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    FAQ/Walkthrough by JFate

    Version: 0.04 | Updated: 06/28/00 | Search Guide | Bookmark Guide

    Diablo II FAQ/Walkthrough v0.04
    Jonathan Fate
    Citadel Corporation
    <E-mail: citadel@adexec.com>
    1. Version History
    2. Introduction
    3. Basic Gameplay
    4. Character Analysis
    5. Playing Tips
    6. Quest Walkthroughs
    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
    Legal/Contact Information
    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
    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.
    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.
    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 
    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 
    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
    (this section pending)
    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.
    (this section pending)
    (this section pending)
    (this section pending)
    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.
    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.
    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 
    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 
    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 
    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.
    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.
    (this section pending)
    *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
    Howl[4] - Frightens nearby monsters
    Find Potion[2] - Targets corpses to find potions
    (this section pending)
    (this section pending)
    (this section pending)
    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 
    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.
    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
    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.
    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.
    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 
    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 
    With a long melee reach and a powerful armor piercing drive, the Javelin is
    a decent weapon. It stacks in 60s in 1x3 slots.
    Melee 1-5
    Throw 6-14
    No Requirements
    Melee 4-9
    Throw 7-20
    Required 45 Dexterity
    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.
    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.
    1-8 Damage
    32 Durability 
    Required 25 Strength
    Required 25 Dexterity
    2-7 Damage
    24 Durability
    Required 21 Strength
    Short Sword 
    2-6 Damage
    22 Durability
    No Requirements
    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.
    1-4 Damage
    16 Durability
    No Requirements
    3-7 Damage
    20 Durability
    Required 25 Dexterity
    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.
    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
    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.
    1-6 Damage
    24 Durability 
    No Requirements
    Spiked Club 
    5-6 Damage
    36 Durability 
    No Requirements
    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
    1-25 Damage
    50 Durability
    Required 40 Strength
    3-15 Damage
    30 Durability
    No Requirements
    9-16 Damage
    35 Durability 
    Required 38 Strength
    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
    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.
    3-7 Damage
    50 Durability
    Required 25 Strength
    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.
    2-4 Damage
    15 Durability 
    No Requirements
    Yew Wand 
    2-8 Damage
    15 Durability
    No Requirements
    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
    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.
    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.
    4 Defense
    12 Durability
    No Requirements
    Skull Cap 
    8-10 Defense
    18 Durabilty
    Required 15 Strength
    15-17 Defense
    24 Durability
    Required 26 Strength
    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.
    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 
    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.
    2 Defense
    12 Durability 
    No Requirements 
    Heavy Boots 
    5 Defense
    14 Durability 
    Required 18 Strength 
    Chain Boots 
    8 Defense
    16 Durability 
    Required 30 Strength
    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
    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.
    1-2 Defense
    12 Durability 
    No Requirements 
    Light Belt[8]
    3-4 Defense
    14 Durability 
    No Requirements
    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.
    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
    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
    This section covers all body armor and shields. Other equipment like Belts,
    Boots, Gloves and Helms will be categorized loosely in the Accessories 
    This section covers all other equipment types. Like the previous sections,
    items are classified in alphabetical order.
    2 Defense
    60 Durability 
    *+15% to Max Fire Resistance
    *+3-6 Fire Damage
    *+15 to Life
    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
    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. 
    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.
    Doubles kill experience.
    Inflicts Fire damage, dispenses 6-8 Exploding Potions.
    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.
    Inflicts Poison damage, dispenses 6-8 Poison Potions.
    Poison Resistance[Wet Orb]
    Poison Resistance=Max.
    Casts Town Portal.
    Restores Life and Mana.
    Skill[Gloved Hand]
    Increases Skill levels.
    Stamina[Winged Sandal]
    Maxes out your Stamina gauge, halts stamina drain.
    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
    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]
    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]
    Area specific
    Extra Strong
    Magic Resistant
    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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    This FAQ/Walkthrough was updated 27th of June 2000
    Copyright© Jonathan Fate/Citadel Corporation 2000

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