Begin Document---------------------------------------------------- From: Desslock Newsgroups:, Subject: Diablo FAQ/Guide-v.1.5 (1 of 3) Date: Sat, 01 Mar 1997 04:03:36 -0500 - The Attributes of over 150 monsters, including the resistances and immunities of unique monsters. - Complete explanations of all of the spells in the game. - An explanation of the importance of magical resistances. - Detailed lists of the magical items in the game, including unique items. - List of Shrines and their effects - Description of all of the books in the game - Class differences and attribute maximums explained. - FULL Walkthroughs to all of the Quests - Many convenient tables and charts. A full list of the changes from prior versions is contained at the end. Desslock DESSLOCK'S DIABLO INFORMATION GUIDE version 1.5 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