the leveling the first few levels quite easy. Amazon The Amazon may be better recognized as the "Rogue" of Diablo 1. It is a very powerful, fast, and versatile character who can deal many methods of damage. Usually holding missle weapons, you will not need to repair armor often, and can handle very strong hand-to-hand battles if needed. Paladin A natural leader, a paladin or two is very powerful in multiplayer, as his aura can help his party. However, this does not make him a weak player in stand-alone play. His ability to heal will save him many times and he is more than a capable fighter and various magic. Sorceress The sorceress is weak in combat, but she more than makes it up in her magic. She has the power to freeze, burn, and toast creatures, and can take out monsters in groups. Barbarian The warrior of the group, the barbarian is the master of physical combat. His exceptional strength will allow him to wield and wear weapons and armors, respectively, that other classes will not or have trouble doing so. The vast skills that he process will be his alone. Character Skills Development ---------------------------- Because of the 30 skills for each player and 20 skill levels for each skill, if you want to max out your player, you will need 600 levels. However, as I have found out the hard way, skills distribution is very important in this game. I cannot emphasis this more. I will list the individual classes and the various ways you can specialize. Specialization is very important. --------------- The Necromancer --------------- --------------- Posion and Bone --------------- This set of skills uses magical attacks that serves a huge range of purposes, including defense, attack, stall. Teeth ----- Level 1 This fires multiple magic teeth. The advantage is that as you pour skill points into this, there will be more teeth and it will hit targets behind the first and is useful against a room of enemies, although its damage may be too weak for after Act I. A = Mana Cost Bmin = Minimum Damage Bmax = Maximum Damage C = Number of Teeth L = Skill Level A = 3 + ( ( L - 1 ) * 0.5 ) Bmin = L + 1 Bmax = Bmin + 2 C = L + 1 Bone Armor ---------- Level 1 This spells creates a protective shield that will absorb damage that would have been dealt to you. This skill is very important early in the game. A = Damage Absorbed B = Mana Cost L = Skill Level A = 20 + ( ( L - 1 ) * 10 ) B = L + 10 Poison Dagger ------------- Level 6 This spell poisons the target you hit when you have a dagger in your hand. Personally, this skill is not that useful, as it is only for melee combat and does not have an effect with a thrown dagger. However, the stats for this does get very high as you put more into this skill. A = Minimum Posion Damage B = Maximum Posion Damage C = Duration (In Seconds) D = Attack Rating Bonus E = Mana Cost L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 7 10 14 18 23 29 35 41 49 57 65 74 84 94 105 116 128 141 154 168 B 15 20 26 33 40 48 56 65 75 85 95 106 118 131 144 157 171 186 201 217 (I somewhat figured out the pattern, but it's too complicated) C = L + 3 D = 15 + ( ( L - 1 ) * 10 ) E = 3 + ( ( L - 1 ) * 2.5 ) rounded down Corpse Explosion ---------------- Level 6 This is probably the most powerful skill of the Necromancer, and at such and early time, it is important to pump tons of skill points into this to increase the radius of effect. A = Mana Cost B = Radius of Blast in yards L = Skill Level A = L + 14 B = 2.8 + ( ( L - 1 ) * ( 5/8) ) Bone Wall --------- Level 12 Mana Cost 17 Mana Duration 48 Seconds This skill creates a barrier of bone that will prevent anyone from passing through it. It is quite useless after Act I, except for maybe stalling enough to get out of trouble. A = Hit Points L = Skill Level A = 19 + ( ( L - 1 ) * 4.5 ) Bone Prison ----------- Level 24 Duration 48 seconds This is very similar to the Bone Wall except for it forms a circle around the target rather than a wall. This will prevent the target from getting to you, but it also prevents you from getting to the target. You can use this to stall someone or to run away. A = Mana Cost B = Hit Points L = Skill Level A = 27 - ( ( L - 1 ) * 2 ) *Note: from level 14 on, this spell cost only 1 mana to cast. B = 19 + ( ( L - 1 ) * 4.5 ) Poison Explosion ---------------- Level 18 Mana Cost 8 Mana This skill is identical to Corpse Explosion, except for it does poison damage. It is very powerful and it has the advantage of poison - it does damage that continues over time. This is another skill that is very important if you are a necromancer. A = Minimum Poison Damage B = Maximum Poison Damage C = Duration in Seconds L = Skill Level A = 25 + ( ( L - 1 ) * 5 ) B = 50 + ( ( L - 1 ) * 10 ) C = 4 + ( ( L - 1 ) * 0.8 ) Bone Spear ---------- Level 18 Bone Spear is a powerful spell that creates a bone missile of magic that flies forth from the necromancer and inflicts much damage. It will passes through enemies and continue, thus is very effective in hallways, as in many places in Act II. A = Minimum Damage B = Maximum Damage C = Mana Cost L = Skill Level A = 16 + ( ( L - 1 ) * 8 ) B = A + 8 C = 7 + ( ( L - 1 ) * 2.5 ) Poison Nova ----------- Level 30 Mana Cost 25 Mana This skill creates a ring of poison that will explode outward from the necromancer and it is a very powerful spell that will inflict a large amount of damage to a group of enemies that surrounds the necromancer. Since this does not need a corpse, as poison explosion needs, it is very handy, with its only drawback being its high mana cost. A = Minimum Poison Damage B = Maximum Poison Damage C = Duration in Seconds L = Skill Level A = 50 + ( ( L - 1 ) * 5 ) B = 75 + ( ( L - 1 ) * 7.5 ) C = 8 + ( ( L - 1 ) * 0.8 ) Bone Spirit ----------- Level 30 This skill creates a spirit that will seek any enemy and inflict massive damage. Although the damage increases rapidly, it is better to pour points into Bone Spear as it works better fighting large groups of creatures. A = Mana Cost B = Minimum Damage C = Maximum Damage L = Skill Level A = 12 + ( ( L - 1 ) * 0.5 ) B = 20 + ( ( L - 1 ) * 16 ) C = 30 + ( ( L - 1 ) * 16 ) ------ Curses ------ The Curses are a set of skills that will affect the enemy and is usually used in conjunction with skeletons and golems or great for multiplayer. Since the curses works against groups, it makes for powerful spells. Amplify Damage -------------- Level 1 Mana Cost 4 Mana Damage 200% Amplify Damage is a very powerful early skill because it increases the damage dealt to the cursed target by doubling it. This means any hits on the targets will count as two. The duration and the effect increases and will allow you to use other spells. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 2 + ( ( L - 1 ) * 6.5 ) B = 8 + ( ( L - 1 ) * 3 ) Dim Vision ---------- Level 6 Mana Cost 9 Mana Sight Radius 1 Yard Dim Vision reduces the sight radius, making them nearly blind. With Arrows or Skeleton Mages, you can take out enemies before they even see you. You can also use this spell so archers cannot shoot you. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 2.6 + ( ( L - 1 ) * 6.5 ) B = 7 + ( ( L - 1 ) * 2 ) Weaken ------ Level 6 Mana Cost 6 Mana Damage Dealt 66% Weaken reduces the amount of damage the cursed can do to you and your party. This skill is defensive and is best used in a situation where you are surrounded by a great number of enemies. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 6 + ( ( L - 1 ) * 6.5 ) B = 14 + ( ( L - 1 ) * 2.4 ) Iron Maiden ----------- Level 12 Mana Cost 5 Mana Radius 4.6 yards This skill forces the cursed creature to take damage that it deals. This is a very powerful spell as it will allow you to take out some minions very quickly. A = Percent Damage Returned B = Duration in Seconds L = Skill Level A = 200 + ( ( L - 1 ) * 25 ) B = 12 + ( ( L - 1 ) * 2.4 ) Terror ------ Level 12 Mana Cost 7 Mana Radius 2.6 Yards Terror makes the cursed creature run away in terror. This is not a skill you will use frequently, but will get you out of trouble at the worst times. Its set radius will limit the ability of this spell. A = Duration in seconds L = Skill Level A = L + 7 Confuse ------- Level 18 Mana Cost 13 Mana Confuse will force the cursed monster to attack random nearby monsters and/or players randomly, so this spell is very effective in a group of creatures as they will greatly reduce each other's collective hit points. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 4 + ( ( L - 1 ) * 6.5 ) B = 10 + ( ( L - 1 ) * 10 ) Life Tap -------- Level 18 Mana Cost 9 Mana Hit points drained 50% of damage This is one of the few ways in this game to replenish health. When you curse someone, they will give up the life they lose to you. This is very effective at times, as its duration and radius increases with level, thus benefitting both you and your party members. Note that when your skeletons and golems hits the enemy, they will return the 50 percent damage to themselves, thus healing themselves. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 2.6 + ( ( L - 1 ) * 0.635 ) B = 16 + ( ( L - 1 ) * 2.4 ) Attract ------- Level 24 Mana Cost 17 Mana Radius 6 Yards This skill is very effectively in taking out uniques, although it will not work on bosses. This will also create an escape route for you as the enemies will go after the cursed creature. A = Duration L = Skill Level A = 12 + ( ( L - 1 ) * 3.6 ) Decrepify --------- Level 24 Mana Cost 11 Mana This is one of the few skills that will slow enemies down, even though it will not freeze them. It is not cold, and thus is very useful in some situation. It will also allow your Skeletal Mages and party members to fire off before the enemies can attack in melee. A = Radius in Yards B = Duration in Seconds L = Skill Level A = 2.6 + ( ( L - 1 ) * 0.635 ) B = 2 + ( ( L - 1 ) * 0.2 ) Lower Resist ------------ Level 30 Mana Cost 22 Mana Lower Resist will lower the enemy's resistance by more than 30 percent, and it will allow some skills to be more effective, as creatures will have greater resistance near the end of the game. A = Radius in Yards B = Duration in Seconds C = Resist Lowered by in % L = Skill Level A = 4.6 + ( ( L - 1 ) * 0.635 ) B = 20 + ( ( L - 1 ) * 2 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 C 31 37 41 44 47 49 51 52 54 55 56 57 58 59 60 61 61 61 62 62 --------- Summoning --------- The Necromancer can raise the dead to help him. He also has the power to summon golems from. While they are powerful initially, they will be hard to maintain in the later acts. Skeleton Mastery ---------------- Level 1 If you planned on summoning tons of skeletons, this is a very important skill to pump up your minions. A = Skeleton Hit Points B = Skeleton Damage C = Monster Hit Points D = Monster Damage % L = Skill Level A = L * 7 B = L * 2 C = L * 7 D = L * 2 Raise Skeleton -------------- Level 1 For every new skill point, you can raise one more skeleton, but the problem lies in the fact that it is very difficult to manage all the skeletons, as they will get stuck behind doors and very hard to move around in tight quarters. Many Skeleton will get lost. And late in the game, the skeleton will get destroyed very quickly, and it will be hard to maintain the pace to create more, and it also becomes harder to find more dead bodies. A = Number of Skeletons B = Mana Cost L = Skill Level A = L B = L + 5 Clay Golem ---------- Level 6 This creates a Golem, with the exception that you can only have ONE golem of any type at one time. The advantage is that they heal over time, and that's why they are better than skeletons, as they do not need corpses to be created. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Hit Points L = Skill Level A = 15 + ( ( L - 1 ) * 3 ) B = 2 + ( ( L - 1 ) * 0.65 ) C = 5 + ( ( L - 1 ) * 1.65 ) D = 100 + ( ( L - 1 ) * 35 ) Golem Mastery ------------- Level 12 This is to Golems what Skeleton Mastery to Skeletons. This increases the health and speed of golems, and it is quite worth the investment. A = Hit Points % increase B = Speed % increase L = Skill Level A = L * 20 L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 8 10 14 17 20 22 23 24 26 27 28 29 30 30 31 32 32 32 33 33 Raise Skeletal Mage ------------------- Level 12 Hit Points 61 This raises a skeleton mage to fight for your necromancer. It is very useful as they will shoot a ranged attack. When it is summoned, it will be one of the four random elements: Fire, Cold, Poison, or Lightning. You will not be able to choose which kind, but nonetheless, you can keep raising one after another until you get the kind you want, at the cost of mana. A = Number of skeletal mages B = Mana Cost L = Skill Level A = L B = L + 7 Blood Golem ----------- Level 18 Hit Points 201 Blood Golem raises a Golem that's connected to you in health, which means that you will gain the health it steals, and you will lose the health it loses. This is very effective in the earlier levels, but will be bad near the end, as the huge groups of enemies will quickly destroy the blood golem. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Heal Convert Damage L = Skill Level A = 25 + ( ( L - 1 ) * 4 ) B = 6 + ( ( L - 1 ) * 2 ) C = 16 + ( ( L - 1 ) * 5.5 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 D 31 32 33 34 35 35 35 36 36 36 37 37 37 37 37 38 38 38 38 38 Summon Resist ------------- Level 24 Summon Resist that will increases the resistance of your minions. This will become very useful near the end of the game, as the damages will be elemental. A = Resist All % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 28 34 39 44 47 50 52 54 56 57 59 60 61 62 62 64 64 65 65 65 Iron Golem ---------- Level 24 Mana Cost 35 Damage 7-19 Hit Points 367 This skill creates a golem from a metal item. It will take on the properties of the item, however, you will lose the item. It is a great way to get rid of items that would you would not use otherwise. A = Thorns % L = Skill Level A is 0 when L is 1 L = 150 + ( ( L - 2 ) * 15 ) Fire Golem ---------- Level 30 The fire golem is very useful in Act IV, when most of the creatures are fire-related. The more skill points you put into this, the more damage they will absorb from fire damages. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Fire Damage Absorbed to Hit Points L = Skill Level A = 50 + ( ( L - 1 ) * 10 ) B = 10 + ( ( L - 1 ) * 2.5 ) C = 27 + ( ( L - 1 ) * 6.5 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 D 36 45 52 58 62 66 69 71 74 76 78 79 81 82 83 85 85 86 87 88 Revive ------ Level 30 This skill will resurrect a dead creature to fight for you. You cannot resurrect bosses back to life to fight for you. And they will only last for three minutes, and not indefinitely as other creatures. A = Mana Cost B = Number of Monsters C = Hit Points of Original Monster % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 45 42 39 36 33 30 27 24 21 18 15 12 9 6 3 1 1 1 1 1 B = L C = 200 + ( ( L - 1 ) * 20 ) ------ Amazon ------ ---------------- Bow and Crossbow ---------------- This set of skills utilizes the Amazon's high dexterity well. It also kills enemies from a distances, which would minimize repairing costs and damage received. Magic Arrow ----------- Level 1 The magic arrow is an invaluable skill and for every point you pour in, the damage dealt goes up while its mana cost goes down, making it a free spell after level 13. They will miss their target, making it an excellent way to damage enemies. A = Mana Cost B = Damage Modifier L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 A 1.5 1.3 1.2 1.1 1 .8 .7 .6 .5 .3 .2 .1 0 B = L - 1 Fire Arrow ---------- Level 1 This spell adds on fire to your arrows, causing it fire damage. This is a little weak near the end due to the fire-resistant creatures, but it's worth to put a few points here initially. A = Mana Cost B = Minimum Fire Damage C = Maximum Fire Damage L = Skill Level A = 3 + ( ( L - 1 ) * 2.5 ) B = L * 2 - 1 C = B + 3 Cold Arrow ---------- Level 6 This skill is similar to Fire Arrow, except for it tags on cold damage, as well as the ever useful effect of slowing down the enemy. This is an effective amazon skill because it also helps play keep-away with the monsters, slowing them down while you can keep on hitting them. A = Mana Cost B = Cold Damage C = Cold Length in Seconds L = Skill Level A = 3 + ( ( L - 1 ) * 2.5 ) B = L * 2 + 1 C = 4 + ( ( L - 1 ) * 1.2 ) Multiple Shot ------------- Level 6 Multiple Shot magically splits one arrow into multiple arrows. As you put more points into this skill, you will get more arrow. This is very effective in clearing out rooms, and with critical strike, you can easily destroy hordes of creatures. A = Mana Cost B = Number of Arrows L = Skill Level A = L + 3 B = L + 1 Ice Arrow --------- Level 18 There's a reason this spell is level 18. It is very similar to the Cold Arrow, except for it completely freezes the opponent for a time. They will not be able to move, and have the added bonus of getting smashed on the next hit. This can help you win tons of battles. A = Mana Cost B = Freeze in Seconds C = Minimum Cold Damage D = Maximum Cold Damage L = Skill Level A = 4 + ( ( L - 1 ) * 2.5 ) B = 2 + ( ( L - 1 ) * 0.2 ) C = 6 + ( ( L - 1 ) * 4 ) D = C + 4 Guided Arrow ------------ Level 18 This is a very powerful skill that wll let you track down the nearest enemy if you do not target one. It will turn corners and hit them even if they are in another room. A = Mana Cost B = Damage Modifier in percentage L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 7 6.5 6 5.5 5 4.5 4 3.5 3 2.5 2 1.5 1 1 1 1 1 1 1 1 B = ( L - 1 ) * 5 Exploding Arrow --------------- Level 12 This arrows explodes, and causes fire damage around the area of impact. It will do damage to a group of enemies, making it invaluable in close situations. It is also sometimes a good way to light up a dark corridor. A = Mana Cost B = Minimum Fire Damage C = Maximum Fire Damage L = Skill Level A = 5 + ( ( L - 1 ) * 0.5 ) B = 2 + ( ( L - 1 ) * 5 ) C = B + 2 Strafe ------ Level 24 Mana Cost 11 Mana Strafe is a special skill that will hit multiple hits. It is better than multiple shot in that it works with any missle weapons, including spears and javelins. A = Maximum Enemies Attacked B = Damage Modifier % L = Skill Level A = 5 + ( ( L - 1 ) * 2 ) B = L * 5 Immolation Arrow ---------------- Level 24 This arrow creates fire on the group and burns for a set duration. It also does fire damage when it hits its target. Immolation arrow is very powerful as it does not hurt you or any members in your party. A = Mana Cost B = Minimum Explosion Damage C = Maximum Explosion Damage D = Fire Duration in Seconds E = Minimum Fire Damage F = Maximum Fire Damage L = Skill Level A = L + 5 B = 4 + ( ( L - 1 ) * 6 ) C = B + 6 D = 4.6 + ( L - 1 ) E = 8 + ( ( L - 1 ) * 5.55 ) F = E + 2 Freezing Arrow -------------- Level 30 Duration 2 Seconds This is similar to ice arrow except for it has a cold damage area of effect and will freeze nearby enemies. It is very useful as it pauses monsters. A = Minimum Damage Modifier B = Maximum Damage Modifier C = Mana Cost L = Skill Level A = L * 6 B = A + 4 C = L + 8 ----------------- Passive and Magic ----------------- The Passive and Magic Skills are among the most important in the game for the Amazon. The vast passive skills that helps you survive will save you many timse without costing you much. Inner Sight ----------- Level 1 Mana Cost 5 Mana Radius 13.3 Yards This skill creates a small light source on all monsters, to illuminate the enemies. This allow the Amazon to see farther, and is very useful in some dungeons. It also lowers the enemy's defense, making it easier for you to damage them. A = Duration in Seconds B = Enemy Defense L = Skill Level A = 8 + ( ( L - 1 ) * 4 ) B = 46 + ( ( L - 1 ) * 4 ) Critical Strike --------------- Level 1 Critical strike makes it possible for you to do double damage when attacking an enemy. Since Critical Strike is a passive skill, the more you pump into this skill, the more chances you will do double damage, making it much easier to kill enemies. A = Double Damage Chance % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 16 25 32 38 42 46 49 51 54 56 58 59 61 62 63 65 65 66 67 68 Dodge ----- Level 6 This is a skill that would allow the Amazon to move out of the way in melee combat. This is also a passive skill, making it invaluable as it will decrease the chances of an enemy hitting you. A = Dodge Melee Chance % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 18 24 29 34 37 40 42 44 46 47 49 50 51 52 52 54 54 55 55 56 Slow Missiles ------------- Level 12 Mana Cost 5 Mana Radius 13.3 Yards This is a skill that is ative and slows the enemies' missiles. This skill comes in handy when you're facing groups of archers. With enough skill points pour into it, it makes it very hard to damage the amazon with ranged attacks. A = Duration in Seconds L = Skill Level A = 6 * ( L + 1 ) Avoid ----- Level 12 Avoid is identical to Dodge, except for it works against ranged attacks. Avoid will be a life-saver when there are tons of archers as they willl miss quite often. A = Chance to Dodge Missile L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 24 31 36 41 45 48 50 52 54 55 57 58 60 61 61 63 63 64 64 65 Penetrate --------- Level 18 This increases your ranged attacks' efficency by increasing the attack rating. With Critical Strike, this makes the Amazon very powerful. A = Ranged Attacks Attack Rating % L = Skill Level A = 35 + ( ( L - 1 ) * 10 ) Decoy ----- Level 24 This skill creates a copy of your Amazon that will draw enemy fire. The only drawback is that it does not last long on the lower levels. A = Duration in Seconds B = Mana Cost L = Skill Level A = 10 + ( ( L - 1 ) * 5 ) B = 20 - L *Note: When L is 20, B is 1 Evade ----- Level 24 Even though this skill comes at level 24, it is never too late. This gives the Amazon a chance to escape any attack while moving. Pouring enough points in Evade, Avoid, and Dodge and it will make it very difficult for anyone to hit your Amazon. A = Chance to Dodge Any Attack L = Skill Level A = 18 + ( ( L - 1 ) * 6 ) Valkyrie -------- Level 30 Mana Cost 25 Mana This is one of the Amazon's most powerful skill. This is a very good way to imitate the Necromancer's skill, and as you pour more points into it, it will become very powerful very quickly. A = Hit Points B = Damage % C = Attack % D = Defense Bonus % L = Skill Level A = 377 + ( ( L - 1 ) * 76 ) B = ( ( L - 1 ) * 25 ) C = ( ( L - 1 ) * 25 ) D = ( ( L - 1 ) * 25 ) Pierce ------ Level 30 This is a passive skill that will give you an opportunity for any missile weapon to penetrate the first enemy and continue on. It may be more worthwhile to pour points into the Valkyrie first. A = Passing Through Chance % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 16 20 24 27 30 32 33 34 36 37 38 39 40 40 41 42 42 42 43 43 ----------------- Javelin and Spear ----------------- The other powerful branch for an Amazon, this set of skills should not be overlooked as they will match many in damage. Jab --- Level 1 Jab allows you to hit many times in a single attack, however, as you pour more into the skill, it will become more effective. A = Attack Rating Bonus B = Damage Modifier % C = Mana Cost L = Skill Level A = 10 + ( ( L - 1 ) * 5 ) B = -15 + ( ( L - 1 ) * 3 ) C = 2 + ( ( L - 1 ) * 2.5 ) Power Strike ------------ Level 6 The Power Strike is a skill that will add lightning damage to an attack. It is useful only when fighting a single enemy or a small group because it will only affect a single target. A = Attack Modifier B = Minimum Damage C = Maximum Damage D = Mana Cost L = Skill Level A = 10 + ( ( L - 1 ) * 5 ) B = 1 + ( ( L - 1 ) * 3 ) C = B + 7 D = 2 + ( ( L - 1 ) * 2.5 ) Poison Javelin -------------- Level 6 Posion is a very powerful way to damage enemies early in the game, and for that reason, Poison Javelin is very powerful early. It also leaves a trail of poison behind if they walk into it. A = Minimum Poison Damage B = Maximum Poison Damage C = Mana Cost L = Skill Level A = 9 + ( ( L - 1 ) * 4.45 ) B = 14 + ( ( L - 1 ) * 4.45 ) C = 4 + ( ( L - 1 ) * 0.25 ) Impale ------ Level 12 Mana Cost 3 This skill makes the weapon you are using more durability while at the same time, adds to your attack rating, which is very powerful as your pour more points into it. It is well worth the mana cost. A = Attack Modifier % B = Weapon Durability % L = Skill Level A = 25 + ( ( L - 1 ) * 7 ) B = 49 + L Lightning Bolt -------------- Level 12 Lightning Bolt turns the Javelin you are to throw into a lightning bolt that does tons of damage to the enemy it hits. While the mana cost is somewhat high, its effect is very powerful. A = Damage Modifier B = Mana Cost L = Skill Level *Note: Range of Damage is from 1 to the number given by this formula A = 40 + ( ( L - 1 ) * 8 ) B = 6 + ( ( L - 1 ) * 0.25 ) Charged Strike -------------- Level 18 This skill provides a lightning attack that do damage to whatever they counter, but it will inflict a lot of damage. It is very effective to pour some points into this early. A = Minimum Damage Modifier B = Maximum Damage Modifier C = Mana Cost L = Skill Level A = 1 + ( ( L - 1 ) * 5 ) B = 15 + ( ( L - 1 ) * 5 ) C = 4 + ( ( L - 1 ) * 0.25 ) Plague Javelin -------------- Level 18 This weapon is similar to poison javelin, but it will create an expanding cloud of poison around the target it hits. This is powerful against a group of enemies that will leave all of them poisoned. A = Minimum Poison Damage B = Maximum Poison Damage C = Mana Cost L = Skill Level A = 9 + ( ( L - 1 ) * 4.45 ) B = 14 + ( ( L - 1 ) * 4.45 ) C = L + 6 Fend ---- Level 24 Mana Cost 5 Mana This skill is very effective when you are surrounded by a group of creatures. Fend attacks multiple adjacent targets, and hitting all of them. This is very good when you are surrounded and as skill points are added to it, it even gives the added benefit of increasing your attack rating and damage rating. A = Attack Modifier % B = Damage Modifier % L = Skill Level A = 10 + ( ( L - 1 ) * 5 ) B = 25 + ( ( L - 1 ) * 3 ) Lightning Strike ---------------- Level 30 This skill is almost identical to Lightning Fury except for it will release chain lightning that travels from enemy to enemy. This is a powerful skill if you melee a lot and is willing to master it. *Note: Minimum Lightning Bolt Damage is always 1 A = Maximum Lightning Bolt Damage B = Number of Bolts C = Minimum Lightning Damage D = Maximum Lightning Damage E = Mana Cost L = Skill Level A = 14 + ( ( L - 1 ) * 2 ) B = L + 1 C = 5 + ( ( L - 1 ) * 10 ) D = 25 + ( ( L - 1 ) * 10 ) E = 9 + ( ( L - 1 ) * 0.5 ) Lightning Fury -------------- Level 30 Lightning Fury is worth getting to level 30 for. It will turn your Javelin into a chained lightning as soon as you throw it. This is a ranged skill and will rip through many enemies. This is very powerful and is worth pouring skill points into because of its ranged ability. *Note: Minimum Lightning Bolt Damage is always 1 A = Maximum Lightning Bolt Damage B = Number of Bolts C = Minimum Lightning Damage D = Maximum Lightning Damage E = Mana Cost L = Skill Level A = 40 + ( ( L - 1 ) * 4 ) B = L + 1 C = 1 + ( ( L - 1 ) * 10 ) D = 40 + ( ( L - 1 ) * 10 ) E = 10 + ( ( L - 1 ) * 0.5 ) ------- Paladin ------- ------ Combat ------ This set of skills helps the paladin and his ability to fight against the monsters. Sacrifice --------- Level 1 This skill gives you the ability to do more damage to the enemy but will take eight percent of your life. It is powerful, but need some good balancing to ensure that you would not die. A = Attack Raating Modifier % B = Damage % L = Skill Level A = 20 + ( ( L - 1 ) * 5 ) B = 180 + ( ( L - 1 ) * 12 ) Smite ----- Level 1 Mana Cost 2 Mana This skill knocks back and damges the enemy, temporarily stunning them. This will allow you to continue to hit, thus making this a very powerful skill. It also gives you a damage modifier which would be great. A = Damage Modifier % B = Stun in Seconds L = Skill Level A = 15 * L B = 0.6 + ( ( L - 1 ) * 0.2 ) Holy Bolt --------- Level 6 Holy Bolt is a powerful bolt that damages undead monsters, and usually kill them in one hit, but it's quite useless against anything else. However, it does has the added benefit of healing your party members by shooting them, making this a very flexible spell. A = Minimum Magic Damage B = Maximum Magic Damage C = Minimum Healing D = Maximum Healing E = Mana Cost L = Skill Level A = 8 + ( ( L - 1 ) * 6 ) B = A + 8 C = 1 + ( ( L - 1 ) * 2 ) D = 6 + ( ( L - 1 ) * 2 ) E = 4 + ( ( L - 1 ) * 0.25 ) Zeal ---- Level 12 Mana Cost 2 Mana This skill is very effective when you are surrounded as it will let you hit all enemies around you with one attack. It also lets you use a slow weapon in a faster rate of hit, making sure you do a large amount of damage. A = Attack Modifier % B = Number of Hits L = Skill Level A = 10 + ( ( L - 1 ) * 5 ) B = L + 1 Charge ------ Level 12 Mana Cost 9 Mana This skill is similar to Smite, but it will also increase the amount of damage it does, while the enemy is not stunned, it usually is powerful enough to destroy someone with a few hits. A = Damage Modifier % L = Skill Level A = 100 + ( ( L - 1 ) * 25 ) Vengeance --------- Level 18 Mana Cost 4 Mana This is a skill that will add fire, lightning and cold damage to the attack, making it a very good spell, as an enemy with resistance to one source of damage will still take a lot of damage. If you invest enough points in this, the cold damage will also slow the enemy down, making this a good skill to have. A = Mana Cost B = Cold Length C = Elemental Damage % L = Skill Level A = 4 + ( ( L - 1 ) * 0.5 ) B = 1.2 + ( ( L - 1 ) * 0.6 ) C = 35 + ( ( L - 1 ) * 5 ) Blessed Hammer -------------- Level 12 The blssed hammer creates a spinning hammer that will damage any enemies it encounter, doing double damage to the undead. While a useful skill at time, this skill has limited use and should not be trained often. A = Minimum Damage Modifier % B = Maximum Damage Modifier % C = Mana Cost L = Skill Level A = 12 + ( ( L - 1 ) * 8 ) B = A + 4 C = 5 + ( ( L - 1 ) * 0.25 ) Conversion ---------- Level 24 Mana Cost 4 Mana This skill gives you a chance to convert a monster to fight for you. This skill works with your normal melee damage, with a chance to convert. A = Chance to Convert % B = Duration in Seconds L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 11 20 27 33 37 41 44 46 49 51 53 54 56 57 58 60 60 61 62 63 B = 20 + ( ( L - 1 ) * 10 ) Holy Shield ----------- Level 24 Mana Cost 35 Mana The holy shield enhances your shield, and it helps very much when you pour points into this skill. The only drawback is its 35 mana casting cost, but it will last a long time as you pour into this, making it insignificant. A = Duration in Seconds B = Defense Modifier % C = Chance to Block % L = Skill Level A = 30 + ( ( L - 1 ) * 10 ) B = 25 + ( ( L - 1 ) * 15 ) C = 8 + ( ( L - 1 ) * 2 ) Fist of the Heavens ------------------- Level 30 This is a skill that will do a substantial amount of damage with a lightning bolt, but it will also release holy bolts afterwards, making it a very powerful skill to use against the undead, with the effect of healing your fellow party members. This skill is useful in fighting against the undead. *Note: Minimum Holy Bolt Damage is always 1 A = Maximum Holy Bolt Damage B = Minimum Lightning Damage C = Maximum Lightning Damage D = Mana Cost L = Skill Level A = 16 + ( ( L - 1 ) * 6 ) B = 1 + ( ( L - 1 ) * 8 ) C = 40 + ( ( L - 1 ) * 8 ) D = 25 + ( ( L - 1 ) * 2 ) --------------- Offensive Auras --------------- This set of skills are very useful and bring out the leadership quality of the paladin in multiplayer play, as it will affect everyone in your group within the radius. Might ----- Level 1 Perhaps the most powerful of the auras, you will get this first, and it increases a lot of damage if you pour enough points into this. A = Radius in Yards B = Damage Modifier % L = Skill Level A = 7.3 + ( ( L - 1 ) * 0.7 ) B = 40 + ( ( L - 1 ) * 10 ) Holy Fire --------- Level 6 This aura will burn enemies with fire. With each point of skill, you will increase the radius and the damage, making this spell very effective early. This is a good spell to have early, but will not be able to hold up near the end of the game. A = Radius in Yards B = Minimum Fire Damage C = Maximum Fire Damage L = Skill Level A = 4 + ( ( L - 1 ) * 0.65 ) B = 1 + ( ( L - 1 ) * 0.75 ) C = B + 2 Thorns ------ Level 6 This aura is probably the most powerful aura the Paladin has. This aura will return damage to any enemy that inflicts damage on you. The only drawback is that it only works on melee combat. A = Radius in Yards B = Damage Return in % L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) B = 250 + ( ( L - 1 ) * 40 ) Blessed Aim ----------- Level 12 This aura will increase your attack rating, making it easier to hit. This is an aura that's important in multiplayer, as it will help your whole group. A = Radius in Yards B = Attack Modifier % L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) B = 75 + ( ( L - 1 ) * 15 ) Concentration ------------- Level 18 Uninterrupt chance of 20% Concentration is an aura that will make sure you will not be interrupted when you attack, as your attacks will be interrupted if you are surrounded. This skill has limited use, but is useful when it needs to be used. A = Damage % L = Skill Level A = 60 + ( ( L - 1 ) * 15 ) Holy Freeze ----------- Level 18 Holy Freeze is almost identical to Holy Fire. However, the damage dealt is not cold, but it still slows the enemies down, making it very powerful, as even creatures with resistant to cold will not be protected from this aura. A = Radius in Yards B = Slows Enemies % L = Skill Level A = 4 + ( ( L - 1 ) * 0.65 ) B = 30 + ( ( L - 1 ) * 3.5 ) Holy Shock ---------- Level 24 This is like Holy Fire except fror it does lightning damage. A = Radius in Yards B = Minimum Lightning Damage C = Maximum Lightning Damage L = Skill Level A = 3.3 + ( ( L - 1 ) * 0.65 ) B = 1 + ( ( L - 1 ) * 1.5 ) C = 5 + ( ( L - 1 ) * 1.5 ) Sanctuary --------- Level 24 Sanctuary will do tons of damage to undead, but it is useless otherwise, so while it is useful to put a few points into this, it is very specialized. A = Radius in Yards B = Minimum Magic Damage C = Maximum Magic Damage L = Skill Level A = 3.3 + ( ( L - 1 ) * 0.65 ) B = 8 + ( ( L - 1 ) * 4 ) C = B + 8 Fanaticism ---------- Level 30 Radius 7.3 Yards Fanaticism is a powerful aura that will boost the attack rate and power, but very slowly, so it may not be worth it to pour more than 2 or 3 points into it. A = Attack Rate in % B = Attack Modifier in % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 14 18 20 23 25 26 27 28 29 30 31 31 32 33 33 33 34 34 34 35 B = 40 + ( ( L - 1 ) * 5 ) Conviction ---------- Level 30 Conviction is an aura that will reduce the armor class and the resistances of enemies that are targeted. This is rather powerful as it can help you and your party members to destroy monsters faster. A = Radius in Yards B = Defense Modifier in -% C = Maximum Resist in -% L = Skill Level A = 6 + ( ( L - 1 ) * 0.65 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 49 56 61 66 70 73 75 77 79 80 82 83 85 86 86 88 88 89 89 90 C 26 32 36 39 42 44 46 47 49 50 51 52 53 54 55 56 56 56 57 57 --------------- Defensive Auras --------------- This set of skills will help you and your party members improve their respective defense. Most of them are, nonetheless, powerful in single player. Prayer ------ Level 1 This is one of the Paladin's most powerful skill because it can heal you and your party member even when you are doing nothing, as it is a passive skill. While it does take some mana away from you when it is used, it is very powerful in multiplayer as it heals everyone at the same time. A = Radius in Yards B = Healing C = Mana Cost L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) B = L + 1 C = 1 + ( ( L - 1 ) * 0.15 ) Resist Fire ----------- Level 1 Another passive skill that is very useful as it helps you and everyone in your party to protect against fire. A = Radius in Yards B = Resist Fire in +% L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 54 58 60 63 65 66 67 68 69 70 71 71 72 73 73 74 74 74 74 75 Defiance -------- Level 6 Defiance boosts your defensive rating when active. This is another powerful multiplayer skill as it increases you and your party member's defense. A = Radius in Yards B = Defense Modifier in % L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) B = 70 + ( ( L - 1 ) * 10 ) Resist Cold ----------- Level 6 This is what its name does, it increases your resistance to cold, and since it doesn't need mana, it can be used indefinitely. A = Radius in Yards B = Resist Cold L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 54 58 60 63 65 66 67 68 69 70 71 71 72 73 73 74 74 74 74 75 Cleansing --------- Level 12 While not exactly resist poison, it reduces the amount of time that poison will affect you or any party member. This is very useful in Act II. A = Radius in Yards B = Duration Reduction L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 39 46 51 56 60 63 65 67 69 70 72 73 75 76 76 78 78 79 79 80 Resist Lightning ---------------- Level 12 Another Resist aura that is important in some situation. A = Radius in Yards B = Resist Lightning L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 54 58 60 63 65 66 67 68 69 70 71 71 72 73 73 74 74 74 74 75 Vigor ----- Level 18 This aura boosts the stamina regeneration rate, which allows you and your allies to run more often. It also increase your maximum stamina, and your walk and run speed. This is best needed in Act III, to chase those pesty Flayers. A = Radius in Yards B = Velocity Increase in % C = Maximum Stamina Increase in % D = Maximum Stamina Recovery in % L = Skill Level A = 10 + ( ( L - 1 ) * 2 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 13 18 22 25 28 30 32 33 35 36 37 38 39 40 40 41 41 42 42 43 C = 50 + ( ( L - 1 ) * 25 ) D = 50 + ( ( L - 1 ) * 25 ) Meditation ---------- Level 24 This aura increases the mana recovery rate for friendly units. Band with Sorceresses and Necromancers, this spell will make you popular and is very lethal. A = Radius in Yards B = Mana Recovery in % L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) B = 65 + ( ( L - 1 ) * 15 ) Redemption ---------- Level 30 Radius 7.3 Yards Redemption is very powerful, as this aura will convert the corpses of enemies and turn them into mana. This is effective way to give you mana, as well as remove creatures that would be resurrected by other enemies. The only drawback is that when you work with Necromancers, this will take corpses away from them. A = Chance to Redeem B = Hit Points and Mana Recovery L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 23 34 42 49 55 59 63 65 69 71 73 75 77 79 80 82 82 83 84 85 B = 25 + ( ( L - 1 ) * 5 ) Salvation --------- Level 30 Salvation protects you and your allies from all elemental damages, making this spell very very powerful. Since this is a passive skill, this will make many people happy. A = Radius in yards B = Resist All L = Skill Level A = 7.3 + ( ( L - 1 ) * 1.35 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 54 58 60 63 65 66 67 68 69 70 71 71 72 73 73 74 74 74 74 75 --------- Sorceress --------- ---- Fire ---- These spells will allow the Sorceress to utilize fire to her liking, and some of these spells are very powerful. Fire Bolt --------- Level 1 Mana Cost 2.5 Fire Bolt shoots a bolt of fire that does fire damage to a target. While it is effective in Act I, it will not last long before you want to upgrade into other fire spells as this only hits one target. A = Minimum Damage B = Maximum Damage L = Skill Level A = 3 + ( ( L - 1 ) * 1.5 ) B = A + 3 Warmth ------ Level 1 Warmth is a passive skill, and it increases the mana recovery rate of the Sorceress. A wise Sorceress would always put at least few points at the beginning as its advantages are overwhelming. A = Mana Recovery Rate % L = Skill Level A = 30 + ( ( L - 1 ) * 12 ) Inferno ------- Level 6 Mana Cost 6 Mana per Second Inferno resembles a flamethrower and it will do tons of damage. The rate of damage is per second, making it very powerful for an early mage. A = Minimum Damage per Second B = Maximum Damage per Second C = Range in Yards L = Skill Level A = 12 + ( ( L - 1 ) * 8.9 ) B = A + 13 L 1-2 3 4 5-6 7 8 9-10 11 12 13 14 15 16 17-18 19 20 C 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 9.3 10 10.6 11.3 12 12.6 Blaze ----- Level 12 Mana Cost 11 Mana Blaze will leave a wall of fire wherever the Sorceress goes, and causes a good amount of damage. If the enemies are stupid enough to stay in the fire for more than a few seconds, they will be toasted. A = Minimum Damage Per Second B = Maximum Damage Per Second C = Duration in Seconds D = Mana Cost L = Skill Level A = 18 + ( ( L - 1 ) * 8.9 ) B = 37 + ( ( L - 1 ) * 8.9 ) C = 4.6 + ( L - 1 ) D = 11 + ( ( L - 1 ) * 0.5 ) Fire Ball --------- Level 12 Radius 2 Yards This spell is similar to a Fire Bolt, but with an area effect instaeed. Be careful using it in close distances, however, as you may nail yourself. A = Minimum Damage B = Maximum Damage L = Skill Level A = 6 + ( ( L - 1 ) * 7 ) B = A + 8 Enchant ------- Level 18 This spell will enhance a weapon with fire damage as well as increase the attack rating. This is very useful in melee combat, and even if you don't do much, it's good to have one point in it just in case. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Duration in Seconds L = Skill Level A = 25 + ( ( L - 1 ) * 5 ) B = L + 7 C = L + 9 D = 144 + ( ( L - 1 ) * 14 ) Fire Wall --------- Level 18 This is identical to the spell in the original Diablo I. Casting this multiple time will make it impossible for someone to get to you without walking through it, and its high damage at high level will ensure your safety in most places. A = Minimum Damage per second B = Maximum Damage per second C = Duration in Seconds D = Radius in Yards L = Skill Level A = 32 + ( ( L - 1 ) * 19 ) B = 41 + ( ( L - 1 ) * 19 ) C = 4.6 + ( L - 1 ) D = 4 + ( ( L - 1 ) * 1.5 ) Meteor ------ Level 24 This spell will cause a meteor to drop from the sky and do a lot of fire damage to a wide area of scattered flames. A = Minimum Damage B = Maximum Damage C = Minimum Fire Damage per Second D = Maximum Fire Damage per Second E = Mana Cost L = Skill Level A = 40 + ( ( L - 1 ) * 12 ) B = 50 + ( ( L - 1 ) * 12 ) C = 16 + ( ( L - 1 ) * 7 ) D = 21 + ( ( L - 1 ) * 7 ) E = L + 16 Fire Mastery ------------ Level 30 Fire Mastery is an important skill that will increase the amount of damage all your fire spells will do. Put a few points into this, and your skills would do more damage. A = Fire Damage % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 18 32 43 52 60 66 70 74 79 81 85 87 90 92 93 96 97 98 99 100 Hydra ----- Level 30 Another spell that came from Diablo I, the Hydra is a spell that uses fire to summon a multi-headed monster that would shoot fire bolts to nearby enemies. A few of these can clear any room. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Duration in Seconds L = Skill Level A = 21 + ( ( L - 1 ) * 2 ) B = 11 + ( ( L - 1 ) * 4 ) C = 23 + ( ( L - 1 ) * 4 ) D = L + 11 --------- Lightning --------- This set of spells are similar to the fire set, but uses lightning instead. Some skills here are very useful, and there are more defensive moves in the lightning set. Charrged Bolt ------------- Level 1 The spell fires multiple moving bolts of electricty toward the target. This spell is useful early in the game, but it doesn't do much damage to make an impact toward the end. A = Minimum Damage B = Maximum Damage C = Number of Bolts D = Mana Cost L = Skill Level A = 2 + ( ( L - 1 ) * 0.5 ) B = 4 + ( ( L - 1 ) * 0.5 ) C = L + 2 D = 3 + ( ( L - 1 ) * 0.5 ) Static Field ------------ Level 6 Mana Cost 9 This is a very powerful early in the game, as it can cause a lot of damage to a group of creatures. Since it lowers the creature's hit points proportional to its current hit points, it's advisable to have something to back this spell up. A = Radius in Yards L = Skill Level A = 3.3 + ( ( L - 1 ) * 6.5 ) Telekinesis ----------- Level 6 Mana Cost 7 Mana This skill will let the Sorceress do many things from afar, such as picking up item, opening doors, and attck monsters, as it can be used the same way the Paladin use a smite. It will do damage and stun it for a short time. A = Minimum Damage B = Maximum Damage L = Skill Level A = L B = L + 1 Nova ---- Level 12 The Nova is a good spell that will spread out lightning damage to everyone in its range. It is good early on, but gets weak late in the game. A = Mana Cost B = Minimum Damage C = Maximum Damage L = Skill Level A = L + 14 B = 1 + ( ( L - 1 ) * 7 ) C = 20 + ( ( L - 1 ) * 7 ) Lightning --------- Level 12 This is the most powerful spell when you get it early, as it will pass through enemies, doing damage to all of them. This is very powerful in narrow areas of the game, such as the many in Act II. A = Mana Cost *Note: Minimum Damage is always 1 B = Maximum Damage L = Skill Level A = 8 + ( ( L - 1 ) * 0.5 ) B = 40 + ( ( L - 1 ) * 8 ) Chain Lightning --------------- Level 18 This sends out a lightning that will jump around several target, hitting everyone in its way. It even bounces off walls, making it a good skill in narrow areas. A = Mana Cost B = Minimum Damage C = Maximum Damage L = Skill Level A = L + 8 B = 1 + ( ( L - 1 ) * 6 ) C = 32 + ( ( L - 1 ) * 6 ) Teleport -------- Level 18 Teleport instantly moves the Sorceress to the area targeted, making this spell very powerful as you can move quickly to places. A = Mana Cost L = Skill Level A = 25 - L Thunder Storm ------------- Level 24 Mana Cost 19 Mana This skill will create a thunderstorm that will hit a nearby enemy occasionally. It's a good idea to put a few points on this to raise the minimum damage. A = Minimum Damage B = Maximum Damage C = Duration in Seconds L = Skill Level A = 1 + ( ( L - 1 ) * 10 ) B = A + 99 C = 32 + ( ( L - 1 ) * 8 ) Energy Shield ------------- Level 24 Mana Cost 5 Energy Shield creates a shield that will allow you to take damage through your mana rather than your hit points, making you harder to kill. A = Damage Absorbed % B = Duration in Seconds L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 15 23 30 35 40 43 46 48 51 52 54 56 57 58 59 61 61 62 63 63 B = 144 + ( ( L - 1 ) * 48 ) Lightning Mastery ----------------- Level 30 This does what Fire Mastery does to Fire spell, making this spell very potent. It is a passive skill that will reduce the mana cost of lightning spells, so you can cast more of them. This is literally save you tons of mana points. A = Mana Cost in -% L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 15 23 30 35 40 43 46 48 51 52 54 56 57 58 59 61 61 62 63 63 ---- Cold ---- This set of skills is potent as it has the potential of freezing enemies, or slowing them down, nonetheless. Ice Bolt -------- Level 1 Mana Cost 3 Mana This is a level that will slows the enemy as well as doing cold damage. It is almost a necessity to put at least one point here. A = Minimum Damage B = Maximum Damage C = Duration L = Skill Level A = L + 2 B = L + 4 C = 6 + ( ( L - 1 ) * 1.4 ) Frozen Armor ------------ Level 1 Mana Cost 7 Mana The duration is long and it will improve your defensive rating while it freezes any enemy attack that hits you. This makes it a powerful spell early on as the Sorceress will do a great deal of melee fighting. A = Defense Bonus % B = Duration in Seconds C = Freeze Duration in Seconds L = Skill Level A = 30 + ( ( L - 1 ) * 5 ) B = 120 + ( ( L - 1 ) * 12 ) C = 1.2 + ( ( L - 1 ) * 0.1 ) Frost Nova ---------- Level 6 Frost Nova generates an icy shockwave that spreads out and freezes all targes it hits. This is a very good skills as it will do plenty of damage, and useful with party members as they can smash them into pieces. A = Mana Cost B = Minimum Cold Damage C = Maximum Cold Damage D = Duration in Seconds L = Skill Level A = L + 8 B = L * 2 C = B + 2 D = L + 7 Ice Blast --------- Level 6 This spell will freeze and damage the target. It's a very powerful spell as it's cheap, it does plenty of damage, and it freezes. A = Mana Cost B = Damage C = Freeze Duration L = Skill Level A = 6 + ( ( L - 1 ) * 0.5 ) B = 10 + ( ( L - 1 ) * 7 ) C = 3 + ( ( L - 1 ) * 0.2 ) Shiver Armor ------------ Level 12 Mana Cost 11 Mana Cold Length 4 Seconds This is a powerful armor that will cause damage to enemy as well as hit them with slowness for four seconds. This Armor is so effective that you don't even need to put much points into this. A = Defense Bonus % B = Minimum Damage C = Maximum Damage D = Duration in Seconds L = Skill Level A = 45 + ( ( L - 1 ) * 6 ) B = 6 + ( ( L - 1 ) * 2 ) C = B + 2 D = 120 + ( ( L - 1 ) * 12 ) Glacial Spike ------------- Level 18 Radius of Effect 2.6 Yards Glacial Spike is perhaps the most powerful spell as it can freeze a group of monsters, and its damage is devastating. With a few shots, and the random chance that the monsters will shatter, and this is one of the most powerful spell in the game. Even with the fixed radius of effect is not enough to handicap this spell. A = Minimum Damage B = Maximum Damage C = Freeze Duration in Seconds D = Mana Cost L = Skill Level A = 16 + ( ( L - 1 ) * 7 ) B = 24 + ( ( L - 1 ) * 7 ) C = 2 + ( ( L - 1 ) * 0.1 ) D = 10 + ( ( L - 1 ) * 0.5 ) Blizzard -------- Level 24 Blizzard creates a massive storm that damages all enemies caught underneath it. This thing is pretty to watch, and it also works indoor, and the longer the duration, the longer the damage, so the more points you pour into this, it makes it that much better of a spell. A = Mana Cost B = Minimum Damage per Second C = Maximum Damage per Second D = Duration in Seconds L = Skill Level A = L + 22 B = 16 + ( ( L - 1 ) * 4 ) C = 24 + ( ( L - 1 ) * 4 ) D = L + 3 Chilling Armor -------------- Level 24 Mana Cost 17 Mana Chilling Armor is another armor that will dfend and attack. This one will launch an ice bolt anytime any enemies hit you. This spell is useful at times. A = Defensive Bonus % B = Minimum Damage C = Maximum Damage D = Duration in Seconds L = Skill Level A = 45 + ( ( L - 1 ) * 5 ) B = L + 3 C = B + 2 D = 144 + ( ( L - 1 ) * 6 ) Frozen Orb ---------- Level 30 Mana Cost 25 Mana Frozen Orb is a very potent spell. It will send out an orb of ice that flies in a straight line and sends out Ice Bolts. This is very powerful in small areas or narrow hallways as they will do tons of damage, while freezing and perhaps shattering enemies. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Cold Duration in Seconds L = Skill Level A = 25 + ( ( L - 1 ) * 2 ) B = 32 + ( ( L - 1 ) * 6 ) C = B + 3 D = L + 7 Cold Mastery ------------ Level 30 Another Master spell, this one lowers the enemies' resistance to cold spells, making it easier to hit some of the enemies. A = Enemies Resistance % L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 23 34 42 49 55 59 63 65 69 71 73 75 77 79 80 82 82 83 84 85 --------- Barbarian --------- ------ Combat ------ This set of skill is the main soul of the barbarian, allowing it to be the true fighting machine that the barbarian is. Bash ---- Level 1 Mana Cost 2 This skill will allow you to knock the target back, stuns it, and do damage to it. It also increases your damage modifier and attack modifier, making this spell very powerful early on. A = Additional Damage B = Damage Modifier % C = Attack Modifier % L = Skill Level A = L B = 50 + ( ( L - 1 ) * 5 ) C = 20 + ( ( L - 1 ) * 5 ) Leap ---- Level 6 Mana Cost 2 The only person in this group that allows you to do this, it lets you jump to areas that other players cannot do. This is pretty to watch and I think it's a good skill to develop. A = Radius in Yards L = Skill Level L 1 2 3 4 5 6 7 8 9-10 11-12 13 14-16 17-20 A 4.6 7.3 8.6 10 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6 Double Swing ------------ Level 6 Mana Cost 2 Mana This skill allows you to use both weapons in both hands at the same time, while increasing your attack rating. This is very powerful early in the game, with the only drawback being its mana cost. A = Attack Modifier % L = Skill Level A = 15 + ( ( L - 1 ) * 5 ) Stun ---- Level 12 Mana Cost 2 Mana This skill will stun the enemy you are attacking and increases the attack rating for that attack. This is a great way to keep an enemy stunned and that would mean that it will not be capable of retaliating. Put a few points into stun, and they will be stun until it dies. A = Attack Modifier % B = Duration in Seconds L = Skill Level A = 15 + ( ( L - 1 ) * 5 ) B = 1.2 + ( ( L - 1 ) * 0.2 ) Double Throw ------------ Level 12 Mana Cost 2 Mana The Double Throw is very similiar to the Double Swing except for it throws two weapons. A = Attack Modifier % L = Skill Level A = 20 * ( ( L - 1 ) * 10 ) Leap Attack ----------- Level 18 Mana Cost 19 Mana This skill lets you leap and then attack immediately. Add a few points, and you can leap very far, while having a high attack modifier. With a few points, this can replace the regular Leap. A = Attack Radius in Yards B = Attack Damage Modifier % L 1 2 3 4 5 6 7 8 9-10 11-12 13 14-16 17-20 A 4.6 7.3 8.6 10 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6 B = 100 + ( ( L - 1 ) * 30 ) Concentrate ----------- Level 18 Mana Cost 2 Mana Like the Paladin skill of the same name, it allows you to finish your attack. This is important when you are surrounded and gets interrupted all the time. Since it also increases both your defense and attack modifier, it's a good idea to have at least one point here. It will be a point well spent. A = Defense Modifier % B = Attack Modifier % L = Skill Level A = 20 + ( ( L - 1 ) * 10 ) B = 25 + ( ( L - 1 ) * 5 ) Frenzy ------ Level 24 Mana Cost 2 Mana This skill will allow you to increase your attack speed and the attack rating. This skill is powerful after a few points is spent, and it's best used against tougher enemies. A = Duration in Seconds B = Attack Modifier L = Skill Level A = L + 1 B = L * 10 Whirlwind --------- Level 30 This skill will allow you to use your weapon and go into a whirlwind mode which will hack away at anything you attack. It is a good idea to put more than a few points into this, as the damage modifier will increase dramatically after a few skill points. A = Mana Cost B = Damage Modifier % C = Attack Modifier % L = Skill Level A = 25 + ( ( L - 1 ) * 2 ) B = -50 + ( ( L - 1 ) * 15 ) C = 25 + ( ( L - 1 ) * 5 ) Berserk ------- Level 30 Mana Cost 5 Mana This is a very powerful skill to learn. You will attack with a greater magical rating and damage. Its duration actually goes down, showing how powerful this spell is. A = Attack Modifier % B = Magic Damage % C = Duration in Seconds L = Skill Level A = 56 + ( ( L - 1 ) * 16 ) B = 56 + ( ( L - 1 ) * 10 ) L 1 2 3 4 5 6 7 8 9-11 12-13 14-17 18-20 C 2.7 2.4 2.2 2.1 2.0 1.9 1.8 1.7 1.6 1.5 1.4 1.3 ---------------- Combat Masteries ---------------- Combat masteries will help a lot when you pump some points into it. All these skills are passive. Sword Mastery ------------- Level 1 Mastery of Swords. A = Sword Mastery Damage Modifier % B = Sword Mastery Attack Modifier % L = Skill Level A = 28 + ( ( L - 1 ) * 5 ) B = 28 + ( ( L - 1 ) * 8 ) Axe Mastery ----------- Level 1 Mastery of Axes. A = Axe Mastery Damage Modifier % B = Axe Mastery Attack Modifier % L = Skill Level A = 28 + ( ( L - 1 ) * 5 ) B = 28 + ( ( L - 1 ) * 8 ) Mace Mastery ------------ Level 1 Mastery of Maces. A = Mace Mastery Damage Modifier % B = Mace Mastery Attack Modifier % L = Skill Level A = 28 + ( ( L - 1 ) * 8 ) B = 28 + ( ( L - 1 ) * 8 ) Spear Mastery ------------- Level 1 Mastery of Spears. A = Spear Mastery Damage Modifier % B = Spear Mastery Attack Modifier % L = Skill Level A = 30 + ( ( L - 1 ) * 5 ) B = 30 + ( ( L - 1 ) * 8 ) Throwing Mastery ---------------- Level 1 Mastery of throwing objects. A = Throwing Mastery Damage Modifier % B = Throwing Mastery Attack Modifier % L = Skill Level A = 30 + ( ( L - 1 ) * 5 ) B = 30 + ( ( L - 1 ) * 8 ) Polearm Mastery --------------- Level 1 Mastery of Polemarms. A = Polearm Mastery Damage Modifier % B = Polearm Mastery Attack Modifier % L = Skill Level A = 30 + ( ( L - 1 ) * 5 ) B = 30 + ( ( L - 1 ) * 8 ) Increased Stamina ----------------- Level 12 This skill will improve stamina, and it increases it very rapidly, so if you like to run, this will be very useful. A = Bonus % L = Skill Level A = 30 + ( ( L - 1 ) * 15 ) Iron Skin --------- Level 18 Iron Skin is a skill that improves your overall defenses. This is very powerful as even a few points will increase your armor by a high percentage. Usually, a barbarian should have already a high defense, and with this, it will skyrocket. A = Defense Rating Modifier % L = Skill Level A = 30 + ( ( L - 1 ) * 10 ) Increased Speed --------------- Level 24 This skill will increases the speed in which you walk. Its effects are evident and obvious. This will speed up your characters and even a few points will show noticeable effects. A = Speed Modifier % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 13 18 22 25 28 30 32 33 35 36 37 38 39 40 40 41 41 42 42 43 Natural Resistance ------------------ Level 30 This skill will increase your natural resistance, which makes it very powerful in the later areas of the game. Even pouring a few points in make a huge different. A = Resistances Modifier % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 12 21 28 35 40 44 47 49 52 54 56 58 60 61 62 64 64 65 66 67 --------- War Cries --------- This sets of skills are great skills to have, and some are even better in multiplayer play as it will help your friends. Howl ---- Level 1 Mana Cost 4 Mana This skill will frighten monsters into retreat. Enemies will run for a set distance or time. This skill is very valuable any time in the game as it buys you time to plan your escape or simply use a potion. A = Enemy Runs in Yards B = Duration in Seconds L = Skill Level A = 16 + ( ( L - 1 ) * 3.3 ) B = L + 2 Find Potion ----------- Level 1 Mana Cost 2 Mana This skill will help you find potions on a dead body. This is a very limited skill, but has its uses, as it may save a few trips to the town, being one of the few ways the barbarian can heal himself. A = Chances to Find Potion % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 15 27 36 44 50 55 59 62 66 68 71 73 75 77 78 80 81 82 83 84 Taunt ----- Level 6 Mana Cost 3 Mana This skill will taunt a monsters to fight (hence the name). This skill has limited use, but it invaluable when fighting against enemies with ranged weapons. This can also be used when someone is beating down your allies, and you want to help. A = Enemy Damage -% B = Enemy Accuracy Rating -% L = Skill Level A = 5 + ( ( L - 1 ) * 2 ) B = 5 + ( ( L - 1 ) * 2 ) Shout ----- Level 6 Mana Cost 6 Mana This skill will increase the defence rating of you and your allies. It's quite worthwhile to put at least one point here, as it will double your defense for a time. A = Defense Bonus % B = Duration in Seconds L = Skill Level A = 100 + ( ( L - 1 ) * 10 ) B = 16 + ( ( L - 1 ) * 2 ) Find Item --------- Level 12 Mana Cost 7 Mana This skill is similar to Find Potion, but there's a chance for you to find item. This is a great way to gain some items, but also gain items for you to sell, thus making it easier for you to amass wealth. A = Chances to Find Item % L = Skill Level L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A 14 21 26 31 35 38 40 42 44 45 47 48 50 51 51 53 53 54 54 55 Battle Cry ---------- Level 18 Mana Cost 4 Mana This skill reduces the defense rating of enemies within the radius of effect. The will also weaken the enemy, and will help you kill much easier and allows you to take less damage. A = Duration in Seconds B = Defense Modifier % C = Damage Modifier % L = Skill Level A = 12 + ( ( L - 1 ) * 2.4 ) B = 50 + ( ( L - 1 ) * 2 ) C = L + 24 Battle Orders ------------- Level 24 Mana Cost 7 Mana A great multiplayer skill that gives you and your allies a temporary increase in stamina, life, and mana. However, this will take one-third of your hit points to cast. It's worthwhile to pour a few points into this skill to increase the duration because you will be losing health to it. A = Duration in Seconds B = Stamina, Life, Mana Increase % L = Skill Level A = 30 + ( ( L - 1 ) * 6 ) L 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 B 40 44 47 50 52 54 55 56 58 58 59 60 61 61 62 63 63 63 64 64 Grim Ward --------- Level 24 Mana Cost 4 Mana Duration 40 Seconds This skill will use a corpse and turn it into a golem to scare away enemies, like a scarecrow. This will buy you time to cast a time portal or simply do whatever you need. A = Radius L = Skill Level A = 2 + ( ( L - 1 ) * 0.65 ) Warcry ------ Level 30 This is a very powerful skill that will stuns nearby monsters. The only drawback is the mana cost, but it is quite worth it as it can stun or simply help you kill all the creatures near you. A = Mana Cost B = Minimum Damage C = Maximum Damage D = Stun Duration in Seconds L = Skill Level A = L + 16 B = 15 + ( ( L - 1 ) * 5 ) C = 20 + ( ( L - 1 ) * 5 ) D = 1 + ( ( L - 1 ) * 0.2 ) Battle Command -------------- Level 30 This is another very powerful skill, but this one is even more powerful in multiplayer play as it will increase all your skill of everyone nearby by one level. Needless to say, this is very potent. A = Duration in Seconds L = Skill Level A = 12 + ( ( L - 1 ) * 4 ) ============== iii. Quests ============== Unlike the original Diablo, the quests are the same and are set every game. While you do not have to do all the quests, each quest do have their rewards. However, the maps are still random, with everything - monsters, items, and others - are completely random. ------------------------- Act I: The Sightless Eye ------------------------- ---------------- Rogue Encampment ---------------- This is the town to Act I. There's nothing special here, and I dislike the town because it doesn't look too nice. Other than that, it's just another town. Non-Player Characters --------------------- Charsi ------ Found in the upper right, it's a blacksmith that repairs, buys, and sells. Akara ----- Located in the lower right, it's the mage of the town, selling various magical stuff. You also get a free heal when you talk to her. Kasha ----- When you finish her quest, she will let you rent out mercenaries, which will try to aid you on your quest. Deckard Cain ------------ Found near your stash, he identify items for free when you rescue him and when you complete a quest. Gheed ----- The Gamble person of the town that sells everything for a little more. Warriv ------ Found near your Private Stash, his duty is to take you back and forth to Lut Gholein, the town of Act II. --------------------- Quest I - Den of Evil --------------------- This is a very straight forward quest. You are to clear the Den. It is preferable to gain a level or two first, but this is easy. There is one unique in this area though, so be careful. The Den is located in the Blood Moor, and when you complete the quest, you can visit Akara and receive your reward - a free Skill Point. ------------------------- Quest II - Burial Grounds ------------------------- This quest is hard for beginners, so you should stay in the Blood Moor and gain some levels. Your job is to destroy Blood Raven. She's fast, she raises skeletons, and she shoots arrow. She even do Fire Damage. Try to gain experience in Cold Plains before you move on to the Burial Grounds. You should try to kill her minions first. When you are done, it's worthwhile to check out the two dungeon - Crypt and Mausoleum, nearby. They are intended to raise your level, and are not too difficult if you can get pass Blood Raven. There are unique monsters in there, so it's a great way to gain some experience and item. ---------------------------- Quest III - The Cairn Stones ---------------------------- This is the longest quest so far. You have to get to Dark Woods to find the Tree of Inifuss, which require you to find and use the Underground Passage, which is located in Stony Fields. There are hordes of monsters in the Underground Passageway, so go prepared. At the tree, there will be plenty of fighting left to do. The Scroll is a 2 by 2 item, so be sure to make room for it. Talk to Akara and she will decipher the scroll for you. Find the Cairn Stone and touch them in the proper order, and the Portal to Tristam will open. There will be plenty of creatures there as well, so be sure to pay a quick visit to town to repair and prepare. Tristam is full of enemies, quickly go to the middle of the town, and release Cain from his cage. He will leave quickly. There is a unique in this town, the familiar Griswold, but now he's cursed. He's slow, but he is one tough cookie. If you head toward to upper left, you will see Wirt's corpse. Pick up his leg, and save it in your stash. You will need it when you beat the game if you plan on getting to the cow stage. ------------------------------ Quest IV - The Forgotten Tower ------------------------------ To activate this quest, you have to find the Moldy Tome in the Stony Field. The Forgotten Tower is located in the Black Marsh, which is connected to from the Dark Woods. There will be pleny of monsters in you way. This quest is not hard, and it is a great way to gain experience. The first four levels are just regular fighting, but be careful when you are on the fifth level, as the Countess is not easy. She likes to use Fire Walls, so be careful where you step. An effective way is to lure her minions out to fight you, as she is easy without her minions. When you destroy her, there will be plenty of gold for you. ---------------------------- Quest V - Tools of the Trade ---------------------------- This quest is enabled when you talk to Charsi upon completion of the previous quest. You have to reach the Monastery, which is far away. You will need to travel from the Dark Wood to the Black Marsh to the Tamoe Highland. You will gain much experience on the way, however, so it is worth your while. When you fight your way into the Barracks, you will have to locate the Malus, which is on your when you can see it. Beware, as it is protected by the Smith, as well as plenty of minions. If you can remember the Butcher, the Smith is basically the same, but is very tough, so beware. Try to take out the minions before facing the Smith. When you killed the Smith, you can take the Malus and return it to Charsi, she will then imbue something for you. One piece of advice is to not imbue until you get to Nightmare difficulty or Hell difficulty, because she will not imbue anything magical, socketed, jewelry or thrown item. In Nightmare and Hell difficulty, there are items that are exceptional items, which means they have higher stats in some area, so it's a good idea to keep it. Since the imbue is random, one way to cheat is to save your character files before you imbue, and then restore them if you don't like the imbuing, and repeat. ----------------------------------- Quest VI - Sisters to the Slaughter ----------------------------------- This is the last quest of Act I, and is deservingly hard. The fight is inside the Monastery, and it will not be easy getting there. You will have to move from the Barracks, through the Jail, through the Inner Cloister, through the Cathedral and then finally into the Catacombs. The Jail is especially hard at this point, as the monsters will be sniping you from behind bars. There are plenty of monsters and unique monsters along the way, so be very prepared to fight. There is a waypoint marker on level 2 of the catacombs, and it's a very good idea that you get to it, because Andariel is very tough. She is inside the room in Catacombs in the double doors. Be sure to clear the areas surrounding it first. She will throw out plenty of poison, so either have poison resistance, or have plenty of antidote. When you destroy her, you can head back to down, talk to Warriv, and head East. You will get to see a cool Full Motion Video. ------------------------------- Act II - The Secret of Vizjerei ------------------------------- ----------- Lut Gholein ----------- This is a beautiful town with details. Note that the palace will not be accessed until near the second half of the Act. Non-Player Characters --------------------- Warriv ------ He took you here, and can take you back to the Rogue's Encampment. Drognan ------- The one that buys and sells all things magical, scrolls, tomes, and potions. Griez ----- The one to provide you with his mercenaries. Fara ---- The Blacksmith of the town, she also heals you instanteously. She will repair your armor and weapons. Elzix ----- The Gambler of the city, he will sell you weapons and armor, if at a slightly higher price. Jerhyn ------ The leader of the city that will lead you to the later quests. Deckard Cain ------------ Doing what he does... not much. Lysander -------- He sells and buys potions, keys, and some items. Gelash ------ Doesn't do much, but does give some information if you can somehow decrypt his messages. Atma ---- She doesn't do much except for gives you the first quest. Meshif ------ The one that will allow you to travel east to the Kurast Docktown. ------------------------- Quest I - Radament's Lair ------------------------- Atma will give you this quest and you can enter the Sewers on the North side of the city. There will be tons of undeads, as well as fire-happy monsters, so having some fire resistances will help greatly. When you reach Radament on the lower level, you will find him very hard. He is magic resistant, and can poison you, and he can also resurrect his dead minions. When you destroy him, there will be a Book of Skill, which allow you to receive an invaluable Skill Point. Then look for the Horadric Scroll. Bring it to Cain, and he will keep you updated. ---------------------------- Quest II - The Horadic Staff ---------------------------- This is a true epic quest. You will need three items - the Horadric Cube, the Horadic Shaft, and the Viper Amulet. The first piece you need to find is the Horadric Cube, which is located in the Halls of the Dead, which is in the Dry Hills. The Cube can be found on level 3 of Halls of the Dead. You will find a few uniques along the way, and you rack up the experience, pick up the Horadric Cube and put it away. Next, you will need the Horadric Staft, which is found in the Sand Maggot Lair, which is found in the Far Oasis. The Shaft is found on the level 3. The final part of the staff can be found on level 2 of the Claw Viper Temple in the Valley of the Snakes. Which is next to the Lost City, next to the Far Oasis. The Amulet will be on level 2. There will be plenty of enemies with poison and cold. When you are done, put both part of the staff in to the Horadric Cube, and you can transmute it into a staff. Talk to Cain and follow his instructions. --------------------------- Quest III - The Tainted Sun --------------------------- The Tainted Sun is a quest that will be finished when you finish the previous quest. Basically, you will have to go to the Claw Viper Temple and kill the Unique there, and then destroy the evil altar. ------------------------------- Quest IV - The Arcane Sanctuary ------------------------------- This quest will be given to you by the Drognan, and all the quests will be given to you by various people. You move through the Place onto the Harem, and on the lowest level, there will be a portal to the Arcane Santuary. ---------------------- Quest V - The Summoner ---------------------- When you meet the Summoner in the Arcane Sanctuary, you will receive this quest. The Summoner is well-toned in the arts of magic, so be prepared to stock up on the resistances. He is tough, and you have to do some footwork to get around his fire walls, but he is beatable. -------------------------- Quest VI - The Seven Tombs -------------------------- This is the last quest. When you kill the summoner, you will read the tome and it will give you the correct symbol. Go through the portal, and you will arrive at the Canyon of the Magi. Hit the waypoint just in case. It is a good idea to bag all the other false tombs for experiences and riches, if you have time. Once you found the right tomb, insert the staff into the hole, and it will open an entrance to the Duriel's lair. Duriel is fast, and he casts many freeze and cold spells. Resistances against cold does not work against his attacks. Keep Duriel at a distance with something and keep on sniping him. He is tough with tons of hit points, so the only way to take him out is keep on hitting. Once he is dead, walk around the lair, and you will find Tyrael the Angel. He will deliever a speech and a portal will open. Back to Lut Gohlein you go, and Meshif will take you east, with another Full Motion Video follows. --------------------------- Act III - The Infernal Gate --------------------------- --------------- Kurast Docktown --------------- This is the city of Act III. I don't like this town, too much running around, and it's not much of an eye candy. Non-Player Characters --------------------- Meshif ------ He took you here from Lut Gohlein, and can take you back if desired. Ormus ----- This guy talks in a third-person perspective and do all the magic stuff, while healing your health. Deckard Cain ------------ He just tag along once again. Hralti ------ The armor of the town that will repair your armor and weapons for you. Asheara ------- The one that will rent you Mercenaries. I personally like the ice-based attack ones, because of the flayers, and this will slow any enemy down. Alkor ----- The Gambler of the town that is in a small hut. He's also crazy. ------------------------- Quest I - The Golden Bird ------------------------- This quest begins and ends rather quickly. When you first encounter and destroy the first unique while exploring outside the town, you will receive a Jade Figurine. Give this to Meshif, and he'll give you the Golden Bird, which in turn is given to Alkor. Leave Alkor for about two seconds, come back, and he will give you a potion of life. This potion of life adds a permanent twenty to your life. ------------------------------------ Quest II - Blade of the Old Religion ------------------------------------ You will have to find an enchanted dagger called the Gidbinn. You must find the Pygmy Village, which is around the Flayer Jungle. You will need to kill the Pygmy with the Gidbinn, and once you do you can take it to Ormus. He will now give you a rare magical ring. Asheara will now give you a free mercenary. The same trick with the imbuing can be done here, since the nature of the magical ring given is randomly generated. Make a copy of your character files, get the ring, and if you do not like it, restore the older copy of your character file, and keep on doing it until you do. This is somewhat time consuming but may well worth the effort. ------------------------- Quest III - Khalim's Will ------------------------- Deckard Cain will give this quest to you. This quest is another epic quest, similar to the Horadric Staff of last Act. You will need to find the Flail and the three body parts. Eye --- The first body part can be found in the Spider Forest, inside the Spider Cavern. Be sure to gain some experience before, as you may need all the advantages you can get. Going back to last Act's Canyon of Magi is a great way to gain experience. After you destroy the unique, you can take the Eye and many goodies that are in the golden chest. Brain ----- Khalim's brain is small, taking usually one by one space. It is found on the third level of the Flayer Dungeon. You have to destroy an unique to get it, so be careful, as it is a shaman. Heart ----- The heart is located in the level 2 of sewers, which is located in Upper Kurast. This is no easy task, so be prepared. Flail ----- This is the last piece of the puzzle, and it is held by one of the members of the High Council, which is Travincal. You would have to kill the Council Members for another quest anyhow, but remember that they are very very tough, especially if you breeze through the previous quests, so remember to gain experience where you can. -------------------------- Quest IV - Lam Esen's Tome -------------------------- You will have to find a tome and return it to Alkor. It is located in a ruined temple, and inside you will find the Lam Esen's Tome. The temple is located in a random temple in Upper Kurast, the Bazzar, and the Causeway. This is very time consuming, but when you get the book and return it to Alkor, you will gain five attribute points. ------------------------------ Quest V - The Blackened Temple ------------------------------ This quest will be given to you by Ormus. You will have to kill all the evil High Council there, and destroy the Compelling Orb with Khalim's Will. The three council members are all uniques, with plenty of minions with them. Be careful. Once you destroy them, you will find the Compelling Orb inside the Travincal area. You can open the door to the Durance of Hate. ----------------------- Quest VI - The Guardian ----------------------- When you destroy the Compelling Orb, you will have to find the Tower, and then destroy Mephisto himself. This is the last quest of the act, and it's not easy at all. Be sure to hit the way point in the Durance of Hate, as you may probably need it. Mephisto is heavily guarded by Council Members, Blood Lords, and many other destructive creatures. He will also cast many spells toward you, such as meteors and firewalls. Fire resistance, as well as lightning resistance and poison resistance are critical, as he will do poison damge, and cast lightning bolts. When you kill him, be sure to pick up the Soulstone and the item he gives up. ---------------------- Act IV - The Harrowing ---------------------- -------------------- Pandemonium Fortress -------------------- The last cityin the game, and there's not much people here. Just another city, but only this time, you can't hire mercenaries, so you're on your own. Non-Player Characters --------------------- Deckard Cain ------------ He's still here, just tagging along. Tyrael ------ The angel that will give you quests. He's the man. Jamella ------- The wizard person that will sell you things, as well as gambling. Halbu ----- He buys and sells weapons an armor, as well as repairs. -------------------------- Quest I - The Fallen Angel -------------------------- Tyrael will ask you to destroy an unique monster that is actually Izual. Sad faith turned him against the good. He will have Cold Attacks, so having cold resistance is a good idea. You will get two skill points when you complete this quest. Izual is in the Plains of Despair, and is randomly placed, so you have to probably fight through plenty of creatures to get to him. Always be prepared. ------------------------ Quest II - The Hellforge ------------------------ If you picked up the Soulstone from last Act, then you will have to take it to Hellforge to destroy it. If you didn't take it, well, Cain will give it to you anyhow, so don't worry about it. The Hellforge is across the River of Flame, which is in the City of the Dammed, next to the Plains of Despair. You will meet Hephasto, which is a much tougher Smith that you have encounter in Act I. Destroy all the creatures, and this is hard, so be sure to have plenty of town portals. You will get the Hellforge Hammer when you kill Hephasto. Just equip the Hammer, and then put the Soulstone on the forge. You will be able to smash the stone and you will be rewarded with a large number of Gems. ------------------------ Quest III - Terror's End ------------------------ You will have to move around the Chaos Sanctum and find five seals. Break them, and Diablo will show up. There will be uniques when some of the seals are broken, so be ready. Diablo has many attacks, and it's a good idea to have resistance to everything. He is the toughest guy you seen right now, and rightfully so. If you run, he will Bone Cage you, leaving you wide open for his spells, so be careful. Bring plenty of Town Portals, and cast them ahead of time so when you die, you can come back, or you can run into it. When you kill him, the game is over. Congratulations! ----------------- Act ? - Cow Level ----------------- I almost forgot about this, but after you have beaten the game, start a new game under Normal, and head to the Rogue Encampment. If you kept Wirt's leg, put it in the Cube along with a Tome of Town Portal. Transmute, and the portal will pop up. This is an interesting stage, but keep in mind that this is very hard, as it's not easy at all. Th Cows are strong, and even stronger if they swarm you. Take it slowly to make sure not too many of them will be able to hit you and you will do fine. ================ iv. Monsters ================ There are plenty of monsters in this game and I will just give most of the information I know about them in here. If there's more that I should know, please email me. The stats here are not uniques, they will be covered in another portion. These are rough estimates, and I will update soon with more information on how to deal with each one. -------- Monsters -------- Legend ------- P - Poison C - Cold F - Fire M - Magic L - Lightning Name Resistance Special Attacks Avg HP Location ===== =========== =============== ====== ======== Skeleton -------- Skeleton P - 8 Act I - II Returned P - 14 Act I - II Bone Warrior C, P - 20 Act I - II Burning Dead F, P Flaming Hit 25 Act II Horror M, L, P Shocking Hit 35 Act II - III Zombie ------ Zombie P - 8 Act I Hungry Dead P - 10 Act I Ghoul P - 40 Act I Drowned Carass F, P - 60 Act III Plague Bearer M, P Poison 55 Act II Afflicted --------- Afflicted L Lightning Globe 35 Act I Tainted L Lightning Globe 30 Act I Misshapen L Lightning Globe 15 Act I Disfigured L Lightning Globe 25 Act II Damned L Lightning Globe 75 Act IV Foul Hawk --------- Foul Crow - - 4 Act I Blood Hawk - - 5 Act I Black Raptor P - 10 Act II Cloud Stalker F, L - 15 Act III Fallen ------ Fallen - - 2 Act I Carver - - 4 Act I Devilkin - - 5 Act I Dark One - - 7 Act I Warped One All - 15 Act III Gargantuan Beast ---------------- Gargantuan Beast - - 13 Act I Brute - - 24 Act I Yeti C - 36 Act I Crusher M - 70 Act II Wailing Beast M, F - 70 Act III Sand Raider ----------- Sand Raider - Flaming Sword 45 Act II Marauder - Cold Sword 60 Act II Invader - Flaming Sword 70 Act II Infidel - Cold Sword 75 Act III Assailant - Flaming Sword 105 Act III Ghost ----- Ghost M, P Drains Mana 20 Act I Wraith M, P Drains Mana 25 Act I Specter P Drains Mana 45 Act II Apparition P Drains Mana 50 Act II Dark Shape P Drains Mana 60 Act III Rogues ------ Dark Hunter - - 5 Act I Vile Hunter - - 10 Act I Dark Stalker - - 15 Act I Black Rogue - - 18 Act I Flesh Hunter - - 35 Act III Dark Spear Woman - - 7 Act I Vile Lancer - - 14 Act I Dark Lancer - - 20 Act I Black Lancer - - 20 Act I Flesh Lancer - - 40 Act III Dune Beast ---------- Dune Beast - - 50 Act II Jungle Hunter - - 55 Act III Doom Ape - - 60 Act III Temple Guard - - 60 Act III Goatman ------- Moon Clan - - 15 Act I Night Clan - - 20 Act I Blood Clan - - 20 Act I Death Clan M, F - 30 Act I Hell Clan F - 50 Act II Fallen Shaman ------------- Fallen Shaman F Raises, Fire 5 Act I Carver Shaman F Raises, Fire 12 Act I Devilkin Shaman F Raises, Fire 15 Act I Dark Shaman F Raises, Fire 20 Act I Warped Shaman F, M Raises, Fire 40 Act III Quill Rat --------- Quill Rat - - 3 Act I Spike Fiend - - 5 Act I Thorn Beast - - 8 Act I Razor Spine - - 10 Act I Jungle Urchin - - 20 Act III Sand Maggot ----------- Sand Maggot - Eggs, Poison 50 Act II Rack Worm - Eggs, Poison 55 Act II Devourer - Eggs, Poison 65 Act II Giant Lamprey - Eggs, Poison 70 Act III Blood Maggot - Eggs, Poison 85 Act IV Tomb Viper ---------- Tomb Viper - Freezes 20 Act II Claw Viper C Freezes 25 Act II Salamander C Freezes 30 Act II Pit Viper C, P Freezes 40 Act II Serpent Magus M, C, P Freezes 40 Act III Sand Leaper ----------- Sand Leaper - - 40 Act II Cave Leaper - - 45 Act II Tomb Creeper F - 45 Act II Tree Lurker L, F - 60 Act III Cliff Lurker L, F - 75 Act IV Huntress -------- Huntress - - 25 Act II Sabre Cat - - 25 Act II Night Tiger - - 30 Act II Hell Cat - - 35 Act II Slinger - - 25 Act II Spear Cat - - 25 Act II Night Slinger - - 28 Act II Hell Slinger - - 30 Act II Itchies ------- Itchies - Drains Stamina 12 Act II Black Locust - Drains Stamina 12 Act II Plague Bugs - Drains Stamina 15 Act II Hell Swarm L Drains Stamina 15 Act III Dung Soldier ------------ Dung Solider - Sparks 25 Act II Death Beetle - Sparks 30 Act II Scarab - Sparks 35 Act II Steel Scarab - Sparks 35 Act II Bone Scarab - Sparks 40 Act III Mummy ----- Dried Corpse P Poison 30 Act II Decayed P Poison 35 Act II Embalmed P Poison 40 Act II Preserved Dead P Poison 45 Act II - III Cadaver P Poison 50 Act III Greater Mummy ------------- Hollow One P Poison Cloud, Bolt 70 Act II Guardian P Poison Cloud, Bolt 75 Act II Unraveller P Poison Cloud, Bolt 80 Act II Horadrum Ancient P Poison Cloud, Bolt 100 Act II - III Carrion Bird ------------ Carrion Bird - - 26 Act II Undead Scavenger - - 28 Act II Hell Buzzard - - 35 Act III Winged Nightmare - - 40 Act III Sucker ------ Sucker - Drains Mana, Stamina 20 Act III Feeder - Drains Mana, Stamina 25 Act III Gloam ----- Gloam L Drains Mana 30 Act III Swamp Ghost L Drains Mana 30 Act III Burning Soul L Drains Mana 35 Act IV Black Soul L Drains Mana 40 Act IV Spiders ------- Arach - Web 40 Act I Poison Spinner - Web 75 Act III Flame Spider - Web 75 Act III Spider Magus - Web 85 Act III Thorned Hulk ------------ Thorned Hulk - Stun 85 Act III Bramble Hulk - Stun 95 Act III Thrasher - Stun 100 Act III Spike Fist - Stun 120 Act IV Banished -------- Banished C Cold, Fire, Steals Life 45 Act I Ghoul Lord C Cold, Fire, Steals Life 70 Act II Night Lord C Cold, Fire, Steals Life 75 Act III Dark Lord C Cold, Fire, Steals Life 85 Act III Blood Lord C Cold, Fire, Steals Life 90 Act III Bats ---- Desert Wing - Shocking Hit 30 Act II Fiend - Shocking Hit 40 Act III Gloom Bat - Shocking Hit 40 Act III Blood Diver - Shocking Hit 50 Act III Dark Familiar - Shocking Hit 55 Act IV Flayer ------ Rat Man - Darts 20 Act I Fetish - Darts 35 Act III Flayer - Darts 40 Act III Soul Killer - Darts 40 Act III Stygian Doll - Darts 40 Act III Archer ------ Dark Ranger - - 15 Act I Vile Archer - - 15 Act I Dark Archer - - 20 Act I Black Archer - - 25 Act I Flesh Archer - - 45 Act III Skeleton Archer --------------- Skeleton Archer P - 15 Act I Corpse Archer P - 20 Act I Bone Archer C, P - 20 Act I Burning Dead Archer F, P Fire Arrows 30 Act II Horror Archer L, M, P Lightning Arrow 40 Act II Sand Maggot Young ----------------- Sand Maggot Young - - 15 Act II Rock Worm Young - - 15 Act II Devourer Young - - 20 Act II Giant Lamprey Young - - 20 Act III Blood Maggot Young - - 25 Act IV Blunderbore ----------- Blunderbore - Knockback 50 Act II Gorbelly - Knockback 55 Act II Mauler - Knockback 60 Act II Urdar All Knockback 80 Act IV Zakarumite ---------- Zakarumite - - 60 Act III Faithful - - 65 Act III Zealot - - 70 Act III Swamp Dweller ------------- Swamp Dweller - Spits Fire 65 Act III Bog Creature - Spits Fire 70 Act III Slime Prince - Spits Fire 75 Act III Sexton ------ Sexton - Lighting, Teleport, Blizzard 65 Act III Cantor - Lighting, Teleport, Blizzard 70 Act III Heirophant - Lighting, Teleport, Blizzard 75 Act III Water Watcher ------------- Water Watcher - - 55 Act III River Stalker - - 60 Act III Stygian Watcher - - 70 Act III Water Watcher Head ------------------ Water Watcher - Spits Poison 60 Act III River Stalker - Spits Poison 65 Act III Stygian Watcher - Spits Poison 70 Act III Skeleton Mage ------------- Returned Mage P Poison 15 Act II Bone Mage P, C Cold 15 Act II Burning Dead Mage P, L Lightning 15 Act II Horror Mage All All 20 Act II Fetish Shaman ------------- Fetish Shaman - Raises, Inferno 40 Act III Flayer Shaman - Raises, Inferno 40 Act III Soul Killer Shaman - Raises, Inferno 45 Act III Doom Caster ----------- Doom Caster F, L Homing Missile, Drains Mana 70 Act IV Strangler F, L Homing Missile, Drains Mana 75 Act IV Storm Caster F, L Homing Missile, Drains Mana 75 Act IV Corpulent --------- Corpulent - Spits Corpses 70 Act IV Corpse Spitter - Spits Corpses 70 Act IV Maw Fiend - Spits Corpses 75 Act IV Doom Knight ----------- Doom Knight All - 70 Act IV Abyss Knight All All 75 Act IV Oblivion Knight All Curses 75 Act IV Balrog ------ Balrog F Inferno 70 Act IV Pit Lord F Inferno 75 Act IV Venom Lord F, P Inferno 75 Act IV --------- Champions --------- Champions are randomly created and are much tougher versions of regular monsters. They usually give something way better. Be sure to be ready for them, as they can turn tides. ------- Uniques ------- Unique Monsters have special attributes. They usually give more treasure, but they have special abilities that make them more powerful. Here is the list of enchanted abilities and what they do. Name Effect ---- ------ Aura Enchanted Might, Holy Fire, Thorns, Holy Freeze, Holy Shock, Conviction, Fanaticism Cold Enchanted + Cold Damage, +200% Attack Rating, Resist Cold 75% Curse Ampify Damage Casted on Attacker Extra Fast Double attack, enemy group gets speed increase Extra Strong + 200% Damage, + 25% Attack Rating Fire Arrow Fire Arrow Fire Enchanted + Fire Damage, +200% Attack Rating, Resist Fire 75% Lightning Enchanted + Lightning Damage, +200% Attack Rating, Resist Lightning 75% Magical Resistance Resist All 75% Mana Burn + Mana, +200% Attack Rting, Resist Magic 75% Multi-Shot 2 more missliles of the same type Poison Cloud Poison Damage and Cloud Poison Strike Poison Spectral Hit Resist Fire, Lightning, Cold 20%, +200% Attack Rating Random Element Hit Stone Skin Resist Damage 80% +200% Armor Class Teleport Teleport Thieving Monsters steals potions out of belt ------------- Named Uniques ------------- Named Uniques are special one that are in the game and is not randomly generated. Name Type Attributes ---- ---- ---------- Andraiel Boss Poison Strike, Poison Cloud Ancient Kaa Unraveler Magic Resistance, Extra Strong, Lightning Enchanted Battlemaid Sarina Flesh Hunter Extra Fast, Spectral Hit Beetleburst Sand Warrior Magic Resistance Bishiboshi Fallen Shaman Magic Resistance, Fire Enchanted Blood Raven Rogue Archer Fire Arrow Bloodwitch Huntress Extra Strong, Cursed Bone Ash Burning Dead Mage Extra Strong, Cold Enchanted, Magic Resistant Bonebreak Skeleton Extra Strong, Magic Resistance Bremm Sparkfist Council Member Aura Enchanted, Lightning Enchanted Coldcrow Dark Ranger Cold Enchanted Coldworm Sand Maggot Cold Enchanted, Magic Resistance Corpsefire Zombie Spectral Hit Countess Dark Stalker Fire Enchanted Creeping Feature Decayed Extra Strong, Cold Enchanted Dark Elder Plague Bearer Extra Fast, Mgic Resistance Fangskin Salamander Light Enchanted, Extra Fast Fire Eye Invader Fire Enchanted, Extra Fast Flamespike Razor Spine Fire Enchanted, Cursed Geleb Flamefinger Council Member Extra Strong, Fire Enchanted Grand Vizier Storm Caster Extra Fast, Thieving, Aura Enchanted Griswold Boss Cursed Hephasto Boss Aura, Extra Strong, Cursed, Magic Resistance Icehawk Riftwing Gloom Bat Cold Enchanted, Teleportation Infector of Souls Venom Lord Extra Fast, Spectral Hit Ismail Vilehand Council Member Extra Fast, Cursed Lord De Seis Oblivion Knight Extra Fast, Aura Enchanted, Thieving Radament Greater Mummy Extra Fast Rakanishu Carver Lightning Enchanted, Extra Fast Pitspawn Fouldog Tainted Cursed, Cold Enchanted Sszark Flame Spider Extra Strong, Cursed Stormtree Thrasher Extra Fast, Lightning Enchanted Toorc Icefist Council Member Cold Enchanted, Stone Skin Treehead Woodfist Brute Extra Strong, Extra Fast The Smith Boss Extra Strong The Summoner Boss Extra Strong, Extra Fast Wyand Voidfinger Council Member Extra Fast, Extra Strong, Teleportation Witch Doctor Endugu Soul Killer Magic Resistant, Fire Enchanted ------------------------- v. Weapons and Armor ------------------------- -------------------------- Standard Weapons and Armor -------------------------- These are weapons and armor you will find quite common. Some of them will be slighty different, as they will be exceptional or weak. I will briefly list the weapons. Standard Weapons ---------------- Axes ---- Axe Double Axe Large Axe Balanced Axe Giant Axe Military Pick Battle Axe Great Axe Throwing Axe Broad Axe Hand Axe War Axe Bows ---- Composite Bow Light Crossbow Short Battle Bow Crossbow Long Battle Bow Short Bow Heavy Crossbow Long Bow Short War Bow Hunter's Bow Long War Bow Repeating Crossbow Clubs ----- Club Mace Spiked Club Grand Scepter Maul War Hammer Great Maul Morning Star War Scepter Flail Scepter Daggers ------- Blade Throwing Knife Balanced Knife Kris Dagger Dirk Pole-Arms --------- Bardiche Voulge Halberd War Scythe Poleaxe Scythe Potions ------- Choking Gas Potion Exploding Potion Fulminating Potion Rancid Gas Potion Strangling Gas Potion Oil Potion Staves ------ Battle Staff War Staff Gnarled Staff Long Staff Short Staff Swords ------ Bastard Sword Falchion Long Sword Two-Handed Sword Broad Sword Flamberge Saber War Sword Claymore Giant Sword Scimitar Crystal Sword Great Sword Short Sword Wands ----- Wand Bone Wand Grim Wand Yew Wand Standard Armor -------------- Belt ---- Belt Sash Heavy Belt Light Belt Plate Belt Body ---- Ancient Armor Full Plate Mail Light Plate Scale Mail Breast Plate Gothic Plate Quilted Armor Splint Mail Chain Mail Hard Leather Armor Plate Mail Studded Leather Field Plate Leather Armor Ring Mail Boot ---- Chain Boots Greaves Greaves Leather Boots Light Plate Boots Hand ---- Chain Gloves Light Gauntlets Gauntlets Gloves Heavy Gloves Head ---- Bone Helm Great Helm Cap Helm Crown Mask Full Helm Skull Cap Shield ------ Bone Shield Large Shield Buckler Small Shield Gothic Shield Spiked Shield Kite Shield Tower Shield ------------------------ Magical Weapon and Armor ------------------------ There are plenty of magical items in this game, as there are many. They are blue when you pick it up, and you will need to use an Identify Scroll to reveal the hidden stats of it. The magical items depends on the prefixes and the suffixes, and because of this, it is very improbable to have two identical magical items. Suffix Effect ------ ------ of Craftsmanship Adds 1 - 2 to max damage of Quality Adds 2 to max damage of Maiming Adds 3 - 4 to max damage of Slaying Adds 5 - 7 to max damage of Gore Adds 8 - 10 to max damage of Carnage Adds 11 - 14 to max damage of Slaughter Adds 15 - 20 to max damage of Worth Adds 1 to min damage of Measure Adds 2 to min damage of Excellence Adds 3 to min damage of Performance Adds 4 - 5 to min damage of Blocking + 10% Chance of blocking of Deflecting + 20% Chance of blocking of Life Adds 5 to Life of the Jackal Adds 1 - 5 to Life of the Fox Adds 5 - 10 to Life of the Wolf Adds 11 - 20 to Life of the Tiger Adds 21 - 30 to Life of the Mammoth Adds 31 - 40 to Life of the Colossus Adds 41 - 60 to Life of Vileness Prevents monster heal of Greed 40% - 60% more gold when looting of Wealth 80% - 120% more gold when looting of Chance 10% - 19% better chance of finding a magic item of Fortune 20% - 35% better chance of finding a magic item of Puncturing Hits reduces monster's defense by 10 - 20 of Bashing Hits reduces monster's defense by 25 - 40 of Piercing Ignores monster's defense of Health Damage reduced by 1 of Protection Damage reduced by 2 of Absorption Damage reduced by 3 of Life Damage reduced by 4 of Warding Magic damage reduced by 1 of the Sentinel Magic damage reduced by 2 of Guarding Magic damage reduced by 3 of Negation Magic damage reduced by 4 of Readiness Attack speed increase by 1 level of Alacrity Attack speed increase by 2 levels of Swiftness Attack speed increase by 3 levels of Quickness Attack speed increase by 4 levels of the Leech Steals 4 - 7% of damage of the Locust Steals 8 - 10% of damage of the Bat Steals 4 - 8% of mana of the Vampire Steals 9 - 12% of mana of Thorns Attacker takes 1 - 3 damage of Spikes Attacker takes 2 - 6 damage of the Apprentice Fast Cast Rate of the Magus Fastest Cast Rate of Frost Adds 1 - 4 Cold Damage of the Glacier Adds 4 - 12 Cold Damage of Thawing Half Freeze duration of the Bear Causes knockback of Flame Adds 1 to minimum, 2 - 6 to maximum Fire damage of Fire Adds 2 to minimum, 6 - 11 to maximum Fire damage of Burning Adds 10 to minimum, 10 - 20 to maximum Fire damage of Shock Adds 1 - 8 Lightning damage of Lightning Adds 1 - 16 Lightning damage of Thunder Adds 1 - 32 Lightning damage of Blight Adds 2 - 7 Poison Damage over 3 seconds of Venom Adds 4 - 14 Poison Damage over 3 seconds of Pestilence Adds 12 - 28 Poison Damage over 4 seconds of Remedy Poison Length reduced by 25% of Amelioration Poison Length reduced by 50% of Defiance Poison Length reduced by 75% of Dexterity Adds 1 - 3 to Dexterity of Skill Adds 4 - 6 to Dexterity of Accuracy Adds 7 - 10 to Dexterity of Precision Adds 11 - 15 to Dexterity of Perfection Adds 16 - 20 to Dexterity of Ease -20% to Requirements to use of Simplicity -40% to Requirements to use of Balance Fast hit recovery of Stability Fastest hit recovery of Regeneration Replenish life + 3 of Regrowth Replenish life + 5 of Strength Adds 1 - 3 to Strength of Might Adds 4 - 6 to Strength of the Ox Adds 7 - 10 to Strength of the Giant Adds 11 - 15 to Strength of the Titan Adds 16 - 20 to Strength of Energy Adds 1 - 5 to Mana of the Mind Adds 6 - 10 to Mana of Brilliance Adds 11 - 15 to Mana of Sorcery Adds 16 - 20 to Mana of Wizardry Adds 21 - 30 to Mana of Light Light Radius + 1 of Radiance Light Radius + 3 of the Sun Light Radius + 5 of Pacing Fast run/walk of Haste Faster run/walk of Speed Fastest run/walk Prefix Effect ------ ------ Sturdy + 20 - 30 % Defense Strong + 31 - 40 % Defense Glorious + 41 - 50 % Defense Blessed + 51 - 60 % Defense Saintly + 61 - 80 % Defense Holy + 81 - 100 % Defense Jagged + 10 - 20 % Damage Deadly + 21 - 40 % Damage Vicious + 41 - 60 % Damage Brutal + 61 - 80 % Damage Massive + 81 - 100 % Damage Savage + 101 - 120 % Damage Merciless + 121 - 150 % Damage Bronze + 10 - 20 to Attack Rating Iron + 21 - 40 to Attack Rating Steel + 41 - 60 to Attack Rating Silver + 61 - 80 to Attack Rating Gold + 81 - 100 to Attack Rating Platinum + 101 - 120 to Attack Rating Meteoric + 121 - 150 to Attack Rating Sharp + 10 - 20 to Attack Rating, + 10 - 20% Damage Fine + 21 - 40 to Attack Rating, + 21 - 30% Damage Warrior's + 41 - 60 to Attack Rating, + 31 - 40% Damage Soldier's + 61 - 80 to Attack Rating, + 41 - 50% Damage Knight's + 81 - 100 to Attack Rating, + 51 - 65% Damage Lord's + 101 - 120 to Attack Rating, + 66 - 80% Damage King's + 121 - 150 to Attack Rating, + 81 - 100% Damage Lizard's + 1 - 5 to Mana Snake's + 5 - 10 to Mana Serpent's + 11 - 20 to Mana Drake'ss + 21 - 30 to Mana Dragon's + 31 - 40 to Mana Wyrm's + 41 - 60 to Mana Prismatic + 15 - 25% to All Resistances Azure + 5 - 10% to Cold Resistance Lapis + 11 - 20% to Cold Resistance Cobalt + 21 - 30% to Cold Resistance Sapphire + 31 - 50% to Cold Resistance Crimson + 5 - 10% to Fire Resistance Burgundy + 11 - 20% to Fire Resistance Garnet + 21 - 30% to Fire Resistance Ruby + 31 - 50% to Fire Resistance Ocher + 5 - 10% to Lightning Resistance Tangerine + 11 - 20% to Lightning Resistance Coral + 21 - 30% to Lightning Resistance Amber + 31 - 50% to Lightning Resistance Beryl + 5 - 10% to Poison Resistance Jade + 11 - 20% to Poison Resistance Viridian + 21 - 30% to Poison Resistance Emerald + 31 - 50% to Poison Resistance Fletcher's + 1 to all Amazon skills Archer's + 2 to all Amazon skills Monk's + 1 to all Paladin skills Priest's + 2 to all Paladin skills Summoner's + 1 to all Necromancer skills Necromancer's + 2 to all Necromancer skills Angel's + 1 to all Sorceress skills Arch-Angel's + 2 to all Sorceress skills Slayer's + 1 to all Barbarian skills Berserker's + 2 to all Barbarian skills Devious Magic Damage reduced by 1 Fortified Magic Damage reduced by 2 Fortuitous + 10 - 15% better chance of finding a magic item Vulpine 10% damage taken goes to mana Tireless Stamina recovery + 150% Rugged Base Stamina + 3 - 5 Triumphant + 1 Mana fater each kill Howling Hit causes monster to flee Glimmering Light Radius + 1 Glowing Light Radius + 2 ------------------------ Unique Weapons and Armor ------------------------ Unique weapons and armor are not random, but they do appear randomly in the game. They may have a different graphic, which looks cool. They are usually worth something, so it's a good idea to pick it up. Their name is in Gold, which would seperate them from all the other items. I am currently compiling a list. I will post this up later. ---------------------- Rare Weapons and Armor ---------------------- Rare weapons and armor are even better than just magical items because they can have more than one magical modifier. They are still generated randomly in the game, and they are usually what people show off. There are actually different Suffixes for each different item. They may not have any effect at all, but they make the weapon or armor unique and look cool. Prefixes -------- Armageddon Corruption Fiend Pain Storm Beast Cruel Gale Plague Viper Bitter Death Ghoul Raven Wraith Blood Demon Glyph Rift Bone Dire Grim Rune Bramble Dread Hailstone Shadow Brimstone Doom Havoc Skull Carrion Eagle Imp Soul Chaos Empyrian Loath Spirit Corpse Entropy Order Stone Suffixes -------- Amulet Suffixes --------------- Beads Noose Collar Scarab Gorget Talisman Heart Torc Necklace Armor Suffixes -------------- Carapace Mantle Cloak Pelt Coat Shroud Hide Suit Jack Warp Axe Suffixes ------------ Beak Mangler Slayer Bite Reaver Song Cleaver Rend Splitter Edge Scythe Sunder Gnash Sever Thirst Belt Suffixes ------------- Buckle Harness Chain Lash Clasp Lock Cord Strap Fringe Winding Blade Suffixes -------------- Barb Gutter Scalpel Spiker Bite Impaler Scratch Song Cleaver Needle Scythe Stinger Edge Razor Sever Thirst Fang Saw Skewer Wand Blunt Suffixes -------------- Blow Knell Break Mallet Crack Ram Crusher Smasher Grinder Star Bow Suffixes ------------ Bolt Horn Song Branch Nock Stinger Fletch Quarrel Thirst Flight Quill Glove Suffixes -------------- Claw Grip Clutches Hand Finger Hold Fist Knuckle Grasp Touch Helm Suffixes ------------- Brow Hood Visor Casque Horn Circlet Mask Cowl Veil Crest Visage Ring Suffixes ------------- Band Grasp Knuckle Turn Circle Grip Loop Whorl Coil Gyre Nails Eye Hold Spiral Finger Knot Touch Scepter Suffixes ---------------- Blow Cry Song Breaker Gnarl Smasher Call Grinder Spell Chant Knell Star Crack Ram Weaver Crusher Smasher Shield Suffixes --------------- Aegis Mark Ward Badge Rock Wing Emblem Shield Guard Tower Spear Suffixes -------------- Barb Goad Needle Skewer Wrack Branch Gutter Prod Spike Dart Impaler Scourge Stinger Fang Lance Scratch Wand Staff Suffixes -------------- Branch Gnarl Call Spell Chant Spire Cry Song Goad Weaver --------- Set Items --------- These are items that are rare, and while they function independently, when put together, they will have a greater effect. It is almost impossible to get all pieces of a set in singleplayer, but with some trading, this is possible. Angelic Raiment ( 4 Items ) --------------------------- Angelic Halo Ring Replenish Life +6 + 20 Life Angelic Mantle Ring Mail Enhanced Defense Damage Reduced by 3 Angelic Sickle Sabre 350% Damage to Undead + 75 Attack Rating Angelic Wings Amulet 20% Damage to Mana + 3 to Light Radius === Set Half Freeze Duration All Resistance + 25% + 40% Chance of finding a magical item. --------------------------- Arcanna's Tricks ( 4 Items ) --------------------------- Arcanna's Deathwand War Staff 25% Deadly Strike + 20 Life Arcanna's Flesh Light Plate + 2 Light Radius Damage Reduced by 3 Arcanna's Head Skull Cap Replenish Life + 4 Attacker takes damage of 2 Arcanna's Sign Amulet Regenerate Mana + 20% + 15% Mana === Set Faster Cast Rate 5% Mana Stolen Per Hit + 25 Mana --------------------------- Arctic Gear ( 4 Items ) --------------------------- Arctic Binding Light Belt Cold Resist + 40% + 30 Defense Arctic Furs Quilted Armor Enhanced Defense All Resistances + 10% Arctic Horn Short War Bow + 20% to Attack Rating Enhanced Damage Arctic Mitts Light Gauntlets + 20 Life Slightly increased Attack Speed === Set Cannot be Frozen Adds 6 - 14 Cold Damage --------------------------- Berserker's Arsenal ( 3 Items ) --------------------------- Berserker's Hatchet Double Axe + 30% to Attack Rating 5% Mana Stolen per hit Berserker's Hauberk Splint Mail + 1 Barbarian Skills Magic Damage Reduced by 2 Berserker's Headgeaar Helm +25% Fire Resistance + 15 Deefense === Set Poison Length Reduced by 75% Adds 4 - 9 Poison Damage over 3 seconds --------------------------- Cathan's Trap ( 5 Items ) --------------------------- Cathan's Mesh Chain Mail Requirement - 50% + 15 Defense Cathan's Rule Battle Staff + 1 Fire Skillse + 10 Max Fire Damage Cathan's Seal Ring 6% Life Stolen per hit Damage Reduced by 2 Cathan's Sigil Amulet Attacker takes 5 Lightning Damage Fast Hit Recovery Cathan's Visage Mask + 25 Cold Resistance + 20 Mana === Set Fast Cast Rate Magic Damage Reduced by 3 + 20 Mana + 60 Attack Rating + 25% to All Resistances --------------------------- Civerb's Vestments ( 3 Items ) --------------------------- Civerb's Cudgel Grand Scepter + 75 Attack Rating + 17 - 23 Max Damage Civerb's Icon Amulet Replenish Life + 4 Regenerate Mana + 40% Civerb's Ward Large Shield Incrased Block + 15 Defense === Set 200% Damage to Undead + 15 Strength --------------------------- Cleglaw's Brace ( 3 Items ) --------------------------- Cleglaw's Claw Small Shield Poison Length Reduced by 75% + 17 Defense Cleglaw's Pincers Chain Gloves Slows Target by 25% Knockback Cleglaw's Tooth Long Sword 50% Deadly Strike + 30% to Attack Rating === Set 35% Crushing Blow 6% Mana Stolen per hit + 50 Defense --------------------------- Death's Disguise ( 3 Items ) --------------------------- Death's Guard Sash Cannot be Frozen + 20 Defense Death's Hand Leather Glvoes Poison Length Reduced by 75% + 50% Poison Resistances Death's Touch War Sword 4% Life Stolen per hit Enhanced Damage === Set + 40% to Attack Rating + 25% to All Resistances + 10 to Min Damage --------------------------- Hsaru's Trim ( 3 Items ) --------------------------- Hsaru's Iron Fist Buckler Damage Reduced by 2 + 10 Strength Hsaru's Iron Heel Chain Boots Fast run/walk + 25% Fire Resistances Hsaru's Iron Stay Belt + 25% Cold Resistances + 20 Life === Set Cannot be Frozen + 25% Lightning Resistances + 5 Max Damage --------------------------- Infernal Tools ( 3 Items ) --------------------------- Infernal Buckle Heavy Belt + 25 Defense + 20 Life Infernal Cranium Cap 20% Damage goes to Mana + 10% Resistances to All Infernal Torch Grim Wand + 1 Necromancer Skills + 8 Min Damage === Set 20% Open Wounds + 20% to Attack Rating + 1 Necromancer Skills --------------------------- Iratha's Finery ( 4 Items ) --------------------------- Iratha's Coil Crown + 30% Lightning Resistances + 30% Fire Resistances Iratha's Collar Amulet Poison Length Reduced by 75% + 30% Resistances Iratha's Cord Heavy Belt + 25 Defense + 5 Min Damage Iratha's Cuff Light Gauntlets Half Freeze Duration + 30% Resistances === Set + 10% All Max Resistances + 20% All Resistances + 15 Dexterity --------------------------- Isenhart's Armory ( 4 Items ) --------------------------- Isenhart's Case Breast Plate Magic Damage Reduced by 2 + 40 Defense Isenhart's Horns Full Helm Damage Reduced by 2 + 6 Dexterity Isenhart's Lightband Broad Sword + 3 Light Radius + 10 Min Damage Isenhart's Parry Gothic Shield Attack takes 4 Lightning Dam + 40 Defense === Set + 35% Attck Rating 5% Life stolen per hit + 20 to All Resistances --------------------------- Milabrega's Regalia ( 4 Items ) --------------------------- Milabrega's Diadem Crown + 15 Mana + 15 Life Milabrega's Orb Kite Shield + 25 Defense + 25% of Getting Magical Item Milabrega's Robe Ancient Armor Damage Reduced by 2 Attacker takes Damage of 3 Milabrega's Rod War Scepter + 1 Paladin Skills Enhanced Damage === Set + 2 Paladin Skills + 2 Light Radius 8% Life stolen per hit + 15 Poison Resistances --------------------------- Sigon's Complete Steel ( 6 Items ) --------------------------- Sigon's Gage Gauntlets + 20 Attack Rating + 10 Strength Sigon's Guard Tower Shield Increased Block + 1 to All Skills Sigon's Sabot Greaves Faster Run/Walk + 40% Cold Resistances Sigon's Shelter Gothic Plate Enhanced Defense + 40% Lightning Resistances Sigon's Visor Great Helm + 3 Light Radius + 30 Mana Sigon's Wrap Plated Belt + 20% Fire Resistances + 20 Life === Set Damage Reduced by 7 Adds 12 - 24 Fire Damage Attacker takes 12 Damage --------------------------- Tancred's Battlegear ( 5 Items ) --------------------------- Tancred's Crowbill Military Pick Enhanced Damage + 75 Attack Rating Tancred's Hobnails Boots + 25% Heal Stamina + 10 Dexterity Tancred's Skull Bone Helm Enhanced Damage + 40 Attack Rating Tancred's Spine Full Plate Armor+ 40 Life + 15 Strength Tancred's Weird Amulet Damage Reduced by 2 Magic Damage Reduced by 1 === Set Slows Target by 35% 5% Mana stolen per hit + 10 to All Resistances 75% Extra Gold from monsters --------------------------- Vidala's Rig ( 4 Items ) --------------------------- Vidala's Ambush Leather Armor + 50 Defense + 11 Dexterity Vidala's Barb Long Battle Bow Adds 1 - 20 Lightning Damage Vidala's Fetlock Light Plated Boots Fastest run/walk + 150 Max Stamina Vidala's Snare Amulet + 20% Cold Resistances + 15 Life --------------------------- -------------------------- Socketed Weapons and Armor -------------------------- These are the grey weapons that will not have anything different from their counterparts when you pick it up, but as you put gems into it, it will gain abilities. There are seven kinds of gems: Ruby, Sapphire, Topaz, Emerald, Amethyst, Diamond, and Skulls. Name Weapon Shield Helm ---- ------ ------ ---- Amethyst -------- Attack Rating Defense Strength Chipped + 15 - 19 + 5 - 6 + 3 Flawed + 20 - 29 + 7 - 8 + 4 Normal + 30 - 39 + 9 - 10 + 5 - 6 Flawless + 40 - 49 + 11 - 13 + 7 - 8 Perfect + 50 - 60 + 15 - 17 + 9 - 10 Diamond ------- Damage All Attack Rating against Undead Resistances Chipped + 25 - 29% + 5 - 6% + 10 Flawed + 30 - 35% + 7 - 8% + 15 Normal + 36 - 45% + 9 - 11% + 20 Flawless + 46 - 55% + 12 - 15% + 25 Perfect + 56 - 70% + 16 - 20% + 30 Emerald ------- Poison Damage Poison Resist Dexterity Chipped + 2 + 10 - 12% + 3 Flawed + 3 + 13 - 16% + 4 Normal + 4 + 17 - 20% + 5 - 6 Flawless + 4 + 21 - 25% + 7 - 8 Perfect + 5 + 26 - 30% + 9 - 10 Ruby ---- Fire Damage Fire Resist Max Life Chipped + 2 + 10 - 12% + 3 Flawed + 3 + 13 - 16% + 4 Normal + 4 + 17 - 20% + 5 - 6 Flawless + 4 + 21 - 25% + 7 - 8 Perfect + 5 + 26 - 30% + 9 - 10 Sapphire -------- Cold Damage Cold Resist Max Mana ( Slow Dur ) Chipped + 1 - 3 ( 1 ) + 10 - 12% + 6 - 8 Flawed + 2 - 3 ( 1.5 ) + 13 - 16% + 9 - 11 Normal + 2 - 4 ( 2 ) + 17 - 20% + 12 - 15 Flawless + 3 - 5 ( 2.5 ) + 21 - 25% + 16 - 20 Perfect + 3 - 7 ( 3 ) + 26 - 30% + 21 - 25 Skull ----- Steals Life/Mana Attack Damage Replenish Life/Mana Chipped 2% / 1% 2 + 2 / 8 % Flawed 2% / 2% 3 + 3 / 8 % Normal 3% / 1% 4 + 3 / 12 % Flawless 3% / 3% 5 + 4 / 12 % Perfect 4% / 3% 6 - 7 + 4 - 5 / 16 - 20 % Topaz ----- Lightning Damage Resist Lightning Chance to Find Magic Item Chipped + 1 - 6 + 10 - 12 % + 7 - 9% Flawed + 1 - 7 + 13 - 16 % + 11 - 13% Normal + 1 - 8 + 17 - 20 % + 14 - 17% Flawless + 1 - 10 + 21 - 25 % + 18 - 20% Perfect + 1 - 15 + 26 - 30 % + 21 - 25%