***** ** * *** ****** *** * ** *** ** * * *** *** ** ** * * * *** * ** ** * * *** ** ** **** ** ** ** *** **** ** **** ** * *** * ** ** ** *** * *** * *** *** * ** * **** ** ** ** ** * **** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** * ** ** ** ** ** ** ** ** ** ** * * ** ** ** ** ** ** ** ** ***** * ** ** ** ** ** ** ****** * ********* *** * ***** ** ***** *** * **** * **** *** *** ** *** *** * ** ***** * ***** * ****** * ****** * ** * * ** * * * * * * * * * * * * ** ** ** ** ** ** ** ** ** ** **** ** **** ** * *** ** * *** ** ** ** ** ** ** ** ** ** ** ** ** ** *** * * *** * * *** * *** * ****** ***** ***** * * *** ***** ** ****** * * **** ****** *** ** * * * * *** ** * * *** * * * * ** *** * * * *** * * * *** *** * * *** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** * ** ** ** ** * ** ** * ** * * * * **** * *** * ***** * * ************* ******* * ********* * ********* ** *** ** * *** ** * ** ** * ** ** ** Game: Diablo II: Lord of Destruction Platform: PC Genre: RPG/Adventure Creator/Developer: Blizzard Entertainment ================== TABLE OF CONTENTS ================== 1. Copyright Information 2. Revision History 3. Introduction 4. Story 5. Characters i. Sorceress a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking ii. Barbarian a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking iii. Necromancer a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking iv. Amazon a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking v. Paladin a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking vi. Assassin a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking vii. Druid a. Description b. Skill Chart c. Skill Information/Tables d. Stat/Skill Distributions e. Overall Character Ranking viii. Non-playable Characters (NPCs) ix. Mercenaries 6. Walkthrough i. Act I - The Sightless Eye ii. Act II - The Secret of the Vizjerei iii. Act III - The Infernal Gate iv. Act IV - The Harrowing v. Act V 7. Bestiary i. Regular Monsters ii. Unique Monsters 8. Item Lists i. Equipment a. Weapons I. Axes II. Bows III. Crossbows IV. Daggers V. Javelins VI. Maces VII. Polearms VIII. Scepters IX. Spears X. Staves XI. Swords XII. Throwing Items XIII. Wands IX. Class-specific weapons b. Equipment I. Helms II. Armor III. Shields IV. Gloves V. Boots VI. Belts VII. Class-specific equipment c. Set Items d. Unique Items ii. Gems 9. Magic Prefixes/Suffixes i. Charms ii. Runes iii. Crafted Items iv. Jewels v. Magical Items 10. Secrets/Tips/Cheats 11. Credits ========================= 1. Copyright Information ========================= This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my expressed written permission. This FAQ was created and is owned by me, Armin Jewell . All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. This document is copyrighted 2002 by Armin Jewell. ==================== 2. Revision History ==================== 1.4 - January 2, 2003 - Wow, it has been a while. Sorry, I've been working on another FAQ that has many demands, so now that I'm pretty much finished with that, I can go back to this FAQ. Finished up the Barbarian and Necromancer. 1.3 - October 28, 2002 - Changed part of the copyright, and finished the barbarian! Sort of. I only did the stats for level 1,5,10,15,20 and I will fill in the rest later, but you can get the general idea by looking at that. I will do that for all characters and go back after I finish the rest of the FAQ. Sorry for the lack of updates, I have lots of school crap. 1.2 - September 6, 2002 - Haven't updated in several weeks, school is starting and football is here. Anyway, I updated a little in each section. I will continue with this FAQ for a while. 1.1 - July 27, 2002 - Big update. Worked on the Axes. Worked on Act 2. Fixed some formats. Finished the sorceress except for all of the different skill distributions I want to have, but I did do the lightning/ice sorceress, my favorite. That is what I will do, first complete all characters with my favorite way of distributing skill points, then I will take e-mails and I will create my own ideas about other ways. Finished most Regular monsters, except I want to add more information about each monster. By doing that, I will have to change the format. The format will be as it is shown in the example. It will take a while so be patient. Changed the title. 1.0 - July 20, 2002 - Started the FAQ. Created the basic shell. Completed the introduction and story. Started all areas. ================ 3. Introduction ================ Diablo 2: Lord of Destruction is one of the best expansion packs to one of the best games for the PC. This is only my second FAQ so I would greatly appreciate any help or constructive criticism about this FAQ. Also, contributions to this FAQ are greatly supported and the contributor will receive full credit for their work. You can e-mail me at arminjewell@yahoo.com. I will accept any questions, praise, recommendations, or corrections to my FAQ. Any hate mail will be deleted immediately. This guide was made to help all readers in any section of the game. I will try to cover all areas of the game, but if I miss any (which I am bound to do) please e-mail me and tell me, not move on to another FAQ. ========= 4. Story ========= This is the story taken from the handbook of Diablo 2 - LOD, as it covers the story of Diablo, Diablo 2 and the expansion pack. "I once believed. Others looked up to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished. I believed the Prophecies of the Final Day to be mere superstitions - and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time. I was a fool. The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact - At long last, the prophecies have begun to fulfill themselves. First, there was Tristram... Diablo, Lord of Terror, cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the Light did they vanquish Diablo's mortal host and put an end to his nefarious schemes. It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith...but alas, the nightmare was only beginning. Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious Wanderer, Diablo set out to free his brothers, Baal and Mephisto, from their imprisonment in the East. Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of hell. Only Baal, the Lord of Destruction, was left unaccounted for. Once again, it seemed justice had been served. Blind as I was, I clung to the path of the righteous - believing that perhaps, finally, all was well...that the nightmare had given way to a dream of peace. But the plague of evil persists, and I...grow weary. For now, the nightmare has started once again. Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons that revel in mayhem and wanton chaos - and they are headed right towards us...right toward the holy mountain our ancestors swore to protect. It is obvious Baal comes to assail Arreat, seeking the Heart of the World. And my faith, once unwavering, is now shaken to the very core. The prophecies that spoke of this day have at last come true. Doom has come to our world. As I have said, my brothers, I grow weary. I have no doubt that evil exists. I have seen it with my own eyes; I have seen its cruelty. But it is not cruel for the gods to give hope, only to dash that hope again and again? In my youth, I tried as best I could to prepare for such an event. It was, at one time, the very reason for my existence. But now that the moment is in hand, I feel old. I fell afraid. I fell that I have lost my strength. I confess that my faith no longer guides my path. It is with a heavy heart that I take my leave of you my brothers. I would say that I will pray for you, but I fear my prayers would fall on deaf ears. May you someday find the truth, and may truth finally give you freedom. Yours in sorrow, Ord Rekar Elder of Harrogath" ============== 5. Characters ============== Before we get to the characters, I want to give some information to guide you through the levels. To be successful in this game, you must level up your character every so often to be able to beat some of the tough monsters and bosses you encounter during the game. I will give you a guideline on what levels you should be at certain points of the game. Keep in mind that they are a little high, but if you can reach those high levels, you will be able to beat the bosses much easier. -End of Act 1: Level 18 -End of Act 2: Level 24 -End of Act 3: Level 28 -End of Act 4: Level 32 -End of Act 5: Level 40 -End of Nightmare: Level 60 -End of Hell: Level 80 ~~~~~~~~~~ Sorceress ~~~~~~~~~~ The sorceress is back from the original Diablo and even better than ever. With the skill tree, you don't have to use the spell books that you happen to come across during the game, as such in Diablo, but you can choose what to specialize in. There are three categories in the skill tree to choose from, Fire, Cold, and Lightning. Each element has its ups and downs. =Cold= -Strengths: Causing slow with its freeze, can sometimes stop the opponent. Can cause lots of damage. -Weaknesses: As you go along in the game, many monsters become immune to ice. =Fire= -Strengths: LOTS of damage, a lot more than any other element. -Weaknesses: As you go along in the game, many monsters become immune to fire. =Lightning= -Strengths: Can cause lots of damage, also has the teleport/telekinesis abilities. -Weaknesses: Always a minimum damage of 1, and monsters become immune. ~~~~~~~~~~~~~~~~~~~~~ Sorceress Skill Tree ~~~~~~~~~~~~~~~~~~~~~ COLD Ice Bolt (Lv.1) Frozen Armor (Lv.1) | | | | | | | | | | | | \ / | | Frost Nova (LV.6) Ice Blast (Lv.6) | | | | | | | | | | | | | | | | | | | | | | | | \ / | | | | Shiver Armor (Lv.12) | | | | | | | | | | | | | | | | | | | | \ / | | | | Glacial Spike (Lv.18) | | | | | | | | | | | | | | \ / \ / Blizzard (Lv.24) Chilling Armor (Lv.24) | | | | | | \ / Frozen Orb (Lv.30) Cold Mastery (Lv.30) LIGHTNING Charged Bolt (Lv.1) | | | | | | Static Field (Lv.6) | | Telekinesis (Lv.6) | | | | | | | | | | | | | | | | | | \ / \ / | | Nova (Lv. 12) Lightning (Lv.12) | | | | | | | | | | | | | | | | | | | | | | \ / \ / | | Chain Lightning (Lv.18) Teleport (Lv.18) | | | | | | | | | | | | | | | | | | \ / \ / \ / Thunder Storm (Lv.24) Energy Shield (Lv.24) Lightning Mastery (Lv.30) FIRE Fire Bolt (Lv.1) Warmth (Lv.6) | | | | | | | | | | | | | | | | Inferno (Lv.6) | | | | | | | | | | | | | | | | | | | | | | \ / \ / | | Blaze (Lv.12) Fire Ball (Lv.12) | | | | | | | | | | | | | | | | | | | | \ / | | \ / Fire Wall (Lv.18) | | Enchant (Lv.18) | | | | | | | | | | | | \ / | | Meteor (Lv.24) | | | | | | | | \ / Fire Mastery (Lv.30) Hydra (Lv.30) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sorceress Skill Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For the sorceress' skill information as well as all others, the format will be as follows. Obviously, if it has duration it is in seconds. If it has radius or distance it is in yards unless noted. Skill Name ----------- Required Level: Prerequisites: Damage Type: Description: Notes: I will tell you what doesn't change when you add skill points to the skill. Decaying or Not: Grade: A-D, A being the best, D being the worst How Many Points In It: Skill Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ----- Cold ----- Ice Bolt -------- Required Level: 1 Prerequisites: None Damage Type: Cold Description: Shoots a bolt of ice that damages and slows your victim. Notes: Mana cost stays the same at 3. Decaying or Not: No Grade: C How Many Points In It: One point, as a prerequisite. Skill Level Cold Damage Duration in Seconds 1 3-5 6 2 4-6 7.4 3 5-7 8.8 4 6-8 10.2 5 7-9 11.6 6 8-10 13 7 9-11 14.4 8 10-12 15.8 9 12-14 17.2 10 14-16 18.6 11 16-18 20 12 18-20 21.4 13 20-22 22.8 14 22-24 24.2 15 24-26 25.6 16 26-28 27 17 29-31 28.4 18 32-34 29.8 19 35-37 31.2 20 38-40 32.6 Frozen Armor ------------- Required Level: 1 Prerequisites: None Damage Type: N/A Description: Gives you a defensive bonus and freezes any melee attacker that hits you. Notes: Mana Cost stays the same at 7. Decaying or Not: No Grade: D How Many Points In It: No points. Horrible skill and the skills after it are not needed. If you really want to use the other armors, put one in it, but I advise against that. Skill Level +% Defense Bonus Armor Duration Freeze Duration 1 30 120 1.2 2 35 132 1.3 3 40 144 1.4 4 45 156 1.5 5 50 168 1.6 6 55 180 1.8 7 60 192 1.9 8 65 204 2.0 9 70 216 2.1 10 75 228 2.2 11 80 240 2.4 12 85 252 2.5 13 90 264 2.6 14 95 276 2.7 15 100 288 2.8 16 105 300 3.0 17 110 312 3.1 18 115 324 3.2 19 120 336 3.3 20 125 348 3.4 Frost Nova ----------- Required Level: Level 6 Prerequisites: None Damage Type: Cold Description: Creates an expanding rind of ice and frost that damages and slows enemies. Notes: None Decaying or Not: No Grade: B How Many Points In It: It is a good skill, but not damaging enough in the later stages of the game. Put one in for a prerequisite. Skill Level Mana Cold Damage Cold Length 1 9 2-4 8 2 10 4-6 9 3 11 6-8 10 4 12 8-10 11 5 13 10-12 12 6 14 12-14 13 7 15 14-16 14 8 16 16-18 15 9 17 19-21 16 10 18 22-24 17 11 19 25-27 18 12 20 28-30 19 13 21 31-33 20 14 22 34-36 21 15 23 37-39 22 16 24 40-42 23 17 25 44-46 24 18 26 48-52 25 19 27 52-54 26 20 28 56-58 27 Ice Blast ---------- Required Level: 6 Prerequisites: Ice Bolt Damage Type: Cold Description: Creates a bolt of ice that completely freezes the target. Notes: None Decaying or Not: No Grade: B- How Many Points In It: Better than Ice Bolt, but not good enough. Put one as a prerequisite. Skill Level Mana Cold Damage Freezing Duration 1 6 10 3 2 6.5 17 3.2 3 7 24 3.4 4 7.5 31 3.6 5 8 38 3.8 6 8.5 45 4 7 9 52 4.2 8 9.5 59 4.4 9 10 66 4.6 10 10.5 73 4.8 11 11 80 5 12 11.5 87 5.2 13 12 94 5.4 14 12 101 5.6 15 13 108 5.8 16 13 115 6 17 14 122 6.2 18 14 129 6.4 19 15 136 6.6 20 15 143 6.8 Shiver Armor ------------- Required Level: 12 Prerequisites: Frozen Armor Damage Type: Cold Description: Gives you a defense bonus, plus any melee attacker that hits you will be damaged and slowed. Notes: The mana and cold length stay the same when you add skill points to this. Decaying or Not: No Grade: D+ How Many Points In It: Again, it is not worth it unless you decide to become a melee sorceress, which would be kind of stupid. But if you do, then this is a good skill to invest in. Skill Level Duration +% Defense Bonus Cold Damage 1 120 45 6-8 2 132 51 8-10 3 144 57 10-12 4 156 63 12-14 5 168 69 14-16 6 180 75 16-18 7 192 81 18-20 8 204 87 20-22 9 216 93 23-25 10 228 99 26-28 11 240 105 29-31 12 252 111 32-34 13 264 117 35-37 14 276 123 38-40 15 288 129 41-43 16 300 135 44-46 17 312 141 48-50 18 324 148 52-54 19 336 153 56-58 20 348 159 60-62 Glacial Spike -------------- Required Level: Level 18 Prerequisites: Ice Blast Damage Type: Cold Description: A shard of ice that inflicts massive cold damage and explodes to freeze nearby enemies. Notes: Radius of freezing is always 2.6 yards. Decaying or Not: No Grade: B How Many Points In It: If you are serious about using the cold skills, this is very important on your way to Frozen Orb and Blizzard. I would suggest around 5-6 points in this category, so you have an attack you can depend on in the lower levels. Skill Level Mana Cold Damage Freeze Duration 1 10 16-24 2 2 10.5 23-31 2.1 3 11 30-38 2.2 4 11.5 37-45 2.3 5 12 44-52 2.4 6 12 51-59 2.6 7 13 58-66 2.7 8 13 65-73 2.8 9 14 72-80 2.9 10 14 79-87 3 11 15 86-94 3.2 12 15 93-101 3.3 13 16 100-108 3.4 14 16 107-115 3.5 15 17 114-122 3.6 16 17 121-129 3.8 17 18 128-136 3.9 18 18 135-143 4 19 19 142-150 4.1 20 19 149-157 4.2 Blizzard --------- Required Level: Level 24 Prerequisites: Frost Nova and Glacial Spike Damage Type: Cold Description: Summons an ice storm to rain cold death upon your enemies Notes: Cold duration stays the same at 3 seconds. You must wait a couple seconds after you cast it before you can cast it again. Decaying or Not: No Grade: A How Many Points In It: Put 20 points into it. It is a very good skill, and it is rewarding to put 20 points into it. I would put 20 into it because it looks cool and kicks the monster's butts really bad; around 500 damage without Cold Mastery! Awesome skill. Skill Level Mana Cold Damage 1 23 30-50 2 24 42-62 3 25 54-74 4 26 66-86 5 27 78-98 6 28 90-110 7 29 102-122 8 30 114-134 9 31 139-159 10 32 164-184 11 33 189-209 12 34 214-234 13 35 239-259 14 36 264-284 15 37 289-309 16 38 314-334 17 39 354-374 18 40 394-414 19 41 434-454 20 42 474-494 Chilling Armor --------------- Required Level: Level 24 Prerequisites: Shiver Armor Damage Type: Cold Description: Confers a defense bonus and launches an ice bolt against ranged attackers when hit by a projectile weapon or spell. Notes: Mana is the same at 17. Decaying or Not: No Grade: C- How Many Points In It: If you are serious about becoming a melee sorceress, then this and Shiver Armor are very important to be able to survive. But otherwise, don't even bother putting one point in it. Skill Level Defense % Bonus Duration Cold Damage 1 45 144 4-6 2 50 150 5-7 3 55 156 6-8 4 60 162 7-9 5 65 168 8-10 6 70 174 9-11 7 75 180 10-12 8 80 186 11-13 9 85 192 13-15 10 90 198 15-17 11 95 204 17-19 12 100 210 19-21 13 105 216 21-23 14 110 222 23-25 15 115 228 25-27 16 120 234 27-29 17 125 240 30-32 18 130 246 33-35 19 135 252 36-38 20 140 258 39-41 Frozen Orb ------------- Required Level: Level 30 Prerequisites: Blizzard Damage Type: Cold Description: A pulsating orb of cold that shreds an area with ice bolts Notes: There is always a little bit of time where you have to wait to use it again. Decaying or Not: No Grade: A+ How Many Points In It: The best ice skill by far. No doubt about it, put 20 points into this one. It is an awesome skill. Skill Level Mana Cold Damage Cold Length 1 25 35-40 8 2 25 41-46 9 3 26 47-52 10 4 26 53-58 11 5 27 59-64 12 6 27 65-70 13 7 28 71-76 14 8 28 77-82 15 9 29 87-92 16 10 29 97-102 17 11 30 107-112 18 12 30 117-122 19 13 31 127-132 20 14 31 137-142 21 15 32 147-152 22 16 32 157-162 23 17 33 171-176 24 18 33 185-190 25 19 34 199-204 26 20 34 213-218 27 Cold Mastery ------------- Required Level: Level 30 Prerequisites: None Damage Type: N/A Description: Pierces the cold resistance of your enemies Notes: Passive skill. Decaying or Not: Yes, unfortunately Grade: B How Many Points In It: This would be a very good skill, and it is, but it decays. Decaying is where the "bonuses" you get for adding a skill point into a skill get lower and lower as the skill level increases. For example with Cold Mastery, from level 1 to 2 it is a bonus of 11 percent. From 19-20, it is a bonus of only 1. Skill Level % Bonus 1 23 2 34 3 42 4 49 5 55 6 59 7 63 8 65 9 69 10 71 11 73 12 75 13 77 14 79 15 80 16 81 17 82 18 83 19 84 20 85 ---------- Lightning ---------- Charged Bolt ------------- Required Level: Level 1 Prerequisites: None Damage Type: Lightning Description: Fires multiple, jumping bolts of electricity that go out randomly. Notes: None Decaying or Not: No Grade: D How Many Points In It: One as a prerequisite. Other than that, the damage is really bad, and if you put 20 points into this, sure it looks cool, but it does jack squat for damage. Skill Level Mana Lightning Damage Number of Bolts 1 3 2-4 3 2 3.5 2-4 4 3 4 3-5 5 4 4.5 3-5 6 5 5 4-6 7 6 5.5 4-6 8 7 6 5-7 9 8 6.5 5-7 10 9 7 6-8 11 10 7.5 6-8 12 11 8 7-9 13 12 8.5 7-9 14 13 9 8-10 15 14 9.5 8-10 16 15 10 9-11 17 16 10.5 9-11 18 17 11 10-12 19 18 11.5 11-13 20 19 12 12-14 21 20 12 13-15 22 Static Field ------------- Required Level: Level 6 Prerequisites: None Damage Type: Lightning Description: Every enemy in radius around you loses a quarter of their health. Notes: Always weakens enemies by 25%, and mana cost stays at 9. Decaying or Not: No Grade: B- How Many Points In It: It can only be a good skill against high-level monsters or bosses. Otherwise, against easy guys, it is very impractical. I personally don't like this skill, but many people do. My advice is put in, at the most, 5 points in it. Skill Level Range In Yards 1 3.3 2 4 3 4.6 4 5.3 5 6 6 6.6 7 7.3 8 8 9 8.6 10 9.3 11 10 12 10.6 13 11.3 14 12 15 12.6 16 13.3 17 14 18 14.6 19 15.3 20 16 Telekinesis ------------ Required Level: Level 6 Prerequisites: None Damage Type: Lightning Description: Allows you to pick up items, trigger objects, and attack others from a distance. Notes: Mana stays the same at 7 Decaying or Not: No Grade: C How Many Points In It: Kind of useful, but definitely NOT for damage. If you want to pick up something in the middle of a pack of monsters and don't want to fight them, use this. Put one in as a prerequisite and that's it. Skill Level Lightning Damage 1 1-2 2 2-3 3 3-4 4 4-5 5 5-6 6 6-7 7 7-8 8 8-9 9 9-10 10 10-11 11 11-12 12 12-13 13 13-14 14 14-15 15 15-16 16 16-17 17 17-18 18 18-19 19 19-20 20 20-21 Nova ----- Required Level: Level 12 Prerequisites: Static Field Damage Type: Lightning Description: Creates an expanding ring of electricity that does massive damage. Notes: None Decaying or Not: No Grade: A How Many Points In It: If you are serious about using lightning, then this skill is very important. If you use only lightning (I highly recommend not doing that), it is a good combination with Thunder Storm. If you do lightning, put 20 points into it. Skill Level Mana Lightning Damage 1 15 1-20 2 16 8-27 3 17 15-34 4 18 22-41 5 19 29-48 6 20 39-55 7 21 43-62 8 22 50-69 9 23 57-76 10 24 64-83 11 25 71-90 12 26 78-97 13 27 85-104 14 28 92-111 15 29 99-118 16 30 106-125 17 31 113-132 18 32 120-139 19 33 127-146 20 34 134-153 Lightning ---------- Required Level: Level 12 Prerequisites: Charged Bolt Damage Type: Lightning Description: Casts a bolt of lightning. Notes: None Decaying or Not: No Grade: B How Many Points In It: A good skill if you want lightning. Obviously a prerequisite, but can be used for your regular skill if for some reason you don't want to use Nova, until you get chain lightning of course. Since there is Nova and Chain Lightning, only put one as a prerequisite. Also, it has that nasty minimum damage of 1. Skill Level Mana Lightning Damage 1 8 1-40 2 8.5 1-48 3 9 1-56 4 9.5 1-64 5 10 1-72 6 10.5 1-80 7 11 1-88 8 11.5 1-96 9 12 1-104 10 12 1-112 11 13 1-120 12 13 1-128 13 14 1-136 14 14 1-144 15 15 1-152 16 15 1-160 17 16 1-168 18 16 1-176 19 17 1-184 20 17 1-192 Chain Lightning ---------------- Required Level: Level 18 Prerequisites: Lightning Damage Type: Lightning Description: Casts a lightning bolt that jumps through multiple targets. Notes: None Decaying or Not: Sort of. As you increase the skill level, the number of hits decays. Grade: B+ How Many Points In It: This is basically better than lightning. More damage and it branches out. It still has that minimum damage of 1 though. I would again use Nova instead of this, but if you insist, you can use this. I would only put a couple in until you get Thunder Storm or Nova. Skill Level Mana Lightning Damage # of Hits 1 9 1-40 5 2 10 1-51 5 3 11 1-62 5 4 12 1-73 5 5 13 1-84 6 6 14 1-95 6 7 15 1-106 6 8 16 1-117 6 9 17 1-130 6 10 18 1-143 7 11 19 1-156 7 12 20 1-169 7 13 21 1-182 7 14 22 1-195 7 15 23 1-208 8 16 24 1-221 8 17 25 1-236 8 18 26 1-251 8 19 27 1-266 8 20 28 1-281 9 Teleport --------- Required Level: Level 18 Prerequisites: Telekinesis Damage Type: N/A Description: Instantly transports you between two locations. Notes: The only thing that changes is the mana cost. Decaying or Not: No Grade: B- How Many Points In It: It is good, except you only need one point in it, because 24 is not too much mana. I would never use this skill, but if you do, only put one, because your points can be put into much better skills. Skill Level Mana 1 24 2 23 3 22 4 21 5 20 6 19 7 18 8 17 9 16 10 15 11 14 12 13 13 12 14 11 15 10 16 9 17 8 18 7 19 6 20 5 Thunder Storm -------------- Required Level: Level 24 Prerequisites: Chain Lightning and Nova Damage Type: Lightning Description: Summons a thunderstorm that periodically blasts an enemy nearby with a bolt of lightning. Notes: Mana cost stays the same at 19 Decaying or Not: No Grade: A- How Many Points In It: If you like this kind of skill, then go ahead and use it. In most skill plans, there are other skills that are need more. But it is an awesome skill to use with Nova with good damage. I would suggest either put none or 20 skill points in it, depending on if you want to use it. Skill Level Lightning Damage Duration in Seconds 1 1-100 32 2 11-110 40 3 21-120 48 4 31-130 56 5 41-140 64 6 51-150 72 7 61-160 80 8 71-170 88 9 81-180 96 10 91-190 104 11 101-200 112 12 111-210 120 13 121-220 128 14 131-230 136 15 141-240 144 16 151-250 152 17 162-261 160 18 173-272 168 19 184-283 176 20 195-294 184 Energy Shield -------------- Required Level: Level 24 Prerequisites: Teleport and Chain Lightning Damage Type: N/A Description: Absorbs magical and some physical damage to Mana instead of life. Notes: Mana Cost stays the same at 5. Decaying or Not: Yes, the damage absorbed decays. Grade: B+ How Many Points In It: It is a pretty good skill. It can be very helpful if you have lots of mana, which all sorceresses should have. I stay away from it for some reason. I think I got a bad impression of it from Diablo. But I would suggest putting about 10 points in it if you are serious about using it. Skill Level Damage Absorbed % Duration 1 15 144 2 23 192 3 30 240 4 35 288 5 40 336 6 43 384 7 46 432 8 48 480 9 51 528 10 52 576 11 54 624 12 56 672 13 57 720 14 58 768 15 59 816 16 61 864 17 61 912 18 62 960 19 63 1008 20 63 1056 Lightning Mastery ------------------ Required Level: Level 30 Prerequisites: None Damage Type: N/A Description: Reduces the Mana cost of lightning spells Notes: None Decaying or Not: No Grade: A- How Many Points In It: If you have lightning, then definitely have 20 points into this, because it increases the damage and lowers the mana cost of your lightning spells, passively. It can't get better. Skill Level % Bonus 1 50 2 62 3 74 4 86 5 98 6 110 7 122 8 134 9 146 10 158 11 170 12 182 13 194 14 206 15 218 16 230 17 242 18 254 19 266 20 278 ----- Fire ----- Fire Bolt ---------- Required Level: Level 1 Prerequisites: None Damage Type: Fire Description: Launches a bolt of fire. Notes: Mana Cost stays at 2.5 Decaying or Not: No Grade: D+ How Many Points In It: The beginning of the Fire skills. Put one in and forget about it. Basically, not enough damage. Skill Level Fire Damage 1 3-6 2 4-7 3 6-9 4 7-10 5 9-12 6 10-13 7 12-15 8 13-16 9 16-19 10 18-21 11 21-24 12 23-26 13 26-29 14 28-31 15 31-34 16 33-36 17 37-40 18 40-43 19 44-47 20 47-50 Warmth ------- Required Level: Level 1 Prerequisites: None Damage Type: N/A Description: Increases your Mana recovery rate. Notes: None Decaying or Not: No Grade: A How Many Points In It: A very good skill. You must put points into this no matter what element you choose. When you get to high levels, you need this so you can cast lots of spells. Always put 20 points into this. Skill Level % Recovery Rate 1 30 2 42 3 54 4 66 5 78 6 90 7 102 8 114 9 126 10 138 11 150 12 162 13 174 14 186 15 198 16 210 17 222 18 234 19 246 20 258 Inferno -------- Required Level: Level 6 Prerequisites: None Damage Type: Fire Description: A spout of flame that burns the enemies. Notes: Minimum Mana to cast is always 6. Decaying or Not: No. Grade: B+ How Many Points In It: Actually a pretty good skill. Very fun to use, but in the long run won't do enough damage. But I like this skill a lot and if you want you can use this skill. At the most, put it 10 points in this skill or one as a prerequisite. If only you could move around with it... Skill Level Mana Per Second Range Fire Damage 1 7 3.3 12-25 2 7 3.3 21-34 3 8 4 31-43 4 9 4.6 40-53 5 10 5.3 50-62 6 10 5.3 59-71 7 11 6 68-81 8 12 6.6 78-90 9 13 7.3 88-100 10 14 7.3 98-110 11 14 8 108-121 12 15 8.6 118-131 13 16 9.3 128-141 14 17 9.3 139-151 15 17 10 149-161 16 18 10.6 159-171 17 19 11.3 170-182 18 20 11.3 181-193 19 21 12 192-204 20 21 12.6 203-215 Blaze ------ Required Level: Level 12 Prerequisites: Inferno Damage Type: Fire Description: Leaves a wall of fire in your footsteps. Notes: None Decaying or Not: No Grade: B How Many Points In It: It is also a pretty good skill. It can do some high level damage and you can place it wherever you want to. If you like this skill, put 15-20 points in it. If not, then put one as a prerequisite. I would put one as a prerequisite and move on. In the end, it doesn't do as much damage as the other fire skills. Skill Level Mana Fire Duration Average Fire Damage/Second 1 11 4.6 18-37 2 11.5 5.6 28-46 3 12 6.6 37-56 4 12 7.6 46-65 5 13 8.6 56-75 6 13 9.6 65-84 7 14 10.6 75-93 8 14 11.6 84-103 9 15 12.6 98-117 10 15 13.6 112-131 11 16 14.6 126-145 12 16 15.6 140-159 13 17 16.6 154-173 14 17 17.6 168-187 15 18 18.6 182-201 16 18 19.6 196-215 17 19 20.6 215-234 18 19 21.6 234-253 19 20 22.6 253-271 20 20 23.6 271-290 Fire Ball ---------- Required Level: Level 12 Prerequisites: Fire Bolt Damage Type: Fire Description: Launches a ball of fire that explodes on impact. Notes: Radius is always 2 yards. Decaying or Not: No Grade: A- How Many Points In It: I like this skill a lot. Basically, it does that same amount of damage of Fire Wall, except it flies at people and explodes. SOOOO much better than Fire Bolt. I would suggest at least 15 points into this if you want to use this skill. Skill Level Mana Average Fire Damage/Second 1 5 65-93 2 5.5 93-121 3 6 121-150 4 6.5 150-178 5 7 178-206 6 7.5 206-234 7 8 234-262 8 8.5 262-290 9 9 295-323 10 9.5 328-356 11 10 360-389 12 10.5 393-421 13 11 426-454 14 11.5 459-487 15 12 492-520 16 12 525-553 17 13 567-595 18 13 609-637 19 14 651-679 20 14 693-721 Fire Wall ---------- Required Level: Level 24 Prerequisites: Blaze Damage Type: Fire Description: Creates a wall of fire. Notes: Duration is always 3.6 seconds. Decaying or Not: No Grade: B+ How Many Points In It: I wouldn't put too many points into this one. It costs more mana, is stationary, and does the same amount of damage as Fire Ball. The only thing better is how it looks. Put one in as a prerequisite and move on. Skill Level Mana Average Fire Damage/Second Range 1 22 65-93 4 2 23 93-121 6 3 24 121-150 7 4 25 150-178 8 5 26 178-206 10 6 27 206-234 11 7 28 234-262 12 8 29 262-290 14 9 30 295-323 15 10 31 328-356 16 11 32 360-389 18 12 33 393-421 19 13 34 426-454 20 14 35 459-487 22 15 36 492-520 23 16 37 525-553 24 17 38 567-595 26 18 39 609-637 27 19 40 651-679 28 20 41 693-721 30 Enchant -------- Required Level: Level 18 Prerequisites: Warmth and Fire Ball Damage Type: Fire Description: Temporarily adds fire damage to a weapon. Notes: Adds one third of the fire damage to ranged weapons, and all of the fire damage to melee weapons. Decaying or Not: No Grade: D How Many Points In It: One at the most as a prerequisite. If you are using this skill, you are in trouble. You shouldn't be using a melee sorceress unless you want a big challenge. If you are though, put twenty into this, but it still doesn't do enough damage. If not, put one in it only if you want to use Hydra. Skill Level Mana Fire Damage Duration 1 25 8-10 144 2 27 10-12 168 3 29 12-14 192 4 31 14-16 216 5 33 16-18 240 6 35 18-20 264 7 37 20-22 288 8 39 22-24 312 9 41 26-28 336 10 43 30-32 360 11 45 34-36 384 12 47 38-40 408 13 49 42-44 432 14 51 46-48 456 15 53 50-52 480 16 55 54-56 504 17 57 60-62 528 18 59 66-68 552 19 61 72-74 576 20 63 78-80 600 Meteor ------- Required Level: Level 24 Prerequisites: Fire Wall and Fire Ball Damage Type: Fire Description: Draws down a meteor from the heavens to smash your enemies. Notes: Range is always 4 yards. Decaying or Not: No Grade: A- How Many Points In It: An awesome looking and damaging skill. You should definitely have this skill, along with Fire Ball of course. The only flaw (which gave it the minus) is that the wait period is pretty long. That's why you need Fire Ball. Put 20 into this if you want Fire damage. Skill Level Mana Fire Damage Fire Damage/Second 1 17 80-100 35-58 2 17 104-124 44-67 3 18 128-148 53-77 4 18 152-172 63-86 5 19 176-196 72-96 6 19 200-220 82-105 7 20 224-244 91-114 8 20 248-268 100-124 9 21 288-308 112-135 10 21 328-348 124-147 11 22 368-388 135-159 12 22 408-428 147-171 13 23 448-468 159-182 14 23 488-508 171-194 15 24 528-548 182-206 16 24 568-588 194-217 17 25 648-668 208-232 18 25 728-748 222-246 19 26 808-828 236-360 20 26 888-908 250-274 Hydra ------ Required Level: Level 30 Prerequisites: Enchant Damage Type: Fire Description: Creates a multi-headed beast that shoots bolts of fire at your enemies. Notes: Duration is always 10 seconds Decaying or Not: No Grade: B How Many Points In It: This is an okay skill. I think I should be able to be used at level 18 or so. It doesn't do enough damage, and it doesn't stay around long enough to do so. Put one if any in this skill. Skill Level Mana Fire Damage 1 20 12-17 2 20 17-22 3 21 22-27 4 21 27-32 5 22 32-37 6 22 37-42 7 23 42-47 8 23 47-52 9 24 54-59 10 24 61-66 11 25 68-73 12 25 75-80 13 26 82-87 14 26 89-94 15 27 96-101 16 27 103-108 17 28 112-117 18 28 121-126 19 29 130-135 20 29 139-144 Fire Mastery ------------- Required Level: Level 30 Prerequisites: None Damage Type: N/A Description: Increases the damage done by your fire spells. Notes: None Decaying or Not: No Grade: A How Many Points In It: If you are going to do Fire skills, this is mandatory. It can get your damage of Meteor from 900 to 2300!! It is a very good skill to have, so put 20 into this one. Skill Level % Damage Increase 1 30 2 37 3 44 4 51 5 58 6 65 7 72 8 79 9 86 10 93 11 100 12 107 13 114 14 121 15 128 16 135 17 142 18 149 19 156 20 163 ~~~~~~~~~~~~~~~~~~~~~~~~ Skill/Stat Distribution ~~~~~~~~~~~~~~~~~~~~~~~~ There are many types of sorceresses. I will list all of the kinds I know of and my way of doing all of them. ------------------------ Ice/Lightning Sorceress ------------------------ This sorceress uses Cold and Lightning skills. She also uses one skill from Fire that is necessary for any sorceress. I will give you a guide to what you should have for every level up and a general guide telling you how much to put in the skills in case you don't like the way I do it. The main idea for this sorceress is to use Nova and Frozen Orb. Here goes. Level 2: Ice Bolt (Ib) Level 3: Warmth (W) Level 4: W Level 5: W Level 6: Ice Blast (IB) Level 7: Static Field (SF) Level 8: Frost Nova (FN) Level 9: IB Level 10: W Level 11: W Level 12: Nova (N) Level 13: W Level 14: N Level 15: W Level 16: W Level 17: W Level 18: Glacial Spike (GS) Level 19: W Level 20: W Level 21: GS Level 22: W Level 23: GS Level 24: Blizzard (BL) Level 25: W Level 26: GS Level 27: W Level 28: GS Level 29: W Level 30: Frozen Orb (F) Level 31: Cold Mastery (C) Level 32: Lightning Mastery (L) Level 33: C Level 34: F Level 35: C Level 36: F Level 37: C Level 38: F Level 39: C Level 40: L-- Level 41: N | Repeat until maxed. Level 42: F-- For the bonus skill points in normal, put them in Warmth so you can max it out it Normal mode and forget about it. For the stats, you need strength for armor, and you need health obviously, so this should do. Once you get to about 120 strength, you can then add 2 to vitality and 3 to energy. Most armor doesn't require more than 120 strength. Stats: ST +2 DX +0 VT +1 EN +2 Oh yeah, this is what we are aiming for. Frozen Orb: 20 Skill Points Nova: 20 Skill Points Lightning Mastery: 20 Skill Points Warmth: 20 Skill Points Cold Mastery: 5 Skill Points Glacial Spike: 5 Skill Points All other prerequisites: 1 point in each Stat/Skill Distribution Rating: 8.5 out of 10. A very good character variant. Once you get to the higher levels the fun really starts. Kind of hard to kill at low levels, but shouldn't be too much trouble. Overall a very good character and the best out of the sorceress' variants. ~~~~~~~~~~~~~~~~~~~~~~~~~ Overall Character Rating ~~~~~~~~~~~~~~~~~~~~~~~~~ Rating: 8 out of 10. Explanation: Definitely fun to use. The spells provide lots of eye candy, but not a lot of damage compared to other characters. Also, monsters become immune to certain things in Hell mode, easily solved by using two elements, but it is a problem nonetheless. These are her only flaws. ~~~~~~~~~~ Barbarian ~~~~~~~~~~ The Barbarian is a big strong melee guy who loves to be in the thick of things. He is one of my favorite characters. He has three different skill tabs. They are combat skills, warcries, and combat masteries. The ones used mostly in single player are the combat skills and masteries tabs, and in multiplayer, warcries can be used effectively because they affect the whole party, much similar to a Paladin's auras. ~~~~~~~~~~~~~~~~~~~~~ Barbarian Skill Tree ~~~~~~~~~~~~~~~~~~~~~ WARCRIES Howl (Lv.1) Find Potion (Lv.2) | | | | | | | | | | | | \ / | | Taunt (Lv.6) Shout (Lv.6) | | | | | | | | | | | | | | | | | | | | | | | | \ / | | | | Find Item (Lv.12) | | | | | | | | | | | | | | | | | | Battlecry (Lv.18) | | | | | | | | | | | | | | | | | | | | | | | | Battle Orders (Lv.24) Grim Ward (Lv.24) | | | | | | | | | | | | \ / \ / Warcry (Lv.30) Battle Command (Lv.30) COMBAT MASTERIES Sword Mastery (Lv.1) Axe Mastery (Lv.1) Mace Mastery (Lv.1) Polearm Mastery (Lv.1) Throwing Mastery (Lv.1) Spear Mastery (Lv.1) Increased Stamina (Lv.12) | | | | | | | | Iron Skin (Lv.18) | | | | | | | | | | | | \ / | | Increased Speed (Lv.24) | | | | | | | | \ / Natural Resistance (Lv.30) COMBAT SKILLS Bash (Lv.1) | | | | | | | | Leap (Lv.6) | | Double Swing (Lv.6) | | | | | | | | | | | | | | | | | | | | \ / \ / | | Stun (Lv.12) Double Throw (Lv.12) | | | | | | | | | | | | | | | | | | \ / \ / | | Leap Attack (Lv.18) Concentrate (Lv.18) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | \ / | | | | | | Frenzy (Lv.24) | | | | | | | | | | | | | | | | | | \ / \ / \ / Whirlwind (Lv.30) Berserk (Lv.30) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Barbarian Skill Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It is the same table format. --------- Warcries --------- Howl ---- Required Level: Level 1 Prerequisites: None Damage Type: N/A Description: Frightens monsters into retreating Notes: Mana cost is always 4. Decaying or Not: No Grade: D- How Many Points In It: None. DON'T DO WARCRIES!!! They are a waste of time. But if you are really intent on doing warcries for some strange reason, then put one as a prerequisite. This is a sissy-ass skill. If you are a barbarian, you shouldn't have to make the enemy go away. If anything you should be chasing the enemy. Skill Level Enemy runs away X yards Duration 1 16 3 2 19.3 4 3 22.6 5 4 26 6 5 29.3 7 6 32.6 8 7 36 9 8 39.3 10 9 42.6 11 10 46 12 11 49.3 13 12 52.6 14 13 56 15 14 59.3 16 15 62.6 17 16 66 18 17 69.3 19 18 72.6 20 19 76 21 20 79.3 22 Find Potion ----------- Required Level: Level 1 Prerequisites: None Damage Type: N/A Description: Grants a chance that a Health, Mana or Rejuvenation potion can be derived from a corpse. Notes: Mana Cost is always 2. Decaying or Not: Yes Grade: D- How Many Points In It: Totally sucks. You should be able to find plenty of potions anyway, and I think you should put zero into this one. Definitely not worth it for the skill itself, and the skills that have this as a prerequisite suck also, so don't put anything in this skill. Skill Level Chance to Find Potion (%) 1 15 2 27 3 36 4 44 5 50 6 55 7 59 8 62 9 66 10 68 11 71 12 73 13 75 14 77 15 78 16 80 17 81 18 82 19 83 20 84 Taunt ------ Required Level: Level 6 Prerequisites: Howl Damage Type: N/A Description: Taunts an enemy to attack you. Notes: Mana cost stays at 3 Decaying or Not: No Grade: F- How Many Points In It: Why in hell would you want someone to attack you? Usually, the enemy goes after you anyway, they don't need more help. This skill is totally pointless, and only use one if you want it as a prerequisite. Otherwise definitely leave it alone. Skill level Damage penalty (%) Attack rating penalty(%) 1 5 5 5 13 13 10 23 23 15 33 33 20 43 43 Shout ------ Required Level: 6 Prerequisites: Howl Damage Type: N/A Description: Gives allies a defense bonus Notes: Mana cost is 6 Decaying or Not: No Grade: D How Many Points In It: This is good only in multiplayer. If you are facing someone difficult, then use this. It is basically an armor shrine. Again, I don't like warcries so I will never use this skill, but if you are into these things, go for it. Skill level Defense bonus (%) Duration 1 100 16 5 140 24 10 190 34 15 240 44 20 290 54 Find Item ---------- Required Level: 12 Prerequisites: Find Potion Damage Type: N/A Description: Chance to find an item on corpses Notes: Mana cost is 7 Decaying or Not: Yes Grade: D+ How Many Points In It: Another pretty dumb skill, better than find potion though. Even if I was doing warcries I would still only use one point in this. The chances are low anyway and it's decaying. The only good thing about it (hence the plus) is that sometimes you can get some good items. Skill level Chance to find item (%) 1 13 5 32 10 42 15 47 20 51 Battle Cry ----------- Required Level: 18 Prerequisites: Howl, Taunt Damage Type: N/A Description: Weakens nearby enemies Notes: Mana cost is 5 Decaying or Not: No Grade: B How Many Points In It: I think this is pretty cool. You can make the enemies damaged without you even attacking them or them attacking you. The only problem is the duration. Only 12 seconds? Oh well, it is the warcries. Put a couple into this one. Skill level Defense penalty Damage penalty Duration 1 50 25 12 5 58 29 21.6 10 68 34 33.6 15 78 39 45.6 20 88 44 57.6 Battle Orders -------------- Required Level: 24 Prerequisites: Howl, Shout Damage Type: N/A Description: Raises maximum life, mana and stamina of allies Notes: Fixed mana cost of 7 Decaying or Not: No Grade: B- How Many Points In It: This is okay if you are fighting a boss or have to some extra casting or extra running. But it really doesn't appeal to me that much but it sounds like a decent skill. If you are into warcries, put some into this one. Skill level Life/mana/stamina bonus (%) Duration 1 35 30 5 47 54 10 62 84 15 77 114 20 92 144 Grim Ward ---------- Required Level: 24 Prerequisites: Find Potion, Find Item Damage Type: N/A Description: Creates a totem to ward off enemies Notes: Mana cost is 4, fixed duration of 40 seconds. Enemy always runs 6.6 yards away for 2.4 seconds Decaying or Not: No Grade: F How Many Points In It: This is basically horse crap. You are a barbarian and you are scaring people away. How about you are supposed to go to them. That makes more sense. Skip this skill. Skill level Radius (yards) 1 2 5 4.6 10 8 15 11.3 20 14.6 War Cry -------- Required Level: 30 Prerequisites: Howl, Taunt, Shout, Battle Cry, Battle Orders Damage Type: Physical Description: Damages and stuns surrounding enemies Notes: None Decaying or Not: No Grade: B How Many Points In It: This is a good skill, but in the long run, it doesn't do enough damage. The mana cost gets pretty high for a Barbarian and it isn't good enough to waste your time on. Skill level Damage Stun length Mana cost 1 20-30 1 10 5 44-54 1.8 14 10 76-86 2.8 19 15 111-121 3.8 24 20 150-160 4.8 29 Battle Command --------------- Required Level: 30 Prerequisites: Howl, Shout, Battle Orders Damage Type: N/A Description: Raises the skill levels of allies by 1. Notes: Mana cost is 11. Decaying or Not: No Grade: B How Many Points In It: Pretty much exactly like a skill shrine. It raises your skill level by one every time you use it. This is an okay skill, and takes way too many prereqs just to get here to be a good use of your time. And the level 30 minimum is too high also. Good skill, but takes way to long to get there. Skill level Duration 1 12 5 28 10 48 15 68 20 88 ----------------- Combat Masteries ----------------- Sword/Axe/Mace Mastery ----------------------- Required Level: 1 Prerequisites: None Damage Type: N/A Description: Passive, boosts damage and attack rating of weapon type Notes: None Decaying or Not: Yes, in the critical strike part Grade: A++ How Many Points In It: I would put 100 into this one if I could. Basically, it makes it so your attacks are stronger and hit more often, and its passive so it is there forever. I personally favor these three rather than the other masteries, but whatever you choose is fine. Max this one out full. Skill level Attack rating Damage bonus (%) Critical strike chance 1 28 28 3 5 60 48 12 10 100 73 17 15 148 103 20 20 180 123 21 Polearm/Spear/Throwing Mastery ------------------------------- Required Level: 6 Prerequisites: None Damage Type: N/A Description: Passive, boosts damage and attack rating of weapon type Notes: None Decaying or Not: Yes, in critical strike Grade: A+ How Many Points In It: Pretty much the same as the one above it, except for polearms, spears, and throwing weapons. I prefer the weapons on top, but these are good as well and it is a very good skill to have if you are using these weapons. Skill level Attack rating Damage bonus (%) Critical strike chance 1 30 30 3 5 62 50 12 10 102 75 17 15 142 100 19 20 182 125 21 Increased Stamina ------------------ Required Level: 12 Prerequisites: None Damage Type: N/A Description: Passive, boosts stamina Notes: None Decaying or Not: No Grade: C How Many Points In It: This is not such a good skill. As a barbarian, you usually want a lot of health, so I'm hoping that you put points into vitality. When you do that your stamina and life raise. That alone should be enough stamina. Skill level Stamina bonus (%) 1 30 5 90 10 165 15 240 20 315 Increased Speed ---------------- Required Level: 24 Prerequisites: Increased Stamina Damage Type: N/A Description: Passive, boosts run/walk speed Notes: None Decaying or Not: Yes Grade: B How Many Points In It: This is a pretty cool skill. If you can get this up to level 20, which I wouldn't do, you will become very VERY fast. Sometimes it is too hard to control, and you run right past the guy. But if you learn how to use and control it, then it is a pretty cool skill. Skill level Walk/Run speed bonus (%) 1 13 5 28 10 36 15 40 20 43 Iron Skin ---------- Required Level: 18 Prerequisites: None Damage Type: N/A Description: Passive, boosts defense rating Notes: None Decaying or Not: No Grade: A- How Many Points In It: This is cool. You can up your defense passively, and personally I think it is really a good skill. A really good skill for another character. Usually as a barbarian, you have enough strength to put on the best armor. Still, I would put 5 points into it, because it will help you later on because it is a percentage. Skill level Defense bonus (%) 1 30 5 70 10 120 15 170 20 220 Natural Resistance ------------------- Required Level: 30 Prerequisites: Iron Skin Damage Type: N/A Description: Passive, boosts elemental resistances Notes: None Decaying or Not: Yes Grade: A- How Many Points In It: Good skill and it is much needed in nightmare and hell difficulty. They will start coming after you with elements and you will need this, and in hell and nightmare your resistances go into the minuses and you will need to get them back up. The only reason I gave it a minus is that it decays. Put about 5 into this one. Skill level Resist bonus (%) 1 12 5 40 10 54 15 62 20 67 -------------- Combat Skills -------------- Bash ----- Required Level: 1 Prerequisites: None Damage Type: Physical Description: Adds damage and knockback to attack Notes: Mana cost is 2 Decaying or Not: No Grade: D How Many Points In It: Pointless skill. There are MUCH better skills than this in the combat skills. It is basically a weaker version of things to come. Put one as a prerequisite and move on. Skill level Damage bonus Damage bonus (%) Attack Rating bonus (%) 1 +1 50 20 5 +5 70 40 10 +10 95 65 15 +15 120 90 20 +20 145 115 Double Swing ------------- Required Level: 6 Prerequisites: Bash Damage Type: Physical Description: Quick attack with two weapons Notes: Requires 2 weapons to be equipped. Mana cost is 2. Decaying or Not: No Grade: B How Many Points In It: This skill is good at first and it seems like a very good skill. It is very good in the normal difficulty, but when you get to nightmare and hell, you won't have any defense and they will slaughter you. Put a couple into this. Skill level Attack Rating bonus (%) 1 15 5 35 10 60 15 85 20 110 Leap ----- Required Level: 6 Prerequisites: None Damage Type: N/A Description: Jumps and knocks back enemies on impact Notes: Fixed mana cost of 2 Decaying or Not: Yes Grade: C How Many Points In It: This skill is pretty useless, and is easily surpassed by leap attack. I don't think you should put more than 3 in this because there are other skills that could use the points better. Skill level Radius (yards) 1 4.6 5 11.3 10 14 15 16 20 16.6 Double Throw ------------- Required Level: 12 Prerequisites: Double Swing Damage Type: Physical Description: Quick attack with two thrown weapons Notes: Requires two throwing weapons to be equipped. Mana cost is 2 Decaying or Not: No Grade: B- How Many Points In It: Pretty much the same as double swing, but with a throwing weapon. I personally don't like throwing weapons so I gave it a minus, but otherwise if you like throwing than go for it. You don't need to worry as much with this about lack of armor, but you don't have any damage bonuses and those are key later on in the game. Skill level Attack Rating bonus (%) 1 20 5 60 10 110 15 160 20 210 Stun ----- Required Level: 12 Prerequisites: Bash Damage Type: Physical Description: Enemy is stunned by attack Notes: Fixed mana cost of 2 Decaying or Not: No Grade: C+ How Many Points In It: Stun is a pretty good attack, but it doesn't come through in the end. The idea of stun to me is kind of dumb, and I don't recommend any points in this except for as a prerequisite. It lacks in the third and fourth act of the game, and its horrible in Nightmare and Hell difficulties. Skill level Stun length Attack Rating bonus (%) 1 1.2 15 5 2 35 10 3 60 15 4 85 20 5 110 Leap Attack ------------ Required Level: 18 Prerequisites: Leap Damage Type: Physical Description: Jumps and attacks target Notes: Fixed mana cost of 9 Decaying or Not: No Grade: B How Many Points In It: This was one of the best skills in the original Diablo 2 because if you attacked them it would not miss not matter what. No, as you can see, they put an attack rating on it, so it won't always hit and it becomes kind of useless. If you like this skill though, you can put 20 in this but I don't recommend it. Skill level Damage bonus (%) Attack Rating bonus (%) 1 100 50 5 220 110 10 370 185 15 520 260 20 670 335 Concentrate ------------ Required Level: 18 Prerequisites: Bash, Stun Damage Type: Physical Description: Attack is uninterruptible and boosts defense Notes: Fixed mana cost of 2 Decaying or Not: No Grade: A How Many Points In It: This is a great attack. Not only does it increase damage, attack rating and defense, but also it is uninterruptible. This isn't such a big thing in the normal difficulty, but later on in higher difficulties, being able to get your attack off is very important. Put 20 into this one unless you are specializing in something else. Skill level Defense bonus (%) Attack Rating Damage bonus 1 100 60 70 5 140 100 90 10 190 150 115 15 240 200 140 20 290 250 165 Frenzy ------- Required Level: 24 Prerequisites: Double Swing, Double Throw Damage Type: Physical Description: Successful attacks boost attack and run/walk speed Notes: Bonuses in percent. Requires 2 weapons to be equipped. Fixed mana cost of 3 Decaying or Not: No Grade: B+ How Many Points In It: This is basically a better version of double swing with some added bonuses. It is an okay attack, but it doesn't have anyway to block attacks and that can be a huge problem against a strong melee monster. If you want to you can invest in this, but I recommend against it. Skill level Damage bonus Attack rating Attack speed Run/walk speed 1 90 100 7 47 5 110 128 7-25 47-110 10 135 163 7-34 47-142 15 160 198 7-39 47-160 20 185 233 7-42 47-171 Whirlwind ---------- Required Level: 30 Prerequisites: Bash, Leap, Stun, Concentrate, Leap Attack Damage Type: Physical Description: A whirling attack that cuts through enemies Notes: None Decaying or Not: No Grade: B+ How Many Points In It: This attack was another awesome attack for the original Diablo 2. Then the dreaded attack rating was added. Before it would always hit, now it has an attack-rating bonus so it isn't as effective. Also, it starts out as a negative damage bonus, so if you aren't serious about investing in it, don't because it will lower your damage. I personally don't like this skill as it is too mana consuming and takes 20 points to be effective. Skill level Damage bonus (%) Attack Rating bonus (%) Mana cost 1 -50 0 25 5 -18 20 27 10 22 45 29 15 62 70 32 20 102 95 34 Berserk -------- Required Level: 30 Prerequisites: Bash, Stun, Concentrate Damage Type: Magical Description: Powerful attack that reduces defense to 0 Notes: Fixed mana cost of 4 Decaying or Not: No Grade: A+ How Many Points In It: This is a lifesaver attack. All other attacks by the Barbarian are physical damage. Sure, that's fine until the fifth act of Hell mode. Then some people are immune to physical damage, and what do you do then? You pull out your trusty Berserk! It attacks with magic damage instead of physical, and it is a strong attack. Put 20 into this one for sure. Skill level Damage bonus (%) Attack Rating bonus Duration 1 150 100 2.7 5 210 160 2 10 285 235 1.6 15 360 310 1.4 20 454 385 1.3 ~~~~~~~~~~~~~~~~~~~~~~~~ Stat/Skill Distribution ~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------- Concetrate/Berserk Barbarian ----------------------------- My favorite stat/skill distribution is the combination of masteries plus berserk and concentration combination. This is courtesy of Aydin Mohseni. Here goes! Level 2: Bash Level 3: ______ Mastery (What ever you choose, I will use mace because it does the most damage. Level 4: Mace Mastery (MM) Level 5: MM Level 6: MM Level 7: MM Level 8: MM Level 9: MM Level 10: MM Level 11: MM Level 12: Stun Level 13: Increased Stamina Level 14: MM Level 15: MM Level 16: MM Level 17: MM Level 18: Concentrate (CO) Level 19: Iron Skin Level 20: CO Level 21: CO Level 22: CO Level 23: CO Level 24: Increased Speed Level 25: MM Level 26: CO Level 27: MM Level 28: CO Level 29: CO Level 30: Berserk (BZ) Level 31: Natural Resistance (NR) Level 32: CO Level 33: BZ Level 34: NR Level 35: CO Level 36: BZ Level 37: NR Level 38: CO Level 39: BZ Level 40: NR Level 41: CO Level 42: BZ Level 43: NR Level 44: CO Level 45: BZ -> Repeat until Level 46: CO -> maxed out Put all of the bonuses from Normal difficulty into your mastery to finish it out. Then you don't have to worry about it later on in the game. Here is a general idea of the skills you want and the number of points in each one. Mastery of your choice - 20 points Berserk - 20 points Concentrate - 20 points Natural Resistance - 10 points Iron Skin - 5 points Increased Speed - 5 points Increased Stamina - 5 points Prerequisites and others of your choice - 15 points Okay, for stats, it is all about Strength, Dexterity and Vitality. NEVER EVER EVER NEVER EVER put ANY points into energy. You will have plenty of mana as your mana will rise with your levels a little bit. Here is what we want: Strength - 180+ Dexterity - 220+ Vitality - 220+ Energy - 10 For each level, here is what I suggest you distribute your stats in. Levels 2-50 ST +2 DX +2 VT +1 EN +0 Levels 51-99 ST +1 DX +2 VT +2 EN +0 That should be a good set-up. Stat/Skill Distribution Rating: 9.5 out of 10 - Extremely good character, the only weakness is in large crowds, but very strong hits often and always, and has two different kinds of damage so no one can be immune to his attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~ Overall Character Rating ~~~~~~~~~~~~~~~~~~~~~~~~~ Rating: 10 out of 10 Explanation: My favorite character, and many other people's favorite character because of his toughness and high damage. He is fun to use and there are many different weapons and he has many skills that can work well. ~~~~~~~~~~~~ Necromancer ~~~~~~~~~~~~ The Necromancer is a sorcerer except he only does certain skills. He raises the dead and casts poisonous spells. He is a really cool character and is really powerful, if you do it right. There are several ways to go about making a good Necromancer, but there is one way that works best in my opinion. POISON AND BONE SPELLS Teeth (Lv.1) Bone Armor (Lv.1) | | | | | | | | | | | | \ / | | Poison Dagger (Lv.6) Corpse Explosion (Lv.6) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | \ / | | | | | | Bone Wall (Lv.12) | | | | | | | | | | | | | | | | | | | | | | | | \ / \ / \ / | | Poison Explosion (Lv.18) Bone Spear (Lv.18) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | \ / \ / | | | | Bone Prison (Lv.24) | | | | | | | | | | | | \ / \ / Poison Nova (Lv.30) Bone Spirit (Lv.30) SUMMONING & CONTROL Skeleton Mastery (Lv.1)-------------------------->Raise Skeleton (Lv.1) | | | | | | | | Clay Golem (Lv.6) | | | | | | | | | | | | | | | | | | | | \ / | | \ / Golem Mastery (Lv.12) | | Raise Skeletal Mage (Lv. 12) | | | | | | | | | | | | | | | | | | | | \ / | | | | Blood Golem (Lv.18) | | | | | | | | | | | | | | | | | | | | \ / \ / | | Summon Resist (Lv.24) Iron Golem (Lv.24) | | | | | | | | | | | | | | \ / \ / Fire Golem (Lv.30) Revive (Lv.30) CURSES Amplify Damage (Lv.1) | | | | | | | | | | | | | | \ / Dim Vision (Lv.6) | | Weaken (Lv.6) | | | | | | | | | | | | | | | | | | | | \ / \ / | | Iron Maiden (Lv.12) Terror (Lv.12) | | | | | | | | | | | | | | | | | | \ / \ / | | Confuse (Lv.18) Life Tap (Lv.18) | | | | | | | | | | | | | | | | | | | | \ / | | \ / Attract (Lv.24) | | Decrepify (Lv.24) | | | | | | | | | | | | \ / \ / Lower Resist (Lv.30) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Necromancer Skill Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------ Poison and Bone Spells: ------------------------ Teeth: ------ Required Level: 1 Prerequisites: None Damage Type: Magical Description: Multiple magic "teeth" strike enemies Notes: None Decaying or Not: No Grade: C+ How Many Points In It: This is not a very good skill. It can also be very powerful, but only if you attack them very close, and all 21 teeth hit them. In that case it would do 441 damage. But there are MUCH better skills out there, and I wouldn't invest in this. Put one as a prerequisite and move on. Skill level Damage # of teeth Mana cost 1 2-4 2 3 5 6-8 6 4.5 10 11-13 11 7.5 15 16-18 16 10 20 21-23 21 12 Bone Armor: ----------- Required Level: 1 Prerequisites: None Damage Type: N/A Description: Summons a whirling barrier of bones to protect you Notes: Only affects physical melee damage Decaying or Not: No Grade: D- How Many Points In It: Don't even think about it. The skills along this line are absolute crap. Just don't do it because it isn't worth it. Zero points into this one. The only reason it isn't an F is because it does raise your armor a little bit. Skill level Damage absorbed Mana cost 1 20 11 5 60 15 10 110 20 15 160 25 20 210 30 Poison Dagger: -------------- Required Level: 6 Prerequisites: None Damage Type: Poison Description: Adds poison element to a melee dagger attack Notes: Fixed poison duration of 2 seconds Decaying or Not: No Grade: B- How Many Points In It: This is actually not that bad of a skill; it is just that it is limited to the dagger class, which hampers its effectiveness. I would put a couple into this one, because it can be useful in the early levels. I would put about 4 or 5 into this until you get better skills. Skill level Poison damage Attack rating bonus (%) Mana cost 1 7-15 15 3 5 22-31 55 4 10 46-54 105 5.2 15 75-83 155 6.5 20 112-121 205 7.7 Corpse Explosion: ----------------- Required Level: 6 Prerequisites: Teeth Damage Type: Fire and physical Description: Causes a corpse to explode violently. Notes: Fixed damage of 60-100% of corpse life Decaying or Not: No Grade: A How Many Points In It: I cannot stress enough about how good this skill is. Think about this. Usually the guys you kill are around each other's health. So if you kill one and explode it, it will either kill them or greatly injure them. This is definitely useful throughout the WHOLE game, and I wouldn't suggest anything less than 20 points into this skill. Skill level Damage radius (yards) Mana cost 1 2.6 15 5 4 19 10 5.6 24 15 7.3 29 20 9 34 Bone Wall: ---------- Required Level: 12 Prerequisites: Bone Armor Damage Type: N/A Description: Summons a wall of bone to block off enemies Notes: Fixed mana cost of 17, fixed duration of 48 seconds Decaying or Not: No Grade: F How Many Points In It: Even worse. Again, don't even bother with the skills on this side, it isn't worth it. This skill is so that you don't have to fight the enemies. But isn't that what the game is about? This skill is not good whatsoever, so leave it alone. Skill level Wall life 1 19 5 38 10 61 15 85 20 109 Poison Explosion: ----------------- Required Level: 18 Prerequisites: Teeth, Corpse Explosion, Poison Dagger Damage Type: Poison Description: Creates a poison cloud from a target corpse Notes: Fixed mana cost of 8, fixed poison duration of 2 seconds Decaying or Not: No Grade: B+ How Many Points In It: This is a very good skill as well, but the only problem with it is that later on in the game people become immune to poison, and this is ineffective. Corpse Explosion however has both fire and physical damage, which one monster can't be immune to at the same time. If you like poison however, go with this, it is still very good. Also the damage is set, unlike CE, and that makes it a little bit worse. Skill level Poison damage 1 25-50 5 50-75 10 93-118 15 156-181 20 243-268 Bone Spear: ----------- Required Level: 18 Prerequisites: Teeth, Corpse Explosion Damage Type: Magical Description: Fires a missile made of bone at the target Notes: None Decaying or Not: No Grade: A How Many Points In It: Another very good skill. Its damage is kind of lacking, but it is a ranged attack. Another plus to this is that every few monsters are ever immune to Magical damage, so you won't have to worry about that. Another bonus is that it can go through any monster it hits. Invest in this skill with many points, or until you get Bone Spirit. Skill level Damage Mana cost 1 16-24 7 5 46-56 8 10 88-96 9.2 15 128-136 10.5 20 168-176 11.7 Bone Prison: ------------ Required Level: 24 Prerequisites: Teeth, Bone Armour, and Corpse Explosion Damage Type: N/A Description: Summons a prison of bone that surrounds your target Notes: Fixed duration of 48 seconds Decaying or Not: No Grade: F How Many Points In It: No points in it. This is a little bit smarter than Bone Wall, but it is available at level 24. Not worth it, don't invest any points into this column. Skill level Wall life Mana cost 1 19 27 5 38 23 10 61 18 15 85 13 20 109 8 Poison Nova: ------------ Required Level: 30 Prerequisites: Teeth, Poison Dagger, Corpse Explosion, and Poison Explosion Damage Type: Poison Description: Emits a circle of lethal poison Notes: Fixed mana cost of 25, fixed poison duration of 2 seconds Decaying or Not: No Grade: A- How Many Points In It: Another very good skill, and it does massive damage. Again, the only problem is that some monsters will get immune to poison and then you would be screwed, but otherwise it is a very strong skill and invest if you are going with the poison spells. Skill level Poison damage 1 43-78 5 93-128 10 162-196 15 240-275 20 356-390 Bone Spirit: ------------ Required Level: 30 Prerequisites: Teeth, Corpse Explosion, and Bone Spear Damage Type: Magical Description: Summons an undead spirit who homes in on a target Notes: None Decaying or Not: No Grade: A+ How Many Points In It: This is the best skill that he has. It is a ball of magical death that finds body heat and goes towards it. It has massive damage; relatively low magic cost, and it is homing. Who wouldn't want this skill? Put 20 points into this without a pause. Skill level Damage Mana cost 1 20-30 12 5 84-94 14 10 166-176 16 15 251-261 19 20 340-350 21 ------- Curses: ------- Amplify Damage: --------------- Required Level: 1 Prerequisites: None Damage Type: N/A Description: Lowers physical resist of target(s) by 100% Notes: Fixed mana cost of 4, fixed 100% lower resist Decaying or Not: No Grade: B+ How Many Points In It: This isn't a bad skill, but I still would only put two or three points into it. Why you ask? Because the benefits of putting more than one skill point into it isn't good, and it isn't worth it. But it is a pretty good skill. Skill level Radius (yards) Duration 1 2 8 5 4.6 20 10 7.3 32 15 10.6 47 20 14.6 65 Dim Vision: ----------- Required Level: 1 Prerequisites: None Damage Type: N/A Description: Blinds the enemy Notes: Fixed mana cost of 9 Decaying or Not: No Grade: B How Many Points In It: This skill is great if you are shooting or using projectiles. It makes it so they can't see you but you can see them. It is a good deal. Still, it can get pretty weak at times, and there are much better places for your points than this. Put one in and move on. Skill level Radius (yards) Duration 1 2.6 7 5 5.3 15 10 8.6 25 15 12.0 35 20 15.3 45 Weaken: ------- Required Level: 6 Prerequisites: None Damage Type: N/A Description: Reduces target's damage Notes: Fixed damage penalty of 33% to target, fixed mana cost of 4 Decaying or Not: No Grade: C+ How Many Points In It: I am not a big fan of this skill. It could be helpful, but the idea of it is not appealing to me. Usually, I would rather kill the monster rather than lower his damage. I do see how it could be useful for killing bigger bosses and such, but I don't think a skill is worth investing in just for bosses. Skill level Radius Duration 1 6 14 5 9.3 26 10 12.0 35.6 15 15.3 47.6 20 18.6 59.6 Iron Maiden: ------------ Required Level: 12 Prerequisites: Amplify Damage Damage Type: N/A Description: Target hurts self with each successful melee attack Notes: Fixed mana cost of 5, fixed radius of 4.6 yards Decaying or Not: No Grade: B+ How Many Points In It: I like this skill, especially because every skill level increases the damage returned. This coupled with a Golem works very well, and the monsters die MUCH easier. Again, putting points into this could result in some major damage returned. Put points into this if you are doing Summoning. Skill level Damage returned (%) Duration 1 200 12 5 300 21.6 10 425 33.6 15 550 45.6 20 675 57.6 Terror: ------- Required Level: 12 Prerequisites: Weaken Damage Type: N/A Description: Target(s) flee in fear Notes: Fixed mana cost of 7, fixed radius of 2.6 yards Decaying or Not: No Grade: D+ How Many Points In It: Mmm, not so good. You don't really want to make your enemies run away, because they will eventually come back to attack you anyway. Don't even go there, this column is not worth investing in, and leave this skill especially alone. Skill level Duration 1 8 5 12 10 17 15 22 20 27 Confuse: -------- Required Level: 18 Prerequisites: Dim Vision Damage Type: N/A Description: Target(s) attack randomly Notes: Fixed mana cost of 13 Decaying or Not: No Grade: B How Many Points In It: This skill can be pretty cool in the early stages of the game, but eventually it won't be as effective. It can be a good skill until you build up your Summons or your spells, but after that I would leave it alone. Skill level Radius (yards) Duration 1 4 10 5 6.6 18 10 10.0 28 15 13.3 38 20 16.6 48 Life Tap: --------- Required Level: 18 Prerequisites: Amplify Damage, Iron Maiden Damage Type: N/A Description: Target's give life when attacked Notes: Fixed mana cost of 9, fixed life steal of 50% attack damage Decaying or Not: No Grade: B- How Many Points In It: This skill isn't my favorite, but I have to admit it is a pretty good skill. It basically makes it so you only take half damage, which can be very good at times. But still, I don't like it because it involves others hitting you, so it isn't the best skill to have. Skill level Radius (yards) Duration 1 2.6 16 5 5.3 25.6 10 8.6 37.6 15 12.0 49.6 20 15.3 61.6 Attract: -------- Required Level: 24 Prerequisites: Dim Vision, Confuse Damage Type: N/A Description: Target is targeted by nearby enemies Notes: Fixed mana cost of 17, fixed radius of 6 yards Decaying or Not: No Grade: C+ How Many Points In It: This is a lot better than Terror, but this still is a dumb skill. Why waste your mana, much less 17 mana to get the monsters to come to you, that already come to you? In some cases this is okay to single out some monsters/bosses, but it isn't in enough cases where it is a skill worth using. Don't use this skill. Skill level Duration 1 12.0 5 26.4 10 44.4 15 62.4 20 80.4 Decrepify: ---------- Required Level: 24 Prerequisites: Weaken, Terror Damage Type: N/A Description: Slows and weakens enemy Notes: Fixed penalty to damage, physical resistance and speed of 50% Decaying or Not: No Grade: B- How Many Points In It: This skill is okay, but it lacks too much. If with your skill levels the damage penalties and such changes it would be much better, but it stays the same, at a pretty weak 50%. Don't go into this skill, or this column much less. Skill level Duration 1 4.0 5 6.4 10 9.4 15 12.4 20 15.4 Lower Resist: ------------- Required Level: 30 Prerequisites: Weaken, Amplify Damage, Terror, Iron Maiden, Life Tap, and Decrepify Damage Type: N/A Description: Lowers target(s) resistance to elements, poison, and magic Notes: Fixed mana cost of 22 Decaying or Not: No Grade: B How Many Points In It: This skill can be quite useful if you are going into the spell version of the Necromancer, because it will in effect make your attacks stronger against enemies where it would normally be weaker. It is a good skill, and you might want to invest some points into this skill if you feel it is necessary. Skill level Radius (yards) Duration Resists lowered (%) 1 4.6 20 31 5 7.3 28 47 10 10.6 38 55 15 14.0 48 60 20 17.3 58 62 ----------------- Summoning Skills: ----------------- Raise Skeleton: --------------- Required Level: 1 Prerequisites: None Damage Type: Physical Description: Summons a skeleton from a target corpse to fight for you Notes: Fixed damage of 1-2, fixed life of 21 (scales up in nightmare/hell difficulty) Decaying or Not: No Grade: C How Many Points In It: This is a good skill, for the first two or three levels. If you put more than three in it the game will be kind of tough for you. This is a good skill, but it outlives its purpose very quickly. Put a two into this and then none after that because of Skeleton Mastery and Skeleton Mages coming soon. Skill level # skeletons Mana cost 1 1 6 5 5 10 10 10 15 15 15 20 20 20 25 Skeleton Mastery: ----------------- Required Level: 1 Prerequisites: Raise Skeleton Damage Type: N/A Description: Passive, improves ability of raised skeletons, skeletal mages, and revives Notes: Improves Skeletal Mage missile damage past level 2 Decaying or Not: No Grade: A How Many Points In It: Of course it gets an A. Pretty much all masteries get an A, because they improve how well you do in the game, while you have to do nothing. Anyway, this skill also counts for the skill Revive, which is very good. It can't get much better than this. Oh, I almost forgot, put 20 into this one. Skill level Skltn/Revive life bonus Skltn/Revive damage bonus 1 7/7% 2/2% 5 35/35% 10/10% 10 70/70% 20/20% 15 105/105% 30/30% 20 140/140% 40/40% Clay Golem: ----------- Required Level: 6 Prerequisites: None Damage Type: Physical Description: Summons a Golem from the earth around you Notes: Damage and life scale up in Nightmare/Hell difficulty Decaying or Not: No Grade: C+ How Many Points In It: This is much like Raise Skeleton, because it is the first of many more to come. Don't put more than a couple into this one because you won't need this golem in a few levels. Put a couple into it and forget about it, he is only good for about 5 levels. Skill level Damage Life Mana cost 1 2-5 100 15 5 4-12 240 27 10 8-20 415 42 15 11-29 590 57 20 15-38 765 72 Golem Mastery: -------------- Required Level: 12 Prerequisites: Clay Golem Damage Type: N/A Description: Passive, boosts Golems speed and life Notes: None Decaying or Not: Yes, for the speed bonus Grade: A How Many Points In It: Why an A you say? It's a mastery, so it is an automatic A. If you want to spend your Necromancer days with Golems, put 20 into this one without hesitation because you can't go wrong with this skill. If you aren't using Golems, stay away because it won't help you. Skill level Life bonus (%) Speed bonus (%) 1 20 6 5 100 20 10 200 27 15 300 31 20 400 33 Skeletal Mage: -------------- Required Level: 12 Prerequisites: Raise Skeleton Damage Type: Varies Description: Summons a skeletal mage from a target corpse Notes: Fixed life of 61 (scales up in nightmare/hell difficulty), random elements for mages (fire/cold/lightning/poison) Decaying or Not: No Grade: B How Many Points In It: This is an upgraded version of the regular skeletons, and these guys shoot all of the elements. That is random of course, but it is really good, and many of them at once can do some pretty sizeable damage. Their damage doesn't seem so great later on in the game, and Revive overshadows it. Use this until you get to Revive. Skill level # of skeleton mages Mana cost 1 1 8 5 5 12 10 10 17 15 15 22 20 20 27 Blood Golem: ------------ Required Level: 18 Prerequisites: Clay Golem Damage Type: Physical Description: Summons a Golem with a link to your health Notes: As the golem hits, both he and you gain life. As he gets hit, you both lose life. Fixed life of 201 (life and damage scale up in Nightmare/Hell difficulty). Decaying or Not: No Grade: B- How Many Points In It: Other than the Clay Golem, I think this is the worst Golem. Sure there is the good side of where you both gain life, but the fact that you can lose life with him is a bad, bad idea. I wouldn't go near this Golem, except that it is a prerequisite, because it is way to risky for a Necromancer. Skill level Damage Life leech (%) Mana cost 1 6-16 86 25 5 14-38 112 41 10 24-66 126 61 15 35-94 133 81 20 45-122 138 101 Summon Resist: -------------- Required Level: 24 Prerequisites: Clay Golem, Golem Mastery Damage Type: N/A Description: Passive, boosts elemental resists of your summons Notes: None Decaying or Not: Yes Grade: B- How Many Points In It: This skill is pretty good, but its usefulness doesn't comes much later in the game such as in Nightmare and Hell difficulties. It only works on your summons however, not you or anyone else. I would invest in this skill later on in the game, as many as you seem fit. I suggest 10 points. Skill level Resist all bonus (%) 1 28 5 47 10 57 15 62 20 66 Iron Golem: ----------- Required Level: 24 Prerequisites: Clay Golem, Golem Mastery, and Blood Golem Damage Type: Physical Description: Summons a Golem from a metallic item Notes: Many item properties can transfer on to the Golem. Fixed mana cost of 35, fixed damage of 7-19, fixed life of 306 (damage and life scale up in Nightmare/Hell difficulty) Decaying or Not: Yes Grade: A How Many Points In It: This is a very good skill, I think that it is the best of the Golems. It can pack a very powerful punch, especially with the Thorns it comes with. Also, if you use Iron Maiden along with the Thorns, it will be very hard to stop. The part that can be good as well as bad is that it can only be made from weapons, and the Golem takes the properties of the weapon. Skill level Damage returned (thorns) % 1 0 5 195 10 270 15 345 20 420 Fire Golem: ----------- Required Level: 30 Prerequisites: Clay Golem, Iron Golem, Blood Golem Damage Type: Fire/Physical Description: Summons a Golem made entirely of Flame Notes: Is healed by fire damage. Fixed life of 313 (scales up in Nightmare/Hell difficulty) Decaying or Not: Yes, for the fire absorb Grade: A- How Many Points In It: This Golem is required level 20 for a reason, and that is because it can dish out some SERIOUS damage. This is a very powerful monster, that can cost a lot of mana, but it is worth it. The main reason it is an A- is because what are you supposed to do if the monsters are immune to fire? Then you can't do anything to hurt them. Otherwise it is a very good skill, and about 10 points are recommended. Skill level Damage Fire absorb (%) Mana cost 1 20-54 36 50 5 34-91 62 90 10 51-139 76 140 15 69-186 83 190 20 86-233 88 240 Revive: ------- Required Level: 30 Prerequisites: Raise Skeleton, Clay Golem, Skeletal Mage, Blood Golem, and Iron Golem Damage Type: Varies Description: Raises a slain enemy from the dead to fight for you Notes: Fixed mana cost of 45, fixed life of 2x original creature's life, fixed duration of 180 seconds Decaying or Not: No Grade: A How Many Points In It: I love this skill. I would put 20 into this no matter if I were using Skeletons or Golems because it is a very good skill. It not only revives them, but it makes the people you revive better with more life. The only setback is the time limit, which can make you feel rushed to make the monster go to a good use. Skill level Maximum # of revives 1 1 5 5 10 10 15 15 20 20 ~~~~~~~~~~~~~~~~~~~~~~~~ Skill/Stat Distribution ~~~~~~~~~~~~~~~~~~~~~~~~ ----------- Bone-ancer ----------- As you can kind of tell by the name, this will focus mainly on spells with bone in them, which is the same as magical. It will be combining Bone Spear and Bone Spirit with some Corpse Explosion. We will also include some charms to make it easier in the beginning levels. Here we go. Lv.2-Amplify Damage (AD) Lv.3-Teeth (T) Lv.4-AD Lv.5-None Lv.6-Corpse Explosion (CE), Poison Dagger (PD) Lv.7-CE Lv.8-PD Lv.9-CE Lv.10-PD Lv.11-CE Lv.12-PD Lv.13-CE Lv.14-PD Lv.15-CE Lv.16-CE Lv.17-CE Lv.18-Bone Spear (BSp) Lv.19-BSp Lv.20-BSp Lv.21-CE Lv.22-BSp Lv.23-BSp Lv.24-CE Lv.25-BSp Lv.26-BSp Lv.27-BSp Lv.28-BSp Lv.29-BSp Lv.30-Bone Spirit (BSi) Lv.31-BSi (Do this until maxed, then go on to the next thing) | | \ / Lv.?-BSp Lv.?-CE That is one way of accomplishing what you need to get. Here are a list of the skills and how many points should be in each one. Bone Spirit - 20 Points Bone Spear - 20 Points Corpse Explosion - 20 Points Poison Dagger - 10 Points Amplify Damage - 10 points Lower Resist - 10 Points Prerequisites - 1 point into each That is what you are shooting for in this case, and it does work well. To distribute your stats, you need a lot of energy and vitality. You also need strength to be able to put on armor, so that is included. You don't really need dexterity; so don't put any in there. If you feel like you aren't hitting them when you use Poison Dagger, put a couple in dexterity maximum. Odd levels ST+2 DX+0 VT+1 EN+2 Even Levels ST+1 DX+0 VT+2 EN+2 Stat/Skill Distribution Rating: 8 out of 10 This is a good skill distribution, but I know that many people, including myself, had a tough time getting through the first 20 levels of the game. But otherwise it is a good set-up, with good chances for the long run. ------------ Summonancer ------------ This one will focus on using skeletons and reviving monsters to do your dirty work. The main focus of this will be Skeleton Mastery and Revive. You will need lots of mana for this so a lot is advised. Again, we will be using charms to further aid or minions of destruction. Without further ado, here we go. Lv.2-Raise Skeleton (RS) Lv.3-Skeleton Mastery (SM) Lv.4-Amplify Damage (AD) Lv.5-SM Lv.6-Dim Vision Lv.7-RS Lv.8-SM Lv.9-RS Lv.10-SM Lv.11-RS Lv.12-Skeleton Mage (MG) Lv.13-SM Lv.14-MG Lv.15-SM Lv.16-MG Lv.17-SM Lv.18-Confuse Lv.19-MG Lv.20-SM Lv.21-SM Lv.22-SM Lv.23-SM Lv.24-SM Lv.25-SM Lv.26-SM Lv.27-SM Lv.28-SM Lv.29-SM Lv.30-Revive (R) Lv.31-R (Repeat until maxed) This is kind of a short-term way of doing things. There are other charms that you can incorporate such as Iron Maiden and Lower Resist. Here is an idea of what you are trying to do. Remember you can add other charms. Skeleton Mastery - 20 points Revive - 20 Points Skeleton Mage - 5 Points Raise Skeleton - 5 Points Dim Vision - 1 Point Amplify Damage - 1 Point Confuse - 1 Point Charms Of Your Choice - 40 Points Prerequisites - 1 Point Each This is a rough outline of what you need to do to be successful in being a Revive/Skeleton Summoner. The stats in this case are obviously mainly concerned with Energy and Vitality throughout, and Strength early on for wearing armor and such things. Do not put ANY into Dexterity, unlike the Bone-ancer you will not need it for this type of Necromancer. ODD --- ST+2 DX+0 VT+1 EN+2 EVEN ---- ST+1 DX+0 VT+2 EN+2 Stat/Skill Distribution Rating: 7.5 out of 10 This is a very good skill distribution and there are many things that are good about it. One, you will very seldom if ever die because you will have people doing it for you. The bad things are starting out because you need to kill someone by yourself; hopefully you have a strong partner. This is a good way to beat the game, and you can go very far with this distribution. ~~~~~~~~~~~~~~~~~~~~~~~~~ Overall Character Rating ~~~~~~~~~~~~~~~~~~~~~~~~~ Rating: 8.5 out of 10 Explanation: The best part about a Necromancer is that there are so many varieties and different ways to be a good Necromancer. There are not very many bad skills in his skill book, and there is a good way for everyone. *COMING SOON* ~~~~~~~~~~~~~~~~~~~~~~~~ Non-Playable Characters ~~~~~~~~~~~~~~~~~~~~~~~~ These are the people throughout the game that you meet throughout the Acts. Obviously, you can't be them, since they are non-playable. I will refer to them from now on as NPCs. I will list the NPCs by Acts and I will give a brief description of them. If they are in the same act twice or more, and they do the same thing, I will say see the other acts for his/her information, or the same as before. ------ Act 1 ------ -Warriv: A caravan master that will take you to the second act. -Charsi: She buys/sells Armor, Weapons, and Arrows/Bolts. She loves Barbarians. She also repairs your items. -Akara: Give you much information for many quests and sells you Scrolls, Tomes, Wands, Staves, and Scepters. She also fully replenishes your Health and Mana when you talk to her. -Kashya: The leader of the Rogues who sells you mercenaries. -Deckard Cain: Coming after the third quest when you save him, he will identify your items for free after that. -Gheed: He buys/sells Armor, Weapons, and Magical Items. You can also gamble from him. ------ Act 2 ------ -Warriv: Same as Act I, except here he will return you to Act I from Act II. -Lysander: An alchemist that sells potions and keys. -Fara: The blacksmith in town, a former Paladin, repairs your items, replenishes your Health and Mana, and buys/sells Weapons and Armor. -Deckard Cain: Identifies your items. -Atma: All she does is give you and reward you for doing Quest 1. -Geglash: Basically no point in him completing the game wise, but he there to offer his perspective on your quests. -Drognan: The sorcerer you buys/sells Staves, Scepters, Wands, Scrolls, Tomes, Health Potions, and Bone armor. -Griez: He hires out his mercenaries. -Elzix: A renowned bandit now running an Inn, he buys/sells Weapons and Armor, and also lets you gamble for items. -Jerhyn: The leader of Lut Golein that gives you some quests. -Kaelan: A guard of the palace. Tells you if you can enter or not. -Meshif: He is the captain of a ship that eventually will take you to Act 3. ------ Act 3 ------ -Meshif: Takes you back to Act 2. -Deckard Cain: Same as always. -Ormus: The person who always talks about himself in the third person, he replenishes Health and Mana, and sells/buys Masks, Scepters, Wands, Staves, Scrolls and Tomes. -Alkor: He buys and sells potions, and he also lets you gamble for items. -Hratli: He buys/sells Armor and Weapons. He also repairs your equipment. -Asheara: Lends you her mercenaries, the Iron Wolves. -Natalya: An assassin that gives her perspective on the quests. ------ Act 4 ------ -Deckard Cain: Same as always -Tyrael: He is an archangel that has withered from battling Diablo and Baal. He will regenerate any mercenary you have after it dies. -Jamella: The magic lady. She buys/sells Weapons, Armor, Potions, Scrolls, Wands, Staves, Scepters, and Tomes. She will also let you gamble for items. -Halbu: Brother in arms to Jamella, he buys and sells Weapons and Armor. He also repairs your equipment. ------ Act 5 ------ -Deckard Cain: Same as always. -Anya: After rescuing Anya in a quest, she becomes the peron to gamble from. -Nihlathak: He will sell you items and let you gamble for items at the beginning of the Act. -Qual-Kehk: He has the mercenaries of this act, but you must complete a quest first. -Larzuk: The blacksmith that repairs your items, and buys/sells armor and weapons. -Malah: She is the magic lady like Jamella, except she doesn't let you gamble. She replenishes Health and Mana, and sells Wands, Staves, Scepters, Scrolls, Potions, and Tomes. ~~~~~~~~~~~~ Mercenaries ~~~~~~~~~~~~ These helpers can be hired, or in some cases be rewards for completing quests. In the expansion set, you can now equip them with items and heal them. You can also train them to become high-level killing machines, and it adds a whole new dimension to the game. If you see that there is one I missed e-mail me and tell me. Here it goes. ------ Act 1 ------ In Act 1, they are Rogue scouts that you can hire. They can only be equipped with a bow and armor and a helmet. You have a choice of fire, cold, or regular arrows. They are hired from Kashya after you defeat Blood Raven. She will give you one free, but you can also hire them from her if you want a better (or worse) one. Keep in mind that their damage is if you don't equip them with a bow. BTW, this is for Normal difficulty. If someone wants to e-mail me the stats in Nightmare and Hell, my e-mail is arminjewell@yahoo.com Level: 3-10 Cost (Gold): 150-490 Damage: 1-3 or 2-4 Life: 30-60 Defense: 15-45 Special Attack: None/Fire Arrow/Cold Arrow ------- Act II ------- In Act II, you hire Barbarian/Paladin type people. Let's just say they are hand-to-hand. They only use weapons in the spear class. You hire them from Griez at anytime. Level: 9-17 Cost (Gold): 300-700 Damage: 2-6 or 3-8 Life: 120-180 Defense: 25-60 Special Attack: None/Jab Attack/Poison Resistance Ability -------- Act III -------- In Act III, you can hire Iron Wolves. They are basically sorcerers that shoot one of the elements. They are also equipped with a sword and shield for some odd reason because they never use them. But you can equip them with a shield for sure to block some things when they get into melee. You can hire them from Asheara, and after one quest you can hire one for free. Level: 15-26 Cost (Gold): 600-1285 Damage: 3-8 or 4-10 Life: 240-400 Defense: 80-150 Special Attack: None/Cold Spells/Lightning Spells/Fire Spells/Fast Cast ------ Act V ------ In Act V, you can hire Barbarians. You can't hire anyone from Act IV, so don't e-mail me about it. They are hired from Qual-Kehk after you complete Quest 2 in Act V. I need someone to e-mail me the stats for Act V mercenaries please. =============== 6. Walkthrough =============== This walkthrough is a guide to how you should complete each of the quests, as long as some helpful hints as necessary. I will cover all Acts I-V in Normal mode; so if you have any questions on the harder modes, feel free to e-mail me at arminjewell@yahoo.com. There are certain things that I won't mention throughout the walkthrough that you should do. You must always discover all of every level in the game. Even in the long Act 3. There are a couple reasons. The first is to gain experience. The second reason doesn't apply if you are reading this FAQ, because the second reason is to find all the places you need to go in the game. The third reason is for items/money. You are always looking for magical or good items. If they aren't of use to you, SELL THEM. BTW, never pick up bolts or arrows to sell them. Now, without further ado, here we go. *NOTE* - This contains spoilers so read on at your own risk. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Act I - The Sightless Eye ~~~~~~~~~~~~~~~~~~~~~~~~~~ In act 1, your "base" is called the Rogue Encampment. The NPCs are covered in the NPC section. There are mercenaries in this act, but they come later in the act after you complete a quest from Kashya. --------------------- Quest 1: Den of Evil --------------------- This quest could not be simpler. For beginners, it is a way to try out the controls of the game and get a feel for how they work. Talk to Akara to start the quest. She will have a few words for you. "There is a place of great evil in the wilderness. Kashya's rogue scouts have informed me that a cave nearby is filled with shadowy creatures and horrors from beyond the grave. I fear that these creatures are massing for an attack against our encampment. If you are sincere about helping us, find the dark labyrinth and destroy the foul beasts. May the Great Eye watch over you." The Den of Evil is located in the Blood Moor just outside of the Rogue Encampment. Before going into the Den of Evil, I suggest gaining a level or two in the Blood Moor. After you accomplish that, look around for the Den of Evil. If there is a bridge, don't worry; it won't go into the next level. Search throughout the whole level, as it is random, and enter it when you find it. Whenever your inventory gets full, sell the stuff in town, and the first thing you should buy is a town portal and identify tomb. Anyway, once you enter the den, you will get an update from your quest log, saying that you need to destroy all monsters in the den. Go ahead and do so. There is one guy that is always there, it is a unique zombie that might pose some problems, but it should not be too much of a problem. The quest log will again update you when you have only 5 monsters left and it will count down from there. Once you destroy all the monsters, the darkness will go away and the sun will shine through the cave (?) along with a music change. Return to Akara to get your reward of a rare extra skill point. ---------------------------------- Quest 2 - Sisters' Burial Grounds ---------------------------------- This is where it starts to get a little challenging. You will fight your first mini-boss here, and it is a corrupted rogue named Blood Raven. To start the mission you talk to Kashya. She has a few words to say. "My Rogue scouts have reported an abomination in the Monastery graveyard. Apparently, Andariel is not content on taking only our living. Blood Raven, one of the finest captains in the battle against Diablo in Tristram, was also one of the first to be corrupted by Andariel. Now you'll find her in the Monastery graveyard raising our dead as zombies! We cannot abide this defilement! If you are truly our ally you will help us destroy her." Blood Raven is located in the Burial Grounds, which is located off of the Cold Plains. Make sure you get the waypoint. When you face Blood Raven, you should be at about level 5 or ideally level 6. When you get to the burial grounds, find a way through the gates to meet her. To find out information on how to beat her, see the Bestiary. When she is killed, see Kashya for your reward of a free mercenary. Here are the stats of the mercenaries in this act. To see a complete list of the mercenaries from all acts, see the mercenaries section. Level: 3-10 Cost: 150-490 Damage: 1-3 or 2-4 Life: 30-60 Defense: 15-45 Special Attack: None/Cold Attack/Fire Arrow Also, even though this isn't part of the quest, you should DEFINITELY explore the mausoleum and the crypt for good items and experience. There are some tough monsters and some unique monsters that are random in here, so it isn't a cakewalk, but easy nonetheless. --------------------------- Quest 3 - The Cairn Stones --------------------------- Once you beat Blood Raven, talk to Akara to start the longest quest in the first Act. You should be around levels 7-8. Again, Akara has some things to say. "It is clear that we are facing an Evil difficult to comprehend, let alone combat. There is only one Horadrim Sage, schooled in the most arcane history and lore, who could help us... his name is Deckard Cain. You must travel to Tristram. I pray that he still lives." First what you have to do is find the Tree of Inifuss and get the Scroll of Inifuss from it. It is located in the Dark Wood, which is past the Cold Plains, past the Stony Field and through the Underground Passage. Make note of where there are five pillars in Stony Field, because when you leave and come back to them they won't be on the map. Whenever you think that the monsters are killing you easily and you aren't killing them in one hit or two hits, you should go back and train yourself until you can. When you get close to the Tree of Inifuss, there will be a unique monster called Treehead Woodfist, and he is extremely strong and fast. He is a Gargantuan beast. After you defeat him, click on the tree to get the scroll. Picking it up will result in an update in your quest log to see Akara. Do so, and she will translate the scroll into a pattern to use to open a portal to Tristram in the Stony Field. Remember I told you to remember where the five pillars where? Now go there and you will find a unique monster named Rakanishu, who is a unique Carver, who is lightning enchanted. Once you kill him, touch the stones as said in the scroll (it is random) to open a portal to Tristram. There are several things to do here. First and foremost, you must free Deckard Cain, who is towards the middle of town. He is in a cage, and can be freed by simply clicking on the cage. He will create a town portal and teleport himself there. I am not sure if the monsters can kill him, and if anyone knows, e-mail me and I will give them credit. Once he is gone, you will have many monsters on your hands. There are two noteworthy things to do here. One is to kill Griswold, the blacksmith from the original Diablo who is corrupted. He is super strong but super slow. See the Bestiary if you are having trouble with him. Also, there is Wirt's body, another character from Diablo who sold you items at ridiculous prices. If you click on his body, you will get his leg, and lots of gold, symbolizing what he got from you in Diablo. The leg is also important to go to a secret level. To find out how, look in the Secrets/Tips/Cheats section. After you complete looking through Tristram, go back to town and talk to Akara and Cain. Cain will now identify your items for free, and Akara will give you a random magical ring. ----------------------------- Quest 4: The Forgotten Tower ----------------------------- This quest is activated when you read the Moldy Tomb located in Stony Field. You should be around levels 8-10 to start the quest. It will "say" these things to you. "...And so it came to pass that the Countess, who once bathed in the rejuvenating blood of a hundred virgins, was burned alive. And her castle in which so many cruel deeds took place fell rapidly to ruin. Rising over the buried dungeons in that god-forsaken wilderness, a solitary tower, like some monument to Evil, is all that remains. The Countess's fortune was believed to be divided among the clergy, although some say that more remains unfound, still buried alongside the rotting skulls that bear mute witness to the inhumanity of the human creature." The Forgotten Tower is in the Black Marsh, past the Dark Wood. It has five levels for your enjoyment, all of which should be searched thoroughly. On the fifth level, you will get an update from your quest log saying that you should kill the Countess. This floor is not random. She is in the topmost part of the room, and you can only get in from the sides. For information on how to beat her, see the Bestiary. Once you beat her, you will get a rare or magical item depending on how many times you hit her, as well as lots of gold. That is your reward for this quest. ----------------------------- Quest 5 - Tools of the Trade ----------------------------- This quest is enabled after you complete the Forgotten Tower quest, and you must talk to Charsi to activate the quest. You should be around level 12-15 to do this quest. She has a couple things to say. "When I fled the Monastery, I left behind my Horadric Malus, an enchanted smithing hammer. If you can retrieve it for me, I will use its magic to strengthen your equipment." To get to the place where it has the Horadric Malus, or the Barracks, you must travel through the Black Marsh to the Tamoe Highlands, through the Outer Cloister and into the Barracks. You might not see it at first, but if you have your map up, you will see the symbol of a small hammer if you are in the right room. You will be in a fairly large room with plenty of guys and the Smith, a unique monster very similar to Griswold in that he is very slow and very strong. For information on how to beat him, see the Bestiary. After you beat him and every one else in the room, look around for the Malus. It will be on a rack, and clicking on it will free it, enabling you to pick it up. When you do pick it up, you will get an update from your quest log saying you must give the hammer to Charsi. Do so. After you give Charsi the hammer, she will imbue one of your items with magical powers, or turn it into a rare item. It has to be a normal item, or it has to be a non-magical, non-socketed, non-thrown, and non- jewelry item. A good strategy is to wait until you find an item you really like later on in the game, and come back and imbue it later. Whatever you choose to do, you must imbue an item to complete the quest. ---------------------------------- Quest 6: Sisters to the Slaughter ---------------------------------- Deckard Cain gives this quest to you after you complete the five other acts in the game. You should be between levels 14-16 when you start the quest. He also gives you some words of wisdom. "It is certain we face the demon queen Andariel, who has corrupted the rogue sisterhood and defiled their ancestral monastery. This does not bode well for us, my friend. Ancient Horadric texts record that Andariel and the other lesser evils once overthrew the three prime evils - Diablo, Mephisto, and Baal - banishing them from Hell to our world. Here, they caused mankind untold anguish and suffering before they were finally bound within the Soulstones. Andariel's presence here could mean that the forces of Hell are once again aligned behind Diablo and his brothers. If this is true, then I fear for us all. You must kill her before the Monastery becomes a permanent outpost of Hell and the way east forever." You got a big job to do here. You need to face your first Act-ending boss. You need to travel through the Barracks, through three levels in the Jail, through the Inner Cloister, through the Cathedral, and three levels of the Catacombs to get to Andariel. It is a huge feat. But easily done if you are trained and have high enough levels. Once you get to the fourth level of the Catacombs, your quest log will update you saying you need to kill Andariel. On the fourth level, you will get to a smaller room with double doors on the left side of your screen. Open that to a big room with many guys, but not Andariel yet. In that room, open the very fancy double doors at the top of the room to get to Andariel's chamber. She also has some minion there, and kill them before she sees you. For information on how to kill Andariel, see the Bestiary section. Once you defeat her, she will drop some good gems and magical items. You will get a town portal back, and you have completed the quest and the Act!! Congratulations! To get to Act 2, talk to Warriv, and choose to go east to go into Act 2. Sit back and enjoy the movie. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Act II - The Secret of the Vizjerei ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Act 2, your base is called Lut Golein. Check the NPCs for information on the ones in Lut Golein. Again there are 6 quests. Here we go again :). ------------------------- Quest 1: Radament's Lair ------------------------- Anya gives you this quest as soon as you get into Lut Golein and talk to her. She has some words of wisdom like all others seem to have. You should be around Level 16 when you start the quest. "In the sewers below our city, there lurks a horrid creature that hungers for human flesh. The creature had killed many, including my son and my husband. If you destroy it, I will reward you. Please be careful though, that beast has taken enough from us already. The sewer entrance is through the trap door just up the street." There are actually two entrances to the sewers. One is a trap door located in between Drognan and Griez, and the other is located near the docks. Either way you go, you will get to the sewers. There are three levels to the sewers. The first two should be thoroughly searched out to gain experience; hopefully one level is gained when you do that. When you get to the third level, search around until you see your quest log update you saying you should kill Radament. See the Bestiary for information on how to kill him. He will drop a book of skill, which can be used to gain one skill point. Once you do, talk to Anya, and she will give you discounts with all of the people in Lut Golein. Also, right by where you kill Radament, is the Horadric Scroll. Be sure to pick that up, as it is part of the next quest. ---------------------------- Quest 2: The Horadric Staff ---------------------------- Deckard Cain gives you this huge-ass quest that basically is what you are going to do in Act II. It starts when you get the Horadric Scroll and talk to him. He has a lot of words for you this time. "Ahh...The Lost Horadric Scroll! What a fortunate turn of events... As the last living Horadrim, I alone have the knowledge of its meaning. Now, to read the Horadric runes it bears...Hmmmm... The Horadric Mages, after binding Baal within Tal Rasha, magically sealed off his burial chamber from the mortal realm. Those same mages also crafted fearsome Horadric Staves and imbued them with the special power to open the Chamber's hidden door. After nearly losing one to thievery of a rogue sorcerer, they divided all staves into two parts-wooden shaft and metal headpiece-hiding them separately to safeguard them. The Horadrim foresaw our current plight and designed hiding places to reveal themselves to worthy heroes like you. Collect both parts of a Horadric Staff and unite them using a Horadric Cube. Then, you may enter Tal Rasha's Burial Chamber." This quest takes a long time. Basically, after you get this quest, your quest log will tell you where to go to find these things. The three things you need are the Horadric Cube, Horadric Shaft, and the Viper Amulet. The Horadric Cube is located in the Halls of the Dead. You must look in the Dry Hills for the Halls of the Dead. You must look through all levels of every place before you get there to gain as much experience as possible for all the places you have to go to. The Cube is in the third level of the Halls of the Dead. You must fight a super unique monster (he is always there) who is a Saber Cat. Once you defeat it, there is a chest with a Horadric Cube in it for your transmuting needs. :) This is an item that you want in your inventory all the time. Not only does it transmute items, it expands your inventory by a couple of spaces. The next item you want to get is the Horadric Shaft. It is located in the Sand Maggot Lair, which is located in the Far Oasis. These guys are poison shooting bugs, so be sure you have some resistance to poison. There are again three levels to this place. In the room with the Horadric Shaft, there is a HUGE bug called Cold Worm the Devourer. He is immune to cold, so ice sorcs might be in a little trouble. He is really not that difficult though, as his size is deceiving. Once it is defeated, collect the Shaft and get out. Remember to search all the levels. The last item is located past the Lost City and through the Far Oasis to get to the Claw Viper Temple. It is the Viper Amulet that you need to find. It is guarded on the second floor of the Claw Viper Temple by a unique viper called Fang Skin. Once you defeat him, look for the chest with the Amulet in it. Also, if you activate the altar, you will complete the third quest. Take the parts to Deckard Cain, who tells you to transmute the shaft and the amulet to get the Horadric Staff. But wait, the quest isn't over yet. Later on in the act, the quest will say it is completed after you put the shaft in the altar to get to Tal Rasha's Chamber. Then the quest will be completed. ------------------------- Quest 3: The Tainted Sun ------------------------- This quest activated when you enter the Lost City. This quest kind of overlaps with the quest before it, so you will complete this quest if you follow the instructions above. The sky will turn dark and your quest log will tell you to talk to Drognan. Go ahead and do so. Go to the Valley of the Snakes and enter the Claw Viper Temple. Go through the Temple until you get to Level 2. The snakes are definitely not easy, so be prepared. Once you get to the second floor, search for the Altar. Fang Skin, a unique snake that is hard to defeat, guards it. Once you defeat it, click on the Altar to "unlock" the sun. Your reward is the Viper Amulet, a key part of the Horadric Staff quest. The quest is now complete. ------------------------------ Quest 4: The Arcane Sanctuary ------------------------------ You should be at about level 21 when you start this quest. You must talk to Drognan to start this quest. You must first activate the Seven Tombs quest from Jerhyn before you can get this quest from Drognan. He has some things to say. "I've been researching the old records, trying to find the location of Tal Rasha's Tomb. Though I haven't found the Tomb itself, I may have a good lead for you. The great Vizjerei Summoner, Horazon, built his Arcane Sanctuary somewhere around here. He was a great spellcaster and kept demons as slaves within the Sanctuary. He kept a close eye on great events, too - such as the imprisonment of Baal within Tal Rasha's Tomb. If you could find Horazon's Sanctuary, I'm sure that it would hold some clue as to the Tomb's location. Though I doubt Horazon is still alive, you must proceed with caution. There's no telling what could be waiting inside. When I spoke of this to Lord Jerhyn, he asked that I send you to him. Perhaps he knows of a secret entrance or the like." So go talk to Jerhyn, and he tells you that you can enter the castle. Go ahead and do so, and travel your way though the Palace Cellar levels and the Harem levels to get to the portal to the Arcane Sanctuary. These places are chock full of monsters, so be ready. You must defeat a Unique Sand Raider called Fire Eye, who is guarding the portal. For information on how to beat him, look in the Bestiary. Once you get to the Arcane Sanctuary, make sure you go down and get the waypoint. From the waypoint, there are four different paths to choose from. I don't know if the game made it this way (probably not), but every time I do this quest the exit is in the last place I look. Anyhow, once you do find the exit or get close, your quest log will light up for Quest 5, that means you are close. Check the Bestiary for how to beat the Summoner, who guards the place. Once you defeat him, look at the book to see the true symbol of Tal Rasha's chamber. If you have started the Seven Tombs quest, the true symbol will appear in that quest box. If not, make sure you write down the six symbols that are there after you beat the Summoner. The quest ends after you read the Journal of Horazon, which tells you the true symbol. ----------------------- Quest 5 - The Summoner ----------------------- You should start this quest at level 21-22. This quest starts when you get close to the Summoner, the quest log will tell you. He is a tough opponent, and I will tell you how to beat him...in the Bestiary of course. The quest ends when you defeat him. -------------------------- Quest 6 - The Seven Tombs -------------------------- You can start this quest as soon as you beat Radament in the first quest. You get it from Jerhyn, and he has some things to say. "I have heard of your many deeds of skill and bravery. I feel I can trust you with something I have been hesitant to speak of... Drognan and I have concluded that the Dark Wanderer who passed through here recently was Diablo, himself! Drognan believes that Diablo is searching the desert for the secret tomb where the great Horadrim, Tal Rasha, keep Baal imprisonated. You must find Diablo and put an end to the terrible evil that has fallen upon our city! Drognan is wise and is sure to have some helpful advice for you as to how Tal Rasha's tomb may be found. It may take you some time to find The Tomb. May you be ready when you do." What you need to do is find the Tomb of Tal Rasha and kill the monster waiting there. You will need to go to the Canyon of the Magi, where you will find Seven Tombs of Tal Rasha, hence the name of the quest. Six of them are fake, one of them is real. I suggest you go through all of them anyway, for the experience. You will know the true symbol after you complete the fourth quest in this act, and it will tell you in the quest log for this quest. To get to the Tomb of Tal Rasha, you will get to the Altar and you must place the Horadric Staff in it to open a hole into the Tomb of Tal Rasha. Inside waiting for you is the boss of this act, Duriel. See the Bestiary on how to beat him. Once you beat him, talk to Tyrael to complete the mission and to create a free town portal. Talk to Meshif when you are ready to go to Act 3. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Act III - The Infernal Gate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your hometown is now called Kurast. The NPCs in Kurast will again help you out and I have covered them in the NPC section. There are six quests. -------------------------- Quest 1 - The Golden Bird -------------------------- This quest, I think, was put in only to make it so there were six quests like the other acts. It is an easy one. The act starts when you meet the first unique monster outside of town. Your quest log will activate as well. After you kill the monster, it will drop a Jade Figurine. You must give that to Meshif, who will give you the Golden bird. Then give the golden bird to Alkor. He will take it. Leave him and talk to him again to get the potion of life, which gives you +20 to your life permanently. That's it. The quest is done, and it was a cinch to complete. ------------------------------------ Quest 2 - Blade of the Old Religion ------------------------------------ This quest should be taken on at level 24-25. It starts after you find the Pygmy village, which is hidden in the Flayer jungle. It can get confusing, but look through all of the places anyway to get experience. When you find it, talk to Hralti. He has some things to say. "As I told you before, I placed an enchantment upon the dockside in order to keep the demons at bay. But lately, the enchantment seems to be weakening. If memory serves me correctly, there is a holy Skatsimi blade that could revitalize the enchantment. The blade is called Gidbinn. Find it, and our sanctuary will remain safe here." When you find the Pygmy Village, you must first kill a Unique Pygmy before you can release the blade. When you do that, take the Gidbinn back to town and talk to Ormus, who will give you a random rare magical ring! Sweet! Also, talk to Asheara, who will make the hiring of her Iron Wolves free. The quest is now completed. ------------------------ Quest 3 - Khalim's Will ------------------------ This is a huge quest, much like the Horadric Staff quest in Act 2. It takes up much of the Act, and a lot of quests overlap this quest. When you talk to Deckard Cain he has a lot to say. "Never forget that your ultimate purpose here in Kurast is to destroy Mephisto. The ancient Horadrim imprisoned the Lord of Hatred inside the Guardian Tower that is located within the Temple City of Travincal. Know this friend-the only way to gain entry to Mephisto's prison is to destroy the artifact known as the Compelling Orb. Mephisto used this device to control the Zakarum priests and their followers. The Orb can only be destroyed with an ancient flail imbued with the spirit of the one incorruptible priest. Soon after his imprisonment, Mephisto worked his evil corruption on the Zakarum priesthood. All were turned to his dark ways, save one-Khalim, the Que-Hegan of the High Council. Mephsito directed the other Council priests to slay and dismember Khalim and then to scatter his remains across the Kingdom. The Priest Sankekur succeeded Khalim as Que-Hegan, eventually becoming the embodiment of Mephisto here on the mortal plane. The corrupted High Council fashioned an Orb to control the rest of the Zakarum faithful and used their powers to hide the lair of their master from mortals. Your task is to collect the scattered remains of Khalim-his Heart, his Brain, and his Eye. Then, using the Horadric Cube, transmute Khalim's flail with his relics. Once this is accomplished, you must destroy the Compelling Orb with Khalim's Will to open the way into the corrupt sanctum of Mephisto." Whew! After all of that mumbo-jumbo, all you need to know is the last paragraph. Throughout Act 3, you will need to find his heart, brain, eye, and his flail. The Eye can be found in the Spider Cavern, which is located in the middle of the Spider Forest, and it is guarded by a Unique Fire Spinner called Sszark. (See Bestiary for more info) After you defeat him, you can open a chest with the eye and some other good items. His Brain can be found in the third level of the Flayer Dungeon, which is located in the Flayer Jungle. You must defeat a Flayer Shaman called the Witch Doctor Endugu. (See Bestiary for more info) Once you defeat him, the brain is in a chest with other good items for the taking. His Heart is located in the Sewers. It isn't guarded by anybody, but the first level of the sewers is pretty big, and it is in a small area in there. It is again located in a chest. Once you find it, make sure you look through all of the sewers' second level as well for lots of experience for this huge level. Last but not least is the Flail. It is guarded by the members of the High Council located in Travincal. Make sure you kill them all; it is part of another quest. Once you defeat all of them, get their good items and get the Flail from a chest nearby. Now, transmute the eye, heart, brain, and flail into Khalim's Will. The Compelling Orb is located right by where you fought the High Council, where you can use Khalim's Will to smash it and open the way to the Durance of Hate levels. -------------------------- Quest 4 - Lam Esen's Tomb -------------------------- This quest should be started when you are level 26 or so. It starts out when you talk to Alkor. He quickly tells you what to do. "It pains me to waste time with you, so I'll get right to the point. There is a very special book, which you must find for me. It was written long ago by a sage known as Lam Esen, who studied Skatsimi magic and the effects of the Prime Evils on the mortal world. The Black Book was lost when the Children of Zakarum took over this land. Now, you must reclaim it without delay! Its knowledge may aid us in this dark time ahead." There are three staircases in Upper Kurast, the Bazaar, and the Causeway. Go into all of them, but one of them is a ruined temple. Go in there for sure anyway, and look for the Tomb of Lam Esen. It is guarded by a unique monster called Battlemaid Sarina, who is a Flesh Hunter. You must defeat her, and then she drops the book. Give the book to Ormus, and his reward to you is five attribute points. The quest is now done. ------------------------------- Quest 5 - The Blackened Temple ------------------------------- This quest overlaps with the Khalim's Will quest. You must find the Temple City of Travincal and kill the High Council there. After that, you must use Khalim's Will to smash the Compelling Orb. You have to talk to Ormus to get the quest. He has some things to say. "You have done well, my friend. Your courage and valor are an inspiration to us all. But now the time has come to face those responsible for the evil that has stifled our land. You must destroy the High Council of Zakarum! Long ago, these elders were charged with the stewardship of Mephisto, the Lord of Hatred, who was imprisoned within the Guardian Tower. Through the generations, these pious men slowly fell more and more under the sway of Mephisto's malevolent power and the Council became an evil mockery of its former glory. It is Mephisto's Hatred that has corrupted Zakarum and turned its devout followers into paranoid fanatics. That is why you must travel to the Temple City of Travincal and slay the Council. Once they are gone, Mephisto's hold over this land and its people will be broken!" So go to Travincal and it is in the Northern part of Travincal where the council hides. Take them out; they are all unique monsters with minions. Good luck, my advice is to take them on one at a time. They usually drop some good items. Once you defeat them, smash the Compelling Orb with Khalim's Will to open the way to the Durance of Hate levels. The quest is now done. ----------------------- Quest 6 - The Guardian ----------------------- This quest is also given by Ormus after you complete the fifth quest. Basically, you must kill Mephisto. He has only a few things to say this time. "Diablo and Baal have surely found the Temple City by now. They seek to free their brother, Mephisto, who was imprisoned by the Horadrim in the Temple's Guardian Tower. You must reach him before his brothers do and prevent them from releasing Hatred upon this world." Mephisto is located on level four of the Durance of Hate. He is a challenge, and information about him can be found in the Bestiary. Once you defeat him, you get some good items and a portal back to town. The quest is then done. Talk to Tyrael then to open a portal to Act IV. ~~~~~~~~~~~~~~~~~~~~~~~ Act IV - The Harrowing ~~~~~~~~~~~~~~~~~~~~~~~ Your base is now called the Pandemonium Fortress. There are no mercenaries, but Tyrael can resurrect any mercenary that has died. See the NPS section for info on those. There are only three quests this time! Yay! Let's begin. --------------------------- Quest 1 - The Fallen Angel --------------------------- You should be at around level 28 when you start this quest. You must talk to Tyrael to start this quest. He has lots to say. "There is a dark, tortured soul who was trapped within this forsaken realm long ago. He was called Izual by mortal men, and in ages past he was my most trusted Lieutenant. Yet against my wishes he led an ill- fated assault upon the fiery Hellforge itself. Despite his valor and strength, Izual was captured by the Prime Evils and twisted by their perverse power. They forced him to betray his own kind and give up Heaven's most guarded secrets. He became a corrupt shadow of his former self: a fallen angel trusted neither by Heaven nor Hell. For his transgressions, Izual's spirit was bound within the form of a terrible creature, which was summoned from the Abyss. His maddened spirit has resided within that tortured husk for many ages now. It seems to me that he has suffered long enough. I implore you hero, find Izual and release him from his cruel imprisonment. Pt an end to his guilt and suffering." You must kill Izual. He is located in the Plains of Despair. He is randomly in the place, so you have to look for him. Make sure you go to all of the side places to get experience. When you get close to him, your quest log alerts you of it. He has a nasty melee attack. Read more in the Bestiary. Once you defeat him, talk to the spirit to find some shocking news. Then talk to Tyrael to get two free skill points!! ------------------------ Quest 2 - The Hellforge ------------------------ You should start this quest when you are level 29 or 30. You must talk to Deckard Cain who tells you that it is time to destroy Mephsito's Soulstone. You must travel through the Plains of Despair, through the City of the Damned and into the River of Flame. You must travel quite a ways through the River of Flame to get to the Hellforge. When you do get there, there are lots of monsters to face, and they are lead by Hephasto, the Smith's big brother. He looks exactly like him, but he is tougher. See the Bestairy for more information. You must defeat him, because he drops the Hellforge Hammer. Once all the monsters are done with, put the Soulstone on the forge and smash it with the hammer. You will then be done with the quest, and your reward is many high-quality gems come out of the forge after you smash the Soulstone. ----------------------- Quest 3 - Terror's End ----------------------- After you smash the Soulstone, Tyrael gives you the final quest of Diablo 2. You should start this at level 31 or 32. He again has some things to say. "The time has come to hunt down and destroy Diablo himself. But beware, the Lord of Terror is not to be underestimated. He single- handedly destroyed the town of Tristram and corrupted the last noble hero that tried to stop him. This time, you must defeat him for good. Only by destroying the Soulstone, which he carries, will his spirit be banished forever. Good luck. Though this might be our darkest hour, it may yet be your greatest moment!" Lots of encouragement from Tyrael to start this quest. Travel through the River of Flame to get to the Chaos Sanctum. This place is full of tough monsters so be prepared. In there, there are five seals that need to be opened. But when you open them, three of them randomly will spawn a Unique monster and minions. These monsters are The Grand Vizier of Chaos, which is a Burning Soul. There is Lord de Seis, who is an Oblivion Knight. The last one is the Infector of Souls, and it is a Venom Lord. Once you unlock all the seals and defeat all the monsters, the screen will start shaking, signifying that Diablo has arrived. He is one tough cookie. See the Bestiary for information. Once you have defeated him, you have completed the quest and completed Diablo 2! Congratulations!! All you have left now is the expansion pack. See the great ending of Act IV and good beginning of Act V. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Act V - The Expansion Pack ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your hometown is called Harrogath. You can hire Barbarians for your mercenaries after you complete Quest 2. See the NPC section for info on those. Well here we go with the final act!! --------------------------- Act 1 - Siege on Harrogath --------------------------- This quest should be started at level 32. You get it from Larzuk who has some things to say. "If you are here to defeat Baal... you must prove it! As we speak, Harrogath is under siege by Baal's demons. Catapults rain death just outside the town walls. Baal himself travels up the sacred mountain, having left in charge here one of his most vicious generals, Shenk the Overseer. A ruthless taskmaster, he lashes his own minions into suicidal frenzies on the battlefield. If you wish to prove yourself to us, destroy the monster, Shenk, that commands those infernal catapults outside Harrogath. If you manage to do this, return to me." Ooooh, a test. You should be able to pass easily though. The Bloody Foothills are freaking HUGE!! You will have to travel a long way to find Shenk. About halfway through, when you get to the narrow part, you will find a Unique Imp called Dac Farren. He is easy, but he is unique so I had to note him. BTW, in Act V, you will find these little imps that shoot fireballs at you and teleport everywhere really fast. They are going to get super annoying, so be calm and patient, the fireballs don't really hurt you that much. Anyway, once you do find Shenk, watch out. See the Bestiary for an extremely easy way to kill this sucker. Once you do kill him, then return to Larzuk, who will socket one of your items. Below, you will find how many sockets you will get for each item. Normal (White) items - The most sockets possible in the item. Cannot go above 6, and cannot go above 4 in normal difficulty. Magical (Blue) items - One or two sockets. A 50% chance of either one. Rare (Yellow) items - One socket. Set (Green) items - One socket. Unique (Gold) items - One socket. Sockets can't be added to already socketed items, throwing items, and jewelry. After you do that, the quest is completed. --------------------------------- Quest 2 - Rescue on Mount Arreat --------------------------------- You should start this quest at about level 33 or 34. You get this quest from Qual-Kehk. There are some Barbarians trapped in the Frigid Highlands, and you need to save some of them. He has a couple things to say. "My concerns have turned to my men taken prisoner on the battlefield by Baal's demons. I hate to think what's happened to them. As you journey up the mountain, keep your eyes open for my soldiers and bring them back to me if you can." Travel to the Frigid Highlands, and look through the place for a fenced in area with Barbarians. There are many Super Unique monsters in the Frigid Highlands such as Thresh Socke, Eyeback the Unleashed, and Sharptooth Slayer. While they are in the "pen" they are safe, but when you open the door, the monsters can kill them, so make sure the area is relatively clear before you release them. Once you open the door, a town portal will open in front of the pen so they can go through it. When you rescue 15 of them then return to Qual-Kehk, who will then sell you his barbarians. Make sure you venture into Abaddon and all places like it from now on to get experience. The quest is now complete. ------------------------ Quest 3 - Prison of Ice ------------------------ This quest should be started at around level 35 or 36. You get this quest from Malah, who fears that something bad has happened to Anya, as she is missing. She has some things to say. "There is a matter which I hesitate to share, but I believe you are the only one who can help me now. Anya, the young alchemist and daughter to one of our slain Elders, has been missing for some time. She is a strong, crafty woman with a spirit like no other. One night, just before your arrival, I overheard her and Nihlathak arguing about her father's death. The next morning she was gone. Nihlathak has his own talk as to where she went and why. Don't believe him! I fear he is at the root of her disappearance. Please, if you can, search for Anya and bring her back to us. She'll know what to do about Nihlathak." Oooh, sounds like trouble. Oh well. Anyways, you should go through levels and their side levels until you get to the Crystalline Passage. Once you get there, you must fight your way through a vast area until you find the Frozen River. BTW, you will see evil urns starting here. These are like chests, except when you open it, 99 times out of 100 a unique monster and its minions will appear. Usually, there aren't any good items in it, but I do it for experience. Anyway, when you find the Frozen River, enter it, Anya is in there. When you enter the place you will need to do a little searching, but you will know you are close once you find the Super Unique monster Frozenstein. He is an Abominable. Once you defeat him and his army, you will find Anya frozen solid. You will need to go back to town and get a potion from Malah. Then return to Anya and thaw her, and talk to her back in town. She will tell you to see Larzuk for your reward of a rare class-specific item. The quest is done! Once you talk to Anya, she will give you the next quest also. -------------------------------- Quest 4 - Betrayal of Harrogath -------------------------------- This quest should be started at about level 37. This quest begins as soon as you talk to Anya at the end of Quest 3. Nihlathak is the bad guy! He has been revealing information to Baal so the town would be safe. See what Anya has to say about this. "Nihlathak told me he struck a deal with Baal to protect Harrogath. In exchange for the demon's mercy, the misguided fool plans to give Baal the Relic of the Ancients, our most holy Totem! Doing so will allow Baal to enter Mount Arreat unchallenged by the Ancients. I tried to stop Nihlathak, but he imprisoned me in that icy tomb. Nihlathak must be stopped before he dooms the whole world. As much as I would like to go strangle the life out of him, I'm afraid I haven't the strength. You must go to his lair through this portal I've opened, kill him, and then bring back the Relic of the Ancients. Stop Nihlathak from destroying what we have striven for eons to protect." When you go through her portal, you will face some opposition. First of all, you can never kill all of the zombies outside of the area you walk into. They will keep on regenerating. The same goes with the ones inside the place, except if you kill them enough times they will eventually rest in pieces. :-) Anyway, go through the Halls of Pain and Anguish to get to the Halls of Vaught. Make sure you go through those levels completely as they provide good experience. Once you get to the Halls of Vaught, Nihlathak is in one of the four passages. The only problem you will come to against him, will be talked about in the Bestiary. Once you defeat him you will have finished the quest. -------------------------- Quest 5 - Rite of Passage -------------------------- You should start this quest at about level 38. You will get this quest from Qual-Kehk after you defeat Nihlathak. You will have to fight some tough guys here so watch out. He has some things to say. "Every time I hear of you warrior, your deeds become more legendary. But take heed. You are approaching the very summit of Mount Arreat. I have never dared venture there. It is sacred-our most holy place. The legends say it is guarded by the Ancient Ones, who block the oath of all who are unworthy. Your reputation here does not matter... It will be the Ancients who determine your worthiness. Good luck." You must travel through the Glacial Trail through the Frozen Tundra to the Ancient's Way. You will have to fight some TOUGH guys, and there are a lot of them, so be careful. But if you have been following my level and character plans you should be just dandy. When you get to the Ancient's Way, you will realize it is much like the Glacial Trail. Find the waypoint here for sure. Once you get to the Arreat Summit, don't go in there until you know you are ready. Once you go in there you can't get back out. Once in the Arreat Summit, go towards the Altar of Heavens and click on it if you are ready. It will say this. "We are the spirits of the Nephalem, the Ancient Ones. We have been chosen to guard sacred Mount Arreat, wherein the Worldstone rests. Few are worthy to stand in its presence; fewer still can comprehend its true purpose. Before you enter you must defeat us." And we are off to the races! You will have to fight three barbarian type guys, _without_ going to town. If you go to town, they will reset themselves to full health. The three use Barbarian skills also. One uses Whirlwind, one uses Leap Attack, and the other uses Double Throw with Shout. See the Bestiary for more information on that. Once you defeat all three, you will automatically get a TON of experience and get a level up automatically. The quest is then done. ----------------------------- Quest 6 - Eve of Destruction ----------------------------- You should start this quest at level 39. When you defeat the Ancients, they will give you your sixth and final quest of the whole game!!!!! Yes!! But don't get excited yet, you have a tough boss to beat still. If you don't know whom I am talking about you should turn off the game and give it to someone else. Anyway, here is what the Barbarians say. "You are a worthy hero! We augment your skill and grant you entry to the interior of Mount Arreat, wherein lies the Worldstone. Beware. You will not be alone. Baal, the Lord of Destruction, is already inside. The Archangel Tyrael has always been our benefactor, but even he cannot help us now. For Baal blocks Tyrael's spiritual presence from entering the chamber of the Worldstone. Only you, mortal, have the power to defeat Baal now. Baal threatens the Worldstone-and through it, the mortal realm, itself. You must stop him before he gains full control of the sacred stone. With it under his control, Baal could shatter the boundaries between this world and the Burning Hells, thus allowing the hordes of the Prime Evils to pour forth into the mortal realm like an unstoppable tide! If you are weak, the world as you know it could be lost forever. You must NOT fail!" Getting a little emotional are we? So, you have to go kill Baal. Fun! Here is how you get to him. From Arreat Summit, the doors will open after you click on them and you can go to the Worldstone Keep levels. Lots of hard monsters down there, but very few Uniques. Interesting. Anyway, there are three levels of the Worldstone Keep, and by the end of those you should be at around level 40. After those three levels, you will enter...the Throne of Destruction. Oh no! It is actually pretty similar to the other levels. There are mostly Death Lords and Vile Witches. Once you get to the middle of the Throne, you will find Baal! But you can't attack him...yet. He will stand there and laugh at you for a little while, and then he will summon some monsters for you to tackle. They are: -Warped Shamans led by Colenzo the Annihilator. -Death Mages and Unravelers led by Achmel the Cursed. -Council Members led by Bartuc the Bloody -Venom Lords led by Ventar the Unholy -Minions of Destruction led by Lister the Tormentor (See the Bestiary for more information) After you have defeated all of those monsters and their minions, Baal will enter the Worldstone Chamber. Go back to town and heal or whatever before you fight Baal. Go in and fight Baal. See the Bestiary on how to defeat this awesome final boss. Once you finally do defeat him, you will have completed Quest 6 and completed the expansion pack!! Congratulations! See the...interesting...ending movie and relax. ============ 7. Bestiary ============ Here is a list of all of the monsters in the game. Thanks to the Brady Games strategy guide for most of this information. If I missed any monsters or there is incorrect information, please e-mail me with them and I will give you credit. ~~~~~~~~~~~~~~~~~ Regular Monsters ~~~~~~~~~~~~~~~~~ These are the ones you see all the time in the game. I will give you a table to show their stats. The format will be as follows. You read the table across. (BTW - I probably won't get around to doing this for a while, but this is what I am aiming for ------------- Monster Name ------------- Variants: Special Attacks: -Norm/Night/Hell Hit Point Range: -Normal -Nightmare -Hell Found In -Norm/Night/Hell Experience -Normal -Nightmare -Hell Defense -Normal -Nightmare -Hell Attack Damage -Normal -Nightmare -Hell Attack Rating -Normal -Nightmare -Hell % to Block -Normal -Nightmare -Hell Damage Resistance -Normal -Nightmare -Hell Fire Resistance -Normal -Nightmare -Hell Lightning Resistance -Normal -Nightmare -Hell Cold Resistance -Normal -Nightmare -Hell Poison Resistance -Normal -Nightmare -Hell Magic Resistance -Normal -Nightmare -Hell Immunities -Normal -Nightmare -Hell Variants are the different types of that monster like the skeleton has variants called Returned and Horror, which are different types of skeletons. Everything else is pretty much self-explanatory and if you don't get it after the first few ones then you can e-mail me and I will try to clarify things up for you. BTW, in the resistances, it got to be too long to fit, so I made some abbreviations. Also in the special attacks, those also got kind of long, so if they are kind of long and you see an abbreviation, look underneath the name of the monster to see what it stands for. The stats for the variants are corresponding to their place in their listing. Obviously, Norm stands for normal and Night stands for Nightmare. P=Poison C=Cold F=Fire L=Lightning M=Magic Ph=Physical D=Damage ~~~~~~~~~~~~~~~~~~ Diablo 2 Monsters ~~~~~~~~~~~~~~~~~~ In other words, the expansion monsters have their own section. Lucky them. --------- Skeleton --------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Skeleton P None 6-9 Act I/II Returned P None 9-21 Act I/II Bone Warrior C/P None 9-30 Act I/II Burning Dead F/P/PH None 11-30 Act II Horror M/L/P None 30-45 Act II/III General Strategy: Super easy. If you have trouble with these guys, go back and train your character. Either go up and hit them or shoot them. Only difficulty is that they can dodge your ranged attacks if they are moving. Difficulty Rating: 1.1 ------- Zombie ------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Zombie P None 5-9 Act I Hungry Dead P None 7-13 Act I Ghoul C/P None 28-51 Act I Drowned Carcass F/P/D None 47-58 Act III Plague Bearer M/P Poison 39-69 Act II General Strategy: Again very easy. A little tougher in hand to hand with it, but still it is too easy. For ranged attacks, even if they are moving, it will hit them since they are so slow. A cinch to defeat. Difficulty Rating: 1.5 -------- Tainted -------- SLG=Shoots Lightning Globe Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Afflicted L SLG 28-40 Act I Tainted L SLG 26-37 Act I Misshapen L SLG 13-19 Act I Disfigured L SLG 20-28 Act II Damned L SLG 60-84 Act IV General Strategy: Not too tough, can be a problem if they gang up on you though. The main thing is that you want to go hand to hand with them. Their lightning packs a powerful punch and it is MUCH easier hand to hand. They are sort of like baboon demons with lightning. Difficulty Rating: 4 ----------- Blood Hawk ----------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Foul Crow None None 2-5 Act I Blood Hawk None None 3-6 Act I Black Raptor P None 7-15 Act II Cloud Stalker F/L None 8-18 Act III General Strategy: These little critters would be super easy if they didn't have their charge attack. But they are still easy. They can be annoying because they charge at you and it hurts quite a bit, and they run away before you can hit them. Then they charge, and run away. But, if you are ranged, you won't have this problem :). Difficulty Rating: 2 ------- Fallen ------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Fallen None None 1-3 Act I Carver None None 3-7 Act I Devilkin None None 3-9 Act I Dark One None None 5-12 Act I Warped One All None 10-25 Act III General Strategy: Another easy opponent. They also gets very annoying, especially in the Den of Evil quest. Whenever they "see" you kill someone, they run away in fear. Chasing one can be very tiresome, and one could be lying in the shadows in the Den of Evil and make you search for it. But still, low health and weak attacks make this guy easy in hand to hand, and very easy with ranged attacks. Difficulty Rating: 2 -------- Wendigo -------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Gargantuan Beast None None 9-15 Act I Brute None None 18-29 Act I Yeti C None 29-47 Act I Crusher M None 57-92 Act II Wailing Beast M/F None 42-87 Act III General Strategy: These guys are big and strong...and super slow. If you are ranged, then these guys are super easy. If not, then you might want to be kind of fast, so it doesn't get a chance to attack you. Its attacks however, are weak and don't complement his slowness very well. Easy as pie. Difficulty Rating: 2.5 ------------- Baboon Demon ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Dune Beast None None 41-57 Act II Jungle Hunter None None 45-63 Act III Doom Ape None None 49-69 Act III Temple Guard None None 53-75 Act III General Strategy: These guys are sort of strong and sort of fast. They, essentially, are mediocre. They only become a problem when there is a 7 or 8 of them, and there is usually only 4 or 5 of them. Just attack them normally and move on. Don't use any specific strategy. You can use ranged attacks, melee attacks, magic spells, anything, just kill them. But remember, don't take these guys TOO lightly, or you will be sorry. Difficulty Rating: 4 ------------ Sand Raider ------------ FSH=Flaming Sword Hits Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sand Raider None FSH 38-59 Act II Marauder None Cold Charge 48-76 Act II Invader None FSH 51-80 Act II Infidel None Cold Charge 61-96 Act III Assailent None FSH 72-113 Act III These guys are again mediocre; just don't get surrounded by them. Just attack them with your strongest attack or your regular attack and move on. Not much else can be said except to watch out for their cold and fire attacks. Again, they can be a problem so don't take them too lightly. Difficulty Rating: 4.5 ------- Wraith ------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Ghost M/P/Ph Drains Mana 14-28 Act I Wraith M/P/Ph Drains Mana 19-38 Act I Specter P/Ph Drains Mana 34-69 Act II Apparation P/Ph Drains Mana 36-72 Act II Dark Shape P/Ph Drains Mana 41-82 Act III General Strategy: Can be a real pain in the butt. They have two attacks. One is a pretty damaging attack that does damage to your health. Second of all, they have an attack that is red. It hooks on to you if it hits you and drains your mana. It drains a lot of mana. Try to fight them one at a time because they can get nasty. They also have lots of resistances, which makes it even harder. Difficulty Rating: 7 -------------- Corrupt Rogue -------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Dark Hunter None None 4-7 Act I Vile Hunter None None 8-13 Act I Dark Stalker None None 12-20 Act I Black Rogue None None 13-22 Act I Flesh Hunter Ph None 26-43 Act III Dark Spear Woman None None 6-9 Act I Vile Lancer None None 11-16 Act I Dark Lancer None None 16-24 Act I Black Lancer None None 16-24 Act I Flesh Lancer None None 34-52 Act III General Strategy: Not hard at all. Let them charge after you so you can kill them easily that way. They are only a problem if there are at least 8 of them, and then their combined damage can be quite a lot. Otherwise, you should be fine. Difficulty Rating: 2 -------- Goatmen -------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Moon Clan None None 12-17 Act I Night Clan None None 17-21 Act I Blood Clan None None 19-23 Act I Death Clan M/F None 26-32 Act I Hell Clan F None 46-57 Act II General Strategy: Pretty hard actually. If you are ranged they are so much easier since they have pretty strong melee attacks. They also have pretty good range since they have long poleaxes. But you should be able to take them out if you are a strong melee person. Difficulty Rating: 5 -------------- Fallen Shaman -------------- FB=Fire Bolt Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Fallen Shaman F Raises Fallen/FB 4-7 Act I Carver Shaman F Raises Carver/FB 9-15 Act I Devilkin Shaman F Raises Devilkin/FB 13-22 Act I Dark Shaman F Raises Dark/FB 16-26 Act I Warped Shaman F/M Raises Warped/FB 32-45 Act III General Strategy: Kill them first. They always come with a group of sometype of Fallen. Kill the Shaman first so he can't raise the Fallen that you kill. There are two exceptions. One is if you kill the Fallen by freezing them so they shatter, they can't be regenerated. Also if you are a Necromancer, when you raise their corpse, and they are killed, then the Shamans cannot raise them either. Their fire bolts are very easy to dodge by the way. Difficulty Rating: 2.5 ------------ Spike Fiend ------------ Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Quill Rat None None 1-4 Act I Spike Fiend None None 3-11 Act I Thorn Beast None None 4-16 Act I Razor Spine None None 4-17 Act I Jungle Urchin None None 8-33 Act III General Strategy: A very easy opponent. The spikes that they shoot out barely ever hit you. They also have very low health, so anything can beat them. Just kill them. They are not hard. Difficulty Rating: 1 ------------ Sand Maggot ------------ LE/SP=Lays Eggs/Spits Poison Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sand Maggot None LE/SP 49-59 Act II Rock Worm None LE/SP 50-62 Act II Devourer None LE/SP 56-69 Act II Giant Lamprey None LE/SP 61-75 Act III Blood Maggot None LE/SP 78-96 Act IV General Strategy: These guys can be annoying. They shoot poison at you and even if you have resistances or poison length reducers, it stays there forever. But it doesn't hurt you much. They are pretty easy to kill otherwise, their physical attacks are weak, and they have high hit points. Difficulty Rating: 5 ----------- Claw Viper ----------- FCA=Freezing Charge Attack Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Tomb Viper None FCA 16-26 Act II Claw Viper C FCA 21-34 Act II Salamander C FCA 25-41 Act II Pit Viper C/P FCA 27-45 Act II Serpent Magus M/C/P FCA 30-49 Act III General Strategy: These guys are good. They have a devastating charge that can actually freeze you so you cannot move. Luckily I had a mercenary there when that happened. They have very strong attacks, and move pretty quickly. Their only weakness is ranged attacks. Difficulty Rating: 7.5 ------------ Sand Leaper ------------ Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sand Leaper None None 20-58 Act II Cave Leaper None None 21-62 Act II Tomb Creeper F None 23-69 Act II Tree Lurker L/F None 28-85 Act III Cliff Lurker L/F/Ph None 37-111 Act IV General Strategy: These guys are very annoying. They are fast and hard to hit. They can leap over you and hit you on the otherside as soon as they land. What I try to do if I am melee is hit them when they land. Usually you have a little bit of poison damage from charms or whatnot. So they leap in the air poisoned and they die in mid-air because of the poison. If you are ranged, do the same thing except shoot them. Difficulty Rating: 4 -------------- Panther Woman -------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Huntress None None 17-29 Act II Sabre Cat None None 18-31 Act II Night Tiger None None 21-34 Act II Hell Cat None None 23-38 Act II Slinger None None 15-25 Act II Spear Cat None None 17-29 Act II Night Slinger None None 20-33 Act II Hell Slinger None None 21-34 Act II General Strategy: The melee panther women are very easy because they are like corrupt rogues. The slingers however get very annoying. They either throw poison clouds or spears, and they can both hurt you plenty. Try to find them and kill them first. Difficulty Rating: 5 ------ Swarm ------ *=The reason there are two itchies is that one has a resistance to physical attacks and the other doesn't Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Itchies None Drains Stamina 7-15 Act II Itchies* Ph Drains Stamina 7-15 Act II Black Locust Ph Drains Stamina 8-16 Act II Plague Bugs Ph Drains Stamina 9-19 Act II General Strategy: Pretty easy. They don't do much damage, and their hit points are low. They are resistant to physical attacks, which makes it a little harder. They always come in packs. Usually, after you kill a pack that surrounded you, you find yourself with barely any health lost and half your stamina gone which is okay. Difficulty Rating: 2.5 ------------- Scarab Demon ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Dung Soldier None Defend with Sparks 20-33 Act II Death Beetle None Defend with Sparks 23-38 Act II Scarab None Defend with Sparks 24-40 Act II Steel Scarab None Defend with Sparks 27-44 Act II Bone Scarab None Defend with Sparks 32-53 Act III General Strategy: These guys can be a pain in the ass. Whenever you attack them, charged bolts fly out of them like they are lightning enchanted, but they don't have the resistances. This can be real trouble. Beware of these guys. Difficulty Rating: 6 ------ Mummy ------ Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Dried Corpse P Poison 19-44 Act II Decayed P Poison 22-50 Act II Embalmed P Poison 26-59 Act II Preserved Dead P Poison 29-65 Act II/III Cadaver P Poison 30-68 Act III General Strategy: These guys are basically like zombies, but when they die they leave behind a harmful cloud of poison. That's the only difference. So beware. Overall Difficulty Rating: 1.5 -------------- Greater Mummy -------------- PC/UB=Poison Cloud/Unholy Bolt Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Hollow One P PC/UB 62-75 Act II Guardian P PC/UB 69-85 Act II Unraveller P PC/UB 74-92 Act II Horadrum Ancient P PC/UB 82-120 Act II/III General Strategy: Do the same thing as for a shaman. It raises skeletons, so kill it first so it can't raise skeletons. It has some pretty good attacks otherwise, but nothing to worry about. They are Act II's version of a fallen shaman. Difficulty Rating: 5 -------------- Vulture Demon -------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Carrion Bird None None 20-32 Act II Undead Scavenger None None 21-34 Act II Hell Buzzard None None 26-43 Act III Winged Nightmare None None 31-51 Act III General Strategy: These guys can be annoying. They are actually pretty strong. If they were smart enough they would fly away as soon as the hit you, but they don't they wait so you can hit them. What you should do is try to dodge them as they land. You can't hit them in the air. They are the most vulnerable after they try to hit you and miss. So hit them then. Difficulty Rating: 5.5 --------------- Mosquito Demon --------------- DM&S=Drains Mana and Stamina Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sucker None DM&S 8-41 Act III Feeder None DM&S 9-45 Act III General Strategy: Real easy. They could be a challenge, but there is usually only one or two of them at a time, so it isn't difficult and overwhelming, like the Wraiths. Just kill them with any attacks. Difficulty Rating: 2 ---------- Willowisp ---------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Gloom L/Ph Drains Mana 19-38 Act III Swamp Ghost L/Ph Drains Mana 21-41 Act III Burning Soul L/Ph Drains Mana 24-46 Act IV Black Soul L/Ph Drains Mana 25-50 Act IV General Strategy: These guys can get annoying. They can attack you from off the screen with a lightning spell. Their weakness is that if you move towards them, they teleport right to you to drain your mana. Keep in mind that you can hit them when they are invisible. You can kind of see their shadow when they do that also, so it will be easy from there. It is especially damaging when there are a lot of them. Difficulty Rating: 6.5 ------------- Evil Spiders ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Arach None Spins Web 37-46 Act I Poison Spinner None Spins Web 66-84 Act III Flame Spider None Spins Web 69-88 Act III Spider Magus None Spins Web 75-95 Act III General Strategy: These guys are pretty mediocre. They have pretty damaging attacks, but it is held back by how slow they are. I have never actually seen them spin a web, so I don't know what it does. They are mediocre. Difficulty Rating: 5 ------------- Thorned Hulk ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Thorned Hulk None Stun 67-109 Act III Bramble Hulk None Stun 70-114 Act III Thrasher None Stun 73-119 Act III Spike Fist None Stun 85-138 Act IV General Strategy: Exactly like Wendigos except they have a stun attack. They are slow, with lots of health, and a strong attack. Pick them off, or kill them fast in hand-to-hand. Difficulty Rating: 4 --------- Vampires --------- SL/C/F=Steals Life/Cold/Fire Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Banished C/Ph SL/C/F 40-55 Act I Ghoul Lord C/Ph SL/C/F 61-84 Act II Night Lord C/Ph SL/C/F 64-88 Act III Dark Lord C/Ph SL/C/F 70-96 Act III Blood Lord C/Ph SL/C/F 76-105 Act III General Strategy: These guys can be hard. Usually they come with a bunch of other guys, and they stand in the back shooting at you or casting Fire Wall at your feet. They have a good amount of health at the beginning acts, but it evens out later. They are difficult to defeat and can kill you fast. Difficulty Rating: 8 ---------- Bat Demon ---------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Desert Wing None Shocking Hit 14-48 Act I Fiend None Shocking Hit 18-56 Act III Gloom Bat None Shocking Hit 19-66 Act III Blood Diver None Shocking Hit 21-72 Act III Dark Familiar None Shocking Hit 24-84 Act III General Strategy: These guys are okay. It helps tremendously if you are ranged because they perch up on the "ceiling" so you can't hit them with any attacks, but they come down periodically by themselves, or if you come up to them they usually come down to attack you. They also have an extremely short viewing range, so you can attack them from far away without them noticing. The only hard part is that they have a very strong shocking attack, and if there is a bunch of them, your health will fall quickly. Difficulty Rating: 3.5 ------- Fetish ------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Rat Man None Blow Darts 14-24 Act I Fetish None Blow Darts 28-47 Act III Flayer None Blow Darts 30-49 Act III Soul Killer None Blow Darts 31-51 Act III Stygian Doll None Blow Darts 32-53 Act III General Strategy: These guys are good for how little they are. They can hurt you a lot in melee, and their darts hurt a lot also. There is no good way to kill them, just use good attacks and kill them. They are very annoying. Difficulty Rating: 6 --------------- Corrupt Archer --------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Dark Ranger None None 10-14 Act I Vile Archer None None 12-17 Act I Dark Archer None None 16-23 Act I Black Archer None None 21-31 Act I Flesh Archer Ph None 40-58 Act III General Strategy: Pretty easy, just when there are a lot of them it gets annoying. Especially in caves, they bunch up, and you can't see them, but you see arrows flying at you. That sucks. But really low health and damage make it easy. Difficulty Rating: 3.5 ---------------- Skeleton Archer ---------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Skeleton Archer P None 9-19 Act I Corpse Archer P None 14-28 Act I Bone Archer P/C None 14-28 Act I Burning Dead Archer F/P Fire Arrows 21-42 Act II Horror Archer L/M/P Lightning Arrows 28-57 Act II General Strategy: A little easier than the rogue archers, but the higher-level variants shoot elemental arrows, so they sting a little more. But their health is so low, they can't pose too much of a challenge. Difficulty Rating: 2.5 ------------------ Sand Maggot Young ------------------ Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sand Maggot Young None None 7-22 Act II Rock Worm Young None None 8-23 Act II Devourer Young None None 8-26 Act II Giant Lamprey Young None None 9-28 Act III Blood Maggot Young None None 12-36 Act IV General Strategy: The easiest things ever. But they do come in numbers that grow quickly, and their attacks are a force to reckon with. But their health is soooo low it doesn't matter. I mean, Act IV with 12 health? They are too easy Difficulty Rating: 2 ------------ Blunderbore ------------ Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Blunderbore None Knockback Attack 41-73 Act II Gorbelly None Knockback Attack 45-81 Act II Mauler None Knockback Attack 45-81 Act II Urdar All Knockback Attack 62-111 Act IV General Strategy: They are big, tough strong, knock you back, and can kill you in a couple of hits kind of people. But they are sooo slow they can't hit you. They are like the Wendigos but upgraded and with knockback. Difficulty Rating: 5 ------- Zealot ------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Zakarumite None None 52-69 Act III Faithful None None 57-75 Act III Zealot None None 62-82 Act III General Strategy: These guys are basically warriors. They are mediocre. They have mediocre attacks, speed, defense, health etc. Just attack them with whatever. Difficulty Rating: 6 ----- Frog ----- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Swamp Dweller None Spits Fireballs 57-75 Act III Bog Creature None Spits Fireballs 60-79 Act III Slime Prince None Spits Fireballs 62-82 Act III General Strategy: Just kill them. They aren't that tough and their fireballs don't do much damage at all. They have considerably health, but that nothing to worry about. They are too easy to kill, and they look cool when they die. Difficulty Rating: 4 ------- Cantor ------- CL/M/T/B=Chain Lightning/Meteor/Teleport/Blizzard Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Sexton None CL/M/T/B 54-72 Act III Cantor None CL/M/T/B 60-79 Act III Heirophant None CL/M/T/B 65-86 Act III General Strategy: These guys are a real pain-in-the-ass. They have some strong attacks and they can cast them from where you can't see them. This doesn't bode well, especially with Blizzard. You can be standing around looking at your inventory, when you all of a sudden die from a blizzard attack. They are very dangerous. They make a certain noise when you come close to them, and that's how you can beat them. But once you hear it, you must look around for that guy or he will tear you apart. He is so weak in hand to hand, he is easy to kill after you find him. Proceed with caution. Difficulty Rating: 8 --------- Tentacle --------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Water Watcher None None 49-65 Act III River Stalker None None 54-72 Act III Stygian Watcher None None 60-79 Act III General Strategy: These guys are real easy. They don't attack and you should bother attacking them. You should not that they only appear in swamps and you can attack these usually by projectile attacks but sometimes hand to hand. Don't even attack these guys since if you kill the tentacle head the tentacles will die as well. Difficulty Rating: 1 ------------- Tentaclehead ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Water Watcher None Spits Poison 49-65 Act III River Stalker None Spits Poison 54-72 Act III Stygian Watcher None Spits Poison 60-79 Act III General Strategy: These guys can get annoying especially if you can't shoot any attacks. That is the only way you can attack them. Also, they spit some pretty strong poison that can hurt you pretty bad. Beware of these guys. The worst part is that if you have many guys attacking you and this guy is shooting poison at you at the same time, it gets ugly. Difficulty Rating: 6.5 -------------- Skeleton Mage -------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Returned Mage None Poison 10-15 Act II Bone Mage None Cold 12-16 Act II Burning Dead Mage None Lightning 14-20 Act II Horror Mage None All 17-23 Act II General Strategy: These guys are easy, but they usually bring strength in numbers. In other words, one bolt is easy to dodge, 30 is pretty hard to dodge. But if you can single them out, they become much easier and then you can kill them easily. Difficulty Rating: 4 -------------- Fetish Shaman -------------- I=Inferno Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Fetish Shaman None Raises Fetish/I 30-49 Act III Flayer Shaman None Raises Flayer/I 31-51 Act III Soul Killer Shaman None Raises Soul Killer/I 32-52 Act III General Strategy: These guys can get annoying and they can cause some serious damage. Do not get close without killing them; they will hurt you BADLY with their inferno. Once you think you kill them, they just become another Fetish. Easily solved by clicking twice on the guy instead of once. But be careful around these guys cause you can die pretty easy if you aren't careful. Difficulty Rating: 7 ------------ Finger Mage ------------ HM/DM=Homing Missiles/Drains Mana Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Doom Caster F/L HM/DM 57-81 Act IV Strangler F/L HM/DM 60-84 Act IV Storm Caster F/L HM/DM 62-87 Act IV General Strategy: These guys are your average tough guys. They have pretty high health and pretty strong attacks and such, but I don't have much to say for them. Just kill them anyway possible. Just try not to use fire or lightning (hence the resistances). Difficulty Rating: 6.5 ------------- Regurgitator ------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Corpulent None Eats and spits corpses 57-81 Act IV Corpse Spitter None Eats and spits corpses 60-84 Act IV Maw Fiend None Eats and Spits corpses 62-87 Act IV General Strategy: These guys are pretty tough, but their main idea is that they will find a dead anything, eat it and spit it back at you in a fireball type attack. It has HUGE damage. They rarely spit them at you, but when they do they hurt. Otherwise they are a cinch. Difficulty Rating: 7 -------------- Undead Horror -------------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Doom Knight All None 57-81 Act IV Abyss Knight All All 60-84 Act IV Oblivion Knight All Bone Spirit/Curses 62-87 Act IV General Strategy: These are the hardest guys, I think, in the game. They are the hugest pain in the ass and they can make you die in a couple of seconds. They have so many curses and they can give you amplify damage and hit you with a bone spirit and you are dead. My advice is run away whenever you get a curse, even if you don't know what it is. Then when it is gone, try to kill the other guys first, then the knights, and you will have more success beating them. Difficulty Rating: 10! ---------- Megademon ---------- Variants Resistance Special Attacks Hit Point Range Found In -------- ---------- --------------- --------------- -------- Balrog Fire Inferno 57-81 Act IV Pit Lord Fire Inferno 60-84 Act IV Venom Lord F/P Inferno 62-87 Act IV General Strategy: These guys are tough; they usually have high health and are fast and strong. Only thing that I don't get is why they don't use their inferno more often. Oh well! That puts you at an advantage, so quickly kill them before they have a chance to use their inferno. Difficulty Rating: 8.5 ~~~~~~~~~~~~~~~~~~~~~~~~~ Diablo 2 Unique Monsters ~~~~~~~~~~~~~~~~~~~~~~~~~ These are really the bosses and mini-bosses of the game. The format will be a little different, because I don't know their hit points and resistances. They obviously don't have a variant. But otherwise the table is the same. Also, the unique monsters have special qualities. I will show you a table of those qualities and what it does to the monsters. Attribute Effect --------- ------ EXTRA STRONG | Min. Damage x3, Max. Damage x3, To Hit Plus 25% EXTRA FAST | Unique & Pack get Velocity increase; Attack Rate x2 MAGIC RESISTANCE | Resist All 75% (Fire, Cold, Lightning, and Poison) CURSE | 50% hits, an Amplify Damage curse on attacker FIRE ENCHANTED | Fire Min. + (Min. Damage), Fire Max. + | (Max. Damage), x2 To Hit, Fire Resist 75% COLD ENCHANTED | Cold Min. + (Min. Damage), Cold Max. + (Max. | Damage), To Hit x2, Cold Resist 75% LTNG. ENCHANTED | Ltng. Min. + (Min. Damage), Ltng. Max + (Max. | Damage), To Hit x2, Ltng. Resist 75% MANA BURN | Mana Min. + (Min. Damage x4), Mana Max. | + (Max Damage x4), To Hit x2, Magic Resist 75% SPECTRAL HIT | Fire, Ltng., & Cold Resist 20%; To Hit x2 (Random | Fire, Cold, Ltng., Magic & Poison do element hit) + | (Min. Damage) + (Max. Damage) STONE SKIN | Damage Resist 80%, AC x3 MULTI-SHOT | Two more missiles of the same type are shot TELEPORT | (Health <33%) or (Ranged monster & someone is | close); Teleport if (Health <33%) add +25% of Max. | Hit Points to Health AURA ENCHANTED | At level 2 (Holy Fire or Holy Freeze or Holy | Shock); at level 4 (Might or Thorns, or Conviction | or Fanaticism) THEIVING | Monster steals potions out of the Belt (potions | drop down to proper slot) POISON STRIKE | Hit poisons target POISON CLOUD | Damages and poisons like the Poison Javelin skill FIRE ARROW | Damages like the Fire Arrow skill Whew. Okay, now here are those bosses!! --------- Andariel --------- Special Attributes Found In ------------------ -------- Poison Strike, Poison Cloud Act I General Strategy: Okay, first of all you should be around level 16 when you fight her. When you enter the room she is in, there are two small alcoves to the side that have guys in them. Kill them FIRST. Andariel won't see you until you start walking up the carpet. Make sure you have plenty of potions and antidotes. Equip the antidotes to the third slot. Now, if you are a melee attacker, it will be MUCH MUCH simpler to defeat her. Basically just attack her. A good way to attack her without her attacking you is to lure her towards your mercenary. Sure, it was going to die anyway so at least you can get a few hits on it. Once the mercenary dies, keep on attacking and using those potions. For ranged attackers, you will have to use the hit and run technique. She will always charge after you so attack her until she gets close, then run away. It will take longer, but you will not get hurt if you do it right. Eventually she will die, she has a lot of hit points so prepare for a long fight. Difficulty Rating: 7 -------------------------- Bishibosh (Fallen Shaman) -------------------------- Special Attributes Found In ------------------ -------- Magic Resistance, Fire Enchanted Act I General Strategy: He would be easy if he was alone, but can be a problem because of all the other fireballs from the minion Shamans. He can raise dead Shamans, so your best bet is to try to kill him first. Try to go around the outside of the little encampment around to him, so you can kill him quickly without all his other buddies realizing it. Difficulty Rating: 3.5 --------------------- Bonebreak (Skeleton) --------------------- Special Attributes Found In ------------------ -------- Extra Strong, Magic Resistant Act I General Strategy: Basically just kill him like any other guy, he might take 3 hits instead of one like the other skeletons, and be is nothing special, just kill him. Difficulty Rating: 2 ----------------------------------- Blood Raven (Corrupt Rogue Archer) ----------------------------------- Special Attributes Found In ------------------ -------- Fire Arrow Act I General Strategy: The first mini-boss of the game. She really wakes you up from what is an easier first part of the game. She is pretty hard if you aren't strong enough. You must ignore all of the zombies and skeletons that are surrounding her, because she just raises more. But, I haven't tried this out yet, but if you kill her minions, while she is in the motion of raising her new minions, you could attack her. You need fast reflexes for this and you almost MUST be ranged. It would be very hard to do it when you attack melee. Anyway, if you are melee, the easiest way is to lead her into a corner and just beat on her while she stands there helplessly. If you are ranged, you need to attack her at the same time that she attacks you. When she attacks you she stands still, so attack her with several clicks then dodge her attacks. She will die in no time. Difficulty Rating: 3.5 ----------------------- Coldcrow (Dark Ranger) ----------------------- Special Attributes Found In ------------------ -------- Cold Enchanted Act I TBC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Expansion Pack Regular Monsters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TBC ============== 8. Item Lists ============== I will try to cover all of the different kinds of items, including exceptional and elite items. The armor will NOT include crude or broken or anything else like that. Thanks to battle.net for some information on these items. ~~~~~~~~ Weapons ~~~~~~~~ The way to beat the game, and one of the best parts about the game is the variety of weapons you can choose from. Here is a list of all the normal weapons you can get in the game. ------------ Normal Axes ------------ Axes are big strong hand-to-hand weapons that can be one or two handed. I personally stay away from axes, because I like the other classes better. But it is your decision. ********* Hand Axe ********* Minimum/Maximum One Handed Damage: 3-6 Minimum Strength: None Minimum Dexterity: None Range: 1 Durability: 28 Sockets: 2 Speed by Class: Fast - Amazon, Assassin, Barbarian, Druid, Necromancer, and Paladin. Normal - Sorceress **** Axe **** Minimum/Maximum One Handed Damage: 4-11 Minimum Strength: 32 Minimum Dexterity: None Range: 2 Durability: 24 Sockets: 4 Speed by Class: Fast - Assassin and Paladin. Normal - Barbarian, Druid, Necromancer, Sorceress. *********** Double Axe *********** Minimum/Maximum One Handed Damage: 5-13 Minimum Strength: 43 Minimum Dexterity: - Range: 2 Durability: 24 Sockets: 5 Speed by Class: Fast - Assassin and Paladin. Normal - All Others ************** Military Pick ************** Minimum/Maximum One Handed Damage: 7-11 Minimum Strength: 49 Minimum Dexterity: 33 Range: 2 Durability: 26 Sockets: 6 Speed by Class: Very Fast - Assassin and Paladin. Fast - All Others ******** War Axe ******** Minimum/Maximum One Handed Damage: 10-18 Minimum Strength: 67 Minimum Dexterity: - Range: 3 Durability: 26 Sockets: 6 Speed by Class: Very Fast - Assassin and Paladin. Fast - All Others ********** Large Axe ********** Minimum/Maximum Two Handed Damage: 6-13 Minimum Strength: 35 Minimum Dexterity: - Range: 2 Durability: 30 Sockets: 4 Speed by Class: Very Fast - Druid. Fast - Necromancer, Paladin, and Sorceress. Normal - Amazon, Assassin, and Barbarian. ********** Broad Axe ********** Minimum/Maximum Damage: 10-18 Minimum Strength: 48 Minimum Dexterity: - Range: 2 Durability: 35 Sockets: 5 Speed by Class: Fast - Druid, Paladin, and Sorceress. Normal - Amazon, Assassin, Barbarian, and Necromancer. *********** Battle Axe *********** Minimum/Maximum Damage: 12-32 Minimum Strength: 54 Minimum Dexterity: - Range: 2 Durability: 40 Sockets: 5 Speed by Class: Fast - Druid. Normal - Necromancer and Sorceress. Slow - Amazon, Assassin, Barbarian, and Paladin. ********** Great Axe ********** Minimum/Maximum Damage: 9-30 Minimum Strength: 63 Minimum Dexterity: 39 Range: 3 Durability: 50 Sockets: 6 Speed by Class: Very Fast - Druid. Fast - Necromancer, Paladin, and Druid. Normal - Barbarian, Assassin, Amazon. ********** Giant Axe ********** Minimum/Maximum Damage: 22-45 Minimum Strength: 70 Minimum Dexterity: - Range: 4 Durability: 50 Sockets: 6 Speed by Class: Fast - Druid. Normal - Necromancer and Sorceress. Slow - Amazon, Assassin, Barbarian, and Paladin. ----------------- Exceptional Axes ----------------- They are usually found in Nightmare. ******** Hatchet ******** Minimum/Maximum One Handed Damage: 10-21 Level Requirement: Level 19 Minimum Strength: 25 Minimum Dexterity: 25 Range: 1 Durability: 28 Sockets: 2 Speed by Class: Normal - Sorceress. Fast - All Others ******** Cleaver ******** Minimum/Maximum One Handed Damage: 10-33 Level Requirement: Level 22 Minimum Strength: 68 Minimum Dexterity: - Range: 2 Durability: 24 Sockets: 4 Speed by Class: Fast - Assassin and Paladin. Normal - All Others ********* Twin Axe ********* Minimum/Maximum One Handed Damage: 13-38 Level Requirement: Level 25 Minimum Strength: 85 Minimum Dexterity: - Range: 2 Durability: 24 Sockets: 5 Speed by Class: Fast - Assassin, Paladin. Normal - All Others. ********* Crowbill ********* Minimum/Maximum One Handed Damage: 14-34 Level Requirement: Level 25 Minimum Strength: 94 Minimum Dexterity: 70 Range: 2 Durability: 26 Sockets: 6 Speed by Class: Very Fast - Assassin, Paladin. Fast - All Others. ***** Naga ***** Minimum/Maximum One Handed Damage: 16-45 Level Requirement: Level 25 Minimum Strength: 121 Minimum Dexterity: - Range: 3 Durability: 26 Sockets: 6 Speed by Class: Normal - Sorceress. Fast - All Others ************* Military Axe ************* Minimum/Maximum Two Handed Damage: 14-34 Level Requirement: Level 25 Minimum Strength: 73 Minimum Dexterity: - Range: 3 Durability: 26 Sockets: 6 Speed by Class: Very Fast - Druid. Fast - Necromancer, Paladin, Sorceress. Normal - Amazon, Assassin, Barbarian. ************ Bearded Axe ************ Minimum/Maximum Two Handed Damage: 21-49 Level Requirement: Level 25 Minimum Strength: 92 Minimum Dexterity: - Range: 2 Durability: 35 Sockets: 5 Speed by Class: Fast - Druid, Paladin, Sorceress. Normal - All Others. ****** Tabar ****** Minimum/Maximum Two Handed Damage: 24-77 Level Requirement: Level 25 Minimum Strength: 101 Minimum Dexterity: - Range: 2 Durability: 40 Sockets: 5 Speed by Class: Fast - Druid. Slow - Paladin. Normal - All Others. *********** Gothic Axe *********** Minimum/Maximum Two Handed Damage: 18-70 Level Requirement: Level 25 Minimum Strength: 115 Minimum Dexterity: 79 Range: 3 Durability: 50 Sockets: 6 Speed by Class: Very Fast - Druid. Fast - Necromancer, Paladin, Sorceress. Normal - Amazon, Assassin, Barbarian. ************ Ancient Axe ************ Minimum/Maximum Two Handed Damage: 43-85 Level Requirement: Level 25 Minimum Strength: 125 Minimum Dexterity: - Range: 4 Durability: 50 Sockets: 6 Speed by Class: Fast - Druid. Normal - Necromancer, Sorceress. Slow - Amazon, Assassin, Barbarian. ----------- Elite Axes ----------- TO BE CONTINUED =========================== 9. Magic Prefixes/Suffixes =========================== I will analyze the names of all the magical items in the game. It will be a table-like format. Here we go!! ~~~~~~~ Charms ~~~~~~~ These are new expansion set additions that give you an added effect, just by being in your inventory. The name tells you what the effect is, and here I will list those names and what they do. The names mean different things if it is a small, large, or grand charm so it might get a little long, but bare with it. Here we go. ------------- Small Charms ------------- ********* Prefixes ********* Name Bonus Min Max Level Requirement ---- ----- --- --- ----------------- Stout Defense 1 1 1 Stout Defense 4 8 15 Burly Defense 15 20 28 Stalwart Defense 20 30 40 Red Minimum Damage 1 1 16 Sanguinary Minimum Damage 2 2 33 Bloody Minimum Damage 3 3 50 Jagged Maximum Damage 1 2 17 Forked Maximum Damage 3 4 30 Serrated Maximum Damage 5 6 45 Rugged Stamina 4 8 1 Rugged Stamina 9 16 15 Bronze Attack Rating 2 4 1 Bronze Attack Rating 6 12 15 Iron Attack Rating 13 24 31 Steel Attack Rating 25 36 49 Fine* Attack Rating 10 20 21 Lizard's Mana 1 2 12 Lizard's Mana 3 7 12 Snake's Mana 8 12 24 Serpent's Mana 13 17 40 Shimmering % Resist All 3 6 25 Azure % Resist Cold 3 5 1 Lapis % Resist Cold 6 7 10 Cobalt % Resist Cold 8 9 20 Sapphire % Resist Cold 10 12 32 Russet % Resist Fire 3 5 1 Garnet % Resist Fire 6 7 10 Ruby % Resist Fire 8 9 20 Crimson % Resist Fire 10 12 32 Tangerine % Resist Lightning 3 5 1 Ocher % Resist Lightning 6 7 10 Coral % Resist Lightning 8 9 20 Amber % Resist Lightning 10 12 32 Beryl % Resist Poison 3 5 1 Viridian % Resist Poison 6 7 10 Jade % Resist Poison 8 9 20 Emerald % Resist Poison 10 12 32 *Bonus 2: Max Damage Min 1 Max 3 ********* Suffixes ********* Name Bonus Min Max Level Requirement ---- ----- --- --- ----------------- of Craftsmanship Max Damage 1 2 15 of Quality Max Damage 3 4 28 of Maiming Max Damage 5 6 43 of Dexterity Dexterity 1 1 5 of Dexterity Dexterity 2 2 16 of Balance Fast Hit Recovery 5 5 29 of Greed % More Gold 5 10 15 of Fortune % Magic Find 2 2 18 of Good Luck % Magic Find 3 4 33 of Life Life 5 10 14 of Sustenance Life 11 15 17 of Vita Life 16 20 39 of Strength Strength 1 1 5 of Strength Strength 2 2 16 of Inertia Fast Run/Walk 3 3 27 -------------- Medium Charms -------------- ********* Prefixes ********* TO BE CONTINUED ============================= 10. Secrets/Tips/Cheats/Bugs ============================= Here is basically some miscellaneous information that didn't fit anywhere else in the FAQ. Big thanks to Chris for this information! So here we go. -To get to the Cow Level, you must have beaten the game on any difficulty, and you must put Wirt's leg along with a Tome of Town Portal and transmute them using the Horadric Cube to create a portal to the Cow Level. It is difficult, and good luck. -The gambling odds are as follows. Your chance of gambling an exceptional or elite item increases as your level increases. Any item with the ability to find Magical Items more does NOT affect gambling odds. Magical Item: 90% (9 in 10) Rare Item: 9.989% (~1 in 10) Set Item: .01% (1 in 10,000) Unique Item: .001% (1 in 100,000) -In both single and open Bnet games, typing in "Players x", where x is a number from 1-8, sets the simulated number of players in that game. For example, if you type in "players 7" then the monster's life, experience, gold, and weapons will follow accordingly. It doesn't work though if you put a number lower than the number of players in the game. For example, if there are 5 players in the game and you type in players 2, it won't lower the monsters' level. -All monsters in Hell automatically have a 50% resistance to physical attacks. Also, almost all monsters are immune to one thing, which means they won't be damaged by it. -Your chance to hit and chance to be hit is capped at 95%. For chance to block and Elemental resistances, the cap is 75%. But, with some items, you can raise the cap of elemental resistances to 95%. Physical damage reduction is also capped at 75%. -Life and Mana leeching is cut in half in Nightmare, and in half again in Hell difficulty. You cannot leech from skeletons, or inanimate objects such as catapults or lightning spires. ============================================================================================ This Diablo 2 Walkthrough/Guide and been formatted to the clan XaS. >website: www.xasnation.cjb.net >My E-mail: tylatylaa@hotmail.com >My AIM: m0rpheu2 >Questions, problems, concerns, just reach me. <<<<<<<<<<----------Thanks for Visiting Xas Nation---------->>>>>>>>>> The #1 Battle.Net Clan In Starcraft!