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    1.10 Flaming Druid by Akai Akuma

    Version: 1.7 | Updated: 12/20/04 | Printable Version | Search Guide | Bookmark Guide

             | DIABLO 2:LOD     THE FLAMING DRUID GUIDE         |
             | For PC                                           |
             | Written by Akai Akuma (joanroda@eresmas.com)     |
             | Version 1.7                           (92.6KB)   |
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    ---Table of Contents---
    1.  Version History
    2.  Game Information
    3.  Introduction
    4.  Stats
    5.  Skills
          I.   Elemental Skills
          II.  Summoning Skills
    6.  Controversies
          I.   Spirit Wolves vs. Dire Wolves vs. Grizzly
          II.  Oak Sage vs. Heart of Wolverine vs. Spirit of Barbs
          III. Poison Creeper vs. Carrion Vine vs. Solar Creeper
          IV.  Pure Flaming Druid vs. Mixed Flaming Druid
          V.   The effectivity or not of Armaggedon
    7.  Synergies
          I.   Synergies Bonus
          II.  Possible Build-Ups
          III. My Druid   
    8.  Strategies
          I.   Hirelings
          II.  Basic Strategies
          III. General Gameplay Comments
    9.  Equipment
    10. Bosses Guide                     !!!!!!!POSSIBLE SPOILERS!!!!!!!
          I.   Tyipical Monsters
          II.  Über Diablo
    11. Legal Stuff
    12. Special Thanks
    * 1.  Version History
    Ver. 1.0 (05/28/04) - First version of the FAQ. Completed from section
                          1 to 7.
    Ver. 1.1 (06/11/04) - Sections 3, 5, 6 and 7 have been completed.
                          Section 8 is now available, wow it takes me ages
                          to complete it.
    Ver. 1.2 (07/01/04) - Gomen,gomen!! Sorry for the delay.
                          Sections 6 and 8 has been revised, specially the
                          strategies and section 10 is finally available.
    Ver. 1.3 (07/04/04) - General corrections, mainly spelling mistakes.
                          I extended section 7 with my druid build up and
                          Section 8 has been splited and completed with
                          General Gameplay Comments.
    Ver. 1.4 (09/31/04) - Many corrections in nearly all sections: stats,
                          equipment, controversies, gameplay and more.
    Ver. 1.5 (10/21/04) - Yes, it's me again. Some comments on sections 3
                          and 7.
    Ver. 1.6 (10/29/04) - My first fight against Über Diablo deserves an
                          special mention in section 10.
    Ver. 1.7 (12/20/04) - Big mistake in stats section corrected.
    * 2.  Game Information
    Title: 	Diablo II: Lord of Destruction
    Genre: Role
    Platforms: PC
    Players: 1-8 players
    Designed By: Blizzard North
    Published By: Blizzard Entertainment(NA), Sierra Entertainment(Europe)
    * 3.  Introduction
    This is my 3rd FAQ, 3 in 1 year. :) I hope you'll enjoy it.
    Q: What is a Flaming Druid?
    A: As you can imagine a druid who uses basicaly fire skills.
    Q: Why should I create a Flaming Druid? 
    A: Aesthetically, the werewolf and the werebear might be more
       attractive, but... who were the druids? The druids were religious
       leaders, philosophers, judges and many other things in the Celtic
       society. The common point between all of them is that they were in
       a perfect communion with the nature. As a result of this, it was
       said that they could communicate with animals and plants, but not
       convert into werewolves or werebears. According to these, the most
       pure druid would be a summoner druid, but it was said that they
       could control the weather also, so an elemental druid is also a
       sensible and suitable choice.
    Q: Which are the benefits of being a Flaming Druid?
    A: The main benefit is that we can defeat physical immune enemies
       easily, who are the nemesis of shape shifters and summoner druids.
       I've never run away from a combat, I could defeat anybody, maybe I
       need my time against some immunes but I can kill anybody. Who else
       can say the same? Some classes can't.
    Q: What about fire inmunes?
    A: Skills like Volcano, Molten Boulder and our hireling will deal them
       with an acceptable effectivity.
    Q: Why fire and not wind?
    A: Windy druids appear to be more desirable due to their Cyclone Armor
       which could add to you an extra defence of 1200 or more elemental
       damage, when it is fully sinergied(does this verb really exist?).
       But his main elemental attack Hurrricane(similar to Holy Freeze,
       the paladin skill but 3 times shorter in range terms than the maxed
       Holy freeze), this lack of range obliges you to approach
       dangerously to your enemies and the nearer you are to your enemies,
       the nearer you're to the death. They have another main atack
       Tornado, but surprisingly it's not elemental, it's physical, I know
       it cause I trained a windy druid too. Tornado is nice ranged attack,
       with a nice ammount of damage(around 3000). Tornado has no caster
       delay, so you can cast them constantly and it stuns your enemies
       and passes through them, so one tornado can hit many enemies. There
       is a con, it's precission is a crap, and you need time to aim
       correctly to your enemies, so you should need a tank hireling or
       strong summonings.
    Q: Sorry, but this built sounds really attractive to me...
    A: Maybe or maybe not, he's not an elemental caster that's why I prefer
       the Flaming Druid. Attacks like Fissure or Volcano give you the
       chance of attacking the enemies without being affected by the
       offensive auras and curses that some uniques use and not being
       affected by their novas while killing them.
    Q: Is a fire Druid comparable to a fire Sorceress?
    A: No. A pure fire Sorceress could do a fire damage of 7000-8000,
       while a pure fire druid could take only 2000-2500. Well,
       theoretically you can inflict more damage(8000) with Armageddon,
       when fully sinergied and without using spirits, anyway the
       precission is pityful, reducing the damage drastically.
    Q: How does the patch 1.10 affected on the Druid skills?
    A: Most of them have been improved which made the elemental Druid more
       attracting than the one on the previous version.
    Q: Is it possible to play in Act 5 in level Hell?
    A: Yes, but it's not easy. Choosing to be a Flaming Druid is a
       challenging option, but it's absolutely possible.
    * 4.  Stats
    The best thing about being an Elemental Druid is that you don't need to
    spent many points into mana,because mana cost is nearly always constant.
    You should spent points this way:
    Two times this:                     One time this:
    Strength  1                         Strength  1
    Dexterity 1                         Dexterity 2
    Vitality  3                         Vitality  1
    Energy    0                         Energy    1
    In three levels the overall balance should be:
    Strength  3
    Dexterity 4
    Vitality  7
    Energy    1
    Strength is important due to our strategy(see section 8) and in order
    to use several nice armors and helms, and to use some weapons(Earth
    Shifter with +7 elemental skills, which needs 253 strength), if you
    are considering to wear Aldur, then 85 is enough, cause the +30
    strength bonus from Aldur's mace.
    Dexterity is interesting also, and remember that if you use Heart of  
    Wolverine our decent attack rating will be improved drastically. If
    you prefer using a shield, and want to have a decent block rate invest
    some points here to have 75% block rating.
    Vitality is crucial for not dying easily and to fight in melee without
    risking your life more than necessary, Novas, Corpse Explosions,...  
    Energy, 50 is more than enough. Potions will do the rest, remember that
    your spells consume a little bit mana, most mana will be spent on 
    re-summoning your wolves against bosses because they're not fully
    * 5.  Skills
    Due to my previous comments I will omit the Shape-shifting skills tree,
    to focus on the other two. All the values that appear here are from
    patch 1.10 and assuming that you only have one point in the
    pre-requisite skills.
    I. Elemental Skills
    Requirements : None, available from level 1
    Description  : Similar to the Firewall that Diablo uses, but a lot
                   weaker and with a little range.
    Advantages   : Ridiculous cost of mana, quite powerful at high levels
                   due to the synergies.
    Disadvantages: Short range.
    Comments     : Takes a considerable amount of energy, the problem is
                   the range, anyway put some points(10) due to the
                   synergies if you're planning to be a pure flaming
                   druid, if not 1 point would be enough.
                   This skill has been improved in 1.10 patch.
    Grade        : B
    Level        Average Fire        Mana
                damage per second    Cost
      1              3-7              4
      2              7-10             4
      3             10-14             4
      4             14-17             4
      5             17-21             4
      6             21-24             4
      7             24-28             4
      8             28-31             4
      9             33-38             4
     10             39-45             4
     11             45-52             4
     12             51-59             4
     13             57-66             4
     14             63-73             4
     15             69-80             4
     16             75-87             4
     17             83-97             4
     18             91-106            4
     19             99-116            4
     20             107-125           4
    *Molten Boulder*
    Requirements : Level 6, Firestorm
    Description  : A ball of fire which knocks your opponents and explodes
                   when hits one of them
    Advantages   : Low mana cost
    Disadvantages: Low damage
    Comments     : Absolutely useless by itself, but it's nice to invest in
                   it to improve the damage inflicted by Volcano. If it's
                   not your case one point to access to better spells. If
                   you like Firestorm, you can also invest some more points
                   here due to the synergies.
                   This skill has weakened in 1.10 patch.
    Grade        : B-
    Level        Average Fire        Mana
                damage per second    Cost
      1             12-15             10
      2             20-24             10.5
      3             27-30             11
      4             35-39             11.5
      5             42-48             12
      6             50-54             12.5
      7             58-63             13
      8             65-69             13.5
      9             74-78             14
     10             83-87             14.5
     11             92-96             15
     12            101-105            15.5
     13            109-114            16
     14            118-123            16.5
     15            127-132            17
     16            136-141            17.5
     17            146-150            18
     18            156-159            18.5
     19            166-171            19
     20            176-180            19.5
    *Artic Blast*
    Requirements : Level 6
    Description  : Ice version of Inferno.
    Advantages   : We are Flaming Druids forget about it.
    Disadvantages: We are Flaming Druids forget about it.
    Comments     : One point only to access to Armageddon.
    Grade        : C
    Requirements : Level 12, Firestorm, Molten Boulder
    Description  : Cast a fissure on the ground.
    Advantages   : Low mana cost, really nice range.
    Disadvantages: Only 3.2 seconds, the casting delay is a bit long.
    Comments     : My favourite attack, especially while attacking a
                   group of enemies. Maximize it.
                   This skill has been improved in 1.10 patch.
    Grade        : A
    Level         Average Fire         Mana
                 Damage Per Second     Cost
      1              16-28              15
      2              23-34              15
      3              30-41              15
      4              36-48              15
      5              43-54              15
      6              50-61              15
      7              57-68              15
      8              63-75              15
      9              77-88              15
     10              90-101             15
     11             104-115             15
     12             117-128             15
     13             131-142             15
     14             144-155             15
     15             157-169             15
     16             171-182             15
     17             189-200             15
     18             207-218             15
     19             225-236             15
     20             243-254             15
    *Cyclone Armor*
    Requirements : Level 12, Artic Blast
    Description  : Armor that absorbs elemental damage.
    Advantages   : You will attack from the distance, so you will receive
                   mostly elemental damage. Really nice to absorb some
                   of it.
    Disadvantages: It doesn't absorb physical damage.
    Comments     : The only wind skill we are going to use, you can spend
                   more than one point here(not more than 5, due to the
                   synergies it will get a nice final result absorption.
    Grade        : A-
    Level           Damage Absorbed         Mana Cost
      1                  40                    5
      2                  52                    6
      3                  64                    7
      4                  76                    8
      5                  88                    9
      6                 100                   10
      7                 112                   11
      8                 124                   12
      9                 136                   13
     10                 148                   14
     11                 160                   15
     12                 172                   16
     13                 184                   17
     14                 196                   18
     15                 208                   19
     16                 220                   20
     17                 232                   21
     18                 244                   22
     19                 256                   23
     20                 268                   24
    Requirements : Level 18, Artic Blast, Cyclone Armor
    Description  : Creates a pitiful tornado.
    Advantages   : We are Flaming Druids forget about it.
    Disadvantages: We are Flaming Druids forget about it.
    Comments     : One point only to access to Armageddon and to improve
                   the Cyclone Armor.
    Grade        : D-
    Requirements : Level 24, Firestorm, Molten Boulder, Fissure
    Description  : A volcano emerges from the earth to burn your enemies
                   throwing fire balls.
    Advantages   : If the enemy is still and you cast it over him then
                   it takes a lot of damage. 50% of the damage is physical
                   and the other 50% is fire damage.
    Disadvantages: Useless against several monsters.
    Comments     : Maximize it due to the synergies with Fissure.
                   This skill has been improved in 1.10 patch.
    Grade        : B+
    Level         Fire/Physical         Mana
                     damage              Cost
      1            8-11/8-11              25
      2           11-13/11-13             25
      3           13-15/13-15             25
      4           15-17/15-17             25
      5           17-20/17-20             25
      6           20-22/20-22             25
      7           22-24/22-24             25
      8           24-26/24-26             25
      9           29-31/29-31             25
     10           33-35/33-35             25
     11           38-40/38-40             25
     12           42-44/42-44             25
     13           47-49/47-49             25
     14           51-53/51-53             25
     15           56-58/56-58             25
     16           60-62/60-62             25
     17           67-69/67-69             25
     18           73-76/73-76             25
     19           80-82/80-82             25
     20           87-89/87-89             25
    Requirements : Level 24, Artic Blast, Cyclone Armor, Twister
    Description  : Similar to Twister, but more powerful.
    Advantages   : We are Flaming Druids forget about it.
    Disadvantages: We are Flaming Druids forget about it.
    Comments     : One point only to access to Armageddon and to improve
                   the Cyclone Armor.
    Grade        : D
    Requirements : Level 30, Artic Blast, Cyclone Armor, Twister, Tornado
    Description  : A hurricane surrounds you and damages the monsters
                   inside it with cold damage.
    Advantages   : We are Flaming Druids forget about it.
    Disadvantages: We are Flaming Druids forget about it.
    Comments     : One point only to access to Armageddon and to improve
                   the Cyclone Armor.
    Grade        : B-
    Requirements : Level 30, Firestorm,Molten Boulder,Artic Blast,Fissure,
                   Cyclone Armor, Twister, Tornado, Volcano, Hurricane
    Description  : After an endless casting delay a rain of meteors will
                   fall damaging the enemies around you.
    Advantages   : High damage,sinergies on other fire skills.
    Disadvantages: The accuracy is crappy, the problem is the same that
                   with Hurricane you have to approach dangerously to your
                   enemies without obtaining a big result.
    Comments     : Put one point just for the synergies, if you put 20
                   points on Fissure, then Armageddon will last 50 seconds
                   which is a lot for only 35 mana. As I explained in the
                   Q&A section, it's possible to do nearly 8k damage with
                   armaggedon due to sinergies and if you're a pure Fire
                   druid(100 points spend in the fire tree). But this is
                   theory, the harsh reality shows that the real damage is
                   very low due to the deficient precission.
                   This skill has been weakened drastically in 1.10 patch.
    Grade        : C
    Level       Average Fire       Mana      Duration       Radius
               Damage Per Second   Cost      (seconds)      (yards)
      1            14-18            35          12           5.3
      2            22-27            35          12           5.3
      3            31-36            35          12           5.3
      4            39-45            35          12           5.3
      5            48-51            35          12           5.3
      6            56-60            35          12           5.3
      7            65-69            35          12           5.3
      8            73-78            35          12           5.3
      9            83-87            35          12           5.3
     10            93-99            35          12           5.3
     11           103-108           35          12           5.3
     12           113-117           35          12           5.3
     13           123-126           35          12           5.3
     14           133-138           35          12           5.3
     15           142-147           35          12           5.3
     16           152-156           35          12           5.3
     17           164-168           35          12           5.3
     18           175-180           35          12           5.3
     19           186-192           35          12           5.3
     20           198-201           35          12           5.3
    II. Summoning Skills
    This is an important tree for Mixed Flaming Druids, remember to spent
    some points here.
    Requirements : None, available from level 1
    Description  : Summon ravens which blind your enemies.
    Advantages   : Ravens don't die and low mana cost.
    Disadvantages: Pitiful damage on enemies
    Comments     : One point is more than enough for the pre-requisites,
                   the +skills objects will do the rest. 5 ravens are
                   nice to distract your enemies.
    Grade        : C+
    Level        Hits        DMG        Ravens       Mana Cost
      1           12         2-4          1              6
      2           13         3-5          2              6
      3           14         4-6          3              6
      4           15         5-7          4              6
      5           16         6-8          5              6
      6           17         7-9          5              6
      7           18         8-10         5              6
      8           19         9-11         5              6
      9           20        10-12         5              6
     10           21        11-13         5              6
     11           22        12-14         5              6
     12           23        13-15         5              6
     13           24        14-16         5              6
     14           25        15-17         5              6
     15           26        16-18         5              6
     16           27        17-19         5              6
     17           28        18-20         5              6
     18           29        19-21         5              6
     19           30        20-22         5              6
     20           31        21-23         5              6
    *Poison Creeper*
    Requirements : None, available from level 1
    Description  : Summons a vine that poisons enemies.
    Advantages   : It can distract enemies and useful in Hell mode
                   against enemies who are not resistant to poison.
    Disadvantages: Low HP, they last only a few seconds.
    Comments     : One point is enough, but the + skills objects will
                   make it an useful ally on Hell mode.
                   The life of the vine has been improved in 1.10 patch.
    Grade        : B-
    Level           Life           Poison Damage          Mana
                                  Over 4 Seconds          Cost
      1            42-58               4-7                 8
      2            52-72               7-8                 8
      3            63-87              10-11                8
      4            73-101             12-14                8
      5            84-116             15-17                8
      6            94-130             18-19                8
      7           105-145             21-22                8
      8           115-159             23-25                8
      9           126-174             28-30                8
     10           136-188             33-34                8
     11           147-203             37-39                8
     12           157-217             42-44                8
     13           168-232             47-48                8
     14           178-246             51-53                8
     15           189-261             56-58                8
     16           199-275             61-62                8
     17           210-290             67-68                8
     18           220-304             73-74                8
     19           231-319             78-80                8
     20           241-333             84-86                8
    *Oak Sage*
    Requirements : Level 6
    Description  : Summons a spirit which increases your and your allies HP
    Advantages   : More HP :), what else can I say?
    Disadvantages: High mana cost at high levels.
    Comments     : Really nice for you and your allies, but you should
                   chose between this skill and the Heart of the Wolverine.
                   I will discuss about it later(see point 6).
                   The life and the radius of the spirit has been improved
                   in the 1.10 patch.
    Grade        : A
    Level          Life          Life +%        Mana           Radius
                                                Cost           (yards)
      1            56-64           30            15             20
      2            72-83           35            16             21.3
      3            89-102          40            17             22.6
      4            106-121         45            18             24
      5            123-140         50            19             25.3
      6            140-160         55            20             26.6
      7            156-179         60            21             28
      8            173-198         65            22             29.3
      9            190-217         70            23             30.6
     10            207-236         75            24             32
     11            224-256         80            25             33.3
     12            240-275         85            26             34.6
     13            257-294         90            27             36
     14            274-313         95            28             37.3
     15            291-332        100            29             38.6
     16            308-352        105            30             40
     17            324-371        110            31             41.3
     18            341-390        115            32             42.6
     19            358-409        120            33             44
     20            375-428        125            34             45.3
    *Summon Spirit Wolf*
    Requirements : Level 6, Raven
    Description  : You can summon 1 to 5 wolves to kill enemies.
    Advantages   : 5 wolves are more than 3 wolves or 1 bear, so they can
                   distract more enemies.
    Disadvantages: Low damage and crappy HP.
    Comments     : This crappy wolves might be useful at low levels, what
                   you really need are Dire Spirit Wolves. One point will
                   be enough.
                   The life and the attack rating of these wolves has been
                   improved in the 1.10 patch, but the damage has been
                   reduced a little bit.
    Grade        : C+
    Level   Wolves  Damage  Attack Rating   Defence   Life     Mana
                                +%           +%                Cost
      1       1      2-6        50           50       60-82     15
      2       2      3-7        75           60       60-82     15
      3       3      4-8       100           70       60-82     15
      4       4      5-9       125           80       60-82     15
      5       5      6-10      150           90       60-82     15
      6       5      7-11      175          100       60-82     15
      7       5      8-12      200          110       60-82     15
      8       5      9-13      225          120       60-82     15
      9       5     11-15      250          130       60-82     15
     10       5     13-17      275          140       60-82     15
     11       5     15-19      300          150       60-82     15
     12       5     17-21      325          160       60-82     15
     13       5     19-23      350          170       60-82     15
     14       5     21-25      375          180       60-82     15
     15       5     23-27      400          190       60-82     15
     16       5     25-29      425          200       60-82     15
     17       5     29-33      450          210       60-82     15
     18       5     33-37      475          220       60-82     15
     19       5     37-41      500          230       60-82     15
     20       5     41-45      525          240       60-82     15
    *Carrion Vine*
    Requirements : Level 12, Poison Creeper
    Description  : Summons a vine which eats corpses in order to 
                   replenish you life.
    Advantages   : Recovering energy is always positive. And devoured
                   corpses can't be resurrected.
    Disadvantages: Low life, it's a pity that your hireling, allies
                   and summonings aren't healed also. :(
    Comments     : Really interesting, but one point is enough.
                   The life of this vine has been improved in the
                   1.10 patch. 
    Grade        : A
    Level              Life             Heals %            Mana Cost
      1               80-110               4                  10
      2              100-137               5                  10
      3              120-165               6                  10
      4              140-192               6                  10
      5              160-220               7                  10
      6              180-247               7                  10
      7              200-275               8                  10
      8              220-302               8                  10
      9              240-330               8                  10
     10              260-357               9                  10
     11              280-385               9                  10
     12              300-412               9                  10
     13              320-440               9                  10
     14              340-467               9                  10
     15              360-495              10                  10
     16              380-522              10                  10
     17              400-550              10                  10
     18              420-577              10                  10
     19              440-605              10                  10
     20              460-632              10                  10
    *Heart Of Wolverine*
    Requirements : Level 18, Oak Sage
    Description  : Summons a spirit that increases your and your allies
                   attack rating and damage.
    Advantages   : You can attack more accurately, and do more damage.
    Disadvantages: High mana cost at high levels.
    Comments     : This spirit is quite useful, but I will discuss it 
                   later(see point 6).
                   The life and the radius of the spirit has been improved
                   in the 1.10 patch.
    Grade        : A
    Level       Life       DMG       Attack Rating      Radius      Mana
                            +%            +%            (yards)     Cost
      1       128-144       20            25              20         20
      2       160-180       27            32              21.3       21
      3       192-216       34            39              22.6       22
      4       224-252       41            46              24         23
      5       256-288       48            53              25.3       24
      6       288-324       55            60              26.6       25
      7       320-360       62            67              28         26
      8       352-396       69            74              29.3       27
      9       384-432       76            81              30.6       28
     10       416-468       83            88              32         29
     11       448-504       90            95              33.3       30
     12       480-540       97           102              34.6       31
     13       512-576      104           109              36         32
     14       544-612      111           116              37.3       33
     15       576-648      118           123              38.6       34
     16       608-684      125           130              40         35
     17       640-720      132           137              41.3       36
     18       672-756      139           144              42.6       37
     19       704-792      146           151              44         38
     20       736-828      153           158              45.3       39
    *Summon Dire Wolf*
    Requirements : Level 18, Raven, Oak Sage, Summon Spirit Wolf
    Description  : Summons 1 to 3 wolves to kill enemies.
    Advantages   : 3 Wolves distract many enemies, acceptable damage and
                   adds a bonus on %life on wolves and bears. They eat
                   corpses also in order to recover their own HP, and
                   remember a devoured corpse can be resurrected.
    Disadvantages: 3 wolves are less distraction than 5 wolves. They could
                   be quite mana consuming if they die constantly at
                   level Hell.
    Comments     : I prefer my Dire wolves over any other summoning, but
                   against uniques and bosses it's better to use the
                   grizzly. I will discuss it later(see strategies in
                   section 7).
                   The life and the %added life of these wolves has been
                   improved in the 1.10 patch, but the damage has been
                   reduced a little bit.
    Grade        : A
    Level       Life       Life      Damage     Wolves       Mana
                            +%                               Cost
      1        147-195      50        7-12        1           20
      2        171-227      75        9-14        2           20
      3        196-260     100       11-16        3           20
      4        220-292     125       13-18        3           20
      5        245-325     150       15-20        3           20
      6        269-357     175       17-22        3           20
      7        294-390     200       19-24        3           20
      8        318-422     225       21-26        3           20
      9        343-455     250       24-29        3           20
     10        367-487     275       27-32        3           20
     11        392-520     300       30-35        3           20
     12        416-552     325       33-38        3           20
     13        441-585     350       36-41        3           20
     14        465-617     375       39-44        3           20
     15        490-650     400       42-47        3           20
     16        514-682     425       45-50        3           20
     17        539-715     450       51-56        3           20
     18        563-747     475       57-62        3           20
     19        588-780     500       63-68        3           20
     20        612-812     525       69-74        3           20
    *Solar Creeper*
    Requirements : Level 24, Poison Creeper, Carrion Vine
    Description  : Summons a vine that devours corpses to regenerate
                   your mana.
    Advantages   : Mana regeneration.A devoured corpse couldn't resurrect.
    Disadvantages: Mana regenerates alone and several objects increase it.
    Comments     : Carrion is more crucial, even Poison Creeper is more
                   useful. Obviously a elemental druid spends lots of mana,
                   but potions could solve it.
    Grade        : C+
    Level         Life        Heals Mana %         Mana Cost
      1          138-192           2                  14
      2          165-230           2                  15
      3          193-268           3                  16
      4          220-307           4                  17
      5          248-345           4                  18
      6          276-384           4                  19
      7          303-422           5                  20
      8          331-460           5                  21
      9          358-499           5                  22
     10          386-537           5                  23
     11          414-576           5                  24
     12          441-614           6                  25
     13          469-652           6                  26
     14          496-691           6                  27
     15          524-729           6                  28
     16          552-768           6                  29
     17          579-806           6                  30
     18          607-844           6                  31
     19          634-883           6                  32
     20          662-921           6                  33
    *Spirit Of Barbs*
    Requirements : Level 30, Oak Sage, Heart Of Wolverine
    Description  : Similar to Thorns(Paladin aura), you summon a spirit
                   that returns a percentage of the damage taken back to the
                   enemy who attacks you, your allies or your summonings.
    Advantages   : Returns a percentage of the damage taken.
    Disadvantages: High mana cost and a risky spirit for you.
    Comments     : Only useful at very highs levels and only if you're
                   using the grizzly, who can receive lots of damage.
                   Don't waste any point here.
                   The life, % Damage Returned and the radius of the spirit
                   has been improved in the 1.10 patch.
    Grade        : C-
    Level            Life        % Damage        Mana        Radius
                                 Returned        Cost        (yards)
      1            200-226          50            25          20
      2            250-282          70            26          21.3
      3            300-339          90            27          22.6 
      4            350-395          110           28          24
      5            400-452          130           29          25.3
      6            450-508          150           30          26.6
      7            500-565          170           31          28
      8            550-621          190           32          29.3
      9            600-678          210           33          30.6
     10            650-734          230           34          32
     11            700-791          250           35          33.3
     12            750-847          270           36          34.6
     13            800-904          290           37          36
     14            850-960          310           38          37.3
     15            900-1017         330           39          38.6
     16            950-1073         350           40          40
     17           1000-1130         370           41          41.3
     18           1050-1186         390           42          42.6
     19           1100-1243         410           43          44
     20           1150-1299         430           44          45.3
    *Summon Grizzly*
    Requirements : Level 30, Raven, oak Sage, Summon Spirit Wolf, 
                   Summon Dire Wolf
    Description  : Summons a Grizzly that helps you.
    Advantages   : High HP, high damage and adds damage to wolves.
    Disadvantages: 5 Spirit Wolves or 3 Dire Wolves distract more enemies
                   than 1 bear. Against a group of enemies the grizzly
                   will be massacred.
    Comments     : As I explain in section 7, a Grizzly is a worth ally
                   against uniques and bosses. But not against groups. I 
                   recommend to spent only one point here.
    Grade        : B+
    Level         Damage       Damage           Life        Mana
                                 +%                         Cost
      1           37-75          25           825-1125       40
      2           54-94          35           825-1125       40
      3           72-116         45           825-1125       40
      4           93-139         55           825-1125       40
      5          115-165         65           825-1125       40
      6          140-192         75           825-1125       40
      7          166-222         85           825-1125       40
      8          195-253         95           825-1125       40
      9          235-297        105           825-1125       40
     10          279-344        115           825-1125       40
     11          326-393        125           825-1125       40
     12          376-446        135           825-1125       40
     13          428-502        145           825-1125       40
     14          484-561        155           825-1125       40
     15          543-622        165           825-1125       40
     16          605-687        175           825-1125       40
     17          684-769        185           825-1125       40
     18          767-855        195           825-1125       40
     19          854-945        205           825-1125       40
     20          945-1039       215           825-1125       40
    * 6.  Controversies
    I. Spirit Wolves vs. Dire Wolves vs. Grizzly
    As I said while commenting the skills, I prefer Dire Wolves over the
    other two because they are an acceptable number of wolves(3) with a
    high HP and damage. Use 1 Spirit Wolf in the beginning of the game just
    as a pre-requisite. Grizzly is OK when fighting against uniques and
    bosses or in parties, due to the number of players playing, but not
    playing solo against a groups of 20 enemies. Dire wolves are the choice,
    and they could recover energy from devouring the corpses of your
    enemies. The only but comes if you use the Carrion Vine or the Solar
    Creeper, because there won't be enough corpses for everybody. 
    II. Oak Sage vs. Heart of Wolverine vs. Spirit of Barbs
    Spirit of Barbs is useful only for your summonings, because with the
    Dire Wolves maximized they will have a lot of life, so the enemies will
    receive more damage. If your summonings die you can summon more, but
    Great spirit in Normal and Nightmare, the problems come at Hell, 
    considering that all monsters has 50% resistance to physical damage,
    its effectivtiy is drastically reduced and it's useless against
    physical immune enemies. Furthermore, I don't like this spirit because
    I don't get any bonus directly. The other 2 spirits give bonus for me
    and my allies.
    Oak Sage is a safer and conservative choice, your life increases
    drastically and the same for yours summonings, the more life they have,
    the more they last and the least you have to re-summon them, so more
    mana for spells. For 1-Player games I recommend this spirit, you will
    thank your extra life at Hell mode. The main con is its low HP.
    Heart of Wolverine increases your and your summonings attack rating and
    damage. This is the one I chose. There is no doubt that it's much more
    risky than the Oak Sage, your summonings has less life so they die
    easily which a considerable cost of mana, but on the contrary they do
    more damage, so their enemies die quicker. Your attack and damage is
    increased, so your close-range weapon attacks are much better.
    Remember, we're not a sorceress, neither a necromancer, we can fight
    as I explain it in the strategies(section 8).
    III. Poison Creeper vs. Carrion Vine vs. Solar Creeper
    There is a common problem with all the vines, their HP sucks. So they
    die constantly, it's up to you to re-summon them, but in the middle of
    a combat is better to re-summon your wolves and casting spells than
    the vine.
    If you run out of mana you can escape, if you run out of life you die.
    Is it clear? I hate the Solar Creeper, you can always use potions
    instead of summoning this vines and you don't spent too much mana.
    If you don't spend a point with it you can use it anywhere, which
    would be more useful.
    If you run out of HP potions and you are trying to create a town
    portal to exit from a combat, the Carrion Vine could be your saviour
    or at least enlarge your life. As I said before, it's a pity that it
    only recovers your HP and not the energy of your summonings. But
    that's all, don't rely too much on it.
    Poison Creeper is the right choice, at least my choice. The poison
    damage it inflicts is ridiculous, but it attacks your enemies so it's
    a distraction and could poison several enemies with one attack. The
    main con is that if it attacks the enemies they hit the vine and with
    one hit the vine dies. Don't re-summon it until the poison damage
    disappear on your enemies(they are green while poisoned).
    IV. Pure Flaming Druid vs. Mixed Flaming Druid
    Variety is the spice of life! Like the idiom says I found much
    interesting to use multiple skills than only one. Why? Until you play
    in Hell level any choice of the druid skills tree you have done, would
    seem useful, but in Hell mode with lots of uniques immunes to nearly
    everything or plain creatures immunes to Fire oblige you to fight with
    your weapon against a group of enemies, which is quite dangerous.
    I chose the Mixed Flaming Druid playing in solo and I had problems
    due to this previous problem, so a Pure Flaming Druid might be really
    more proving. I preferred to take 1300 instead of 2500 damage in order
    to summon powerful Dire wolves. It's up to you, but I really recommend
    the Mixed Flaming Druid, unless you're planning to play in Hell mode
    only in a party.
    Ver.1.5 Comment: In the new ladder, I returned to my origins building
    many druids, Sumoners, Windy druids and I tried the Pure Flaming Druid,
    I really enjoyed him, he's not that bad. Give him a try.
    V.  The effectivity or not of Armaggedon
    For Armaggedon lovers: Theoretically, Armagedon could take 8k or more
    with a pure fire druid, but the problem is, as I said before, the
    There is a way to take advantage of it, to be a melee caster: To cast
    Armaggedon and fight in close range but I find that, independently from
    the equipment you use, this is a suicide unless you spend a few points
    into shapeshifting to use skills like Fire Claws. Then we would
    be talking about another built, the Fire Claws druid, which is a
    extremely powerful druid, but I'm not going to talk about it here.
    A fire druid caster can use Armaggedon for the coolness factor, but you
    can't rely on it as you can on the rest of fire skills.
    * 7.  Synergies
    The first decision is to maximize Firestorm or Fissure, but as I said
    before I preferred Fissure because it allowed me to cast it into another
    platform, for example in The Arcane Sanctuary it's quite useful. There
    is no choice for the Mixed Flaming Druid, maximize Fissure, because it
    will benefit Volcano, our second most used spell. Especially against
    bosses and unique while they are still and distracted by our summonings.
    I. Synergies Bonus
    Firestorm Receives Bonuses From:
    Molten Boulder: +23% Fire Damage per Level
    Fissure: +23% Fire Damage per Level
    Molten Boulder Receives Bonuses From:
    Volcano: +10% Damage per Level
    Firestorm: +8% Fire Damage per Level
    Fissure Receives Bonuses From:
    Firestorm: +12% Fire Damage per Level
    Volcano: +12% Fire Damage per Level
    Volcano Receives Bonuses From:
    Molten Boulder: +12% Damage per Level
    Fissure: +12% Fire Damage per Level
    Armageddon: +12% Fire Damage per Level
    Armageddon Receives Bonuses From:
    Fissure: +2 Seconds per Level
    Firestorm: +14% Fire Damage per Level
    Molten Boulder: +14% Fire Damage per Level
    Volcano: +14% Fire Damage per Level
    Arctic Blast Receives Bonuses From:
    Hurricane: +15% Cold Damage per Level
    Cyclone Armor: +15% Cold Damage per Level
    Cyclone Armor Receives Bonuses From:
    Twister: +7% Damage per Level
    Tornado: +7% Damage per Level
    Hurricane: +7% Damage per Level
    Twister Receives Bonuses From:
    Tornado: +10% Damage per Level
    Hurricane: +10% Damage per Level
    Tornado Receives Bonuses From:
    Cyclone Armor: +9% Damage per Level
    Twister: +9% Damage per Level
    Hurricane: +9% Damage per Level
    Hurricane Receives Bonuses From:
    Cyclone Armor: +2 Seconds per Level
    Twister: +9% Damage per Level
    Tornado: +9% Damage per Level
    II. Possible Build-Ups(Possible SPOLIERS)
    To get the real level you need to finish each build-up to subtract 11
    to the total of skill points used. Why 11? 1 skill point is given by
    Akara, another by Radament, 2 by Tyrael. Now multiply it by 3(levels
    of difficulty) and then add one level gain skills from level 2.
    Remember that when you  kill ancients in each level you raise 1 level
    A) Pure Flaming Druid(110 skills=level 99)
    Firestorm 20
    Molten Boulder 1-20
    Artic Blast 1
    Fissure 20
    Cyclone Armor 1
    Twister 1
    Volcano 20
    Tornado 1
    Hurricane 1
    Armageddon 1
    Poison Creeper1
    Oak Sage 1-20
    Carrion Vine 1
    Summon Spirit Wolf 1
    Summon Dire Wolf 1
    Summon Grizzly 1
    Comments: In this case, the spirit you must choose is the Oak Sage.
    Firstly, spend points in Firestorm until you can invest in Fissure,
    when both maxed then go for Volcano and finally Moulten Boulder. It's
    up to you to max Oak Sage or Molten Boulder. Even though, Oak Sage is
    one of the last skills to max remember to activate it as soon as
    you can. A Grizzly with a nice merc should be enough for tanking, but
    your hireling will REALLY nice stuff.
    B) Mixed Flaming Druid(94 skills=level 83)
    Firestorm 1-20
    Molten Boulder 1
    Artic Blast 1
    Fissure 20
    Cyclone Armor 1
    Twister 1
    Volcano 20
    Tornado 1
    Hurricane 1 
    Armageddon 1
    Raven 1
    Poison Creeper 1
    Oak Sage (20)
    Summon Spirit Wolf 1
    Carrion Vine 1
    Heart Of Wolverine (20)
    Summon Dire Wolf 20
    Summon Grizzly 1
    This is my choice, and it's quite viable in solo or multiplayer. The
    only doubt is to choose Oak Sage or Heart of Wolverine, I took the
    second. Your Fissure takes 763-799 which could be upgraded to 1100 with
    +skills objects. When completed, improve the Firestorm due to the
    sinergies with Fissure. I you found that using Armaggedon is a waste of
    points, you can avoid the wind tree and save 6 points to invest in them
    Moulten Boulder, to boost the phisycal damage of Volcano.
    III. My Druid
    I play in the European Realm, my druids name is Druid_Gaiseric, he has
    level 90 right now and my skills are these:
    (In brackets important information)
    Firestorm 8            (580-676 fire dmg per second)
    Molten Boulder 1       (153-159 fire dmg per second)
    Artic Blast 1          (104-115 cold dmg per second)
    Fissure 20             (1844-1927 fire dmg)
    Cyclone Armor 1        (208 dmg)
    Twister 1              (40-43 cold dmg)
    Volcano 20             (188-190 physical dmg/601-630 fire dmg)
    Tornado 1              (173-191 cold dmg)
    Hurricane 1            (134-164 cold dmg)
    Armageddon 1           (283-297 fire dmg per second)
    Raven 1                (5 ravens/11 hits/9-11 dmg)
    Poison Creeper 1       (115-159 life/23-25 pison dmg)
    Oak Sage 1             (173-198 life/+65% life)
    Summon Spirit Wolf 1   (17-25 physical dmg/+225%Attack/+120%Defense)
    Carrion Vine 1         (220-302 life/heals 8% life)
    Heart Of Wolverine 20  (960-1080 life/+202% Damage/+207% Attack )
    Summon Dire Wolf 20    (784-1040 life/235-255 physical dmg/+700%life)
    Summon Grizzly 1       (4400-6000 life/195-253 physical dmg/+95%Damage)
    I use Aldur's set, Seraph's Hymn amulet, Arachnid Mesh belt, Lidless
    Wall shield, 2 rare rings with high resistances and 3 elemental
    skiller charms.
    My current stats are:
    Strength 225
    Dexterity 100
    Vitality 165
    Energy 50
    As you can see, I didn't follow my suggestions with the stats.
    * 8.  Strategies
    I.  Hirelings
    To have mercenary under your orders is a must. Think it over carefully,
    this decision will affect you in the future. A little comment
    affecting all hirelings, their resistances increase 1.5 each level, so
    at level 80 at Hell mode they will have more or less 50 resistance to
    all which is pretty high. Consequently, from level 50 and don't use
    objects which add resistances to your hirelings.
    A) Rogues Scouts
    Only useful during Act I(Normal), in Act 2 I strongly recommend to
    change your hireling. Rogue Scouts are ranged mercs armed with a bow
    which is cool, but most of their damage is physical and sometimes it
    adds Fire or Cold damage. Their speed throwing arrows is acceptable,
    but the damage they do is ridiculous unless you equip them properly.
    So, they take their time to kill an enemy so your minions or yourself
    will kill them, in consequence this hireling levels-up REALLY SLOWLY.
    I really encourage to use an act 1 hireling at least once in your
    life, it's really cool and fun, but equipt her properly Windforce
    (with a Hel rune)or a Widowmaker bows with a nice armor will be needed.
    I any case, this hireling doesn't fit to a Elemental druid, better for
    a summoner druid.
    A.I: Like Iron wolves, probably the smartest hireling. When she is 
         hit she runs away so she dies a few times and consequently you
         don't need to revive her saving up money.
    Basic Equipment: Artic Furs and Arctic Horn from the Artic gear is a 
                     nice choice. An ethereal helm will do the rest.
    Advanced Equipment: Upgraded Shaftstop(with an Um rune), Vampire's
                        Gaze helm and Widowmaker bow.
    Rating: 3/10
    B) Desert Mercenaries
    You can hire them in act 2. These guys armed with a spear, are really
    good, but only the ones found in level Nightmare are really worth.
    Desert Mercenaries use Paladin auras, in Normal and Hell mode you can
    use these:
    Combat -> Prayer (Regenerates Life)
    Offensive -> Defiance (Increases Defence)
    Defensive -> Blessed Aim (Increases Attack Rating)
    In level Normal I will pick the offensive one, if you have the spirit
    Heart of Wolverine or will pick Defensive if you have the spirit Oak
    Sage. Forget about Combat, the % regenerated life is ridiculous.
    In Nightmare you could pick these ones:
    Combat -> Thorns (Similar to Spirit Of Barbs, it reflects damage taken)
    Offensive -> Might (Similar to Heart of Wolverine, increases damage)
    Defensive -> Holy Freeze(Adds cold damage to the enemy, and slows them)
    Holy Freeze is amazing, considering that a killed frozen enemy can't
    resurrect, it's his more attractive aura. Thorns is nice too, but I'll
    go for Holy Freeze.
    A.I: Like act V merc they're too brave, they attack without retreating
       and the result is obvious he dies a lot unless you give him potions
       constantly. Anyway, he's not the focus of all the attacks if you
       use summonings, which is an advantage respect other characters.
    Basic Equipment: Boneflesh to begin with, a nice helm and a rare spear
                     which adds lots of elemental damage would be enough 
                     at this level.
    Advanced Equipment: Ethereal Reaper's Toll or ethereal Tomb Reaver
                        A +800 defence armor(ethereal uniques if possible)
                        Vampire's Gaze(nice leeching bonus)
    Rating: 5/10  (Normal&Hell)
           10/10  (Nightmare)
    You casting fire spells, your summonings and your hireling with
    physical damage, his freezing aura and his poisoning weapon is
    something unmatchable.
    C) Ironwolves
    Available in act 3, until you hire an act 2 mercenary(Nightmare) the
    Ice Ironwolves will be your man, forget the Fire and the Lighting ones.
    He throws one ball of ice after another like machine gun, freezing
    COMPLETELY your enemies, not slowing them like the Holy Freezing merc.
    A.I: Like Rogues Scouts they know when to retreat and don't die easily.
    Basic Equipment: Boneflesh to begin with, a nice helm and any sword
                     because he's not going to use it, he only throw spells
                     Wall of the Eyeless(increases cast rate)
    Advanced Equipment: Any sword or a sword that increases casting speed
                        An armor which increases casting speed, like Skin
                        of Vipermagi, Ormus Robes or Que-Hegan
                        Andariel's Visage(poison damage also)
                        Lidless Wall(increases cast rate) or a high
                        defence shield 
    Rating: 9/10
    If the Desert Mercenaries are unmatchable, then... why do I use a Cold
    Ironwolf? Because I own a Treasure Hunter Ironwolf.
    Helm: Crown of the Thieves --> 100% Extra Gold
    Armor: Goldskin --> 100% Extra Gold
           or Wealth(Runeword)---> 300% Extra Gold and 100 % Better Chance
                                   of Getting Magic Items 
    Sword: Blade of Ali Baba --> 2-247 % Extra Gold and 1-99 % Better Chance
                          of Getting Magic Items socketed with two Ist runes
    Shield: Wall of the Eyeless
    I own Gheed's Fortune unique charm(110 % Extra Gold and 32 % Better
    Chance of Getting Magic Items) which bonuses are added to my Ironwolf.
    The results are: 100+100+212+110= 522% Extra Gold
                     85+32= 117% Better Chance of Getting Magic Items
    So every time he kills anybody, the chances of getting a unique/set 
    item are higher and I earn lots and lots of money.
    This hireling is not a melee fighter so to use a pitiful armor(400 def)
    is something affordable. To build a Treasure Hunter with another
    hireling is at least a suicide considering that the damage inflicted by
    an Iron Wolf is independent from his equipment because he cast spells.
    Another hireling like act II and act V are melee fighters who barely
    survive at Hell mode using a really good armor.
    D) Barbarians
    Available in act 5, they are melee fighters like act 2 mercs but
    without their cool auras. Do I really need to say anything else?
    A.I: Err...the same that act II mercs.
    (armor,helm,one-handed sword/two-handed sword)
    Basic Equipment: Duriel Shell, a nice helm and Swordguard
    Advanced Equipment: The Grandfather
                        A +800 defence armor(unique or set if possible)
                        Andariel's Visage(poison damage also)
    Rating: 7/10
    Barbarians are not bad, they endure better than any other hireling, they
    could inflect more damage than anyone else, but their extra-features
    (Bash and Stun), aren't as good as Desert Mercenaries auras or
    Ironwolves cold spells. As plain and simple as that.
    II. Basic Strategies
    *The strategy is simple: your minions distract and kill enemies while
    you cast Fissure over them. Hire a Desert Mercenarie or an Ironwolf,
    they will freeze your enemies or at least slow them, making much
    easier for your summonings to kill the enemies. When a group of
    enemies is reduced, you could collaborate killing frozen enemies.
    *The AI of your summonings is...a crap. They don't follow you
    constantly, so some times you will have to re-summon them if they are in
    the previous room. For example, in Catacombs. To avoid this, you can
    teleport. Teleport? How? You will need Naj's stave or Enigma. This is
    just optional, but teleport is quite useful, because when you teleport
    your summonings and merc are teleported with you and don't need to
    re-summon them.
    *Against uniques, who can't be frozen instead of using Fissure, use
    Volcano on them. Volcano is especially useful against Vampires, Zakarum
    Priests and Oblivion Knights who are immunes to cold at Hell level.
    *When fighting against bosses let the right button of the mouse pressed
    constantly over the boss, then you only have to press one shortkey or
    another in order to cast or summon or press a number to take a potion.
    *Until you get Aldur's set, I recommend having 2 columns of mana, 1 of
    full rejuvenation potions and 1 of HP. When you own Aldur, then 1
    column of mana, 1 of full rejuvenation potions and 2 of HP.
    *As you will be re-summoning quite often in Hell mode, I recommend
    these shortkeys:
    F1 Summon Dire Wolf
    F2 Heart Of Wolverine
    F3 Fissure
    F4 Volcano
    F5 Carrion Vine
    F6 Poison Creeper
    F7 Raven
    F8 Armageddon
    This configuration is totally personal, but it worked great with me.
    *Druids were created to be shape-shifters and shape-shifting gives them
    more life, defence, attack and damage; the elemental spells and
    summonings were just a complement. But we aren't shape-sifters, we're
    original, it implies that elemental druids are more vulnerable to physic
    attacks. Be aware of that! You could and you must hit your enemies, but
    be cautious while attacking because your life will be reduced quickly in
    melee combats and if you're surrounded you're almost dead. The hit and
    run tactic is needed in your play.
    *To use some +175 Poison Damage Over 6 Seconds charms is a good idea,
    they occupy ridiculous space(1 or 2 slots) but the benefits are crucial
    against physic immunes.
    III. General Gameplay Comments
    *Playing solo is really challenging and fun, but in parties were enemies
    HP is increased you'll find that your spells and summons are useless at
    Hell mode. 
    *Dueling is not a possibility for flaming druids, elemental druids can't
    win a duel. Duels are for melee characters or extremely powerful
    casters(sorceress) which is not our case.
    *My recommendation is to start Nightmare mode at level 50-55 and Hell
    mode at 70-75, this values are totally orientative depending on the
    equipment you use. You will reckon:"How can I get this level?" If you
    play online, then I recommend Baal runs, which is to say, to kill the
    uniques who dwell at the Throne of Destruction one time after another.
    This way you can earn lots and lots of EXP. If you play solo, it will
    take a loooong time.
    *Where to train: Level 1-15 Act1 and Andariel runs
                     Level 15-20 Tomb Runs(Act 2)
                     Level 20-25 Travincal Runs and Diablo runs
                     Level 25-30 Cow runs
    *If you play a rush, a game where a high level character boosts you
    through 1 or more acts, or if you want to boost somebody I have some
    1) Give all wp's to your friend creating a tp near the wp.
    2) Only complete necessary and really good bonus missions.  
    Glossary: Ax-y  --> Act x Mission y
              (X)   --> In brackets the bonus obtained
              [X]   --> Only necessary at a this level
              wp    --> World portal
              tp    --> Town portal
      Necessary Missions: A1-3, A1-6, A2-2, A2-4, A2-6, A3-6, A4-3,
                          A5-5(+1 level up), A5-6
      Bonus Missions: A1-1(+1 skill), A1-2(1 free Rogue Scout)[Normal],
                      A1-4(random runes&money),A1-5(imbue one item)
                      A2-1(+1 skill),A3-1(+20 life),A3-3(rare magical ring),
                      A3-4(+5 attributes), A4-1(+2 skills),A4-2(runes and
                      gems), A5-1(socket one item), A5-2(Tal,Ral&Ort runes),
                      A5-3(+10 to all Resistances), A5-4(rename one item)
      Unnecessary Missions: A2-3, A2-5, A3-5
    In unnecessary missions I would include: A1-2,A1-4,A3-3,A5-1,A5-2&A5-4
    3) For mission A2-2, you only need the Horadric Cube in Normal, so in
    Hell and Nightmare you will only need the staff and the amulet.
    In mission A3-6, you only need Kalim's flail which is obtained by
    killing the Council. When you have it talk with Cain, and now your
    friend can give the wp8(the last one) without destroying the orbe,
    automaticaly the orbe will be destroyed without needing the rest of
    4) There are some wp than can't be used until you complete some missions
    Act I:   all available
    Act II:  wp7 only available when the staff is completed(A2-2)
             wp8 only available when completing A2-4
    Act III: see point 3
    Act IV:  all available
    Act V:   wp8 only available when completing A5-5
    *Don't dare to ask me about any kind of bot or maphack, anyone who uses
    them will lose their soul, their honor and last but not least their
    account if Blizzard caught them. If you see anyone using them jot down
    their names and report them to Blizzard as I've done, I do and I will
    continue doing. Let's make the net a safer place!!!
    * 9.  Equipment
    I divided the equipment in 3 categories: Basic(1-30), Advanced(30-75)
    and God's(75 or above) equipment.
    After reading this equipment guide you will notice that the stuff don't
    boost the Faser Cast Rate, this is due to the unnecessity of it,
    because all fire spells hava a big delay.
    This section contains the ideal stuff you should use, I'm not saying it
    would be easy to find them, indeed it's really difficult. So use this
    guide as an orientation.
    If you play on 1 player mode, lots and lots of luck and time. If you
    play in battle.net you can trade making more easy to get the Basic and
    the Advanced equipment, but not the God's equipment. To get the God's
    equipment is a question of time(months, years,centuries, milleniums).
    I) Basic Equipment(1 to 30 level)
    A1) Helm: Tarnhelm
    Defence: 8-11 (varies)
    Required Level: 15
    Required Strength: 15
    Durability: 18
    +1 To All Skill Levels
    25-50% Better Chance of Getting Magic Item (varies)
    75% Extra Gold From Monsters
    A2) Helm: Peasant Crown War Hat
    Required Strength:20
    Required Level:28
    15% Faster walk/run
    +1 To all skill levels
    +100% Enhanced defence
    Replenish life +12
    +20 To energy
    +20 To vitality
    Comments: Both helms are fantastic, Tarnhelm is a nice option until you
              can wear the Peasant Crown War Hat or a Shaman druid pelt
              (adds +1 skills to all druid skills, required level 30)
    B) Armor: Skin of the Vipermagi
    Defence: 279 (Base Defence: 111-126)
    Required Level: 29
    Required Strength: 43
    Durability: 24
    +120% Enhanced Defence
    +1 To All Skills
    30% Faster Cast Rate
    Magic Damage Reduced By 9-13 (varies)
    All Resistances +20-35 (varies)
    Comments: Resistances to all, +1 to all skills. The only con is the
              defence, but the faster cast rate is unmatchable, considering
              the delay all our spells have. 
    C) Weapon: Hellplague
    One-Hand Damage: 5 To (32-34) (18.5-19.5 Avg)
    Required Level: 22
    Required Strength: 55
    Required Dexterity: 39
    Durability: 44
    Base Weapon Speed: [-10]
    +70-80% Enhanced Damage(varies)
    +2 To Fire Skills
    Adds 25-75 Fire Damage
    Adds 28-56 Poison Damage Over 6 Seconds
    5% Life Stolen Per Hit
    5% Mana Stolen Per Hit
    Comments: +2 To Fire Skills, Wow!!! What else can I say? It adds fire
              damage and poison also, getting a total of 58-163 damage
    D) Shield: Sigon's Guard
    Chance To Block:64%
    Required Strength:75
    Required Level:18
    Increase chance of blocking
    +1 to all skill levels
    Comments: +1 to all skills is fantastic. But apart from that you get a
              high percentage of blocking. If the defence sucks, then...
              why should I use it? The bonus you get from using it and the
              Sigon's Wrap are really good: 10% Life Stolen Per Hit
              This leeching bonus is quite useful for shape-shifters, but
              it's well worth for us too
    E) Belt: Sigon's Wrap
    Required Strength:60
    Required Level:6
    Fire resist +20%
    +20 To life
    Comments: Its defence sucks, but as before the bonus you get from using
              it with Sigon's Guard are amazing: + (2 Per Character Level)
              2-198 To Defence (Based On Character Level)
    F1) Boots: Tearhaunch
    Required Strength:70
    Required Level:29
    +75% Enhanced Defence
    20% Faster run/walk
    All resistance +10
    +35 Defence
    +5 To dexterity
    +5 To strength
    +2 To Vigor (Paladin Only)
    Comments: Really nice for low level druids, the +10 to all resistances
              bonus rocks. Sigon's Sabot is a nice choice also:
    F2) Sigon's Sabot
    Defence: 12-15 (varies)
    Required Level: 6
    Required Strength: 70
    Durability: 24
    Assassin Kick Damage: 10-20
    20% Faster Run/Walk
    Cold Resist +40%
    Comments: +50 To Attack Rating (2 Items), +50% Better Chance To Find
              Magic Items (3 Items) and +100 to defence. Very useful, also.
    G) Gloves: Frostburn Gauntlets
    Required Strength:60
    Required Level:29
    +30 Defence
    +20% Enhanced defence
    5% Enhanced damage
    Increase maximum mana 40%
    Add 1-6 to cold damage
    +30 Defence
    Comments: Average defence and lots of mana, quite useful for us who are
    H) Rings: The Stone Of Jordan Ring
    Required Level:29
    +1 To all skill levels
    Increase maximum mana 25%
    Add 1-12 lightning damage
    +20 To mana
    Comments: Lots of mana and +1 to all skills, but there is a problem
              it's really difficult to find one. So use any rare ring that
              gives you resistances to many things.
    I) Amulet: The Eye of Etlich
    Required Level: 15
    +1-5 To Light Radius (varies)
    +1 To All Skill Levels
    3-7% Life Stolen Per Hit (varies)
    Adds (1-2) to (3-5) Cold Damage (varies)
    Cold Duration: 2-10 Seconds (varies)*
    +10-40 Defence vs. Missile (varies)*
    Comments: Again, at low levels The Eye of Etlich is the ideal choice,
              adding the leeching bonus to the one you get on from Sigon's
              Guard, you would get a final result of 13-17% Life Stolen Per
              Hit, but it's difficult to find it. So A Shaman's amulet(adds
              +1 to all skills, required level: 30) it's not a bad choice.
    II) Advanced Equipment(31 to 76 level)
    At Hell level you're going to need high resistances, because -100 to
    all resistances are big handicap. So I recommend using high level sets.
    A) Aldur's Watchover(Helm,armor,boots and one handed mace)
    Maximum required level:76
    +3 To Druid Skills
    +1 To Elemental Skills (Druid Only)
    +1 To Shape Shifting Skills (Druid Only)
    Total defence: 1092-1225
    Cold Resist +90-100%
    Fire Resist +90-100%
    Lightning Resist +90-100%
    Poison Resist +50%
    +45 to ALL ATTRIBUTES!!!!!
    +150 to Life
    +150 to Mana
    +20 to Strength
    +15 to Dexterity
    10% Life Stolen Per Hit
    15% Mana Stolen Per Hit
    50% Better Chance Of Getting Magic Items
    And many other bonus
    Comments: This set was designed for druids, it's the one I'm using right
              now. It's difficult to find something better and it's
              relatively easy to complete this set, there are only 4 items.
              The mace has 2-3 sockets and the helm 2, you could socket
              them with really nice runes, making this set unbeatable.
    To complete this set use these:
    i) Shield: Lidless Wall
    Defence: 271-347 (varies)(Base Defence: 50-150)
    Required Level: 41
    Required Strength: 58
    Chance to Block: 40%
    Durability: 40
    Paladin Smite Damage: 14 To 20
    +80-130% Enhanced Defence (varies)
    +1 To All Skills
    Increase Maximum Mana 10%
    20% Faster Cast Rate
    +3-5 To Mana After Each Kill (varies)
    +10 To Energy
    +1 To Light Radius
    Comments: Increases your cast rate and your mana, it suits elemental
              druids fantastically. Furthermore, it adds +1 To All Skills.
              The only con is the chance of block(40%) but the benefits
              are really something. Socket it with a perfect diamond at 
              act 5 to get +19 to all resistances.
    ii) Belt: Thundergod's Vigor
    Defence: 137-159 (varies)(Base Defence: 41-52)
    Required Level: 47
    Required Strength: 110
    Durability: 24
    16 Boxes
    +160-200% Enhanced Defence (varies)
    Adds 1-50 Lightning Damage
    5% Chance To Cast Level 7 Fist Of The Heavens When Struck
    +20 Lightning Absorb
    10% To Maximum Lightning Resist
    +20 To Strength
    +20 To Vitality
    +3 To Lightning Fury (Amazon Only)
    +3 To Lightning Strike (Amazon Only)
    Comments: Thundergod's Vigor is the right choice which requires a low
              level. Probably, the best is that it also increases your
              Maximum Lightning Resist, which is the most damaging
              elemental damage.
    iii) Gloves: Magefist
    Defense: 24-25 (varies)(Base Defense: 9-11)
    Required Level: 23
    Required Strength: 45
    Durability: 18
    +20-30% Enhanced Defense (varies)
    +10 Defense
    +1 To Fire Skills
    20% Faster Cast Rate
    Regenerate Mana 25%
    Adds 1-6 Fire Damage
    Comments: At this rate you will have enough mana, so lest's increase
              our fire damage.
    iv) Amulet: Mara's Kaleidoscope
    Required Level: 67
    +2 To All Skill Levels
    All Resistances +20-30 (varies)
    +5 To All Attributes
    Comments: Well, obviously this is the best amulet of the whole game by
              far. If you don't find it, Seraph's Hymn(+2 To All Skills) is
              a nice choice also. Don't get depressed if you can't find any
              of them, a Gaea's amulet(+3 Druid Elemental, required level:
              60) is a more than acceptable possibility.
    v) Rings: The Stone of Jordan(described before)
    At this level you could aim for:
    Bul-Kathos' Wedding Ban
    Required Level: 58
    +1 To All Skill Levels
    + (0.5 Per Character Level) 0-49 To Life (Based On Character Level)
    3-5% Life Stolen Per Hit (varies)
    +50 Maximum Stamina
    Comments: The leeching bonus makes it quite attractive, gives life and
              +1 To All Skill Levels.
    B) The Disciple(amulet,gloves,armor,belt and boots)
    Maximum required level:65
    +3 To All Skills
    Total defence: 1056-1294
    Cold Resist +83%
    Fire Resist +139%
    Lightning Resist +65%
    Poison Resist +100-115%
    +100 to Mana
    +20 to Strength
    +10 to Dexterity
    Half Freeze Duration
    And many other bonus
    Comments: It's not as astounding as Aldur's Watchtower, but it's is
              really good because it allows you to use a druid hat, which
              implies +2 to all skills and allows you to use 2-hands weapon
    i) Helm: Jalal's Mane
    Defence: 247-297 (varies)(Base Defence: 73-98)
    Defence: 73-98
    Required Level: 42
    Required Strength: 65
    Durability: 20
    (Druid Only)
    +150-200% Enhanced Defence (varies)
    30% Faster Hit Recovery
    20% Bonus To Attack Rating
    +2 To Druid Skill Levels
    All Resistances +30
    +5 To Mana After Each Kill
    +20 To Strength
    +20 To Energy
    +2 To Shape Shifting Skills (Druid Only)
    Comments: All Resistances +30!!!, +2 To Druid Skill Levels and a high
              defence. This helm is a lovely choice.
    ii-1 hand ) Weapon: Dark Clan Crusher
    One-Hand Damage: 17 To 61 (39 Avg)
    Required Level: 34
    Required Strength: 25
    Durability: 24
    Base Weapon Speed: [-10]
    +195% Enhanced Damage
    +200% Damage To Demons
    +50% Damage To Undead
    +200 To Attack Rating Against Demons
    +20-25% Bonus To Attack Rating(varies)
    +15 Life After Each Demon Kill
    +2 To Druid Skill Levels
    Comments: The damage is pitiful, but +2 To Druid Skill Levels makes
              this weapon a sensible choice. And you can continue using
              the Lidless Wall shield. 
    ii-2 hands) Weapon: Athena's Wrath
    Two-Hand Damage: (45-50) To (113-224) (79-137 Avg)
    Required Level: 42
    Required Strength: 82
    Required Dexterity: 82
    Durability: 65
    Base Weapon Speed: [-10]
    +150-180% Enhanced Damage (varies)
    + (1 Per Character Level) 1-99 To Maximum Damage (Based On Character
    + (1 Per Character Level) 1-99 To Life (Based On Character Level)
    30% Increased Attack Speed
    +1-3 To Druid Skill Levels (varies)
    +15 To Dexterity
    Comments: My former weapon. A scythe with +3 to Druid Skills is a bit
              risky, considering than you can't use a shield which is a
              must at Hell level. But I survived until I can use the
              complete Aldur's set. And a druid using a Hunter's Guise
              and a scythe looks really cool!!! You seem to be the devil
              who has been described like this way many times.
    iii) Rings: the same used in Aldur's set.
    C) If you can't find any of this sets, then I recommend using this
    armor: Skullder's Ire
    Defence: 634-732 (varies)(Base Defence: 225-243)
    Required Level: 42
    Required Strength: 97
    Durability: 90
    +160-200% Enhanced Defence (varies)
    Repairs 1 Durability In 5 Seconds
    + (1.25 Per Character Level) 1-123 % Better Chance Of Getting Magic
      Items (Based On Character Level)
    +1 To All Skill Levels
    Magic Damage Reduced By 10
    Comments: More than acceptable defence, +1 To All Skill Levels and
              extra vitality.
    Boots: Natalya's Soul
    Defence: 112-169 (varies)(Base Defence: 37-44)
    Required Level: 25
    Required Strength: 65
    Durability: 66
    Assassin Kick Damage: 23-52
    +75-125 Defence (varies)
    +40% Faster Run/Walk
    Heal Stamina Plus (0.25 Per Character Level) 0-24% (Based On
    Character Level)
    Cold Resist +15-25% (varies)
    Lightning Resist +15-25% (varies)
    Comments: Tearhaunch are one of the best boots due to their
              resistances, if you want to change them do it by Natalya's
              Soul which defence is high and their resistances also.
    The rest of items has been described in the previous sets.
    III) God's Equipment(75 to 99 level)
    If you are really addicted to this game, these are the items you should
    aim for. Some of them are rune words and consequently it could take
    several months, years or centuries to complete this ideal equipment.
    A1) Helms: Ravenlore
    Defence: 343-390 (Base Defence: 103-155)
    Required Level: 74
    Required Strength: 113
    Durability: 20
    (Druid Only)
    +120-150% Enhanced Defence (varies)
    +7 To Raven (Druid Only)
    +3 To Elemental Skills (Druid Only)
    +20-30 To Energy (varies)
    -10-20% To Enemy Fire Resistance (varies)
    All Resistances +15-25 (varies)
    Comments: A Gaea's pelt has also +3 To Elemental Skills, but the
           defence won't be that high. A real elemental druid must own it.
    A2) Helms: Delirium(runeword)
    1% Chance To Cast Level 50 Delirium* (morph) When Struck
    6% Chance To Cast Level 14 Mind Blast When Struck
    14% Chance To Cast Level 13 Terror When Struck
    11% Chance To Cast Level 18 Confuse On Striking
    +2 To All Skills
    +261 Defence
    +10 To Vitality
    50% Extra Gold From Monsters
    25% Better Chance of Getting Magic Items
    Level 17 Attract (60 Charges)
    Comments: If you only get +2 To All Skills, why should I own this?
              Delirium  morphs you into a Bone Fetish for a period of
              about 1 minute, it makes you look really cool!!
    B) Armor: Enigma(runeword)
    +2 To All Skills
    +45% Faster Run/Walk
    +1 To Teleport
    +750-775 Defence (varies)
    + (0.75 Per Character Level) +0-74 To Strength (Based On Character
    Increase Maximum Life 5%
    Damage Reduced By 8%
    +14 Life After Each Kill
    15% Damage Taken Goes To Mana
    + (1 Per Character Level) +1-99% Better Chance of Getting Magic
    Items (Based On Character Level)
    Comments: Err,... the only pity is that it hasn't any resistances, but
              you could solve it socketing any of your items with Um runes.
              Consider that the overall defence of your armor could be 1300-
              1500, due to the 750-775 Defence bonus.
    C1) Weapon: Heart of the Oak(runeword)
    +3 To All Skills
    +40% Faster Cast Rate
    +75% Damage To Demons
    +100 To Attack Rating Against Demons
    Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
    7% Mana Stolen Per Hit
    +10 To Dexterity
    Replenish Life +20
    Increase Maximum Mana 15%
    All Resistances +30-40 (varies)
    Level 4 Oak Sage (25 Charges)
    Level 14 Raven (60 Charges)
    +50% Damage To Undead
    Comments: +3 To All Skills and +30-40 to all resistances is something
              to consider, it could be socketed in a on-handed weapon
              allowing you to use a shield. Apart from that the name suits
              perfectly to a druid.
    C2) Weapon: Earth Shifter
    Two-Hand Damage: (115-132) To (630-720) (372.5-426 Avg)
    Required Level: 69
    Required Strength: 253
    Durability: 60
    Base Weapon Speed: [20]
    +250-300% Enhanced Damage (varies)
    +50% Damage To Undead
    +7 To Elemental Skills (Druid Only)
    25% Chance To Cast Level 14 Fissure On Striking
    10% Increased Attack Speed
    33% Chance of Crushing Blow
    10% Faster Cast Rate
    Level 14 Volcano (30 charges)
    Comments: 7? Yes, you have read well. It adds +7 to elemental skills.
              It only has a con, you need 253 strength to use it.
    D) Shield: I continue recommending Lidless Wall if you are using a
               one-handed weapon.
    E) Belt: Arachnid Mesh
    Defence: 119-138 (varies)(Base Defence: 55-62)
    Required Level: 80
    Required Strength: 50
    Durability: 12
    16 Boxes
    +90-120% Enhanced Defence (varies)
    Slows Target By 10%
    +1 To All Skills
    +20% Faster Cast Rate
    Increases Maximum Mana 5%
    Level 3 Venom (11 Charges)
    Comments: Like the Lidless Wall shield, this item is ideal for casters.
    F) Boots: Natalya's Soul
    Defense: 112-169 (varies)(Base Defense: 37-44)
    Required Level: 25
    Required Strength: 65
    Durability: 66
    Assassin Kick Damage: 23-52
    +75-125 Defense (varies)
    +40% Faster Run/Walk
    Heal Stamina Plus (0.25 Per Character Level) 0-24% (Based On Character
    Cold Resist +15-25% (varies)
    Lightning Resist +15-25% (varies)
    Comments: Fast Run/Walk and high resistances.
    G) Gloves: Gloves: Magefist
    Defense: 24-25 (varies)(Base Defense: 9-11)
    Required Level: 23
    Required Strength: 45
    Durability: 18
    +20-30% Enhanced Defense (varies)
    +10 Defense
    +1 To Fire Skills
    20% Faster Cast Rate
    Regenerate Mana 25%
    Adds 1-6 Fire Damage
    Comments: At this rate you will have enough mana, so lest's increase
              our fire damage.
    H) Amulet: Mara's Kaleidoscope is still the best choice.
    I) Rings: The ones described on the Advanced Equipment section.
    IV. Charms
    I recommend to own as more elemental skillers as possible, they're a
    must for us, the elemental druids. Some resistances charms is a good
    idea also.
    Unique charms:
    Required Level: 70
    +1 To All Skills
    +10-20 To All Attributes (varies)
    All Resistances +10-20 (varies)
    +5-10% To Experience Gained (varies)
    Comments: Yes, it exists. But I've never saw it. It's only dropped from
              Über Diablo, a super Diablo that appears out of the blue on
              battle.net realms. 
    Gheed's Fortune
    Required Level: 62
    80-160% Extra Gold From Monsters (varies)
    Reduces All Vendor Prices 10-15% (varies)
    20-40% Better Chance of Getting Magic Items (varies)
    (Ladder Only)
    Comments: I own it. It only appears at battle.net, it gives you more
              chances of getting more money and magic items, and remember
              that the nearer you're to magic items the nearer you are to
              uniques, sets or rare runes.
    * 10. Bosses Guide        !!!!!!!POSSIBLE SPOILERS!!!!!!!
    I. Typical Monsters
    ACT I
    Firstly, kill all the monster that are outside the cementary, then go
    through the doors. This boss is annoying because she is always moving so
    it's difficult to hit her. The graveyard were she lays it's plenty of
    zombies also, but they're not a match for you; don't lose time killing
    them cause she revive them. Try to surround her in a corner with your
    wolves(in Normal you will only have one wolf) and finish her with
    Volcano or Fissure(Firestorm in Normal).
    Difficulty: 3/10
    He is extremely slow but resistant also. Firstly, kill all the monsters
    around him, after that your summonings will distract him while you fry
    him with your spells.
    Difficulty: 2/10
    Kill her army first, attract them then kill them one by one. Finally,
    face the countess, the same as always send you summonings to distract
    her and cast Fissure or Volcano over her. Try to avoid her pitiful
    Firewall. An easy one also. =)
    Difficulty: 3/10
    Let me introduce you Griswold’s older brother. Slower and tougher than
    him, as always the same tactic summonings and spells.
    Difficulty: 3.5/10
    Wow, this one is hard. Her poison attack is deathly. Firstly, clear the
    zone, once you open the door of her sanctuary kill the monsters which
    dwell before the columns to not request Andariel's attention. When the
    battle is clear go for her. Remember, summon and re-summon because her
    poisonous attacks will kill your wolves really quickly. Be prepared to
    run if run out of mana, because she is deadly but if you cast spells
    from the distance you could kill her without problems, considering that
    she is vulnerable to Fire spells, so let's start the barbeque.
    Difficulty: 6.5/10
    ACT II
    His breath stinks!! :P He's as poisonous as Andariel was and can 
    resurrect his army of skeletons so summon your wolves near him and fry
    him to kill him quickly, because when he dies his army dies.
    Difficulty: 5.5/10
    His minions are all over the room throwing poison everywhere, summon
    your wolves and cast Fissure, really useful in this case. Once his 
    minions are dead he will be an easy pray he can't attack.
    Difficulty: 3.5/10
    His cold spells are really something, try to avoid them and destroy him,
    his low HP will be his doom. Summon your wolves in his platform and then
     cast Volcano over him.
    Difficulty: 3.5/10
    He has Holy Freeze and lots and lots of HP. In Normal, he will be a
    challenge(no in Hell and Nightmare) because your spells aren't strong
    enough and your summons will die quickly. So then? Re-summon eternally
    and cast Fissure when possible, it's probably the longest combat for
    the Flaming Druid but absolutely possible to kill him. Be fully
    provided of mana potions, you'll need them.
    Difficulty: 8/10
    Fight them one by one, they will be an easy prey for your summons, 
    hireling and spells. If you fight against more than one at a time it
    will be hard.
    Difficulty: 6.5/10
    Firstly, clear the zone. Then summon your wolves over him and fry him
    with Fissure. Without doubt the weakest of the 3 Great Devils, but be
    cautious because if all of your summonings are killed he could cast
    Blizzard or even better Lightning over you, I can assure that he can
    kill you with one of these.
    Difficulty: 4.5/10
    ACT IV
    Clear the area and the face him, don't get to close he can cast a
    freezing Nova like Mephisto, so as always the same strategy. Summon
    and fry. This one is an easy one.
    Difficulty: 4/10
    He looks like a tough enemy, but he's a piece of cake. Lower HP than
    Izual, burn him into ashes.
    Difficulty: 2.5/10
    This ones are uniques, not bosses but I find necessary to talk about
    them due to their difficulty. The guardians of the temple of Diablo.
    They're tough and are always helped by a considerable army. Firstly try
    to kill their army and then go for the boss. The Vizier is probably the
    easiest, then come Lord de Seis with his fucking curses, he's really
    dangerous his spells weaken your summonings. Take care with the Infector
    he and all his army are really strong, I'll try living them for the
    final when the whole area is clear to be able escape easily. Try to
    attract a few of them and kill them like the Council.
    Difficulty: 7/10  6/10  7.5/10
    Big D is in my opinion one of the toughest bosses at the same level that
    Baal. With him the hireling is useless, Diablo's Lightning Inferno is
    deathly(50% physical damage, 50% Lightning damage) try to avoid it. His
    Flame Circle is vicious because your spirit will die with 1 or 2 of
    them which implies a considering amount of mana when maxed. His Cold
    Touch damages critically your summonings. The main strategy is the same
    as always: summon and re-summon your wolves when they die, cast Fissure
    over Diablo one time after another and be careful with his Lightning
    Inferno. Remember to open a safe Town Portal before beginning the
    combat. In Nightmare and Hell, it will be a extremely long combat which
    requires many potions but it's a relatively easy combat. In Normal,
    when your summonings and spells aren't enough powerful you could suffer
    to beat him but it's absolutely possible to kill Big D.
    Difficulty: 9/10
    ACT V
    A strong enemy who mainly bases its strength on his suicide army, get
    rid of them attracting them and when the whole army is defeated finish
    him with the usual strategy. Summonings and Fissure.
    Difficulty: 5/10
    I really hate this boy. We could be considered ranged players when
    casting spells but his teletransport makes his Arctic Blast a dangerous
    menace for us. But this is not the worst, he can summon monsters and
    when they are dead, he casts Corpse Explosion, but not the usual one.
    He casts the one which appeared in DIABLO II(not the expansion) were
    this skill was extremely overpowered depending on your equipment one
    touch could imply your dead, so don't get near any dead corpse. The
    strategy as always is summonings and Fissure.
    Difficulty: 8/10
    The famous Ancients, their fame is not a fake. They use respectively
    Whirlwind, Shout, Double Throw and Leap Attack. In Nightmare and Hell
    mode, they receive immunities and extra abilities like most uniques,
    this could make them a tough burden. If their immunities are too much
    for you then open a Town Portal and recast the ancients again, their
    abilities will change. What makes this combat really tough is without
    doubt that you can not run away, when you open a Town Portal the
    Ancients disappear and you have to fight against them with full HP.
    So try to fight one-by-one them, I'm not saying this is going to be
    easy, because they move all the time, but remember summon and cast
    Fissure, if you can surround any of the Ancients cast Volcano over him.
    Difficulty: 9.5/10
    They are uniques(not bosses), but I find that a piece of advice will be
    appreciated. Colenzo is a shaman, he and his minions are pitiful you
    will crush them so badly. Achmel and his poison skeleton mages are not
    bad, but they will be an easy prey for you. Bartuc and his army are
    tough, try to fight them one-by-one like you already did with the
    Council. Let Bartuc for the final he's a tough guy, but alone he's not
    that dangerous. The same strategy with Ventar and his army. Lister and
    his friends are a nightmare, to kill one of them alone is difficult
    cause their hits makes you dizzy, so don't let them surround you
    because it will hurt too much.
    Difficulty: 4/10   5.5/10   7/10  8/10  9/10
    Finally, the Lord of Destruction. His melee attacks aren't dangerous
    but we are not melee fighters and this disadvantage makes this combat
    the hardest one. He can cast Mana Rift, a beam which consume lots of
    mana, but the worst is the Hoarfrost, an ice arrow than freezes and
    pushes you and your summonings. Try to surround him with your
    summonings, then cast Fissure over him, when this happens he tends to
    teletransport anywhere and create a clone of himself. Apparently,
    they're the equal, but the clone has lower defence and his HP decreases
    faster, so leave him a go for the real Baal. This combat is hard not
    only because of the tons of mana potions you're going to use, his clone
    and his spells specially the Hoarfrost will kill your summonings
    faster than you can imagine, be especially cautious with getting
    surrounded by Baal and the clone, a double Hoarfrost will drain your HP
    Difficulty: 10/10
    @       Über Diablo       @
    Well guys, this boy is tough, really tough. But not for my Blizzard
    sorceress who crushed him so badly. :P
    When he appears in a game a message appears in your screen: "Diablo
    is walking on the Earth". He can appear in 2 different points:
       Act 1, Stony Field, in the are where it's a portal to Tristan
       Act 5, Frigid Highlands, near the Waypoint, where Eldricht stays
    He's like the usual Diablo, but with higher HP, higher resistances to
    all, more damaging attacks and using constantly Armaggedon(It's really
    A Flaming Druid, it's not a Hammerdin,a Sorceress or a Trapassin, builds
    absoultely broken. So we can't defeat him easily, the strategy is the
    same we used against the original Diablo. But the combat can be really
    proving cause his autohealing is insanely high.
    The Dilema:
    So then, is it really possible to defeat him with a Flaming Druid?
    To be honest, I don't know because I didn't have the chance, but I
    guess, well I'm almost sure, that it won't be possible. But an Annilus
    is a really attracting candy for anybody, so if you want to defeat
    Über Diablo by any means, then read the next point.
    The Dirty Trick:
    There is a trick to defeat Über Diablo with any build in the game. How?
    Act 1: Firstly, clear the way between Burial Grounds and Stony Field,
    to not get many interruptions, but don't kill Blood Raven yet.
    Secondly, attract him to Burial Grounds, now kill Blood Raven and
    voila, the thunderstorm will kill the apparently invencible Über Diablo.
    Act 5: The trick is similar here. Attract Über Diablo to the area where
    Shenk dwells, now kill Shenk and in this case a deathly rain of
    explosion from the catapults will erase him from the Earth.
    Congratulations enjooy your Annilus!!!!
    * 11. Legal Stuff
    This document is Copyright 2004 Joan Roda. All trademarks and copyrights 
    contained in this document are owned by their respective trademark and 
    copyright holders. Feel free to distribute or post as long as you don't
    change my name or try to make any money off of it, okay? Letting me know
    about it would be appreciated too. (joanroda@eresmas.com)
    This FAQ is exclusive to the following websites:
         GameFAQS            http://www.gamefaqs.com/
         DLH.net             http://dlh.net/
    * 12. Special Thanks
    To Konstantin Inozemtsev, Levent Tekbas and Christopher Yao among others
    for their comments, critics, suggestions or just questions which have
    helped this FAQ to grow in contents and quality.
    To Blizzard for creating this fantastic game.
    To Battle.net for all the useful information posted at The Arreat Summit
    To CJayC for posting it in his marvellous website.
    To me for writing this FAQ.
    To you for reading it.