Diablo ||
since the beginning of time, the forces of Order and Chaos have been engaged in an eternal struggle to decide the fate of all Creation. That struggle has now come to the Mortal Realm...and neither Man, Demon, nor Angel will be left unscathed...
After possessing the body of the hero who defeated him, Diablo resumes his nefarious scheme to shackle humanity into unholy slavery by joining forces with the other Prime Evils, Mephisto and Baal. Only you will be able to determine the outcome of this final encounter...
in Diablo II, return to a world of dark fantasy. As one of five distinct character types, explore the world of Diablo II -- journey across distant lands, fight new villains, discover new treasures, and uncover ancient mysteries, all in the quest to stop the Lord of Terror, once and for all...
Awards:
Code:Computer Game of the Year - Academy of Interactive Arts and Sciences Game of the Year - Academy of Interactive Arts and Sciences Game of the Year - PC Dome Magazine Best PC Game of the Year -- 2000 European Computer Trade Show Awards Roleplaying Game of the Year - Academy of Interactive Arts and Sciences Roleplaying Game of the Year - PC Dome Magazine Excellence in Audio (Matt Uelmen, Jason Hayes, Glenn Stafford & Andrea Pessino) - Game Developers Choice Awards Editors' Choice Award - Computer Gaming World Editor's Choice/Game of the Month - PC Gamer Editor's Choice Awards - GamePro Best Network Game of the Year Award -- Play Online Magazine 2000 Game Hall of Fame - MacWorld Roper/Starch Worldwide Best of Issue (September 2000) - Computer Gaming World Golden Fire Hydrants Award - RPG - Happy Puppy Top 20 Video Games of 2000 - Newsweek 94 percent rating - PC Gamer 4.5 out of 5 rating - Computer Gaming World 5 out of 5 rating - Incite 5 out of 5 rating - Maxim Online Direct Hit - Daily Radar 4 out of 5 rating - Computer Games Magazine 3 out of 4 rating - USA Today 4 out of 4 - Dallas Morning News
Getting started:
Basic:Code:Gold Gold has long served as the sole reliable currency in the world of Sanctuary. This precious metal is melted into small gold slugs, which are then pressed and stamped with the heraldry of the kingdom that created them. Each coin throughout the realms possesses the same value, regardless of the coin's shape or size. Your character can carry 10,000 gold per level. For example, a 10th-level character can carry up to 100,000 gold. The maximum amount of gold a character can carry is 2,500,000, at level 99. Gold does not share space with items or weapons in your backpack as it did in Diablo. When a member of a party picks up gold, it is divided evenly among all the party members. Any remaining gold goes to the player who picked up the pile. Gold is only split with party members who are in the same map area, or "zone," as shown on the Automap or in the party menu. Gold Splitting cannot be turned off. If you are killed, your character will lose a percentage of the total gold both carried and stored in the Stash. This percentage is equal to your character's level but will not exceed 20%. After this 'death penalty' is deducted, the remaining gold your character was carrying falls to the ground in a pile. If the penalty exceeds the amount of gold you were carrying, the remainder of the penalty is deducted from your Stash. In Single-Player, dying will not deplete your entire gold supply. No gold is lost from your Stash, and 500 gold per character level is exempt from the death penalty. For example, if a 10th level Single-Player character with 5,000 gold dies, he will lose no gold. Your Stash Near your starting location in each of the five Acts, you will find a large chest -- your private Stash. It is a secure, permanent, SAFE place to store any precious items and gold you find in your adventures. Use your Stash to hold any items you intend to keep but do not want occupying space in your Inventory. Items left on the ground will disappear after a few minutes. You are the only one who can access your Stash. Another player cannot look inside or access your Stash for any reason. The items in your Stash are saved during the game and when you exit the game. You only have to worry about losing items in your Stash when you die in Hardcore Mode. Stash Gold Capacity Your Stash's gold capacity is determined by your character's level, as described below: Level Maximum Gold 1-9 50,000 10-19 100,000 20-29 150,000 30 200,000 31 800,000 32-33 850,000 34-35 900,000 36-37 950,000 38-39 1,000,000 40-41 1,050,000 Level Maximum Gold 42-43 1,100,000 44-45 1,150,000 46-47 1,200,000 4***9 1,250,000 50-51 1,300,000 52-53 1,350,000 54-55 1,400,000 56-57 1,450,000 58-59 1,500,000 60-61 1,550,000 Level Maximum Gold 62-63 1,600,000 64-65 1,650,000 66-67 1,700,000 68-69 1,750,000 70-71 1,800,000 72-73 1,850,000 74-75 1,900,000 76-77 1,950,000 78-79 2,000,000 80-81 2,050,000 Level Maximum Gold 82-83 2,100,000 84-85 2,150,000 86-87 2,200,000 88-89 2,250,000 90-91 2,300,000 92-93 2,350,000 94-95 2,400,000 96-97 2,450,000 98-99 2,500,000
Potions:Code:Throughout your adventures you'll find several types of magically enhanced elixirs. The most common of these are Healing potions. Red in hue, they mend broken bones and repair burned or tattered flesh. Mana potions are infused with the raw magical power to restore the energy expended while using skills. Both healing and Mana potions are available in five levels of potency. Potions of Rejuvenation restore both Life and Mana. Another common elixir restores stamina. These smaller, white vials instantly restore the ability to run. There are also antidotes to remove the various afflictions that can plague an adventurer, and thawing potions to combat cold or ice based magics. Beneficial potions of antidote and thawing should not be confused with the poisonous and volatile throwing potions. The grenade-like throwing potions cannot be consumed. Alchemists are careful to mark their concoctions properly to avoid accidents. Throwing potions are discussed in greater detail later on this page. Use your cursor to read about a potion's properties and potency. To drink a potion, right-click on it in either your backpack or your belt. Alternatively, press one of the four belt Hot keys (1-4) to drink potions from the ready slots of your belt. See the belt section for more details. Healing and Mana Potions will refill different amounts based on which class is using the Potions. A Barbarian will receive more Healing from a Healing Potion than a Sorceress. To see how many points will be gained from a Potion, highlight the Potion with your mouse There is a chance that a Healing and Mana will heal double the stated amount. Holding down SHIFT and RIGHT-Clicking, when buying Health Potions, auto-fills any empty slots in the belt. This applies to buying scrolls of Town Portal and Identify scrolls too. Holding down SHIFT and LEFT-Clicking on Health, Mana and Rejuvenation potions in inventory, will auto-move them to the appropriate column in your belt. Holding down SHIFT and a Hot Key (1-4) or Right-Clicking on Health, Mana and Rejuvenation potions in the Belt, will give the Potion to the player's Hireling if the player has one
Jewelry:Code:Healing Potions These potions replenish your Life over time. When using these Healing Potions it's best to run away from combat long enough for them to heal fully. For maximum effectiveness pick Healing Potions based on how many hit points the Potion heals vs how many hit points require healing. Drinking Multiple Healing Potions will cause more life to be replenished but will not cause you to replenish life any faster. It's possible to waste healing potions by using more than is necessary. Healing Potions Necromancer Sorceress Druid Amazon Paladin Assassin Barbarian Minor Healing Potion 30 30 30 45 45 45 60 Light Healing Potion 60 60 60 90 90 90 120 Healing Potion 100 100 100 150 150 150 200 Greater Healing Potion 180 180 180 270 270 270 360 Super Healing Potion 320 320 320 480 480 480 640 Mana Potions Mana potions replenish your Mana over time. Mana Potions regenerate mana much faster than Health Potions regenerate Life. Mana Potions Barbarian Assassin Amazon Paladin Druid Necromancer Sorceress Minor Mana Potion 20 30 30 30 40 40 40 Light Mana Potion 40 60 60 60 80 80 80 Mana Potion 80 120 120 120 160 160 160 Greater Mana Potion 150 225 225 225 300 300 300 Super Mana Potion 250 375 375 375 500 500 500 Rejuvenation Potions Rejuvenation Potions work instantly unlike Health and Mana Potions. Keep some Rejuvenation Potions around for desperate situations where you need instant healing. Rejuvenation Potions - Heals 35% Life and Mana Instantly Regain Life and Mana Full Rejuvenation Potions - Heals 100% Life and Mana Instantly Regain Life and Mana Other Potions Antidote Potion This potion cures poison instantly. You also receive +50 Poison Resistance and +10 to Maximum Resistance for 30 seconds. Thawing Potion This potion instantly removes ill effects from cold spells. You also receive +50 Cold Resistance and +10 to Maximum Cold Resistance for 30 seconds. If monsters or other players start using long lasting cold attacks you may want to start using thawing potions. They can be purchased from the Potion Vendors. Stamina Potion This potion restores your stamina instantly. You also receive super Stamina recovery for 30 seconds. Stamina Potions are very useful for running away from monsters in emergency situations. After continual running it's easy to forget how much stamina you have but using a Stamina potion can instantly regain Stamina so that you can run for much longer. When retrieving your body you sometimes have to travel long distances. Keep some Stamina potions around to make body recovery much easier. It's always handy to keep several Stamina Potions around depending on room to save for later. Throwing Potions As far back as the Sin War, alchemical mages have studied the properties of the elements and combined them in various ways. Eventually, the mages developed some extremely toxic and volatile liquids. Many of these substances have proven to be effective weapons when placed in glass bottles and lobbed from a distance into groups of enemies. Some of these volatile grenades explode into fireballs when they shatter upon the ground. Others release thick clouds of toxic fumes that quickly poison and weaken the opponents enveloped within them. To ready a throwing potion for use, equip it as you would a weapon. The Left Action Icon changes to the Throw action. Left-clicking on a target tosses one of your readied potions at it. As you use them up, a potion icon appears in the Play Area to warn you that you are running low. When you run out of potions, your character automatically equips the item that had previously been in your hand. Throwing potions of the same type can be stacked up to 25 potions in a single inventory slot. You can place Throwing Potions in your alternate Weapon Tab when you find them. You can then save them for backup and use them when you run into trouble. Choking Gas Potion This thrown potion causes poison damage to any enemy within a small radius. Throw Damage: 72 Required Level: 16 Rancid Gas Potion This thrown potion deals a large area of damage that lasts a considerable amount of time. Throw Damage: 96 Required Level: 24 Strangling Gas Potion This thrown potion causes poison damage. Throw Damage: 24 Required Level: 6 Exploding Potion This thrown potion causes an explosion that does damage within a small radius. Throw Damage: 16-30 Required Level: 12 Fulminating Potion Throw Damage: 5-15 Oil Potion This thrown potion causes an explosion and lasting fire. Throw Damage: 24-64 Required Level: 20
Gems:Code:Before gold coins were accepted as the universal currency, the wealthy fashioned gemstones and precious metals into jewelry in order to display their riches to others. Court mages eventually discovered that these adornments could be charged with magical enchantments. These enchantments are delicate in nature, and too many pieces of jewelry in close proximity to one another nullify their magical effects. In fact, only three enchanted pieces of jewelry may be worn at any one time. Two rings may be worn - one on each hand - with a single amulet around your character's neck. Because of their small size, rings and amulets are not subject to mundane wear and tear (unlike weaponry and armor) and never need repair. Rings and Amulets are normally found with one or two Magical Attributes. Rings and Amulets can also be found as Set Items, Rare Items, Crafted Items, or Unique Items. The artwork for rings and amulets are not tied to their stats. Socket: Smiths of ancient times mastered the art of bestowing magical properties upon weapons and armor by setting them with powerful gems. Most surviving examples of this art have long since been stripped of their valuable stones by ignorant thieves, rendering their true power silent until new gems are found and set into their empty sockets. The exact nature of the enchantment depends on the type and quality of the gemstones inserted into the item, as well as the item type. Socketed items are easy to identify as their names appear in gray text when highlighted. You may insert a gem into a Socketed item by left-clicking on the gem to pick it up, and left-clicking over the Socketed item to fuse the gem and the item together. Socketed Weapons and Armor allow you to customize your armor and weapons giving it added magical properties such as enhanced statistics, resistances to attacks and more. Only Helms, Armor, Shields, and Weapons can be socketed. Not all weapon types can be socketed. Throwing Weapons cannot be socketed. The max number of Sockets a Socketed Item will have is 6. Weapons and Armor will have a random number of sockets depending on how many are allowed. Armor can only have 4 sockets. Weapons can have up to 6 sockets. Items with more sockets might be harder to find and may require higher Difficulty Levels. Item Quality Socketed Items can be normal quality and superior quality. Magic, Rare, Crafted, Set and Unique Socketed Items Magic Items can have up to 4 sockets. Rare items are limited to 2 sockets. Crafted, Set and Unique items are limited to 1 socket in most cases. There are a few Set and Unique Items that have more than one Socket as a default ability. Socketed Item Quest The first quest in Act V allows players to socket any item that allows sockets. This quest may not add the maximum number of sockets. There is also a Horadric Cube formula that allows items to be Socketed. # of Sockets The difficulty level plays into the number of sockets that will show up on an item. If you want the most sockets, you need to be on Hell Difficulty, and in later areas of the game, if possible. Gems Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects. Jewels Jewels are similar to Gems, except that instead of having predetermined magical abilities like a Gem, each Jewel possesses random magic properties, allowing you to bestow a wide variety of magical abilities to your Socketed Item. Runes Runes are small stones inscribed with magical glyphs that can be inserted into Socketed Items. Runes are different from other Insertable Items: not only do individual Runes have set magical properties, certain combinations (or Rune Words), when inserted into the appropriate item, in the proper order, give that item even more wondrous abilities
Code:Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects. Higher grades of gems have stronger effects. There are five grades of gems: chipped, flawed, standard, flawless, and perfect. Once inserted, gems cannot be removed from a socket. Touching a gem shrine either produces a gem or upgrades one gem (randomly chosen from your character's inventory) to the next higher grade. The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems. Upgrading Gems You can upgrade gems by using a Gem Shrine or by using the Horadric Cube. You can use the Horadric Cube to convert gems into higher quality gems. Place 3 Gems of one type into the Horadric Cube and hit the Transmute button. Vendors do not normally sell Gems If another player in a multiplayer game sells a Gem to a Vendor you may be able to buy it. Vendors also will not typically pay you full price for socketed items. Gem effects Stackable If you place 3 Gems of the same type in a sword you will receive the bonus of all three. The first Gem that is placed will determine the color of the weapon. If there are several different types of Gems in a sword, it will randomly display an attack based on those types of Gems in the sword. So one swing will show cold damage, while the next shows poison attack but all of them are working at the same time. Note: For Emeralds, when calculating the final damage after the gems have been added, the damage (but not the length) is added up. The real damage of poison internally is held as damage per frame and duration in frames, in many cases (including gems, skills, items and so on), the true poison damage is actually a non integer number and the shown value is truncated, meaning you can, if the fractions add up, see some "bonus" effects which is in fact not a bonus, just fractions adding up and being shown when the game truncates the poison damage. Once the final damage has been calculated by adding the Emeralds, it does X damage total, over its Y duration. Sapphires The Freeze Durations are cumulative. Skulls Weapons: Adds Mana and Life Steal to attack Shields: Adds attacker takes damage Helms and Armor: Adds Mana and Life regeneration Gem Level Weapons Shields Helms and Armor Chipped Skull 1 Steals 2% life, 1% Mana Attacker Takes 4 Damage Replenish Life +2, Regenerate Mana 8% Flawed Skull 5 Steals 2% life, 2% Mana Attacker Takes 8 Damage Replenish Life +3, Regenerate Mana 8% Skull 12 Steals 3% life, 2% Mana Attacker Takes 12 Damage Replenish Life +3, Regenerate Mana 12% Flawless Skull 15 Steals 3% life, 3% Mana Attacker Takes 16 Damage Replenish Life +4, Regenerate Mana 12% Perfect Skull 18 Steals 4% life, 3% Mana Attacker Takes 20 Damage Replenish Life +5, Regenerate Mana 19% Amethyst Weapons: Adds to Attack Rating Shields: Adds to Defense Helms and Armor: Adds to Strength Gem Level Weapons Shields Helms and Armor Chipped Amethyst 1 +40 to Attack Rating +8 to Defense +3 to Strength Flawed Amethyst 5 +60 to Attack Rating +12 to Defense +4 to Strength Amethyst 12 +80 to Attack Rating +18 to Defense +6 to Strength Flawless Amethyst 15 +100 to Attack Rating +24 to Defense +8 to Strength Perfect Amethyst 18 +150 to Attack Rating +30 to Defense +10 to Strength Sapphire Weapons: Adds Cold Damage Shields: Adds Resistance to Cold Helms and Armor: Adds Maximum Mana Gem Level Weapons Shields Helms and Armor Chipped Sapphire 1 1-3 Cold Damage - 1.0 sec Duration 12% Resist Cold +10 Max Mana Flawed Sapphire 5 3-5 Cold Damage - 1.4 sec Duration 16% Resist Cold +17 Max Mana Sapphire 12 4-7 Cold Damage - 2.0 sec Duration 22% Resist Cold +24 Max Mana Flawless Sapphire 15 6-10 Cold Damage - 2.4 sec Duration 28% Resist Cold +31 Max Mana Perfect Sapphire 18 10-14 Cold Damage - 3.0 sec Duration 40% Resist Cold +38 Max Mana Emerald Weapons: Adds Poison Damage Shields: Adds to Resistance to Poison Helms and Armor: Adds to Dexterity Gem Level Weapons Shields Helms and Armor Chipped Emerald 1 +10 Poison Damage over 3 Seconds 12% Resist Poison +3 to Dexterity Flawed Emerald 5 +20 Poison Damage over 4 Seconds 16% Resist Poison +4 to Dexterity Emerald 12 +40 Poison Damage over 5 Seconds 22% Resist Poison +6 to Dexterity Flawless Emerald 15 +60 Poison Damage over 6 Seconds 28% Resist Poison +8 to Dexterity Perfect Emerald 18 +100 Poison Damage over 7 Seconds 40% Resist Poison +10 to Dexterity Ruby Weapons: Adds Fire Damage Shields: Adds Resistance to Fire Helms and Armor: Adds to Maximum Life Gem Level Weapons Shields Helms and Armor Chipped Ruby 1 3-4 Fire Damage 12% Resist Fire +10 to Life Flawed Ruby 5 5-8 Fire Damage 16% Resist Fire +17 to Life Ruby 12 8-12 Fire Damage 22% Resist Fire +24 to Life Flawless Ruby 15 10-16 Fire Damage 28% Resist Fire +31 to Life Perfect Ruby 18 15-20 Fire Damage 40% Resist Fire +38 to Life Diamond Weapons: Adds to Damage vs. Undead Shields: Adds to all Resistances Helms and Armor: Adds to Attack Rating Gem Level Weapons Shields Helms and Armor Chipped Diamond 1 +28% Damage vs. Undead All Resistances +6% +20 to attack Rating Flawed Diamond 5 +34% Damage vs. Undead All Resistances +8% +40 to attack Rating Diamond 12 +44% Damage vs. Undead All Resistances +11% +60 to attack Rating Flawless Diamond 15 +54% Damage vs. Undead All Resistances +14% +80 to attack Rating Perfect Diamond 18 +68% Damage vs. Undead All Resistances +19% +100 to attack Rating Topaz Weapons: Adds Lightning Damage Shields: Adds to Resistance to Lightning Helms and Armor: Adds Chance to find Magic Items Gem Level Weapons Shields Helms and Armor Chipped Topaz 1 1-8 Lightning Damage 12% Resist Lightning +9% Chance to Find Magic Items Flawed Topaz 5 1-14 Lightning Damage 16% Resist Lightning +13% Chance to Find Magic Items Topaz 12 1-22 Lightning Damage 22% Resist Lightning +16% Chance to Find Magic Items Flawless Topaz 15 1-30 Lightning Damage 28% Resist Lightning +20% Chance to Find Magic Items Perfect Topaz 18 1-40 Lightning Damage 40% Resist Lightning +24% Chance to Find Magic Items
Items:
Will add soon:Code:Diablo II requires intense item management. You will have to decide what to pick up to take back to sell to the vendors. It's up to you to figure out which items are worth more than others. Keep in mind that non magical items can still be worth a lot of money, especially Wands, Staves, Scepters and Armor. Do some experimentation and create lists of valuable items so you will learn which items to pick up. You can pick up every item you find and sell it but it will take much longer to clear areas. However you do it, it's up to you. Emergency Item Space If you have run out of room in your Backpack, Stash or Horadric Cube, you can squeeze one more 4x2 slot by picking up an item, and leaving it on your mouse pointer. You can exit the game and join another, or just quit the game. The next time you play your character the item will still be on your mouse pointer. Stackable Items Some items can be stacked to fit, one on top of the other, in the same inventory slot. Examples include: keys, and all items that can be thrown or shot by a bow - arrows, bolts, throwing knives, javelins, exploding potions, poison potions and such. Stackable items have as part of their property description a quantity (even if the quantity is 1) when highlighted. As you use the item, this number decreases until you have exhausted the stack. You may consolidate stackable items of the same type, like quivers of arrows, by picking up one stack and dropping it onto another stack. The quantities in both stacks are added together to form a new stack. If the resulting stack would exceed the maximum allowable number of stacked items in a slot, any extras will form a separate stack. You cannot un-stack items once they have been stacked. Note that only items that are exactly alike may be stacked. When using ranged weapons, an icon of "crossed arrows" appears on the Play Area whenever your quiver is running low on ammunition. What is the general order of rarity of items? From least rare, to most rare: Low Quality Items, Normal Items, High Quality Items, Magic Items, Set Items & Rare Items (same chances), Unique Items. Lower Quality items start out being most common but ramp to less common than High Quality depending on the Monster Level (if dropped by a monster) or the Dungeon (Area) Level (if spawned from a chest). Items and Gold Disappear after time when left on the ground Don't leave items or Gold lying on the ground any longer than necessary. Regular items and Gold disappear in about 15 minutes. Magic, Rare, Set, and Unique items disappear after lying on the ground for about 1 hour. Durability The rigors of battle inflict great wear and tear on a hero's equipment, eventually rendering the equipment unusable. Items subject to wear show a numeric Durability rating in their description, when highlighted. The first number indicates the current Durability of the item while the second number represents the item's total Durability. When an item's Durability is low, a silhouette appears in the upper right corner of the Play Area. Items with low Durability will appear in yellow. A red item has 0 Durability and cannot be used or re-equipped until repaired. A blacksmith can repair items restoring them to their original condition. Repairing magically enhanced items can be expensive, but often is worth the gold. An NPC in town will repair your weapons and armor for a price. By repairing your items each time you visit town you will reduce the danger of having your weapons and armor becoming worn out during battle. Items can be repaired partially if and only if you have gold on your person AND the item is not broken (0 Durability). Only the gold on your person will be used. Broken items must be repaired fully. Durability is capped at 333. Ethereal Most types of armor or weapon, even one with magical properties, can be Ethereal. Bows and Crossbows cannot be Ethereal. These items appear translucent in the Inventory, and when equipped, they appear translucent on the character wielding them. Their ethereal nature gives them an improved fundamental ability. However, they have decreased Durability and cannot be repaired. You can place Zod Runes (Indestructible) in some Ethereal Items to prevent them from being destroyed. Ethereal Items do not lose Durability on Hirelings. Magic, Rare, and Unique Items can be Ethereal but you cannot get Ethereal Items when Imbuing. - Weapons: +50% base damage. - Armors: +50% base defense Broken Ethereal Items sell for 1 Gold. Items that spawn as indestructible can not be ethereal at the same time. Hence, most elite unique items that are indestructable will never become ethereal. What are Low Quality, Cracked, Crude, Damaged items? All of these items have a lower Maximum Durability than normal, except bows which are still indestructible. Weapons of this type have lower damage than their normal counterparts. Armor of this type has unusually low Defense, often going below the minimum Defense for that piece of armor. Superior Armor and Weapons Superior items have improved Defense, and/or Durability. Superior Weapons can have increased chance to hit or damage, and Durability. Circlets Circlets are Helms that contain Magical Prefixes and Suffixes that you would not normally get in a helmet. They may also allow you to wear a hat without it showing on your character which will allow say an Amazon to play with her hair showing. Circlets typically have less Defense than regular Helms. Class-specific Items There are specific items that are only usable by their intended class, possessing special abilities only pertinent to that class. Be sure to pay close attention to the requirements of each item as listed in its pop-up description to see if an item is class specific. Charged Items Some new magic items grant the use of certain skills to any character. Some of these items have skills that are only triggered under certain conditions, such as striking an enemy or being struck by one. Charged Items allow the wielder to use the skill at will, but only a limited number of times. To engage the skill granted by a Charged Item, left-click your right mouse button Skill Selection (or press the S key). The Charged Item skill is listed near the top of your list of available skills; left-click on its icon to select it. The skill can now be performed by right-clicking on a target. Charged Item skills have a limited number of uses, so be sure to check the item's pop-up description or the lower right-hand corner of the skill icon to see how many charges remain. If any of an item's charges are depleted, you can return to a nearby town and recharge the item by having the local Blacksmith repair it. Weapon Speeds vs Classes Certain weapons are more effective in certain character classes' hands. The listed speed ('slow,'very fast,' etc.) is relative to other weapons for that specific character. Weapon Speed descriptions, as well as their actual swing rate, can change for a weapon when wielded by two different character classes. The listed speeds ('slow, 'very fast,' etc.) further describe a range of speeds; a 'fast' dagger might be slightly slower than a 'fast' mace, but both will be faster than a 'normal' club. When numbers are listed for Weapon Speeds such as [0], [-20], [20], the higher the number is, the slower the Weapon Speed. So, [20] is the slowest of the three Weapon Speeds. If I have a 'very fast' sword, and I equip a magic item that Increases Attack Speed, will it be even faster? The answer to this is yes as well, however at some point the speed maxes out, and they cease to get faster. Is there any way to tell when you have reached your maximum Weapon Speed? No, there is no easy way to tell when you reach the limit. You can get faster than "very fast". (Try the Barbarian Frenzy skill to see just how fast you can get.) It would be very hard to reach the limit, you can almost always get faster. All weapon types probably peak at the same speed, so the fastest possible Polearm weapon swing would probably be just as fast as the fastest possible one-hand sword swing. How is extra damage calculated in magic weapons that get a certain amount of extra damage from a suffix as well as from a certain percentage of extra damage from a prefix: King's will give up to 200% extra damage and Slaughter will give up to 20 damage to maximum, so on a sword with normally maximum 80 damage will this give 200% over 80 and then add 20 damage? Yes. In this case, first we apply the percentage, then the addition. This calculation can become very, very complex when factoring in shrines, auras, etc. Weapon Damage Damage vs Undead and Damage vs Demons do not display on the Character Screen. You must calculate them separately. Does the tendency to drop an item vary from Monster to Monster? No, however Unique Monsters and Bosses have a better chance to drop Magic Items. Champions will either drop Magic Items or Gold. Otherwise, the type of monster doesn't matter. Does your Character Level figure into what items are dropped? No. The items get better as Monster Levels and Dungeon Levels rise. Is there a better chance to find magic items in locked chests? No. But they are usually double drops. Transferring Items between Characters (Realm and Open Characters) You can transfer items between characters by having a friend stay in the game to keep the game open while you transfer characters. For Realm Characters, you can also create a passworded game on Battle.net and not tell anyone what that password is. If you stay in the game for 5 minutes, it will be placed on a delayed expiration list. So when you leave the game and there are no longer any players in the game, it will still stay up for a while. If you're fast enough (it doesn't have to be too fast), you can drop items in town, quit, switch characters, rejoin your same passworded game, and pick them up with your other character. However be warned this method of transferring items can be risky. If you're unable to rejoin your game in time, you will lose all the items you dropped. You cannot transfer items between single player characters. What is Blizzard's policy on transferring items between characters or "muling"? The transferring of items between Diablo II characters is not supported by Blizzard. Users should be warned that attempts to transfer items between characters online are risky and Blizzard is not responsible for lost items. Storage space is limited in Diablo II both for performance and storage space issues and because the designers wanted players to make decisions as to which items to keep and which items must be thrown away or sold. Finding Good Items Here are some tricks to use to get "good" items meaning more Rare, Set and Unique Items. You can trade the good items you find that are not useful to yourself for other items that you can use. Get lots of Magic Find. Open up all Chests, Rocks, Barrels, etc.. Chests and other similar items have increased chances for drops. Combined with a good Magic Find % you can have a pretty good chance of getting a good item from a chest. There are also certain areas where chests are more common. Carry keys (except Assassins) so that you can open locked chests as well. You can carry some keys in your Horadric Cube. Repeatedly Kill Champion and Unique Monsters. Always kill these (if possible). They have a much better chance for good drops. You can even go to areas where they are more common or where they are easier to kill. Repeatedly Kill Act Bosses. Act Bosses such as Diablo and Baal have a very good chance of a good drop. You can kill these guys over and over again for good items. You will not get something good every time but your chances are pretty good for a Rare, Set and Unique item. Magic Find can even improve these chances! "Baal Runs" are very popular. Repeatedly Kill Super Unique Monsters and Quest Monsters. Super Unique Monsters such as Bishibosh and Rakanishu have improved drops. Quest monsters such as Blood Raven and The Countess also have improved drops. The Countess has the potential to drop higher level Runes. Kill more Monsters. Generally the more monsters you kill within a general amount of time, the more drops you get and the more chances you have to get something good. This is why areas like the Flayer Jungle are popular. You may wish to find areas where you can kill a lot of monsters at once. Activate Monster Shrines or Evil Urns. This will create Unique Monsters or Champions that you can kill for better loot.
Cheats ( how to duplicate items)
Quests ( Detailed information how to complite quests)
Tips & Hacks ( programs and cheats to edit your character etc...)
Screenshots & online play channels
Demo download, and full download ( cracked version)
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