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    FAQ by EKenworthy

    Version: 1.1 | Updated: 01/28/97 | Printable Version | Search Guide | Bookmark Guide

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    From: ekenworthy@cix.compulink.co.uk ("Edward Kenworthy")
    Subject: Unofficial Diablo Player's Guide v1.1
    Message-ID: <E4px25.4zM@cix.compulink.co.uk>
    Organization: Compulink Information eXchange
    Date: Tue, 28 Jan 1997 12:22:53 GMT
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            The Unofficial Diablo Player Guide v1.1 28th Jan 1997
                    written Edward Kenworthy
    So why am I writing this player guide ? Basically because I had a look on 
    the Web and couldn't find any that were any good. An awful lot of very 
    pretty looking Diablo pages and FAQs but they either lacked substance or 
    were woefully out of date covering such things as "when will Diablo be 
    released ?". And besides I've played a lot of Diablo and I can write and 
    I want to do it. So here it is. Version 1.0 of my player's guide.
    This guide is not a faq - it's written in a more prosaic style and to be 
    blunt there are some things I just don't care about and so will probably 
    never include a section to cover them (unless I get nagged enough ;)). 
    Such subjects include "How do I play Diablo without a CD ?" "How do I 
    play Diablo on Windows 2.1 ?"  "How do I play Diablo on my Linux install 
    ?" - I DON'T CARE ! Go whine at someone else you sandal wearing hippy ! 
    ;-). I have a Pentium running Windows 95 and 48 MB of memory and 
    everything is just fine. (Well nearly, but I won't bore you with my petty 
    whinges if you don't bore me with yours :)). All I'm interested in is 
    playing the game !
    Note also that I've generally avoided including stuff that's in the 
    manual. If you want that then RTFM !:)
    Spoiler Alert
    One word of caution. There are spoilers in here. Because of the style I 
    have chosen to use for this guide they are scattered through out the text 
    as appropriate with no other warning. If you want to enjoy all the 
    surprises then don't read this ! I certainly enjoyed (and am still 
    enjoying) the surprises and won't be offended if you feel the same way 
    and therefore choose not to read the rest of this guide.
    Legal Stuff
    Sorry ! :(
    I'll keep this as short as I can. This guide is copyrighted by me, Edward 
    Kenworthy, 1997. Feel free to copy this guide as many times as you like 
    and put it on your web pages or wherever; you can even print it if you 
    like to read in the... bath. Please just give me the credit I'm due :=).
    Under no circumstances may you charge for this guide or any part of it.
    If you want to contribute anything then that's great, just send it to me 
    at: ekenworthy@cix.compulink.co.uk and you'll receive full credit. I get 
    to keep full copyright on the guide and any contributions (and you accept 
    that condition by posting me contributions), but hey that's no problem as 
    the guide will always be free - it's just to avoid any misunderstandings.
    Character Class
    At first glance and after playing Diablo for a short while it seems that 
    there are only three significant differences between the three available 
    character classes: which skill do you receive, what sex are you and what 
    are your starting stats. It seems that from then on you can follow 
    whichever path you wish regardless of your starting class choice. To a 
    degree that is true but there are other less obvious differences between 
    the different classes. Firstly depending on which class you chose you 
    gain more or less for allocation of points to differing stats - the 
    Wizard, for example, gains 2 mana points for each point allocated to the 
    Magic stat - the other two classes gain only one. Also his maximum Magic 
    is higher than that of the other two classes - the maximum Magic for a 
    Rogue is 70, for example. The Rogue and Warrior have similar benefits 
    with regards to Dexterity and Strength respectively.
    The other difference between the classes is that each is quicker at doing 
    what it is best at. The Rogue is faster firing her bow, the Warrior 
    faster at swinging his axe or sword or mace and the Wizard faster at 
    casting spells.
    Character Stats
    This is the primary statistic of the warrior. It has two effects. Firstly 
    it adds a bonus to the damage inflicted by your character - whether melee 
    or ranged weapons. Secondly it allows you to use certain items of 
    equipment - armour and weapons - which usually have a minimum strength 
    requirement to use.
    This is the primary statistic of the Wizard. It has a number of effects. 
    Firstly it determines how many points of Mana you have to cast spells. 
    Secondly it allows you to be able to cast spells (see the section on 
    spells below) and thirdly some staves and all scrolls have a minimum 
    Magic requirement to use. Some magic items give a bonus to Magic; these 
    are called names like "of the Dragon" or "of Wizardry" dependent on how 
    much of a bonus they give. Some cursed magic items give a negative 
    "bonus" to magic and these are called "of the Fool" or similar.
    The primary statistic of the Rogue dexterity affects the character's 
    armour and "to hit" percentage. Some bows also have a minimum Dexterity 
    requirement for you to be able to use them. Some magic items give you a 
    bonus to Dexterity, these have names like "of Precision" or "of 
    Perfection" depending on how much of a bonus they give you.
    The only effect I am aware of that Vitality has is to give you hit 
    points. That's it. Some items give a bonus to Vitality and these are 
    called names like "of Health" or "of Vigour". Some items give a penalty 
    and these are called "of Illness", for example.
    Hit Points/Life
    This is a measure of how much damage you can take before you die. 
    Vitality, level and class are the basic factors in deciding how many hit 
    points you have. Some magic items give you an increase in hit points, 
    these items have names like "Armour of the Lion" or "Helm of the Wolf" 
    depending on how many hit points they give you.
    This is the amount of spells that you can cast. Magic items that give a 
    bonus to Mana are called things like "Spider's Ring".
    This is a measure of how hard it is for a monster (or player) to hit you. 
    How good your armour class is depends on your level. AC 40 is reasonable 
    at 10th level but sucks at 20th.
    A combination of the attacker's to hit and the defender's armour class 
    decides the attacker's chance to hit. Magic items give two possibly types 
    of bonus, either an absolute increase in your armour class eg an "Armour 
    10" item gives you an additional armour value of 10 if worn. Typically 
    this represents the physical protection given by the item (eg a helm) and 
    is not magical. Some Unique Items ("The Protector" is one I know of) have 
    an Armour value even if they don't obviously physically provide such 
    protection. "The Protector" for example is a staff - which does not 
    normally have an Armour value.) Magical items normally provide a magic 
    armour bonus expressed as a percentage (eg "+147% Armour"). This means 
    that after your Armour value is calculated it is modified by this bonus. 
    For example a bonus of +147% would turn a basic Armour of 100 into a 
    final Armour of 247.
    This is the amount of damage you inflict. It's a combination of your 
    Strength damage bonus, plus the damage inflicted by your weapon (but not 
    any additional variable damage, for example the 1-6 points of flame 
    damage your firey sword inflicts) modified by any % damage bonus any of 
    your items give you. Magic items that give a bonus are called things like 
    "Brutal Maul". Items that give a negative "bonus" are called things like 
    "Useless" :=). Some magical items give a fixed increase in damage, for 
    example +6 to damage. These items are called things like "Sword of 
    To Hit
    This is your chance to hit an unarmoured monster. It's based principally 
    on your level and Dexterity and is modified by any magical items you have.
    There are three types of resistance available. Both characters and 
    monsters can have resistances in each of these three areas. Characters by 
    using magical items, monsters have them intrinsically and may even been 
    immune to one or more of them. The best that characters can manage is 75% 
    resistance to a particular thing. (One of my characters had unique item 
    once, a "Ring of Constriction" which gave her 75% immunity - which the 
    description said was maximum - in all three areas. Unfortunately it 
    drained hit points at the rate of 1 per second ! It quickly got converted 
    into cash.)
    * Fire - Resistance to fire gives the chance to completely avoid damage 
    from a firey source.
    * Lightning - Resistance to lightning gives the chance to completely 
    avoid damage from an electrical source.
    * Magic - despite the name this does not seem to give a general 
    resistance to magic. Instead it appears to be resistance to certain 
    magical attacks, the only one of which I am currently aware is Stone 
    By default each character radiates a certain amount of light. Certain 
    magical items can increase or decrease the strength and hence radius of 
    light emitted. This is particularly important for characters using 
    magical ranged attacks: bows and spells.
    Monster heroes also radiate light and this can be a useful warning that 
    there's a monster hero nearby. Monster hero's radiated light can even be 
    seen through walls (!) and if they're invisible. Just aim for the centre 
    of that moving patch of light !
    Swords: Dagger, Short Sword, Long Sword, Broad Sword, Claymore, Great 
    Sword, Bastard Sword, Two Handed Sword, Falchion.
    Maces, Flails and Morning Stars
    Staves: Composite, Short, Long
    Axes: Small Axe, Great Axe
    Ranged (Bows)
    Short Bow
    Long Bow
    Composite Bow
    Hunter's Bow
    Short War Bow
    Long War Bow
    Short Battle Bow
    Long Battle Bow
    There are a number of standard types of armour, listed below which 
    determines their basic armour value and required strength to use. These 
    are listed in increasing order of armour class.
    There are several different types of Headgear ranging from skull cap, 
    through cap and helm to full helm.
    Rags, robe, cape, leather armour, hard leather, studded leather, ring 
    mail, chain mail, banded, splint mail, breast plate, plate mail, gothic 
    plate, full plate mail.
    Buckler, small shield, kite shield, large shield, tower shield.
    Magical Items
    Rings and Amulets
    Spell Books
    Potions and Elixirs
    Mana. Restores Mana. Available in full and partial versions. Can be 
    bought from the witch.
    Health. Restores health. Available in full and partial versions. Can be 
    bought from the healer.
    Rejuvenation. Restores both health and mana. Full and partial versions 
    exist. Can be bought from both the witch and the healer. They are a lot 
    less cost effective than separate mana and health potions (Full Health 
    plus a Full Mana Potion costs 300 gold. A Full Rejuvenation costs 600)- 
    but takes up half the space and takes half the time in combat to imbibe 
    for the same effect.
    Elixir of X. There are elixirs for each of the stats that permanently 
    increase that stat by one. Note however that unlike magical items they 
    cannot increase that stat beyond the character classes limit. In this 
    case the Elixir is simply wasted. Can be bought from the witch at a cost 
    of 5000 gp. However she only ever has a limited selection and they only 
    seem to be offered once you reach about 25th level.
    Experience. I have only heard of this potion appearing in the beta 
    version. It could be bought from the peg-leg boy but had a rather serious 
    bug. Rather than giving a single level it immediately promoted the 
    imbiber to 50th level ! Something of a bug. Whether it exists in the 
    release version of the game or not I don't know (although there are some 
    50th level characters running around battle.net who have suspiciously low 
    hit points given their level...)
    Death in Diablo is never permanent and therefore not a disaster. If 
    you're playing single player then all you have to do is go back to your 
    saved game. You did save the game recently didn't you ? In multiplayer 
    you can re-start with the same character back in town. What happens is 
    that you lose all your mana - if you had any left - and are back on one 
    life. Obviously then a trip to the healer is the first order of the day. 
    (Nothing more embarrassing than getting all tooled up, trekking through 
    four levels of dungeon to recover your items only to be killed by a 
    Horror because you forgot to get healed first ! I know - it happened to 
    If you check your inventory you'll find that you lost everything you were 
    wearing - rings, armour, amulet, readied weapons, helmet, and some money 
    (except if you were killed by your own spell - eg you walked into your 
    own Wall of Fire or if you are on the "Down to Diablo" level). But 
    anything that was in your back pack (other than some money) or belt is 
    safe. Also you'll have all of the spells you've already learnt - you 
    can't lose those "weapons" even if it was readied - which is one of the 
    things that makes learnt spells so good.
    Next job is to consider whether it's possible for you to go and recover 
    your lost items (I'm assuming here that you were alone and not 
    resurrected) which will have been dropped where you were killed. The 
    worst possible place to have been killed was whilst surrounded by 
    monsters at the only entrance to a level. Chances are that as soon as you 
    arrive you'll be butchered again - so you may want to give it a couple of 
    goes and then give up if you get nowhere. (DO NOT GO IN WITH ANY READIED 
    ITEMS - you'll just lose those as well.) Try the suicide recovery 
    technique - below.
    Recovering Items
    There are two tactics for trying to recover your items. If you think you 
    can kill all the monsters using the equipment you have left (perhaps you 
    were caught by surprise and mobbed and now you now you'll clear the way 
    with a couple of well aimed lightning bolts) then arm up and go in a slog 
    it out, kill all the monsters and recover you items.
    The second method, I call the suicide recovery technique, involves diving 
    in with no items readied (perhaps just a mana shield running) and aiming 
    to grab as much of your stuff before being killed. As items are placed in 
    your backpack when you collect them when you're killed they all come back 
    with you to town. The exception to this is if you have no weapon readied 
    and you pick up a weapon it is automatically readied and, of course, when 
    you are killed gets dropped again. The answer to this is to have some 
    cheap dagger or lump of wood with a nail in (ie something you don't care 
    about losing) readied so any weapon picked up is safely stashed in your 
    back pack.
    As part of this tactic you may need to lure the monsters away from your 
    items first, by running up to them and then quickly running away before 
    doubling back. Alternatively you could treat this as a purely suicidal 
    run to get them well out of the way and set yourself up for the next life 
    when you can make a more leisurely collection.
            Level 1
    Holy Bolt
    Fire Bolt
    Charged Bolt
    Heal Other
            Level 2
    Town Portal
            Level 3
            Level 4
    Bone Spirit
    Standard Monsters
    This is a list of standard monsters. I may eventually get around to 
    listing their hit point ranges and resistances etc but I doubt it. Also 
    note that this list is possibly not complete. That's because you never 
    meet every monster in every game. I've only seen Guardians, for example, 
    in one game that I've played. Please feel free to email me any additions.
    * Zombies, Rotting Corpses, Ghoul, Black Death
    * Skeletons, Skeleton Captain, Corpse Axe, Corpse Bow, Burning Dead, 
    Burning Dead Captain, Horror, Horror Captain
    * Scavenger, Plague Eater, Bone Crusher, Shadow Beast.
    * Acid Spitter, Poison Spitter
    * Fiend, Gloom, Blink, Familiar
    * Overlord, Mud Man
    * Winged Demon, Gargoyle
    * Juggernaut, Frost Charger, Obsidian Lord
    * Storm Rider
    * Cave Viper, Gold Viper, Crimson Drake, Azure Drake
    * Lava Lord
    * Unseen, Stalker, Hidden
    * Goat men: Flesh Clan, Fire Clan, Stone Clan, Night Clan 
    * Succubus, Snow Witch, Hell Spawn. Soul Burner
    * Doom Guard, Blood Knight, Black Knight
    * Advocate, Magistrate, Counsellor
    * Guardian
    Monster Heroes
    * The Butcher - Overlord.
    * Skeleton King
    * Duke of Sludge - Mud Man.
    * Foulwing - Gloom.
    * Spine Sucker - Bone breaker.
    * Sir Gore - Blood Knight
    * Soulpus - Zombie
    * Rotfeast the Hungry - Zombie
    * Madeye the Dead - Burning Dead
    * Blackash the Burning - Burning Dead
    * Goretongue - Blackdeath
    * Skullfire - Corpse Bow
    * Moonbender - Blink
    * Archbishop Lazarus - Counsellor
    * The Dark Lord - guess who ;-)
    There are 16 levels with regular shortcuts straight back to town level - 
    which makes things easier. These short cuts occur at the beginning of 
    each new section. In multiplayer they are open straight away but you have 
    to be a minimum level to use them (dependent on the difficulty level). In 
    single player games they open when you find them in the labrynth.
    The first four levels are called the Dungeon and entered via the 
    cathedral. The next levels (5-8 inclusive) are called the Catacombs which 
    are entered from a small temple to the east of the town (slightly north 
    and east of where the town portals appear). Levels 9-12 are called the 
    Caves - the entrance to which is amongst the rocks on the way to the 
    peg-legged boy. The next levels (13-15) are called Hell and the direct 
    entrance is a glowing crack in the earth north west of the town, just to 
    the south west of the bridge you take on the way to the peg-leg boy. The 
    final level of Hell is called "Down to Diablo" rather than level 16 and 
    is got to through the pentagram on level 15 near the stairs up to level 
    One thing to be aware of. In the final level - "Down to Diablo" - and 
    that is that if you die - unlike all the other levels - you do not lose 
    any items. However because the game ends when (if) you kill Diablo you 
    lose any and all items that you left "safely" in the village. I lost 
    THREE unique items in this way. I was NOT pleased !
    This is the standard difficulty level.
    This is the second difficulty level. To start here you need to be at 
    least 20th level. All the monsters are significantly enhanced - but so 
    are the treasures and experience points. You'll gain more experience 
    clearing the first two levels of the Dungeon at Nightmare level than you 
    would clearing levels 5 to 8 ! But then even the Rotting Corpses average 
    over 100 hit points !! And don't ask about the Butcher...
    This is the third difficulty level. To start here you need to be at least 
    30th level. I haven't made it yet so I don't know the differences but I 
    assume it's the same as Nightmare level - only harder. I hate to think 
    how hard The Butcher is...
    The majority of shrines have a positive effect, whether it's to give you 
    two potions of full rejuvenation or add a couple of levels to all your 
    spells. However there are one or two that have a bad effect. I've never 
    experienced one so can't be sure but apparently there are.
    Strategies and Tactics
    Diablo, despite some people's claims, is not a strategy game. There are 
    no grand strategies you can plan and execute (please, before arguing, go 
    and look up the definition of the word strategy). Tactics and possibly 
    "Grand Tactics" yes, strategy no.
    Okay, onto the tactics.
    RUN !
    The number one tactic which you should learn and are never, ever, too 
    tough to ignore is RUN AWAY !!! There are two reasons for doing this. One 
    is to escape a tough monster - typically this will require running out of 
    sight, but for some monsters - like King Leoric - it may require leaving 
    the level as they are a bit more persistent and seem to have an almost 
    radar like sense of where you are (and they can open doors !!! The first 
    time King Leoric did this to me I almost jumped out of my seat. Shortly 
    after I was smeared all over the walls of the room I had been cowering 
    The second reason to run away is to string out the monsters. Numbers 
    count, for several reasons. Firstly each monster has a chance to hit you. 
    Two monsters attacking have double the chance of hitting and causing 
    damage than one monster. Four monsters four times the chance, etc. So 
    obviously you'll get killed more quickly and have less time to kill them. 
    Secondly each time you're hit it makes you stagger and spoils any spell 
    or blow you were preparing. Get hit often enough - more likely with 
    multiple attackers - and you'll never get a chance to hit back. Uh oh ! 
    Thirdly there are more targets for you to spread your attacks over which 
    leads onto the next combat tip:
    Concentrate Your Attacks
    Simple maths says that it's better for me to completely kill one monster 
    than wound three. The simple reason is that three wounded monsters fight 
    just as well as three healthy monsters and do just as much damage. Two 
    healthy monsters plus one dead one however do only two third's of the 
    damage. Concentrate your attacks on one monster until it is dead. 
    Generally you should concentrate on the weakest first to get them out of 
    the way quickly. This is particularly true with the monster heroes, who 
    typically have a large group of consorts. Avoid the big monster and aim 
    to kill off all his hangers-on before turning on him.
    Dealing with Ranged Attacks (Bow Fire and acid/poison spit)
    There are four main ways of dealing with ranged attacks and which you 
    choose depends on your character and the circumstances.
    * Shoot it out. If you think you're hard enough (and obviously have a 
    good ranged attack) then you can choose to simply dive in and shoot it 
    out. A variation on this is to duck back a bit (to reduce the number of 
    enemy firers) and then shoot. Picking them of one by one and slowly 
    advancing (possibly guessing the firer's off-screen location by where 
    their missiles are coming from.) This only really works with skeleton 
    archers (and their variants). Goatmen and poison spitters, for example, 
    will just follow you. In which case, use option two. Duck around a corner 
    and wait for them to follow you and pick them off one by one as the come 
    around. This also works if you have no ranged attack as it brings them 
    into melee range (otherwise monsters that have a range attack runaway if 
    you come too close). Ranged weapons include both spells (lightning bolt 
    being one of the best) and bows.
    * Simply dive in and try and corner the archers and butcher them where 
    they stand. Be careful though as quite often by moving closer you'll come 
    into range of more archers. And of course the archers runaway from you as 
    you come closer.
    * Run for it. The first variant is to duck around a corner and wait for 
    them to follow you before picking them off one by one (corners are 
    preferable to doorways in this case). The second variant is to decide 
    it's all too much for you at the moment and you need to "re-group" then 
    simply keep running...
    * Finally use spells. Golem - which monsters seem to ignore (!) - and 
    Firewall are good spells.
    Handling Large Groups of Monsters
    There are a number of ways you can handle large groups of monsters. 
    * Firstly you can sod subtlety and simply wade in for a gore-fest. This 
    only really works if you armour is good enough that they are unlikely to 
    hit you otherwise you're in trouble (see the section on Running Away for 
    reasons why).
    * Secondly you could use mass destruction spells like multiple Lightning 
    bolts or Novas to even up the numbers.
    * Thirdly you can run away in order to string out the monsters and then 
    pick them off one by one - either hand to hand or with bow or spell fire.
    * Firewall is also a good way to thin out numbers.
    See also:
    * The section on Death for item recovery tactics.
    Etiquette and Scams to Beware Of
    Player Killing
    In a word - Don't.
    Whilst in Diablo it is possible to deliberately kill another player (but 
    not in town where no combat or spell casting, other than healing, is 
    allowed. Why casting healing is allowed when there is a healer to do it 
    for free is beyond me.) It is frowned upon in the Diablo community - and 
    quite rightly so. Not because we're all a bunch of wimps who couldn't 
    handle a deathmatch game of Quake but for two reasons. Firstly because 
    most of us feel it is against the spirit of the game - we're supposed to 
    be crusading against this great evil - Diablo - not butchering each other 
    for mere monetary gain. And secondly because there are no real safeguards 
    against a 20th level character turning up in a multiplayer game and 
    butchering all the 10th level characters he can find. (I have a 28th 
    level Rogue and I have no doubt she could butcher and entire party of 
    10th level characters - level makes a *big* difference. Great fun - not.) 
    So don't be a PKilling pillock. If that's your game why not go back to 
    pulling the wings off butterflies and leaves us to enjoy our game ?
    Top Tip: If your 10th level character is being attacked by a 20th level 
    PKiller then the easiest way out (and best way to deny the bastard any 
    reward) is to hit Escape and chose "Quit Diablo" or "New Game". Then 
    restart, go back to the same game and, whilst safely in Town, loudly 
    broadcast the fact that a certain player just tried to murder you. Or 
    perhaps bring your 25th level character with his vicious 2-Handed Sword 
    of Might into the game track down the rotten sod and return the 
    A word of caution. It is possible to kill another player even if you are 
    "player friendly" by the incautious (deliberate or accidental) use of 
    missile weapons or spells. Often you'll find those dumb warriors just 
    insist on wandering in the way of your hail of arrows. Always apologise - 
    even if they were stupid and it was their fault. It avoids any mistakes 
    over attempted PKilling. The caveat is never, ever fire into a melee 
    where you don't have a clean shot. It just pisses people off.
    One of the down sides to not being able to attack another player in town 
    (this might seem strange given my above demagoguery) is that it is easy 
    to rip players off (or to be ripped off). There is *no* secure way to 
    trade items - this is something that Blizzard really should fix - and 
    unlike in the real world because violence is not allowed in town (and 
    there's no police force - not with the king dead anyway ;)) there's no 
    way to *force* the thief to hand back your goods.
    Scams to be aware of.
    Number one and most blatant is "Let me just have a look at that Kingly 
    Plate of the Zodiac just to see if I can use it." And then he does a 
    runner leaving the game. One way to deal with this is to trade from 
    opposite sides of the river. That way you can see what each of you has 
    dropped but neither of you can get away with both.
    Note there is a bug in Diablo which means that items just "disappear" in 
    multiplayer games. I've confirmed this in a direct connection game where 
    on occasion items would be visible on one computer but not the other ! 
    And then disappeared.
    Most players however are honest, the word is never to trade anything 
    you'd be terribly upset to lose... The Witch and the Blacksmith may offer 
    ridiculously low buying prices - but at least you know they'll honour 
    what they say.
    Another unpleasant scam to be wary of seems to be perpetrated by low 
    level characters on higher level ones. Basically they beg to come along 
    on foray with you - and then if you get killed steal all your items and 
    run !! RYAN you theieving bastard - when I find you you are DEAD !
    What Next ?
    From the ending it appears that a sequel is on its way. And why not ? The 
    Diablo engine seems capable of doing so much more... So here are some 
    ideas for Blizzard :=)
    * Make the principle baddies a lot more... different. Diabol and Lazarus, 
    for example, were simply improved versions of the other monsters - more 
    hits and more damage sure but basically the same.
    * Vampires with level drain. Now there's a monster to worry about, 
    *especially* at high level. Kill the vampire to recover lost levels.
    * Some out of dungeon stuff. Fighting in the village and raids on it by 
    * Secure trading between players.
    * No deliberate PKilling possible, *or* have the villagers ignore 
    PKillers - afterall they're after heroes not more evil types so why 
    should they help them (heal, trade, identify items) ?
    * New character classes: Cleric, Paladin etc. With *useful* skills. For 
    the cleric Heal/Heal Other - but only to a maximum of 50% of total life 
    * Call unique items "Artefacts" or "Relics".
    * Allow some monsters, Ghosts or spectres or something, to walk through 
    walls. Now that would be frihtening the first time it happened !