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Prima Diablo Strategy Guide

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0% found this document useful (0 votes)
369 views260 pages

Prima Diablo Strategy Guide

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twrikfink
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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How to Order:
For information on quantity discounts contact the publisher: Prima Publishing, P.O. Box 1260BK. Rocklin. CA 95677-
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Visit us online at http://vA^M/.PrimaPubliShing.com
TB iffiBEO-
THE OFFICIAL STRLATEGY GviDE

JoHH WATER|S

PRJmA PVBLISHIHG
R9CIuiH, CALiFORLnifl
(9I6) 632-4400
-,Jdl,ul-iqipr'--',_ffixp is a registered trademark of prima publishing) a division of prima

Communications) Inc.

and Prima Publishing® are registered trademarks of Prima Communications) Inc.

© 1997 by Prima Publishing. All rights reserved. No part of this book may be repro-
duced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording) or by any information storage or retrieval system without writ-
ten permission from Prima Publishing) except for the inclusion of quotations in a review.

Portions ©1996-1997 by Blizzard Entertainment. All rights reserved. Original charac-


ters are copyrighted characters of Blizzard Entertainment. The trademark "Diablo,,is
owned by Blizzard Entertainment. Unauthorized use is prohibited.

Project Editor: Chris Balmain

All products and characters mentioned in this book are trademarks of their respective
companies.

Important:
Prima Publishing has made every effort to determine that the information contained in
this book is accurate. However) the publisher makes no warranty) either expressed or
implied) as to the accuracy) effectiveness? or completeness of the material in this book;
nor does the publisher assume liability for damages) either incidental or consequential)
that may result from using the information in this book. The publisher cannot provide
information regarding game play) hints and strategies? or problems with hardware or
software. Questions should be directed to the support numbers provided by the game
and device manufacturers in their documentation. Some game tricks require precise tim-
ing and may require repeated attempts before the desired result is achieved.

ISBN: 7615-0371-4
Library of Congress Catalog Card Number: 96-72243
Printed in the United States of America

97989900DD10987654321
CoHTEHTs
CHAPTEBII IHTRLODVCTioH............,......,I

CHAPTEBl2 HowToUsETHiSBooR|..,,......,..5

CHAPTEBl3 GAmEOvERyiEW .....,......,.....9

cHAPTEBl4 THECHARf|CTERLS .................43

CHAPTERS CRLEATvRLESAHD ComBAT............59

CHAPTERl6 UJEAPOIIS, ARLmOR¢ AIID


oTHEB|TRLEASVRLES,,.,.,.,........I3I

CHAPTEBl7 MAGIC OF DiABLO: SpELLS,


potions, TRLEASVRLES, AHD SHRfHES ...I6I

CHAPTEBl8 THEQIjVESTs ,...........,,......I9I

CHAPTEB|9 BATTLE.IIET ....,..,.,.,........22I

cHAPTEF|IO THEmAKiIIGOFDif|BLO...........239
2 DiABLO: THE OFFICIAL STRATEGY GviDE

Y ou find yourself in a somber, twilit village. Something evil


haunts this place, though the nature of that evil is not immediately
clear. An anxious and dwinding populace speaks to you of invasion
by dark riders) and of strange rituals performed in a ruined cathe-
dral at the edge of town.
At the entrance to the church) a dying man writhes in agony.
Dim light seeps from the church doorway. Within, a stone stailWay
plunges down into darkness, to a dungeon where the scent of death
surrounds you...

The labyrinth is no place for the faint of


heart-or weak of stomach.
CHAPTERII: IHTRLODVCTioH

Thus begins D!.clb/O, Blizzard's genre-busting' real time role-play-


ing juggernaut. This is a huge game, packed with monsters and
mayhem.
The action takes place on 16 dungeon levels) which also house a
random mix of peripheral environments. As the hero of the Dl'ab/o
Saga) players must win) buy? or barter for a staggering array of arma-
ments and magic spells) and learn to use them properly against an
equally impressive list of foes. Along the way) challenging quests) fas-
cinating plot elements) and a variety of intriguing nonplayer
characters will test your gaming mettle.
In short, Diablo?s dark database is mcISSiue.
Few computer games on the market offer a similar range of
options. Levels) weapons) monsters-just about everything in this
game generates randomly. Each time you fire it up) the map changes,
the cast of characters shuffles) and the possibilities shift. Play the
Rogue, and it?s one game; play the Warrior, it?s another; sally forth as
the sorcerer) and it,s another game) still. And) once you)ve beaten the
living hell out of your computer, you can play it over the Net with
friends (or enemies) in a multiplayer format that expands the game
even further? allowing you to crank up the difficulty to suit your skills.
Providing a strategy guide to such a richly constructed and unpre-
dictable game was a tricky-and absolutely essential-venture.
There)s so much you can miss? so many possible twists, turns,
and subtle aspects you might never notice in the heat of real-time
combat... sodamnedmanywaysto crie...
without some kind of resource outside the confines of the game)
many players would fail to experience everything this grievous adven-
ture has to offer. And that would be a shame.
4 DiABLO: THE OFFICIAL STRATEGY GviDE

In your hands is the closest thing available to a definitive guide


of a random world. It was assembled with the cooperation of the
developers, as well as an army of weary-but-devoted testers, and
includes every trick and tactic that could be wheedled, cajoled, and
begged from the folks at Blizzard.
With this book to accentuate your own skill and determination)
the demon Diablo doesn)I stand a chance in hell....
DiABLO: THE OFFICIAL STRATEGY GviDE

I a certain breed of role-player) this book's very existence is


an insult; a "cheat." Others will see this guide as a welcome torch in
a long) dark tunnel. Both points of view are justified. There?s noth-
ing quite like an uncompromising win-but there?s also no point in
sacrificing your sanity to the game gods. Even if you don't want
help with specific quests) this book is still worth a read for the
deeper understanding of the game)s subtleties. If) on the other
hand, you find yourself repeating the same mistakes, you probably
need a little assist) and you)ve come to the right place.

Danger lurks around every corner.


cHAPTEBl2: How To VsE THIS BooR|

Diablo.. The Official Strategy Guide ls a really referer\Ce tO


improve your understanding of the game. It includes an overview?
information about the interface and heroes) and specific definitions
for everything-from character slats to items that may pop from a
dying Demon?s grasp or shattered barrel. It also includes complete lists
of monsters) weapons) and spells.
Players who want straight answers will find lots of them in Chap-
ter 8 (the summary of each quest). If you find yourself at Diablo,s door
for the 12th time? and sfi// can?t finish him off, therein lie the strate-
gies you need. Chapter 9 covers multiplayer tactics for Blizzard)s

Death becomes a familiar sight.


8 DiABLO: THE OFFICIAL STRATEGY GviDE

Battle.net, a totally different approach to the game. (Chapter 10


introduces the game's creators and takes a behind-the-scenes look
at how DI'CIb/O developed.)
Because of Diablo?s randomness) no guide) however thorough)
can offer fail-safe solutions. This book may be a torch) but it?s no
floodlight. It doesn,t contain the single best route through the
game) because) as Blizzard will attest) none exists.
The information in this book is assembled so that you can find
what you need without stumbling over things you)ve already experi-
enced. It?s worth noting that the complete list of quests is never
available in any one game. If you find yourself unable to trigger a
certain expedition, the reason is that the list was predetermined for
that game when you first began, and some quests exclude others.
IO DIABLO: THE OFFICIAL STRATEGY GviDE

D !'ab/o is an extremely challenging game: you must guide one


of three distinct characters through a series of labyrinthine dun-
geons and cavernous grottos carved deep in the earth near the
medieval village of Tristram.
At each level of this subterranean maze) you confront an amaz-
ing array of demons) beasts) and undead fiends? all bent on your
untimely demise. As you descend, you encounter new creatures of
increasing viciousness and power... battling for increasingly valu-
able treasures.
In addition to the treasures you acquire) you?ll bolster your vari-
ous characteristics (strength) dexterity) and so on) as you gain
experience in combat. Each increase in experience level rewards
you with five points you can distribute amongst the various charac-
teristic categories.

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

Cain has a lot to tell anyone patient


enough to stop and listen.

GRfSWOLD, THE BLACKSMITH


Griswold keeps a store of intriguing (and often expensive) weapons
and armor at his shop. The list generates randomly? with new items
added whenever you make a purchase or advance an experience
level. The Blacksmith also has the ability to repair items whose
Durability ain't what it used to be, and that's probably when he'll
serve you best. Common items can be repaired for next-to-nothing)
while magical items require much more expense.
CHAPTEB|3: GAME OvERyiEW I3

Griswold,s services are indispensable.

ADRfA, THE uJiTcH


Across the stream southeast of town is the hut of Adria the Witch,
the only place you can purchase Mana potions. Additionally) the
witch offers a constant and diverse supply of magical items for sale,
including potions, scrolls) books) and staffs. And) at a very reason-
able price) she?ll recharge any magic staffs. If you)re playing the
Sorcerer) you?ll always want to check the Witch?s supply before
making other expenditures) just in case she has a rare and valuable
Spellbook or Scroll you might need-they don,t sell cheap.
I4 DiABLO: THE OFFICIAL STRATEGY GviDE

Adria is the one to see when the subject is Magic.

Whatever class you're playing, you'll want to take advantage of


the Witch's supply of Town Portal and Identify scrolls. The Identify
scrolls cost the same as getting the service from Cain, allowing you
to utilize magical gear found in the dungeon without taking it back
to Tristram first. By the same token, the Town Portal spell is an
indispensible means of returning to town without putting in a lot of
tedious leg-work.
CHAPTEB|3: GAME OvERyiEW I5

PEPiII, THE HEALEB|


As you might expect, Pepin heals. Just as the witch supplies Mana?
Pepin peddles potions and scrolls for healing) with miscellaneous
elixirs thrown in late in the game for variety. He?ll also bring you
back to full health for no charge, and in the multiplayer games
you)ll find that Pepin carries a steady supply of Ressurect scrolls.

Pepin can heal u)hat ails you.


I6 DiABLO: THE OFFICIAL STRLATEGY GviDE

uJiR]T, THE PEG-LEGGED Boy


Gnawed on by monsters) Wirt escaped the dungeon with his life)
though you'll often wonder if that was such a good thing. For 50
gold pieces, Wirt will divlllge his Current item (Singular) for Sale, and
it?s usually worth the price to take a peek. Wirt whispers for your
attention across the stream behind Gillian)s house) in a small clear-
ing beneath a tree. Just as with Griswold?s list of Premium items)
Wirt features a new treasure at random intervals.

IF uJiluT HAS A RLELATivELY CHEAP iTEm


FORISALE, SVCH AS A SCI|OLL, iT miGHT BE
WOIUH BVYirIG iT EVErl iF YOU DOII'T
IIEED iT, just To coax HiIII iIITo
Ill-STocKiIIG.
I7
I8 DiABLO: THE OFFICIAL STRATEGY GviDE

Gillian is beloved in Tristraml but her role


in Diablo is that of a bit player.

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

Farnham)s story is a sad one, when it)s coherent at all.

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.

Alu)ays save your game before accessing a Shrine, the


better to consider its effects before committing to them.
2I
22
CHAPTEBl3: GAME OvERyiEW 23
OVEBJXTEIID YOVI|SELF UJHEII YOU CAH ALWAYS
mAKLE A QLViCK_TItiP TopsiDE To RIEPLEIIiSH
HEALTH AIID mA-. ill ADDiTioII To THE ImirI
DVHGEOH EHTRaIICE THIIOVGH THE FIIOIIT DOOR`
OF THE CATHEDRflL' THERE ARIE STAiR|WAYS DEEP
ill THE DVHGEOH THAT OPEII AVEHVES LEADiIIG
To TRiSTRaIII. OII THE FiFTH LEVEL, THE STAiRLS
EmEIuGE FIuOIII THE CIIYPT iH THE GRaVEYAI|D.
OII THE IIiIITH LEVEL, THE STAiRLS To TowrI LEAD
To A CAVE IIEAB`WHERIE WiluT STAIIDS+ FiIIALLY,
OII LEVEL I3' TAKfIIG THE VP STAiRLCASE OPEIIS A
FiSSVRLE iH THE GRLOVIID BEHiHD PEPiII'S HOUSE,
THIIOVGH WHICH YOU CAII RIETvI|II To HELL.

SHOIU oF TAKjHG THE STAiI|S, THE TowII


PoluTAL SpELL iS THE QLViCKLEST I|OVTE. iT OPEHS
A DiRECT GATEWAY To A SPOT tvsT ovTsiDE
TRfSTRam'S Town SC|VAR|E. THE SPELL iS A Two-
wfly TItiP, ALLOWiIIG YOU To ACCESS THE TowII,
AIID THEII RETvRH To THE DVHGEOII FIuOm THE
EXACT poiHT WHERLE YOU CAST THE SPELL ADRffl
THE WiTcH KEEPS A STEADY SUPPLY OF TowII
PoluTAL SpELLS. CoHSiDER`THAT you Doll,I
HEED To BE CAIU\YiIIG FIVE OBISiX WiTH YOU AT
ALLTimES: iFYOV FiHD mORETmII OIIE iH THE
DVIIGEOH, THR|OW THE EXTRAS OII THE GI|OVHD
IIEABIWHERIE THE POIUAL OPEIIS ill TRfSTRam,
AHD PiCK=OIIE VP WHEII YOU RLETvR|II To TouJII.
24 DiABLO: THE OFFICIAL STRLATEGY GviDE

When you reach the catacombs) the mausoleurxp will open


so you can return to the town from that level.

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

The boxes) barrels, and sarcophagi can hold treasures,


weapons) magic-and pain.

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

The Character Information Screen lets you keep track of


the essential statistics of the character you,re building.

Determining those best-suited to your character would be tedious if


you attempted to do so based purely on data analysis.
Placing Character and Inventory screens side by side as you
equip two items lets you view the results as the pertinent numbers
change on the Character menu. Often, you'll end up sacrificing
something in one column to gain a significant advantage in another.
In the purest sense) you,ll ready your hero for either close or
distance combat) with magical or nonmagical components. As you
progress) you)ll find rings or amulets that magically enhance certain
CHAPTEBl3: GAME OvERyiEW 27

characteristics) or likewise offer your character specific defensive


advantages. It,s these items you?ll most often equip and remove
throughout the game, as you pump up specific character traits for
impending confrontations.
As with choosing weapons, when you call up Character and
Inventory) think about what you?re likely to encounter in the dun-
geon ahead) and emphasize the appropriate abilities. This is more
of a crapshoot as you begin each dungeon level? because you never
know what lies ahead. After a few rooms, however, you get a feel

When you reach the caves, another entrance


to the surface will open.
28 DiABLO: THE OFFICIAL STRLATEGY 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

When you reach the hell levels) another


u)ay to the town level will appear.

you return to Tristram, unless the floor is becoming so littered with


treasure that you're afraid you're going to lose track of it all. And
be selective about what you take back to town.
Obviously) you should take back all magical items for identifica-
tion before considering whether to sell them. Also, bring back any
duplicate items (if you find an axe and you already have one) for
instance) if there's any doubt as to which is the better piece of
equipment. Let Griswold)s offering price be your guide.
30 DiABLO: THE OFFICIAL STRATEGY GviDE

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

more durable adventurer. You?ll certainly want to build the character


trait that your class is most dependent upon) but every area is
important to a well-rounded adventurer: Good weapons and armor
require Strength. Good spells require high Magic knowledge. A dev-
astating bow attack needs serious Dexterity. And all the classes
need Vitality: The stuff of life.
Vitality for the Warrior means you'll be awarded two more Hit
Points to your total' Though it isn,I very exciting) you should proba-
bly put one of those precious five points per level into Vitality. The
same goes for the Sorcerer and Magic. Every point into Magic
increases a Sorcerers Mana by two.
Though the various character traits have some obvious and
direct effects) there are also subtle adjustments made as you
increase the various totals. Consider the following:

. Sfrengfh dictates the weapons you can wield) as well as the


damage you inflict.
. Magic Points (MPs) determine not only the spells you can
learn, but their effectiveness and the economy with which
you expend Mana. Increasing MPs increases your Mama
capacity correspondingly.
. Dexferify influences not only proficiency with ranged
weapons) but also a character,s accuracy in close combat)
armor class, and movement rate.
. V!.fall.fy direcdy affects your character,s Health capacity) increas-
ing the damage you can withstand from a single blow. When
you start to fight monsters that can deal out tremendous dam-
age) you want to be able to live through at least a single hit.
32 DiABLO: THE OFFICIAL STRATEGY GviDE

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.

A drink from the Blood Fountain restores your


character,s Health.
CHAPTERl3: GAME OvERyiEW 33

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

The tomes tell the tail of the Dark Exile.


34 DiABLO: THE OFFICIAL STRLATEGY GviDE

character,s chance To Hit) without considering the specific oppo-


nent in question: Your To Hit number is a baseline) used in
calculating your chance of hitting a specific monster in combat by
subratacting the monster,s Armor Class and then taking a various
number of other factors into consideration. Practically speaking)
take your To Hit number and subratact your target?s Armor Class to
see if you?re in the ball park.

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

The Inventory Screen shou)s you what your


character is u)earing and carrying

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.

HEY! i SAID TimE OvT!


Diab/o?s action never stops (short of calling up the menu screen)
which prevents manipulating the game in any way). The saga con-
tinues even when Character and Inventory screens block the
dungeon view. Opening only one of these menus will give you a
slightly eclipsed view of the action. That's an effective way to make
hasty adjustments during full retreat. If you plan on tinkering) save
the game first. Monsters won't be merciful just because you're fish-
ing around in your backpack. The Pause hotkey ((P?) serves the
same purpose as the menu, but the menu serves as a better (panic
button.? From the menu) you can reload your last saved game.
CHAPTERS: GAME OvERyiEW 37

The Quest Log lets you refresh your memory.

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

\UATcH FOBIA SHRiIIE iH THE GAME WHICH


REPOIuTs "THE WAY iS IIlflDE CLEABIWHEH
ViEWED FR|Om ABOVE." You GVESSED iT: THE
AvTomAP iS SVDDEHLY COmPLETE, REGARDLESS
oF WHERIE YOV'VE BEEII OII THE LEVEL. uJHiLE iT
CAH BE HELPFUL, THIS iS HOTA GOOD THiIIG iF
yov'I|E VSiIIG THE IIIAP To CHECKIFORICLEARED
AREAS, AIID OrIE mOR|E I|EASOH YOU SHOULD
ALWAYS SAVE THE GAME BEFORLE ACCESSiHG A
SHRirIE, tVST ill CASE.

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

The Spellbook gives a detailed account


of your inventory of magic.

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

Use the Spellbook for quick spell access.

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

D !'ab/o gives you a choice between three uniquely talented hero


archetypes familiar to role-players for decades-the warrior) the
Rogue) and the Sorcerer.
The Warrior is strong and vigorous) the Rogue agile and clever)
and the Sorcerer especially gifted in the magical arts. Any class can
develop the strengths of the others? although not to the same extent.
Thus, picking a character for D!.ablo is a matter of personal prefer-
ence? and examining each character beforehand will keep you from
making a selection that conflicts with your style of play.
Regardless of the class you select) it?s always good to have a "plan
B." One-trick ponies don't get very far in D!.ablo, so don't dump all
your Experience Points into a couple of traits. By the same token?
don)I sit on the fence. Pretend your character has a split personality-
a primary and a secondary configuration) if you will.
Sorcerey is the 'pivot point, of D!.ab/o in regard to a character?s
abilities. That is: A Sorcerer can choose to emulate either a warrior
or a Rogue, in a manner of speaking. But the Warrior and Rogue
classes are so similar, in purest combat terms (i.e. they're non-magical)
that it really behooves both to cultivate a magical attack for battling
foes that simply can,I be dealt with effectively otherwise.
Ultimately? you?ll find that each of the character classes has an
inherent ability that dictates its most effective fighting style. That
unique aspect of each class further adds to the dynamic nature of
D!'ab/o, and greatly heightens the game's replayability. Don,t short-
change yourself by never experimenting outside the warrior class) or
you,ll be missing two-thirds of the fun.
cHAPTEB`4: THE CHARaCTERLS

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

As eluded to in the chapter introduction, the last word on the war-


rior, oddly enough, is Sorcery. Though it also pays to be proficient
with a bow, the Warrior is the one character class capable of running
right up and bashing on someone to do physical damage, and it's a lit-
tle silly to take that away from him. There's also the consideration of
the increased Armor Class that comes with a shield? which a bow pre-
vents a Warrior from enjoying.
When you)re not putting experience points in Strength and Vitality)
drop a couple into Magic. Late in the game) when everyone has a
Magic attack, you won,t feel so outgunned. Though you,ll never have
the Spellbook of a true Sorcerer, yours will be plenty strong enough.
Keep your eye out for the books of stone curse, chain Lightning)
Inferno, Teleport, and/or Flame Wave. Those'll be the upper end of
what you can hope to utilize as a Warrior) and indeed they,ll serve you

A CHARACTER:S SpECiAL SKILL


EACH OF THE THREE CLASSES OF CHARaCTERI
COIIIES EQLViPPED WiTH its OWII SpECiAL SKILL:
All iHHATE ABiLiTy THAT HELPS iT HAViGATE THE
cHAPTEBl4: THE CHARLACTERS

DVIIGEOrI A LiTTLE mOI|E EFFECTivELY THAII THE


OTHEBICLASSES iH OIIE RIEGARID+

FoR`THE \UARRiOR¢ THAT sKjLL iS I|EPAiRfIIG


woR|II iTEmS, AS mEASVBJD BY THE iTEIHS
DvRflBiLiTy IIVmBER`

THE SoRLCER|ER`POSSESES THE ABiLiTy To


RIECHARIGE STAVES, All ABiLiTy AHALOGOVS
To THE WAIUtiOR:S.

THE RLOGVE HAS A CERITAiH SKirL AT iDEIITiFYiHG


DiSARmiHG TRAPS, SPECIFICALLY BOOBY-TRflPPED
cHESTs AIID DOOI|S.

ill SHOIuTt iF YOV'I|E PLAYiHG THE WARItiOB`OBI


SoI|CERERt WAIT AS LOIIG AS YOU CAH To I|EPAiR
oRIBJCHAI|GE' RIEALiZiIIG THAT, iH THE CASE OF
THE uJARRiOR+ AH iTEIII VAHiSHES WHEII its
DvRaBiLiTy IIVmBEB`I|EACHES ZER|O+ THE LOIIGER`
you wAiT, THE mOI|E EXPEItiEIICE YOVRI
cHARflCTEB`WiLL HAVE GAiIIED, AIID THEY'LL DO
A SiGIIiFiCAHTLY BETTERJoB, AS RIEFLECTED BY THE
LOWERiIIG OF THE VPPERL-EHD DvRaBiLiTy ORI
CHARLGES HVmBERt

iF YOU,Ill PLAYiIIG THE RLOGVE, A TRAPPED CHEST


wiLL SHOW VP AS SVCH OII THE IIIEIIV WHEH YOU
HiGHLiGHT iT. SELECT yovB`DiSAI|miHG SKILL AS
you wovLD A SPELL, AHD tCAST' iT OII THE
oFFEIIDiIIG OBJECT+
DiABLO: THE OFFICIAL STRLATEGY 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.

u/arrior Maximum Abilit Totals


Strength 2
Magic
Dexterity
Vitality 1 ;5 o;

The Warrior is the master of hand-to-hand combat.


cHAPTEBl4: THE CHARaCTERLS

UJHY PLAY THE uJARRfORI


Blizzard,s resident Diablo ace? Roman Kenney? shares his best tips on
the Warrior.
. The Warrior enjoys the fastest attacks with all weapons except the bow.
. He gains two Hit Points per level of experience, and also per point
of Vitality.
. The Warrior)s Repair Skill makes him low-maintenance.
. He gets double bonuses for all items lof Life, and (of Vitality,?
though he also gets double negatives.
. The Warrior has a Critical Strike component giving him a calculated
chance for double damage (half of his current level is his chance-
e.g. A level 10 Warrior has a 50/o chance for Critical Strike).
. His high Vitality means he takes less damage per hit.

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.

RoGUE MAXIMUM ABILITY ToTArs

Strength
Magic
Dexterity 2
Vitality 8: i

The Rogue shines in the area of physical distance attacks.


DiABLO: THE OFFICIAL STRATEGY GviDE

UJHY PLAY THE RpGVE?


Blizzard?s own Roman Kenney shares his tactical insights on the
Rogue character.
. The Rogue casts spells much faster than the Warrior.
. She adds both one Health and one Mana point per level gained.
. She can inflict physical damage from a distance with a bow.
. She fires the bow very quickly and accurately.

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

UJHY PLAY THE SoRLCERLER?


Blizzard's Roman Kenney shares some of the mage's primary
advantages.
. The Sorcerer gains two points of Mana for every level gained, as
well as for every point of Magic.
. He gets double the bonus for magical enhancements (but he also
gets double negatives).
. At the higher levels) he,s almost indestructible, unless mobbed.
. He attacks fastest with the shield.
. For every level of Mana Shield) the damage he takes is reduced.

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

DoH'T FEEL YOU must DiSTRfBVTE IIEWLY


ACQJViRLED ExpERfEHCE PoiHTs immEDiATELY.
SomETimES, iT's BETTER`To wAiT AIID SEE WHAT
THE DVIIGEOH HOLDS iH SToI|E, AIID WHAT IIEW
TREASVRLES AWAIT ill TRiSTRam. PEI|HAPS YOV'LL
DiSCOVERl(OR`CAII PVIuCHASE) A mAGiCAL iTEIII
To iHCI|EASE YOVBISTATs DRamATicALLY ill OIIE
cATEGOI|Y. SiIICE YOV'LL PRLOBABLY WAIIT To GO
BACK_To TowII AFTER`GOiHG VP All ExpERiEIICE
LEVEL, tVSTTo SEE WHAT IIEW iTEmS ARLE iH THE
TowIISFOLKS' iIIVEHTolriES, YOU miGHT EVEII WAIT
To CHECK_OUT THE SVPPLiES BEFORIE DiSTRiBVTiHG
points. iF THE DiFFEI|EHCE ill VTiLiZiHG A
covETED HEW iTEm iS OHE ORITwo ExpERfEHCE
Points, yov'LL BE GLAD YOU WAITED AS LOIIG AS
iT TAKES To GET To Town.
CHAPTEBl4: THE CHARLACTERLS

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

B eneath Tristram)s desecrated cathedral) Diablo?s minions wait.


Flesh-eating demons) rotting corpses) and winged beasties lurch)
swarm) and flutter through the dank rooms and dark halls of this god-
less abattoir. These Servants of Darkness) 150 types strong) are
unique horrors with but one purpose-to kill. Fortunately, armed with
knowledge gleaned from this tome) you may yet triumph over this
army of evil.
The underworld is dark warriors may be numerous, but fortunately
(for the memory-challenged among us) they fall into three more or less
familiar (for veteran RPGers) categories-the Undead, Animal-based
monsters) and Demons.
These broad categories break down further into templates used to
construct the beings that haunt the subterranean lands of Tristram.
Thus) the computer selects randomly) or assigns based on game level)
from groups of similar monster types.
This chapter will explore combat tactics first, then examine each
of the three monster types, and recommend ways to end their pitiful
existence. Finally' these types are broken down more specifically, with
slats for each monster variation, according to the template that
spawned it.
CHf|PTEB`5: CRLEATvRLES AHD ComBAT

EFFECTivELY HEALiIIG YOVR`CHARaCTER`irI COmBAT is OHE


oF THE IIIOST cB|VCiAL PAIuTs oF THE GAmE, AHD THEBJ
ABE A COUPLE OF IIVAHCES THAT'LL GO A LOIIG WAY To
pR|ESEI|ViIIG I-I HEALTHFUL GLOW.THE GEHERaL Topic
oF RECOVERirIG LOST HEALTH ArID mAGiC PoiHTs is
covERLED OII THE DiSCVSiiOII COIICEREiHG PoTioHS ill
THE MAGIC CHAPTERITHAT FOLLOWS, BVT coHSiDER`THAT
PERHAPS THE BEST mETHOD FOR`HEALiIIG DVRiIIG COMBAT
is THE ScRLOLL OF HEALiHG+ THE SimPLE RIEASOH iS THAT,
vHLiKLE POTioIIS, SCRLOLLS CflH BE HOTKLEYED. THE ABiLiTy
To CALL VP HEALiIIG iH COmBAT wiTH A HOTKLEY, AIID
IIOT BVRH AIIY mAIIA To VSE iT, is A HVGE ADVAIITAGE+
VHFOIUvIIATELY, THERE iSH'T A LimiTLESS SUPPLY OF
scI|OLLS OF HEALTH AVAILABLE. FoBl50 GOLD PIECES
EACH, YOU SHOULD CLEAH OUT THE iIIVEIITollY OF BOTH
THE HEALERIAIID THE uJiTcH urHEIIEVEB`YOV VISIT THEIII+
THIuOW THE SCIuOiLS OII THE GRLOVHD ill TRiSTRam iF YOU
HAVE EIIOVGH ALBJADY: Yov'LL IIEED THEm EVEIITvALLY,
AIID iH EVERL-iIICREASiIIG IIVmBEIIS+
sff DIABLO: I.HE OrFiCiAL STRATEGY GviDE

THE BASICS OF ComBAT


For each of the three distinct character classes in Diab/o) there exists
a markedly different fighting style. Though those differences are evi-
dent early on in the game, a little belaboring of the obvious might
help prevent a lot of tedious trial and error work.

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

EARLY ill THE GAmE, WHEII YOV'RE COIISiDERfIIG


BVYiIIG OB`SELLiIIG IIIAGiCflL iTEmS, YOU
occASiOIIALLY HAVE THE OPTioII BETwEEII AH
iTEm THAT ADDS A FLAT ADiVSTmEIIT To SOIIIE
ATTRiBVTE, OR`AII iTEm THAT ADiVSTs THE SAME
ATTRiBVTE BASED OH A PEI|CEHTAGE. WHEII
BVYiHG FIuOm GRiSuJOLD, HE'LL PUT A PRLEIIIiVIII
oH THOSE iTEmS WiTH PERLCEIITAGE ADjVSTmEIITs,
AS WELL HE SHOULD: iH THE LOHG R|VII, THOSE
ARLE THE IIIOI|E VALUABLE. EARLY ill THE GAmE'
HOWEVEB` A PERLCEHTAGE ADtVSTmEHT To yovBI
PVIIY ToTALS iS, WELL... A SIIIALLERIPERICEIITAGE
oF PVHY. EvEH THOUGH AH iTEm WiTH A FLAT-
poiIIT ADiVSTIIIEHT wiLL BE PRiCED LOWER¢ iT'LL
HAVE A IIIVCH GBJATER`imPACT orI A BEGiIIHiHG
cHARaCTER:S STATs THAH THOSE WHICH FEATvI|E
PERLCEIITAGE BOIIVSES.
CHAPTEBl5: CRLEATvRLES AnD ComBAT

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

Briefly) blades (swords) work best on flesh creatures, and clubs)


maces, and other blunt instruments are the most effective for breaking
up skeletons and the like. The axe combines some of the benefits of
both types of weapons (cutting and smashing a foe), but it takes a
strong character to wield one effectively. An axe is heavy) requires
more time to swing) and you need both hands to control one) preclud-
ing the use of a shield. Until you can swing the axe quickly enough to
avoid taking disproportionate amounts of damage in return) you
should really stick to a sword and shield. Also) an item that has a fast-
hit recovery component can add to an axe,s overall effectiveness.
The bow is the other significant weapon category, and you would
be wise not to overlook it. you need a high Dexterity tot use one effec-
tively in standard combat, but any character can fire through a grating
and pluck away at a horde of bad gnys to good effect. For more bow
tips? read the preceding section on Ranged Attacks.
t£?I DiABLO: THE OFFICIAL STRATEGY GviDE
`o\'.,

EIITERfHG LARLGE ARLEAS


Venturing into large, open areas is the D!.ab/o equivalent of leaning
into a left hook. Sprinting to open that inviting chest innocently at
rest in the middle of a room often is tantamount to suicide, especially
with an inexperienced character.
Take advantage of the monsters' limited sight range: By slowly
creeping forward) you can often coax a few bad guys from a crowd,
rather than attract the unwelcome attention of the entire throng.

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.
+

ae,/-BLO: THE OFFICIAL STRATEGY GviDE

WHEH YOU HOLD DOWII THE EE KEY DVRiHG


COmBAT, yovB`CHARflCTERIHOLDS His OR`HER`
posiTioH (AS OPPOSED To R|VrIHirIG ill THE
DiRIECTioH OF THE TAR|GETED EHEIIIY). THIS CAII BE A
GR=EAT HELP, BVT iT COIIIES WiTH A CflVEAT: YES,
you'LL HOLD YOURIGRLOUHD, BVT To All EXTI|EIIIE, iF
YOU DO IIOT TRACK-YOVR`TAIIGET wiTH THE CVIuSOR_
you wiLL HOT pivoT EFFECTivELY+ FoRIT-I I|EASOII'
OIICE A mOHSTER`CLOSES To wiTHiII ATTACK-RflHGE,
iT is pluOBABLY BEST To Jl£L£AS£ rfI£ EE JC£y;
OTHER=WiSE, THE BEAST FRJQLVEHTLY LEAPS BEHiHD
you wHiLE YOU imPOTEHTLY HACK_THE AiR`WHERLE iT
USED To STAIID+

moRLE Bow Tips


. KLIIOW THE EFFECTivE RaHGE OF YOVR`WEAPOH+

ALTHOUGH mOIISTEI|S DOII'T sEEm OVER|LY


COIICERIIIED WiTH LOBBiIIG PI|OjECTiLES FI|Om A
coIISiDERaBLE DiSTAIICE, YOU SHOULD BE.
OHLY THE HOST EXPERjEHCED R|oGVE HAS A
CHAPTERl5: CRLEATvRLES AIID ComBAT

CHAIICE OF HiTTiIIG AIIYTHiIIG WiTH A BOW


FI|Om A GREAT DiSTAHCE AWAY. SvRLE, AIIYOHE
call GET iH A LVCKLY SHOT, BVT wE'RLE TALKiHG
ABOUT KjLLiIIG A PACK_OF DEIIIOHS HERLL You
HEED COIISiSTEIICY+

. OFTEII, YOV'LL BE ABLE To SHOOT THRLOVGH All


opEIIiIIG-A BAIU\ED WiIIDOW OR`THE LiKLE-
AHD PiCK|OFF OPPOHEHTs SAFELY BEFORLE YOU
EIITER`THEiB`RLOOm.
. UJHEH THE EIIEmY iS RIETvI|HiIIG FiBJ, AHD YOU
DOII'T WAIIT To PRLESS A CLOSE-Q|VAIUTERLS FiGHT,
TAKLE EVASIVE ACTioII. mOVE YOVRICHARaCTEB`
A SmALL DiSTAHCE; CLICK_OH THE FLOOB`THRIEE
SQLVAIIES FIuOm YOVB`POSiTioII+ As yovR`
cHARelCTER`B|VHS, TARLGET yovRIIIEXT vicTiIII+
I,UiTH A LiTTLE PRflCTicE, YOU CAH BE
HiGHLiGHTiHG THE TARIGET AS YOU BLEACH YOVB`
DESTiIIATioH. SQLVEEZE OFF A SHOT, AIID THEE
RLEPEAT THE PRLOCESS+
DiABLO: THE OFFICIAL STReLTEGY GviDE

The other, somewhat less obvious, impediment is a narrow path


between two lava lakes (which become common in the dungeon?s
cave-like midlevels). Narrower than even a doorway) these are proba-
bly the most restrictive hurdles a horde of monsters can run into. If
you're tough enough to stand toe-to-toe with one or two foes, you'll
win the day. Rogues can hold back and hit the crossing with a hail of
arrows. The brutes are slow to form a single-file line, and you should
be able to pick them off while they organize.

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

evaluating monsters not just on an individual basis, but also looking at


them in particular groups.
As the game gets undetway, realize that the monster combos of
the first few levels betray a pattern that you,ll have to deal with on
your entire adventure.

LET THE GAME BEGiII


In the first few levels of the dungeon, you'll encounter a mix of
monsters that'll serve you well to study) as many of the different
offensive tactics they employ are analogous to others you,ll see from
tougher foes.
Consider that the Skeletons are middle-of-the road, with an Archer
variation. Fallen ones are fast but merely bothersome) while Zombies
are slower and can deal out serious damage. In general, you'll deal with
Fallen Ones first, since you're hiding from the Archers and the Fallen
Ones are the quickest to close the gap. Next come the Skeleton footsol-
diers. If Archers show up at the same time) you corner them first.
Finally, you double back and look for any Zombies that got away.
Probably the most important characteristic to note of a monster
when you first encounter it is its rate of speed) relative to other mon-
sters on that dungeon level. The next consideration is whether or not
a monster will chase you after you stick your head in its room. If it
doesn)t have a ranged attack? the answer is almost always yes. Even
if a monster does have a ranged attack, most will pursue, with the
lucky exception of the Counselor-type monsters in the depths of hell.
Creatures with ranged attacks simply find you and then set up at a
certain distance to open fire.
DiABLO: THE OFFICIAL STRATEGY GviDE

OIIE OF THE mORLE DAHGEI|OVS mOHSTERLS YOV'RJ


LiKLELY To EHCOVIITERIWiTH A RaIIGED ATTACKliS
THE Poison SpiTTERt COIIIIIIOII iH THE CAVERH
DVrIGEOII LEVELS. VsvALLY, THEY SHOW VP WiTH
moIISTEI|S THAT ABE GEIIERaLLY SLOWERt BVT THE
LAVA LAKLES iIIHiBiT THE PoisoII SpiTTERLS'
IIIOVEmEHTs somEW-I. TI|Y To DRAW OFF THE
OTHEB`mOHSTEIuS WiTHOVT iHCiTiHG A mfliOR
Poison SpiTTEB`SWAI|m, ArID THEII PLUCK_AT THE
PoisoII SpiTTERLS FI|OIII A DiSTAIICE WiTH
LiGHTHiIIG. Yov'LL FiHD A LiGHTIIiIIG BLAST
ovTDiSTAIICES THEiR`SPiTTiIIG CAPABILITIES. ALSO'
HOTE THAT A PoisoII SpiTTER`CAII'T OPEII A FEIICE.
Too BAD, HVH?
CHAPTEBl5: CRLEATvRLES AHD ComBAT

SvRyiViIIG DisTAIICE ATTACKS


In all but the Cavern and Hell levels) it,s usually feasible to draw a dis-
tance attacker through a narrow doorway. Wait on the other side, and
take care of business as they file through. Realize that if you?re draw-
ing them into another room) they)1l attempt to turn and put some
distance back between you. Thus, a hallway works best for employing
that tactic.
If a ranged attacker won)t pursue you into close or confined quar-
ters) and has the added room to run that the Hell or Cavern levels
provide, you almost certainly end up dealing with some other monster
type first. Draw them to you? away from the incoming aerial assault?
and deal with them separately.
Once you've divided the forces, the task of dealing with ranged
attackers remains. If you have a bow) that task is a lot easier. If you?re
playing the Warrior or Sorcerer) the odds are you need a Plan B.
The Sorcerer has to stick to spells that don?t dissipate over a dis-
tance. Most of those are lightning-based, though Fireball and
Elemental also work quite nicely. Check the Spells and Magic chapter
for further insights.
A Warrior is in for the roughest road of all when it comes to fight-
ing the large crowds of magical monsters at the bottom of the
dungeon. If you?re lucky) you'll encounter one type of monster with a
distance attack) and another that?ll chase after you. Obviously) the
monsters which give chase get to feel your blade first.
Past that? the Warrior is going to need some magical resistance? or
you'll be using a crazy amount of health just to sustain a relatively
short combat. And, if you're chasing around Succubi, there is no such
thing as a short combat.
"?¬lr DiABLO: THE OFFICIAL STRATEGY GviDE

Short of killing high-level ranged attacking monsters from a dis-


tance, you have to herd them. The optimum place is the intersection
of a hallway with another hall) where the hall being intersected has a
dead-end in one direction. Lure the Succubi) or some derivation
thereof) into the hall: Run in the opposite direction of the dead-end)
against the far wall. The monsters will take up a position against the
far wall, just as you did) and begin to fire magic. Now, move to the
opposite side of the hallway. If you?re following along at home) the
door through which you entered the hallway is on this side. Your goal
is to move down the hall) towards the monsters) zig-zagging to pre-
vent them from running past you, either on down the hallway or back
through the door through which they came: You?re herding them into
the dead-end.
It takes some practice to learn the movement tendencies of the
different monsters) but they all share one common trait: if you get one
in a corner, and attack from a 45-degree angle, the monster will stand
and slug it out. Even a teleporting monster can be trapped in a corner
thus.. Just as a monster needs room to run past you) it also needs
room to teleport. A teleporting monster can be trapped in a corner,
disappearing as usual but reappearing in the exact same place) ripe
for the slaughter.

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:

. Resistance: When a creature is resisfclnf tO something-


magic, fire) or lightning-it can shrug off most of those attacks.
If you throw a Charged Bolt at a lightning-resistant creature)
you might slow it down) but you probably won?t kill it.
. Immunfty: If a creature is I.mmune to your attacks? it is com-

pletely unaffected by them. You can shoot Lightning at a


lightning-immune demon right up until the point where the
monster kills you.
. Damage: This number indicates how much hurt the creature
will inflict when it strikes.
. Hit Points: This number compares to the Hit Points category
in the Character Statistics Window. Please be aware that the
monsters) Hit Points will all regenerate over time) so you?d bet-
tor finish them off or you,ll be starting from scratch.
. Armor Class: This is a measure of how hard it is to hit a mon-
ster. The higher the numerical rating, the tougher the beast will
be to score a hit on.
DiABLO: THE OFFICIAL STRLATEGY GviDE

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.

TABLE 5-I. ZomBiES

Creature Category Resistance Immunity

Zombie Undead 0 magic

Ghoul Undead 0 magic


Rotting Carcass Undead 0 magic
Black Death Undead 0 magic
DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-2. SKLELEToIIS

Creature Category I Resistance lmmunifty

Skeleton (axe) Undead


Corpse (axe) Undead
Burning Dead (axe) Undead
Horror (axe) Undead lightning magic

Skeleton (bow) Undead 0 magic

Corpse (bow) Undead 0 magic


Burning Dead (bow) Undead fire magic

Horror (bow) Undead lightning magic

Skeleton (captain) Undead 0 magic


Corpse (captain) Undead 0 magic
Burning Dead (captain) Undead fire magic

Horror (captain) Undead lightning magic


CHAPTEBl5: CRLEATvRLES AHD ComBAT

Expgrience
Gained
?

2IO-

364 3-5 5-12 1-6


594 4-6 7-2:2. 2J9
90 1-2 3-6 2+i
200 2-3 6-10 3-9
393 2-4 8-15 4-10
604 3-6 17-25 5-14
DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-3. FALLEH OHES

Creature Category Resistance lmmunifty

Fallen One (spear) Animal 0 0


Carver (spear) Animal 0 0
Devil Kin (spear) Animal 0 0
Dark One (spear) Animal 0 0
Fallen One (scimitar) Animal 0 0
Carver (scimitar) Animal 0 0
Devil Kin (scimitar) Animal 0 0
Dark One (scimitar) Animal 0 0
CHAPTEBl5: CRLEATvRLES AnD ComBf|T

The Red Death masses at a doorway.

Experience Armor
Gained Level Hit Points Damage Class

46 1-2 1-2 1-3 0


80 2-3 4-8 2-5 5
155 2-4 6-12 3-7 10
255 3-5 10-18 4-8 15
52 1-2 1-2 1-5 10
90 2-3 3-5 2-8 15

180 2-4 8-12 4-10 20


280 3-5 12-18 4-12 25
DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-4. ScAVEIIGERS

Creature Category Resistance Immunifty

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.

TABLE 5-5. THE HiDDEII

Creature Category Resistance Immunity

Hidden Demon 0
Stalker Demon 0
Unseen Demon 0
Illusion Weaver Demon magic, fire 0
CHAPTEBl5: CRLEATvRLES AHD ComBAT

The Illusion Weavers will come at you from all sides.

Experience Armor
Gained Level Hit Points Damage Class

2:I8 2-4 4-12 3-6 25

630 4-6 15-22 8-16 30

935 5-7 17-25 12-20 30

1,500 7-9 40-60 16-24 30


DIABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-6. Goal DEmOIIS

Creature Category Resistance Immunfty

Flesh Clan (mace) Demon 0 0


Stone Clan (mace) Demon magic 0
Fire Clan (mace) Demon fire 0
Night Clan (mace) Demon magic 0
Flesh Clan (bow) Demon 0 0
Stone Clan (bow) Demon magic 0
Fire Clan (bow) Demon fire 0
Night Clan (bow) Demon magic 0
CHAPTERl5: CRLEATvRLES AHD ComBAT

The Fallen Ones cmd the Goat Demon Luill


gang up on you in the Poison Water Quest.

Exporience ArmoI
Gained Level Hit Points Damage Class

460 3-5 15-22 4-10 40


685 4-6 20-27 6-12 40
906 5-7 25-32 8-16 45
1190 6-9 27-35 10-20 50

448 3-5 10-17 1-7 35

645 4-6 15-20 2-9 35

822 5-7 20-25 3-11 35


1,092 6-9 25-32 4-13 40
L| DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-7. BATs

Creature Category Resistance Immunity

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.

TABLE 5-8. AciD BEASTs

Creature category Resistance Immunifty

Acid Beast Animal 0 0


Poison Spitter Animal 0 0
Pit Beast Animal magic 0
Lava Maw Animal magic fire
CHf|PTEB|5.. CRLEATvRLES AHD ComBAT

Experience Ar|nor
Gained Level Hit Points Damage Class

846 5-7 20-33 4-12 300/o

1248 7-9 30-42 4-16 300/o

2060 9-ll 40-55 8-18 350/o

2940 ll-14 100-150 10-20 35O/o


t3r DIABLO: THE OFFICIAL SrRaTEGY GviDE

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.

TABLE 5-9. OvERLORPS

Creature categor!/ Resistance Immunifty

Overlord Demon 0
Mud Man Demon 0
Toad Demon Demon magic
Flayed One demon magic fire
CHAPTEB`5: CRLEATvRLES AIID ComBAT

The Butcher is an Overlord with cm


attitude-and a mean cleaver

Experience Armor
Gained Level Hit Points Damage Class

635 4-6 30-40 6-12 55

1,165 6-8 50-62 8-16 60

1,380 8-10 67-80 8-16 65

2058 10-12 80-100 10-20 70


DIABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-IO. MAGMA DEmOIIS

Creature category Resistance Immunity


Magma Demon Demon 0 fire? magic
Blood Stone Demon 0 fire) magic
Hell Stone Demon 0 fire, magic
Lava Lord Demon 0 fire) magic
CHAPTERl5: CRLEATvRLES AHD ComBAT

::S:;;:,... , i,,/ifff#stffRT _

erience Armor
Gaine Class

50-70 0 45O/o
-1:0, fr 55-75 _ 2-12 450/o

9-11 30-40 2-20 50O/o


10-12 35-47 4-24 600/o
DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-II. HoRLIIED DEmOIIS

Creature Categor!/ Resistance lmmunifty

Horned Demon Animal 0 0


Mud Runner Animal 0 0
Frost Charger Animal lightning magic
Obsidian Lord Animal lightning magic
CHAPTEBl5: CRLEATvRLES AHD ComBAT

The Horned Demons are the bcme of the Catacombs.

Experience Armor
Gained IJeVel Hit Points Damage Class

6-8 20-40 2-16 400/o

7-9 50-90 6-18 450/o

:1 :.; 8-10 60-100 8-20 500/o

;; 9-12 70-110 10-22 550/o


DiABLO: THE OFFICIAL STReLTEGY GviDE

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.

TABLE 5-I2. RED SToRLm

Creature Category Resistance lmmunfty

Red Storm Demon light magic

Storm Rider Demon magic lightning

Storm Lord Demon magic lightning

Maelstrom Demon magic lightning


CHAPTEBl5: CRLEATvRLES AHD ComBAT

Experience Armor
Gained Level Hit Points Damage Class

2,160 9-ll 55-110 8-18 30O/o

2,391 10-12 60-120 8-18 300/o


2,J75 ll-13 75-135 12-24 35O/o

3,IJ7 12-14 90-150 15-28 400/o


DiABLO: THE OFFICIAL STRLATEGY GviDE

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.

TABLE 5-I3. GARLGOYLES

Creature Categor!/ Resistance Immunity

Winged Demon Demon 0 fire? magic

Gargoyle Demon 0 light) magic

Blood Claw Demon 0 magic, fire


Death Wing Demon 0 magic, light
CHf|PTEBl5: CRLEATvRLES AIID ComBAT

Experience A\rmor
Gaimed Level Hit Points Damage Class

662 4-6 45-60 10-16 45


1,205 6-8 60-90 10-16 45

1,873 8-10 75-125 14-22 50

2;2:I8 9-ll 90-150 16-28 60


§i DIABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-I4. BALRLOGS

Creature category Resistance Immunity

Slayer Demon maglC fire


Guardian Demon magic fire
Vortex Lord Demon magic fire
Balrog Demon magic fire
CHAPTEBl5: CRLEATvRLES AHD ComBAT

The Balrogs will give you reason enough


to seek fire resistance.

Experience Armor
Gained Level Hit Points Damage Class

2,300 10-12 60-100 12-20 70

2,714 ll-13 75-112 14-26 80

3,252 12-13 87-125 18-36 85

643 13-15 100-150 22-40 90


DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-I5. VipERLS

Creature Category Resistance Immunfty

Cave Viper Demon maglC


Fire Drake Demon magic
Gold Viper Demon magic
Azure Drake Demon fire,lightning 0
CHAPTERS: CRLEATvRLES AIID ComBAT

Experience Armor
Gained IJeVel Hit Points Damage Class

2,I2:5 10-12 100-150 8-20 60

3,139 ll-13 120-170 12-24 65


3,540 12-14 140-180 15-26 70

3,791 14-15 160-200 18-30 75


DiABLO: THE OFFICIAL STRLATEGY GviDE

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.

TABLE 5-I6. KHiGHTs

Creature Category Resistance Immunity

Black Knight Demon lightning, magic 0

Doom Guard Demon fire, magic o


Steel Lord Demon lightning) magic fire

Blood Knight Demon fire lightning) magic


CHAPTEBl5: CRLEATvRLES AIID ComBAT

The Steel Lords are tough and


deadly deep-level demons.

Experience Armor
Gained Level Hit Points Damage Class

3,360 ll-13 150 15-20 75


3,650 13-14 165 18-25 75
4,252 14-15 180 20-30 80
5,130 15-16 200 25-35 85
DiABLO: THE OFFICIAL STRATEGY GviDE

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.

TABLE 5-I7. SvccvBi

Creature Category Resistance lmmunifty

Succubus Demon maglC 0


Snow Witch Demon lightning 0
Hell Spawn Demon magic lightning

Soul Burner Demon magic, lightning fire


CHAPTERl5: CRLEATvRLES AnD ComBAT

Experience Armor
Gained Level Hit Points Damage Class

3,696 ll-13 120-150 1-20 60


4,084 12-13 135-175 1-24 65
4,480 13-14 150-200 1-30 75
4,644 15-16 140-225 1-35 85
DiABLO: THE OFFICIAL STRATEGY GviDE

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

TABLE 5-I8. CovIISELORS

Creature Category Resistance lmmunifty

Counselor Demon magic, lightning, fire 0


Magistrate Demon magic, lightning fire

Cabalist Demon magic, fire lightning

Advocate Demon fire lightning? magic


CHAPTEBl5: CRLEATvRLES AIID ComBAT

the job. The Counselors' various resistances mean Sorcerer and


Rogue have an uphill.battle. You,ll probably burn more Mama than
seems reasonable to finish these guys off, and you'll need to be highly
resistant to the Counselor,s attacks to survive. Realize that you can
track a Counselor even when he's teleporting by watching the light
patterns on the floor. The instant he begins to materialize) you can be
acquiring the target? whether that)s to take a swing with a sword or to
unleash an arrow or magical attack.

Experience Armor
Gained Level Hit Points Damage Class

4,070 12-13 70 8-20 0


4,478 13-14 85 10-24 0
4,929 14-15 120 14-30 0
4,968 16 145 15-25 0
CHAPTEBl5: CRLEATvRLES AIID ComBAT

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

TABLE 5-I9. UHiQVES

Name Basic Creature Type Le V e I

Bonehead Keenaxe Corpse axe 22;: :


Bladeskin the Slasher Fallen scimitar
Soulpus Zombie
Pukerat the Unclean Fallen spear
Boneripper Skeleton axe
Rotfeast the Hungry Zombie
Gutshank the Quick Carver scimitar
Bonehead Bangshield Corpse captain
Bongo Devil Kin spear
Rotcarnage Ghoul
Shadowbite Scavenger
Deadeye Skeleton archer
Madeye the Dead Burning Dead axe
EI Chupacabra Plague Eater
Skullfire Corpse archer
Warpskull Hidden
Goretongue Rotting Corpse
Pulsecrawler Shadow Beast
Snotspill Dark One (scimitar)
Gharbad the Weak Flesh Clan (mace)
Wrathraven Blink Bat
DiABLO: THE OFFICIAL STRATEGY GviDE

TABLE 5-I9. VHiC|VES

Name Basic Creature Type Le V e I

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

Hit Points Damage Resistance Immunity

135 9-27 0 fire


360 16-40 fire) lightning magic

180 18-25 0 lightning

120 6-16 lightning 0


270 12-25 0 0
207 3-16 fire, lightning
246 12-28 fire

300 18-26 fire, lightning


285 18-30 0
210 16-23 0
303 12-32 lightning
315 24-34 0
276 12-24 fire

354 18-30 0 I i reTf iC

321 13-21 0 ;;e:cg


342 18-26 lightning magic
303 15-28 lightning 0
250 20-28 lightning 0
360 30-36 fire magic
303 18-22 fire 0
315 25-34 lightning magic
DiABLO: THE OFFICIAL STRATEGY GviDE

TABLE 5-I9. VIIiC|VES

Name Basic Creature rtype LoveI

Chaoscrawler Poison Spitter


Breakspine the Cruel Mud Runner
Devilskull Sharpbone Red Death
Brokenstorm Red Storm
Stormbane Storm Rider
Oozedrool Toad Demon
Goldblight of the Flame Bloodclaw
Blackstorm Obsidian Lord
Plaguewrath Pit Beast
The Flayer Storm Rider
Bluehorn Frost Charger
Fangspeir Cave Viper
Lionskull the Bent Black Knight
Blacktongue Counselor
Viletouch Death Wing
Viperflame Fire Drake
Fangskin Gold Magi
Witchfire the Unholy Succubus
Lord of the Pit Cave Viper 1: 1 1 :1 19 9 :32 2 0 0:
CHAPTEBl5: CRLEATvRLES AIID ComBAT

Hit Points Damage Flesistance Immunity

240 12-20 lightning


351 25-34 fire 0
444 25-40 0 fire
411 25-36 0 lightning
555 30-30 0 lightning
483 25-30 lightning 0
405 15-35 0 fire) magic
525 20-40 0 lightning
450 20-30 fire magic
501 25-35 fire, magic lightning
477 25-3O fire magic
444 15-32 fire, lightning 0
525 25-25 lightning fire? magic
360 15-30 fire o
525 20-40 fire lightning
570 25-35 lightning fire
681 50-50 fire) lightning magic
444 10-20 lightning fire? magic
762 25-42 fire 0
DiABLO: THE OFFICIAL STRf|TEGY GviDE

TABLE 5-I9. VIIiC|VES

Name Basic Creature Type Le V e I

Rustweaver Doom Guard


Doomcloud Maelstrom
Witchmoon Snow Witch
Gorefeast Angelkiller Vortex Lord
Graywar the Slayer Doom Guard
Dreadjudge Magistrate
Stareye the Witch Hell Spawn
Steelskull the Hunter Steel Lord
Lachdanan Black Knight
Warlord of Blood Black Knight
Sir Gorash Blood Knight
The Vizier Cabalist
Bloodlust Hell Spawn
Archbishop Lazarus Advocate
Webwidow Hell Spawn
Fleshdancer Soul Burner
Red Vex Hell Spawn ee
Black Jade Hell Spawn ::i i1:1: i!:6:: :
Diablo Lord of Terror
CHAPTERl5: CRLEATvRLES AHD ComBAT

mt points Damage Resistance Immunity

1-60 fire) lightning) magic


1-60 fire I ig h toooon i n g

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.

l : 6:85 8 6i;: 5;: 0: ; o;o6 20-60 0 0


25-40 0 fire, lightning

20-55 0 lightning) magic

30-50 fire, lightning potions) magic


20-50 0 fire, magic

30-50 fire potions) magic


30-50 fire magic
30-50 lightning magic
30-60 fire, lightning magic
ABLO: THE OFFICIAL STRATEGY GviDE

a ne of the best things about Diablo is the seemingly endless


variety of arms and equipment the game provides. Every level offers
interesting items you?ll likely never run into again, no matter how
often you play the game) due to the innovative system by which arms
and treasures get magical properties.
The game manual does a good job of explaining the basic types of
weapons and armor. (Tables are included for particular items later in
this chapter.) Alongside basic variables for Attack Damage and Dura-
bility lies what may be the game?s most intriguing component:
Assigning magical properties using prefixes and suffixes.

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

TABLE 6-I. PRLEFiXES

Profix Effect

Amber +160/o to +200/o Resist All


Angel?s all spells up one level
Arch-Angels? all spells up two levels
Awesome +1310/o to +150O/o Armor
Azure +21O/o to 30O/o Resist Lightning
Bent -500/o to -750/o Damage

Blessed +910/o to +1100/o Armor


Blue +loo/o to +ZOO/o Resist Lightning
Bountiful charges tripled
Brass -1 to-5ToHit

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

Cobalt +410/o to +500/o Resist Lightning


Crimson +21O/o to +40O/o Resist Fire
Crystal +410/o to +50O/o Resist General Magic
Deadly +360/o to +50O/o Damage
Diamond +51O/o to +60O/o Resist General Magic
DiABLO: THE OFFICIAL STRATEGY GviDE

Profix Effect

Dragon)s +51 to +60 Mana


Drake)s +41 to +50 Mana
Dull -25O/o to -450/o Damage and -4 to -5 To Hit

Emerald +410/o to +500/o Resist All


Fine +200/o to +300/o armor
Frog)s -1 to-10 Mana

Garnet +410/o to +500/o Resist Fire


Glorious +71O/o to +900/o Armor
Godly +1710/o to +2000/o Armor
Gold +21 to +30To Hit
Heavy +510/o to +650/o Damage
Holy +151% to 1700/o Armor
Hyena)s -ll to -25 Mana
Hydra)s +81 to +100 Mana
Iron +6to +10 To Hit
Ivory +31O/o to +40O/o Resist General Magic
Jade +210/o to +300/o Resist All
Jagged +200/o to +350/o Damage
King)s +1510/o to +1750/o Damage and +76 to
+100 To Hit
Knight)s +960/o to +110O/o Damage and +31 to
+40 To Hit
Lapis +31O/o to 400/o Resist Lightning
CHAPTERl6: UJEAPOIIS, ARLmOR¢
AIID OTHEBITRLEASVRLES

Prefix Effect

Lord,s Damage +810/o to +95O/o and +21 to


+30 To Hit
Massive +96 0/o to +110O/o Damage
Master,s +1110/o to +125& Damage and +41 to
+50 To Hit
Grand +410/o to +55O/o Armor
Mithril +41 to +60 To Hit
Merciless +1510/o to +175O/o Damage
Meteoric +61 to +80To Hit
Obsidian +310/o to +400/o Resist All
Pearl +210/o to +300/o Resist General Magic
Platinum +31 to +40 To Hit
Plentiful charges doubled
Raven)s +16 to +20 Mana
Red +loo/o to +200/o Resist Fire
Ruby +51O/o to 600/o Resist Fire
Rusted -250/o to -500/o Armor

Ruthless +1260/o to +150% Damage


Saintly +111O/o to +1300/o Armor
Sapphire +510/o to +600/o Resist Lightning
Savage +1110/o to +1250/o Damage
Serpent?s +30 to +40 Mana
Sharp +ZOO/o to +35O/o Damage and +1 to +5 To Hit
DiABLO: THE OFFICIAL STRATEGY GviDE

Profix Effect

Silver +16to +20To Hit


Snake,s +21 to +30 Mana
Soldier)s +660/o to +800/o Damage +16 to +20 To Hit
Spider?s +10 to +15 Mana
Steel +ll to+15ToHit
Strong +31O/o to +40O/o Armor
Strange +101 to +150To Hit
Sturdy +200/o to +30% Armor
Tin -6 to-10 To Hit

Topaz +loo/o to +150/o Resist All


Useless -100O/o Damage

Valiant +56O/o to +700/o Armor


Vicious +660/o to +800/o Damage
Vulnerable -51O/o to -100O/o Armor

Warrior'S +510/o to +650/o Damage and +ll to


+15 To Hit
Weak -25O/o to -450/o Damage

Weird +81 to +100To Hit


White +100/o to +200/o Resist General Magic
Wyrm,s +61 to +80 Mana
CHAPTEBl6: UJEAPOIIS, ARLmOB¥
AHD OTHEBITRLEASVRLES

TABLE 6-2. SvFFiXES

Suffix Effect

of Absorption -3 Hit Points per hit received, hand-to-hand only

of Accuracy +ll to +15 Dexterity


of the Ages Indestructible
of Atrophy -1 to -5 Dexterity

of Balance skip frame 2 of "get hit"


of Bashing each hit removes 8 to 24 points from target?s
Armor class
of the Bat adds 3O/o Damage done to Mana
of the Bear knocks monster back (if possible) one square
of Blocking skip all frames of ((get hit" but frame 1 of
((block"

of Blood adds 6% Damage done to Life


of Brilliance +ll to +15 Magic
of Brittleness -260/o to -750/o Durability

of Burning fire arrow (+1 to +16 Fire Damage)


of Carnage +13 to +16 Damage
of Corruption lose all Mama

of Craftsmanship +51% to +1000/o Durability


of the Crusaders 500/o last attack's Damage added to next attack
of the Dark -4 squares of Light Radius

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

of the Eagle +21 to +30 Hit Points


of Fire fire arrow (+1 to +6 Fire Damage)
of Flame fire arrow (+1 to +3 Fire Damage)
of the Fool -6 to +10 Magic

of the Fox +10 to +15 Hit Points


of Fragility only 1 point of durability
of Frailty -6 to -10 Strength
of the Giant +16 to +20 Strength
of Gore +9 to +12 Damage
of Harmony skip frames 2) 4) and 6 of "get hit"
of Haste skip frames 1) 2? 4, and 5 of attack animation
of Health -1 Hit Point per hit received, hand-to-hand only
of the Heavens +12 to +15 all stets
of Illness -6 to -10 Vitality

of the Jackal -1 to -10 Hit Points

of the Jaguar +16 to +20 Hit Points


of the Leech adds 30/o Damage done to Life
of Life -4 to Hit Points per hit received, hand-to-hand only
of Light +2 squares of Light Radius
CHAPTERl6: UJEAPOHS, ARLmOR¢
AHD OTHERITRLEASVRLES

Suffix Effect

of Lightning lightning arrow (+1 to +10 Lightning Damage)


of the Lion +51 to +60 Hit Points
of Magic +1 to +5 Magic
of Maiming +3 to +5 Damage
of the Mammoth +61 to +80 Hit Points
of Many +100O/o arrows (Durability)
of Might +6 to +10 Strength
of the Mind +6 to +10 Magic
of the Moon +4 to +7 all slats
of the Night -2 squares of Light Radius

of the Pit -1 to -5 all slats

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

of Osmosis -5 to -6 Hit Points per hit received? hand-to-


hand only
ABLO: THE OFFICIAL STRLATEGY GviDE

Suffix Effect

of Pain +2 to +4 Hit Points per hit received) hand-to-


hand only
of Paralysis -6 to -10 Dexterity

of Perfection +21 to +30 Dexterity


of Piercing each hit removes 2 to 6 points from target?s
Armor class
of Plenty +200O/o arrows (Durability)
of Power +ll to +15 Strength
of Precision +16 to +20 Dexterity
of Protection -2 Hit Points per hit received, hand-to-hand only

of Puncturing each hit removes 4 to 12 points from target)s


Armor class
of Readiness skip frame 1 of attack animation
of Shock lightning arrow (+1 to +6 Lightning Damage)
of Skill +6 to +10 Dexterity
of the Sky +1 to +3 all slats
of Slaughter +17 to +20 Damage
of Slaying +6 to +8 Damage
of Sorcery +16 to +20 Magic
of Speed skip frames 1) 3) and 5 of attack animation
of Stability skip frames 2 and 4 of "get hit"
of the Stars +8 to +ll all slats
of Structure +1010/o to +2000/o Durability
CHAPTEBl6: UJEAPOHS, ARLmOB¢
AHD OTHEB`TRLEASVRLES

Suffix Effect

of Sturdiness +26O/o to +500/o Durability


of Strength +1 to +5 Strength
of Spikes attacking monster takes 1-10 Damage if it hits
of Swiftness skip frames 1 and 3 of attack animation
of Thorns attacking monster takes 1-6 Damage if it hits
of the Vampire adds 6O/o Damage done to Mana
of Vigor +16 to +20 Vitality
of Vileness the monster you hit won't heal
of Vim +ll to +15 Vitality
of Vitality +1 to +5 Vitality
of the Vulture -ll to -25 Hit Points

of Weakness -1 to -5 Strength

of the Whale +81 to +100 Hit Points


of Wizardry +21 to +30 Magic
of the Wolf +30 to +40 Hit Points
of Zest +6 to +10 Vitality
of the Zodiac +16 to +20 all slats
DiABLO: THE OFFICIAL STReLTEGY GviDE

BASIC UJEAPOIIS AIID ARLmOB|


Now that all that fun stuff is out of the way, here)s a little more com-
mon grist for the mill. The following tables list the attributes for
weapons and armor that come without a magical component.

TABLE 6-3. HELMS

Helm Cost Dulabilifty

Cap
Skull Cap
Helm
Full Helm
Great Helm
Crown :o:: :: 0 : o;;
TABLE 6-4. ARLmOK

Armor Cost Durabilifty

Cape
Rags
Cloak
Robe
Quilted Armor 2: 5:: oo :6:
DiABLO: THE OFFICIAL STRATEGY GviDE

Armor Cost Durabilifty

Leather Armor 335


Hard Leather Armor 500
Studded Leather 750
Ring Mail 1000
Chain Mail 1500
Scale Mail 2500
Breast Plate 3000
Splint Mail 3500
Plate Mail 5000
Field Plate 6000
Gothic Plate 10000 1:0!0
Full Plate Mail 7500

TABLE 6-5. SHIELDS

Shield Cost Durabilifty

Buckler
Small Shield
Large Shield
Kite Shield
Tower Shield
Gothic Shield : i: o! : ::
DiABLO: THE OFFICIAL STRATEGY GviDE

TABLE 6-6. SwoRPS

Sword Cost Dufabilifty

Dagger
Short Sword
Falchion
Scimitar ::
Claymore
Blade
Sabre ;;
Long Sword
Broad Sword
Bastard Sword
Two-Handed Sword
Great Sword : : 1iO:!0

TABLE 6-7. AxES

Lire C O St Durabilifty

Small Axe
A:xJf3

Large Axe
Broad Axe
Battle Axe
Great Axe :::; i:
CHAPTEBl6: UJEAPOIIS, ARLmOR¢
AIID OTHEB|TRLEASVRLES

Requirements Damage Armor Class


0
18str
30str
23str) 23dex
35str
25str) 30dex
17str
30str, 30dex
40str
50str
65str - :-_- ::1-_288:6:02o
75str 111:4; 1iO2: o:o:o:o:

Requirements LeV e I Damage Armor Class

:-__-::;o:

86: :o: :s: I::


IfilfH 1:;: ll;20 oo!o
DiABLO: THE OFFICIAL STRATEGY GviDE

TABLE 6-8. CLUBS

Club Cost Durability

Mace
Morning Star : 6: ooo::ooo :oo:
War Hammer
Club ;2:
Spiked Club
Flail

Maul

TABLE 6-9. Bows


Bow C 0 St Durabilifty

Short Bow o5:o:5 o :5o:


Hunter,s Bow :o:o: : 4:
Long Bow ::i
Composite Bow
Short Battle Bow
Long Battle Bow ::
Short War Bow
Long War Bow
CHAPTEB|6: UJEAPOHS, ARLmOB¢
AnD OTHERTRLEASVRLES

Requirements Le V e I Damage Armor Class

t:

:
::

; ;o:s : 1;0 ::::;:


Requirements Damage Armor Class

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

TABLE 6-IO. STAFFS

Staff Cost Durabilifty

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.

TABLE 6-I I. VIIiQLVE UJEAPOIIS

Unique Weapon Type Attributes/Actions

The Rift Bow Short Bow arrow flies at random speed


(real slow to real fast),
+2 damage, -3 DEX
The Needler Short Bow +50O/o to hit, does 1-3 damage
The BlackoakBow Long Bow +10 Dex, -10 Vit) +500/o
damage) -100/o light radius
Flamedart Bow Fire arrow, +1to6 fire dam)
+20O/o to hit) resist fire 400/o
Fleshstinger Long Bow +15 DEX, +400/o to hit, +80O/o
damage, 6 durability
Windforce Long War +5 STR) +200O/o damage)
Bow knockback (of the Bear)
CHAPTEB`6: uJEAPOnS, ARLmOB¢
AHD OTHEBITRLEASVRLES

Unique Weapon Type Attributes/Actions

Eaglehorn Long Battle +20 DEX) +500/o to hit)


Bow +1000/o damage) indestructible
Gonnagal's Dirk Dagger -5 DEX, +4 damage, fast
attack) +250/o resist fire
The Defender Sabre Adds 5 to AC) +5 VIT) -5 to
damage received
Gryphon)s Claw Falchion +100O/o to damage, -2 MAG)
-5 DEX

Black Razor Dagger +150O/o to damage, +2 VIT)


Durability-5
Gibous Moon Broadsword +2 to all slats) +250/o to dam-
age, +15 mana, decreases light
radius 300/o
Ice Shank Long Sword resist fire 400/o? Drability-15)
Str +5-10
The Executioner's Falchion +1500/o damage) -10 HP) -100/o
Blade light radius, +2000/o durability
The Bonesaw Claymore +10 damage, +10 STR, -5
MAG, -5 DEX, +10 HP, -10
Mama
Shadowhawk Broad Sword -ZOO/o light radius) steals 50/o
mama, +15 to hit, +5 resist all
Wizardspike Dagger +15 MAG, +35 Mana) +250/o
to hit, +150/o resist all
DiABLO: THE OFFICIAL STRATEGY GviDE

Unique Weapon ftype Attributes/Actions

Lightsabre Sabre + 200/o light radius, +1 to +10


lightning damage) +ZOO/o to hit?
+500/o resist lightning
The Falcon?s Talon Scimitar +200/o to hit) -33O/o damage,
+loo/o Dex, Fastest Attack
Inferno Long Sword +2 to +12 fire damage) +30O/o
light radius) +20 Mana) +800/o
resist fire

Doombringer Bastard +25O/o to hit, +250O/o damage)


Sword -5 all STATS) -ZOO/o light radius,
-25 HP

The Grizzly Two-handed +200/o STR, -5 VIT) +2000/o


Sword damage) knockback) +100O/o
durability
The Grandfather Great Sword 1 handed) +5 to all SEATS)
+20 to hit) +700/o damage)
+20 HP)
The Mangler Large Axe +200O/o damage, -5DEX)
-5 MAG, -10 mama

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

The Celestial Axe Battle Axe No STR requirement, +15% to


hit, +15 HP, -15 STR
Wicked Axe Large Axe +30 to hit) +10 Dex) -10 VIT)
-1 to 6 to damage received
CHAPTEBl6: UJEAPOHS, ARLmOR¢
AHD OTHEBITRLEASVRLES

Unique Weapon Type Attributes/Actions

Stonecleaver Broad Axe +30 HP) +ZOO/o to hit, +500/o


damage, +40 resist lightning
Aguinara?s Hatchet Small Axe +10 MAG, +800/o resist
magic, all spells up 1 level

Hellslayer Battle Axe +8 STR? +8 VIT +1000/o


damage)+25HP) -25Mana
Messerschmidt?s Great Axe +2000/o damage) +15 to
Beaver damage) +5 to all slats?
-50 HP, fire hit (2-12)

Crackrust Mace +2 to all slats) indestructible)


resist all 150/o) +50O/o damage?
all spell levels -1

Hammer of Jholm Maul +4 to 100/o damage) indestruc-


table) STR +3? To hit +150/o
Civerb,s Crudgel Mace +350/o damage to demons)
-5 DEX, -2 MAG

The Celestial Star Flail No STR Requirement) +ZOO/o


light radius) +10 Damage)
+8 AC?

Baranar?s Star Morning Star +12 to hit? +goo/o damage,


+4 VIT, -4 DEX, dura-60, fast
attack
Gnarled Root Club +20 to hit) +3000/o damage)
+10 DEX, +5 MAG, +10
resist all? -10 armor
:¥j DiABLO: THE OFFICIAL STRATEGY GviDE

Unique Weapon Type Attributes/Actions

The Cranium Basher Maul +20 pts damage) +15 STR)


indestructible) lose all mana)
+50/o resist all
Schaefer?s Hammer War Hammer -1000/o damage, 1 to 50
lightning hit) +50 HP) +30 to
hit) resist lightning 800/o) +100/o
light rad
Dreamflange Mace +30 MAG, +50 Mama, +50
resist magic) +200/o light radius)
all spells up 1 level
Staff of Shadows Long Staff -10 MAG, +10 to hit? +600/o
damage) -200/o light radius)
faster attack
Immolator Long Staff Resist fire 200/o, fire hit 4
damage, mana +10, -5 VIT
Storm Spire War Staff Resist Lightning 500/o,
Lightning hit 2 to 8) STR +10,
MAG -10
Gleamsong Short Staff +25 Mama, -3 STR, -3 VIT, 76
charges Phasing Spell
Thundercall Composite +35 to hit) lightning hit(1-10))
Staff 76 charges Lightning)
+30O/o Resist Lighyning
+200/o light rad
The Protector Short Staff +5 VIT, Attacker takes 1-3
Damage) -5 to damage
received, +40 armor, 86
charges of Healing
CHAPTER`6: UJEAPOIIS, ARLmOR¢
AHD OTHEBITRLEASVRLES

Unique Weapon Type Attributes/Actions

Naj's Puzzler Long Staff +20 MAG) +10 DEX) +200/o


resist all, teleporting 57
charges -25 HP
Mindcry Quarter +15 MAG) +150/o resist all,
Staff (Hey) all spells up 1 level, 69 charges
of Guardian
Rod of Onan War Staff 50 charges Golem +1000/o
damage? +5 to all slats)
Thinking Cap Skull Cap +30 mana, all spells up 2
levels) +200/o resist all?
durability -1
Helm of Spirits Helm gain +50/o life per hit
Overlord)s Helm Helm STR +20) DEX +15) VIT +5)
MAG -20) DUB-15)
Fool)s Crest Helm -4 to all slats) +100 HP,
attacker takes 1-3 hp, +1 to 6
damage received per hit
Gotterdamerung Great Helm +20 to all slats, +60 armor, all
resistance-00/o?-4 to damage
received) 400/o Light Radius

Royal Circlet Crown +10 to all slats? + 40 mana)


+40 armor? +100/o light radius
The Gladiator's Bane Studded armor class 25, absorbs 2 hp
Leather per hit) durability +200O/o,
all slats -3
ff DiABLO: THE OFFICIAL STRATEGY GviDE

Unique Weapon ftype Attributes/Actions

The Rainbow Cloak Cloak Armor Class 10, +1 to all


slats, resist all +100/o) +5 hp)
+500/o durability
Wisdom's Wrap Fiobe +5MAG, +10mana, +25
resist lightning, Armor - 15, -1
hp per get hit
Leather of Aut loather AC-15) STR +5) MAG -5)
Dex +5) indestructable
Sparking Mail Chain Mail Armor class 30) attacker gets
lightning hit (1-10) in return if
it hits
Scavenger Carapace Breast Plate -15 hp perget hit, -30 AC, +5
DEX? resist lightning +400/o
Nightscape Cape Armor class -15) light radius -
400/o, +200/o resist all, faster hit
recovery +3 DEX
Naj)s Light Plate Plate Mail No minimum strength req., +5
MAG, +20 mana, +200/o resist
all, all spells up 1 level
Demonspike Coat Full Plate Mail Armor class- 100, absorbs 6
hp per get hit) +10 STR, inde-
structible) +500/o resist fire
Split Skull Shield Buckler +10to armor, +10to HP, +2
to STR, -100/o light rad,
durablity -15
The Deflector Buckler AC-7) Resist all loo/o)-200/o to
damage) -50/o to hit)
CHAPTERl6: UJEAPOHS, ARLmOR¢
AnD OTHERITRLEASVRLES

Unique Weapon ftype Attributes/Actions

Dragon's Breach Kite Shield Resist fire 250/o) STR +5?


AC-20, MAG -5) indestruc-
table
Blackoak Shield Small Shield +10 Dex) -10 Vit) armor class
18) -100/o light radius) +1500/o
dura
Holy Defender Large Shield Armor class 15, absorbs 2 hp
per get hit) +200/o resist fire?
+200O/o dura, faster block
Stormshield Tower Shield Armor class 40, absorbs 4 hp
per get hit) +10 STR) inde-
struct, faster block

Constricting Ring ring resist all +75O/o? wearer con-


stantly loses life

Ring of Engagement ring -1 to 2 hp per get hit) attacker


takes 1-3 hp (of thorn), adds 5
to AC, damages monster AC
Bramble rlng -2 to all slats) +3 to damage)
+10 mana)

Ring of Regha ring MAG +10? Resist magic 100/o?


+100/o light radius) STR -3)
DEX -3

The Bleeder ring Resist magic 200/o, mana +30)


HP-10
The Butcher)s (quest) +10 STR) 4 to 24 damage)
Cleaver Cleaver durablilfy-10
se/lDiABLO: THE OrFiCiAL STRATEGY GviDE
`< I

Unique Weapon ftype Attributes/Actions

The Undead Crown (quest) AC-8, Life Stealing +50/o


Crown
Empyrean Band (quest) +2 to all slats, +ZOO/o light
ring radius, fast hit recovery)
absorbs trap damage
Optic amulet (quest) light radius +200/o, resist light
amulet nine 200/o? absorbs 1 damage
per hit, MAG +5
Ring of Truth (quest) +10 HP, absorbs 1 point
ring damage per get hit, resist
all 100/o,
Harlequin Crest (quest) +2 to all slats, +7 HP, +7
Cap Mana, -3 armor, -1 TO DAM-
AGE RECEIVED
Grisu)old's Edge (quest) fire hit 1 to 10) +25 tohit,
sword faster attack, Knocks back
monster, mana +20, HP -20
Arkc"'ne's Va/or (quest) +25 armor class, +10 vit,
Splint Mail absorbs 3 pts per hit received)
fastest hit recovery
Veil of Steel (quest) +500/oresist all, +60% armor,
Great Helm -30 mana, +15 strength,
+15 Vit) -200/o light radius
DIABLO.. THE OFFICIAL STRATEGY GviDE

a ne of the most significant aspects of the D!.ab/o experience is


the tremendous power of magic. whether brought to bear by a
mighty Sorcerer or bestowed at one of the many shrines, the proper
understanding and use of the game?s many magical components is
essential) and quite frequently awesome.
Other chapters in this book deal with magic in the context of com-
bat specific to each monster and situation, but this chapter is devoted
purely to the arcane arts as its own subject.

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

they)re concerned. Either the item is unusable outright? or the benefits


from using it are outweighed by its cash value.
For the Sorcerer) however) magic is the meat and POtatOeS Of the
Diab;o experience. Or perhaps the smoke and mirrors. Herein lies
the complete list of spells) and some tactical considerations for each.
Again? it)s possible to extrapolate this information for any Of the
classes, but a spell recommended here as a devastating offensive

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.
+

ae,/DIABLO: THE OFFICIAL STRATEGY GviDE

The Apocalyp_se?_pe_ll is one of the most devastating


to Virtually all the creatures in the labyrinth.

weapon might fall somewhat short of that evaluation when cast by a


Warrior or Rogue. Remember) generally speaking) that a spell lasts
longer and does more damage as it increases in levels.

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

rently within range. The dragon is fixed in place) so you have to


remain in the general area or lure creatures to it once the spell is cast
in order for it to target nearby foes.

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.

ApocALYPSE (ScRLOLL fr STAFF OIILY)


The high-end of the Fire Spells) Apocalypse lives up to its name. This
spell is made to cast while standing in large) angry packs of monsters?
a frequent occurrence once you?ve ventured a ways into the dungeon.
Most of the monsters in the vicinity Simply blow uP) While all are Sig-
nificantly weakened. Bay the scroll whenever the Witch has one, and
hoard any you happen to find. It?s worth boosting your magical pow-
ers just to read this scroll) especially when you)re thinning out the
crowds on level 16 before facing Diablo.

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

choice is between Firebolt or Lightning Bolt, only Lightning-resistant


monsters get the hotfoot. Note that the higher the level of spell) the
longer the Lightning Bolt becomes.

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.

Cha_in Lightning is a pou)erful weapon


that sends out more bolts as yoL;r level increases.
CHflPTEBl7: MAGIC OF DiABLO-SpELLS,
poTions, TRLEASVRLE, AIID SHRiHES

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.

Hove (ScRLOLL fr STAFF OIILY)


The Nova Spell functions like a devastating radial Lightning attack. It?s
so powerful, in fact) that even a sorcerer cannot learn it from a book.

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).
+

gr-BLO: THE OFFICIAL STRATEGY GviDE


-i \

IDEIITiFY (ScRLOLL a STAFF OnLY)


This important spell determines the nature of magical objects: Not all
magical items assist your persona) and some may even cause you
harm. Adria generally has a scroll of Identify in her inventory, and
you should buy them whenever they appear. That way) when you)re
down in the dungeon, you don't have to go back to Tristram to find
out if an item is worth equipping.

The Town Pertal Spell gives you a way back to the


surface to gather more resources.
cHAPTERl7: MAGIC Or DiABLO-SpELLS,
potions, TRLEflSVRLE, AIID SHRfIIES

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

R.ESVRRECT (mvLTipLAYER_ScRLOLL fr STf|FF OIIIjY)


Just in case) Pepin always has a Resurrect scroll in his inventory dur-
ing multiplayer games. One word of caution: using the spell only
gives the raised character one Hit Point) so don)t do it in hostile terri-
tory unless you,re prepared to cast...

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.

iHFRaViSiOII (ScRLOLL OHLY)


The lnfravision spell allows the caster to see through walls, displaying
lurking monsters in a reddish hue. seldom is it a significant tactical
advantage, unless you're lining up a wall of Fire. For grins, try using
lnfravision outside the chamber of Bone,s main room.

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

The Mama Shield can save your life at the lower


levels-literally-especially if you are a Sorcerer.
DIABLO: THE OFFICIAL STRATEGY GviDE

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

The_Golem Spell gives you a helper who,ll


seek out your enemies cmd dest-roy them.
CHflPTEBl7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AnD SHRiIIES

general way-and for a goodly duration-throttling any monster it


can get its big stone hands on.The Golem is particularly effective
against advocates, as it is immune to their Flash Spell. A Golem's hit
points are based on the character?s Mana & Spell level, and when a
second Golem is summoned, the old one is replaced with the new.

BoHE SpiRif AIID BLOOD STABI


The highest-level spells in the game are those Which actually effect the
characteristics of a monster aside from its health. By employing these
spells properly? you can effectively reduce a significant monster to a
shadow of its former self. But be prepared) these Monster Class spells
demand you to sacrifice Health as well as Mana when cast.

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.

TABLE 7-I. SpELLS

Min. Magic
(book/staff,
Spell scroll) Mama Extra Book Effects

Firebolt 0,0 +1 Damage, +2 Speed, -5 Mana


Charged Bolt 25, 0 66 +1 bolt per two levels
Holy Bolt 20, 0 7 +2 Speed, -1 Mana
Healing 17, 0 (levelx2)+5 +6 Healing? -3 Mana
Heal Other 17,0 (levelx2)+5 +6 Healing) -3 Mana
Lightning 20, 0 12 bolt longer per 2 levels, -1 Mana
Identify 23, 0 n/a n/a
Resurrect 30, 0 20 gives 10 Hit Points
to resurrected
Wall ofFire 27, 17 2/3 current lasts 50/o longer, -2 Mana
level
Telekinesis 33, 21 15 -2 Mana
Inferno 20, 19 ll 1/2 current levelO/o
Damage, -1 Mana
CHAPTER`7: MAGIC OF DiABLO-SpELLS,
poTioHS, TRLEASVRLE, AHD SHRiIIES

To determine the Damage a spell does, simply refer to the Spell-


book. Each spells damage is the result of a unique computation which
considers your Magic characteristic number, the level of the spell, and
the level of the caster. of course) the actual damage you do depends
on the monster you attack) and considers not only that monsters
physical defenses but also any magical resistances or immunities.

IJeVel
(scroll, staff, Cost
book) (scroll, book) Staff Charges

n/a, 1, 1 50, 100 40-80


n/a, 1, 1 50, 1,000 40-80
n/a, 1, 1 50, 1,000 40-80
1,1,1 50, 1,000 20-40
1,1,1 50, 1,000 20-40
2,3,4 150, 3,000 20-60
1) n/a, n/a 100, n/a n/a
1, n/a) n/a 250, n/a n/a

2,2,3 400, 6,000 8-16

n/a,2,2 200, 1,500 20-40


1,2,3 100, 2,000 20-40
+

ar,j-BLO: THE OFFICIAL STRATEGY GviDE


`<.'\

Min. Magic
(book/staff,
Spell scroll) Mama Extra Book Effects

Town Portal 20, 0 35 -3 Mama

Flash 33, 21 30 +100/o Damage, -2 Mana


Infravision 36, 23 40 lasts 15O/o longer) -5 Mana
Phase 39, 25 12 -2 Mana
Mana Shield 25, 0 33 -30/o to damage taken (max 21%)

Flame Wave 45, 29 35 +1 wave square) -3 Mana


Fireball 48, 31 16 double) +2 Speed) -1 Mana
Stone Curse 51, 33 60 lasts 15% longer) -3 Mana
Chain Lightning 54, 35 30 -1 Mana
Guardian 61, 47 50 +loo/o Damage, 1-second
duration, -2 Mana
Elemental 68, 53 23 +loo/o Damage, -2 Mana
Nova 87, 57 60 +100/o Damage) -3 Mama
Golem 81, 51 80 -4 Mana
Teleport 105, 81 35 -3 Mama

Apocalypse 149, 1 17 150 -6 Mama

Bone Spirit 34, n/a 24 -1 Mana


Blood Star 70, 46 25 +3 Damage) -2 Mama
CHAPTERl7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AIID SHRfIIES

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

4,6,8 700, 10,500 20-60


7, 10, n/a 1,300, n/a 16-32
5,9,ll 100, 18,000 16-32
7,12,14 1,250, 20,000 16-32
ll, 15) n/a 2,000? n/a 8-12
7,T9 800, ll,500 20-60
10, 13, 14 1,800, 27,500 20-60
f,,-, DiABLO: THE OFFICIAL STRATEGY GviDE

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.

REPLEIIiSHiIIG HEALTH AIID mAIIA:


uJARRfORIAIID SoRLCERLERI
The difference in how each class best utilizes potions of Health and
Mama lies in the simple understanding that a warrior and a sorcerer)
at the highest levels of experience) have drastically different totals in a
full tank of either.
The Warrior) of course) has 300 or so Hit Points and perhaps
150 of Mana, while the Sorcerer,s are virtually reversed.
This extreme example serves well to illustrate a situation that is
general to the Warrior and Sorcerer. You Rogues get off lucky in this
regard) as your Health and Mana tend to be of equal amounts. More
on that to follow.
For the Warrior and Sorcerer to consider the two aspects of econ-
omy-gold and space-there is a simple equation: The most
economical potion in terms of space is the Potion of Full Rejuvena-
tion. One potion, full meters.
CHAPTEBl7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AIID SHRfIIES

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

As a Rogue) either your Health and Mana will be relatively equal?


or a skew will be the result of magical items you choose to equip.
Basically) you have to look at your slats) and judge which of the above
situations-the Warrior?s or the Sorcerer?s-is more analogous to the
present condition of your characteristics.
Realize that changing your equipment drastically may alter the
most efficient way to replenish your resources) and always keep a
good cross-section of potions on hand, especially if there?s a chance
you might be changing equipment down in the dungeon.

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:

. The Constricting Ring: This item increases your overall resis-


lance by 750/o) but you,ll consistently lose life while wearing it.
You)ll find it on Level 5.
. The Ring of Engagement. This item decreases your Hit
Points per strike by 1-2, your attackers take 1-3 Hit Points
damage? it adds 5 to your Armor Class) and damages the Mon-
stet?s Armor Class. It freezes nearby monsters in their tracks.
You)ll find it on Level ll.
. The Ring of Truth: This item absorbs one Hit Point per strike
received, and adds +10 to your overall resistance and Hit
Points. Complete the Poison Water Quest to acquire this ring.
. The Empyrean Band: This item improves all your slats by
+2) improves your ability to see in the dark by +ZOO/o, absorbs
trap damage, and improves hit recovery quickly. Complete the
Magic Rock quest to acquire this ring.
. The Optic Amulet: This item increases your ability to see in
the dark by 200/o, adds +5 to Magic) increases your resistance to
lightning by ZOO/o? and absorbs 1 Hit Point each time you take a
blow. Complete the Halls of the Blind quest to find it.
DiABLO: THE OFFICIAL STRLATEGY GviDE

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

TABLE 7-2. SHRiIIES

Shrine Effect
Mysterious Adds 5 points to one random slat, takes 1 point
from others.

Hidden Adds 10 points to the maximum and current


durability to all items, -10 to one.
Gloomy Add +2AC to all shields, helmets, armor.
-1 to all weapons max damage.

Weird Adds +1 to all weapons max damage


Magical Casts Mana shield on the player
Stone Recharges all staves
"heals" all weapon durability
Religious

Enchanted One spell down a level) all others up one level.


Thaumaturgic All chests on the level regenerate with new items
Fascinating Gives you Firebolt +2, but you lose 1/10 of
your maximum Mana.
Cryptic fills Mana ball casts nova spell from player

Eldritch Health and Mana potions become rejuvenation


Eerie Adds 2 points to your magic.
Divine Kicks out either 2 full rejuvenation potions or 1 full
Mama & 1 full healing) and fills Mana and life balls

Holy Teleports you to another place on the level.


CHAPTEBl7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AHD SHRfIIES

Message
"Some are weakened as one grows strong"

"New strength is forged through destruction"

"Those who defend seldom attack."

The sword of justice is swift and sharp."


"While the spirit is vigilant the body thrives"

The powers of Mana refocused renews,)


Time cannot diminish the power of steer
"Magic is not always what it seems to be."

6What once was opened now is closed"


"Intensity comes at the cost of wisdom"

"Arcane power brings destruction"


"crimson and azure become as the sun"
"Knowledge & Wisdom at the cost of self"
"Drink and be refreshed"

"Wherever you go, there you are"


DiABLO: THE OFFICIAL STRATEGY GviDE

Shrine Effect

Sacred Charged bolt +2 levels) lose 1/10 max Mana

Spiritual Fills your inventory with gold.

Spooky full rejuv. Potions for other players

Abandoned Add +2 to Dex


Creepy Add +2 to STR

Quiet Add +2 to VIT

Secluded Completes automap for current level


Ornate Holy Bolt level +2) lose 1/10 max Mama

Glimmering All items are identified

Tainted All other players get +1-3 random slats) -1 to other.


CHAPTERl7: MAGIC OF DiABLO-SpELLS,
poTioIIS, TRLEASVRLE, AHD SHRiHES

Message
"Energy comes at the cost of wisdom"
"Riches abound when least expected"

You: "where avarice fails? patience gains reward"


Others: "Blessed by a benevolent companion"
The hands of men may be guided by fate"
"Strength is bolstered by heavenly faith"
"The essence of life flows from within"

The way is cleared when viewed from above"


"Salvation comes at the cost of wisdom"
"Mysteries revealed in the light of reason"

You: Those who are last may yet be first"


Others: ((Generosity brings its own rewards"
:?I DIABLO: THE OFFICIAL STRATEGY GviDE

I e object of this game) of course) is to make it all the way to


the deepest, darkest dungeon level and kill satan himself. Along the
way, however, you'll be invited to complete a random assortment of
ancillary missions called quests. Some are essential to completing the
game) and all are worth the excursion) at the very least for the experi-
ence you gain. Often, of course, you'll receive some unique and
valuable item as reward for fulfilling a quest.

The smell of death surrounds me.


c-pTERl8: THE QLVESTs

Diclb;O)S quests include three SubtyPeS-external Set Pieces) inter-


nal set pieces) and contained quests. To a certain extent) all these side
missions are random; The Butcher)" for example, will always be
there on Level 2) but never in the same place.
Extemal set pieces take place on special dungeon levels, roughly
half the size of a normal level, to which you gain access after receiving
information from one of the townspeople or from a book you find in
the dungeon. The set-piece levels themselves are static) sO Once
you?re there you get the same puzzle every time. These include The
curse of King Leoric;" "Poisoned Water Supply;" The Chamber of
Bone?" and "Archbishop Lazarus."
Internal set pieces involve special rooms Set Within a randomly
generated dungeon level. The rooms themselves remain the same)
although their locations change with each game. These include The
Butcher;" "Ogdenls Sign;" "Armor of Valor;" The Halls of the
Blind;" The Anvil of Fury)" and The Warlord of Blood."
contained quests are special ventures requiring no special loca-
tions. These include The Black Mushroom;" ((Gharbad the Weak;"
"zhar the Mad)" and "Lachdanan."

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.

TABLE 8-I. QvEST GRLOVPS


Group 1 (1 of2) King Leoricls Curse or Poison Water
Group 2 (2 of 3) The Butcher, Ogdenls Sign)
Gharbad the Weak
Group 3 (2 of 3) The Magic Rock) Armor of Valor,
Halls of the Blind
Group 4 (2 of 3) Zhar the Mad) The Black Mushroom,
The Anvil of Fury
Group 5 (1 of 2) The Warlord of Blood) Lachdanan

Aside from quests selected from these groupings) a single-player


game always includes The Chamber of Bone," "Archbishop
Lazarus)" "King Leoricsls Curse," and) of course) the final showdown
with Diablo. It's worth noting that in Battle.net, the quests featuring
the Butcher, the Vile Betrayer, and Diablo are present, as well, though
as part of the regular dungeon levels) without the ancillary set pieces
the single-player game features.
c-pTEB|8: THE QLVESTs

Beu)are of the fires of hell.

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

Sometimes completing the quest is just that straightforward:


Search and destroy. A few tactical insights, however, can go a long
way toward smoothing out the rough spots. consider the type of dun-
geon level you?re fighting on) and don?t forget to highlight any unique
and check the Dialogue Box to remind yourself of a particular foe?s
magical defenses.

THE BvTcHERl(GRLOVP 2.. LEVEL 2)


Trigger Character: The Wounded Townsman at the church
entrance
As you approach the desecrated cathedral for the first time, you
encounter a dying man. (Please) master)" he says. (Listen to me. The
Archbishop Lazarus, he led us down here to find the lost prince. The
bastard led us into a trap! Now everyone is dead. . killed by a
demon he called the Butcher. Avenge us! Find the Butcher and slay
him so that our souls may finally rest...."
Two-thirds of the time) this is the first quest you encounter in D[.a-
b/o) though you)ll note that it?s actually culled from the second set in
terms of computer randomization. what that means, in practical
terms) is that you may not be ready for the Butcher the first time you
encounter him) on Level 2.
Actually, you're ready for him the first time you pick up a short
Bow.
The Butcher) as Adria the Witch tells you, "is a sadistic creature
that delights in the torture and pain of others." He wields a huge
Cleaver, with which he dismembers his opponents. often) a warrior
c-pTERl8: THE QLVESTs

The Butcher is a serious threat to beginning


adventurers... Beware!

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.

PoisoIIED UJATEBI SvppLY


(GRLOVP I: LEVEL 2)
Trigger Character: Pepin the Healer
This quest begins when Pepin the Healer seeks your help in stopping
a sickness running through the town. Its source is a fouled water sup-
ply. The problem lies in a nasty demon infestation on Level 2: The
presence of evil taints an underground spring.
Down on Level 2 you?ll find an obvious entrance) "To A Dark Pas-
c-pTERl8: THE QLVESTs

sage"-a crack in the wall surrounded by an array of elements usually


reserved for important tomes of lore. Beyond the crack lies a set-piece
level of caverns. prepare for combat on arrival: A small band of fallen
ones await you.
Traverse the few rock corridors and dispose Of the Goat Demons
and lesser beasts. When you?ve dropped the last of the level?S mon-
sters, you,ll hear a trumpet of triumph in the distance, and the fouled
waterway will clear to blue before your eyes.
Return to Pepin. He?ll give you the Ring of Truth) a Unique Item
that will serve you well early in the game) and perhaps even deep into
the dungeon.

THE CvRSE OF KiIIG LEORiC


(GRLOVP I: LEVELS)
Trigger Character: Ogden the Tavern Owner
This quest begins when Ogden the Tavern Owner solicits your help.
He,ll tell you the story of King Leoric who) years ago, lost his son to
kidnappers. Grief drove Leoric mad) forcing his knights and priest tO
destroy him. upon his death, he cursed the town and his former fol-
lowers. Now) risen from the dead) he rules a legion of undead minions
within the labyrinth.
"please) good master," ogden implores you) "Put his soul at ease

by destroying his now-cursed form."


plan on expending some serious Health and Mana resources to
finish off Leoric. You,ll be fighting in cramped quarters With a bunch
of enemies, and there,s just no way for a low-level character not to
gang; DiABLO: THE OFFICIAL STRATEGY GviDE

Dor't fqrget about the Holy Bolt Spell


when facing Leoric and his miniohs.

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

the crown?s decent enhancements will help any character type


through the next few dungeon levels) you,ll want to sell it when
an upgrade becomes available that better suits your character,s
specific needs.
Also) notice that there is a secret antechamber tO King Leoric)s
Tomb (aside from the small room with the obvious treasure chests). To
access the hidden area) destroy each of the crucified Skeletons in the
large room?s corners. when the last falls to the ground) a door opens
in the middle of the long northern wall. Inside waits more foes and
treasures.

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

Snotspill cmd his friends believe the Tavern


sign gives them great power.

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.

GHARLBAD THE UJEAK


(GRLOVP 2.. LEVEL 4)
Trigger Character: Gharbad, a groveling Flesh Clan Demon
The first time you find him) Gharbad whines and pleads for his life)
promising that? if you let him live) he,ll do you a favor in return. The
second time you meet him, he swears that "something for you I am
making;" he even gives you a token of good faith.
when you see him the third time, he's still full of promises, and
he)s almost done with the project.
on your fourth encounter, Gharbad decides his project is too good
for you) and attacks.
It)s a decent confrontation but an entirely reasonable Proposition
for you by the time you meet up with him. When you rid the world of
this whiny piece of dungeon debris) he?1l drop a formidable Mace you
can add to your inventory. There,s no real trick to Gharbad?s demise;
he?s a midrange unique in almost every regard) and as such serves as
DIABLO: THE OFFICIAL STRATEGY GviDE

Gh_arbaq the Weak: Hels a real shiner,


but don,t turn your back on him.

a good barometer of your skills. Prepare to heal yourself in battle, and


dispose of "the Weak" as you see fit.

THE MAGIC Block


(GRLOVP 3: LEVEL 5)
Trigger Character: Griswold the Blacksmith
Griswold tells you about a "sky rock" a caravan brought into the area.
Cloaked riders attacked the caravan and stole the rock) which the
c-pTEBl8: THE C|vESTs

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

THE CHAmBERIOF BoIIE


(ALWAYS iIICLVDED)
Trigger Object: A book
A mysterious book you find on Level 6 opens the way to a secret
staircase) leading to the Chamber of Bone. They don,t call it that for
nothing.
The Chamber is a small separate level? with two broad hallways
flanking a central chamber. At the end of each hall lie two large

The Skeleton Lever unlocks the Chamber of Bone.


c-pTEBl8: THE QLVESTs

switches. Horned Demons) Unseen, and the occasional Skeleton


stand guard. Those switches open two small ancillary rooms, featuring
more Skeletons and two chests stuffed with prime treasures.
Before you open the door to the central chamber, prepare to
break some bones. The room is stuffed with Skeletons, and it
behooves you to keep them from escaping' if at all possible. Target
the doorway) and cut loose. If you?re playing the Warrior) you)ve got a
lot of serious whacking in store. Whatever class you play, a couple of
Firewall Spells can go a long way to evening the odds.
when the chamber finally falls silent, pass through into the larger
area (prepare for a few more Horned Demons and Unseen). When the
last monster succumbs, read the nearby book to acquire the Guardian
spell) a handy three-headed fire monster that spouts from the ground to
hurl flaming orbs at any eneny currently attacking within range.

THE HALLS OF THE BLiHD


(GRLOVP 3: LEVEL 7)
Trigger Object: The Book of the Blind
The Dark Book foretells of the Halls of the Blind in a book you find?
opening doolWayS tO a Set Piece from hell.
you,ll probably come across the Halls of the Blind before you can
actually enter them-a large) figure eight-shaped hall around two
small rooms. Once you?ve read the book) two doorways open on
either side of the structure, allowing you to peek into a seemingly
empty area.
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.

ZHAR_THE mAD (GRLOVP 4: LEVEL 8)


Trigger Character: Zhar
You?ll find Zhar busy with his thoughts in a library. The first time you
meet him) he,ll lay a Spellbook on you and tell you to get lost.
If you don?I take the hint) or if you attempt to pilfer his bookshelf)
Zhar attacks. As Uniques go) Zhar can be bad news. He lobs Fire-
balls-probably your first opportunity to experience that spell. To
make matters worse) Zhar won?t give chase; he prefers instead to
guard his books and lob fire at you whenever you peek into the room.
Obviously) you must trot out some big guns for this guy. If you?re
playing the Warrior) expect Zhar to teleport when you run over to
attack him. Watch the floor when he disappears: you can judge by the
c-pTEBl8: THE QLVESTs

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

Many gruesome sights au)ait in the labyrinth.

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

THE AIIViL OF FvRLY


(GRLOVP 4: LEVEL IO)
Trigger Character: Griswold the Blacksmith
For the Warrior class, the Anvil of Fury is one of the best quests in the
game. This excursion culminates in your acquiring a Unique high-end
weapon; Griswold's Edge. While on level 9, visit Griswold and he'll
tell you about a mystical Anvil that contains "the very essence" of the
demonic underworld.
"Any weapon crafted on this burning anvil is imbued with great

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

THE SLAiII HERLO (LEVEL 9)


Single players will come across the body of a Slain Hero while explor-
ing the dungeon's ninth level, and add an item to their inventory that
will prove pivotal in the battles just ahead.
In other words, the Slain Hero will help ensure that you have what
it takes to face upcoming monsters, just in case luck has been unkind
in terms of the spells or armor you?ve managed to collect at random.
For the Warrior) that means a decent suit of armor. For the Sor-
cerer) a book of Lightning. The Rogue can expect to lay hands on a
high-quality bow.

THE UJARLLORP OF BLOOD


(GRLOVP 5: LEVEL I3)
Trigger Object: The Steel Tome
Go to Cain after you come across the Steel Tome and he)ll tell you
about a legendary warrior mentioned in the chronicles of the Sin War.
"Stained by a thousand years of war? blood) and death)" he says) "the

Warlord of Blood stands upon a mountain of his tattered victims. His


dark blade screams a black curse to the living) a tortured invitation to
any who would stand before this executioner of hell."
Once you've read the book, the stairway between Levels 13 and
14 becomes accessible, and the Warlord will prepare to disembowel
you.
C-pTEBl8: THE QLVESTs

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

Of course, Lazarus and his minions spit up some serious treasure)


giving you the last good chunk of resources at your disposal before
the final showdown.

DiABLO (EIIDGAmE: LEVEL I6)


Once you,ve disposed of Lazarus) another red portal opens in the
room where you arrived at The Unholy Altar" set-piece. This takes
you back to Level 15) where the large pentagram now glows. In the
center is a teleporter "Down to Diablo.?,
Level 16 comprises four quadrants. Advocates and Blood Knights
guard the first, open, area. A switch within this area opens the second
quadrant. A switch there opens the third quadrant) where two
switches open the final section of the dungeon-and the game.
As you arrive at Level 16? you have a couple of options. The open
quadrant area) in the upper portion of the map? is a battle royale.
Hallways encircle the three other quadrants, and in those halls you'll
also find Advocates and Blood Knights, although not in nearly the
numbers you?ll find within each primary area when it?s unsealed.
It's prudent to circle the three sealed quadrants first, clearing out
those monsters. When you storm the first quadrant, you must eventu-
ally retreat from the onslaught. Leading a line of Knights down one of
those hallways) properly emptied ahead of time) can be a very effec-
tive way to turn the tables. Try Wall of Fire) or) better yet) Flame
Wave.
The first and third hubs are the toughest) as the monster horde
tends to notice you all at once. If you have a Scroll of Apocalypse
(or two or three)) now,s the time. By creeping up to those
DiABLO: THE OFFICIAL STRATEGY GviDE

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....

The red pentagram marks the final quest.


DIABLO: THE OFFICIAL STRATEGY GviDE

As enhiAIINS as Diahio ys m evngirpkyer node,berne arhieto


join a band of adventurers below the town of Tristram adds an even
deeper dimension.
Most of the tactics and tendencies you acquired as a single player
translate directly to multiplayer mode, but some aspects of composing
a party and clearing a room bear closer examination.
Due to the diverse nature and significant advantages of each char-
acter class? consider always including one of each character type in a
party. (Three types and four slots, of course) leaves one to fill.) Indulge
yourself.

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

uJHf|T ABLE mY OFFERLS?


TiRED OF SELLiHG THAT GREAT mAGiCAL iTEIII FOB`
A FRflCTioII OF its woluTH To GRiSWOLD OR`
ADRiA? BLiZZAIuD'S BATTLE.IIET HAS A CEHTRflL
LOCATioH WHERE LAI|GE HVmBEIuS OF CHARaCTERLS
CAII COrIGRLEGATE To BUY ArID SELL iTEmS FOBI
wHATEVER`THE mARIIET wiLL BEARt

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.

PLAYERIFRfEIIDLY VS. PLAYERIATTACRL


The small button near your Mana globe in multiplayer toggles
between ('Player Friendly" and {Player Attack" modes, determining
whether or not another player character can be targeted and attacked
with a hand-held weapon.
In (Player Friendly," you can still damage friends with an arrow
gone astray or an errant magical attack) but you can stand shoulder-
CHAPTEBl9: BATTLE.IIET

to-shoulder and whack monster without having to worry about mistak-


ing your buddy for a target.

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 CLASSES ill mVLTipLAYERI


In single-player mode) even the heartiest fighter or most magical Sor-
cerer must, to a certain extent, be a diverse character, at least as much
as its class allows. Though the same strategy serves well in multiplayer)
it?s possible to specialize further. Hopefully) other members of the
party will always be there to handle tasks ill-suited to your character.
DiABLO: THE OFFICIAL STRATEGY GviDE

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

THE IIIVLTipLAYEB`VIIiVERLSE iHCLVDES OIILY A FEW


c|vESTs: "THE BvTcHEB+" "THE SKLELEToII KfIIG,"
"THE ViLE BETRAYER¢" AHD THE EIIDGAmE. HoIIE OF

THESE iS SET vp OII All EXTRA LEVEL, AIID OIILY THE


EIIDGAIIIE I|EQLViRLES A TRfGGERt OHCE YOU REACH
LEVEL I4, SEIID SOIIIEOIIE VP To TowII To TALK_WiTH
DECKLARP CAiII; WHEII HE RIETvI|IIS, DiABLO AIID His
miIIiOIIS WiLL BE WfliTiHG OII THE PEIITAGRam.
DiABLO: THE OFFICIAL STRATEGY GviDE

adjustments but those that include fire or lightning as part of the dam-
age they do.

SpECiAL SKfLLS ill mVLTipLAYEBI


By including all three character types in a party of adventurers) you
have the ability to recharge staffs) repair worn Durability) and disarm
any traps.
The disarming technique is simple: No one opens a chest until the
Rogue checks it first. The Rogue can have a simple term for this-
"Clear" or some such thing-that lets everyone know that the chests

LiGHT my WAY
iF OIIE AmOIIG YOVR`PAIuTy -s AH OBJECT TmT
iIICI|EASES LiGHT RLADiVS, EVEI|YOHE IIEARE)Y WiLL
EIIiOY I-I ADVAIITAGE. iF AHYOHE -S A SPAR|E
FiHGEB` EQJViPPiIIG A RjHG WiTH THE PI|OPEBI
IIIflGiCAL COmPOIIEHT mAKLES EVEI|YOIIE'S LiFE A
LiTTLE EASiERt DoII'T KLEEP SVCH AH iTEm VHVSED
ill YOVB`iIIVEIIToI|Y iF SOmEOIIE Call UTILIZE iT.
CHAPTERl9: BATTLE.IIET

in that room have been investigated. The Rogue bears a certain


responsibility here) because she must discover every chest before giv-
ing the word, and sometimes chests can be hidden in corners or uP
against walls.
The Sorcerer and the Warrior can employ their specific SkillS tO
repair or recharge weapons) armor? or staffs. Simply have one charac-
ter throw down an item and another pick it up to perform the service.
of course, this method.cwears down" items over time, as opposed
to repairs or recharges done in Tristram. Deep in the dungeon) how-
ever) you)1l appreciate a diverse party.

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

. Warrior: opens doors) patrols near portals


. Sorcerer: throws magic at large groups
. Rogue: concentrates bow on major monsters from a distance

With these roles in mind, effectively coordinating a combat sequence


makes up most of a multiplayer game. Most single-player tactics still
apply, though there are some distinct advantages to group warfare.

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

THE FOVR`GATES iIITo THE LABYRiHTH WORK_


DiFFEBJHTLY iH BATTLE.HET. ill SiHGLE-PLAYER`
moDE, ADDiTioIIAL EIITRarICES OPEII AT THE
BEGiHHiIIG OF EACH LEVEL; ill BATTLE+HET,
SOIIIEOHE ill YOVRIPAIuTy mvsT ACHIEVE A CEIUAiII
CHARaCTEB`LEVEL BEFOBJ ADDiTioIIAL POIuTALS
wiLL PBJSEIIT THEIIISELVES. THE CHVRLCH iS
ALWflYS OPEII To LEVEL I; THE HIAVSOLEVm
DOOB|WAY iIITo LEVEL 5 OPEIIS WHEH SOmEOIIE'S
ACHIEVED CHARaCTEBILEVEL 8; THE CAVE
EIITRaHCE OPEIIS WHEII SOmEOHE BEACHES
CHARaCTERILEVEL I4, AIID THE CREVASSE OPEHS
WHEII SOmEOHE HiTs CHARaCTERILEVEL I7+

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

mage uses some wide-ranging Magic while the Rogue concentrates on


either unique monsters or those which are engaged in attacking a
member of the party. If the Warrior rushes down one side of the room
towards the distance attackers, they'll crowd into the other half to set
up and open fire. Once they)re headed in that direction, attention
focused momentarily on the onrushing Warrior) it?s a relatively simple
matter for the sorcerer to advance halfway down the room opposite
the warrior,s position, and blast away. The Rogue enters last, and
opens fire on any monster still able to mount a counter-offensive.

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

consider having the Rogue, because of the speed of her ranged


attack, stir up the room and lead everyone back out into an ambush.
But assume that the monsters aren?t cooperating} or that you,re in
the Caverns, where there are often too many monsters and too much
space to make such a tactic reasonable.
The key is to find a relatively defensible area-not a suicide dead-
end or a corner-and then draw the monsters into that area a little at
a time. In the same way that a warrior generally attacks in single-
player-whacking and then dropping back when the monsters
threaten to overwhelm) a few monsters at a time can be drawn
towards the rest of the party. At a predetermined point in the ensuing
chase, the Warrior steps up and holds the monsters for a brief instant.
The Rogue opens up with the Bow on the monster closest to the
Warrior) as the Warrior falls back out of the line of fire. Finally) as the
monsters' attention is momentarily divided between the Rogue and
the Warrior) the Sorcerer steps up with some crowd-pleasing magic.
Hopefully, enough damage is done that the warrior can re-enter the
fray at that point, polishing off the weakened monsters before they
can react to the situation. Be sure to have a predetermined number of
attacks (or kills) for the Sorcerer, so the warrior can rush forward just
as the last spell fades.

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

hallway) as opposed to entering whatever room is on the Other Side.


usually) that?s because there are two types of formidable monsters
present-one which will pursue and one type which will stay in the
room. The most obvious example is the presence of Advocates and
Death Knights.
The key, of course, is to jam the monsters uP at the door, using
the warrior to engage each foe as it emerges. For the purpose of
spellcasting) the sorcerer should be off to the same side of the hall as
the warrior, so that any magic gone astray has a lesser chance of
damaging the partner.
The Rogue) with a much more precise method Of delivering dam-
age) can stand virtually anywhere that affords a good shot. The key is
that magical monsters with distance attacks may be shooting past the
onrushing horde) and they?ll draw a bead if anyone stays in one place
too long. The Warrior) up against the wall on one side Of the door)
should be safe from such harassment.
By concentrating fire on each enemy aS it emerges) the Party Can
effectively mow down monsters, even the tougher ones, before they
can do more then take a whack or two at the Warrior. He should be
uptoit.
If the Sorcerer leads the attack, drawing foes tO the Same Side Of
the hall as the warrior, the Warrior can take a swipe without stepping
too far out in front of the doorway) and at that point the monster
should stop and begin to attack the Warrior in earnest. By that time,
that one monster has already suffered a Magic attack? a blow or two
from the warrior, and the Rogue has been peppering it with arrows
the whole time. It?s about to die.
DIABLO: THE OFFICIAL STRATEGY GviDE

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

A FiIIAL uJoRP OII OFFEIISE


Variations on these themes are legion? influenced by your characters?
relative health) their Magic resistance) and the resistance of the mon-
sters involved.
You must develop a strategy for standard monsters) and an alterna-
tive for those with ranged attacks. Combining the two types merely
involves combining the methods you conclude are most effective.
Finally, remember that D!'ab/o evolves, and its characters develop
continually. Even if a strategy works fine for your group, don't be afraid
to experiment when new items or spells present new opportunities.
Eventually) new and stronger foes will require you to make strategic
adjustments. If you've taken time to experiment with diverse attack
modes? you,ll burn a lot less coin of the realm on Resurrect Scrolls.

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

affords a tactical advantage. The best places to defend tactically are


somewhat different in multiplayer, and dependent entirely on the com-
position of your party.
Whether you use the foregoing offensive tactics as a framework
for your own endeavors, or develop a strategy tailored exclusively to
your group of characters, you're bound to hit on one eventually that
really does the trick. With each successive level of dungeon, you'll
modify your favorite attack to better suit the environment, but your
best mode of group attack will probably change radically only a few
times throughout the game, as new spells and weapons are introduced
into the mix.
As you explore each level, passing through each new room and
hallway) communicate. Have everyone call up the map when you
think you notice a prime ambush area) and have everyone take note:
This is our fallback position.
Then, instead of a random panic when those Death Knights start
pouring from a wide portal) you simply fall back-ideally leading the
monsters through some confined space where they can,t overrun you
through sheer force of numbers.
As with your offensive tactics, realize that the introduction of new
spells or weapons can influence the most effective fall-back ambush
strategy. Though it's not nearly as glamorous as devising cruel and
unusual methods of attack, take a few minutes following any discus-
sion of altering the offensive gameplan, and analyze briefly if there are
significant defensive implications as a result of some new insight.
240 DiABLO: THE OFFICIAL STFlf|TEGY GviDE

AH iIITERyiEW WiTH THE


DEVILS BEHiIID THE GAME

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,

I,ll be right with you."-Tap, tap) tap-splurch. '(Got her!"


During the tense weeks before D!.ab/o hit the shelves, it seemed as
though everyone at Blizzard was playing the game. Whenever I called
to beg for technical assistance or whine that I hadn)t seen the
absolutely latest version, invariably I had to wait while the person on
the other end of line saved a game in progress. The lights were
dimmed) as they had been for months to reduce computer screen
glare, when I arrived to interview D!.clb/O,S Creators. Most of the peo-
ple I saw wore that distant) bleary-eyed look that one gets from too
much road time on a PC, glare or no glare. They looked like a bunch
of long-haul truckers rolling up to the end of the line.
"We ask for lots of input around here," Eric Schaefer told me.

The lead designer and commanding artist-in-residence is a big)


friendly) goateed guy who looks like he spends a great deal of time
cHAPTEB|IO: THE mAKfIIG OF DiABLO 24I

Slued to his computer. "Everybody's playing the game constantly' and


they're free to speak their minds about what they like and don't like. It
really keeps us on our toes."
((Yeah) right now we?re playing it all the time)" agreed Schae-

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?")

Schaefer recalls. In 1993) he and his bother Max) also an artist)


joined with Brevik and founded Condor. Their first contract was to
create a Sega Genesis version of Jusf!.ce League Task Force.
But what they really wanted to do was design PC games.
That?s what we usually play on our own time)" Schaefer says.
The games we wanted to play were almost always on the PC."
Brevik adds, "We wanted to create some complex, challenging
games that wouldn,I necessarily do well in an arcadengames for gnys
like us? and maybe a little younger) but not for kids."
They got their chance in 1994 at the Comdex show in Las Vegas.
As they continued work on the Genesis version of JusfI'Ce League) a
southern california-based company called Blizzard worked on the
game,s Super NES version.
"we were talking with the Blizzard gnys at the show)" Brevik says)
¢6and they were telling us about this really cool pre-alpha version of a
242 DIABLO: THE OFFiCiflL STRATEGY GviDE

game they had been working on called Warcra/i. Irdter) we talked on


the phone) and I tried to get a prerelease version of the game,
because I was very interested in playing it."
During that conversation Brevik also learned that Blizzard was
looking for PC developers to expand its line.
"I told them) we?ve got some great ideas right here)" he says.
"Why don't you come up and listen to one? They did, and we pitched

them D!.clblo) and they loved it."


Meanwhile, Warcra/f.. Ores cmd Humans had just been released
and with the (as yet unknown) incredible success of warcrcI/f JJ.. T[.dos
o/ Darkness still in its infancy) Blizzard was looking for ways to
expand into new gaming territory.
They said their game would be Rogue, Moira, and JVefHack
meet Crusader.. No fiemorse and DOOM)" Producer Bill Roper says.
"Now that was something different. We all loved the old Unix-based

games, and when we took a look at the design documents, we just


had to go with it."
During most of Diab/o,s development) Condor operated as an
independent entity. Then, about six months before the game,s
release) Condor became Blizzard North.
They (Blizzard) said all along that if things went well? in a couple
of games, maybe we could think about coming into the fold," Brevik
says. "But D!'ablo was coming along so well they picked us up. we,re
really happy with our relationship."
"We knew that if we didn't grab them," continues Roper, ,(that
when D!'ab/o shipped, somebody else would. In the process of putting
this game out) we have become a big family."
The buzz about this game was deafening long before anyone
would actually hear the splurch of zombie guts on a cold labyrinth
CHAPTERIIO: THE mAKfIIG OF DiABLO 243

floor. As the project moved along) game magazines wondered at Bliz-


zard?s chutzpah in bringing out a new RPG-a new? unpredictable
market at best-instead of following up with a Warcra/i JJJ. Kids in
parking lots started arguing about whether D!'ablo or Ulfima Onl!'ne
would be the better multiplayer network game. Netizens speculated
endlessly about the game in Internet chat rooms.
((In our local CompUSA," Brevik says, "the store managers had

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

be along the lines of adventures and epic quests, which we weren't


really looking for)" says Schaefer. "We originally wanted a fun game
that let you sit down at night and blow off some steam for a little
while? hacking up monsters. It developed into much more than what
we started with."
The original idea was to develop a "turn-based" game much like
the old Unix-based games (or chess, for that matter): Players would
244 DiABLO: THE OFFICIAL STRATEGY GviDE

move a character one square, and then the opponent or monster


would move one square. Eight months into the development) the folks
at Blizzard suggested making DiclblO a real-time game) like Warcra/i JJ.
"We resisted and pushed for a turn-based game)" Schaefer says.
"And they said OK to that, which I think was pretty cool of them. But

then the real fight started up here."


"We had this big argument in Eric,s kitchen)" Brevik recalls. "We

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

wanted to include the element of role-playing they all loved. To do this


they developed the surface quests.
'They were such a good role-playing element)?, schaefer says)
((but at first we didn't really know what to do with them. They weren't

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

way to make the game better. It allowed us to add a whole new


dimension and lots of new possibilities."
Everyone realized that network support was essential to realizing
the games potential, and the added introduction of Blizzard's Internet
gaming service Battle.net pushed that concept over the top.
((Offering our customers a simple and free way to get together and

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

"Because when I pick up an axe," Schaefer says "I want it to look

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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