Prima Diablo Strategy Guide
Prima Diablo Strategy Guide
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THE OFFICIAL STRLATEGY GviDE
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ISBN: 7615-0371-4
Library of Congress Catalog Card Number: 96-72243
Printed in the United States of America
97989900DD10987654321
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2 DiABLO: THE OFFICIAL STRATEGY GviDE
uJELCOmE To TRfSTRLAm
Though the dungeons and caves you explore beneath the earth
generate randomly) Tristram)s geography remains constant. It)s
where you begin the game) and it)s as good a place as any to begin
this discussion of your adventure.
Tristram's inhabitants all have something valuable to say, and
these townsfolk trigger the majority of your quests. In addition)
some of the citizens have unique abilities you'll take advantage of
throughout the game.
II
I2 DiABLO.. THE OFFICIAL STRLATEGY GviDE
C|vESTiIIG
Once you're acquainted with the townsfolk, it?s time to explore the
labyrinth beneath the church. You'll find that the good people of
Tristram often have some task they)d like you to perform while the
monsters are nipping at your heels. Most quests consist of snatch-
ing something from the dungeon) and then trading it in town for
other items or services.
You can ignore the townsfolk's requests, but it)s frequently bet-
CHAPTERl3: GAME OvERyiEW I9
tor to honor them. Hey) you?re down in the dungeon anyway; if the
Witch wants to get her hands on a Black Mushroom, you might as
well bring it back. You need all the friends you can get....
Realize that there are some quests which always appear in the
game) while others are selected from specific sets. These quests are
chosen randomly as each game begins. Though certain actions may
trigger certain scenarios) you cannot trigger any quest you want.
For their complete listing) their groupings, and some tactical advice)
check the "Quests" chapter.
20 DiABLO: THE OFFICIAL STRLATEGY GviDE
GEIIERaL ExpLORaTioII
slow and careful is the best way to approach exploring the caverns
beneath Tristram,s church. Sure, you can stride from room to room
brashly) hoping simply to swat aside any opposition. Inevitably,
though, this approach will land you smack in the middle of more
monsters than you)ll find in a Steven King novel.
THE iIITERLFACE
D].ablo?s manual dissects the controlling interface nicely) but the fol-
lowing practical considerations can further enhance your enjoyment
of the game. once you get used to the various menus at hand) con-
figuring and moving your character efficiently becomes second
nature. This will leave you free to concentrate vanquishing the mas-
ters of darkness.
CHAPTEBl3: GAME OvERyiEW 25
PRLOPEBICoHFiGVRaTioII
At the start of the adventure, you have precious few weapons and
armor) so configuration isn)t critical. As you begin knocking trea-
sure loose from dungeon denizens) however) and you accumulate
enough gold to purchase upgrades? configuring your character
properly separates the breathing heroes from the dead.
You?ll soon note D!.ab/o?s huge list of items and magical charac-
teristics. Each item can take on a myriad of magical aspects.
26 DiABLO: THE OFFICIAL STRATEGY GviDE
for the level?s monster populace) and the kind of combat likely in
store. Stop and equip with the most common monsters in mind,
then prepare a second configuration to handle the other denizens.
TAKfIIG iIIVEIIToRLY
The space in your inventory is limited, so don't carry around a lot
of junk.
As you collect treasure, you'll constantly face the dilemma of
what to equip) what to carry with you, and what to leave on the
dungeon floor.
Hang onto all magical items, especially early in the game. You'll
know an item has magical properties by the blue text description
that comes up when you discover the item lying on the floor, and
also by the "Not Identified" designation you can see after the item
is added to your inventory.
Even if you can't use or don't particularly want some item of
treasure, you can unload anything you find for quick cash up in
Tristram) through either the Blacksmith or the Witch. Getting those
goodies back to town can be a logistical problem) however. So can
discovering a valuable) but as yet unusable) piece of equipment)
scroll? or book. Keep the following in mind for just such quandaries.
How ORILATER?
When you're traveling through the dungeon, rich with Health and
Mana, it would be foolish to drop your quest and hike back to town
to sell your spoils. Let your Health and Mana levels dictate when
CHAPTERl3: GAME OvERyiEW 29
But how do you carry all that equipment and still hang onto the
stuff you're positive you want to keep?
You don)I.
Take only the things that you want to sell. Leave ever!rfhing else
in a pile on the dungeon floor) near your portal or the stairway to
town. Nothing will disappear while you're gone, and you greatly
increase the amount of goodies you can take back to Tristram.
Equip weapons and wear armor you intend to unload to further
increase your carrying capacity, then re-outfit when you return to
the labyrinth.
Likewise) if you find an excellent weapon) book, or scroll you
can't use yet, but want to hang onto, don't waste valuable inventory
space dragging it around the dungeon. Take it to Tristram, and
throw it on the ground. It won't go anywhere. As your specific abili-
ties increase) reclaim the relevant item. (Note: If you start a new/
game with the same character, any objects left on the ground un.//
disappear.)
PRfmARLY CHARaCTEBITRLAiTs
As you slash your way toward Diablo, your fledgling adventurer will
gain Experience. At each successive Experience level you receive
five points to distribute among your hero)s various traits. character
traits are discussed in greater detail in Chapter 4; however, keep
the following in mind as you dole out those five precious points.
First) it may be unwise to let one area fall disproportionately far
behind the others. Each primary category directly affects crucial
components that can make your character a more formidable and
CHAPTER`3: GAME OvERyiEW 3I
OTHERICHARLACTERfSTics
Your character)s primary attributes) as you?ll notice when points are
distributed and magical enhancements become more common)
influence other character traits in ways both dramatic and slight. If
you,ve played a Dungeons & Drc!gons-type game before) the con-
cept will be familiar, though specific calculations are) of course)
unique to D!.cid/O.
ARLmORICLASS
The Armor C/ass number measures how well-protected your char-
acter is from physical harm. It sums up the Armor Class ratings of
everything he or she is wearing? including any magical enhance-
ments (or penalties). The higher the Armor Class number) the better.
To Hit PERLCEIITAGE
The To Hit percentage measures your character's chances of hitting
an average opponent in combat. This number only reflects your
DAMAGE
The Damage number is the range of Hit Points you)ll damage a
monster each time you land a blow. Again) this is a baseline num-
ber; actual Damage results from a calculation that incorporates your
attack abilities plus the specific monster)s defenses.
R|ESiST MAGIC
This number measures your character's resistance to Magic-based
attacks. Early in the game) this is rarely a factor) since fire and light-
ning are more common than this type of Magic near the top of the
dungeon. Once you begin to battle Succubi, this becomes a much
more important factor. In the bottom of the dungeon) your ability to
shrug off hostile Magic often can mean the difference between life
and death.
CHAPTEBl3: GAME OvERyiEW 35
R|ESiST FiRLE
Probably the most common magical attack is a fire-based spell) so
allocate points to this number before venturing too deeply. Watch
for fire-resistant weapons or armor. It,s often worth hanging onto a
lesser piece of equipment just for the magical protection. Magical
attacks don,t consider Armor Class or have any effect on an item)s
Durability) so even some Rags might be worth leaving up in Tris-
tram if they feature a high enough fire resistance.
36 DiABLO: THE OFFICIAL STRATEGY GviDE
R|ESiST LiGHTHiHG
If someone?s firing magical bolts at you? and it looks like /I.ghfm.ng}
that,s because it is. That)s a generalization) but electrical attacks
become increasingly more common as you make your descent.
OTHERFEATvRLES,
RLAIIDOm iHSiGHTs
Beyond the specifics of equipping your character? understanding a
couple of interface nuances up front will help make your Diablo
experience more entertaining.
THE AvTomAP
One of the nicest features in the game just happens to be the
Automap) which gives a top-down view of the dungeon) filling in
areas as you explore. And the best trick to know about the
Automap is that you can scroll the map without moving your char-
acter by utilizing the arrow keys on the keyboard. It's fairly
essential) and certainly prudent, to clear an entire level of dungeon
before venturing to the next. Be sure to review the map to make
sure there are no blank areas before you proceed.
38 DiABLO: THE OFFICIAL STRLATEGY GviDE
SpELL LEVELS
Reading two of the same type of Spellbook increases your level of
expertise with that spell. The spell costs less Mana to perform? does
greater damage to an enemy, and lasts longer with each level it
climbs.
CHAPTEB|3: GAME OvERyiEW 39
SpELL HoTKLEYS
spe" hofkeys allow you to throw more than one spell without call-
ing up the onscreen spellbook. Once you've learned a couple of
spells) it,s a good idea to establish some. If your playing the Sor-
cerer, where a quick and efficient combat sequence is essential to
your survival) the hotkeys can be a real life-savor. To assign a
hotkey} click on the large current spell square) and Similar squares
for all the spells appear across the screen. Next) position the cursor
40 DIABLO: THE OFFICIAL STRATEGY GviDE
over the spell (or skill icon) of your choice, and press the F5-F8
keys to assign the spell. Just as you would configure your armor
and weapons for specific combat situations, you should constantly
be juggling your hotkey lineup to suit the immediate opponent.
When you?re not sure about a monster)s immunities) hotkey both a
Fire- and a Lightning-based spell) and test )em out on the crowd.
CHAPTEBl3: GAME OvERyiEW 4I
CoLORICoDES
In D!.clb)O) the COIOr Of an icon, a Caption) and even an Object Can
tell you a lot about that item's nature. Become familiar with the fol-
lowing color identifiers.
SpEEDBOOK
. Gold - Skill. This is an inherent characteristic of your charac-
tor, which improves with skill level
. Blue - Learned Spell. Once you learn a spell) it,s yours for
the duration of the game) under most circumstances.
. Red - Scroll. A scroll has one use only. Once you exhaust a
particular scroll) it disappears from your inventory.
. orange - Staff. A staff) which you use as a weapon) has a
limited power supply? but you may recharge it under certain
circumstances.
ITEM DESCRiPTioIIS
I White = Normal
. Blue-Magic
. Gold - Unique
42 DiABLO: THE OFFICIAL STRATEGY GviDE
GEIIERaL mOVEmEIIT
Navigating D!'ab/o's world quickly and efficiently is a fundamental
skill) but) as with many of the game,s aspects) mastering the sub-
tleties can make you more of a force to be reckoned with.
Notice that when you move in large, clear areas-especially the
town-placing the cursor near the edge of the screen and holding
down the left mouse button lets you travel in that direction, scrolling
the screen as you go.
When moving in the dungeon) however) keep the cursor within
an inch-and-a-half of your hero) or you)ll constantly be strolling into
hordes of monsters. By moving folward in small increments, you
can often draw out the monsters a few at a time) as opposed to
rousting the entire populace of a large area with one careless pass.
DiABLO: THE OFFICIAL STRATEGY GviDE
THE WARRfOK
The strongest and toughest class, the Warrior, excels in hand-to-hand
combat. His natural strength) properly cultivated? allows him to utilize
heavy armor, cumbrous axes, weighty clubs, and massive blades that
are beyond the means of most Sorcerers and Rogues.
The Warrior is also a skillful craftsman, possessing an inherent
ability to repair weapons and armor in the field (although he?s no
match for a true blacksmith). As with all the charcter classes) the War-
rior's aptitude with his special skill increases with each level of
experience earned (see next tip).
Though Griswold can repair any item up to its current available
Durability) the price runs high when magical or Unique items are
involved. Unless an item is so obviously irreplacable that you never
want to lower its Durability, it makes sense to have the Warr'ior effect
repairs as opposed to paying for them.
In the middle of the game, when various suits of armor and
weapons become available) the Warrior?s skill is most valuable.
Though an item eventually (wears down, after repeated repair jobs
from the warrior? you?ll invariably pick up something as a replace-
ment before things begin to get knocked from your body in battle.
The Warrior comes into his prime midway through the game,
when a large axe and an attitude is all it takes to deal effectively with
the general population. At the beginning of the game) expect to use
down plenty of Health Scrolls and Potions as you grapple at close
quarters. Late in the game? be sure to have your three magical resis-
tances pumped up) or the bottom-dwellers of the dungeon will have
their way with you from afar.
DIABLO: THE OFFICIAL STRATEGY GviDE
well. Also be on the lookout for weapons or armor that carry a Magic
component) either adding to your own Strength or bolstering resis-
tances. That,s an easy way to kill two birds with one stone.
A uJARRiOR:S iIISiGHTs
. The Stone Curse spell is the most effective way to keep enemies
from running away.
. The Teleport spell effectively closes gaps with distant attackers.
. Flash is a good crowd-control spell) and relatively Mana-economical.
. Keep something in your inventory to augment magical abilities, thus
allowing you to cast the high-end spells.
. Use potions or scrolls for healing, not the spell.
THE RLOGVE
The Rogue character, long the abandoned wasteland of role-playing
games) stakes out new territory in D!.ab/o. Until you?ve hoisted the
DiABLO: THE OFFICIAL STRATEGY GviDE
bow) you?ll never suspect the truly devastating impact it can have
when properly wielded, and the Rogue has the potential to fully
exploit its merciless nature.
Especially in the early levels of the dungeon, while the Warrior is using
Health at an expensive rate and the Sorcerer is likewise going through
Mana) the Rogue stands back at a distance, or peeks through gratings)
building experience levels rapidly at the expense of the lesser monsters.
One of the mysterious Sisters of the Sightless Eye) the Rogue)s
"sixth sense" allows her to perceive and disarm traps before they
spring. She should keep her distance from the more powerful mon-
sters until she)s bolstered her Vitality and found some decent armor.
As with the Warrior) the Rogue should work to cultivate strong mag-
ical components to attack and defense) though the Rogue may want to
use Magic almost in lieu of hand-to-hand combat: She already has a
ranged attack. With the armor restrictions placed on the class by its
lesser Strength) it?s good to be able to throw the proverbial "kitchen
sink" at an enemy if and when it manages to appear right beside you.
First and foremost, of course, the Rogue should endeavor to be a
devastating bowman... bowwomon... at the expense of everything
else. Crank up the Dexterity, and save your gold. If you can't lmock
loose a decent bow from the dungeon) buy one as soon as the oppor-
tunity presents itself.
The Rogue should) for all practical intents and purposes) never
enter a battle without a bow in hand. Armor, in the form of capes and
caps, is dirt cheap' and a decent bow can keep all your enemies dying
at a distance an;rvay. For specific insights regarding fighting with the
CHAPTERl4: THE CHARaCTERLS
bow) check the chapter on combat. Though enagaging with the bow
is markedly different than any other attack form in the game? it,s
worth the effort to perfect it.
Strength
Magic
Dexterity 2
Vitality 8: i
A R|oGVE'S iIISiGHTs
. With very few exceptions) the Rogue should fight with the bow.
. The Mama Shield spell is almost as important for the Rogue as for
the Sorcerer.
. Keep both Heal and Mana Shield hot-keyed.
. Stone Curse and a decent bow are a deadly combination.
. Open doors with Telekinesis and fire arrows through the portal from
a distance.
THE SoRLCERLER
The Sorcerer is, of course) the master of magic. A member of the
Brotherhood of the Vizjerei, he,s especially adept at utilizing scrolls
and spells. Right from the start) magic is his natural weapon;
his special skill is the ability to recharge staffs, and as he gains
experience) the Sorcerer learns spells much more quickly than
his counterparts.
CHAPTERl4: THE CHARaCTERLS
The downside to throwing all the coolest spells is, of course, that
the monsters take it personally) and they?d really love to get their hands
on you for just a second or two... occasionally) they do) and so the
Sorcerer has to be concerned with defense, especially at the very start
of the game. The best defense, later in the game, is often a good
offense: Once you start throwing the high-end spells around, namely
Stone Curse, Chain Lightning, Flame Wave, and the occasional dose of
Elemental) all you have to worry about is buying Mana.
It behooves the Sorcerer to invest in Strength, to allow the use of
better armor, and Vitality' to serve as a cushion against those nasty
close encounters. Don)t go crazy with the Vitality) however: Basically)
you need to survive long enough to get your hands on some of those
Mana Shield Scrolls from the witch-or better yet) a book of Mana
Shield. If you can manage to throw a Mana Shield Spell before every
significant chunk of adventuring) you?re Magic Points then function as
Hit Points. If you?ve been pouring earned Experience Points into
Magic early in the game, it can really pay off later on due to the Mana
Shield. From then on, you can just buy potions of Full Mana, utilizing
them as both health and magic power. Though you,ll burn Mama like
crazy' you can, in effect, be replenishing both health and magical
power for the price of a full Mana dose) and that,s a bargain.
One final note on the Mana Shield: Since it wears off when you
employ the Town Portal Spell or travel between levels? and you're
generally going to be casting it from a scroll) try not to use it unless
you,re going to be staying a while at that level. Clean house before
you start taking goodies back to Tristam.
cHAPTEBl4: THE CHARaCTERLS
A SoRLCERLER:S iIISiGHTs
. Use Teleport to escape from crowds.
. Always have a Mama Shield spell in effect.
. Pour points into the Magic characteristic, since Mana serves as both
magic power and Hit Points with the Mama Shield spell in effect.
. The combination of Golem and Stone Curse is perhaps the only
way for a Sorcerer to triumph over Diablo's minions on Hell diffi-
culty: Send your Golem into a room? and watch for him to come
under attack. Stone Curse in the area of the magic attack until the
magic stops. You don,I need a line-of-sight to Stone Curse.
DiABLO: THE OFFICIAL STRATEGY GviDE
Bit PLAYERLS
In addition to your character and the townsfolk of Tristram, several
unique creatures in the dungeon appear as part of certain quests) or
leading a horde of monsters. These are D!.ablo's bit players, deserving
of mention as such) but not worth discussing individually.
Without exception, these monsters are tests of your abilities, and
that)s how you should use them. Even if you just barely squeak by a
Unique monster) it usually means you?re ready for the dungeon
beyond. Conversely' if one kicks your butt time and again, you lack
something in either your attribute totals or your tactical approach.
Be wary that some Uniques are serious curveballs: They are
restant or immune to magic that kills the common variety most effec-
tively. If you devastate a pack of uglies with magic, and the unique
remains relatively unscathed) get the hint and switch to Plan B, or
you,ll burn up an excessive amount of resources to get the job done.
As with other monsters) a Unique should react with some level of dis-
tress if the method of attack you're employing is doing a significant
amount of damage.
Also realize that) although most Uniques will give chase) they can
usually be ditched in the dungeon, allowing you to pilfer anything they
might be guarding. You?ll probably want to put some distance
between you and a Unique, either way, the better to judge its attack
strategies and come up with your own. If it's possible to loop around
behind the Unique and its horde) and employ a little-hit-and-run)
that?s usually a very good idea.
DiABLO: THE OFFICIAL STRLATEGY GviDE
In most cases, you'll want to thin out the crowd before dealing
with the Unique monster. Othelwise, while you)re concentrating your
attacks on the hardest monster to kill, six or seven of his minions get
to take potshots at you. The cumulative effect of an attacking horde
in the time it takes to kill its Unique leader can quite rapidly be deadly.
Figure it out.
DiABLO: THE OFFICIAL STRATEGY GviDE
THE WARIijORI
A brawler. Most of your fighting is going to be done at close quarters)
so armor is as important as weapons, as is the ability to deal out big
chunks of damage.
When equipping the Warrior) strive to acquire items that provide
boosts to Strength, and also feature magic resistance.
Early in the game, you?ll want a shield for protection) though mid-
way you can consider switching to a large axe: the ability to kill an
opponent quickly can offset the slightly increased frequency of suffer-
ing damage-inflicting attacks. Late in the game, you,ll probably want
to pick up a shield again. The monsters at the bottom of hell can)t be
killed with a single axe chop, so it becomes more important to protect
yourself than to have the difference in damage that you realize
between a sword and an axe. Keep in mind though) that a magic axe
with a fast hit or fast recovery component makes a lethal combination.
1
l
DiABLO: THE OFFICIAL STRATEGY GviDE
THE R|oGVE
The bow is the chosen and preferred weapon of
the Rogue. She should literally never have any-
thing else in her hands when going into
combat.
Early in the game? do whatever it takes to
get a decent bow. Sell everything you own if
a bow is available that you can use and even
just barely afford. Don't forget to put Experi-
ence Points into Strength, so that you)ll be
able to use larger bows as they become avail-
able. For specific tips on employing the
bow, see the following section on Ranged
Attacks.
From the standpoint of magical enhance-
ments, think about increasing Strength and
Vitality) as well as Dexterity. Heavy on the Dex-
terity. You need an insanely high To Hit
percentage to effectively thin out hordes of
monsters as you get into the Cavern levels
of the dungeon.
When dealing with large hordes of monsters? you actually want to
close the gap a little at first. You don?I want to charge a single mon-
ster, of course, or risk alerting any of its brethren that might be lurking
out of view. But unless the area behind you) relatively speaking) has
already been cleared) you)re going to run into trouble if you fall back.
And, almost invariably, you will want to fall back. The advantage of
being a bow-slinger is fighting from a distance.
CHAPTEBl5: CRLEATvRLES AIID ComBf|T
THE SoRLCERLERI
As you might suspect, the Sorcerer should devote almost every possi-
ble resource to learning spells? and augmenting magical abilities.
Strength is also an important factor, since eventually you?re going to
want some decent armor. You might also consider employing a bow
as a means of inflicting physical harm? and in that case you?ll want to
be just strong enough to wear a suit of armor, and then pour any
points not headed for Magic almost exclusively into Dexterity. Unlike
the other classes? Vitality is only a concern for the Sorcerer early in
the game-due to the Mama Shield.
Buy the Mana Shield Scroll whenever it appears in the witch)s
inventory' and count your lucky stars should you lay hands on a book
of Mana Shield. With that spell, your Magic Points can be effectively
used as a substitute for Hit Points) and that,s a very good thing when
you?re Hit Points are around 80 and your Magic Points are more
like 300.
Since you?ll want to be dumping so many points into your Magic
total, items which augment other characteristics are almost essential
to your well-being. Also, though staffs with high-end spells can really
wreak havok about halfway through the game) you?ll generally learn
the spells you need at some point, and can lay down a staff in lieu of
a shield and weapon. If those happen to increase some character trait
through magical adjustments) so much the better. Only when you?re
going to battle a huge hoard, where the Mana cost would be insanely
high? should you select a staff for deep in the dungeon. By then) you
should have other items which provide significant defensive adjust-
ments that you can be hanging onto: Save the staff for a specific
Purpose.
DiABLO: THE OFFICIAL STRLATEGY GviDE
RLflHGED ATTACKS
A significant component of Diab;o combat is the ranged attack)
whether that happens to be by bow or magic. As detailed in the previ-
ous individual character sections, each class can employ different
ranged attack forms to different effect, but there are some general
aspects of both physical and magical ranged attacks which you should
consider.
mAGiCAL ComBAT
The following chapter on Magic and Spells points out some of the
specific advantages and disadvantages of particular spells, but magic
in general bears a little combat analysis.
In a nutshell, the difference between the three Classes When it
comes to magic is that the sorcerer should strive to develop long-
range magical attacks) while both the Warrior and Rogue will have to
settle for relatively close-combat versions of the high-end SPells.
As a combat spell increases in level) it generally increases in area
of effect) as well as the economy of Mana with which you can throw
the spell. Though a Rogue or Warrior can eventually develop a few of
the spells to be on a par with the sorcerer) the vast majority of prime
offensive spells are reserved for the mage) and the significant differ-
ence is in the increased area of effect that a high-level Sorcerer
produces.
If you?re playing the Sorcerer, keep testing out various Spells aS
you climb through experience levels, and you'll be pleasantly surprised
at the lists increasing effectiveness. Firebolt, as an example, is a first-
£y DIABLO: THE OFFICIAL STRATEGY GviDE
'<\\
level spell that almost every character learns early on. The difference
between a Sorcerer?s Inferno and that of a Warrior) when both have
reached about 20 experience levels) is amazing.
If you?re playing the Warrior or Rogue) realize that you,re never
going to be cutting loose from a distance with magic to devastating
effect. Yes, there are some exceptions. In general, you,ll find that only
lightning-based spells travel a significant distance before dissipating.
Even if a creature happens to be lightning resistant) you can still use
lightning to soften up a crowd from a distance, and you,ve probably
got the Mana to spare.
Bow ComBAT
Of specific importance to Rogues will be the proper use of the bow, one
of the game?s most devastating weapons. Every monster in the dungeon
is susceptible to physical harm) and being able to inflict physical) as
opposed to magical) damage from a distance is an incredible asset.
Firing the bow effectively is a matter of utilizing the EE key
constantly, adjusting your targeting angle without running blindly
into the fray.
The problem with bow fighting is the simple act of acquiring the
target. In a doorway) that becomes particularly easy) as you can sim-
ply highlight the door. When a monster shows up in the portal, it,ll
highlight automatically) and you can then open fire.
In large and relatively open areas, however, you,ll be sweeping
you,re gauntlet across the crowd to select a target) and most of the
time said target won)t be nice enough to stay in one place. The dan-
ger is that you click on the floor instead of a monster, at which
CHAPTEBl5: CRLEATvRLES AHD ComBAT
time you begin running forward to the point where you clicked
erroneously.
In order to properly acquire a target, hold down the E key' and
begin clicking on the left mouse button. You,ll begin to fire arrows?
though not with a great deal of accuracy. The trick is to carefully watch
your attck angle. A zig-zagging target is much harder to hit then one
moving directly toward or away from you) and you?ll find that monsters
closing the gap are usually easier to hit when moving toward you from
the north? south, east? and west (respective to your screen).
once you)ve begun firing) and are tracking the target with your
gauntlet) you can release the E key to reposition yourself for a better
attack angle. Be mindful that chance To Hit not only is affected by your
class but is also affected by your range. The act of firing the weapon will
keep you from running forward, and you'll pivot to the proper attack
angle.
As you battle with the bow? you,ll want to keep one finger near
the a key, alternating between "rooting" yourself in Place and
releasing the button to adjust your aim ever-so-slightly. Tap the EE
key as you fire, and you)ll be assured of remaining in one place) while
still acquiring targets at sufficient speed. Also) be mindful that your
gauntlet is pointing directly at the torso of the monster you,re attack-
ing. simply highlighting the monster isn?I enough to ensure a hit.
As a final note, realize that you can hold down the EE key and
strafe a large area to wake up the local monsters, if that's your cup of
tea. Firing through grates or fences in this manner Often initiates Sev-
eral cheap kills) especially when dealing with monsters that can,I open
a door or gate. Distant monsters, aroused by your arrows, will head
over to investigate, and you can pluck at them as they advance) usu-
ally polishing off large numbers before they have any chance of
DiABLO: THE OFFICIAL STRATEGY GviDE
counterattack.
mAGiCAL RESiSTAIICES
One of the most significant aspects of solid defense? especially as you
delve deeper into the dungeon, is your particular magical resistances.
Magic Resistance comes in three types: General) which concerns
monsters like the Succubi) and then Fire and Lightning. Just as you
face swarms of archers closer to town, the lower you go) the more
likely a distance attack is to have some magical component.
The primary thing to realize about magical resistances, aside from
the fact that you should get some? is that magical attacks don,I dam-
age your armor's Durability the way that physical attacks do. For that
reason) you)ll occasionally want to outfit yourself based purely on the
need for protection from magic, even to the extent of wearing Rags if
they come with a significant resistance. Of course? you don)t want to
sell your good combat armor) but don?t be so quick to sell lesser magic
items if they boast magical resistance. you're not going to get much
gold for them an!n^/ay: You might as well leave them up in Tristram
until they come in handy. You,ll be glad you did, and amazed at the
significant amount of protection that magical resistance provides.
UJEAPOII SELECTioII
Once you determine what)s on a dungeon level, you must equip your
hero (or heroine) accordingly. That includes properly allocating magi-
cal items, but in the most basic sense, it means choosing the right
weapon for the job.
CHAPTEBl5: CRLEATvRLES AIID ComBAT
CRLOWDED ComBAT
A horde of monsters chasing you through an unfamiliar area is your
worst nightmare. Death inevitably follows as you run full-tilt into yet
another band of killers. For that reason, proceed carefully, clearing
each area so you have room to fall back when you throw open a door
and a crowd of critters comes scurrying out.
A monster can choose eight avenues of attack if youlre standing in
the open. To demonstrate this graphically) place your alter ego in the
center of a dungeon room and toss eight similar items into the air
around you. They,ll fall in a grid pattern around your adventurer-a
three-by-three square with you in the center. Rest assured that if eight
monsters are swarming at you) every slot will fill with enemies. Even
lesser monsters will have eight attacks per round to your one. And, if
you survive, it)s likely your armor will have peeled off in the process.
CHAPTEBl5: CRLEATvRLES AHD ComBAT
STRLVCTvRaL ImpEDimEHTs
Fortunately} you have better options than standing in the center Of a
room and getting torn to shreds. First and foremost, try drawing them
into the room you just came from.
If you've cleared the dungeon behind you, you needn't WOrry
about finding more of the opposition. The object of your flight is not?
of course) to run and hide) but to lie in wait. The monsters are com-
ing; there)s no doubt about that.
use the layout of the dungeon-specifically blind corners and
doorways-and the monsters? different movement rates to your
advantage. That should be enough.
you?ll find that) more often than not, all of one type of monster
arrive first. creatures move at different speeds) and making them
come to you effectively decreases the number you must fight at any
one time.
you can avoid stepping from behind the corner toward the
onrushing evil by holding down the E key' but read the following
tip or you)ll end up carving air.
Aside from the common corner) several other structural nuances
will inhibit a crowd of monsters. The most obvious are doorways, but
killing a monster in a doom/ay jams the door open for all eternity.
That can create problems) but it)s often your best OPtiOn in a Pinch.
Barrels and grating are also good barriers for ranged combat against
creatures without range attacks.
+
mixiIIG mOIISTEB|TypES
Once you begin to encounter more than one type of monster at a
time, you'll need to start considering, usually under fire, which type of
foe should be your primary target. There are a couple of caveats
made for each character class, but there are also some general tactics
that serve any adventurer well in those situations.
First) do any of the monsters have ranged attacks? If so) are those
attacks physical (arrows) or magical? Finally) how much damage are
those distance attackers doing?
If, for instance) you?re being attack by archers from a considerable
distance, and you're a Warrior with a good armor class and high
health, you can almost literally ignore that group of monsters, and
deal with any onrushing foe. Analogously, if you're being attacked
with magic of a certain type) and you have a very high resistance to
that magic? those monsters can remain virtually ignored while you
deal with more pressing concerns.
Throughout the levels of dungeon, you'll constantly be tasked with
CHAPTEB`5: CRLEATvRLES AnD ComBAT
DiABLO'S DEHiZEIIS
Though there are a seemingly endless supply of monster variations in
D!'ab/o? you'll be heartened to know that there is a finite number. In
fact, many of the monsters are derivations of some general type, with
I
I
DiABLO: THE OFFICIAL STRATEGY GviDE
DEmOHS
This class includes some of the game's most interesting-and
deadly-monsters. Demons include Overlords, Magma Demons, Goat
Demons, the Hidden, and the Succubi, among a host of other devilish
fiends.
These are simply the toughest creatures you?ll fight. Smart) quick,
and aggressive) many have ranged-attack capability. Only a Warrior
with a decent suit of armor and an excellent blade (perhaps an axe?)
can stand and slug it out with these guys. A Sorcerer or Rogue should
fight them from afar (with a preplanned escape route should the beast
close the gap).
AIIimALS
Diablo presents an enormous menagerie of animal-based creatures
with a mighty lust for human flesh. Gargoyles, Spitting Terrors, and
slavering Scavengers crouch in wait) fangs bared.
Fortunately, animals are unlnerable to almost any form of attack.
They make up for this deficiency by showing up in Super-Bowl-atten-
dance-like numbers, and are generally the fleetest foes you,ll face.
Again, use the dungeon layout to avoid getting swamped) and ham-
mer them into submission.
CHAPTERl5: CRLEATvRLES AHD ComBAT
moIISTER|iHDEX
D!'clblO?S denizens are a diverse lot) yet the Vast array Of Creatures
actually derives from a smaller template of monster types. Here,s the
breakdown, with some observations and recommendations for bat-
tling each set. Keep the following definitions in mind when reviewing
thedata:
ZomBiES
Slow and deliberate? the tougher versions of the
Zombie can nonetheless inflict serious amounts
of damage) especially if they swarm on you.
Don)t let them. With Undead this slow, you
should be able to pick your targets one at a
time? and take care of business.
SKLELEToIIS
Common as roaches, the bony denizens of D!'ablo are best bashed
with the nearest blunt instrument. Skeletons are fast) so you,ll have to
stay mobile while you thin out a crowd, but one hefty blow usually
reduces them to dungeon debris.
Expgrience
Gained
?
2IO-
FALLEH OHES
The Fallen Ones are the DI.ablO Version Of the goblin-Small,
sneaky) and a real pleasure to whack. All but the bravest shriek in
terror, turn, and run when they see you slice up a comrade. As long
as you keep killing) there?s usually no risk of getting swarmed.
Large packs) however? deserve respect: The little critters are /asf.
Experience Armor
Gained Level Hit Points Damage Class
ScAVEHGERS
A link or two up the food chain) so to speak) these are the most com-
mon beasts in the dungeon. Small and lightning fast) a group of them
can tear you to shreds. Force them to attack you through a narrow
opening, and pick them off in small numbers. Otherwise, you're going
to get hurt.
Scavenger Animal 0 0
Plague Eater Animal 0 0
Shadow Beast Animal 0 0
Bone Gnasher Animal magic 0
DiABLO: THE OFFICIAL STRATEGY GviDE
THE HiDDEII
The Hidden are an assortment of horrid characters that vanish and
reappear a moment before they attack. The tougher the version? the
less time you have to react to its appearance before it strikes. You can
strike the beasts while they're invisible, but random swinging isn't
effective combat. If you have a bow? however) you can take particular
pleasure in killing entire hoards before they can even materialize. If
you're moving in an open area of dungeon where the monsters might
be lurking) move in short) erratic bursts) zig-zagging from side to side
in the hall. Pause, then move again a short distance. This method
induces these monsters to materialize as soon as you're nearby, and
you can attack them one or two at a time. Otherwise) if you traverse
an entire hallway without stopping) the entire pack materializes as
soon as you make a significant pause. Bad news.
Hidden Demon 0
Stalker Demon 0
Unseen Demon 0
Illusion Weaver Demon magic, fire 0
CHAPTEBl5: CRLEATvRLES AHD ComBAT
Experience Armor
Gained Level Hit Points Damage Class
Goal DEmOIIS
These folks are common on the mid- to lower lev-
els, and commonly show up in mixed groups that
include bowmen. By the time Goat Demons
show up in large numbers) however) your armor
and offensive capabilities should be strong
enough to be effective against them. Use the
dungeon layout as you would against a pack of
Scavengers) and draw the bowmen through a
doorway or force them into a corner to keep
them in one place for your attack.
Exporience ArmoI
Gained Level Hit Points Damage Class
BATs
Another of Diab/o's more popular creatures, the Bat's small size and
swooping attack can be troublesome. They' of course, have a tendency
to swarm) and some of the tougher variations can inflict considerable
damage that way. Don,I hesitate to break off an attack to draw them
through a narrower opening so you can pick them off singly.
Bats also have specific attacks depending on their type. The
Fiends attack and move away. The Blink Bats will teleport next to
you; the Gloom have a charging attack that a quick adventurer can
side step; and the Familiars will light you up with a very annoying
lightning attack.
Fiend Animal 0
Blink Bat Animal 0
Gloom Animal 0
Familiar Animal magic, lightning 0
I
DIABLO: THE OFFICIAL STRATEGY GviDE
AciD BEASTs
Usually the first creature you see with something approximating
ranged magic-D!'clb/O'S Acid Beasts-are, in some ways, much
worse than a creature that fires a simple spell. These monsters vomit
a glob of acid? varying in intensity) that damages on contact) and then
forms a puddle at your feet. You continue to take damage as you
stand in the puddle until the acid dissipates. The acid from the upper-
end beasts is so strong, you'll conunlse in agony while the fiends spit
more goo in your direction. You can fight these beings from a dis-
tance) but don?I do it standing still. Realize that your Lightning magic
provides you with unlimited range, though those poison balls, merci-
fully, fall to the ground after a certain distance. Even against a
Lightning-resistant variation) you can chip away if a horde of these
monsters happens to get corraled behind a fence.... If you,re hack-
ing away at a horde of them) don)I let that poison accumulate at your
feet. Stay mobile, or die.
Experience Ar|nor
Gained Level Hit Points Damage Class
OvERLLORPS
The Overlords truly test an adventurer's mettle. Tough as nails and
capable of delivering considerable damage) the elite overlords also
resist magical attacks. By the time these guys show up with any regu-
larity) however) you should have at least one semidevastating attack in
your bag of tricks. Whatever your ace in the hole) play it when these
dark destroyers arrive.
Overlord Demon 0
Mud Man Demon 0
Toad Demon Demon magic
Flayed One demon magic fire
CHAPTEB`5: CRLEATvRLES AIID ComBAT
Experience Armor
Gained Level Hit Points Damage Class
MAGMA DEmOIIS
These creatures combine demonic durability with the devastating
impact of a flaming ranged attack. Again, these creatures show up
deep in the dungeon, and by then you should have something suffi-
tiently maleficent to counter them with. Defensively} you must take
the edge off their flaming attacks, or you,ll be dodging lava balls at an
ever-increasing rate. If you don?t have some fire resistance by now, it,s
time to get some. The best tactic is to draw these Demons through a
doon^/ay and then unload on them before they get a chance to return
the favor. Approach each large area with caution when Magma
Demons are present; stick close to the walls to avoid getting drawn
into a cross fire.
::S:;;:,... , i,,/ifff#stffRT _
erience Armor
Gaine Class
50-70 0 45O/o
-1:0, fr 55-75 _ 2-12 450/o
HoRLHED DEmOHS
Not a Demon) thankfully) but an animal, these beings are nonetheless
formidable opponents. Their favorite trick is to bend low and charge.
If they connect, you can expect a world of hurt. Fortunately, although
the charge is rapid) it usually comes from a considerable distance.
This normally allows you to step out of the way, get in a couple of
hacks) then beat a retreat) mindful that unless you can duck for cover
they'll get up to ramming speed once more. You can probably expect
these brutes for the first time between dungeon levels 5 and 6.
Experience Armor
Gained IJeVel Hit Points Damage Class
BLED SToRm
Your first taste of Lightning will most likely come at the hands of these
entities) and you?ll need some means of Lightning resistance to be
effective against them in battle. Not particularly tough in close com-
bat) they do possess a resistance to Magic and an immunity to
Lightning that can make a Sorcerer?s life difficult. If, as a Sorcerer)
you haven,t developed some alternative to your lightening attacks?
you?ll soon wish you)d been more prudent.
Experience Armor
Gained Level Hit Points Damage Class
GARLGOYLES
Gargoyles are some of the most frustrating denizens of the dungeon.
Tough to hit and having a strong attack? they show up in flocks) dis-
guised as statues until your presence alerts them. As you encounter
these beasts) sweep the gauntlet cautiously over darkened areas in
rooms and hallways to outline them. They,ll sit immobile in the dark)
and, though they often possess magical immunities, you can roust
them individually with a concentrated blast of magic. Once a single
gargoyle is in the air, it)ll fly over to you) allowing you to deal one-on-
one as opposed to alerting the entire flock of the savage creatures.
You can also creep folward until a couple take flight due to your prox-
imity. Inadvertently roust a whole pack of Gargoyles, and you've got
problems. They're slow to follow you through doorways, and entering
a room full of alerted Gargoyles is a very bad idea) so in that instance
you might as well wait outside and attack them as they emerge.
Experience A\rmor
Gaimed Level Hit Points Damage Class
BALRLOGS
Some of the toughest villains in the game) the Balrogs mean business.
With Hit Points and Armor Class comparable to your own, as well as
magic resistance and immunity to fire-based attacks) you?ll need a
ranged attack of the devastating) nonflaming variety. Try a few bursts
of chain lightning, or perhaps (if you,re lucky) the stone curse. If you
must go toe to toe, be ready to beat a hasty retreat if a Balrog seizes
the initiative. You won?I be able to withstand his onslaught for long.
Experience Armor
Gained Level Hit Points Damage Class
VipERLS
The slithering Vipers are widespread in the lower levels of the dun-
geon. Their strength lies in numbers. pick them off one or two at a
time, or they'll oven^/helm you like the pack beasts of the upper-level
dungeons. Note the various magical resistances and immunities.
Experience Armor
Gained IJeVel Hit Points Damage Class
KilliGHTs
Blizzard provided the Knights to make your life interesting and its con-
tinuance uncertain. Found near the bottom of the D!.ab/o dungeon)
Knights resist virtually every type of magic and possess hundreds of
Hit Points and armor that rivals your own. The best strategy is to
retreat and pick them off one at a time. Two or more attacking on
you is a no-win proposition) and only the bravest Warrior) with a
vicious weapon in hand) can go toe to toe with one. Having some
kind of a fast-attack or fast-hit recovery bonus makes dealing with
these villains significantly easier) so don?t overlook that aspect when
configuring for combat.
Experience Armor
Gained Level Hit Points Damage Class
SvccvBi
The Succubi patrol the depths of the dungeon in packs, sending
streams of magic in your direction. To defeat them you)ll need a
wicked ranged attack? or some serious magic resistance. Though a
Warrior may be able to herd a pack into a corner and take care of busi-
ness) a Sorcerer will almost certainly want a staff in hand, to deliver
damage without burning Mana. Without a staff and some resistance)
the Sorcerer is in for a tedious game of cat-and-mouse, or will at least
be using a lot of gold to stock up on Mama.
Experience Armor
Gained Level Hit Points Damage Class
CovIISELORS
The entree on the monster menu is the magical, teleporting set of
Counselors. You?ll need healthy magic resistance (in general) or light-
ning specifically) to combat these horrors. As strange as it sounds) it)s
often best to fight from close quarters, especially if you?re the Warrior.
The Counselors don)I have a lot of Hit Points) although they?ll often
seize the initiative when you close the gap. If that seems to be the
case, quickly break off the fight and rejoin it at close quarters. If you
can land the first blow, you can usually get in a couple more to finish
Experience Armor
Gained Level Hit Points Damage Class
VHiQLVE mOHSTERLS
Beyond the basic monster categories? the game randomly throws in
what the developers call (Uniques." These named monsters are devas-
tating versions of their brethren) usually resembling them except for
their coloring or armaments) and packing much more of a punch.
The experience given for uniques is approximately double that for
monsters of their type. They also have more immunities) are more
resistant to your attacks? and do more damage, although they main-
tain a similar Armor Class.
Often) Uniques will be surrounded by their more ordinary siblings)
who,ll be far more dangerous than usual. The reason is that a Unique
imbues its horde with whatever specific magic ability is at he unique?s
disposal) from modes of attack to invisibility. Take out the Unique
quickly if at all possible when this happens) and the minions will lose
that special ability.
The good news is that slaying a unique yields a magical item) so
at least there)s a significant reward for your trouble. Here?s the com-
plete list of the Uniques.
DiABLO: THE OFFICIAL STReLTEGY GviDE
Moonbender Bat
Zhar the Mad Counselor
Spineeater Bone Gnasher :::
Blackash the Burning Burning Dead (archer)
Shadowcrow Dark One (scimitar)
Bloodskin Darkbrow Flesh Clan (bow)
Foulwing Gloom Fang
Shadowdrinker Horror (captain)
Hazeshifter Unseen
Bilefroth the Pit Master Overlord
Deathspit Acid Beast
Bloodgutter Fire Clan (mace)
Deathshade Fleshmaul Stone Clan (mace)
Glasskull the Jagged Red Storm
Blightfire Fire Clan (bow)
Nightwing the Cold Gargoyle
Gorestone Deatharrow Night Clan (bow)
Blighthorn Steelmace Night Clan (mace)
Bronzefist Firestone Hell Stone
Firewound the Grim Magma
Baron Sludge Mudman
CHAPTERl5: CRLEATvRLES AnD ComBAT
30-40 fire
20-30 fire, lightning
30-50 lightning
30-40 fire, lightning magic
30-50 0 fire
40-50 lightning 0
N/A N/A N/A
N/A N/A. N/ A.
THE BEGiIIHiIIG
AIID THE EIIDiHG
When you acquire a magical item in Diab/o-whether weapon,
armor, amulet, or cloak-a set of randomly assigned prefixes and suf-
fixes defines its properties. The list itself is impressive. The possible
combinations are overwhelming.
Here are the complete lists of prefixes and suffixes. Obviously)
items that come with both prefix and suffix-assuming they,re posi-
tive attributes-are best. Tables for basic weapon attributes follow) for
those of you into such mundane number-crunching....
CHAPTER|6: UJEAPOIIS, ARLmOBu
Ann OTHEB`TRLEASVRLES
Profix Effect
Bronze +1 to+5ToHit
Brutal +81O/o to +95O/o Damage
Burgundy +310/o to +400/o Resist Fire
Champion,s +1260/o to +1500/o Damage and +51 to
+75 To Hit
Clumsy -50O/o to -750/o Damage and -1 to -5 To Hit
Profix Effect
Prefix Effect
Profix Effect
Suffix Effect
of Dexterity +1 to +5 Dexterity
DIABLO: THE OFFICIAL STRATEGY GviDE
Suffix Effect
of Disease -1 to -5 Vitality
of Dyslexia -1 to -5 Magic
Suffix Effect
of Quality +1 to +2 Damage
of Radiance +4 squares of Light Radius
of Tears +1 Hit Point per hit received, hand-to-hand only
of the Thief Trap Damage is cut by half
of Thunder lightning arrow (+1 to +20 Lightning Damage)
of the Tiger +41 to +50 Hit Points
of the Titan +21 to +30 Strength
of Trouble -6 to -10 all slats
Suffix Effect
Suffix Effect
of Weakness -1 to -5 Strength
Cap
Skull Cap
Helm
Full Helm
Great Helm
Crown :o:: :: 0 : o;;
TABLE 6-4. ARLmOK
Cape
Rags
Cloak
Robe
Quilted Armor 2: 5:: oo :6:
DiABLO: THE OFFICIAL STRATEGY GviDE
Buckler
Small Shield
Large Shield
Kite Shield
Tower Shield
Gothic Shield : i: o! : ::
DiABLO: THE OFFICIAL STRATEGY GviDE
Dagger
Short Sword
Falchion
Scimitar ::
Claymore
Blade
Sabre ;;
Long Sword
Broad Sword
Bastard Sword
Two-Handed Sword
Great Sword : : 1iO:!0
Lire C O St Durabilifty
Small Axe
A:xJf3
Large Axe
Broad Axe
Battle Axe
Great Axe :::; i:
CHAPTEBl6: UJEAPOIIS, ARLmOR¢
AIID OTHEB|TRLEASVRLES
:-__-::;o:
Mace
Morning Star : 6: ooo::ooo :oo:
War Hammer
Club ;2:
Spiked Club
Flail
Maul
t:
:
::
0 14
20str) 35dex 2-5
25str) 30dex 1-6
25str) 40dex 3-6
30str, 50dex 3-7 ::
30str, 60dex 1-10
35str, 70dex 4-8
45str) 80dex :::5: 1-14
DiABLO: THE OFFICIAL STRATEGY GviDE
Short Staff
Long Staff
Composite Staff 5:
Battle Staff
War Staff :o: .; : ; ::
DiABLO: THE OFFICIAL STRelTEGY GviDE
VIIiQVE WEAPOIIS
D!.ab/o,s armory also includes a variety of unique weapons and armor)
one-of-a-kind pieces that show up at unpredictable times and places.
Some of this weaponry appears when you slay Unique monsters;
other pieces appear only when you complete the quests. Table 6-ll
lists these unique weapons and their capabilities. Note them carefully;
some of these armaments actually reduce your effectiveness in
combat.
Sharp Beak Large Axe +20 HP) -10 MAG) -10 Mana
Bloodslayer Broad Axe +100O/o damage) +500/o dam-
age to demons) -5 to all slats)
-1 to all spell levels
A mAGiCAL WoRLD
Though this chapter has broad applications in terms of all the charac-
ter classes) it is foremostly a discussion of sorcerery, and) as such,
applies most directly to Sorcerers.
The fact is that all of the classes learn spells and utilize Mana in
slightly different ways) and the class to which magic and Mana matters
most is the Sorcerer.
If you experiment with all the classes) you?ll find that a sorcerer,s
spell levels-and resultant adjustments to Mama economy and dam-
age numbers-increase at a much greater rate than those of a
Warrior or Rogue. It is assumed that, as a mage, you,re understanding
and thus your proper utilization of magic is greater than the other
character classes) and you can expect to reap the maximum benefits
whenever you employ a spell.
In fact) the Rogue and the Warrior will be constantly finding scrolls
and maybe even books that serve no practical purpose as far as
CHAPTEBl7: MAGIC OF DiABLO-SpELLS,
potions, TRLEflSVRLE, AnD SHRiIIES
R|EADinG mATERiAL
iF YOU,RE PLAYiHG THE WARRiOB`OB`I|oGVE, TRIEAT
mAGiCAL BOOKLS iVST AS YOU WOULD EQLViP AIIY
oTHEB`iTEIII. iF iT's A SPELL YOU DOH'T HAVE, AIID
wovLD LiKLE, READ AWAY+ iF' OH THE OTHEB`HAHD,
iT's A SPELL YOU ALRLEADY HAVE, ORPERIIAPS OHE
THAT cosTs so mvCH mAIIA THAT cASTiIIG iT
BECOIIIES A BVIuDErI, YOU miGHT WAIIT To coIISiDERI
sELLiIIG THE BOOKL. SiIIIPLY SAVE YOVB`GAIIIE BEFOR|E
you I|EAD, AIID CHECK|THE RESVLTAIIT mAHA COST
AHD DAImGE IIVmBEIuS. iF THE SPELL DOESII'T sviT
yovBIHEEDS, HOCKITHE BOOKL.
+
THE SpELLS
With the lone exception of the Holy Bolt Spell, magic in D[.ab/o falls
into three categories: Fire) Lightning) and Transformational Conjura-
tions (General Magic). There are also two multiplayer spells in the
game) which allow one character to assist another through magic.
cHAPTEB`7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AIID SHRiIIES
HoLY Boll
This spell is an intense) fast shot of Holy magic that harms only the
undead with one horrible) dark master of an exception. If there is one
spell you can depend on in the endgame, this is it. Cherish every
book of Holy Bolt. It?s a great spell to use in multiplayer situations?
because a miss won)t hurt your comrades.
FiRLE SpELLS
A broad range of Fire-based magic means a wide array Of tactical COn-
siderations. A few things to consider) where each Spell iS concerned.
FiRLEBOLT
This is your basic) all-purpose beginner spell. Every Sorcerer gets one)
and it works well enough) shooting a smallish fireball at your oppo-
nents. on the first few levels, this spell works great and doesn't cost
much Mana. To really get the most from the Firebolt Spell, you must
acquire, and read) several books.
iIIFERLIIO
The Inferno spell is the D[.ab;o equivalent of a flame-thrower. Casting
this spell produces a single) focused stream of flame) albeit only for a
short distance at the beginner levels. The heat of the Inferno Spell is
more intense than that of the Firebolt, and the effect lingers longer
and longer as your level of experience rises. At the highest levels, this
spell is one of the best, devastating in effect and relatively easy
on Mana.
DIABLO: THE OFFICIAL STRATEGY GviDE
WALL OF FiRLE
This is a very useful spell. As you might guess, it throws a wall of
flames across whatever space you're in, wasting anything in its path
and blocking the path of many others. It,s possible to compress the
Firewall in a doorway? and thus cause it to get rid of any holes in the
wall of flames. Also) notice that some monsters) especially animals)
fear fire. If you have a ranged attack) a Fire Wall can hold those mon-
sters at bay while you switch to some other method of destruction.
FLAME WAVE
The Flame Wave Spell is akin to the wall of Fire? but it actually sweeps
the room from one end to the other when cast. As a result) this is per-
haps more of an offensive spell than the wall, since it spreads and
dissipates in a matter of seconds, and can,t be used to block a door. If
you have a goodly supply of Mana) casting several Flame Waves in
rapid succession can be an incredibly easy way to clear a large room.
FiRLEBALL
The Fireball Spell packs a tremendous amount of fire energy into a small
projectile) which strikes for significant damage and then erupts into a bum-
ing cloud which also inflicts damage. Mama hungry) this is one of those you
should save for foes that really warrant the harshest treatment. It should be
noted that the fireball shoots faster as the level of speH increases.
GvARPiAH
The Guardian Spell) which all players learn in the chamber of Bone)
invokes a three-headed dragon which spouts fire at any monster cur-
CHflPTEB|7: MAGIC OF DiABLO-SpELLS,
potions, TRLEASVRLE, AIID SHIUTnES
ELEmEIITAL
The Elemental Spell is one of the coolest) and most effective) in the
game. If a monster hates fire magic, it)s gonna downright loath See-
ing the Elemental headed his way. When the spell is cast) a fire
elemental appears in front of you) and goes charging off towards the
target. Even if a target is out of your sight, the Elemental will attack if
it finds the ememy. when he hits home? the Elemental erupts as a
Fireball Spell.
LiGHTIIiIIG
Lightning-based spells tend to have a somewhat broader application
in Diablo than the fire-based Spells, just because Of a their inherent
range, which is effectively limitless. Early in the game, when the
DIABLO: THE OFFICIAL STB&TEGY GviDE
CHARLGED BoLT
This spell produces multiple Lightning Projectiles, which bounce off
the walls until they strike a foe or eventually dissipate. Firing it several
times into a relatively small, enclosed space can have devastating
effects) especially on the lesser monsters early in the game.
LiGHTHiHG
one step up from the charged Bolt, this spells allows you to send a
concentrated stream of electricity at one target. Again) rapid firing is
great for thinning crowds.
FLASH
The Flash Spell deals an insane amount of damage at Very Close
range: A kind of panic-button spell. Notice that though the energy rip-
ples around your entire body' you still have to select an individual
target to take the brunt of the attack, just as you would target any
other spell. Nearby monsters will all take radius damage, but you need
to select a primary target.
CHAiII LiGHTHiHG
A bigger) badder Lightning Spell? Mana-hungry but worth it when
you)re fighting numerous monsters that have a resistance to Fire.
TRaHSFORLmATioIIAL CoIIjVRLATioHS
Aside from Fire and Lightning, the rest of the spells, with
multiplayer exceptions nc;ted, can be lumped under Transformational
conjurations (a.k.a.-General Magic).
+
TowII PoRJTAL
Always available in scroll form from Adria the Witch, the Town Portal
is the primary means of travel between the dungeon and Tristram.
sure, there are several stairways. None of them ever seems to be right
beside you) terminating a few yards from the center of town) when
you need it. Town Portal is. If you should start to amass extra scrolls)
throw them on the ground in Tristram near where the portal opens.
when you emerge, pick one up as a matter of habit. That's a great
way to be sure you can always get back to town) even if all your Mana
has been expended.
SToIIE CvRSE
A devastating spell? best for fighting those nasty Uniques. You need to
be relatively close by when you cast Stone Curse, since it?s only tem-
porary) and you don)t want to waste spell time running over to your
adversary. once stoned, a few whacks with any weapon on hand is
usually all it takes to reduce the dark ones to rubble.
HEALiHG
The Healing Spell is a welcome addition to your repertoire, though it
really depends on the character class as to how and when you use it.
For a Sorcerer, burning Mana during combat to heal is not the best
option) especially if you've been doing a good job of stock-piling those
scrolls of Healing from Pepin and Adria. Remember, you can hotkey
a scroll just as you would a spell in your Spellbook) and it won't cost
Mana to use it. Generally, it,s best to go that route, and heal With
Mana when you,re not in the heat Of battle.
*ir DIABLO.. THE OFFiCiflL STRATEGY GviDE
HEAL OTHER_(mVLTipLAYER_OIILY)
The Heal Other spell allows you to aid a weary comrade in multi-
player games-Simply highlight your "target" to see their hit points
and right click them back to health.
TELEKfIIESiS
This spell allows the caster to manipulate distant objects with the
power of the mind) opening chests) sarcophogi pushing monsters
back) and doors.
PHASE
The Phase spell teleports the caster in a random direction. Trying to
teleport from one area into another very specific area with this spell is
tedious at best and recklessly Mana-hungry at worst. Instead) use this
cHflPTEB|7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AIID SHRiIIES
spell to leap from one section of dungeon to another, when you real-
ize you.have to make a long' elliptical backtrack or if your being
swarmed by attackers.
mAIIA SHIELD
probably the most significant spell in the game from a Sorcerer?s
standpoint, Mana Shield allows the caster to utilize Mana points as Hit
points) drawing off of Mana instead of health when damage iS Sus-
tained in combat. For the Sorcerer) which usually has a huge Mana
point total and a puny bit of Health) the effect can quite literally be
the difference between life and death. Buy a Scroll of Mana Shield
whenever you possibly can from Adria) and save them up for when
the dungeon gets really hostile. The spell wears off when you move
between levels or trip back to town) so unless you have the spell you
can never have too many scrolls.
GoLEm
The Golem spell is an amusing bit of magic that invokes a large
Golem in your defense. The monster follows you around in a kind of
BoIIE SpiRfT
The Bone Spirit spell reduces a target's Hit Points by a third every
time it strikes. After two or three shots, even the (formerly) toughest
foe can be taken out with one quick follow-up.
BLOOD STAR
The Blood Star Spell whips any monster without Magic resis-
tance. Instead of doing a range of damage, a hit With Blood Star
reduces a foe's hit point by one thrid of the caster?s magic charac-
teristic number.
gir DIABLO: THE OFFICIAL STRATEGY GviDE
'z\\
SPELL iHDEX
The following section lays out D!.ab;o?s spells, providing the minimum
Magic and Mana levels each spell requires for execution; the level
where you?re most likely to find it; the extra effects that accumulate
with each book you add to your inventory; the number of charges
available with each spellcasting staff; and each spell?s cost in gold.
Min. Magic
(book/staff,
Spell scroll) Mama Extra Book Effects
IJeVel
(scroll, staff, Cost
book) (scroll, book) Staff Charges
Min. Magic
(book/staff,
Spell scroll) Mama Extra Book Effects
Level
(scroll, staff, Cost
book) (scroll, book) Staff Charges
2,3,3 200, 300 8-12
3,4,5 500, 1,500 20rfO
4) n/a, n/a 600 n/a n/a
3,6,7 200, 3,500 40-80
4,5,6 1,200, 1,600 4-10
5,8,9 650, 1,000 20-40
4,7,8 300, 8,000 40-80
3,5,6 800, 12,000 8-16
5,7,8 750, ll,000 20-60
950, 14,000 16-32
mAGiCAL PoTioIIS
With the exception of unique quest-specific Elixirs) there are only a
handful of potions in all of Tristram and the dungeon below. The vast
majority of potions) which can be purchased either from the Healer or
the Witch) concern the process of healing oneself or restoring Mana.
Understanding their proper use is a matter of simple economics-
both of the gold in your pocket and the space in your inventory-and
class considerations.
The problem is) those little gold beauties are 600 Gold a pop.
For arguments sake, assume that a potion of Partial Health and a
Potion of Partial Mana do the same amount of replenishing to their
respective traits. It's actually a range of replenishing, but it's relatively
the same.
So if you're a Warrior, why wouldn't you buy Full Potions of Heal-
ing) and Partial Potions of Mana? For a total of 200 Gold) you)re
getting virtually the same effect as a Potion of Full Rejuvenation. No)
those meters might not be enf!.re/y full. But your pockets are fuller
with Gold.
The Sorcerer?s situation is analogous: Consider Baying Full Mana
and Partial Healing. The consideration is made more drastic for the
Sorcerer due to the fact that the Healing spell is actually Mana-effi-
cient for him at some point. The Sorcerer is more likely than a
Warrior to have 30 or 40 Mana Points in the meter after a fight: Why
not cast Healing before using a Potion of Full Mama? If that and a
Potion of Partial Healing don't get you up to full meters... it must
have been a hell of a fight.
THE R|oGVE
The Rogue tends to fall in the middle of the pack) which means that
there are pros and cons to any scheme you might develop for replen-
ishing Health and Mama.
No matter what class you,re playing) the point is that those
Potions of Full Rejuvenation are a bad investment. Don't go out of
your way to buy them.
DiABLO: THE OFFICIAL STReLTEGY GviDE
THE ELiXiRLS
Once you've descended into the Hell levels of the dungeon, both
Adria and Pepin begin to carry a random generation of Elixirs in their
items for sale.
For a cost of 5)000 Gold each) you can buy an Elixir that increases
your slats one point in either Strength, Magic, or Dexterity. Potions of
Vitality do show up from time to time) but they are much rarer.
Usually? the temptation is to burn any large chunk of Gold you
might get from selling high-end treasure on these Elixirs. Up until the
very end of the game) however, that can be a bad idea.
In the last two levels of the dungeon await some of the very best
treasure? and the best of the best requires the highest skill characteris-
tics to use.
Instead of blowing 20,000 Gold with a level of dungeon left to
play (and Diablo's level) 16, is a level to remember) hang onto that
Gold. You may need to boost a crucial category one or two points in
order to use the best item in the game-and already having spent the
Gold on the wrong type of Elixir makes Diablo laugh and laugh....
CHAPTEBl7: MAGIC OF DiABLO-SpELLS,
potions, TRLEASVRLE, AHD SHRinES
mAGiCAL TRLEASVRLE:
VIIiQLVE RiIIGS AIID AmvLETs
Among the magical jewelry and tonics you,ll find in your travels? a few
are very special:
PRLOPER]TiES OF
mAGiCAL SHRfHES
Shrines provide another of DI.ablO?S intriguing aspects.
Most of the time a shrine) which activates when you step up to it)
offers only a cryptic clue to its function. The hint is often lost on the
weary adventurer. Here) then) is a complete list of shrine types) the
message each bestows, and its effect. Now you can highlight a shrine)
determine its type) and refer to the following table to decide whether
to activate it. Sometimes) as in the case of the Cryptic Shrine) the
Thaumaturgic Shrine) or the Spiritual Shrine) it clearly behooves you
to prepare before triggering the effect....
DiABLO: THE OFFICIAL STRATEGY GviDE
Shrine Effect
Mysterious Adds 5 points to one random slat, takes 1 point
from others.
Message
"Some are weakened as one grows strong"
Shrine Effect
Message
"Energy comes at the cost of wisdom"
"Riches abound when least expected"
QLVEST GRLOVPiHG
As you begin each new game of Diab/o, the computer chooses from
among all possible quests) predetermining which you)ll find as the
game progresses. Far from just taking a random sampling Of a Single
list, however, the game breaks the quests into subsets based on diffi-
culty, and then chooses a random sampling from those smaller groups.
DIABLO: THE OFFICIAL STRATEGY GviDE
Some quests are always included (mostly as the game begins and
also near its conclusion). The following quest summaries note this
information parenthetically for each. Table 8-1 shows the grouping the
computer selects from to determine any one game)s overall content.
QvEST SvmmARfES
AHD SoLVTioIIS
you might not believe it the first time The Butcher" kicks your butt)
but the computer tailors Diab;o's quests nicely to your character'S rel-
ative experience level. Most often) a quest involves battling One Or
more unique monsters) either to claim an item off its corpse or to
trade any treasure thus garnered for something more valuable.
!: DIABLO: THE OFFICIAL STRATEGY GviDE
can live through a couple of Cleaver swipes, but early in the game the
Sorcerer or Rogue tends to lose limbs at an alarming rate.
You?ll find the Butcher in a large room on Level 2. Make sure you
clear the dungeon level in its entirety before opening the Butcher?s
room: He,ll rush outside to greet you) and you don,I want any other
traffic in the neighborhood while you make his acquaintance.
The simplest trick to humbling the fiend lies in the structure of the
dungeon level itself. As you've probably noticed, there are several
junctures in the level where steel grating flanking a doorway allows
you to see (or shoot) into a room before opening the door.
§-, DiABLO: THE OFFICIAL STRATEGY GviDE
Yes) that?s right: The Butcher)s only major tactical deficiency is his
inability to open doors. After clearing out the level? simply find such a
grating-flanked doorway (unobstructed by fallen monsters). Let the
Butcher chase you to that point, and close the door in his face. Equip
a bow. Fire at will.
This may take awhile if you?re playing a character other than the
Rogue, because a low-level character in the other classes is unlikely
to have much bow proficiency. But anyone can hit the broad side of
a demon from point-blank range, and it,s worth plucking the bow
string a few times to kill the Butcher without expending any Health
or Mana.
When the Butcher completes his imitation of a large) angry por-
cupine, you'll lay hands on the Butcher's Cleaver. For the next
couple of levels) that will kill most monsters with a single swipe.
Sooner or later (probably sooner if you?re playing the sorcerer or
Rogue), you)ll want to unload the axe and purchase something a little
more suited to your class.
take some damage. Refresh yourself before you go looking for trou-
ble) and bring a club or axe) the better to smash skeletons with.
Go to Level 3 and locate an obvious passage to Leoric)s Tomb.
Enter and find yourself on a small level) just stuffed with skeletons. In
fact, Leoric produces the monsters as you watch. put him out of busi-
ness as quickly as you can, lest he create an insurmountable horde of
bonemen.
As reward for Leoric,s demise, you)ll receive the skeleton crown,
another Unique Item that drops when the king dies. Again, although
cHAPTEBl8: THE quVESTs
OGDEn`S SiGII
(GRLOVP 2: LEVEL 4)
Trigger Character: Ogden the Tavern Owner
Those demons have stolen the sign tO Ogden's Rising Sun Inn and
Tavern) and it?s up to you to get it back. Cain the Stor!rfeller thinks
the demons may deem the sign sacred and powerful) like the sun)
which they fear. Adria the Witch warns you not to let seemingly
bizarre demon behavior fool you. "No mortal can truly understand the
mind of a demon," she says. '6Never let their erratic actions confuse
you) as that? too, may be their plan."
In fact, you must claim the sign before a disgusting little creature
named snotspill will let you advance from the fourth to the fifth dun-
geon level. Snotspill waits in a set piece on Level 4, between you and
the staircase to Level 5. You must acquire the sign to open the Way tO
the down staircase) although you have two options thereafter.
DIABLO: THE OFFICIAL STRATEGY GviDE
For starters, the sign is in the large chest in the same small set-
piece area as Snotspill. Several massive monsters stand between you
and the prize. With the sign in your possession, you can either hand it
over to Snotspill (of course) no self-respecting adventurer would do
that)) or you can return it to ogden.
If you give the sign to snotspill, he,ll thank you and then you,ll
have to kill him for some random item. If you take the sign back to
Ogden? he?ll rummage around and produce the Harlequin Crest as
c-pTEBl8: THE QLVESTs
your reward. The Crest is a decent little cap) relative to the other
items you?ll have access to at that point in the game.
when you return to snotspill,s area after giving Ogden the sign) a
massive attack of Fallen Ones ensues. Although there are a ton of
them, they,ll all panic and flee briefly as long as you can keep killing
them. Target the closest monster and attack. Rinse and repeat.
yes, snotspill will drop a Magic item when he dies) usually a
decent weapon of some sort.
Blacksmith now covets. If you could only lay hands on the prize he
could make something useful) he promises.
Down on Level 5, in no particular place, you'll find the rock sitting
on a small table. If you take it to Griswold) he breaks the rock into
smaller stones and sets them in the Empyrean Band. Unless you)re
tripping over magical rings every time you turn around) the Band,s
broad positive effects will make it a mainstay for much of the remain-
ing game.
ARLmOBIOF VALOB|
(GRLOVP 3: LEVEL 5)
Trigger Object: The Book of Blood
when you find the Book of Blood, pass through the Book's room and
into the next to locate the Altar of Blood. The first of the Blood
Stones should be on the ground nearby. Plug it into the Altar. Now
look at the map: A doolway has appeared in the wall of the set-piece)
very near where you stand. In that room some Horned Demons and
another Blood Stone await you. The Stone, when set in the pedestal)
opens a similar room on the opposite side of the set-piece.
when you,ve set all three Blood Stones in the Altar of Blood, a
final chamber opens? and you?ll battle yet more Horned Demons for
the ultimate prize-Arkaine?s Valor. The armor of the hero Arkaine is
simply the best you can hope to acquire early in the game, regardless
of class. Through the next five levels of dungeon, it's highly unlikely
you)ll come across anything better.
DIABLO: THE OFFICIAL STRATEGY GviDE
Of course, the area is far from empty. It is, in fact, crawling with
diabolical Illusion Weavers. If you stand up in the doorway) the mon-
sters won?t be able to pass into the hall to surround you. That?s the
key to fighting any monster of this type-realizing they don,I teleport
or etherealize, but simply turn invisible. Thus you can jam them up at
junctures, and even attack them, while they?re invisible. so) if you,re
packing a bow or some decent magic, you don?t even have to wait for
them to show up in front of you. Cut loose into the empty room, and
bodies will drop.
Expect more Weavers in the small central rooms (clear the halls
before opening the doors). In one of the rooms you?ll lay hands on the
Optic Amulet.
lit section where hels going) and where he)ll re-materialize. Anticipate
his arrival with the worst of intentions.
If you,ve got a decent ranged attack, by all means use it. Regard-
less of your offensive tactics, prepare to heal yourself, and equip
anything you own that has a hint of resistance to fire.
THE BLACR|mVSHRLOOm
(GRLOVP 4: LEVEL 9)
Trigger Object: The Fungal Tome
This is one of the game's most convoluted quests, but the Payoff iS
worth it? and it really requires no more than a couple of extra trips to
town to get the job done.
Down on Level 9) encountering the Fungal Tome signals the
beginning of the quest. Take it to the Witch) who tells you now she
needs only a large Black Mushroom to complete a concoction she?S
brewing.
(you may have run across the mushroom patch already down on
Level 9. It looks like a small area of incongruous texture On the dun-
geon floor. When you click on it you understand it'S not yet usable.)
Give the Fungal Tome to the Witch and return to the mushroom
patch to search. out pops one big (bloated, disgusting) Black Mush-
room. when you take it to Adria) she thanks you kindly) and mentions
that pepin needs a demon brain to make some Elixir. If you go talk to
him regarding the Black Mushroom quest? Pepin confirms this.
se,/DiABLO: THE OFFICIAL STRATEGY GviDE
When you return to the dungeon, the next monster you kill yields
a brain you should deliver to the Healer. He?ll give you a small sample
of Elixir, instructing you to carry it to the witch.
Finally) the Witch berates you for showing up too late with the
sample; she no longer has a use for it, and why don,I you just keep it?
Using the Spectral Elixir adds two points to each of your Experi-
ence characteristics, makes it worth the trouble.
c-pTERl8: THE QvESTs
power," Griswold tells you. "I may be able to make you a weapon
capable of defeating even the darkest lord of hell!"
You,ll find the Anvil on Level 10, sitting on a small island in the
lava. The entire level is actually centered around this island (if the
quest is part of your set)) making it the focal point of monster resis-
tance.
To lay hands on the Anvil) clear the perimeter of dungeon
denizens first; this process can be tedious and painful. Try to draw the
monsters out in smaller groups to take care of business, and take any
advantage of narrow walkways that inhibit monster movement. Pro-
ceed with caution when you finally make your way to the prize.
If you take the Anvil to Griswold, he)ll use it to fashion the impres-
sive "Griswold,s Edge" blade. Even non-Warriors may make good use
of the blade) though it does come with some negatives that will even-
tually make a Sorcerer or Rogue consider unloading it for Gold.
DiABLO: THE OFFICIAL STRATEGY GviDE
Try to clear the level before drawing out the warlord, paying par-
ticular attention to the immediate area around his room. you don't
want any of his minions getting in your way. Next to Lazarus, and
Diablo himself, the Warlord of Blood is as bad as they come.
Notice that you can draw off the Warlord and then pilfer his trea-
sures; these usually amount to at least one decent suit of armor and
some high-end weaponry. If you lead the Warlord off and ditch him in
the dungeon) there,s only a couple of relatively minor monsters
between you and the major trove of the hell levels. Head back to
town, sell stuff, buy stuff, stock up-then come back and reacquaint
yourself with the Warlord.
If you?re playing the Sorcerer or Rogue) keep your distance) or the
Warlord of Blood will quite likely slice you in half with a couple of
swipes. A Warrior with a serious Armor Class might be able to go
toe-to-toe, but watch that Health level: If it drops below half, you'll
need to break off and heal up.
If you?re packing the Stone Curse Spell) the Warlord is no more
intimidating than the average Unique. Stone him) give him two or
three whacks) and then turn and run before the spell wears off. You
don?I want to be standing in front of the Warlord when he gets mobile)
so put back some distance the instant the spell begins to wear off.
Keep chipping away, and you'll claim another decent piece of
weaponry when the Warlord of Blood goes to meet his maker.
DiABLO: THE OFFICIAL STRATEGY GviDE
LACHDAIIAH
(GRLOVP 5: LEVEL I4)
Trigger Character: Lachdanan
You find Lachdanan trapped on Level 14. He tells you he was once
captain of King Leoric's knights, but later succumbed to the mad
king's curse. Cain confirms the story of this unfortunate ('caught
within the grasp of the King's Curse." Lachdanan has not yet submit-
ted to the darkness) but he,s fading fast.
"rve heard of a Golden Elixir," Lachdanan tells you, "that could
lift the curse and allow my soul to rest) but I have been unable to
findit."
It turns out Lachdanan has been looking in the wrong neighbor-
hood: The Golden Elixir actually lies a level lower in the dungeon) in
the same room with the large pentagram on the floor. Secure the
prize and return with it to Lachdanan, and he rewards you with his
helm, the Veil of Steel, as well as another random magic item he
drops upon his demise. The Veil is an excellent piece of armor for all
classes? though it does come with a -200/o Light Radius.
ARLCHBiSHOP LAZARLVS
(EIIDGAmE: LEVEL I5)
Trigger Item: The Staff of Lazarus
Preparatory to the showdown with Diablo, you must deal with
Lazarus. On Level 15, you,ll come across a large room with a penta-
C-pTEBl8: THE QLVESTs
gram on the floor. In that vicinity note an apparatus called the Vile
Stand, upon which rests the Staff of Lazarus.
Take the staff to Tristram, and show it to Cain. He fills in the rest
of the D!'ablo backstory, and sends you back to the depths to confront
the Vile Betrayer.
Back in the pentagram room, a red portal-"To The Unholy
Altar"-appears.
Through the portal) you arrive in a small, U-shaped set-piece) fea-
turing two large cages of Snow Witches and a couple of Advocates.
To enter the Witch cages) stand on the circular areas near the books
in the nearby rooms. When you read a book while standing on the
ornate circles) you instantly teleport to the nearest Witch pen.
Before reading a book and making the leap) make sure all the
doors near the witch penndoors you,ve already passed through-are
closed again. The witches will run from you) and a closed door makes
them much easier to corral.
When you?ve read both books and disposed of the respective
throngs) return to the area where you first appeared in the set-piece.
Step on the ornate circle to teleport to Lazarus?s chamber.
While Lazarus talks, no one will attack you-not the long-winded
priest or any of the other Uniques nearby. Of course, fair is fair: Until
the priest finishes his spiel) you won,I be able to attack? either.
What you can do, fortunately) is run away.
You?re still in the set piece where you read the teleporting books)
so the layout should be familiar. Duck around a corner, and let
Lazarus finish talking. If you stand in the center of the room, a nasty
ambush ensues when the priest finishes his oration) and that?s gener-
ally not a very healthy way to start the fight.
DiABLO: THE OFFICIAL STRATEGY GviDE
Duck off down one of the halls while Lazarus speaks, and you'll
find you're out of the "trigger zone" for the monsters. They'll simply
stand and wait for you to return, and then pursue you down a hall-
way. That?s generally a much easier battle from your standpoint then
fighting the horde from the center of that large room.
Further, if you took some advice and closed the nearby doors
before fighting the Snow Witches, the crowd pursuing you can do a lot
less milling around when it catches up. Continue to fall back and chip
away when you need a healing break. Iazarus doesn)I pursue you; he
just lingers in the large chamber until you?ve finished with the crowd.
Fighting the evil priest with magic can be a painful experience:
He?ll dish Fireballs in your direction as you unload your favorite spell.
If your best attack is a magic one, hopefully it,s Stone Curse or Ele-
mental-something with an added aspect that,s defensive in nature,
allowing you to do some damage without taking a disproportionate
amount in return.
As the Rogue) with no one to bother you but Lazarus) you can
rush at him? forcing him to teleport) and then target the area where
he?ll rematerialize (watch the light patterns on the floor) and unload a
volley of arrows. As long as he doesn)t go too far) you can keep him
off-balance this way. Eventually he succumbs.
As the Warrior, things can get a little dicey. If you don't have any
high-end magic to speak of, you'll be reduced to healing yourself, and
rushing around at Lazarus as he teleports. Again, watch the light pat-
terns on the floor-follow the fiend even while he?s in
mid-teleport-and be waiting when he shows up. Usually) you can
land a forceful blow, and your proximity will compel Lazarus to tele-
port again. Stay nimble, and ready to heal whenever the need arises.
C-pTEBl8: THE C|vESTs
encounter areas) you can at least draw off the Dark Lords) and then
return to deal with the Advocates. The Advocates will resist leaving
their area, but often that?s a good thing: By moving erratically near
the doorways, one or two will eventually teleport into the large
outer area. The more you can draw out in this fashion, the better it
will be for you when you must finally venture into hostile territory.
Prepare to heal, and crank up those magical resistances to the best
of your ability.
In the third quadrant) you must throw both switches to open Dia-
blo's lair. (Throwing one switch won't release any of the monsters, just
in case it occurs to you.)
The good news is that if you're playing the Warrior class, and
you've done a good job of collecting armor, Diablo is dust. Sure, he'll
occasionally seize the initiative as you pound on him, but keep heal-
ing) and keep hacking. As long as your Durability and Fire Resistance
are high, the dark one is going to drop.
The Rogue also gets off easy) as long as she has decent fire resis-
tance and a bow to fight with. Simply stay out of the way' and chip at
him from a distance) healing when the need arrises.
The Sorcerer can be in some serious trouble. Diablo isn't entirely
immune to Magic, but he's resistant enough to eliminate many
options (and forget about Stone Curse). Add to that the fact that the
big guy is tossing off tremendous Fireballs that can really hamper a
Sorcerer,s ability to cast Magic) and things get ugly in a hurry.
First, as a Sorcerer, you,ll want to draw Diablo off into another
part of the level by leading him down a hallway where he can be your
only target.
cHAPTEBl8: THE QLVESTs
You,ll find that each time you throw a spell at Diablo, he may or
may not be immune to it. If he's immune (or highly resistant) the spell
will pass through him or simply bounce off. In a nutshell) it,s hard for
the Sorcerer to expend Mana on such a dicey proposition and still
heal himself during the battle. If you brought a big, scary magical staff
with you, now?s the time to use it. At least that allows you to devote
your Mana to healing.
If you brought a bow) that can be even better. You need to do some
damage to Diablo, and Magic just isn?t the best offense. Physical dam-
age always counts, and doing it from a distance is the least painful way.
For all the classes, having a fast-attack weapon or some item that
imbues the fastest recovery from attack is a huge help when it comes
to dealing with Diablo. Even at that, you have to work on your spe-
cific timing so that the demon,s attacks don?t upset your own. If you
fall into such a pattern, break off the assault and rejoin it to try and
seize the initiative.
Notice that Diablo's Magic attack, unlike other creatures,I actually
affects your armor's Durability. You can only take so much punish-
ment before things start deteriorating.
As far as healing goes, consider using the Healing Scrolls? as
opposed to potions. You can hotkey a scroll, and they cast almost
instantly) without) of course, drawing off any Mana.
If you find that, no matter what, as a Sorcerer you keep getting
your head handed to you, you might consider dumping some stash to
get a decent suit of armor, preferably with some kind of fast-attack
benefit. That way) you might be able to stand toe-to-toe with the
Father of Sin. Hopefully with Mana Shield in effect) and cut him down
tosize.
DiABLO: THE OFFICIAL STRATEGY GviDE
GAME OvERI
With the fall of Diablo) there remains only one thing to do: Set up the
sequel.
Let,s just say the ending cinematic is worth the price of admission)
although you might have reconsidered this whole "Let,s go hunt down
Diablo" thing if someone had told you beforehand what a headache it
wasgoingtobe....
mvLTipLAYEBIFEATvRLES
There are a handful of features in D!.ab;o that only activate in the mul-
tiplayer game, and some standard features that carry expanded
meaning within the multiplayer structure. Aside from just looking at
the nuances of group combat or defense, recognizing and properly
utilizing Diab/o,s multiplayer features can greatly enhance your enjoy-
ment) and significantly improve your character,s chances for survival.
joiIIiHG A GAME
A multiplayer game of Diablo can be joined in progress at any time?
as long as there is an open slot available. The wildfire success of Bliz-
zard's own Battle.net means that games fill up almost as fast as they
are created, so don,t be shy about creating your own if there,s noth-
ing on the Battle.net menu that suits your fancy.
CHAPTER`9: BATTLE.nET
Also? note that you)ll begin a joined game in Tristram) though you
can send messages to other players currently exploring deep in the
dungeon. Thus alerted, the party can cast a Town Portal spell, which
you can use to travel directly to their location.
SAViIIG A GAME
As a multiplayer game of Diablo is undetway, the characters are con-
stantly being saved. As long as you quit out of a game without being
killed, your character will start its next adventure in the exact same
condition as when you quit the previous game.
DiABLO: THE OFFICIAL STRATEGY GviDE
DEATH OF A mVLTipLAYERI
As with any noble adventurer, your multiplayer D!.ab/o character may
one day be faced with insurmountable odds or outright treachery)
resulting in an untimely demise. Death in the multiplayer world carries
with it some particular nuances) which you should note ahead of time.
DEATH BY mOHSTERI
Whenever a player is killed by a monster, every item currently
equipped) as well as half the player?s gold) winds up lying on the dun-
geon floor. The player can then rejoin the game) assuming no one is
going to be so kind as to perform a Resurrection, and set about
reclaiming the lost goods.
Of course) other players might gather the loot for themselves in
the mean time) but that aside the treasure will be left where it was
dropped.
If you choose to rejoin the game without quitting-the "Restart in
Town" option-you,ll have one point each of Health and Mana to
work with upon your rebirth) and the same loss of items still applies.
How HEABITHiS
One final note on the general multiplayer interface) concerning the das-
tardly nature of characters whose sole purpose is to raid ongoing
games by slaying lesser characters to claim treasure off the corpses....
In order to combat this deviance, the boys at Blizzard made it so
that the most a player can get for killing another is half of the slain
character)s gold. And an ear.
The reason is that) occasionally) one of these evil characters builds
up such a bad reputation in multiplayer circles that an actual bounty is
offered for his head.
Of course, lugging a head around can be bothersome, and a real
downer at most social occasions) so Blizzard settled for an ear. The
ear is collected as proof of a certain character)s demise-it bears the
character's name as proof-and is generally accepted as the only
acceptable means of claiming a bounty.
THE WARRfORI
Yes, the Warrior is still going to be down there in the trenches, slug-
ging it out with the evil hordes, but now he,s going to have a little
help. Of all the traits a Warrior might devalue, the first is probably
Magic. With a properly configured party of heroes) there?s bound to
be others more adept, and the fighter should fork over any decent
Spellbooks to the Sorcerer of his choice.
Accentuate Strength and Dexterity? and look for magical items
that enhance those traits) as well as Vitality. Also, fast hit recovery is
something to covet, as is significant magic resistance. Not only does
that help you out when you)re battling the legions of hell, but some
Sorcerers tend to be loose cannons, and as a Warrior you,ll spend a
lot of time in the line of fire.
THE SoRLCERLEBI
Just as the Warrior can now set aside his magical inclinations) the
Sorcerer has little need of Strength in multiplayer. Almost any armor
will do? and because the damage a Sorcerer inflicts comes from
Magic, what use is Strength?
Pour those points into Magic) and look for items that detract from
the Damage a monster does in combat to further heighten your
defenses. Also) look for offensive spells that don?t carry a blast-radius
component (that is) those that don?t explode). Notice that the higher-
level spells tend to allow you to focus Fire or Lightning into smaller
areas) which is a skill to covet. Take pains to avoid damaging your
partners) lest they take exception.
CHAPTERl9: BATTLE.IIET
THE R|oGVE
While the Sorcerer provides the magical component to a party?s dis-
tance attack, the Rogue employs the bow to add a physical
component. As with the other classes) your primary trait should be
the advantage you lean on in combat.
Strength is somewhat important (you need good Strength to use a
bow? as you would for any other large weapon). Beyond that) when
you,re not pouring points into Dexterity) go with Vitality. Look for
bows that carry a magical component-not only in characteristic
adjustments but those that include fire or lightning as part of the dam-
age they do.
LiGHT my WAY
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LiTTLE EASiERt DoII'T KLEEP SVCH AH iTEm VHVSED
ill YOVB`iIIVEIIToI|Y iF SOmEOIIE Call UTILIZE iT.
CHAPTERl9: BATTLE.IIET
mvLTipLAYEBIExpLORLATioII
ADD ComBAT
scouring the dungeon with a group of characters is done a little differ-
ently than in single-player mode, though the basic components
remain unchanged. your character benefits from having other charac-
ters nearby who possess skills you thus no longer need concern
yourself with. The essence of cooperative Play iS allowing other char-
acters to do what they do best) and to perform your own tasks to the
best of your ability.
In a single-player game) you Can OCCaSiOnally afford tO get bored Or
restless. you can?I afford that lurury in multiplayer) as a reckless player
inevitably is left lying on the dungeon floor by his disgusted comrades.
For exploration purposes) regardless of the characters in your Party,
but assuming there,s at least one of each type, consider these roles in
addition to performing your special skill for other party members.
DIABLO: THE OFFICIAL STRATEGY GviDE
OFFEIISiVE TACTics
With each of the character classes specializing a little more than in the
single-player mode, offensive tactics for a group of adventurers place
a Premium On COOrdinatiOn) and also contingency plans. Eventually}
someone is going to go down in battle, and a good plan B is essential
to making sure the entire party doesn,t follow suit.
There are four basic environments that you?ll encounter in the
dungeon, each of which merits particular tactical consideration from
the group standpoint. They are the large room) the small room) the
wide hall? and the narrow hall.
Of course) some locations combine various aspects of those four
broad categories) but thinking about occupied space in those four
ways provides a good basis for tactics that you can tailor to a variety
of situations.
As with the single-player game, forcing the monsters to attack
through the narrowest avenue is the safest way to go. It,s just that
now you have a group of players jockeying for position, and you want
to make sure that everyone can attack effectively, without exposing
their character or their partners to undue risk.
CHAPTERl9: BATTLE.IIET
Small Bloom
Imagine) if you will) a doorway in a wide hall. The smallish room on
the other side presents the easiest tactical situation for a party of
adventurers to surmount.
DiABLO: THE OFFICIAL STRATEGY GviDE
To one side of the door stands the Warrior. Directly in front of the
door stands the Sorcerer. Farther down the hall (some 25 feet rela-
tively) waits the Rogue.
The Sorcerer opens the door and cuts loose with Inferno or some
form of Lightning-three or four bursts that incinerate most of the
demons waiting just inside the room) and certainly any close enough to
damage the Sorcerer while the spells are being cast. Then the Sorcerer
turns and runs from the open door) taking up a position near the Rogue.
As the monsters, looking dazed and feeling significantly warmer
than a few seconds earlier) emerge into the hall, the Warrior taps
them on the shoulder once or twice-with an axe.
Startled and engaged, a monster freezes in the doorway, blocking
the egress of its brethren. Any of the Warrior's weapons that don't fall
quickly feel the added pain of the Rogue,s arrows. If the hall is wide
enough) or the spell precise enough) the Sorcerer can continue to
attack. The key) of course? is evaluating the chance of doing damage
to the Warrior.
Once monsters stop emerging from the room, it's likely there will
be some with ranged attacks remaining inside. Since you can count
on them firing a concentrated volley at the door) the Warrior gets the
unenviable task of leading the charge. Have the other characters close
to the door, so that the Warrior isn)t all alone for long. Let the War-
rior give the signal to advance.
Most monsters with ranged attacks won)I stand in one place if you
run toward them. And when they?re running7 they Can?I attack. Thus?
the Warrior charges the throng? but more with the intention of herd-
ing them than closing the gap and engaging one foe. The object is to
gather the monsters) so that the Sorcerer and Rogue) hot on the War-
rior)s heals) can dish out some damage to the milling crowd: The
CHf|PTERl9: BATTLE.IIET
LARLGE Bloom
Entering a large area with a Party Of adventurers Presents some
unique challenges, since most large areas are comprised of several
encounter zones) where monsters are triggered when someone comes
within a certain proximity.
For this reason? it)s essential that the Party Stays relatively Close
together. If four players enter a large room and fan out, rest assured
that every monster in the joint will notice. The idea is to overwhelm
the party, and your mission) tactically speaking, is to avoid giving the
monsters that chance.
Decide beforehand which wall you?re going tO Stick tO. If anyone
has a scroll of Infravision) it can be particularly useful When entering a
large area. you,ll be able to judge the initial position of the monsters)
and also see those knots of bad guys waiting for someone to wander
into their immediate area. watch out that you don't roust them with
errant projectiles.
of course, if the monsters can be drawn out of the room or area
through a narrow avenue) the job gets a lot easier. You might even
DIABLO: THE OFFICIAL STRATEGY GviDE
WiDE HALLWAY
The wide hallway is a killing zone in multiplayer, as it affords each
member of the group a chance to concentrate fire on a portal through
which all monsters must pass.
The consideration here is that you actually want to fight in the
CHAPTEBl9: BATTLE.IIET
HAI|i|OW HALLWAY
One of the most perplexing tasks in multiplayer is conquering a nar-
row hallway. Often) there?s just no good way to fit three or four
characters into a small space like a narrow hall and still have them
fight effectively? especially if you?re thinking about using magic.
Tactically) how you assault a narrow hall varies depending whether
or not there's a door at the end, whether the monsters at the end of
the hallway will pursue) and whether or not they have ranged attacks.
Pursuing monsters without ranged attacks are playthings for the
Sorcerer, since spells like wall of Fire and Flame Wave can make any
narrow passage almost unsurvivable. The following example assumes
the hall is two characters wide.
Have the Rogue enter the room or otherwise attract the attention
of the monsters. The Sorcerer waits outside in the hall) spell at the
ready. Directly behind him waits a warrior.
The Rogue draws out the opposition) running past the sorcerer) who
then opens up with serious magic. The monsters are taking damage, but
it,s obvious they)ll reach the Sorcerer before dying off completely.
As they close the gap) the warrior steps from behind the sorcerer)
flanking the mage. The Sorcerer turns and flees down the hallway as
the first of the monsters encounters the warrior. The monsters are weak
and the hall is narrow, so the warrior can go toe-to-toe for a few sec-
onds) especially with the Rogue lending support from a short distance.
The Sorcerer retreats past the Rogue) turns) and readies his spells once
more. When the foremost monster falls to the warrior, the warrior falls
back, following the Rogue to positions behind the sorcerer. In this way)
the characters can leap frog do\^m the narrow passage, taking turns in
attacking and keeping the monsters at bay.
CHAPTEB|9: BATTLE.HIT
DEFEHSiVE CoHSiDERaTioIIS
Just as it?s crucial to have a solid plan of offense for your party) where
everyone has a relatively clear set of responsibilities in a given situa-
tion) it?s also important to consider some defensive tactics. Of course)
where DiclblO iS COnCerned? "defense" iS a Very kind word. Each char-
acter is largely responsible for their own defense, in the form of
magical resistances and the ability to heal on the run.
The most basic aspect of group defense is simply how to keep
from being overwhelmed, and what the plan of action is should a
horde of monsters manage to kill one of your group) and/or splinter
the party.
As with the single player game) the key is not to flee into
unknown territory, and to actually anticipate a fall-back position that
DiABLO: THE OFFICIAL STRf|TEGY GviDE
When I walked into the offices) the lights were off in the reception
area and the blinds were drawn. My eyes adjusted to the darkened
room. There was no receptionist at the desk, just the posterior of a
17-inch monitor angled toward the door. Thinking I?d come to the
wrong place) I turned to go) but I stopped when I heard a recent)
familiar sound-that unforgettable claw-hammer-meets-ripe-can-
taloupe splurch meaning someone or something has just been
disemboweled. I was in the right place.
"Just a second," someone said sweetly from behind the monitor.
lWhoa! Haven?t seen her before. I think this is the Succubus. Hmm,
fer)s partner in crime) David Brevik. (At this point, basically) we,re
just trying to make it better." The lead programmer on the project is
wrapped a little tighter than his colleague today; he's been dealing
with the last of the game?s bugs all night long. You can almost see
lines of code skittering across his eyeballs.
DI.ablO,S COCreatOrS met While working at a Series Of Small Sili-
con valley game companies. Brevik worked on a number of
pc-to-console conversions. Schaefer started out doing clip art, but
soon found himself creating game graphics.
"we called up Dave and said Hey? do want to start a company?")
mocked up their own little stand for Diablo. They?d cut out clippings
from magazines, blown them up) and pasted them together: Preorder
Diab/o here., It was totally amazing to me."
Brevik and Schaefer had kicked around the idea for a different
type of role-playing game from Condor's founding. Brevik was a long-
time fan of the old Unix-based games) those simple dungeon hacks
that were different every time you played them. (1t was all text)" Bre-
vik says, "so you were really just moving the squiggle around to fight
the letter A., Not all that exciting. But we thought) what if we gave
them a graphic treatment?"
So the two devoted gamers pursued the idea of a random-environ-
ment) dungeon exploration game with a 3-D graphical look.
'We were basically coming up with a game we?d like to play)" Bre-
viksays.
"Most of the role-playing stuff on the market at the time tended to
stomped around) dug our heels in and said) (We?re not changing it!,
From an art standpoint, it would really have been no different, but
from a programming standpoint) it was going to be a big pain for me.
But then we thought about it some more and decided to try their idea.
I hacked up something in a couple of days to see what it would be
like) and we all just loved it."
Brevik had to develop a new engine to run the game in real time)
but it added an element of almost DOOM-like action that made the
game unique among RPGs. Schaefer says that although they were
sold on the game's real-time aspect, they still wanted to make the play
different than a game like Warcra/i.
They also wanted a different look for more than 150 monsters
populating Diab/o,s dungeons-an unprecedented number in an
industry where other developers brag about 10.
6We didn)I really want the traditional role-playing monsters)"
Schaefer says. ''No dragons, elves, orcs, trolls, and such. We leaned
toward the more demonic and undead type of monsters to give the
game a creepier feer
"We felt that orcs and elves were well situated in our Warcra/f uni-
verse)?, adds Roper "and that Diab/o would give us all a chance to
explore the darker side of gothic horror and fantasy."
Along with a chance to hack up these dark creatures, Blizzard
cHAPTEB|IO: THE mAKfHG OF DiABLO 245
integrated into the game very well. It was a little too free-form in the
beginning: You could complete quests or not. Then we all really sat
down to develop the storyline."
Changing the way that the quests fit into the game altered D!.ab/o
significantly. What had been little more than a highly sophisticated
monster hunt was becoming a far more sophisticated RPG with a
strong narrative element. The more that they tweaked it) the closer
the game came to delivering the best of both worlds.
Then Battle.net broke the mold.
''Again)" Brevik says? "the multiplayer capability was just another
hunt down D!.ab/o over the Internet was a huge decision," says Roper.
"We knew that we would) in reality, be shipping two products in one
by putting out D!'ab/o and Battle.net in the same box. But once the
idea was formed) we were all too dedicated to making it a reality to do
anything but make it happen."
The final version of Diab/o utilizes nearly 5)000 frames of animation
for the heroes, more than any other game on the market (as of this \wht-
ing). U/f!'mc[ VItJ, by comparison, uses about 2)000 frames. Wky take
the time to draw and digitize so many different looks for the heroes?
246 DiflBLO: THE OFFICIAL STRATEGY GviDE
like an axe. I think other people care about that kind of thing too. It
just looks better."
D!.c!b)o also contains a lot of original "mood music" created by
composer Matt Uelmen. The game,s distinctive background score is
one of the spookier) more disturbing elements) adding much to the
overall experience.
But if one element sets Diab/o apart) it is its randomness. The
game system was designed to randomly generate the layout of each
new level) with unpredictable attacks and a wide variety of unpre-
dictable attackers.
That's probably what I like best about the game," Brevik says. '(I
can almost guarantee there are no commercially licensed graphic
RPGs out there that are replayable in the same way this game is. rm
very proud of that."
"The fact that every time you play DI'ablO you are getting a new
and unique gaming experience is what keeps me playing even after all
the testing)" adds Roper. The character classes all play very differ-
ently) and you just never know what you,ll find next."
"we,re never satisfied)" Schaefer says. "We push each other to
make things better and better. We do things over and over again. We
render the same character five times, and we still don?t like it. Some-
times the guys get mad, but in the long run, it makes a better game."
4We may be only making a computer game)" Brevik says? 6(but we
have very high standards. I still think we could improve this game."
That was back before D!'ablo was fully cooked, and I can report
from personal observation that the versions that followed my inter-
view were? indeed, better and better and better.
Before I left) I stopped off to visit one last time at the reception
CHAPTERIIO: THE mAKiIIG OF DiABLO 247
desk. I had this idea about stealing some tips on the way out. It was
dark in the hallway, and I got turned around on my way-but then I
just followed my ears: Tap) tap) tap-splurch.
"Gotcha!"
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