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