A great collection of Diablo Character Stats downlaods for Diablo 1, Diablo 2, Diablo Character Stats, Editors, Trainers, Cheats, Dats, Scanners, Items, New diablo Hacks: Main. This Recharges Staff But Will Decrease The Maximum Of Charges To The Staff. This Will Provide A 12 seconds it boost 2.level to Strength and Vitality and 1.5. The maximum level in Diablo III is 60 for classic players, while its expansion increases that cap to 70. Level requirement of an item may be reduced by up to 40 by an appropriate secondary affix. Gem of Ease can also be used to reduce required level on a weapon to 1. Kanai's Cube can be used to reduce level requirements of an item to 1.
Unlike Diablo II with its skill trees of unique abilities for each character, Diablo featured no special attack skills at all. In Diablo and Hellfire all of the characters can cast the same spells from scrolls, charges on staves, or from memory, after learning the spells by reading spell books.
Opening up your character's spellbook (S = hotkey) pulls up a menu on the right side of the screen. Every spell your character has learned (by reading a spellbook), is listed in the spell menu. There are four pages of spells in Diablo, and five in Hellfire. Spells are arranged (roughly) by increasing strength, with the spells with the lowest requirements on page one, and the highest on page four. The table below replicates the spellbook.
Page One | Page Two | Page Three | Page Four | Page Five (Hellfire) |
---|---|---|---|---|
Inherent Skill | Resurrect | Phasing | Nova | Lightning Wall |
Firebolt | Fire Wall | Mana Shield | Golem | Immolation |
Charged Bolt | Telekinesis | Elemental | Teleport | Warp |
Holy Bolt | Lightning | Fireball | Apocalypse | Reflect |
Healing | Town Portal | Flame Wave | Bone Spirit | Berserk |
Heal Other | Flash | Chain Lightning | Blood Star | Ring of Fire |
Inferno | Stone Curse | Guardian | Etherealize | Search |
5th page appears only in Hellfire.
Each of the characters has an inherent skill of varying utility. They can use these skills from level 1, and they do not cost mana to use.
Rogues can always recognize, and have a chance to disarm, the traps found on doors and chests. Since the damage from trapped objects isn't very high in Diablo or Hellfire, this isn't an especially useful skill. Traps deeper in the dungeon are harder to disarm than those in the upper levels, and rogues have better odds of disarming them with higher dexterity. The forumula is as follows:
Sorcerers can recharge the charges on a staff, though the maximum number of charges will always decrease slightly, usually by 1 or 2. A staff with 20 charges would go from 0/20 to 19/19 or 18/18. Since there is no way to increase the maximum charges on a staff, this skill should never be used on a staff you are using long term. However, if you find a staff of Fireball or Guardian early and just want to have some fun with it and cast a lot of spells without using any mana, knock yourself out.
The formula for determining the recharge, from Jarulf's Guide:
The Warrior can repair the durability of an item, but the item will always lose a point or two of maximum durability. A sword worn down to 2/50 would be replenished to 49/49, for example. This should not be used on quality weapons you're going to keep long term, but it's very handy on items you know you'll replace if you do not want to return to town. Item durability can be increased in Diablo via Hidden Shrines, and by various oils in Hellfire, so repair-lowered durability can be regained.
This skill isn't often needed in Diablo and Hellfire, since repair costs aren't that high and gold is plentiful. In various Diablo and Hellfire mods, this skill becomes far more important, since repair costs can be quite steep, and the higher difficulty means that repairs are required more often.
The formula for determining the repair, from Jarulf's Guide:
If max durability reaches 0, the item is destroyed.
Bards are only playable in Hellfire, once they've been enabled by the Command.txt file.
The Bard can use the Identify skill inherently, with no mana cost. She thus saves herself ever having to pay Deckard Cain 100 gold, and need not stay a while and listen at any time, other than when she needs his interaction to further a quest.
The Hellfire Barbarian has a skill called Rage. This skill is a short term buff that boosts his strength, vitality, and dexterity for 12 seconds. After that time he enters a 12 second lethargy phase, when those same attributes are reduced by the same amount. Afterwards his vitality is supposed to suffer a permanent penalty, however due to a bug in Hellfire, clicking on any item in his inventory will reset the vitality loss.
The calculations:
The Monk has inherent access to the Search skill. It works just as it does for other characters; the Monk just doesn't need to read a book to learn it or spend mana to cast it.
Determining your character's spell damage is notoriously difficult in Diablo and Hellfire, since the values scale up with character level. Determining the damage requires some math, which Jarulf explains in section 4.1.2 of his guide. How much good this explanation does you depends largely on how closely you're willing to embrace algebra. Since most readers feel their eyes glaze at the first equation, the calculation explanations are not reproduced here.
The calculations are presented for each skill below, if you're mathematically-inclined type who can find some use from them.
All spells cost mana to cast from memory (they are free from staves and scrolls). The amount of mana they cost has a preset value, which decreases by a set amount each level, until it reaches some preset minimum amount.
There is a major exception to this, in that it costs Rogues, Monks, and Bards only 75% of the usual mana requirement. Warriors, Barbarians, and Sorcerers incur the full 100% cost, except in Hellfire v1.01, where the Sorcerer's spells cost only 50%. Regardless of the 50 and 75% values, no character ever expends less than the listed minimum.
Casting spells from scrolls and staff charges does not cost any mana, but there are magic requirements.
Spells: | Mana Cost | Magic Requirement | ||||
---|---|---|---|---|---|---|
Initial | Decrease per Slvl | Minimum | Slvl you reach minimum (100% / 75% / 50%) | Staff and Slvl 1 | Scroll | |
Apocalypse | 150 | 6 | 90 | 11 / 6 / 1 | 149 | 117 |
Blood Star | 25 | 2 | 14 | 7 / 5 / 1 | 70 | -- |
Bone Spirit | 24 | 1 | 12 | 13 / 9 / 1 | 34 | -- |
Chain Lightning | 30 | 1 | 18 | 13 / 7 / 1 | 54 | 35 |
Charged Bolt | 6 | O | 6 | 1 / 1 / 1 | 25 | -- |
Elemental | 35 | 2 | 20 | 9 / 6 / 1 | 68 | -- |
Fireball | 16 | 1 | 10 | 7 / 4 / 1 | 48 | 31 |
Firebolt | 6 | 0.5 | 3 | 7 / 5 / 1 | 15 | -- |
Fire Wall | 28 | 2 | 16 | 7 / 5 / 1 | 27 | 17 |
Flame Wave | 35 | 3 | 20 | 6 / 4 / 1 | 54 | 29 |
Flash | 30 | 2 | 16 | 8 / 6 / 1 | 33 | 21 |
Golem | 100 | 6 | 60 | 8 / 5 / 1 | 81 | 51 |
Guardian | 50 | 2 | 30 | 11 / 6 / 1 | 61 | 47 |
Healing | Special: Cost: 8 + 2·clvl - 3·slvl mana to cast. | 17 | O | |||
Heal Other | Special: Cost: 8 + 2·clvl - 3·slvl mana to cast. | 17 | -- | |||
Holy Bolt | 7 | 1 | 3 | 5 / 4 / 2 | 20 | -- |
Inferno | 11 | 1 | 6 | 6 / 4 / 1 | 20 | 19 |
Infravision | -- | -- | -- | -- | -- | 23 |
Lightning | 10 | 1 | 6 | 5 / 3 / 1 | 20 | O |
Mana Shield | 33 | O | 33 | 1 / 1 / 1 | 25 | O |
Nova | 60 | 3 | 35 | 10 / 6 / 1 | 87 | 57 |
Phasing | 12 | 2 | 4 | 5 / 5 / 3 | 39 | 25 |
Stone Curse | 60 | 3 | 40 | 8 / 4 / 1 | 51 | 33 |
Telekinesis | 15 | 2 | 8 | 5 / 4 / 1 | 33 | -- |
Teleport | 35 | 3 | 15 | 8 / 6 / 3 | 105 | 81 |
Town Portal | 35 | 3 | 18 | 7 / 5 / 1 | 20 | O |
The following spells are found in Hellfire. Apocalypse and Nova are found in Diablo, but not in book form. See above for figure and column explanations.
Spells: | Mana Cost | Magic Requirement | ||||
---|---|---|---|---|---|---|
Initial | Decrease per Slvl | Minimum | Slvl you reach minimum (100% / 75% / 50%) | Staff and Slvl 1 | Scroll | |
Apocalypse | 150 | 6 | 90 | 11 / 6 / 1 | 149 | 117 |
Berserk | 35 | 3 | 15 | 8 / 6 / 3 | 35 | -- |
Immolation | 60 | 3 | 35 | 10 / 5 / 1 | 87 | -- |
Lightning Wall | 28 | 2 | 16 | 7 / 5 / 1 | 27 | -- |
Magi | -- | -- | -- | -- | 45 | -- |
Mana | -- | -- | -- | -- | 17 | -- |
Nova | 60 | 3 | 35 | 10 / 6 / 1 | 87 | 57 |
Reflect | 35 | 3 | 15 | 8 / 6 / 3 | 25 | -- |
Ring of Fire | 28 | 2 | 16 | 7 / 5 / 1 | 27 | -- |
Search | 15 | 1 | 1 | 15 / 15 / 14 | 25 | O |
Warp | 35 | 3 | 18 | 7 / 5 / 1 | 25 | O |
A handy chart from Jarulf's Guide. This lists the magic required to read every level of spellbook in Diablo and Hellfire. The formula is very simple: books have a set amount at level 1, which then increases 20% per level. Any values over 212 are automatically set to 255. (The initial amount is also how much mana the blue bulb fills up when a character reads a book of that type.)
In Diablo, Rogues and Warriors can not achieve 255 magic no matter what equipment they assemble, (Rogues can get to 245, Warriors to 225) so can not read higher level spellbooks and must hunt for Enchanted Shrines to boost their spells to 15. In Hellfire all of the characters except the Barbarian can theoretically get to over 255 magic, thanks to some of the new uniques. (In practice this is unattainable, since Xorine's Ring is virtually unfindable due to a bug in the item generation routine.) See all the max possible attributes here.
Level: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blood Star | 70 | 84 | 100 | 144 | 172 | 206 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Bone Spirit | 34 | 40 | 48 | 57 | 68 | 81 | 97 | 116 | 139 | 166 | 199 | 255 | 255 | 255 | 255 |
Chain Lightning | 54 | 64 | 76 | 91 | 109 | 130 | 156 | 187 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Charged Bolt | 25 | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 |
Elemental | 68 | 81 | 97 | 116 | 139 | 166 | 199 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Fireball | 48 | 57 | 68 | 81 | 97 | 116 | 139 | 166 | 199 | 255 | 255 | 255 | 255 | 255 | 255 |
Firebolt | 15 | 18 | 21 | 25 | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 |
Fire Wall | 27 | 32 | 38 | 45 | 54 | 64 | 76 | 91 | 109 | 130 | 156 | 187 | 255 | 255 | 255 |
Flame Wave | 54 | 64 | 76 | 91 | 109 | 130 | 156 | 187 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Flash | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 | 255 | 255 | 255 |
Golem | 81 | 97 | 116 | 139 | 166 | 199 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Guardian | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Healing | 17 | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 |
Heal Other | 17 | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 |
Holy Bolt | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 |
Inferno | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 |
Lightning | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 |
Mana Shield | 25 | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 |
Phasing | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 | 255 | 255 | 255 | 255 |
Stone Curse | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 | 255 | 255 | 255 | 255 |
Telekinesis | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 | 255 | 255 | 255 |
Teleport | 105 | 126 | 151 | 181 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Town Portal | 20 | 24 | 28 | 33 | 39 | 46 | 55 | 66 | 79 | 94 | 112 | 134 | 160 | 192 | 255 |
Books found only in Hellfire. Apocalypse and Nova are found in Diablo, but only on scrolls and staves, not books. The other spells are all new and unique to Hellfire.
Level: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Apocalypse | 149 | 178 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Berserk | 35 | 42 | 50 | 60 | 72 | 86 | 103 | 123 | 147 | 176 | 211 | 255 | 255 | 255 | 255 |
Immolation | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Lightning Wall | 27 | 32 | 38 | 45 | 54 | 64 | 76 | 91 | 109 | 130 | 156 | 187 | 255 | 255 | 255 |
Nova | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 | 255 |
Reflect | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 | 255 |
Ring of Fire | 27 | 32 | 38 | 45 | 54 | 64 | 76 | 91 | 109 | 130 | 156 | 187 | 255 | 255 | 255 |
Search | 25 | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 |
Warp | 25 | 30 | 36 | 43 | 51 | 61 | 73 | 87 | 104 | 124 | 148 | 177 | 212 | 255 | 255 |
Information and relevant calculations for every spell in the game. Calculations from Jarulf's Guide.
Apocalypse is the ultimate spell in Diablo. It creates a blossom of fire beneath a monster's feet, but is not fire damage. Apoc is a special type of damage that can not be resisted, and that no monster is immune to. In Diablo it hits everything on the screen, even over walls, and is frequently used to decimate the creatures inside of Diablo's square before the bone levers are thrown.
In Hellfire the spell can be learned from spellbooks, but they are only dropped by Na-Krul, and the spell requires a line of sight to work; it can't be used over walls anymore.
A projectile spell most commonly seen being cast by Witches. Each Blood Star moves relatively slowly and in a straight line. There is no splash damage.
Blood Star is the only viable, magic-type skill to kill targets at a distance, but the fact that it does so much less damage than comparable fire or lightning spells means it is very seldom used, except in special circumstances. In Diablo, there are no monsters who are immune to Fire and Lightning but not Magic, however there are a few such enemies in Hellfire. Bloodstar could in theory be useful, in combination with Bone Spirit to kill fire- and lightning-resistant monsters in Hellfire, with Bone Spirit to weaken the target and Blood Star to finish it. However, brute force often proves a more efficient follow-up to Bone Spirit, either using a Golem or a bow.
Blood Star has a special extra cost to cast; draining 5 life along with the mana cost. When cast with a Mana Shield active, it costs 5 extra mana. This cost is applied even if it's cast from charges.
Fires a pink, ghostly creature that moves relatively slowly, but that can home in on the target. The damage is percentage based, making this skill very damaging to monsters with full hit points, but virtually useless on ones nearer death. The damage is resisted, just like any other magic-based spell, if the monster has magic resistance.
Like Blood Star, Bone Spirit costs life as well as mana to cast, draining 6 life along with the mana cost. This cost is applied even if the spell is cast from charges on a staff. It costs 6 extra mana if you have Mana Shield active.
The biggest killing lightning spell in the game, and a spell that can deal the most damage per cast. Chain Lightning sends one bolt where your cursor points, and another one for each target in range (range is calculated without regard for walls or other obstacles), each time it is cast. The range increases with more points in the spell, as does the damage per bolt. This spell would clear entire levels in a single use if not for the 'sprite limit' in Diablo/Hellfire. The game's engine will only display 255 sprites at once, and since each bolt from the Chain Lightning creates quite a few sprites, numerous 'gaps' appear in the bolts. As a result, some strategy is required to use Chain Lightning effectively.
Players need to know where the monsters are around them, whether they are on the other side of a wall or not. For instance, it's wise to stand beside a wall so not many sprites will appear in that direction when you want to fire them forward. Alternatively, hordes of monsters on the other side of a wall can be very useful if you maneuver so that the nearby monsters are between you and that wall with the monsters past it.
The damage from each bolt is calculated multiple times per bolt, as they appear to move past. According to Jarulf's Guide, each bolt does a hit check each 0.05 seconds, for a total of [slvl/2] + 6 times per bolt.
Charged Bolt sends out several small squares of electricity per use. These squares move semi-randomly in the direction the caster is facing, spreading out and usually bouncing off of walls. They are not especially damaging, but can be useful to 'wake up' all of the non-lightning immune monsters in a room, bringing them out to fight while leaving the other monsters in the area undisturbed. This spell is especially useful against fast-moving monsters such as Balrogs or lightning-sensitive Witches. In Normal -aka Wimp- mode, a medium-level sorcerer with a reasonable level in Charged Bolt (10-15) and Magic (150-200) can wipe an entire level populated by Vortex Lords and Soul Burners in mere minutes while suffering little damage, using Charged Bolt only (tested by yours truly on dlvl 14 with a level 24 mage, 182 Magic and Charged Bolt level 14. It took 15 minutes and 2 mana potions, and felt waaayyy overkill).
This spell can be quite annoying when used by mages; not for the tiny damage, but because it causes characters with a shield to stop to block.
See the Charged Bolt Tutorial for very detailed information about and strategy tips for using this spell.
Elemental fires a running, target-homing human-shaped fire elemental. This one is far less useful than it would seem, for while the damage displays the same as Fireball, Fireball is boosted by a buggy, non-displayed splash damage. Elemental does not deal that splash damage, and as a result it's less than half as damaging as Fireball. Even though it doesn't 'splash' like a Fireball, each Elemental can hit two targets if they are very close together.
Elemental splash damage is 1/64th of the total damage. It is applied each .05 seconds for .7 seconds (14 tries) and is not blockable. Thus, as is the case with Fireball, the splash damage from an Elemental will deal damage even if the spell itself is blocked.
The most popular fire spell in the game, and a hugely damaging spell against single targets or tightly-packed groups. Fireball moves very quickly (increasing with Slvl) and its damage increases with Slvl and Clvl, making it indispensible for all Sorcerers and many other character builds as well. Each fireball deals a splash of damage that's equal to the damage of the spell itself. The fireball or the splash can be blocked, but not both, and monsters that can't block always take both, making this one basically double damage against most enemies.
Like all projectiles in Diablo and Hellfire, Fireball is best fired at targets approaching in straight lines. It's extremely accurate against stationary targets, whatever their orientation to the caster.
A fire projectile spell that's quite handy early in the game. It's basically a Fireball, but with much lower damage and no splash.
The fire damage dealt by the dragons of the Guardian spell is determined by the Firebolt spell, so characters will want to max this one out, even if they never cast Firebolt itself.
An extremely damaging spell to any target foolish enough to stand still in it. Multiple Firewalls can be stacked on top of each other, increasing the damage proportionally. Very useful early and mid-game, especially against monsters stuck on the other side of an obstacle. Most monsters will not advance into the flames, but this AI can be used against them. Simply cast a Firewall in front of them, and then cast one on top of them. They will stand and roast since they're not smart enough to move backwards out of the fire. This is a very popular way to kill Diablo himself.
The central sprite of the firewall does double damage. Unlike most spells, Firewall can damage the player who casts it, and this damage is treated as fire from a trap (thus 'of thieves' item will half it). Each space in the flame hits every .05 second for the duration.
This spell basically creates a moving firewall, one that moves across the level until it hits a wall. The extend of the Flame Wave increases with more points in the spell, and it can be wider than the visible screen at high levels. The killing power of this one is far less than Fireball, but it's a useful way to wake up all of the monsters in an area and bring them out to fight without disturbing the fire immunes in the area.
This spell can hit the player who casts it, (if you teleport quickly into it) and the fire is counted as damage from a trap.
Flash is a sort of 1-space radius Nova spell, hitting anything in melee range with magical damage. This appears to be a powerful spell, by the damage display, but it's hampered by bugs and does far less damage than displayed. As most players have noticed, when basking in the ineffective version of it cast by monster mages.
There are actually two spells cast; the first hits targets the left and below the character, while the second (less damaging) flash hits the three to the upper right.
Like other timed spells, Flash hits once every .05 seconds, for a total of 19 attempts in just less than a second.
A summonable stone man, the Golem is a slow moving but fairly damaging companion, most commonly used by sorcerers against triple immune monsters. Golems can also be helpful to distract enemies, and to kill targets on the other side of a wall. They benefit greatly from the stone curse spell, since if their targets are stationary and helpless, the golem hits with every strike and takes no damage during the battle. Without backup Golems are not useful against higher level melee monsters, who will kill them quickly. A single golem can terrorize entire levels in the Church, though. Think of Golems more as bodyguards than as scouts: they will happily take a hit for you or cover your retreat, but keep them backed up if you want them to last as on their own they will be helpless against powerful melee fighters, mobs, or fast-moving ranged attackers. They do regenerate HP though, and they will do a nice job at securing areas for you once the bulk of the opposition has been cleared so that they can regenerate between engagements. Artillery mages might also like having a Golem on their side when facing Hidden or 'immune' ennemies.
Golems are most useful against Advocates, since they can withstand a lot of damage from Flash spells, and are not touched by the Advocates' Fireballs. They are less successful against Witches, and take damage from Bloodstar. Also, due to a bug in the Golem's light radius (it's set to infinite) every witch on the level sees the golem the moment he's cast, and will fire at him if they have a line of sight (yes, that can be useful to take a pack of witches off your back). Golems home in on nearby enemies. If nothing is nearby, they will walk in the direction their caster is facing.
Only one golem may be active at once. If the spell is cast again, an active golem will crumble to gravel. Players gain full experience for kills made by their golem. Golems are hostile to each other, and will fight if there are two of them (from two players) in the same area. Yes, this can be funny to watch.
A three-headed, firebolt-spitting dragon is summoned, tunneling up from the ground in the location targeted with the spell. Guardians can only be cast in the line of sight, and not over walls or through doors. These are not especially useful to kill with, on higher levels, but are such fun to cast that many players enjoy using them anyway. They can be useful to shoot into a room you have not yet entered, but they are inefficient. The Guardians only shoot at whatever target is nearest, and if it's fire immune their shots will pass harmlessly.
The damage from a Guardian is equal to the damage of the casting character's Firebolt spell; the damage listed on the Guardian spell itself is meaningless. Higher levels of Guardian affect only the duration of the dragon, not the damage. Players gain full experience for kills made by their Guardians.
An essential skill for all non-mana shield using characters, and even those types enjoy it, from time to time. Higher levels (Slvl and Clvl) lower the mana cost and increase the healing, so it's useful to build this one up even for Warriors, Barbarians, and other rock-headed melee fighters. Reading lots of Healing books is mandatory for Barbarians, since the cost of Healing increases with the Character Level. As these screenshots illustrate, a level 29 Barbarian with typical equipment can't even come close to casting a Healing spell, at level 3 or even level 6, since his high level makes the spell cost far more mana than he can scratch up.
Healing is cast when the spell is triggered, but only grants the healing effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation.
This spell is only found in multiplayer. It works much like Healing, except that casting it gives a target for the pointer, and the benefit will be granted to whichever player is clicked on. It can be hard to click on a friend, if they're moving or there are monsters crowded around them, and few players will wait on this spell, since drinking a potion is instantly beneficial.
A projectile spell that fires a gray Firebolt. This one hits only the undead though, and the damage scales up quite quickly, so most sorcerers find it quite useful in the early going. The utility is quite limited by the fact that Fireball does much more damage as soon as it comes online, but moreover by the fact that there are no undead monsters found in the Caves or Hell. Hellfire added a few in the Hive and Crypt, but Holy Bolt doesn't do enough damage to be very effective in the late game.
It is quite useful for one thing; luring Diablo out of his square, since he is the only monster affected by Holy Bolt on his level (or anywhere in the game deeper than about Dlvl 7). It can't kill him in any reasonable amount of time, but it will wake him up and bring him out without disturbing the knights and Advocates around him.
Nothing resists Holy Bolt in Diablo. In Hellfire, Diablo and the Bone Demons are resistant to it.
In Diablo and Hellfire, items can be equipped and used without being identified (magic/unique items must be identified in Diablo II before usage).
All magical and unique items found in the dungeons or given as quest rewards are unidentified, and must be identified (by this spell or by Deckard Cain) before their special properties become active.
It is not recommended to always identify items. For instance, identifying the Gotterdammerung activates the All resistance equals 0, which could make the item detrimental depending on your character and build. Note that items that have only negative modifiers would be worth less after being identified (plus you also wasted the 100 gold for the Identify scroll or Cain's service), indeed such an item is more effective when not identified. If you plan to keep the item for while, repair it first before identifying it; once an item has been identified the selling and repair costs go up considerably (assuming overall positive modifiers).
Identify is not found on spellbooks, and can only be cast from staff charges or scrolls.
Inferno looks like a powerful flamethrower of a spell, but it actually emits a fairly weak puff of flame that's less damaging than most other flame spells, and far less than Lightning Bolt.
The spell always has the same range and duration, regardless of the Slvl or Clvl. The differences in damage are by distance from the caster. Inferno blows three spaces, and spends longer in each of them, progressively. Like other duration spells in Diablo, there is a damage check every .05 seconds, so Inferno hits 20, 25, and 30 times, moving away from the caster.
Infravision shows every monster on the screen, even those over walls or otherwise out of the line of sight. Monsters in sight display normally; monsters out of your sight show up in bright red. Their names and stats do not highlight, but recognizing them by type is easy enough.
Infravision is only found only on scrolls, staff charges, and as the benefit after drinking from a Murky Pool. It's never found in book form.
Lightning fires a wide strip of lightning at high speed in a straight line. Lightning passed through all soft targets, only vanishing once it runs into a wall or other solid object. It's the first really useful combat spell most Sorcerers learn. The listed damage isn't that much higher than Firebolt or other early spells, but this one's ability to hit multiple targets, and to hit each one multiple times, makes it quite powerful.
Each bolt hits multiple times, calculating the damage every .05 seconds, for a total [slvl/2]+6 times.
A defensive spell, Mana Shield allows the caster to lessen the damage taken, and causes all damage taken to deduct from the mana pool, rather than from the life. This spell is mandatory for higher level Sorcerers who usually have hundreds of more points in mana than life, but can also be used by Rogues and other characters with moderately high mana who need or want an extra defensive buffer.
Mana Shield turns off each time your character leaves a level, so be sure you recast it first thing after you take the stairs down. Countless Sorcerers have stupidly lost their lives teleporting right into battle without first engaging their Mana Shield on the new level.
If a character takes damage greater than their current life, they will neither be stunned nor pushed back by it. This can be exploited with mana shield and -life equipment (or bugs, such as the yellow zombies removing 1 life point permanently with each hit in early versions of Diablo).
A powerful lightning spell, Nova sends out an explosion of lighting in an expanding circle; albeit one riddled with gaps. Nova is more useful than Chain Lightning only when totally surrounded by monsters, when the sprite limits would cut Chain Lightning's effectiveness.
Nova is only found on scrolls and staves in Diablo. In Hellfire it can be found in book form.
This spell is a random teleport. Using it instantly transports the player to a random location somewhere on the visible screen. It's only utility is as an emergency escape spell, if your character is surrounded by enemies. Since Phasing is non-targeting, it casts .05 faster than Teleport, and can therefore be useful to escape when stunlocked. Warp is a better choice in Hellfire, since it will take you further away, and to a predictable location.
Spell: Phasing
Type: n/a
Only available in Multiplayer. Resurrect is targeted on a dead character's corpse. It will always bring them back to life, there's no skill or level check. Resurrected characters have 10 hit points (or less, if their maximum life is lower than 10) and no mana.
A hugely useful spell, Stone Curse turns the targeted monster to stone, rendering them statues: helpless, immobile, and defenseless. Immunities are not countered, but stoned monsters have zero Armor Class and will be hit by every attack. They remain material objects, and must be walked around by other monsters. A row of stoned monsters can provide a useful barrier against enemies.
Diablo, Na-Krul, and other players are immune to stone curse. Monsters that are already stoned, or who are charging or phasing in or out are temporarily immune to stone curse. Mages will dodge it at times; teleporting once, then again if you attempt to stone them as soon as they reappear. Allow them to rematerialize long enough to attempt to cast a spell, then stone them.
You can not cast it on your own Golem.
Stone Curse can not be cast again on a monster that's already stunned. You must wait for it to wear off before casting it again on the same target.
Spell: Stone Curse
Type: n/a
Duration: 4.8 + 0.8·slvl seconds (12 sec max)
A spell used to pick up items from a distance, or to throw switches, pull levers, activate shrines, etc. It works over walls on any item or object you can see. Very useful to retrieve items after dying, to open up Diablo's box without entering the other boxes, to use shrines or grab books from bookshelves from a distance. Players must have enough space to hold the item they attempt to pick up with TK.
When used on monsters TK can knock them back. This does no damage, but counts as a form of damage sufficient to enable the TK'er to receive experience when another player kills the monster. Using TK on a stone cursed monster will immediately remove the Stone Curse effect. Some superunique monsters are immune to TK: Snotspill, Gharbad the Weak, Zhar the Mad, Warlord of Blood, Lachdanan, Arch-Bishop Lazarus, Blackjade and Red Vex.
One of the most useful skills in the game; teleport allows your character to move to any location you can point to, whether you have a line of sight there or not. Great to move quickly around the levels, to escape monsters, to back up to gain more room to fire spells or arrows, etc.
When cast by selecting Teleport on the right skill icon, the spell will be cast instantly with a right click. When cast by right clicking on a scroll in the inventory or belt, the cursor becomes a targeting arrow and the character moves with the next right click of the mouse.
Players create a blue portal that can be stepped into to return instantly to town. Town Portals remain open indefinitely, until the character who cast it uses it to return to the dungeon from town. If two or more players cast town portals, they can keep them open forever by only returning via the portal cast by the other player. Each character can have only one active Town Portal, and if a second is cast the first will vanish.
An open Town Portal also increase the light radius in the dungeon.
Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. Some existing Diablo spells were also modified in Hellfire, as noted in the above section. Apocalypse and Nova are findable in book form in Hellfire, when they were only scrolls/staff charges in Diablo.
Lore from the Hellfire manual is included when available. (Only some Hellfire spells were described thusly.)
Berserk is a curse-like spell that resets a monster's AI, and makes them hostile to their own kind. Monsters will fight other monsters when Berserked, but they are not necessarily on the character's side; they simply attack whatever is nearest. This spell is best used as a decoy or diversion; turning an army of monsters with Berserk can be amusing, but it's not an especially viable strategy.
Berserked monsters deal enhanced damage, (20-30% + Slvl). Players do not receive experience for monsters killed by a Berserker. Berserkers are not immune to player damage, and can be killed just like any other monster.
Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked.
A fire-based version of Nova; this spell shoots out a ring of Fireballs. They are much less damaging than actual Fireballs, and do the same damage as Nova, but look just like Fireballs.
Jester is only found on staves. Jester staves will cast a semi-random spell each time the charges are used. Spells are fired at the character's appropriate Slvl, or at level 1 if the character has not yet read a book for that spell.Spells included are:
An extremely damaging spell to any target foolish enough to stand still in it. Multiple Lightning Walls can be stacked on top of each other, increasing the damage proportionally. Most monsters will not advance into the lightning, but this AI can be used against them. Simply cast a Lightning Wall in front of them, and then cast one on top of them. They will stand and sizzle since they're not smart enough to move backwards out of the line of fire. This is a very popular way to kill Diablo himself. The central sprite of the Lightning Wall does double damage, so be sure you target the monster you are using it on.
Like Firewall, Lightning Walls work best when cast in a straight line, rather than diagonal, since there are gaps between the active sprites on diagonal walls. Lightning Wall deals double the damage of a Firewall, but it seems to have more gaps and spaces, since monsters are more likely to walk right through it.
Unlike most spells, Lightning Wall can damage the player who casts it, and this damage is treated as lightning from a trap (thus 'of thieves' item will half it). Each space in the charges hits every .05 second for the duration.
Found only in charges on staves, the Magi charges work like drinking a full mana potion. They completely refill the mana of the caster, unlike the partial mana fill granted by the Mana charges.
A spell that works just like healing, but one that refills the mana globe instead of the life bulb.
The Mana spell is cast when the spell is triggered, but only grants the mana filling effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation.
This spell creates an armor icon that floats above the character's head, much like the mana shield graphic. It's used by melee fighters and other characters who wish to reduce the damage they take from being hit by melee attackers.
Reflect reduces melee damage by 20-29% and reflects that much of the damage back to the attacking monster. The spell lasts for a given number of hits, or until you leave the current dungeon level. It's a good idea to recast this one after each major battle, lest it expire in mid-battle and leave you surrounded and taking extra damage per hit.A higher Slvl allows the spell to take more hits before expiring. Blocking counts as a hit to Reflect.
Ring of Fire casts a circular Firewall all around the player. It does the same damage and has the same duration as Firewall, but there are gaps in the circle that monsters will enter through, so it's not a very effective defense, in of itself. Players will take damage from their own Rings of Fire, with that damage treated as though it had been inflicted by a trap.
The flame does a damage check every .05 seconds for a total of 160 + 160·slvl times.
Perhaps the most useful feature added in Hellfire, this one causes items on the ground to light up as though they were being highlighted by the pointer. It also makes dropped items show up with a blue square on the minimap. Search in vain for that dinging ring no more.
Search is an inherent skill for the Monk class. Other characters must learn it from books and spend mana to cost it. Casting Search several times in a row will make it last much longer than it does from a single cast.
Works like Phasing, but instantly teleports the character to the nearest stairway. A useful escape skill, but also helpful when rushing through levels and trying to find the way down, which most players do in the Hive, for instance.
The key to using it well in that way is to get away from the stairs going up. Teleport or hustle to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down, if they're closer than the ones you started from. If you return to the starting spot, then run in a different direction and try it again.
Many of the spells in the demo were unbalanced and buggy, but they had some interesting effects not found in the final game. We don't have full stats for these, just the icons and a quick description of how they worked. Thanks to Lady of the Cake and Diablo Evolution for most of the info in this section. The following skills were only found in the demo, and are not in the final game, though a few of the icons were eventually reused.
An odd sort of proximity-based magical attack. When cast with enemies nearby, they would take huge damage, as though their blood was boiling from within. Presumably it did not work on undead, since skeletons pretty clearly lack blood. In the PR demo, apparently the spell was changed to (or first implemented as) a point and click spell. It would blow up the target from within, killing it instantly and dealing damage to the caster equal to (100 -(12,5*slvl))% of the target's maximum hp. Mana cost started at 18 and decreased by 2 per level.
A spell-casters aid, this one transferred health points to mana points. It was taken out because the mana bonus was higher than the health cost, which meant it could be used together with Heal to give a character infinite health and mana.
A projectile spell that shot a missile consisting of two snakes corkscrewing around each other. This would home in on a target, possibly hitting two targets much like Elemental, but did not appear without a valid target. It damaged only beasts (and the Butcher).
Temporarily turned a character invulnerable. Graphics were a gold ring that fit exactly around the Mana Shield orb.
From an early vision of Diablo, when stealth and tactics were part of the plan, rather than massive brute force destruction. If the icon looks familiar, it was used for the Sorceress' teleport skill in Diablo II.
A sort of traveling Guardian, this one summoned an eyeball that hovered beside your character and shot Firebolts at nearby enemies. It followed, but lagged a bit, and could be led into a room, then left inside with the monsters if you hurried out and shut the door. Monsters did not attack the Sentinel as they do not attack Guardians.
Diablo I - Hellfire[e] BasicsQuestsSkillsMonsters |
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Diablo I Basics[e] | ||||
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Uniques | Base Items | Miscellaneous Items | Characters | Other Essentials |
Quest General Info - Quest Items[e] | ||||
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Church | Catacombs | Caves | Hell | Hellfire Quests |
Diablo I Spells | Hellfire Spells[e] | ||||
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• Apocalypse | • Firebolt | • Heal Other | • Nova | • Berserk | • Mana |
Diablo I Monsters - Quest Bosses - Superuniques Bosses | Hellfire Monsters[e] | ||||
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Animals Undead | Demons | Uniques | The Hive | The Crypt | Uniques |
In essence, leveling in Diablo 3 takes two separate paths. The first pathway is a straightforward one — as of the Reaper of Souls expansion, you collect experience points to go from level 1 to level 70 over the course of five acts, four of which contain the main story of Diablo 3 and the fifth consisting of all the story from Reaper of Souls. And that’s great, but once you hit level 70, there’s a separate method of progression, one that isn’t tied to an individual character.
Paragon levels are account based, meaning that once you earn a Paragon level on your level 70 Demon Hunter, your level 3 Monk and level 28 Wizard will also have the same Paragon levels. This can lead to your having a brand new level 1 alt but that character will have just as many Paragon levels as your main does.
Okay, so what does that all mean? What are Paragon levels? Let’s discuss the end of game leveling system that adds more punch to your characters across the board, not just to one specific character.
Paragon levels are, in essence, an alternative progression model that rewards you for playing at max level and allows you to get stronger on all of your characters while earning those Paragon levels. If you have three level 70 characters, and you spend a variable amount of time playing each of them, all three will end up with the same Paragon levels. Every point of experience you earn after you hit level 70 on a character goes towards raising your Paragon levels, and once those levels are raised, they’ll apply equally to all the characters on your account. If you’re at Paragon 317 on your main? That level 2 Witch Doctor you started two years ago and haven’t touched since will also have 317 Paragon levels.
Paragon levels work differently than leveling 1 to 70. Going up a level provides a broad array of increases — health, damage, regen, etc. Going up a Paragon level gives you a point to spend in one of four categories. When you gain a Paragon level, you get a point in one of these four tiers, starting at Paragon level 1 giving you a point to spend in Core, 2 giving you a point in Offense, 3 a point in Defence allows you to spend points as follows:
After Core, there are tiers for Offense, Defense and Utility. You may be tempted to skip these tiers and go for the Core increases, but you can’t — remember that every Paragon level alternates between one of the four tiers and you can’t spend a Core point in Offense or Defense or Utility, and the same goes for Offense points or Ultility points or Defense points. There’s an exception — the only two choices in the Paragon system that don’t have a cap are your Primary Attribute and Vitality over in Core. Once you’ve accumulated roughly 800 Paragon levels, you will have maxed out every other possible option besides those two in Core, and thus, you’ll stop getting any points in Offense, Defense and Utility. From Paragon 800 on, all of your Paragon levels will go straight into Core, where you’ll choose between your Primary Attrribute and Vitality indefinitely. Considering that your Primary Attribute will add something like 1% damage per point and you get five points per Paragon spent, the Primary Attribute is likely your best bet, especially after Paragon 800.
Offense, Defense and Utility are more straighforward, and all of the options cap out so you’ll eventually have all 50 points in each four options per tier. What works best to focus on first depends both on your class and the specific build you’re going for. Offense offers Attack Speed, Cooldown Reduction, Critical Hit Chance and Critical Hit Damage. Defence gives you Life, Armor, Resist All and Life Regeneration, and Utility brings Area Effect Damage, Resource Cost Reduction, Life on Hit and Gold Find. What you choose to focus on is up to you and will be influenced by your gearing and build, but in general I’d almost always go with Cooldown Reduction first in Offense, Life Regeneration first in Defense, and either Area Effect or Resource Cost Reduction in Utility, although Life on Hit is also a strong contender. Eventually you’ll have them all maxed out and will be spending your remaining Paragon points on your Primary Attribute and Vitality anyway.
So the Paragon system means that there is no point where you’re ever really done. The amount of Paragon XP you need per level increases every level until around Paragon 2000 or so, which may not be a concern for you depending on how much you play — I’m not even at Paragon 800 yet and I play frequently, but I do Seasons and Season XP doesn’t add to your normal or Hardcore Paragon, and likewise Hardcore characters Paragon is shared between all Hardcore characters on your account, not with any normal mode characters you play. In general it’s not really worth worrying too much about it — chasing super high levels of Paragon is something that you either have the time for, or you don’t.
So yeah, Paragon levels are a useful way to increase your power directly through gameplay and aren’t really all that complex in actual practise — you get XP, you level, you get a point, you spend it. They share between characters, so if you decide you love your Barbarian for a few months and then go back to your Demon Hunter, all the Paragon XP that Barb earned and the Paragon levels they ground out will apply to your DH as well, as long as they’re not from a different mode of play. So go ahead and start grinding them up.