Diablo II FAQ/Walkthrough v0.04
Jonathan Fate
Citadel Corporation
<E-mail: citadel@adexec.com>

Contents:

1. Version History
2. Introduction
3. Basic Gameplay
4. Character Analysis
5. Playing Tips
6. Quest Walkthroughs

Appendices:

1. Skills, Spells and Magic
2. Magical Items - Prefixes and Suffixes
3. Mundane Items - Item Attributes
4. Rare Items
5. Uniques
6. Set Items
7. Magical Shrines and Fountains
8. Monster Tables

Acknowledgements

Legal/Contact Information

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Section 1 : Version History

Version 0.04 - Dated 27th June 2000
------------
As promised, I've added the weapons and armor tables this time. I have also
completed the Shrines and Rare Items sections. The good news is I'm getting 
Diablo II on Thursday. Finally...

Version 0.03 - Dated 24th June 2000
------------
Added some unique weapons and armor listings, a few monster listings and 
amended some basic information in the list of enchantments on magic items.
I also added a Set Items section to the growing Appendix. There should be 
another update pretty soon once I finish my research paper. When I do, I
will put in the weapons and armor tables.

Version 0.02 - Dated 22nd June 2000
------------
Added information on the Stash in Section 5 under Playing Tips, and basic 
information on some prefixes, suffixes and pieces of equipment. I will put
in some weapons listings, rares and uniques after sorting through my notes
tomorrow.


Version 0.01 - Dated 20th June 2000
------------
Based on information garnered from the Diablo II Stress Test. This 
preliminary FAQ/Walkthrough contains a systematic guide to the first two 
quests in Act 1, as well as basic gameplay information. There will be more 
updates after Citadel Corporation receives the commercial version of 
Diablo II on the 29th of June.

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Section 2 : Introduction

Trouble brews in the wake of the Dark Wanderer...

It is a year after the troubles in Tristram, yet the black wind howls as 
chaos descends upon the world. Five adventurers band together to stave the 
plague of evil, in a race against time to stop the second incarnation of 
Diablo from freeing his sinister brethren...

Diablo II is the sequel to Blizzard's best selling adventure/RPG Diablo, 
released back in 1996. Like the original, the player assumes the role of a 
hero questing to defeat the evil Diablo, only this time, Diablo is joined 
by Baal and Mephisto, and an army of lesser demons, all eager to feast on 
your flesh.

This FAQ/Walkthrough attempts to provide players with a simple yet 
comprehensive guide to the game, a detailed analysis of characters, quest 
walkthroughs and a slew of other information. Details, corrections and 
changes will be added as the game progresses. Check back for frequent 
updates at www.gamefaqs.com.

If you have any CONSTRUCTIVE comments, suggestions, queries or information, 
kindly send them to me via e-mail at citadel@adexec.com. 

If you want to post this FAQ/Walkthrough at your website, please read the
Legal Information section carefully before doing so. Citadel Corporation
assumes that you agree to the terms stipulated in the Legal Information 
section upon receiving and processing your request and claims of ignorance
will not be entertained.

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Section 3 : Basic Gameplay

"Much has changed since you left here my friend..."

- Ogden, Tristram Innkeeper - 

Much has changed since the days of Diablo. The controls are much smoother, 
and the interface has been streamlined for convenience and ease of play. 

While playing the game, you can call up the HELP menu with the 'H' key.

Basic Commands:

C/A - Calls up the Status screen
I/B - Calls up your Inventory
Q - Calls up the Quests menu
T - Opens the Skill Tree menu
S - Opens the Skills Speed Bar
R - Toggles Run/Walk
Z - Show Minion/Hireling Portraits

Ctrl - Hold down Ctrl to Run
Shift - Hold down to Stand still
Alt - Hold down to Show Item Tags

F1-F8 - Skill Hotkeys
1-4 - Use Belt items

Map Options:

Tab/Mouse 3 - Open Automap
F9 - Center Automap
F10 - Fade Automap
F11 - Show Party on Automap
F12 - Show Names on Automap

Multiplayer Options:
These commands are useful only in multiplayer mode

Enter - Chat Interface - Multiplayer
P - Party screen - Multiplayer
M - Message Log - Multiplayer

Numeric Keypad
0 - "Help"
1 - "Follow me"
2 - "This is for you"
3 - "Thanks"
4 - "Sorry"
5 - "Bye"
6 - "Now you die!"

Other Commands:

Print Screen - Takes a Snapshot
Space - Close all menus
N - Clear messages

Playing D2
----------
The status bars and in-game interface have been upgraded. 

Use the 'H' key to open the HELP menu, cross referencing with the table 
below.

Health Bulb - Your current Hit Point total
Mana Bulb - Your current Mana total
Left/Right Mouse Button Skill - Attacks mapped to your mouse buttons
Belt - Belt items

New Features:

Run/Walk Toggle - Click to activate/deactivate Run function
Experience Gauge - Graphic representation of your EXP total 
Stamina Gauge - Graphic representation of your Stamina total

The Status Screen:

The status screen remains largely unchanged, save for several minor 
additions and some fine tuning. Opening this screen with either buttons 
C or A presents you with character specific information.

Name - Pretty self-explanatory
Class - Character Class
Level - Your current Experience Level (1-99)
Experience - Your current Experience Point tally
Next Level - Amount needed to gain a level

Vital Statistics:
These statistics determine how powerful your character is and are tied in 
with your character's chances of survival. You gain 5 points to allocate to 
these abilities everytime you gain a level. Use those points wisely and 
tailor your character to your preferred style of play.

Strength - Affects your Damage potential
Dexterity - Affects your Accuracy and Armor class
Vitality - Affects your Hit Points
Energy - Affects your Mana

Other Information:

Damage #1 - The amount of damage you inflict with your Button#1 attack
Damage #2 - The amount of damage you inflict with your Button#2 attack
Attack Rating #1 - Success rate of Button#1 attack
Attack Rating #2 - Success rate of Button#2 attack

The amount of damage inflicted and the attack rating depends on the attacks 
and skills mapped to your mouse buttons. Your damage potential is skill or 
weapon dependant and may be modified by Skill Levels or Strength. Your 
Attack rating with weapons is dependant on your base accuracy and dexterity 
rating.

Defense - Your effective Armor Class

Formerly known as Armor Class, the Defense rating affects your chances of 
avoiding an monster's attacks. The higher your Defense rating, the less 
likely your chances of being hit.

Stamina - Your physical endurance

A new feature, the Stamina score determines your rate of physical exertion. 
This score was probably incorporated because of the Run feature. It 
simulates the adrenalin rush and that added burst of energy. Running 
depletes your Stamina.

Life - Your current and maximum Hit Points
Mana - Your current and maximum Mana

Resistances - Your defenses against magical attacks and the elements

In Diablo II, there are four different types of elemental attacks - Fire, 
Cold, Lightning and Poison. Like Diablo, your resistances reduce the damage 
you suffer from these attacks by a certain percentage. Beware the new 
elements, as Cold is literally chilling and Poison is most insidious.

Skill Trees:
Another new feature in Diablo II, spells and spellbooks have been replaced 
by Class specific Skills. Each character class has three Skill Trees, with 
offensive, defensive and support abilities.

To call up the Skill Tree menu, press 'T'

The Skill Tree menu has three character specific sub menus, with a 
smattering of special Skills. When you gain a level, you gain a Skill 
Point, which can be allocated to a particular skill by clicking on the 
Tab, followed by the skill specific icon.

A complete list of Character specific Skills, Mana costs and relevant 
information will be posted in Appendix I: Skills, Spells and Magic.

Section 4 : Character Analysis

Amazon
------
(this section pending)

Barbarian
---------

Strength: 30
Dexterity: 20
Vitality: 25
Energy: 10
Stamina: 91
Life: 55
Mana: 10

A master of weapons and armed combat, the Barbarian is an excellent 
character class for players who love melee and combat in close quarters. 
As a starting character, the Barbarian is versatile and adaptable to any 
situation. The Barbarian plays like the Warrior from Diablo, and his slew 
of Combat Skills, Masteries and War Cries make a deadly combination.

The Barbarian starts out equipped with a Hand Axe and a Buckler, making 
him one of the best equipped characters in the game. With his exceptional 
Strength, he can easily take out lower leveled monsters with a swing or 
two. If you pump your first Skill Point into Axe Mastery, your damage and 
attack potential will increase exponentially, making you a force to be 
reckoned with.

Necromancer
-----------
(this section pending)

Paladin
-------
(this section pending)

Sorceress
---------
(this section pending)

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Section 5 : Playing Tips

This section contains some pieces of advice and tips on play. These simple 
observations will no doubt benefit players new to the world of Diablo II.

Shopping Tips
-------------
Blizzard has done away with the text based buying and selling menus, 
replacing it with an open graphical menu. You can hover your cursor over 
items to reveal relevant information and buying and selling is a simple 
mouse-click away.

In the Rogue Encampment, there are three merchants, namely Gheed, Charsi 
and Akara. Gheed sells weapons and armor, much like Charsi the Smith, and 
Akara sells staves, wands and potions.

Gheed also offers you a chance to Gamble, when you buy an unidentified 
magic item from him at an outrageous price. The risks are high, and you 
never know what you might get.

Prices in Diablo II vary based on item quality, quantity and enchantments. 
Socketed items and throwing items always cost more, while basic items cost 
less. Use your discretion and buy items that suit your style of play.

In general, there will be more than one merchant in town offering similar 
merchandise at different prices. In the Rogue Encampment, Gheed's items 
cost 10% more than those sold by either Charsi or Akara. Look for bargains 
wherever possible because money is scarce in Diablo II and items are pricier
than they previously were.

If you pick up items in the wild, attempt to repair them before selling 
them. This usually ensures that you get a better price. Similarly, sell off
unnecessary Rings, Amulets and assorted magic items you find in the wild. 
These usually fetch a tidy profit and provide you with extra cash to spend 
on your shopping trips.

Look for items with the Greed suffix and Fortuitous prefix. They increase 
your chances of obtaining gold and magical items in the wild. The returns 
are remarkably swift and infinitely useful.

Repairing Items
---------------
The costs for repair in Diablo II have risen exponentially and vary based 
on your equipment. However, if you are planning to sell off items you found 
in the wild, repairing them may be well worth the costs. 

An alternative would be to use weapons without durability like Javelin and 
Throwing Knives, Axes etc. They can stack together, occupying little space, 
and may be thrown as projectiles at distant foes. Equipped with items 
and/or Skills that add elemental damage to your blows, these weapons can be 
lethal in both melee and ranged combat.

Your Stash
----------
Another new feature in Diablo II is the Personal Stash. Handy for holding 
surplus equipment and money, this treasure chest has 8x4 spaces for your
items and can hold a large amount of gold. The last time I checked, it had
a maximum capacity of 100000 GP. You can transfer items from your inventory
to the Stash just as you would while buying and selling items.

Survival Tips
-------------
The aim of the game is to survive, and in Diablo II, survival is all the 
more difficult. Unlike Final Fantasy, where you have Healing spells like 
Cure and mana draining spells like Osmosis, characters in Diablo II have 
none of these abilities at their disposal. Taking unnecessary risks in the 
danger fraught realms of Diablo II is a risky and foolhardy endeavour.

Always keep a constant supply of Potions in your belt pouch and a few spare 
in your inventory. They are handy for those occasions when you are swarmed 
by a horde of Unique monsters and their minions. Do not be stingy with 
potions as dying in Diablo II is expensive.

Wherever possible, try not to engage monsters directly. It is easier to 
creep up behind a monster and kill it than to charge it up front. Some 
species such as the Gargantuan Beast are dangerous adversaries for starting 
characters and excel at close combat. Other measures might be called for in 
these situations.

Use ranged weapons against opponents you are not confident of defeating in 
melee. Ranged weapons such as the Amazon's Javelin and Throwing Knives are 
easy to obtain in the wild and they make good alternatives in keep away 
games. They are also fantastic for assassinating stubborn magic users such 
as Fallen Shaman from afar.

Using Skills
------------
Skills are a necessity in Diablo II. While Warriors could get by with a 
decent suit of armor and a King's Sword of Haste, only a foolish player 
would neglect to use the new skills at his disposal. Ranging from a simple 
magical Firebolt to the devastating Meteor, skills are handy for taking out 
Diablo's nasty legions.

Use skills frequently. In the right context, skills can turn defeat into 
victory. Invest your skill points wisely, and you will find your life much 
easier. Go for passive support skills which boost your character's 
abilities, and invest in offensive/defensive skills only if you are certain 
you need them. Low cost ranged attacks are also useful as they are cheap 
and economical.

Escaping
--------
When all else fails, flee! Use the newly incorporated Run function to 
escape from your enemies. Beware though, as some monsters might give chase.

Run if you are not confident of surviving a battle. If you are surrounded 
and there is little room, use a Town Portal spell. You may also find 
unexpected help in the guise of Amazon hirelings, Skeletal minions and NPCs 
such as Flavie.

Gemlore
-------
Another new addition to Diablo II is the socket system. Much like the Final 
Fantasy VII Materia system, gems can be socketed into weapons, shields and 
helms with gem slots. Doing so increases the potency of that particular 
piece of equipment and grants special powers or bonuses. Once socketed, 
a gem cannot be removed, so choose wisely.

Socket gems into your weapons for additional attack capabilities, into 
shields for defensive bonuses and into helms for support abilities. There 
are Amethysts, Diamonds, Emeralds, Rubies, Sapphires, Skulls and Topaz, 
each possessing unique abilities and beneficial properties. Gems vary in 
quality and may be chipped, flawed, normal, flawless and perfect. You can 
upgrade the quality of gems by touching a Gem Shrine.

Gaining Levels
--------------
Killing monsters net you Experience Points and Levels. However, the higher 
your Level, the less Experience you gain from your kills. At higher Levels, 
experience awards from killing weak monsters might be meager or non-existant. 
When you gain a Level, your Life and Mana increase by 2, with additional 
increases from statistical bonuses. You also acquire a Skill Point to 
invest in your special Skills. If at all possible, try to keep your running 
experience total constant and stay at least two levels ahead of your 
opponents.

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Section 6 : Quest Walkthroughs

This section details the numerous quests and areas in the game, and some 
methods of completing them. Specific Quest locations are listed with a 'Q' 
in square brackets. Recommended Character Levels are also listed where 
applicable.

The Rogue Encampment
--------------------
You start out in the Rogue Encampment, together with the last remnants of 
the Sisters of the Sightless Eye. After talking with Warriv the Caravan 
Driver, wander around town. Speak with the other townsfolk, browse their 
wares and talk to Akara. She will instruct you to cleanse the Den of Evil. 
Talk to the other townsfolk about the Den of Evil to learn what's ahead, 
and head out of the Rogue Encampment when you are ready.

The Blood Moor
--------------
Situated just outside the Rogue Encampment, this moor is populated with 
Quill Rats, porcupine like beasts with a nasty projectile attack, and 
wandering Zombies. You may also encounter the occasional Fallen war band 
terrorising the countryside. Make short work of these monsters, and pick up 
any items they leave behind. Sell these items for money, and buy some Keys 
from Akara or Gheed. If you already have some keys, invest in either a 
Book of Town Portal or Identify.

Keys are useful for opening locked treasure chests in the wild and in 
dungeon areas. Keep a steady supply of keys handy. Books are excellent 
for storing your Town Portal and Identify scrolls. Rather than keeping a 
messy inventory, you can stock up to twenty scrolls in a book. Try to keep 
one book of each type in your inventory if possible.

There are several chests, loose rock/boulders and hidden stashes in the 
wild which may provide some decent equipment or at least some junk to 
peddle off to the merchants. You may also find chests in houses and stables 
that litter the countryside. Some chests may be locked, so remember to 
bring some spare Keys with you. They may also be trapped, so listen out 
for the tell-tale creak.

Clear out the Blood Moor before tackling the festering Den of Evil.

Den of Evil [Q Lv 3]
-----------
Somewhere in the Blood Moor, the Den of Evil awaits. A cave filled with evil 
Zombies and Fallen, this cave is the home to the dreaded unique CorpseFire. 

Exercise extreme caution while exploring this monster infested cave, as you 
may be swarmed by Fallen if you aren't. If possible, equip a projectile 
weapon before entering this location.

CorpseFire can usually be found with his pack of souped up Zombie minions 
at a cross junction somewhere in the cave, or in an open cavern with 
several Fallen and their Shaman. Beware CorpseFire's Spectral Hit attack, 
and watch out for his minions.

Use a projectile weapon or spell attack on CorpseFire and his pack of 
Zombie minions. Being slow moving monsters, they will probably fall 
before they even reach you. This greatly reduces your risks as opposed 
to facing them in melee and increases your chances of survival tenfold.

Completing this quest and returning to Akara nets you 1 Skill Point.

The Cold Plains [Lv 3]
---------------
After completing the Den of Evil, speak with Kashya and she will ask you to 
kill Blood Raven at the Sisters' Burial Grounds. Talk to the other townsfolk, 
stock up on equipment and Health Potions before setting out. The Cold Plains 
lie just beyond the Blood Moor, guarded by the lone Rogue archer Flavie. 
The Cold Plains are the roving ground of corrupted Dark Hunters, Dark 
Spearwomen, Gargantuan Beasts and Fallen. These foes are much tougher than 
those of the Blood Moor, and it would be wise to exercise caution.

Bishibosh, a powerful Fallen Shaman holds sway over the Cold Plains, 
together with a large clan of 20 or more Fallen. This vicious pack of 
monsters will prove to be a challenge for any starting player. Use 
projectile weapons or ranged skills to take out the Shamen before closing 
in to melee with the Fallen warriors. Killing Bishibosh usually nets you a 
magical or unique item and some decent experience rewards.

Before entering the Sisters' Burial Grounds, you might want to pay a visit 
to the Caves in the Cold Plains to rack up some experience and grab a few 
items.

Cold Caves [Lv 4]
----------
The Cave in the Cold Plains is split into two levels, a randomly generated 
first level and a second level that remains unchanged in every game. The 
Caves are populated by Dark Rangers, Fallen, Gargantuan Beasts, Skeletons 
and Hungry Dead.

*Cave Level 1*
The first level is fairly straightforward, and somewhat unremarkable. The 
only things you have to look out for are the two chambers filled with Fallen 
Shamen and Fallen warriors, and the roving boss pack of unique Dark Ranger 
Cold Crow. Explore this level in its entirety before proceeding to the 
tougher second level.

*Cave Level 2*
The map for this level remains the same in every game. It is a small cavern 
populated by two unique monsters, three Fallen Shamen and their followers, 
a few Skeletons, Hungry Dead and Dark Rangers. The first three monsters you 
encounter are three Fallen warriors, followed by either a unique boss pack 
down the steps or in the narrow passage to the left. 

I suggest clearing out the left section of this map before proceeding to the 
right, picking up the gold and treasure on the floor as you go along. When 
you are prepared, head down the first passage to the right of the steps, and 
blast the Fallen Shamen. Advance cautiously, killing Fallen until you reach 
the Gold Chest and the narrow passage in the corner. Opening the chest nets 
you either a few magical items, a set item or a unique.

At this point, you might want to take a trip back to town before tackling 
the Sisters' Burial Grounds.

Sisters' Burial Grounds [Q Lv 5]
-----------------------
This location can be accessed from the Cold Plains, and as its name implies, 
is populated by a host of undead. Skeletons and Hungry Dead roam freely, and 
Blood Raven lurks in the center of this desecrated cemetery.

Take out the undead monsters in the perimeter before entering the cemetery 
proper. Proceed with caution as Blood Raven is a dangerous adversary with a 
Fire Arrow attack and the ability to Raise Undead. If at all possible, make 
her your primary target, attacking at close range with a melee weapon. If 
you have a fast weapon, you can stun lock her before she retaliates. Taking 
her out will dispel the evil in this cemetery and lay all the walking dead 
to rest.

You may wish to return now to Kashya to gain your first Rogue hireling, or 
explore the Crypt and Mausoleum within the cemetery. I would advice taking 
your Rogue hireling with you in your future jaunts, but that is entirely 
optional at this point.

*The Crypt*
A mini-dungeon where you can gain tons of items and experience, the Crypt 
is populated by undead monsters. It is a straightforward location with ample 
opportunities and treasure. Loot the undefiled graves, shatter barrels, grab 
items from weapon racks, armor stands and chests. There is a Gold Chest in 
the Crypt guarded by the skeleton BoneBreaker, an extra strong unique with 
magic resistance. Killing him of course constitutes a nice fat reward.

*The Mausoleum*
Like the Crypt, this mini-dungeon proves an excellent place to level up and 
pick up items. Populated by the same undead Skeletons and Hungry Dead, the 
Mausoleum is an easy location, and you should have no problems whatsoever. 
Remember to search the barrels, graves, coffins and chests for random items 
and supplies.

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Appendix I: Skills, Spells and Magic

Character specific Skills are listed under the relevant sections, and mana 
cost is listed in square brackets where applicable.

Amazon
------
(this section pending)

Barbarian
---------

*Combat Skills*
Bash[2] - Powerful blow that increases the damage done to enemies and 
knocks them back. This skill gains +1 damage, +5% to hit and +5% damage 
bonus per level.

*Combat Masteries*
Axe Master - Passive - Improves Axe fighting skill

Sword Master - Passive - Improves sword fighting skill

Mace Mastery - Passive - Improves Mace fighting skill

*Warcries*
Howl[4] - Frightens nearby monsters

Find Potion[2] - Targets corpses to find potions

Necromancer
-----------
(this section pending)

Paladin
-------
(this section pending)

Sorceress
---------
(this section pending)

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Appendix II: Magical Items - Prefixes and Suffixes

This is a very brief list of magical enchantments on items I discovered in
Diablo II. As the game progresses, this section will be updated and possibly
reformatted for easier reference.

Item Quality
------------
These non-magical modifiers affect the durability, resilience or strength of
a piece of equipment.

Crude/Cracked/Damaged/Low Quality - Reduces the potency of a piece of 
equipment. Affected components range from durability to damage or armor 
class.

Superior - Increases the potency of a piece of equipment. Affected components 
range from durability to damage or armor class.

Magical Modifiers
-----------------
These modifiers are wholly magical in nature. Items so enchanted are listed
in blue in your inventory and in the field. Some modifiers may have specific
Character Level requirements, and vary from modifier to modifier. These will
be listed in square brackets where applicable.

Prefixes
--------
Azure - +5-7% Cold Resistance
Beryl - +6-9% Poison Resistance
Bronze - +10-19 Attack Rating
Brutal - Enhanced Damage
Crimson - +5-8% Fire Resistance
Deadly - Enhanced damage
Devious - -1 to Magic Damage
Fine - Enhanced Damage/+25-39% Attack Rating
Fortuitous - +10-14% better chance of getting magical item
Glimmering - +1 to Light Radius
Glowing - +2 Light radius
Iron - +21-39% to Attack Rating
Jagged - Enhanced Damage
Jade - +12-17% Poison resistance
Lizard's - +1-4 mana
Ocher - +5-9% Lightning Resistance
Serpents - +14-17 to Mana
Sharp - Enhanced Damage/+12-19 to Attack Rating
Silver - +60-75% Attack Rating
Snakes - +6-9 Mana
Steel - +41-59% to Attack Rating
Sturdy - Enhanced Defence
Triumphant - +1 point mana after each kill
Vicious - Enhanced damage
Vulpine - 10% damage taken goes to mana

Suffixes
--------
Alacrity - Attack Rate Increase
Apprentice - Fast Cast Rate
Balance - Fast Hit Recovery
Bat - Steals 5-7% mana per hit
Bear - Knockback
Blight - Adds 2-7 poison damage over 3 seconds
Blocking - +10% chance to block
Craftsmanship - +1 to max damage
Dexterity - +1-3 Dexterity
Energy - +1-4 Mana
Excellence - +3 to minimum damage
Flame - +1-5 Elemental Fire damage
Frost - +1-3 Elemental Cold damage
Glimmering - +1 Light radius
Gore - +8 to damage
Greed - +40-55% more gold from monsters
Health - Damaged reduced by 1
Jackal - +1-4 Life
Leech - 4-6% life stolen per hit
Light - +1 Light Radius
Maiming - +3 maximum damage
Measure - +2 to minimum damage
Puncturing - reduces monster defense 10-20 per hit
Quality - +2 to max damage
Readiness - Slight Attack Rate increase
Remedy - reduces poison duration 25%
Shock - +1-8 Elemental Lightning damage
Stability - Fastest Hit Recovery
Strength +1-3 Strength
Thawing - Halves freeze duration
Thorns - Attacker takes 1-3 damage
Vileness - Prevents Monster Heal
Warding - Magic damage reduced by 1
Worth - +1 to minimum damage

-----------------------------------------------------------------------------

Appendix III: Mundane Items - Item Attributes
This section archives the mundane and non-magical items common in Diablo II.
Ranging from basic items like potions to arms and armor, the list will 
become more prolific as time passes.

Potions
-------
Apart from Health Potions, Mana Potions and Rejuvenation Potions, characters
have the option of throwing choking vials of toxic vapor and jars of greek 
fire their opponents. All healing potions vary from Minor doses, to Light, 
Normal and Super strength shots.

Health - Red
======
Replenishes Life by a set amount

Mana - Blue
====
Replenishes Mana by a set amount

Antidote - Black
========
Cures Poison status

Rejuvenation - Purple
============
Replenishes 35% Life and Mana

Stamina - White
=======
Fills up your Stamina Gauge

Thawing - Yellow
=======
Cures Freeze or Chill status

Chemical Weapons and Incendiaries
---------------------------------
Some potions aren't meant for drinking. Instead, they can be equipped like
projectile weapons and hurled into the ranks of enemies. Chemical weapons
range from bottles of flaming Oil to vials of Rancid poison.

Incendiary - Orange
==========
This umbrella category covers all explosive potions that create fire based
effects and damage, ranging in effect and damage potential.

Oil - Inflicts light fire damage
Fulminating - Inflicts moderate fire damage
Exploding - Inflicts heavy fire damage

Toxic - Green
=====
This category covers debilitating Poison based potions, which vary in 
toxicity and efficacy.

Rancid Potion - Inflicts light poison damage
Choking Potion - Inflicts moderate poison damage

Throwing Weapons
----------------
An interesting new class of weaponry, throwing weapons offer a steady source 
of projectile attacks for characters without ranged Skills, and decent damage 
potential to characters weak in melee. 

All throwing weapons are non-magical in nature, though there may be some 
variations in Item Quality.

Throwing weapons -

*Have no durability. They are effectively indestructible.

*Stack together. You can carry 75 Throwing Knives in small 1x2 slots.

*Are versatile. They are useful in both ranged and/or melee combat.

*Gain elemental damage from items that add damage bonuses.

Axes
====
With a base damage potential much higher than most other throwing weapons,
axes are one of the most powerful throwing weapons in Diablo II. 32 axes
stack in 1x2 slots in your inventory.

Throwing Axe
Melee 4-7
Throw 8-12 
Required 40 Dexterity 

Knives
======
Fast and deadly, the throwing knife is another excellent projectile weapon 
with diverse uses. Apart from its rate of fire, it also complements the
Necromancer's Poison Dagger attack. Knives stack in 1x2 slots of 75.

Throwing Knife
Melee 2-3
Throw 4-9
Required 21 Dexterity 

Javelin
=======
With a long melee reach and a powerful armor piercing drive, the Javelin is
a decent weapon. It stacks in 60s in 1x3 slots.

Javelin 
Melee 1-5
Throw 6-14
No Requirements

Pilum 
Melee 4-9
Throw 7-20
Required 45 Dexterity

Bows
----
Precursors of modern ammunition based weaponry, bows and crossbows formed
the staple artillery and missile support of medieval combat. Bows in DII 
require ammunition, but this shouldn't pose a serious problem as quivers are
easily obtainable.

Bows - 

*Have no durability.

*Require arrows or bolts to function.

*Arrows stack in 1x2 slots of 250 and bolts stack in 1x2 slots of 150.

Short Bow 
1-4 Damage
Required 15 Dexterity

Hunter's Bow 
2-6 Damage
Required 19 Dexterity

Long Bow 
3-10 Damage 
Required 28 Dexterity

Light Crossbow 
6-9 Damage
Required 21 Dexterity
Required 27 Strength


Melee Weapons
-------------
This segment covers various types of close combat weapons, ranging from the
adventurer's staple - the sword to weapons of mass destruction like axes and
polearms. Most weapons may be socketed with gems to bolster their attack
with elemental damage.

Swords
======
Comprising a 32" to 47" blade and handle, swords were one of the most common
pieces of medieval weaponry. Ranging from the sturdy footman's shortsword to
the mounted cavalry falchion, swords offer decent damage without compromising
speed or durability.

Sabre 
1-8 Damage
32 Durability 
Required 25 Strength
Required 25 Dexterity

Scimitar 
2-7 Damage
24 Durability
Required 21 Strength

Short Sword 
2-6 Damage
22 Durability
No Requirements

Daggers
=======
Easily concealed yet quick and deadly, the dagger is the weapon of choice of
assassins, rogues and the less savoury elements of society. While not as 
devastating as a sword, the dagger affords greater versatility with swift
jabs and thrusts. Daggers are the only weapons that function with the deadly
Poison Dagger skill.

Dagger 
1-4 Damage
16 Durability
No Requirements

Dirk 
3-7 Damage
20 Durability
Required 25 Dexterity

Axes
====
Wielded with unsurpassed strength and fury, the axe strikes terror into the 
hearts of its victims. While slow to swing, axes inflict great and gaping
wounds, dealing a swift yet painful death.

Axe 
3-11 Damage
24 Durability 
Required 26 Strength

Hand Axe 
3-6 Damage
28 Durability 
No Requirements

Large Axe[2H]
6-13 Damage
30 Durability 
Required 35 Strength

Bludgeons
=========
A general category covering numerous variations of the club and mace class
items, bludgeons range from the classic warhammer to the footman's flail.
Swung with great force, bludgeons can shatter spine and bone, pulping the
victim's body. All bludgeoning weapons inflict 150% damage against undead
such as skeletons, zombies and animated constructs.

Club 
1-6 Damage
24 Durability 
No Requirements

Spiked Club 
5-6 Damage
36 Durability 
No Requirements

Mace 
3-10 Damage
60 Durability
Required 27 Strength

Spears and Polearms
===================
Comprising a blade mounted on a long 5'- 8' haft, spears and polearms are
devastating melee weapons. In the hands of an expert, these weapons are
truly fearsome indeed. Unless otherwise stated, all spears and polearms are
two-handed.

Bardiche 
1-25 Damage
50 Durability
Required 40 Strength

Spear 
3-15 Damage
30 Durability
No Requirements

Trident 
9-16 Damage
35 Durability 
Required 38 Strength

Staves
======
Cut from the branches of ancient oaks and supple ash, staves serve as spell
foci for the sorceress, heightening her magical prowess. While their damage
potential isunimpressive, staves have decent range and provide whopping
bonuses to the sorceress's dangerous spell attacks.

Short Staff 
1-5 Damage
20 Durability
No Requirements

Long Staff 
2-8 Damage
30 Durability
No Requirements

Scepters
========
A regal gilded rod, the scepter is a mighty weapon in the hands of the holy
paladin. Like the sorceress's stave and the necromancer's wand, the scepter
boosts the paladin's magical abilities.

Scepter 
3-7 Damage
50 Durability
Required 25 Strength

Wands
=====
Primarily the weapon of the necromancer, wands bolster his special skills and
combat abilities, giving a substantial +1 to +3 skill level bonus. Like most
other bludgeoning weapons, the wand inflicts 150% damage vs. undead.

Wand 
2-4 Damage
15 Durability 
No Requirements

Yew Wand 
2-8 Damage
15 Durability
No Requirements

Armor
-----
This section covers various bits and pieces of armor, from padded coats and 
chainmail vests to shields, gloves, belts and boots.

Crafted from thick cotton padding, rawhide or metal alloy, armor has seen
considerable service in human history. From the earliest bronze crests of
Greek Hoplites and Roman Legionnaires to the reinforced plate armor of 14th
century Knights, it has served to protect the vital areas of combatants in
numerous wars. May your armor serve you well as you traverse the world of
Diablo II, and stand up to the blows of the nefarious Dark Lord.

Padded Armor
============
Created from organic materials and sometimes reinforced with metal rivets,
this class of armor is light and not at all cumbersome, offering excellent
range of movement and average defense.

Quilted Armor 
8-10 Defense
20 Durability
Required 12 Strength

Leather Armor 
13-16 Defense
24 Durability
Required 15 Strength

Hard Leather Armor 
19-23 Defense
28 Durability
Required 20 Strength

Studded Leather Armor 
29-33 Defense
32 Durability
Required 27 Strength

Mail Armor
==========
Created from interlocking metal rings, cold forged and double jointed for
extra strength, splinted plates or lamellar suits, chain based armor offers
more protection than organic armor, but it is more restrictive and very much
heavier. 

Ring Mail
43-47 Defense
40 Durability
Required 36 Strength

Plate Armor
===========
Forged from the toughest reinforced steel plates and crafted to fit the
contours of the body, plate armor is one of the most effective medieval 
armor types. Though heavy and cumbersome, the amount of protection it 
provides is unparallelled.

Helms
=====
Providing some small degree of head protection, a helm guards against blows
that would otherwise incapacitate or kill the wearer. A helm, while optional
makes a good investment for the intrepid adventurer. Helms may be socketed
for support bonuses.

Cap 
4 Defense
12 Durability
No Requirements

Skull Cap 
8-10 Defense
18 Durabilty
Required 15 Strength

Helm 
15-17 Defense
24 Durability
Required 26 Strength

Shields
=======
Carried in the off hand, a shield deflects melee and projectile attacks,
and affords a decent amount of protection against potentially fatal blows.
Shields may be socketed, offering additional elemental protection.

Buckler 
4-6 Defense
12 Durability
25% Chance to Block
Require 12 Strength

Small Shield 
7-9 Defense
18 Durability
30% Chance to Block
Required 22 Strength

Large Shield 
10-14 Defense
24 Durability
37% Chance to Block
Required 34 Strength 

Boots
=====
Every adventurer needs a decent pair of footwear. From supple calfskin
travelling boots to heavy plated boots reinforced with rivets, boots kept
the adventurer's feet dry and protected them from the hazards of the road.
They serve in much the same way in Diablo II.

Boots 
2 Defense
12 Durability 
No Requirements 

Heavy Boots 
5 Defense
14 Durability 
Required 18 Strength 

Chain Boots 
8 Defense
16 Durability 
Required 30 Strength

Gloves
======
As much a part of the adventurer's gear as a decent pair of travelling boots,
gloves and gauntlets protected the fingers from the elements and weapon blows.
Apart from offering a little extra defense, magically enhanced gloves also 
provide an edge in combat situations.

Leather Gloves 
1-3 Defense
12 Durability 
No Requirements

Heavy Gloves 
4-5 Defense
14 Durability 
No Requirements 

Chain Gloves 
6-8 Defense
22 Durability 
Required 25 Strength

Belts
=====
Serving primarily as a storage device in Diablo II, the belt provides some
small measure of protection and has numerous pouches for carrying healing
potions and supplies. The holding capacity of individual belt types are
listed in square brackets.

Sash[8]
1-2 Defense
12 Durability 
No Requirements 

Light Belt[8]
3-4 Defense
14 Durability 
No Requirements

Belt[12]
5-6 Defense
16 Durability 
Required 25 Strength

-----------------------------------------------------------------------------

Appendix IV: Rare Items
It is impossible to catalogue the Rare Items generated randomly by the game
engine. Instead, this section is devoted to methods of classification and
identification of Rare Items.

Rares look very much like uniques, with fancy randomly generated names and
a bright yellow ID tag. Like uniques, you can pick up rares anywhere, and
they differ in quality.

Unlike uniques, Rares have randomly determined modifiers, and possess from
3-6 magical abilities. Rares are in essence souped up magic items which
may prove useful in more ways than one. Occasionally, you might chance upon
a Rare item with better modifiers and abilities than a Unique, and you will
get your first(or possibly second) rare after completing the "Tools of the
Trade" quest in Act I.

-----------------------------------------------------------------------------

Appendix V: Uniques
Uniques in Diablo II are essentially souped up magical weapons with extra
modifiers and a really impressive name. Unlike Rare Items, which are now
highlighted in yellow, uniques are highlighted in brown (ocher?). Uniques
have no Character Level requirements. This list, like all others, will be 
greatly expanded in the near future.

Arms
====
This umbrella section covers every weapon type, ranging from Axes and Bows
to Swords and Halberds.

Felloak(Spiked Club)
1-6 Damage
120 Durability
150% Damage to Undead
*+60% Lightning Resist
*+20% Fire Resist
*+6-8 Fire Damage
*Knockback

Gull(Dagger)
2-19 Damage
80 Durability
*-5 Mana
*+1-15 Damage
*50% better chance of getting magical items

Rixot's Keen(Short Sword)
7-8 Damage
120 Durability
*+25% Chance of Crushing Blow
*+20% to Attack Rating
*+2 to Light Radius
*+25 Defense
*+5 to Minimum Damage

The Gnasher(Hand Axe)
3-6 Damage
140 Durability
*20% chance of Crushing Blow
*50% chance of Open Wounds
*+30 to Attack Rating

Armor
=====
This section covers all body armor and shields. Other equipment like Belts,
Boots, Gloves and Helms will be categorized loosely in the Accessories 
section.

Accessories
===========
This section covers all other equipment types. Like the previous sections,
items are classified in alphabetical order.

Hotspur(Boots)
2 Defense
60 Durability 
*+15% to Max Fire Resistance
*+3-6 Fire Damage
*+15 to Life

Lenymo(Sash)
2 Defense
60 Durability 
*+1 Light Radius
*Regenerate Mana 30%
*All Resistances +5
*+15 Mana

-----------------------------------------------------------------------------

Appendix VI: Set Items
Sets are a special class of uniques, all loosely based on a theme or flavor.
Highlighted in green, set items grant the abilities of uniques and a little
more. If you equip a full set, you gain special set related abilities and
bonuses.

Arctic Gear
===========
Arctic Binding
Arctic Furs
Arctic Horn
Arctic Mitts

A set of arms and armor based loosely on the arctic, this set is excellent
for starting characters. It has high defence, a good resistance bonus and
likely some cold related abilities if the full set is assembled.

So far, I have acquired the Furs. I will look into the other items as soon
as possible.

Arctic Furs(Quilted Armor)
50 Defense
40 Durability
12 Str Required 
*Enhanced Defense
*All resistances +10%

Hsaru's Defense
===============
Hsaru's Iron Fist
Hsaru's Iron Heel
Hsaru's Iron Stay

A set of defensive items, the Hsaru's set has several weak modifiers, which
are quite lacklustre. Perhaps the extra bonuses garnered from a full set
will make it more useful.

Hsaru's Iron Fist(Buckler)
5 Defense
24 Durability
Successful Blocking: 25%
12 Str Required
*Damage Reduced by 2
*+10 to Strength

Death's Disguise
================
Death's Guard
Death's Hand
Death's Touch

A pretty unique item set based no doubt on the Death mythos, it provides
some really useful resistance bonuses, and defenses against status attacks.
I'm missing the Death's Touch, but if I find it, I will post it up along
with the special Set bonuses.

Death's Hand(Gloves)
2 Defense
24 Durability 
*Poison length reduced by 75%
*Poison resist 50%

Death's Guard(Sash)
22 Defense
24 Durability
Fast hit recovery
+20 to Armor Class

-----------------------------------------------------------------------------

Appendix VII: Magical Shrines and Fountains
Found in practically every other area, shrines are now easy to find and no 
longer suffer from the cryptic clue syndrome that plagued the ones in the 
first installment. With an easily identifiable icon hovering over them and
simple, straight-forward ID tags, you no longer need to worry about unseen
bonuses or modifiers. 

Shrines
=======
Unless specifically stated, all Shrine bonuses are temporary and are usually
good for a single use.

Armor[Shield Icon]
Increases your Defensive Rating.

Combat[Crossed Swords]
Boosts attack damage and to-hit.

Experience[Pennant]
Doubles kill experience.

Explosive[Obelisk]
Inflicts Fire damage, dispenses 6-8 Exploding Potions.

Fire[Obelisk]
Casts Immolation.

Fire Resist[Fiery Orb]
Fire Resistance=Max.

Gem[Glittering Obelisk]
Drops a chipped gem or upgrade a random gem in your inventory.

Health[Red Pool]
Replenishes Life.

Lightning Resistance[Lightning Bolt]
Lightning Resistance=Max.

Mana Recharge-[Blue Orb]
Doubles mana regeneration rate.

Monster[Skull Tipped Spire]
Turns a nearby monster into a unique.

Poison[Obelisk]
Inflicts Poison damage, dispenses 6-8 Poison Potions.

Poison Resistance[Wet Orb]
Poison Resistance=Max.

Portal[Obelisk]
Casts Town Portal.

Refilling[Obelisk]
Restores Life and Mana.

Skill[Gloved Hand]
Increases Skill levels.

Stamina[Winged Sandal]
Maxes out your Stamina gauge, halts stamina drain.

Wells
=====
Meriting class of its own, wells are unique in the sense that they can 
refill themselves frequently, and can be used and abused infinitely. 

A refreshing drink restores as much life as a normal Health Potion, and you
can return to one of these watering holes at any future time for another
drink. 

Make full use of wells if you run into monsters or if you find your Life 
total running low.

-----------------------------------------------------------------------------

Appendix VIII: Monster Tables
Since random unique monsters are generated from a name and ability database, 
it defeats the purpose of listing all of them. This section however, is
devoted to [Q]uest or [A]rea specific unique monsters, and will eventually 
include battle strategies.

CorpseFire [Q/Den of Evil]
Zombie
Spectral Hit

Bishibosh [A/Cold Plains]
Fallen Shaman
Magic Resistant
Fire Enchanted
Attacks with Firebolt
Revives Fallen Shamen

ColdCrow [A/Cold Caves Level 1]
Dark Ranger
Area specific
Cold Enchanted
Attacks with Arrows

BloodRaven [Q/Sisters' Burial Grounds]
Dark Ranger
Quest specific
Attacks with Fire Arrows
Raises undead

BoneBreaker [A/Sisters' Crypt]
Skeleton
Area specific
Extra Strong
Magic Resistant

-----------------------------------------------------------------------------

Acknowledgements

I would like to express my sincere thanks to: 

Ben RockySFR (twt01942@mbox2.singnet.com.sg) for downloading the Diablo II 
Stress Test and being such a helpful play tester

-----------------------------------------------------------------------------

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-----------------

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-----------------------------------------------------------------------------

This FAQ/Walkthrough was updated 27th of June 2000
Copyrightę Jonathan Fate/Citadel Corporation 2000