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Submitted by System on 09/03/2006, 09:50. Print file.
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               |        |               |  enemies  |
               |        |               | Rall:+10% |
               |        |               | HP:+10    |
               |        |               |           |
               | Amulet | Optic Amulet  | Mag:+5    |
               |        |               | Dam:-1 fr |
               |        |               |  enemies  |
               |        |               | Rlng:+20% |
               |        |               | LR:+20%   |
               |        |               |           |
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* These items were made for the sole reason of adorning one's body. They look cute but there are tons of better, non-unique rings and amulets out there that can prove to be more usefull. Again, it's your choice, therefore it's up to you to find a suitable bargain for these if you come across them in the labyrinth.

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 ____  _  _      _____  ____  _   _  ____  ____    ____  ____  ____  __  __  ___
(_  _)( \/ )    (  _  )(_  _)( )_( )( ___)(  _ \  (_  _)(_  _)( ___)(  \/  )/ __)
 _)(_  )  (      )(_)(   )(   ) _ (  )__)  )   /   _)(_   )(   )__)  )    ( \__ \
(____)(_/\_)()  (_____) (__) (_) (_)(____)(_)\_)  (____) (__) (____)(_/\/\_)(___/


* Sadly, I can only put a few items on this section. I'm sure I just forgot the rest, as I am just writing this whole faq (except for the charts) from memory. Please email me on things you think should be included in this section.

1) Potion of Healing

A faint red liquid that's contained in a somewhat cylindrical bottle. Restores part of your health and does it at random values. You can have anywhere from 1 hit point to all your health EXCEPT one hit point restored. Costs 50 gold.

2) Potion of Full Healing

A bright red liquid that's contained in a somewhat pot-shaped bottle. Restores 100% of your health, no matter how many hit points it's composed of. Costs 150 gold and on my opinion is better than to risk losing a fight when you buy a potion of healing, use it when you really need it, and suddenly find out it just restored a hit point and nothing more.

3) Potion of Mana

A faint blue liquid that's contained in a somewhat cylindrical bottle. Has basically the same effect as that of the potion of healing except that it affects not your health but your mana. Also costs 50 gold.

4) Potion of Full Mana

A bright red liquid that's contained in a somewhat pot-shaped bottle. You probably have an idea of what this does just by reading the other three. If not, well it restores all your mana and costs
150 gold.

5) Potion of Rejuvenation

A faint yellow liquid contained in a somewhat canteen-shaped bottle. Has the combined effects of a potion of healing and potion of mana. It may be random in restoring your health and your mana, you can be sure that whatever value it used to raise the amout of health you have will always be the same to the corresponding increase in mana. Costs 150 gold---definitely a no-no. Buying a full potion of whatever it is you need the most is simply a better idea.

6) Potion of Full Rejuvenation

A bright yellow liquid contained in a somewhat flask-shaped bottle. Has the combined effects of a potion of full healing and a potion of full mana. Just think of it: you'll be filling up two meters, namely, your health and mana, but are paying for four full potions of either of them! Now, why should you waste a good 300 bucks just for the convenience of restoring everything in one click.?

7) Elixir of Strength

A whitish liquid contained in a somewhat pot-shaped bottle. It increases your strength by one and is very useful for the warriors.
Elixirs, in general, can only be available after you've reached level
20. They all cost 5000 gold.

8) Elixir of Dexterity

A black liquid contained in a somewhat canteen-shaped bottle.
Increases your dexterity by one and is very useful for rogues.

9) Elixir of Magic

An orange liquid contained in a somewhat pot-shaped bottle. It increases your magic by one and is very useful for sorcerors. This, as well as the three other elixirs listed above, should not be bought as soos as you see them. You have to wait fir the time you need them the most before you spend on them (i.e you need just a couple of more points to use a great weapon)

10) Elixir of Vitality

A whitish liquid contained in a somewhat cylindrical bottle.
Increases your vitality by one and your life by one or two points, depending on your character class (only warriors will increase by two) This elixir is a lot harder to find but really, you don't have to spend much time looking for it. You'll need the other ones a lot more.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ___  ____  ____  __    __    ___
( \/ )    / __)(  _ \( ___)(  )  (  )  / __)
 )  (     \__ \ )___/ )__)  )(__  )(__ \__ \
(_/\_)()  (___/(__)  (____)(____)(____)(___/


* There is a total of, well, I forgot, number of spells. I really can't judge because there are different types, mainly:

1) Skills unique to each character class: (these types of spells are called skills because whoever can do them has mastered the art and therefore do not need any mana as a casting cost) a) Item Repair - unique to the warrior class, this skill enables you to restore the durability of any item, at the expense of the maximum durability it had when it was brand new. Only recommended on items with a ready replacement.
Otherwise, spend a little and let the master blacksmith do the work for you. b) Trap Disarm - unique to the rogue class, this skill enables you to disable any booby traps that come with opening doors, chest, and the like. You don't have to use it all the time, cause as a rogue you can detect which door or chest is booby trapped. c) Staff Recharge - unique to the sorceror class, this skill enables you to restore the number of charges a staff has yet, like the warrior, at the expense of the maximum number of charges the staff could hold when it was brand new. Also only recommended on staffs with a ready replacement. Otherwise, spend a little and let the powerful witch do the work for you.

2) Multiplayer spells: (these can only be done in multiplayer mode since they need another player as a target) a) Heal Other - restores the health of any player you choose. Increases in number of hitpoints restored and decreases in casting cost as you read more books on this spell. b) Resurrect - what else but bring back to life a player who has already been killed. Make it a rule to carry at least two of these whenever you play in multiplayer

3) Staff and Scroll only spells: (these spells are too powerful to learned just by reading a book on it once; they are also too useful to be further upgraded so they come in their weakest form) a) Apocalypse - THE most powerful spell in the game, it affects your every foe and does great damage at that. There is also no single immunity to it because, I think, it's a combination of fire and magic. Besides, this is Diablo's own skill so isn't it supposed to be more powerful than any of his minions? Oh, I forgot to tell what it does.
Well, basically, it just creates big, sudden bursts of flame wherever enemies are located. b) Nova - Another very powerful spell, this one creates a circle of electricity around you that increases in diameter by the moment. In effect, all your enemies, except those behind walls, are hit and is damaged hard by this spell. c) Identify - It's not that powerful, (actually, there is NO power involved whatsoever in this spell) but is still too useful to be set free from the limits of staves and scrolls. It identifies unidentified items (again, of course, what else?) not for a hundred bucks but for mana. d) Infravision - Another powerless yet extremely useful spell that allows you to see through walls and therefore be able to estimate the kind of weapon you'll need before you enter any room.

4) Conventional spells: (those that can come in books and are more commonly found, used, or made available than any other type) * arranged in order of availability: (from easiest to hardest to find) a) Firebolt - A spell so common, sorcerors actually already have learned it as you start from scratch. You launch a ball of fire (shouldn't this be called a "Fireball"? you'll see why...) and it hits the opponent, doing very little damage even if your enemy has no resistance at all to fire. b) Charged Bolt - Just the same as the firebolt in terms of availability and uselessness, but this time three puny shards of slow-traveling electricity are launched and split up in different directions. c) Holy Bolt - Notice the pattern with the bolts? This one's even worse. It does just about as little damage as the other two but this time you can only hurt the undead. I'm not that sure what is under the category of undead, but the skeletons are definitely members of this. There is a bright side to this spell, however, as it is one of the few that can hurt the Dark Lord of Terror himself.
Still, I don't like it that much. d) Healing - Self-explanatory. Your health is restored, what more is there to it? It consumes less amount of mana than the number of hit points it restores so use it when you happen to have enough time to run from your enemies and cast this spell in private. Otherwise, resort to the potion of full healing which is a must in your belt. e) Inferno - Consider yourself a fire-breathing dragon when you cast this spell. You do know how dragon's breathe fire, don't you? Well, that's just like how you're gonna toast your opponents---via a slow, straight-forward, burst of flame. f) Firewall - Obviously, this spell creates a wall of fire in front of its caster. The wall lasts longer and gets hotter each time you read another book on it. A good strategy would be to cast this when you open a door to a room filled with monsters and wait outside. Every enemy that comes out to play will have deminished health and therefore greater chances of losing against you. Another good use for this spell is against gruops of enemies with projectiles. They usually form a horizontal line in front of you and hurl their weapons/spells. Cast the firewall spell rightaway and watch them roast. I most certainly recommend trying your best to find books on this spell if you want to finish the game. g) Telekinesis - No, you cannot click and drag items to another place, you can just do one of two things: If you cast this spell on an inanimate object, the effect would be the same as if you clicked it (i.e. weapons get picked up, doors get opened, etc.) OR, if you cast this on an opponent, he will be pushed back. h) Lightning - Well, not really. Clouds don't suddenly form and lightning strikes. You just shoot forth a beam of electricity, that's all. i) Town Portal - It's a very useful spell, this Town Portal. In case didn't get it, this spell opens a portal that takes
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