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- From: Desslock <desslock@interlog.com>
- Newsgroups: comp.sys.ibm.pc.games.rpg,alt.games.diablo
- Subject: Diablo FAQ/Guide-v.1.5 (1 of 3)
- Date: Sat, 01 Mar 1997 04:03:36 -0500
-
- - The Attributes of over 150 monsters, including the resistances and
- immunities of unique monsters.
- - Complete explanations of all of the spells in the game.
- - An explanation of the importance of magical resistances.
- - Detailed lists of the magical items in the game, including unique
- items.
- - List of Shrines and their effects
- - Description of all of the books in the game
- - Class differences and attribute maximums explained.
- - FULL Walkthroughs to all of the Quests
- - Many convenient tables and charts.
-
- A full list of the changes from prior versions is contained at the end.
-
- Desslock
-
-
- DESSLOCK'S DIABLO INFORMATION GUIDE version 1.5
- desslock@interlog.com
- copyright 1997
-
- Table of Contents
-
- 1. Monsters:
- (a) List of Monster Attributes
- (b) List of Monsters by Type
- (c) List of Unique Monsters
- 2. Spells/Magical Resistances
- 3. Magical Item Lists
- 4. Ordinary Item Lists
- 5. Shrine List
- 6. Book List
- 7. Character Classes and Attributes
- 8. Quest List and Walkthroughs
- -----------------------------------------------
-
- 1. MONSTERS
-
- I have provided three separate charts which list the monsters
- encountered
- in Diablo. The monsters are organized into the following "types". All
- creatures of the same type look exactly the same in shape (except as
- noted
- below), but color, resistances and abilities vary between monsters of
- the
- same "type":
-
- Type
-
- 1 Fallen Ones (regardless of weapon type)
- 2 Scavengers
- 3 Zombies
- 4 Skeletons (including archers)
- 5 Goat Men (including archers)
- 6 Winged Fiends
- 7 The Hidden
- 8 Gargoyles
- 9 Horned Demons
- 10 Overlords
- 11 Mages
- 12 Lightning Demons
- 13 Magma Demons
- 14 Spitting Terrors
- 15 Balrogs
- 16 Knights
- 17 Vipers
- 18 Succubus Demons
- 19 Diablo
-
- In the first two charts, unique monsters are indicated with an asterisk(*).
- A random number of unique monsters are present in each game. Each of the
- unique monsters listed below, if present in a particular game, can always
- be found on the level indicated opposite its name. The first chart lists
- the hit points (in the single player version of the game) resistances,
- immunities and special abilities of the monsters, and presents the monsters
- alphabetically based upon the level of the dungeon in which they can
- initially be encountered. The special abilities which a specific monster
- possesses, such as the ability to cast spells, are indicated in parenthesis
- after the resistances and immunities of the monster, but special abilities
- which all monsters of a certain type possess (such as the ability of
- "Spitting Terrors" to spit), are not generally listed in the charts below.
- The second chart organizes the monsters by type and the third chart provides
- some additional information about the unique monsters in the game.
-
- As stated above, the hit points listed below relate only to the single player
- version of the game. The hit points for monsters in the multiplayer version
- of the game are higher than those listed below (generally twice as high, plus
- one hit point to the low or high end of the range). As you increase the
- difficulty level of a multiplayer game, the hit points of monsters increase
- based upon the following formula: Nightmare = 100 +(3 x Normal) and Hell=200
- + (4 x Normal). In a subsequent version of this information guide, I will
- provide a list of the hit points of the monsters in the multiplayer version
- of the game on the ônormalö difficulty level. The hit points of the
- monsters on the other skill levels can be obtained using the formula listed
- above.
-
- Since the game does not indicate the specific resistances and immunities of
- the "unique" monsters, I have indicated in square brackets immunities and,
- less frequently, resistances which I have observed. All unique monsters
- carry magic items which, except as noted below, are randomly determined.
- I have also listed unique items which can always be obtained by killing a
- particular monster. Unique items are described in detail in part 3 of this
- information guide.
-
- (A) LIST OF MONSTER ATTRIBUTES
-
- LVL NAME OF MONSTER TYPE HIT POINTS RESISTS/IMMUNE/(SPECIAL ATTACK)
-
- 1 Fallen One (spear) 1 1-2 none
- Fallen One (sword) 1 1-2 none
- Scavenger 2 1-3 none
- Skeleton 4 1-2 none/magic
- Skeleton Archer 4 1-2 none/magic
- Skeleton Captain 4 1-3 none/magic
- Zombie 3 2-3 none/magic
-
- 2 *Bladeskin the Slasher 1 n/a some/none
- *Bonehead Keenaxe 4 n/a none/some[magic]
- *Boneripper 4 n/a none/some
- *The Butcher 10 n/a some/none
- (Butcher's Cleaver)
- Carver (spear) 1 2-4 none
- Carver (sword) 1 2-4 none
- Corpse Axe 4 2-3 none/magic
- Corpse Bow 4 4-8 none/magic
- Corpse Captain 4 6-10 none/magic
- *Deadeye 4 n/a some/some[magic]
- Devil Kin (spear) 1 6-12 none
- Devil Kin (sword) 1 8-12 none
- Fiend 6 1-3 none
- Flesh Clan 5 15-22 none
- Flesh Clan Archer 5 10-17 none
- Ghoul 3 3-5 none/magic
- Hidden 7 4-12 none
- Plague Eater 2 6-12 none
- *Pukerat the Unclean 1 n/a some/none
- *Rotfeast the Hungry 3 n/a none/some[magic]
- Rotting Carcass 3 7-12 none/magic
- *Shadowbite 2 n/a none/some[fire]
- *Soulpus 3 n/a some[fire]/none
-
- 3 Blink 6 6-14 none
- Black Death 3 12-30 none/magic/(drain life)
- *Bongo 1 n/a none
- *Brokenhead Bangshield 4 n/a some/some[magic]
- Burning Dead 4 4-6 fire/magic
- Burning Dead Archer 4 5-12 fire/magic
- Burning Dead Captain 4 8-15 fire/magic
- Dark One (spear) 1 10-18 none
- Dark One (sword) 1 12-18 none
- *Ed Chupacabras 2 n/a some[fire]/none
- *Gutshank the Quick 1 n/a some[fire]/none
- Horror 4 6-10 lightning/magic
- Horror Archer 4 7-22 lightning/magic
- *Rotcarnage 3 n/a some/some[magic]
- Shadow Beast 2 12-18 none
- *Skeleton King 4 n/a some/some[magic]/
- (undead crown) (raise skeletons)
-
- *Skullfire 4 n/a none/some[fire]
- *Warpskull 7 n/a some[fire]/none
-
- 4 *Backlash the Burning 4 n/a none/some[magic,fire]
- Bone Gasher 2 14-20 magic/none
- *Gharbad the Weak 5 n/a none/some[lightning]
- Gloom 6 14-18 magic/none/(charge)
- Horror Captain 4 17-25 lightning/magic
- *Moonbender 6 n/a none/some[fire]
- Overlord 10 30-40 none
- *Pulsecrawler 2 n/a some[magic]/some[fire]
- *Snotspill 1 n/a some[lightning]/none
- *Spineeater 2 n/a none/some[lightning]
- 5 *Bloodskin Darkbow 5 n/a some[fire,lightning]/none
- Familiar 6 10-17 magic/lightning/(lightning)
- *Foulwing 6 n/a some[fire]/none
- Horned Demon 9 20-40 none
- *Shadowcrow 1 n/a none/none
- *Shadow Drinker 4 n/a some[fire]/some[magic]
- /(disappear)
- Stone Clan 5 20-27 magic/none
- Stone Clan Archer 5 15-20 magic/none
- Winged Demon 8 22-30 fire/magic
- *Wrathhaven 6 n/a none/some[fire]
-
- 6 Acid beast 14 20-33 none
- *Bileforth the Pit Master10 n/a some[lightning]/some
- [fire,magic]
- *Bloodgutter 5 n/a none/some[fire]
- *Deathshade Fleshmaul 5 n/a some/some[magic]/(charge)
- *Death Spit 14 n/a some/none
- Fire Clan 5 25-32 fire/none
- Fire Clan Archer 5 20-25 fire/none
- Unseen 7 17-25 magic/none
-
- 7 *Blightfire 5 n/a none/some[fire]/(bloodstar)
- *Blighthorn Steelmace 5 n/a some/none/(charge)
- Blood Stone 13 27-37 none/magic,fire
- Gargoyle 8 30-45 lightning/magic
- *Gorestone 5 n/a some/none
- Illusion Weaver 7 20-30 magic,fire/none
- Magma Demon 13 25-35 fire/magic
- Mud Man 10 50-62 none
- Night Clan 5 27-35 magic/none
- Night Clan Archer 5 25-32 magic/none
- *Nightwing the Cold 8 n/a some[fire,lightning]
- /some[magic]
- Stalker 7
-
- 8 *Baron Sludge 10 n/a some/some
- *Chaos Howler 14 n/a none
- *Firewound the Grim 13 n/a some[fire]/some[magic]
- Lava Lord 13 35-42 none/magic,fire
- Poison Spitter 14 30-42 none
- Toad Demon 10 67-80 none/magic
- *Zhar the Mad 11 n/a some[lightning]/some[magic]
- /(fireball,flash)
-
- 9 Blood Claw 8 37-62 none/magic,fire
- *Breakspine 9 n/a some/none
- *Brokenstorm 12 n/a none/some[lightning]
- Hell Stone 13 30-40 none/magic,fire
- Mud Runner 9 25-45 none
- *Oozedrool 10 n/a some[fire]/none
- Redstorm 12 27-55 lightning/magic
-
- 10 *Blackstorm 9 n/a none/some[lightning,magic]
- *Flayer 12 n/a
- Frost Charger 9 30-50 lightning/magic
- Obsidian Lord 9 35-55 lightning/magic
- Pit Beast 14 40-55 magic/none
- *Plaguewrath 14 n/a some[lighning,fire]/some
- [magic]/(rapid fire attack)
- Slayer 15 60-70 magic/fire/(inferno)
- Succubus 18 60-75 magic/none/(blood star)
-
- 11 Cave Viper 17 50-75 none/magic
- Death Wing 8 42-75 none/magic,lightning
- *Fangspier 17 n/a none/some[fire]
- Flayed One 10 80-100 magic/fire
- Guardian 15 70-80 magic/fire/(inferno)
- *Goldblight of the Flame8 n/a none/some[magic,fire]
- Storm Lord 12 37-67 magic/lightning
- Storm Rider 12 30-60 magic/lightning
-
- 12 Maelstorm 12 45-75 magic/lightning
- *Viletouch 8 n/a none/some[lightning]
- *Viperflame 17 n/a some[lightning]/some[fire]
-
- 13 Blood Knight 16 100 fire/magic,lightning
- Firedrake 17 60-85 fire/magic
- Gold Viper 17 70-90 lightning/magic
- Lava Maw 14 50-75 magic/fire
- Snow Witch 18 67-87 lightning/none/(blood star)
- Steel Lord 16 90 magic,lightning/fire
- *Warlord of Blood 16 n/a none/some[fire,magic,
- lightning]
- *Witchmoon 18 n/a some/none
-
- 14 Doom Guard 16 82 magic,fire/none
- *Fangskin 17 n/a some[lightning]/some[magic]
- Hellspawn 18 75-100 magic/lightning/(blood star)
- *Lachdanan 16 n/a none/none/(will not attack)
- *Stareye the witch 18 n/a none/some [fire]/(blood star)
- *Steelskull the Hunter 16 n/a some/none
- Vortex Lord 15 80-90 magic/fire
-
- 15 Advocate 11 72 fire/lightning,magic
- /(fireball,flash)
- Azure Drake 17 80-100 fire, lightning/none
- Balrog 15 90-100 magic/fire
- *Blackjade 18 n/a some[lightning]/some[magic]
- /(blood star)
- *Bloodlust 18 n/a none/some[fire,lightning]/
- (blood star)
- Cabalist 11 60 magic,fire/lightning
- /(lightning,flash)
- *Dreadjudge 11 n/a some/some [lightning]
- /(charged bolt,flash)
- *Lazarus 11 n/a some[fire,lightning]
- /some[magic]/(spells)
- Magistrate 11 42 magic,lightning/fire
- /(charged bolt,flash)
- *Red Vex 18 n/a some[fire]/some[magic]
- /(blood star)
- Soul Burner 18 70-112 magic, lightning/fire
- *Vizier 11 n/a none/some[fire]
- /(lightning,flash)
-
- 16 Black Knight 16
- *Diablo 19 n/a n/a [immune to stone curse]
- /(apocalypse)
- *Sir Golash 16 n/a none
-
- (B) LIST OF MONSTERS BY TYPE
-
- The following is a list of monsters by type (see the list in part (a) of
- this section for the attributes of a particular monster). Unique monsters
- are indicated with an asterick (*). The monsters are generally listed in
- the order in which they appear:
-
- [Fallen Ones] [Skeletons] [Goat Men]
- Fallen One (spear) Skeleton Flesh Clan
- Fallen One (sword) Skeleton Archer Flesh Clan Archer
- Carver (spear) Skeleton Captain *Gharbad the Weak
- Carver (sword) *Bonehead Captain *Bloodskin Darkbow
- Devil Kin (spear) *Boneripper Stone Clan
- Devil Kin (sword) Corpse Axe Stone Clan Archer
- *Bladeskin the Slasher Corpse Bow *Bloodgutter
- *Pukerat the Unclean Corpse Captain Fire Clan
- *Bongo *Deadeye Fire Clan Archer
- Dark One (spear) *Brokenhead Bangshield *Deathshade Fleshmaul
- Dark One (sword) Burning Dead *Blightfire
- *Gutshank Burning Dead Archer *Gorestone
- *Shadowcrow Burning Dead Captain Night Clan
- Horror Night Clan Archer
- Horror Archer *Blighthorn Steelface
- Horror Captain
- *Skull Fire
- *Skeleton King
- *Blacklash the Burning
- *Shadow Drinker
-
- [Scavengers] [Winged Fiends] [The Hidden] [Gargoyles]
- Scavenger Fiend Hidden Gargoyle
- Plague Eater Blink *Warpskull *Nightwing the Cold
- *Shadowbite Gloom Unseen Winged Demon
- Shadow Beast *Moonbender Illusion Weaver *Blood Claw
- *El Chupacabras Familiar Stalker *Goldblight of the Flame
- *Pulsecrawler *Foulwing Death Wing
- Bone Gasher *Wrathhaven *Viletouch
- *Spineeater
-
- [Horned Demons] [Overlords] [Mages] [Lightning Demons]
- Horned Demons *The Butcher *Zhar the Mad Red Storm
- *Breakspine Overlord Magistrate *Broken Storm
- Mud Runner *Bileforth Advocate *Flayer
- Frost Charger Mud Man *Dreadjudge Storm Rider
- *Blackstorm *Baron Sludge Cabalist Storm Lord
- Obsidian Lord Toad Demon *Vizier Maelstorm
- *Oozedrool *Lazarus
- Flayed One
-
- [Magma Demons] [Spit Terrors] [Balrogs] [Succubus Demons]
- Magma Demon Acid Beast Slayer Succubus
- Blood Stone *Death Spit Guardian Snow Witch
- Lava Lord Poison Spitter Balrog *Witchmoon
- Hell Stone *Chaos Howler *Blackjade
- *Firewound Pit Beast Hellspawn
- *Plague wrath *Red Vex
- Lava Maw *Stareye the Witch
- Soulburner
-
- [Vipers] [Knights] [Dark Lord] [Zombies]
- Cave Viper Steel Lord *Diablo Zombie
- *Fangspier *Warlord of Blood Ghoul
- *Viperflame Blood Knight *Soulpus
- Gold Viper *Lachdanan Rotting Carcass
- Fire Drake Doom Guard *Rotfeast the H
- *Fangskin *Steelskull the Hunter Black Death
- Azure Drake *Sir Golash *Rot Carnage
- Black Knight *Goretongue
-
- (C) LIST OF UNIQUE MONSTERS
-
- The chart in part 1(a) of this Information Guide provides a significant
- amount of information concerning the unique monsters in Diablo, including
- the hit points, resistances and immunities. The chart in part 1(a) of
- this Information Guide also identifies which of the 19 ôtypesö of monster
- which each of the unique monsters is associated with. Most unique monsters
- also have a pack of "followers", and the followers of a particular unique
- monster possess the same powers as that unique monster. Other unique
- monsters are essentially solitary versions of their ôtypeö, except they
- have certain additional abilities. The Butcher and the Skeleton King are
- essentially just being giant versions of their "type" (Overlords and
- Skeletons, respectively).
-
- This list is substantially complete, but where I do not yet have the
- "specific type" for a particular unique monster, I have provided my "best
- guess" in [square brackets]. The monsters alphabetically, based upon the
- level in which they appear:
-
- LVL NAME OF MONSTER FOLLOWERS SPECIAL DIFFERENCES
-
- 2 Bladeskin the Slasher Fallen One (with sword) --
- Bonehead Keenaxe Corpse Axe --
- Boneripper Skeleton --
- The Butcher None/solitary Overlord Giant
- Deadeye Skeleton Archer --
- Pukerat the Unclean Fallen One (with spear) --
- Rotfeast the Hungry Zombie --
- Shadowbite Scavenger --
- Soulpus Zombie --
-
- 3 Bongo [Dark One (with sword)] --
- Brokenhead Bangshield Corpse Axe --
- Ed Chupacabras Plague Eater --
- Gutshank the Quick Carver (with sword) --
- Rotcarnage Ghoul --
- Skeleton King Variety of Skeletons Giant,Raise
- Skeletons (single
- player version)
- Skullfire Corpse Bow --
- Warpskull Hidden --
-
- 4 Backlash the Burning Burning Dead Archer --
- Gharbad the Weak None/solitary Goatman NPC
- Moonbender Blink --
- Pulsecrawler [Shadow Beast] --
- Snotspill Dark One (with spear) NPC
- Spineeater Bone Gasher --
-
- 5 Bloodskin Darkbow Flesh Clan Archer --
- Foulwing Gloom --
- Shadowcrow Dark One --
- Shadow drinker None/solitary skeleton Disappear
- Wrathhaven Blink --
-
- 6 Bileforth the Pit Master Overlord --
- Bloodgutter [Stone Clan] --
- Deathshade Fleshmaul [None/solitary]goatman Charge
- Death Spit Acid Beast Rapid Attack
-
- 7 Blightfire Fire Clan Archer BloodStar
- Blighthorn Steelmace [Night Clan] --
- Gorestone Night Clan Archer --
- Nightwing the Cold Gargoyle --
-
- 8 Baron Sludge Mud Man --
- Chaos Howler Poison Spitter Rapid Attack
- Firewound the Grim [Magma Demon] --
- Zhar the Mad None/solitary Advocate NPC
-
- 9 Breakspine Mud Runner --
- Brokenstorm [Red Storm] --
- Oozedrool Toad Demon --
-
- 10 Blackstorm Obsidian Lord --
- Flayer [Storm Rider] --
- Goldblight of the Flame Blood Claw --
- Plaguewrath Poison Spitter Rapid Attack
-
- 11 Fangspier Cave Viper --
-
- 12 Vile touch Deathwing --
- Viperflame Fire Drake --
-
- 13 Warlord of Blood Steel Lord --
- Witchmoon Snow Witch --
-
- 14 Fangskin Gold Viper --
- Lachdanan Blood Knight NPC
- Stareye the Witch Snow Witch --
- Steelskull the Hunter Steel Lord --
-
- 15 Blackjade Hellspawn Guard of Lazarus
- Bloodlust Hellspawn --
- Dreadjudge Magistrate --
- Lazarus Advocate NPC
- Red Vex Hellspawn Guard of Lazarus
- Vizier Cabalist --
-
- 16 Sir Golash Blood Knight --
- Diablo Dark Lord Casts Apocalypse,
- Immune Magic, S.Curse
-
- 2 SPELLS AND RESISTANCES
-
- The following is a list of spells, based upon the order in which they
- appear
- in the spell book. Spells marked with an (m) are only available in the
- multiplayer version of the game, and spells marked with an asterick (*)
- are only available on scrolls or items:
-
- [Level One] [Level Two] [Level Three] [Level Four]
- (character ability) xx Phasing [Nova]*
- Firebolt Firewall Mana Shield Golem
- Charged Bolt Telekinesis Elemental Teleport
- Holy Bolt Lightning Fireball [Apocalypse]*
- Healing Town Portal Flame Wave Bone Spirit
- Heal Other (m) Flash Chain Lightning Blood Star
- Inferno Stone Curse Guardian xx
-
- The following additional spells can be found on scrolls or items, but are
- not available as books: identify, infravision, resurrect (m).
-
- By reading a book on a particular spell, your character will acquire the
- ability to cast that spell. Reading additional books on that spell will
- raise the level of that spell in your spell book. Certain shrines can also
- raise or lower the level of spells in your spell book. The maximum level
- of spells, without the assistance of magic items, is 15.
-
- The following charts provide a brief description of each of the spells in
- the game. Except as noted below, each of the attacking spells in Diablo
- an be classified as either ôMagicalö, ôFireö or ôLightningö.
-
- Spells available from Books, Scrolls and Staves:
-
- [Name of Spell and Type][Description of Spell] [Effect of +Spell Levels]
- Firebolt Small missile of fire Less mana, faster bolt.
- (Fire based) Damage increases as character
- level increases
- Charged Bolt Spread of small bolts additional bolts + duration
- (Lightning Based)
-
- Holy Bolt Small missile Less mana, faster bolt.
- (Skeletons, Damage increases as character
- Zombies and Diablo) level increases
-
- Healing Heals your character Increased healing, varying mana
- Heal Other Heals others Increased healing, varying mana
- Inferno (Fire Based) Short stream of fire Increased range and duration,
- less mana. Damage increases as
- character level increases
- Firewall (Fire Based) Stationary fire wall Increased duration, less
- mana,
- increased damage
- Telekinesis Move objects, monsters Less mana, greater strength
- Lightning Long burst of lightning Less mana. Damage increases
- (Lightning Based) as character level increases
- Town Portal Create door to town Less mana
- Flash (Magic Based) Attacks all Increased damage, less mana
- in immediate vicinity
- Stone Curse Temporarily Increased duration, less mana
- turns monster to stone
- Phasing Teleport (uncontrolled) Less mana
- Mana Shield Mana used as hit points lose less mana when hit
- Elemental (Fire Based) Running man of fire Increased damage, less mana
- (autotargets enemies)
- Fireball (Fire Based) Missile of fire Increased damage, less mana
- Flame Wave (Fire Based) Wall of fire Increased area of effect
- which moves from caster
- Chain Lightning Multiple streams of Additional streams, less mana.
- (Lightning Based) lightning Damage increases as character
- level increases
- Guardian (Fire Based) Stationary defender Increased damage, less mana
- Golem Wandering defender Increased duration ]
- (hit points), less mana
- Teleport Teleport (controlled) Less mana
- Bone Spirit Weakens opponents Less mana
- Blood Star (Magic Based)Magic missile Less mana, faster bolt.
- Damage increases as character
- level increases
-
-
-
-
- Spells available only on Scrolls or Staves:
-
- [Name of Spell and Type] [Description of Spell] [+level]*
- Identify** Identifies magic items n/a
- Infravision** Shows ôheatö image of monsters n/a
- Nova (lightning) Propels circle of lightning n/a
- Apocalypse Attacks all monsters on screen n/a
- Resurrect (m) Brings dead players to live n/a
-
- * Since books for these spells are not available, you are unable to
- ever raise the level of these spells directly, although presumably items
- which raise the level of your spells (such as the ôThinking Capö) may also
- be effective at raising the level of these spells. Of course, since you
- will only see these spells in your spell book if you are using a staff
- , and since you are unable to see what level a particular spell is if you
- have equipped a staff of that particular spell, it is impossible to
- confirm that there even are more than one level for these spells.
-
- ** Identify and Infravision are not available on Staves.
-
- Spell Casting Tips:
-
- ╖ Mana Shield and Golem spells will only work until you leave the level
- you cast the spell on.
- ╖ Flame Wave will not work on creatures immediately next to you - there
- must be some distance between you and your target(s).
- ╖ In order to control where you reappear when using the Teleport spell,
- move your mouse cursor over to your target landing area prior to
- "right-clicking" your mouse.
- ╖ Each player can only cast one Golem at a time. If you cast an additional
- Golem spell while your first Golem is still alive, your spell will fail
- and your first Golem will explode. If more than one player casts Golem
- on the same level of the dungeon, the Golems will seek and attack another.
- ╖ Firewall, Town Portal and Guardian spells also have the side-effect of
- creating a great deal of light.
- ╖ The Bone Spirit spell will only weaken monsters, not destroy them.
- ╖ As indicated above, apocalypse, nova, infravision, identify and resurrect
- are only available on items. Identify and Infravision are only available
- on scrolls.
- ╖ The spells listed above without a "type" (i.e. magic, fire, lightning),
- will affect all monsters (other than Stone Curse, which will not affect
- Diablo or other players).
- ╖ Apocalypse affects all monsters, including Diablo. Holy Bolt will work on
- Diablo, as well as "Skeleton" and "Zombie" types.
- ╖ Fireball has an "area of effect" and therefore each Fireball can affect
- a number of monsters.
- ╖ Apocalypse will affect all of the monsters on the screen, regardless of
- whether or not they are accessible to your character.
- ╖ For you pkillers out there, many of the spells in the game are intended to
- work only on the monsters. Spells such as Stone Curse have no effect on
- player characters.
- ╖ With Telekinesis, you can move monsters away from you (helpful in getting
- some space so that you can shut a door. Telekinesis is also helpful for
- obtaining items which your character was carrying (and consequently lost)
- when killed while playing the multiplayer version of the game.
- ╖ In order to Resurrect a character in the multiplayer version of the game,
- the character killed must not choose to ôrestart in townö from the option
- menu - in fact, the player which is killed shouldnÆt even touch the
- options menu, as it may cause his or her characterÆs body to disappear,
- preventing resurrection.
- ╖ Use your keyboard spell ôhotkeysö (F-5 to F-8) to make your favourite
- spells available quickly. In the early levels of the dungeon, I suggest
- setting Firebolt, Holy bolt, Charged bolt and Heal (or Firewall) as your
- four hotkey spells. Replace charged bolt with Lightning, and Firebolt with
- Fireball when the more powerful spells becomes available to your character
- (provided that the mana requirements are not overly prohibitive for your
- character), and remove holy bolt once you stop seeing ôHorrorö skeletons
- in the Catacombs (around level 7). By the time you get to the deeper
- levels of the dungeon, the four spells which mage characters should
- select are: Fireball, Chain Lightning (unless playing multiplayer),
- Stone Curse and Teleport.
- ╖ Stone Curse is ideal for taking out unique monsters easily. Kill the
- unique monsterÆs followers first so that you can concentrate on the
- unique monster while it has been temporarily paralyzed.
- ╖ Mages should always have a Mana Shield cast. Higher level mages are
- almost invincible with a Mana Shield cast and a belt full of full
- mana potions.
-
- Resistances/ Immunities:
-
- Monsters which are ôimmuneö to a particular form of spell cannot be hit,
- and consequently cannot be damaged, by that form of spells. Monsters
- which are resistant to a particular form of spell, on the other hand,
- suffer less damage from that form of spell. Player characters can never
- be entirely immune to a particular form of magic, but can be up to 75%
- resistant (and therefore avoid 75% of the damage caused by that form of
- magic).
-
- Many players underestimate how important resistances are, especially in
- the deeper levels of the dungeon, where you are constantly attacked by one
- form of magic or another. Traps can cause magical, fire or lightning damage
- and a variety of monsters can attack using a particular form of magic. The
- ollowing chart provides an outline of all of the monsters which attack using
- a particular form of magic, as well as an indication of that form:
-
- [Name of Monster and Type] [Form of Attack/Resistance which is Relevant]
- Familiars (Winged Fiends) small bolt of lightning
- All Lightning Demons lightning spell (stream of lightning)
- - hence the name
- Magistrate (Mage) charged bolt spell (multiple bolts of
- lightning)
- Dreadjudge (Unique Mage) charged bolt spell (multiple bolts of
- lightning)
- Cabalist (Mage) lightning spell (stream of lightning)
- Vizier (Unique Mage) lightning spell (stream of lightning)
-
- Zhar the Mad (Unique Mage) fireball spell (missile of fire)
- Advocate (Mage) fireball spell (missile of fire)
- All Balrogs inferno spell (short stream of fire)
- Lazarus (Unique Mage) fireball spell (missile of fire)
-
- All Succubus Demons Blood Star spell/ magical damage
- Blightfire (Unique Goatman) Blood Star spell/ magical damage
- All Mages Flash spell/ magical damage
- All Spitting Terrors Spitting, which does magical damage
-
- 3 MAGICAL ITEM LISTS
-
- The following is a list of "adjectives" which are used to describe the
- various items in the game, as well an indication of the magic bonuses which
- such items grant. These tables are substantially complete and reflect
- ranges which I have personally confirmed. Where I have not yet determined
- the full extent of an itemÆs effects, I have provided the range in
- [square brackets]. Rather than provide the list alphabetically, I have
- grouped items which have similar effects together:
-
- [+ Attributes] [+ Strength] [+Vitality] [+Magic]
- sky +1-3 strength+1-5 vitality+1-5 magic +1-5
- moon +4-7 might +6-10 zest +6-10 mind +6-10
- stars +8-11 power +11-15 vim +11-15 brilliance+11-15
- heavens +12-15 giants +16-20 vigor +16-20 sorcery +16-20
- zodiac +16-20 titans +21-30 life +21-30 wizardry+21-30
-
- [Resist Magic] [Resist Fire] [R/Lightning] [Resist All] [Fast Attack]
- white +10-20 red +10-20 blue +10-20 topaz +10-15 readiness{q}
- pearl +21-30 crimson +21-40 azure +21-30 amber +16-20 swiftness(f)
- ivory +31-40 garnet +41-50 lapis +31-40 jade +21-30 speed(faster)
- crystal +41-50 ruby +51-60 cobalt +41-50 obsidian+31-40 haste(fastest)
- diamond +51-60 sapphire+51-60
-
- [+ Mana] [+Hit Points] [+Damage Points][-Damage Points][Hit Recovery]
- spider's+10-15 fox +10-15 quality +1-2 health -1 balance(fast)
- raven's +15-20 jaguar +16-20 maiming +3-5 protection -2
- stability(faster)
- snake's +20-30 eagle +20-30 slaying +6-8 absorption -3 harmony(fastest)
- serpent's+30-40 wolf +30-40 gore +9-12 deflection -4 blocking(f/block)
- drake's +41-50 tiger +41-50 carnage +13-16 osmosis -5-6
- dragon's+51-60 lion +51-60
- mammoth +61-80
- whale +81-100
-
-
- [Steals Mana] [Steals Life] Increases Light [+ Spell Levels]
- bat -3% leech -3% light +20% angel +1 lvl
- vampire -5% blood -5% radiance +40% arch-angel+2lvls
-
- [Durabilit [+Dexterity]
- Craftsmanship high dexterity +1-5
- many high skill +6-10
- plenty high accuracy +11-15
- structure high precision +16-20
- sturdiness high perfection +21-30
- ages indestructible
-
- [+Hit% / +Damage%] [+ % to Hit] [+% Damage] [+% Armor]
- sharp+1-5/ +20-35 bronze +1-5 jagged +20-35 fine +20-30
- fine +6-10/ +36-50 iron +6-10 deadly +36-50 strong +31-40
- warriorÆs +11-15/+51-65 steel +11-15 heavy +51-65 grand +41-55
- soldierÆs +16-20/+66-80 silver +16-20 vicious +66-80 valiant +56-70
- lordÆs +21-30/+81-95 gold +21-30 brutal +81-95 glorious+71-90
- knightÆs +31-40/+96-110 platinum+31-40 massive +96-110 blessed +91-110
- masterÆs+41-50/+111-125 mithril +41-60 savage +111-125 saintly +111-130
- championÆ+51-75+126-150 meteoric+61-80 ruthless[+141-144]awesome
- +131-150
- kingÆs +76-100/+151-175 weird +81-100 mercilous[+164-166]holy +151-170
- strange +101-120 [godly [+198]
-
- [Other Attributes]
- bashing - damages armor
- bear - pushes target back
- bountiful - extra charges
- burning - fire damage (1-16)
- fire - fire damage (1-3 prefix, 1-6 suffix)
- flaming - fire damage (1-10 prefix, 2-20 suffix)
- lightning - lightning damage (1-10 suffix, 2-20 prefix)
- plentiful - extra charges
- piercing - damages armor
- puncturing - damages armor
- shock - lightning damage (1-6)
- shocking - lightning damage
- thieves - absorbs half of trap damage
- thunder - lightning damage (1-20)
-
- [Cursed Items]
- clumsy -8 to hit, - 74% damage
- disease -2 vitality
- illness -7 vitality
- night -20% light
- pit -3 to all attributes
- paralysis -6 dexterity
- rusted -28% armor
- trouble -(7-10) to all attributes
- uselessness -100% damage
- vulnerable -97% armor
-
- [Unique Items]
-
- 1. "Arkanines' Valor" (armor) AC 25, +10 vital, -3 damage from enemies,
- fastest hit recovery
- 2. "Baranar's Star" (mace) chance to hit +12%, +80% damage, quick attack,
- +4 to vitality, -4 dexterity
- 3. "The Bonesaw" (claymore) +10 damage, strength and life, -5 dexterity,
- mana and magic
- 4. "Black Razor" +150% damage, +2 vitality
- 5. "Blackoak Bow" +10 dexterity, vitality -10, damage +50%, -10% light,
- no requirements
- 6. "Bow of the Dead" +10% to hit, +4% dexterity, -3 vitality
- 7. "Butcher's Cleaver" +10 Str, unusual damage, altered durability
- 8. "Civerb's Cudgel" +200% damage versus demons, -5 dexterity, -2 magic
- 9. "Cranium Basher" +20 damage, +15 strength, mana -150, resist all +5%
- 10. ôDragonÆs Breachö (shield) armor 20, indestructible
- 11. "Empyrean Band" (ring) +2 attributes, +20% light, fast hit recovery,
- absorbs 20% of trap damage
- 12. "Executioner's Blade +150% damage, -10 hit points, -10% light, high
- durability
- 13. "Fool's Crest" (crown) -4 attributes, hit points +100, +6 damage from
- enemies, attacker takes 1-3
- 14. "Gibbeous Moon" (sword) +2 attributes, +25% damage, mana +15, -30 light
- 15. "Gleamsong" (staff) +25 mana, -3 strength, -3 vitality, 76 phasing charges
- 16. "Gnarled Root" (club)+20% to hit, +300% damage,+10 dexterity, +5 magic,
- resist all +10%, armor-10
- 17. "Gotterdamerung" (crown) +20 all attributes, Armor 60, -4 damage from
- enemies, all resistances=0, -40% light
- 18. "GriswoldÆs Edge" (sword) Firehit 1-10, +25% to hit, fast attack,
- knocks target back, +20 mana, -20 life
- 19. "Hammer of Iholm"
- 20. "Harlequinn Crest" (crown) Armor -3, -1 damage from enemies, +2 to all
- attributes, +7 mana and life
- 21. "Immolator" (staff) resist fire +20%, firehit damage 4, mana +10,
- vitality -5, no requirements
- 22. "NAJ's Lightplate" (armor) Armor 46, durability 7, no strength
- requirement, +5 magic, mana +20, resist all 20%, spells increased 1 level
- 23. "Optic Amulet" +20% light, resist lightning +20%, -1 damage from
- enemies, +5 magic
- 24. "Rainbow Cloak", Armor 10, +1 all attributes, resist all +10%,
- hit points +5, high durability
- 25. "Ring of Engagement"-1 damage from enemies, attacker takes 1-3,
- Armor 5, damages target's armor
- 26. "Ring of Truth" -1 damage from enemies, +10 resist all, +10 hit points
- 27. "Rod of Onan" 50 Golem charges, +100% damage, +5 to all attributes
- 28. "Shadowhawk" hit steals 5% life, +15% to hit, resist all +5%, -20% light
- 29. "Split Skull Shield" AC 10, +10 hit points, +2 strength, -10 light,
- altered durability
- 30. "Stonecleaver" +30 hit points, +20% to hit, +5% damage,
- +40% resist lightning
- 31. "Storm Shield" 40AC, +4 damage from enemies, +10 strength, fast block,
- indestructible
- 32. "Storm Spire" (staff) +50% resist lightning, lightning hit damage 2-8,
- +10 strength, -10 to magic
- 33. "Thinking Cap" Spells are increased 2 levels, mana +30, armor 4,
- resist all 20%, altered durability
- 34. "Thundercall" (staff) chance to hit +35%, lightning damage 1-10,
- resist lightning +30%, +20% light
- 35. "Torn Flesh of Souls" (rags) AC 8, +10 vitality, -1 damage from enemies,
- indestructible
- 36. "Undead Crown" life stealing, armor 8
- 37. "Veil of Steel" (crown) -20% light, +50% resist all, +60% armor,
- mana -30, +15 str, +15 vitality
- 38. "Wicked Axe" +30% to hit, +10 dexterity,-10vitality,-2damage from enemies
- 39. "Wisdom's Wrap" (cloak)
- 40. "Wizard's Spike" (dagger)+15 magic, +35 mana, +25% to hit, resist all +15
-
- 4 Ordinary Item Lists
-
- The following is a list of the various "non-magical" weapons and items of
- armor which can be found in the game. Although this list is substantially
- complete, some of the "armor values" will have to be adjusted once I have
- an opportunity to confirm the "ranges of protection" certain items grant.
-
- Item Damage or Armor Durability Requirements
-
- Swords
-
- Dagger 1-4 16 none
- Sabre 1-8 45 17 str
- Short Sword 2-6 24 18 str
- Scimitar 3-7 28 23 str, 23 dex
- Blade 3-8 30 25 str, 30 dex
- Falchion 4-8 20 30 str
- Long Sword 2-10 40 30 str, 30 dex
- Claymore 1-12 36 35 str
- Broad Sword 4-12 50 40 str
- Bastard Sword 6-15 60 50 str
- 2-Handed Sword 8-16 75 65 str
- Great Sword 10-20 100 75 str
-
- Bows
-
- Short Bow 1-4 30 none
- Long Bow 1-6 35 25 str, 30 dex
- Hunter's Bow 2-5 40 20 str, 35 dex
- Composite Bow 3-6 45 25 str, 40 dex
- Short Battle Bow 3-7 45 30 str, 50 dex
- Long Battle Bow 1-10 50 30 str, 60 dex
- Short War Bow 4-8 58 35 str, 70 dex
- Long War Bow 1-14 ` 60 45 str, 80 dex
-
- Clubs/Blunt Weapons
-
- Club 1-6 20 none
- Spiked Club 3-6 20 18 str
- Mace 1-8 32 16 str
- Morning star 1-10 40 26 str
- Flail 2-12 36 30 str
- War Hammer 5-9 50 40 str
- Maul 6-20 50 55 str
-
- Axes
-
- Small Axe 2-10 24 none
- Axe 4-12 32 22 str
- Large Axe 6-16 40 30 str
- Broad Axe 8-20 50 50 str
- Battle Axe 10-25 60 65 str
- Great Axe 12-30 75 80 str
-
- Staves
-
- Short Staff 2-4 25 none
- Long Staff 4-8 35 none
- Composite Staff 5-10 45 none
- War Staff 8-16 75 30 str
-
- Shields
-
- Buckler 1-5 16 none
- Small Shield 3-8 24 25 str
- Large Shield 5-10 32 40 str
- Kite Shield 8-15 40 50 str
- Gothic Shield 14-17 60 80 str
- Tower Shield 18-20 50 60 str
-
- Helms
-
- Cap 1-3 15 none
- Skull Cap 2-4 20 none
- Helm 4-6 30 str 25
- Full Helm 6-8 35 str 35
- Crown 8-11 40 none
- Great Helm 10-15 60 str 50
-
- Armor
-
- Rags 2-6 6 none
- Cape 1-5 12 none
- Cloak 3-7 18 none
- Robe 4-7 24 none
- Quilted Armor 7-10 30 none
- Leather Armor 10-13 45 none
- Hard Leather Armor 11-14 40 none
- Studded Leather 15-17 45 20 str
- Ring Mail 17-20 50 25 str
- Chain Mail 19-22 55 30 str
- Breast Plate 20-24 80 40 str
- Scale Mail 23-28 60 35 str
- Splint Mail 31-34 65 40 str
- Field Plate 40-45 80 65 str
- Plate Mail 46-50 75 60 str
- Gothic Plate 51-60 100 80 str
- Full Plate 63-75 90 90 str
-
- 5 Shrine List
-
- Abandoned Shrine "The hands of men may be guided by faith" +2 dexterity.
- Blood Fountain [no quote is given] each drink restores +1 life.
- Cauldron Random effect (and related quote)
- Creepy Shrine "Strength is bolstered by heavenly faith" +2 strength.
- Cryptic Shrine "Arcane power brings destruction" casts Nova spell
- and restores mana.
- Divine Shrine "Drink and be Refreshed" - Restores health/mana, gives
- two full potion of rejuvenation, or one full potion of
- mana and one full potion of Life.
- Eerie Shrine "Knowledge and wisdom at the cost of self" +2 magic.
- Eldritch "Crimson and azure become like the sun" - all potions
- become rejuvenation potions.
- Enchanted Shrine "Magic is not always what it seems" lose 1 spell lvl
- for 1 spell, all other know spells gain 1 lvl.
- Fascinating Shrine"Intensity comes at the cost of wisdom" - lose mana,
- gain firebolt spell levels if not already maxed out at
- 15th level.
- Fountain of Tears[no quote is given] -1 to one attribute, +1 to another
- Glimmering Shrine"Mysteries are revealed in the light of reason" -
- identifies all items in inventory
- Goat Shrine Random effect (and related quote)
- Gloomy Shrine "Those who defend seldom attack" -1 max damage to all
- weapons,+2 to armor items.
- Hidden Shrine "New strength is forged through destruction" one item
- in inventory -10 durability, all others +10 durability.
- Holy Shrine "Where ever you go, there you are" phases you to random
- location of currently explored level.
- Imposing Shrine ["A surge of blood interrupts your thoughts" +2 Dexterity.]
- Magical Shrine "While the spirit is vigilant the body shines" casts
- mana shield
- Murkey Pool [no quote is given] casts infravision
- Mystic Shrine ôYour skills increase, but at a priceö lose all gold in
- inventory except one, gain experience points.
- Mysterious Shrine"Some are weakened while one grows strong" +5 to one
- attribute, -1 to others
- Ornate Shrine "Salvation comes at the cost of Wisdom" lose mana, gain
- Holy Bolt levels if not already maxed out at level 15.
- Purifying Spring[no quote is given] restores one mana point per drink
- Quiet Shrine "The essence of life flows from within" +2 vitality
- Religious Shrine"Time cannot diminish the power of steel" restores all
- items to full durability
- Sacred Shrine "Energy comes at the cost of wisdom" lose mana, gain
- levels of charged bolt ifnot already maxed out at level 15.
- Secluded Shrine "The way is made clear when viewed from above" - gives map
- of current level
- Spiritual Shrine"Riches abound when least expected" - gives a small amount
- of gold to each open spot in your inventory.
- Spooky Shrine(m)"Where avarice fails, patience brings reward" (user),
- ôBlessed by a benevolent companionö - all other players
- get hit points restored.
- Stone Shrine "The Power of mana refocused renews" - restores charges
- in staves
- Tainted (multi) ôThose who are last may yet be firstö (user), ôGenerosity
- brings its own rewardö, User gets a random +1 stat, other
- players get -1 to all attributes.
- Thaumatology Shrine "What was once opened is now closed" re-fills
- chests on current level
- Weird Shrine "The sword of justice is quick and sharp" +1 damage to all
- weapons in inventory
-
- 6 BOOK LIST
-
- The following is a list of the books in the game, as well as the purpose,
- if any, of the book:
-
- Name of Book Purpose
-
- Ancient Tome Arcane knowledge gained - gain Guardian Spell
- Binding of the Three Provides background to the binding of Baal,
- Mephisto and Diablo
- The Black King Provides background to Lararus' abduction of
- Prince Albrecht
- Book of the Blind Initiates "Halls of Blind" quest
- Book of Blood Initiates "Valor" quest
- Book of Vileness Teleports you within Lararus' unholy altar
- The Dark Exile Provides a history of the exiling of Baal,
- Diablo and Mephisto
- Fungal Tome Initiates "Black Mushroom" quest when given to Adria
- The Great Conflict Provides an introduction to the war between the
- heavens and hells
- Library Book Scroll or Spell book
- Mythical Book Initiates "Chamber of Bone" quest
- The Realms Beyond Provides an introduction to the awakening of Diablo
- and the Sin War.
- Skeleton Tome Scroll or Spell book
- The Sin War Provides an introduction to the demons' war on earth
- Steel Tome Initiates "Warlord of Blood" quest
- The Tale of the HoradrimProvides a history of the Horadrim
- Tale of the Three Provides more history on Baal, Mephisto and Diablo
- The Wages of Sin are WarProvides additional history of the Demons' war on
- earth
-
- 7 CHARACTER CLASSES/ATTRIBUTES AND LEVELS
-
- I may add more to this section in a future revision of this guide, but for
- now here's a chart summarizing the attribute maximums (without the
- assistance of magical items) for the three character classes, and an
- indication of the different benefits each class gains with each new
- experience level:
-
- [Class] [Max Str][Max Magic][Max Dexterity][Max Vitality][Effect of Level]
- Warrior 250 50 60 100 +2 life, +1 mana
- Rogue 55 70 250 80 +2 life, +2 mana
- Sorcerer 45 250 85 80 +1 life, +2 mana
-
- In addition, a Warrior will gain +2 Life points for every +1 increase in
- Vitality, while a Rogue or Sorcerer will only gain +1 Life for every +1
- increase in Vitality. A Sorcerer will gain +2 Mana points for every +1
- increase to Magic, while a Rogue or Warrior will only gain +1 Mana for
- every +1 increase in Magic. As indicated in part 3 of this Information
- Guide, an increase in a characterÆs level will also increase the amount
- of damage certain spells inflict.
-
- Each class also has certain abilities which it does better than the other
- classes, and a unique ability spell. The only unique ability spell of
- real value is the rogue's which allows her to detect traps. The
- sorcerer's ability (to recharge staves) and the warrior's ability (to
- repair items) should each only be relied upon in emergency situations as
- any item which one of these abilities is used upon will be weakened.
-
- For every +2 increase in Dexterity, a characterÆs % to hit will increase
- by one, and for every +5 increase in Dexerity, a characterÆs armor class
- will increase by one. Increasing strength will also increase the amount
- of damage caused by a characterÆs attack.
-
- 8 QUEST LIST AND WALKTHROUGHS
-
- The following is a list of the quests in the game, as well as the manner
- in which each quest is started, the level upon which the quest can be
- solved, and the reward for completing the quest.
-
- [Name of Quest] [Initiated By] [Level of Solution] [Reward]
- The Butcher wounded townsman 2 ButcherÆs Cleaver*
- P. Water Supply Pepin 2 (mini level) Ring of Truth
- Leoric Odgen 3 (mini level) Undead Crown*
- Tavern Sign Odgen 4 Harlequinn Crest
- (if returned)
- Gharbad Gharbad 4 Magic Item
- The Magic Rock Griswold 5 Embryean Band
- Valor Book 5 ArkaninesÆ Valor
- Chamber/Bone Book 6 (mini level) Guardian Spell,
- magic items
- Halls/Blind Book 7 Optic Amulet
- Zhar the Mad Zhar 8 Books, magic item
- Black Mushroom Adria (fungal tome) 9 Elixir (+3
- attributes)
- Anvil of Fury Griswold 10 GriswoldÆs Edge
- Warlord of BloodBook 13 Magical armor (2)
- Magical weapons (4)
- (plus magic item)
- Lachdanan Lachdanan 15 Veil of Steel
- Lazarus Cain (Staff of Lazarus) 15 (mini level) Magic items
- Diablo Cain (death of Lazarus) 16 End Game
-
- * In the multiplayer version of the game, you will not receive the
- ButcherÆs Cleaver or the Undead Crown from the Butcher or the Skeleton King,
- respectively, but will instead receive a random magic item.
-
- Solutions to the Quests:
-
- Note that in any one single player game, you will NOT receive all of these
- quests, as quest allocation is random (except for Lazarus and Diablo,
- which appear in every game). In a multiplayer game, the only quests which
- you will receive are the following: The Butcher, The Skeleton King,
- Lazarus, and Diablo, which appear in every multiplayer game. Some of the
- quests available in the multiplayer game are presented in a different
- manner than the same quests in the single player game.
-
- 1 The Butcher - A tough quest early in the game. His lair is a
- square room on the second floor of the dungeon which will be easily
- recognizable because of all of the bodies on stakes inside the room. If
- you can afford, and are capable of casting, Stone Curse, this quest is
- very easy - cast it and chop away until he's history. But very few
- players will be able to cast Stone Curse early in the game, and unless
- you have very fast dexterity or an item which gives you a magically "fast
- attack", or "fast recovery", it is difficult to go toe-to-toe with the
- Butcher. A "bear" weapon (which forces him back) makes it possible to
- take him head on. A better plan, however, is to open the door to his lair,
- wait until he announces "fresh meat", and then flee to any nearby location
- (and it helps to map out an escape route first!) with a door and a chain
- link wall. Go through the door and shut it before the Butcher follows you.
- He won't be able to follow you through the door, and you'll be able to hit
- him with arrows and spells until he finally goes down (which may take a
- while). You can greatly speed up this process if you are capable of
- casting "Firewall" - you can cast it right through the grate where the
- Butcher is standing and he will gleefully wait around until he fries.
- If you happen to replay a dungeon with an advanced character and you're
- capable of casting "Golem" - do so, it's more than a little amusing to
- watch the golem take about two seconds to plow through the Butcher. The
- Butcher's weapon makes a nice weapon for a relatively low-level character,
- although it is prone to break easily.
-
- Monsters: The Butcher (and any nearby monsters on level two which you
- havenÆt cleared out yet)
-
- Reward: The ButcherÆs Cleaver (single player game) or random magic item
- (multiplayer game) from the ButcherÆs body.
-
- 2 Poisoned Water Supply - You'll know if you have this quest in your
- game by checking the color of the water in the fountain in the middle of
- the town (near Cain). If the water is brown, as opposed to its normal
- blue, you'll have this quest on the second level. If you talk to Pepin
- (the healer) in town after you start the first level, he will give you
- this quest. If you don't happen to notice the color of the water in the
- town fountain, you'll still be able to tell that this quest is in your
- game if, during your exploration of the second level, you run into a
- crack in the wall which is surrounded by candles (described as "to a
- dark passage"). If you haven't already initiated the quest by talking
- to Pepin, return to town and do so prior to exploring through the
- opening (not necessary to complete the quest, but will provide you
- with more of the story line). The opening will take you to a separate
- 'mini-level', which you'll have to clear out of monsters in order to
- solve this quest. On this quest you'll likely meet your first
- 'goatmen' (flesh clan, the easiest), and a bunch of 'fallen one'
- types, Devil Kins with swords and Carvers with spears. Once you kill all
- of the monsters, the waters in the mini-level will clear and you'll have
- completed this quest. Don't forget to return to Pepin to obtain your
- reward - the Ring of Truth.
-
- Monsters: Carvers (with spears) [22], Devil Kin (with swords) [11],
- Flesh
- Clan Archer [1], Flesh Clan [4].
-
- Reward: Ring of Truth from Pepin
-
- 3 Skeleton King Leoric - This quest is different in the single player
- game compared to the version in the multiplayer game. Ogden will initiate
- this quest which, like the Poisoned Water quest, also occurs in a separate
- 'mini-level', this time off level 3. There is a separate entrance to the
- Skeleton King's Lair, and by moving your mouse over any staircase you
- ncounter on the third level you can check if it leads to Leoric's lair.
- Once in Leoric's lair, take it slowly, and gradually pick off his
- skeleton army without getting too many on the screen at once, to avoid them
- overwhelming you. Use "Holy Bolt" as much as you can. If you engage in
- hand to hand combat, try to use a 'blunt' weapon, like a club, mace or
- staff, instead of a cutting weapon, like a sword. You may meet your first
- skeleton archers on this quest. Avoid advancing too far into a room in
- order to avoid being caught in a crossfire. The Skeleton King is straight
- left (NE), look for the glow he creates. As with the Butcher, Stone Curse
- is once again the easiest way to defeat your enemy - cast it when he gets
- close and attack him while he's vulnerable. Holy Bolt spells also work very
- well against the Skeleton King. It's probably not wise to fight him in
- hand to hand unless you have high dexterity, a "bear" weapon, or an item
- which allows you to "fast attack" or "fast recovery". If he gets near
- you, you can run away from him - although he may chase you for a while,
- eventually he'll veer off. He also has the nasty habit of raising the
- skeletons which you've already killed, so try and take him out quickly.
- Once you've killed him, pick up the undead crown (a great item for
- fighters), and don't forget to "click" on the crosses in each of the
- corners - they'll open up a secret room with more magic items.
-
- Monsters: A large variety of skeleton and skeleton archers, including
- Burning Dead and Corpse Bows. Skeleton King
-
- Reward: Undead Crown from Skeleton King. Additional magic items from the
- secret room opened by ôattackingö the four crosses in LeoricÆs lair.
-
- 4 Tavern Sign - Ogden also initiates this quest, if you talk to him
- after clearing a couple of levels in the dungeon. You'll know if you get
- this quest in your game because you won't be able to get down to the 5th
- level until you solve it. The sign is guarded in a room by "Overlords",
- and it'll be the first time you meet these big guys. They aren't too
- difficult, especially if you have some spells (they have no immunities or
- resistances). You won't be able to open the chest in their lair until you
- talk to "Snotspill", a "fallen one" leader, who is on the other side of
- the room with the Overlords (hey, if you find Snotspill first, now you know
- where the sign is). He'll tell you to go get the sign for him. Once you
- talk to him, if you haven't already spoken to Odgen to initiate the quest,
- return to town to do so now. Once back in the dungeon, go and get the
- sign from the lair of the Overlords. DO NOT give it to Snotspill, instead
- return it to Odgen in town, and he'll give you the Harlequinn Crest.
- Then go back into the dungeon and return to Snotspill, who will attack you
- immediately, and he'll have lots of "Dark Ones" to help him. Firewall
- works wonders here. If you can't cast Firewall, wait outside the door and
- pick off Snotspill and his friends one at a time - don't let them get
- through the door and surround you.
-
- Monsters: Dark Ones (with swords) [20], Overlords [5], Snotspill
-
- Reward: Harlequinn Crest from Odgen upon returning the shrine. A
- randomly
- determined magic item from SnotspillÆs body. Access to the fifth
- level of the dungeon.
-
- 5 Gharbad the Weak - When you first encounter this Goatman, you
- probably won't even realize that he is a quest, and you'll likely try and
- attack him. You can't hurt him, so once you clear out any monsters near
- him, click on him to initiate a conversation. He'll plead with you not to
- kill him - you can't anyway, so leave the room. You'll have to leave and
- return to the room several times in order to complete this quest, but there
- is no time limit, so you can explore at your leisure and return when you
- want. The first time you return he will give you a magic item, which may
- or may not be useful to you. The second time you return he will tell you
- that he isn't quite finished making you another item. Finally, the third
- time you return, Gharbad will decide that the item he has made is "too
- good for you", and he'll attack immediately. Gharbad the Weak lives up to
- his name, however, so you shouldn't have much difficulty killing him in
- any number of imaginative ways. You'll receive the item he made once you
- kill him.
-
- Monsters: Just poor old Gharbad (unless you havenÆt cleared out the monsters
- on the 4th level near him)
-
- Reward: A magic item from Gharbad the second time you speak to him and an
- additional magic item from his body.
-
- 6 The Magic Rock - Griswold will initiate this quest by telling you of
- a caravan that passed through the town some time ago. There's not much to
- this quest, you'll find the rock on a pedestal on level 5. Take your time
- in getting to it, as it is usually surrounded by a fair number of monsters.
- Return it to Griswold, who will give you the Embryean Band. If you find
- the rock before you've talked to Griswold, take it anyway, but drop it in
- town before you talk to him, then pick it up again and complete the quest
- (this strategy also works for the Tavern Sign quest discussed above).
-
- Monsters: Randomly determined monsters on the 5th level of the dungeon
-
- Reward: Embryean Band from Griswold for returning the rock.
-
- 7 Valor - This quest is initiated by reading the Book of Blood on
- level 5. You'll be able to complete this quest in the same room as you
- find the book, but you may want to drop back into town in order to see what
- the townsfolk have to say about the quest first (see Farnham, in particular,
- for a few laughs). Once you go through the room with the book, you'll see
- a blood stone on the floor. Pick it up and click on the pedestal which is
- also in the room. There are some Horned Demons in this room, so look out
- for their charges, you can normally hear them picking up speed. If you
- dodge them they will ram into walls (they can't stop their charges), which
- will leave them momentarily helpless. Try to take them out at a distance
- with spells or a bow. Once you place the first bloodstone on the pedestal,
- you will open another door to the north, opening an attached chamber.
- There are more monsters and a second blood stone in that room. Take the
- second blood stone and click on the pedestal again (back in the first
- room), which will open up a third, attached chamber, where you can find
- the final bloodstone. Using the last bloodstone on the pedestal, you will
- open the chamber to the Arkanines' Valor armor.
-
- Monsters: Horned Demons [8]
-
- Reward: ArkaninesÆ Valor Armour in the room of Valor.
-
- 8 Chamber of Bone - This quest is initiated by reading the Mythical
- Book, on level 6. Once you've read the book (and for those of you who are
- impatient, you don't have to listen to all of it, just hit the "escape" key
- to close the book), a staircase will be available on the 6th level to take
- you to another "mini-level", the Chamber of Bone. You will likely meet both
- Horned Demons (if you didn't get the Valor quest) and Unseen for the first
- time on this quest. There are three passageways - the ones on the left
- and the right lead to levers and are guarded by Horned Demons (see the
- Valor quest for combat tips). The center passageway leads to the chamber
- of bone which, as the name implies, is heavily populated with skeletons.
- Firewall works great here, as all of the skeletons are crammed in a
- relatively small area. 4-5 firewalls can fill the entire room, quickly
- exterminating the skeletons and the Hidden (who are hiding!). There are
- a few more Horned Demons through the skeleton room, and a book in the
- middle of the room. If you charge and get the book, you will receive the
- "Guardian" spell, and a three headed dragon will appear out of the ground,
- and it will blast any remaining monsters in the room. Once you read the
- book the quest will be completed, but make sure you explore the two
- "secret" rooms on the right hand passageway (they are opened by the two
- levers). Each of the secret rooms contains more hidden and skeletons,
- and also a chest with several items, all magical.
-
- Monsters: Horror Captains [45], Horned Demons [9], Unseen [12]
-
- Reward: Guardian Spell from reading the Ancient Tome, 3 randomly
- determined magic items from each of the quests in the two rooms
- opened by the levers.
-
- 9 Halls of the Blind - This quest, like the Valor and Chamber of Bone
- quests, is also initiated by a book (see how important my book summary in
- part 6 of this Information Guide is...), this time appropriately called
- the "Book of the Blind", which will be found on level 7 if you get this
- quest. The Halls of the Blind is a tilted "figure-eight" shaped room,
- with a door on each of the north and south sides. You'll find the yellow
- "Illusion Weavers" in the room, and they are fairly tough, but can be
- taken out by spells (lightning preferably, as they are resistant to magic
- and fire), or in hand to hand. They are fairly easy to run from if you
- get in over your head. Inside the Halls of the Blind room, there will be
- two small rooms. Both contain more Illusion Weavers, so don't open them
- until you clear out the ones already in the main room. The small room to
- the North contains the "Optic Amulet". Once you take the Optic Amulet,
- you will solve the quest.
-
- Monsters: Illusion Weavers [17]
-
- Reward: Optic Amulet in the small room at the top of the ôfigure eightö
- shaped room.
-
- 10 Zhar the Mad - This non-player character is found on level 8, in a
- room with some books and scrolls on pedestals and a bookcase. Talk to him
- first in order to initiate the quest, as he will give you a free magic
- book. You can freely take the items off of the pedestals, but as soon as
- you touch the bookcase he will admonish you and attack. Stone Curse will
- take him out in seconds. Spells are generally the best way to take him
- out, as he will teleport when you try to engage him in hand to hand
- combat.
-
- Monsters: Zhar the Mad
-
- Reward: Books or scrolls from the pedestals, a book from the bookcase and
- a randomly determined magic item from ZharÆs body (ôIÆm sorry, did
- I break your concentration).
-
- 11 Black Mushroom - In order to initiate this quest, you'll have to
- find the Fungal Tome, which can be found on level 9 if this quest is
- present in your game. Take the Fungal Tome to Adria, the witch (there
- is no other use for the book). She'll tell you to go get a "demon's brain",
- for Pepin the healer. Talk to the healer to get additional information.
- The first monster you kill after speaking to Adria will release the
- "demon's brain" (that monster doesn't have to be labeled a "demon").
- Many people complain about missing the brain, because it is quite small
- and in the caves it is easy to lose an item behind a wall. Return the
- brain to Pepin, who will give you an elixir for Adria. Take the elixir
- to Adria, who will tell you to keep the elixir for yourself. Use it and
- you will gain +3 points to each of your attributes. In the initial
- release of Diablo, there is a bug which may prevent you from using this
- potion if you don't use it right away, so be sure to gulp it down
- immediately. A demon's brain never tasted so good.
-
- Monsters: Just the randomly determined monsters on the 9th level of
- dungeon
- (and deeper if you donÆt take the Fungal Tome to Adria until later).
-
- Reward: Elixir from Adria (actually Pepin, but take it to Adria before
- trying to use it).
-
- 12 Anvil of Fury - This is another quest which people often have
- difficulty completing, but it actually is fairly easy. Griswold will
- initiate this quest by telling you about the mighty Anvil of Fury. The
- Anvil itself can be found on level 10, but it is on a peninsula surrounded
- by lava, and well guarded by monsters (including Night Clan Archers and
- Obsidian Lords). Take your time and gradually clear out the monsters
- prior to trying to get to the Anvil - identify the weaknesses of the
- monsters by looking at my charts in Part 1 of this Information Guide.
- The Anvil is actually quite small and easy to miss, but most people
- miss the Anvil because they explore the "Caves" by patrolling around
- the edges, picking off targets of opportunity. The lava pool is
- closer to the center. Return the Anvil to Griswold in order to receive
- "Griswold's Edge", a pretty good weapon.
-
- Monsters: Night Clan Archers [8], Obsidian Lords [10]
-
- Reward: GriswoldÆs Edge from Griswold after returning the Anvil.
-
- 13 Warlord of Blood - Yet another quest initiated by a book, this time
- the Steel Tome, which is found on level 13. You'll know if you have this
- quest in your game, because you will be unable to get to the stairs leading
- to level 14 until you read the Steel Tome. The Warlord and his henchmen are
- pretty tough, but vulnerable to stone curse if you can get them to follow you
- so that you can take them out one at a time. His henchmen are Steel Lords,
- and therefore vulnerable to lightning. Or just swing and chop, but try to
- avoid being surrounded by fleeing if necessary. A defensive spell like
- Mana Shield also comes in handy. After you have disposed of the Warlord
- and his men, you will be able to loot his treasure, which includes 2
- sets of magical armor and 4 magic weapons. Not bad. He won't be
- needing them anymore anyway....
-
- Monsters: Steel Lords [many], Warlord of Blood
-
- Reward: Magic Armor [2] and Magic Weapons [4] in the WarlordÆs Lair,
- another magic item from the WarlordÆs body, access to the 14th lvl.
-
- 14 Lachdanan - Lachdanan himself will initiate this quest, and he can
- be found standing still on level 14. He is a Blood Knight, so your first
- instinct will likely be to attack him, which is fruitless. He'll ask you to
- get the Golden Elixir, which you will find in the center of a room on level
- 15. When you find it, return it to Lachdanan (don't worry, he won't
- attack), and he'll give you the Veil of Steel in exchange for it - and
- a merciful death.
-
- Monsters: Blood Knights will always be on level 14 if this quest is present
- in your game, plus additional randomly determined monsters on
- the 14th and 15th level
-
- Reward: Veil of Steel from Lachdanan after returning the Golden Elixir.
-
- 15 Lazarus - Getting close now...In order to initiate this quest, you
- will first have to find the "Staff of Lazarus", which is an unusable item
- found on level 15, near a strange contraption. Once you have the staff,
- you'll have to show it to Cain in town in order to start the quest. Once
- you speak to Cain, there will be a red portal available on level 15,
- which will take you to another "mini-level". Lazarus' lair is populated
- with Succubus type monsters, as well as mages. Take your time, the
- narrow corridors make it easy to avoid being surrounded. Use Stone Curse
- or other offensive spells such as Fireball. Clear out as much as you
- can without reading the "Books of Vileness" (there are two books on
- opposite sides of this mini-level). There are a number of Hellspawn
- initially trapped in cages - ripe for a nice Firewall spell. In order to
- read the Books of Vileness, you have to be standing on the teleport pad
- nearby (which will light up). You will be teleported into an area with
- more Hellspawns, which will be again be vulnerable to Firewall. You'll
- have to read the second Book of Vileness as well, and then return to the
- beginning of the level to step on a teleport to Lazarus himself. Lazarus
- surrounds himself with Hellspawns (hmmm....), including two "leaders",
- "Blackjade" and "Red Vex" - flee to the north or south passageways in order
- to avoid being surrounded immediately, and then pick off the Hellspawns
- when they follow you. Lazarus will not chase you. Once you have gotten
- rid of his guards, Lazarus is quite easy to take out with Stone Curse. He
- is difficult to engage in hand to hand with, because he will use "Flash"
- spells and teleport. You're likely to have better success with ranged
- weapons or spells. After you kill Lazarus, return through the red portal,
- which will have reappeared, and return to town to talk to Cain, in order
- to initiate the final quest.....
-
- Monsters: Hellspawn [many], Advocates [6], Lazarus
-
- Reward: A randomly determined magic item from each of Lazarus, Red
- Vex
- and Blackjade. Access to Diablo.
-
- 16 Diablo - Diablo is initially trapped in a room, so be sure to take
- out all of the other monster on this rather small level prior to pressing
- all of the levers which allow him out. This level is essentially 4 large
- areas, connected by a passageway in the middle. There will be lots of Blood
- Knights and Advocates. Mana Shield is a must for this level, particularly
- if you are a mage, and lots of Mana potions come in handy. If you can
- cast Golem, try and use one against the mages, but realize that the Golem
- won't last long against the Blood Knights on the level. To help your
- Golem, cast Stone Curse on enemies near the Golem and watch him shatter
- them. Three of the four main areas contain levers (2 in one area), and
- the fourth area contains Diablo and yet more minions. The area with the
- 2 levers will open Diablo's chamber, so leave it until you have cleared
- out the other areas. When you finally do let Diablo out, you may want
- to get him to chase you into one of the other cleared out areas
- (preferably on the other side of the level). He tends to get lost
- following you, so you should be able to sneak back to finish off his
- minions (for extra experience points). Diablo casts Apocalypse spells,
- which are quite dangerous, so keep an eye on your hit point level or,
- if you are using a Mana Shield, your mana level. If you are luring him
- away, zigzagging will allow you to dodge his spells. Unfortunately,
- Stone Curse will not work on Diablo. I found that the best way to take
- him out was actually to go head to head with him, keeping Mana Shield
- up and using spells from a staff (like Fireball or Lightning), and chopping
- away. Diablo appears to be vulnerable to all types of spells, including
- Holy Bolt, but excluding Stone Curse, as discussed above. Ah, he was a
- wimp after all.....
-
- Monsters: Blood Knights [many], Advocates [many], Black Knight [1],
- Sir Golash, Diablo
-
- Reward: A magic item from Sir Golash. End game for killing Diablo.
-
- --------------------------------
- Acknowledgments:
-
- Thanks to everyone who has written to me with comments (and especially
- praise!), and to the following people in particular:
-
- - Sandra (slink) for info on the following unique items: Baranar's Star, Black
- Razor, and the Blackoack Bow, and for help with the hit point ranges;
- - Franklin MacKenzie for information on several shrines (mainly multiplayer
- ones);
- - Nick Lock for some info on ôGodlyö items (which I have personally never
- seen);
- - Trung Nguyen for some info on ôStrangeö items;
- - Gamespot;
- - Origin Systems, Inc. and Richard Garriott in particular, for the enjoyment
- I have received from the Ultima games over the years; and
- - Blizzard Entertainment for producing Diablo, and for quickly developing a
- well deserved reputation as a company that develops extremely well polished,
- entertaining games.
-
- -----------------------------------
- HISTORY OF REVISIONS SINCE VERSION 1.2
-
- Changes Between Version 1.2 to 1.3
-
- - Moved ôblockingö item under ôHit Recoveryö table, Added the effects of
- increasing Mana Shield levels.
-
- Changes Between Version 1.3 to 1.4
-
- - Added the level maximums, and a short section on character classes
- (Part 7)
- - Moved "flesh clan" and "flesh clan archers" from lvl 3 to lvl 2.
- - Added *Blighthorn Steelmace as unique monsters
- - Adjusted the ranges for "deadly" and "heavy" items
- - Added "night", "pit" and "useless" to the cursed items list
- - Added +10 hit points to the description of "Ring of Truth"
- - Changed the range for "large shield" from 8-10 to 5-10
- - Added the Tower Shield to the list of shields
- - Tweaked the range for "Plate" items
- - Removed the description of the negative effect associated with "Eerie
- shrines", I now believe there is no negative effect.
- - Added a description of the bug associated with the "Black Mushroom"
- quest,
- which prevents you from using the elixir unless it is used relatively
- quickly after completing the quest.
-
- Changes Between Version 1.4 to 1.5
-
- General Changes:
-
- - Converted the Information Guide/FAQ to a Word 6.0 document, converted
- most of the information to formal tables.
-
- Changes to Part 1:
-
- - Added additional commentary re: Hit Points of monsters on other
- skill
- levels and formulas for calculating hit points on other skill levels.
- - Added the following monsters to Part 1: *Boneripper, *Bladeskin the
- Slasher, *Breakspine, *Viletouch.
- - Added the ôchargingö special ability to Deathshade Fleshmaul.
- - Added *DeadeyeÆs immunities
- - Deleted duplicate entry for Death Spit (was on level 6 and 8)
- - Fixed reference to ôStalkersö.
- - Moved Toad Demons to lvl 8, Brokenstorm and Mud Runners to lvl 9,
- Slayers
- to lvl 10, Black Knight to lvl 16.
- - Added immunities for Bloodlust.
- - Added DiabloÆs ability to cast Apocalypse.
- - Made related changes to the list of monsters by type, fixed a typo in
- *Plague wrath.
- - Added a Monster chart solely dealing with unique monsters.
-
- Changes to Part 2:
-
- - Added additional commentary, and several new spell casting tips. Also
- amended some of the existing tips.
-
- Changes to Part 3:
-
- - Changed +Mana, + Hit points low end to 10 instead of 11.
- - Added the following item attributes: absorption, slaughter, jagged,
- silver (deleted from previous version), strange, plenty, thorns,
- rusted,
- vulnerable.
- - Added DragonÆs Breach as a unique item, amended Shadowhawk disclosure,
- deleted Staff of Onan (red herring of mine, hehe).
-
- Changes to Part 4:
-
- - Changed the ranges for the following items: Gothic Shield, Breast
- Plate,
- Scale Mail, Splint Mail, Field Mail, Plate Mail and Full Plate.
-
- Changes to Part 5:
-
- - Minor fixes, deleted some information I was previously provided but
- was
- unable to verify.
- - Added quotes for Tainted Shrine, Ornate Shrine, Mystic Shrine and
- Spooky
- Shrine
-
- Changes to Part 7:
-
- - Added a significant amount of commentary re: effects of leveling, etc.
-
- Changes to Part 8:
-
- - Added a full list of the monsters associated with each quest, as well
- as
- a more detailed description of how to obtain quest magic items.
- - Revised the wording (minor tweaks mainly) on virtually all of the
- quests
-
-