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Submitted by System on 09/03/2006, 09:50. Print file.
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The Unofficial Diablo Player Guide v1.1 28th Jan 1997
=====================================================
written Edward Kenworthy

Introduction
============

So why am I writing this player guide ? Basically because I had a look on
the Web and couldn't find any that were any good. An awful lot of very
pretty looking Diablo pages and FAQs but they either lacked substance or
were woefully out of date covering such things as "when will Diablo be
released ?". And besides I've played a lot of Diablo and I can write and
I want to do it. So here it is. Version 1.0 of my player's guide.

This guide is not a faq - it's written in a more prosaic style and to be
blunt there are some things I just don't care about and so will probably
never include a section to cover them (unless I get nagged enough ;)).
Such subjects include "How do I play Diablo without a CD ?" "How do I
play Diablo on Windows 2.1 ?" "How do I play Diablo on my Linux install
?" - I DON'T CARE ! Go whine at someone else you sandal wearing hippy !
;-). I have a Pentium running Windows 95 and 48 MB of memory and
everything is just fine. (Well nearly, but I won't bore you with my petty
whinges if you don't bore me with yours :)). All I'm interested in is
playing the game !

Note also that I've generally avoided including stuff that's in the
manual. If you want that then RTFM !:)

Spoiler Alert
-------------
One word of caution. There are spoilers in here. Because of the style I
have chosen to use for this guide they are scattered through out the text
as appropriate with no other warning. If you want to enjoy all the
surprises then don't read this ! I certainly enjoyed (and am still
enjoying) the surprises and won't be offended if you feel the same way
and therefore choose not to read the rest of this guide.

Legal Stuff
===========
Sorry ! :(

I'll keep this as short as I can. This guide is copyrighted by me, Edward
Kenworthy, 1997. Feel free to copy this guide as many times as you like
and put it on your web pages or wherever; you can even print it if you
like to read in the... bath. Please just give me the credit I'm due :=).

Under no circumstances may you charge for this guide or any part of it.

If you want to contribute anything then that's great, just send it to me
at: ekenworthy@cix.compulink.co.uk and you'll receive full credit. I get
to keep full copyright on the guide and any contributions (and you accept
that condition by posting me contributions), but hey that's no problem as
the guide will always be free - it's just to avoid any misunderstandings.

Character Class
===============
Overview
--------
At first glance and after playing Diablo for a short while it seems that
there are only three significant differences between the three available
character classes: which skill do you receive, what sex are you and what
are your starting stats. It seems that from then on you can follow
whichever path you wish regardless of your starting class choice. To a
degree that is true but there are other less obvious differences between
the different classes. Firstly depending on which class you chose you
gain more or less for allocation of points to differing stats - the
Wizard, for example, gains 2 mana points for each point allocated to the
Magic stat - the other two classes gain only one. Also his maximum Magic
is higher than that of the other two classes - the maximum Magic for a
Rogue is 70, for example. The Rogue and Warrior have similar benefits
with regards to Dexterity and Strength respectively.

The other difference between the classes is that each is quicker at doing
what it is best at. The Rogue is faster firing her bow, the Warrior
faster at swinging his axe or sword or mace and the Wizard faster at
casting spells.

Character Stats
===============
Strength
--------
This is the primary statistic of the warrior. It has two effects. Firstly
it adds a bonus to the damage inflicted by your character - whether melee
or ranged weapons. Secondly it allows you to use certain items of
equipment - armour and weapons - which usually have a minimum strength
requirement to use.

Magic
-----
This is the primary statistic of the Wizard. It has a number of effects.
Firstly it determines how many points of Mana you have to cast spells.
Secondly it allows you to be able to cast spells (see the section on
spells below) and thirdly some staves and all scrolls have a minimum
Magic requirement to use. Some magic items give a bonus to Magic; these
are called names like "of the Dragon" or "of Wizardry" dependent on how
much of a bonus they give. Some cursed magic items give a negative
"bonus" to magic and these are called "of the Fool" or similar.

Dexterity
---------
The primary statistic of the Rogue dexterity affects the character's
armour and "to hit" percentage. Some bows also have a minimum Dexterity
requirement for you to be able to use them. Some magic items give you a
bonus to Dexterity, these have names like "of Precision" or "of
Perfection" depending on how much of a bonus they give you.

Vitality
--------
The only effect I am aware of that Vitality has is to give you hit
points. That's it. Some items give a bonus to Vitality and these are
called names like "of Health" or "of Vigour". Some items give a penalty
and these are called "of Illness", for example.

Hit Points/Life
---------------
This is a measure of how much damage you can take before you die.
Vitality, level and class are the basic factors in deciding how many hit
points you have. Some magic items give you an increase in hit points,
these items have names like "Armour of the Lion" or "Helm of the Wolf"
depending on how many hit points they give you.

Mana
----
This is the amount of spells that you can cast. Magic items that give a
bonus to Mana are called things like "Spider's Ring".

Armour
------
This is a measure of how hard it is for a monster (or player) to hit you.
How good your armour class is depends on your level. AC 40 is reasonable
at 10th level but sucks at 20th.
A combination of the attacker's to hit and the defender's armour class
decides the attacker's chance to hit. Magic items give two possibly types
of bonus, either an absolute increase in your armour class eg an "Armour
10" item gives you an additional armour value of 10 if worn. Typically
this represents the physical protection given by the item (eg a helm) and
is not magical. Some Unique Items ("The Protector" is one I know of) have
an Armour value even if they don't obviously physically provide such
protection. "The Protector" for example is a staff - which does not
normally have an Armour value.) Magical items normally provide a magic
armour bonus expressed as a percentage (eg "+147% Armour"). This means
that after your Armour value is calculated it is modified by this bonus.
For example a bonus of +147% would turn a basic Armour of 100 into a
final Armour of 247.

Damage
------
This is the amount of damage you inflict. It's a combination of your
Strength damage bonus, plus the damage inflicted by your weapon (but not
any additional variable damage, for example the 1-6 points of flame
damage your firey sword inflicts) modified by any % damage bonus any of
your items give you. Magic items that give a bonus are called things like
"Brutal Maul". Items that give a negative "bonus" are called things like
"Useless" :=). Some magical items give a fixed increase in damage, for
example +6 to damage. These items are called things like "Sword of
Maiming".

To Hit
------
This is your chance to hit an unarmoured monster. It's based principally
on your level and Dexterity and is modified by any magical items you have.

Resistances
-----------
There are three types of resistance available. Both characters and
monsters can have resistances in each of these three areas. Characters by
using magical items, monsters have them intrinsically and may even been
immune to one or more of them. The best that characters can manage is 75%
resistance to a particular thing. (One of my characters had unique item
once, a "Ring of Constriction" which gave her 75% immunity - which the
description said was maximum - in all three areas. Unfortunately it
drained hit points at the rate of 1 per second ! It quickly got converted
into cash.)
* Fire - Resistance to fire gives the chance to completely avoid damage
from a firey source.
* Lightning - Resistance to lightning gives the chance to completely
avoid damage from an electrical source.
* Magic - despite the name this does not seem to give a general
resistance to magic. Instead it appears to be resistance to certain
magical attacks, the only one of which I am currently aware is Stone
Curse.

Light
-----
By default each character radiates a certain amount of light. Certain
magical items can increase or decrease the strength and hence radius of
light emitted. This is particularly important for characters using
magical ranged attacks: bows and spells.
Monster heroes also radiate light and this can be a useful warning that
there's a monster hero nearby. Monster hero's radiated light can even be
seen through walls (!) and if they're invisible. Just aim for the centre
of that moving patch of light !

Items
=====
Weapons
-------
Melee
-----
Swords: Dagger, Short Sword, Long Sword, Broad Sword, Claymore, Great
Sword, Bastard Sword, Two Handed Sword, Falchion.
Maces, Flails and Morning Stars
Maul
Staves: Composite, Short, Long
Axes: Small Axe, Great Axe
Ranged (Bows)
Short Bow
Long Bow
Composite Bow
Hunter's Bow
Short War Bow
Long War Bow
Short Battle Bow
Long Battle Bow

Armour
======
There are a number of standard types of armour, listed below which
determines their basic armour value and required strength to use. These
are listed in increasing order of armour class.

Headgear
--------
There are several different types of Headgear ranging from skull cap,
through cap and helm to full helm.

Armour
------
Rags, robe, cape, leather armour, hard leather, studded leather, ring
mail, chain mail, banded, splint mail, breast plate, plate mail, gothic
plate, full plate mail.

Shields
-------
Buckler, small shield, kite shield, large shield, tower shield.

Magical Items
=============

Rings and Amulets
-----------------

Spell Books
-----------

Potions and Elixirs
-------------------
Mana. Restores Mana. Available in full and partial versions. Can be
bought from the witch.
Health. Restores health. Available in full and partial versions. Can be
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