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- Diablo - Playing Guide
-
- More of a role-playing game than a hack ænÆ slash-æem-up, BlizzardÆs Diablo is
- nonetheless a lot of fun. It can also be a tad hard at times. Because of the way
- Diablo randomly generates the levels every time you start a new game, a step-by-
- step walkthrough is impossible. Instead, what follows contains hints and tips on
- the various characters, and details of all the quests, spells, and shrines
- in the game.
-
- CHARACTERS WITH CLASS
- The first decision you have to make when playing Diablo is which character class
- to play. Although any class can, in theory, use any spell or item in the game, each
- has its own strengths and weaknesses which will affect the strategy you need to
- win. The key differences between the classes lie in their maximum attributes,
- and how many health and mana points they gain as their vitality and magic
- attributes increase. As ever, your choice will affect the way you play the game.
- The choices are particularly important in the multi-player game, where a good
- party (if youÆre co-operating) mix is essential.
-
- Attributing the gains
- The most important decisions you have to make about your character once the
- game begins are which equipment to use and which attributes to raise as you go
- up levels. Equipment is largely a matter of taste, and every game of Diablo
- features a vast range of magical weapons, armour, and other items which you can
- choose to concentrate on a variety of types of bonus. A Sorcerer, for example,
- might choose items that give magic and mana boosts, to maximise their spell
- casting abilities, or could concentrate on items which make up for their
- weaknesses in close combat.
- Likewise, there are a variety of strategies for attribute raises. The first is simply to
- put all five points into your primary attribute. Although this is simple, itÆs not
- particularly effective - it doesnÆt matter how strong your Warrior is; if he canÆt
- take enough damage, heÆs still going to be dying often.
- The second strategy is the æwhatever I need at the timeÆ plan, in which you put the
- points where theyÆll have the most effect in the short term. For example, if youÆve
- found a book teaching a great spell but your magic
- attribute isnÆt high enough, you keep putting points into it until it is. The problem
- with this idea is that itÆs short sighted - what looks like a good idea now might
- prove less sensible later on.
- Perhaps the best of the simple strategies is to put two points into your primary
- attribute and one into the other three every time you go up a level. This approach
- will result in a balanced set of attributes that still emphasises your character classÆ
- strength. If you need a higher magic to learn a spell, for example, keep your eye
- out for attribute-raising magical items.
-
- Warriors
- Warriors are the hand-to-hand combat experts of Diablo, and excel at beating on
- monsters with any melee weapon they can find. The most important attribute for
- Warriors is strength, which can be raised to a maximum of 250 (before magical
- bonuses are taken into account), allowing them to do awesome amounts
- of damage with their blows. Warriors also tend to have higher health scores, as
- they gain more health from increases in vitality than any other class. On the
- downside, Warriors gain the least mana from increasing magic.
- Warriors are, as usual, the easiest character class to play at the start of the game.
- They initially outclass the earlier monsters and can kill the Butcher (which tends
- to be the first quest) without too much trouble. As the game progresses and the
- monsters get tougher, the Warrior can still hold their own, provided you find and
- use decent weapons and armour. Monsters with ranged attacks cause the most
- problems for Warriors, and for this reason itÆs a good idea to carry a decent bow
- as a secondary weapon, or learn a couple of damage
- spells.
-
- Sorcerers
- Sorcerers are the opposite of Warriors. While the Warrior is a close-combat
- expert, Sorcerers are best at range, and while the Warrior can soak up lots of
- damage but canÆt cast many spells, the Sorcerer is physically weak but excels at
- magic. The most important attribute for Sorcerers is, unsurprisingly, magic, which
- can be raised to 250 before any magical bonuses. Sorcerers also gain more mana
- points from increases in magic than any other class, and these two abilities
- combined allow them to both learn any spell in the game and cast them lots of
- times before running low on mana. The key weakness of Sorcerers is their health
- score, which tends to be low as they gain the least health points from increases in
- vitality.
- Sorcerers tend to have the hardest time at the start of the game, as their initial
- repertoire of spells is very limited, and their hand-to-hand combat ability is very
- weak. Once they find some decent spells, though, the situation reverses. No other
- class has the sheer destructive potential of a Sorcerer with area-effect spells like
- Fireball and Chain Lightning, with which entire rooms full of monsters can be
- cleared in seconds.
-
- Rogues
- As well as being expert archers, Rogues are the most flexible of DiabloÆs
- character classes. Stronger in close combat than a Sorcerer and much better with
- magic than a Warrior, a Rogue is a Jack-of-all-trades. The most important
- attribute for Rogues is dexterity, which can reach a maximum of 250 before
- magical bonuses are applied. Their high scores in this attribute make Rogues
- fantastically accurate and blindingly fast with both bows and melee weapons.
- Rogues tend to have fairly balanced health and mana scores, as they gain a
- moderate amount of each from increases in vitality and magic - not as much
- health as a Warrior, but more than a Sorcerer, and vice versa with mana.
- Rogues tend to be fairly easy to play for most of the game, easier at the start than
- Sorcerers, but not quite as effective at later levels. Their only real weakness lies in
- their weapons of choice, bows. Although bows can hit enemies at range and never
- run out of ammunition, they donÆt do as much damage as a WarriorÆs melee
- attacks or a SorcererÆs spells. To defeat the later monsters, a Rogue needs to learn
- some good spells, or carry an effective melee weapon and find some good
- armour.
-
- IN SEARCH OF A QUEST
- Throughout each game of Diablo, your character will be set a number of quests by
- other characters you meet (most often the residents of the town), and by books
- found in the dungeon. The gameÆs random level design means that few, if any,
- games will feature all of the quests, but youÆll certainly come across quite a
- few. What follows is an alphabetical list of the quests in the game, complete with
- how to solve them where the quest is given, and what level they tend to appear on
- (bear in mind this may vary from game to game). Dungeons can have up to 16
- levels.
-
- Anvil of Fury
- From: Griswold the Blacksmith
- Level: 9 or 10
- Reward: GriswoldÆs Edge (unique sword)
- On one of the cave levels, youÆll find a peninsula in the middle of a lake of lava,
- with a lot of monsters on it. The Anvil lies on the ground in the centre of the
- peninsula. Take it back to Griswold to get GriswoldÆs Edge.
-
- Archbishop Lazarus
- From: Cain the Elder
- Level: 14 or 15
- Reward: At least three magical items
- Get the quest by taking LazarusÆ Staff to Cain. Then go back and find the red
- portal (normally on Level 15) which takes you to his lair. Kill all the monsters and
- grab the books. Step on the grey circles and use the books to teleport to different
- areas. Eventually youÆll come to Lazarus himself. Kill him, and the red portal
- taking you back to the dungeon will reappear.
-
- Black Mushroom
- From: Adria the Witch
- Level: 9 or 10
- Reward: Spectral Elixir (permanent +3 to all attributes when drunk)
- On Level 9 you may find a book called the Fungal Tome. Take this Adria and she
- will tell you she needs a black mushroom. Go back to the dungeon and search for
- a mushroom patch - click on it to get the black mushroom. Take this back to
- Adria, and she will tell you that the healer needs a Demon brain. Somewhere
- on Level 9 or 10 youÆll kill a monster and its brain will æpop outÆ. Take this to
- Pepin the Healer, and heÆll give you the Spectral Elixir. Take this to Adria, and
- sheÆll tell you she doesnÆt need it any more, so you can drink it.
-
- The Butcher
- From: Wounded man outside the Church entrance
- Level: 2
- Reward: The ButcherÆs Cleaver (unique weapon)
- The Butcher is not very tough to find - just look for a medium-sized room full of
- blood and bodies. Once you open the door heÆll charge out and start hacking at
- you. Warriors should be able to beat him face to face, while Sorcerers and Rogues
- are best off running for a room with a door and barred windows. Make
- sure the Butcher is following, then run in and close the door. The Butcher is too
- stupid to open doors, and so you can happily sit and pepper him with arrows or
- spells. Alternatively, make for the stairs to the next level, and run behind them.
- The Butcher will get stuck at the top of the stairs, and you can fire away.
-
- Chamber of Bone
- From: Book in dungeon
- Level: 6
- Reward: Lots of magic items and the Guardian spell
- Look for the stairs leading to the Chamber, which should be on the same level as
- the book. Then just pull all the levers, kill all the monsters, and finally read the
- book on the pedestal to learn the Guardian spell.
-
- Curse of King Leoric
- From: Ogden the Tavern Owner
- Level: 3
- Reward: Undead crown
- The entrance to the Tomb of Leoric should be on the third level. Once inside
- there are two rooms to either side, and a barred gate leading to the tomb itself.
- The lever in the room to the east opens a secret door leading to some magic items
- and books. The lever in the west room opens the gate. Go through until you
- see the king (a massive skeleton with a huge sword), and then run back through
- into the entrance area. The King can summon skeletons, so you have to deal with
- him before killing his minions. DonÆt try fighting him up close, heÆs far too tough
- - use the Holy Bolt spell. Once youÆve killed him, mop up the rest of his
- followers, and then destroy the crucified skeletons in each corner of the main
- tomb to open another secret area with more magical goodies.
-
- Garbad the Weak
- From: Garbad the Weak
- Level: 4
- Reward: Two magic items
- Garbad is a ægoatmanÆ, who you canÆt attack or hurt with spells. Click to talk to
- him and he will plead with you not to hurt him. He says that if you donÆt hurt him,
- he will give you some special items in exchange. Leave him for a while, then go
- back and heÆll give you a magic item. Go away again, and then come back and
- heÆll say that the new item heÆs made is too powerful for you, and youÆll have to
- kill him to get it. Do so (heÆs far from tough).
-
- Halls of the Blind
- From: Book in dungeon
- Level: 7
- Reward: The Optic Amulet (unique amulet)
- Somewhere on the same level as the book that gives you the quest should be a
- four-room area full of ælurkerÆ monsters - the ones which fight then disappear into
- the shadows. Kill them all and search the rooms for the amulet.
-
- Lachdanan
- From: Lachdanan
- Level: 14
- Reward: Veil of Steel (unique helmet)
- Lachdanan is a huge knight who may be found on Level 14. Talk to him and he
- will ask you to find a golden potion with which he can lift the curse that has
- befallen him. The potion should be lying around on Level 15 somewhere. Bring it
- back to him to get the Veil.
-
- Magic Rock
- From: Griswold the Blacksmith
- Level: 5
- Reward: The Empyrean Band (unique ring)
- Somewhere on the fifth level you should find a large rock sitting on a pedestal,
- guarded by a large pack of monsters. Kill all the monsters and get the rock, then
- take it to Griswold to get the ring.
-
- OgdenÆs Sign
- From: Ogden the Tavern Owner
- Level: 4
- Reward: Harlequin Crest (unique helmet)
- There are two ways to complete this quest. The sign can be found in a chest on
- Level 4, in a room with some of the large demon monsters. Once you have it, you
- can either take it back to Ogden and get the helmet, or give it to Snotspill, the
- Dark One boss guarding the stairs to Level 5. Either way you end up having to
- fight Snotspill and his cronies, so giving it to Ogden is the best solution.
-
- Poisoned Water Supply
- From: Pepin the Healer
- Level: 3
- Reward: The Ring of Truth (unique ring)
- The entrance to the water supply is on Level 3, and is a large æcrackÆ in the wall of
- the dungeon. Once inside the caverns, just kill all the monsters (the yellow-green
- water will turn blue again), and return to Pepin for the ring.
-
- Valor
- From: Book in dungeon
- Level: 5
- Reward: ArkaineÆs Valour (unique armour)
- Behind the room where you find the book is another room with a bloodstone lying
- on the floor and a small altar. Get the stone, then click on the altar. This opens
- another room in the same area (look at your automap to see it), containing another
- bloodstone. Get this, then click on the altar again. Another room will open. Get
- the last bloodstone from here, take it to the altar, and a passage will open up
- behind it, leading to the armour.
-
- War Lord of Blood
- From: Book in dungeon
- Level: 12 or 13
- Reward: Inferno (unique sword) plus lots of magical items
- The War Lord should be on the same level as the æSteel TomeÆ which gives you
- the quest - his room contains the stairs down to the next level. Kill him to
- complete the quest.
-
- Zhar the Mad
- Level: 8
- Reward: Magical item and books or scrolls
- Zhar is a wizard who can be found in a library - room on Level 8. When you step
- up to him and talk to him, he says heÆs too busy to talk to you and gives you a
- magic item. Take everything else in the room, and eventually he will attack you.
- Kill him to complete the quest.
-
- And... Diablo
- From: Cain the Elder
- Level: 16
- Reward: Winning the game!
- Somewhere on the last level you should find a teleporter to DiabloÆs Lair ╨
- getting to it normally requires you to pull several levers. Once there, just kill him
- to finish the game and see the ending cinematics. For the big boss of the whole
- dungeon, heÆs very easy to kill with just about any method you care to use.
-
-
- THE SHRINES
- Scattered throughout the dungeon you will come across a wide variety of shrines.
- Each has a unique effect on you. HereÆs a list of all the shrines, the message they
- give, and their effects. For simplicity, this list also includes the various fountains,
- pools and other fixtures which have similar effects.
-
- Abandoned Shrine
- æThe hands of men are guided by fate.Æ
- +2 to your dexterity attribute.
-
- Blood Fountain
- Restores lost health at a rate of one point per click - can be used multiple times.
-
- Cauldron
- Has the same effect as one other shrine, selected at random.
-
- Creepy Shrine
- æStrength is bolstered by heavenly faith.Æ
- +2 to your dexterity attribute.
-
- Cryptic Shrine
- æArcane power brings destruction.Æ
- A Nova spell erupts from the shrine, damaging you, but your mana is completely
- replenished.
-
- Divine Shrine
- æDrink and be refreshed.Æ
- Completely replenishes your health and mana, and gives two full mana, health, or
- restoration potions.
-
- Eerie Shrine
- æKnowledge and wisdom come at cost of self.Æ
- Increases mana and reduces health.
-
- Eldritch Shrine
- æCrimson and azure becomes the sun.Æ
- All potions of health or mana are turned into equivalent strength restoration
- potions.
-
- Enchanted Shrine
- æMagic is not what it seems to be.Æ
- One random spell loses a level, while all the rest are increased one level.
-
- Fascinating Shrine
- æIntensity comes at the cost of wisdom.Æ
- Gain two levels of the Firebolt spell at the cost of a permanent reduction in mana
- (5 points for Warriors, 7 for Rogues, 10 for Sorcerers).
-
- Fountain of Tears
- +1 to one random attribute and -1 to another.
-
- Glimmering Shrine
- æMysteries are revealed in the light of wisdom.Æ
- All items in your inventory are identified.
-
- Gloomy Shrine
- æThose who defend seldom attack.Æ
- All armour and shields carried gain +2 armour class, while all weapons lose one
- point from their maximum damage.
-
- Goat Shrine
- Has the same effect as one other shrine, selected at random.
-
- Hidden Shrine
- æNew strength flows from destruction.Æ
- One item carried is selected at random, and has its maximum durability reduced
- by 10. The maximum durability of all other items is increased by 10.
-
- Holy Shrine
- æWherever you go, there you are.Æ
- Casts the Phasing spell on you, teleporting you to a nearby spot at random.
-
- Imposing Shrine
- æA surge of blood interrupts your thoughts.Æ
- Drains some of your mana and replenishes your health.
-
- Magical Shrine
- æWhile the spirit is vigilant, the body thrives.Æ
- Casts the Mana Shield spell on you.
-
- Murky Pool
- Casts the Infravision spell on you.
-
- Mysterious Shrine
- æSome grow weaker as one grows strong.Æ
- One of your attributes increases by five, while all the others drop by one.
-
- Mystic Shrine
- æYour skill increases, but at a price.Æ
- Lose all gold carried but one, and gain experience points.
-
- Ornate Shrine
- æSalvation comes at the cost of wisdom.Æ
- Gain two levels of the Holy Bolt spell at the cost of a permanent reduction in
- mana (5 points for Warriors, 7 for Rogues, 10 for Sorcerers).
-
- Purifying Spring
- Restores lost mana at a rate of one point per click - can be used multiple times.
-
- Quiet Shrine
- æThe essence of life flows from within.Æ
- +2 to your vitality attribute.
-
- Religious Shrine
- æOnly time can diminish the power of steel.Æ
- All items carried are fully repaired.
-
- Sacred Shrine
- æEnergy comes at the cost of wisdom.Æ
- Gain two levels of the Charged Bolt spell at the cost of a permanent reduction in
- mana (see Fascinating Shrine).
-
- Secluded Shrine
- æThe way is made clear when viewed from above.Æ
- Gives you a full map of the level.
-
- Spiritual Shrine
- æRiches abound when least expected.Æ
- All empty slots in your inventory are filled with some gold, the amount depending
- on the dungeon level.
-
- Spooky Shrine
- æWhere avarice fails, patience grows.Æ
- Health is fully replenished.
-
- Stone Shrine
- æThe power of mana refocused renews.Æ
- All staffs carried are fully recharged.
-
- Thaumaturgic Shrine
- æEverything that once was open, is now closed.Æ
- All opened chests on the level are closed and refilled.
-
- Weird Shrine
- æThe sword of justice is swift and sharp.Æ
- All edged weapons carried gain +1 to their maximum damage.
-
- THE SPELLS
- Although the Diablo manual details some of the more common spells available,
- itÆs far from comprehensive. As you progress through the game you will come
- across far more powerful (and useful) magic. Here are all the spells available in
- the single-player game, arranged in alphabetical order. Some of these are very
- hard to find, and because of the random level design, you may not find them all in
- a single game. All of these spells increase in effect as you learn them to higher
- levels. Apocalypse: The most powerful spell in the game, Apocalypse is very rare
- and requires a very high Magic attribute to learn or use. Casting it will engulf all
- monsters on the screen in exploding balls of fire, inflicting heavy damage.
-
- Bloodstar: This is the spell used by the Witches found in the Hell levels of the
- dungeon. It casts a ball of red energy at the target, and will affect monsters
- immune to fire or lightning. Unfortunately, Bloodstar costs health as well as mana
- to cast.
-
- Bone Spirit: Summons a ghostly being that zooms at the target and removes 1/3 of
- its hit points. Like the Elemental spell, the Bone Spirit can turn once in flight to
- track its target. Like Bloodstar, it costs health as well as mana to cast.
-
- Chain Lightning: One of the best æroom clearingÆ spells in the game, Chain
- Lightning casts multiple bolts of electrical energy at groups of creatures, and
- inflicts very heavy damage.
-
- Charged Bolt: Creates a number of small bolts of lightning which spread out,
- bouncing off walls and damaging any monster hit. As the spellÆs level increases,
- more bolts are formed and they last longer.
-
- Elemental: Summons a fire elemental which charges the target and explodes,
- doing a lot of damage. The elemental can turn once as it charges, homing in on its
- target.
-
- Fireball: When cast, Fireball appears to be a normal Firebolt, but upon hitting the
- target it explodes, damaging anything in the surrounding eight squares.
-
- Firebolt: The basic damage spell, Firebolt is the standby spell for all Sorcerers.
- Although it only affects one target, at higher levels it does a lot of damage, is fast
- to use, and costs very little mana.
-
- Firewall: Summons a wall of fire that will damage anything passing through or
- standing in it, and lasts for a variable amount of time based on the spell level.
-
- Flame Wave: Summons a wall of fire similar to Firewall, which then moves away
- from you in the direction you cast it. Although not as damaging as the Firewall
- spell, it can mow down a room full of smaller monsters with ease.
-
- Flash: An electricity-based spell that damages any monsters in the eight squares
- next to you. Just the thing if you get surrounded by monsters.
-
- Golem: One of the neatest spells in the game, Golem summons a creature of stone
- to fight for you. The golem will attack any monsters it finds, and lasts until you
- leave the level or itÆs destroyed. The golem is fairly intelligent, and will wander
- off in search of monsters when all nearby ones are killed.
-
- Guardian: Another very handy æindependentÆ spell, Guardian summons a three-
- headed dragon in the target square, which will spit fireballs at any monsters near
- to it. Can be used to block doorways, or cast into the centre of a group of
- monsters.
-
- Healing: No surprises here. Nonetheless, Healing is a very, very useful spell to
- have.
-
- Holy Bolt: Casts a ball of energy at the target, which will only damage undead
- monsters (skeletons and zombies). By far the best way to deal with the Skeleton
- King.
-
- Identify: Casting Identify automatically opens your inventory screen, allowing
- you to select a magical item to be, well, identified. Cheaper than paying the old
- bloke to tell you what youÆve found, and allows you to make use of magical items
- immediately - they have no effect until identified.
-
- Inferno: A jet of flame shoots out in the direction chosen, damaging any monsters
- caught in it. The length of the jet increases as the spell level rises.
-
- Infravision: While the Infravision spell lasts, any monsters on screen but outside
- your line of sight and ælight radiusÆ will be highlighted red. Useful for seeing how
- many monsters are behind a door, or targeting creatures you canÆt æseeÆ.
-
- Lightning: A great attack spell, Lightning throws a bolt of electricity at the target,
- which will damage the target but then continue in a straight line, hitting anything
- in front or behind of the monster you cast it on. Great for using in doorways.
-
- Mana Shield: For as long as the Mana Shield spell lasts (as signified by the
- golden globe above your characterÆs head), any damage done will be taken from
- your mana instead of your health. Not much use for Warriors, but Sorcerers, with
- their high manas, can effectively double or triple the amount of damage they
- can take before dying.
-
- Nova: Another great electricity spell, which forms an expanding ring or lightning
- centred on your character. Like the Lightning spell, the ring will damage monsters
- and continue through them, only stopping when it hits a wall.
-
- Phasing: Casting this spell will randomly teleport you about half a screen away.
- Not the most useful of spells, but it can get you out of a sticky situation fast.
-
- Sentinel: Similar to the Guardian spell, Sentinel summons a floating eye which
- will cast bolts of fire at any monsters near to it.
-
- Stone Curse: The best spell for taking on big, tough monsters, Stone Curse turns
- its target to stone for a few seconds, freezing it in place. The petrified monster is
- very fragile, and will shatter after only a few hits.
-
- Telekinesis: This spell can be used to open chests from a distance, or can be cast
- on monsters to push them back a short distance. Not a very useful spell, if the
- truth be told.
-
- Teleport: Casting this spell will teleport you to the spot you target, allowing you
- to move through walls, and traverse a level at great speed.
-
- Town Portal: One of the most time-saving spells in the game. This creates a
- shining blue door at the target square. Walking through this door teleports you to
- the town, and will teleport you back to the same spot in the dungeon when youÆve
- finished buying, selling, and repairing items.
-