General Strategy Archive II

 

The "general" part became so big that I could no longer keep it on only one page. For your enjoyment, here is part II:

Last modified: 2.3.1998
 
 

On Death and Dying Well - by Barngrille
on the menu at ogdens...... - by melara
G.P.O.W Verse - by Ruger
How to tell if you are a diablo addict - by Xesno
Retreating - by Xesnor
again, it's time for my list of unique monsters... - by Aderrasi
Some information about spells - by Jarulf
Information about monsters - by Jarulf
Interesting facts about Hell Spawns - by Jarulf
Monster Data Fields (in diablo.exe) - by Jarulf
Balance, Stability and Harmony - explained? -  by Da O'Toth
On Intelligence Intercepts, non-strategic - by Da O'Toth

back to the Archive main page
 

On Death and Dying Well

by Barngrille

I've noticed a few comments / discussions of what to do after dying (a.k.a. "takin' it in the shorts).  So, here are two posts from a few weeks ago that may warrant re-hashing, from Graymane and Lorax. Perhaps, Varaya, you might add these to your page?

Also, since we're talkin' about dying, which of the three characters has the worst cringe-causing-gimme-the-willies death scream? Personally, for me it is the Rogue.  Then again, when I'm playing my Warrior and I hear the Mage cry out, that is usually not the sound I was wanting to hear...

Here are the reposts, please address your comments to the authors (reprinted without permission).    =8-)

On Wed Oct 29 6:57 AM, Graymane wrote:
While having a lot of fun reading strategy posts about how to play the various classes most effectively or how to play co-op most effectively or how to duel effectively, I have been thinking a lot about dying effectively and don't remember many posts addressing this issue :)  I remember at lower levels (and sometimes at higher levels) being VERY concerned with this problem :)  Some of these thoughts are obvious and hopefully some are not so obvious, so feel free to put in
your $0.02 worth!

Some general stuff:
I am assuming that death is imminent and unavoidable for whatever reason including lag, stupidity, or just bad luck.  Obviously you want to apply strategies that keep you out of these situations in the first place, but that is not always possible :) The very obvious pre-death preparations:

0.  DONT FORGET YOUR MANA SHIELD if your character generally uses one! (This is my leading cause of death :)

1.  Put up a portal as soon as you can, preferably away from the stairs.

2.  Never run toward your portal or the stairs in case of trouble unless you can make it and you don't care about coming back down.

3.  Before entering a large room lay down a potion trail.  This can quickly give you the equivalent of two or three belts.

Where to die:

1.  Generally SOUTH of where you will come back from because you can see more in that direction and equipment recovery with telekinesis will be easier.

2.  Near a wall if you can.  This will allow you to hide on the other side or around a corner and use telekinesis without activating anymore monsters.

3. DON'T die near any crossroads!  This can definitely cause you a lot of problems.  It is better, in my humble opinion, to do a blind teleport into an adjacent room and die near the wall.  You will have the chance in that case of using telekinesis to get your stuff back.

4.  If you are not quite swarmed and in stun-lock, but the possibility is imminent, try to prepare for death efficiently.  This can include teleporting to a more appropriate location, setting up some firewalls or guardians (great way to kill monsters after you are dead), or attempting to disarm one or two of your items so they don't drop when you die.  For spell-casters and rogues, be careful of area effect spells like fball and chain lightning.  A lot of us on the point of death love to go out with a bang, the problem is that you will rarely kill all the monsters and stand the chance of activating even more.

I have returned:

Some of this will be very class-specific.  Depending on the circumstances, it may be best to go down naked.  Now, you will have some advantages.  First, you are trying to recover your equipment, NOT kill all the monsters!  Therefore, being a coward is the better part of valor.  How you will recover your equipment depends on where you died and the location of the monsters.  Moreover, use death effectively.  In some cases you can stage your own death during a recovery to draw monsters away from critical locations.  This is the case especially in co-op when you have the stairs and a portal, for example.  Die as far away from both as possible to ensure that both are clear when you go back down.

1.  If you died near a wall or other covered location.  Use and get your stuff back.  Don't worry about killing nearby monsters unless they attack you.

2.  For open room deaths or other locations where you can't use telekinesis, be prepared to die a bunch.  The general strategy is run to where you died and try to pick up as many items as you can before you die again.  Be careful with swords and staves though as you will automatically arm them.  Better is to buy a cheap sword at griz and lose that.  Also, don't get greedy, it is better to pick up one item, run or teleport as far as possible and simply die and then repeat the procedure.  If you die during recovery in the same location as your equipment, you will just have a harder time.

3.  The running portal.   Hotkey the portal spell and cast it a few spaces in front of you as you are moving.  You can then either run through the portal or die near the portal, in either case the monsters will swarm there.  Keep doing this until the monsters are a good bit of distance from your death location.  Use this strategy when you die right by the stairs.  Then go back down the stairs and run to where you originally died to pick up stuff, this will give you a few extra seconds of time.  The goal is to keep moving the portal further away from the stairs.  I used this strategy in hell/hell lvl 15 with soul burners and hell spawn.  The stairs were in the pentagram room and as soon as I came down, I activated about 15 of each.  After I died, I ran up a corridor and kept casting portal and dying.  I would then go down the portal and cast again.  I could usually get in one cast before I would die.  Eventually, most of the soul burners and hell spawn went down the corridor and I walked down the stairs to get my stuff untouched.  You would be surprised how long you can live in a room full of soul burners if you concentrate on running!

4.  Co-op recovery.  If you and your buddies all died, an effective strategy is for one member to go down, preferably your best spell- caster, and use one of the above strategies to lure the monsters away from the equipment.  Recover the mage's equipment first, as the mage will be the most able of the members to recover everyone's equipment.  If there are MANY monsters, send some of the members down as decoys after the caster has drawn off some of the monsters from the stairs
or portal.  The decoys run as fast as possible to other locations in order to draw the monsters.

5.  "Yes, but I died AT the stairs with no portal!".  Well, this is the most difficult recovery.  I have been in this situation with azure drakes.  I was stun-locked as soon as I would come down. Make sure you use phase and NOT teleport in this case.  Moreover, for mages, don't even bother trying to get a shield up. Hotkey phase,
portal, teleport, and mana shield.  The last 2 in case you get a second of breathing room.  In this case you are trying to setup up for a recovery, not fight monsters or even recover your equipment yet.  What you are trying to do here is get a portal up in a useful location such as a corridor or near a choke point.  Depending on the
circumstances, you may want to use your last breath in this phase for a teleport away from both the stairs and the portal and simply die.

Disclaimer:
I have recovered equipment with each class using most of these techniques and have yet to fail getting all my equipment back.  I'm sure most of this stuff is obvious to the vets on this forum, however, I needed this info when I first started, and had a devil of a time getting equipment back.  Your mileage may vary.

On Wed Oct 29 8:43 AM, Lorax wrote:
Nice post, Graymane.  While we're on the topic of dying (or almost dying), I thought I'd throw out another tip for mages.  I've used it forever, and I've seen other vets here mention it before, but it's worth mentioning again.

As a sorcerer, a good belt setup can save your butt.  I always have a full rejuvenation potion in slot 1, and a mana shield scroll in slot 2.  When you're caught in a sticky situation or just get careless and you suddenly notice that your mana shield is down (you know, that moment when your heart skips a beat), a quick 1-2 can get you back in business.  The full rejuv not only gets your mana back up, but the extra kick to your hit points gives you another second or so.  Of course, there are times when I'm in a stun lock, sucking down blues, that I don't even bother, because I know it'll be a waste of the scroll, but it's been the difference between life and death for me on more than one occasion.  With this "insurance", you don't really need to hotkey mana shield either, so you've got an extra hotkey slot to fill as you please.

... back to the top

on the menu at ogdens......

by melara
 

Ice creamflangewich..........................3.95

gottadamberger...............................2.75
    *served on najs hot plate with pickle

cream of wheatforce..........................2.95

falcons taco.................................1.80

eaglecorn....................................1.00
*on the cob...$.75 extra

lightfudge...................................2.00
     *with whipped cream $.50 extra

civerbs custard..............................1.75

mindfrys.....................................1.00

hamfather....................................3.95
   {2 handed sub, served with undead kraut}

scavengers carrotcake........................2.00

demonsprite float............................2.50
    * served in thinking cup

stirred gorash...............................2.45
    * cooked with doomlard

griswalds egg................................$.50

azure cakes{assorted}........................3.00

* alcoholic beverages will only be sold to those over level 21, with proper scroll of i.d.

... back to the top

G.P.O.W Verse

by Ruger

The debate has raged in chat rooms and here,
About this famed armor, this magnificent gear.
Is it legit, or only a hack?
I really don’t know, but here are some facts:
Gris doesn’t offer "Godly" items for sale,
You have to see Wirt, cross the stream through the vale.
And as we all know, Wirt’s prices are high,
So take lots of gold if your looking to buy.
If you fill up your pack, 5K in each slot,
200K you’ll be totin’ and "Boy, that’s a lot!"
But you must have some room in your pack for the stuff,
So empty six slots and hope you still have enough.
But you see, there’s the problem, cause there just ain’t no way,
You could buy Godly Whale Plate for 160K!
But wait, there’s no problem, to hell you will go,
Cause, that’s where you found that unique WindForce Bow.
You’ll just go see BloodLust, or Laz and his honeys,
And once you have found it, to hell with the money.
So you play through a game and many items are found,
but you don’t find any G.P.O.W. on the ground.
You keep playing hell runs, too many to count,
And your levels go up they continue to mount.
‘Til you think, "It’s just me, it must be bad luck",
Or maybe the CD you bought just might suck.
Then you come to this forum, where I’ve posted this rhyme,
And you find out that it’s just been a waste of your time.
In this forum it’s agreed, that this plate is a hack,
That it’s some cheater’s tweak, though it’s not a proved fact.
So give up your quest, buy some good plate instead,
Like "Awesome" or "Saintly", and a hat for your head.
So it seems G.P.O.W. is a myth of this game,
It’s existence is unlikely and that’s a damn shame.
Cause my fighter could use it, his AC would be great,
But I’d keep it to myself, to no one I’d relate.
Why, you might ask, if it’s truly legit?
Because I would catch heaping truck loads of shit.
No.  No one would believe it, no matter the proof,
Even a screen shot would be called a spoof.
But I keep on hoping that I’ll find it one day,
But I know in my heart there’s probably no way.
- The Dirt Nap Poet -

... back to the top

How to tell if you are a diablo addict

by Xesno

Ways to tell if you are a diablo addict:

*  You accidently call your lecturer a Sorceror.
*  You see your universities archery team and wonder what their  %to hit is.
*  You're feeling weak so you make your self some red coridal  and gulp it down.
*  You put a shortcut of Diablo in your startup folder.
*  You're out for a night out and see a drunk on the street and you  assume his name is farnham
*  You have diablo installed on your work computer
*  You constantly have battle.net/forums/diablo-stragety/index.htm on your monitor.
*  You approach corners wide and slow just in case unfriendlies are waiting around the corner.
*  You start to do tests on items, seeding etc.
*  A certain song by Hanson reminds you of a bow you'd love to have (MBOP)
*  You dream that you are your diablo char and you are in Hell/Hell facing a ton of bloodknights and soulburners.
*  Lazarus sees you outside his chamber and says: "Oh no! Not *YOU* again!!"
*  You dedicate a 1.6g Hard drive for diablo screen shots.  All organized of course in different directories.
*  You get your girlfriend to dress like a soulburner and chase chase her around with your *bone* spirit.
*  You try to dupe your paycheck.

... back to the top


 

Retreating

by Xesnor

One of the most important part of playing diablo is knowing when there are too many tuffs for you to fight.  In this case the best thing to do is fall back and thin them out.  I'll just list a few methods that I do often.

Using Guardian:  If you're running away from fire succeptibnle monsters then cast a few guardians (4-5 - more if possible) in front of you.  This increases the time in which the baddies will get hit by the guardians.  If you cast it behind you, you'll be casting it on top of them which isn't as effective. Other variations might be teleport away, face the monsters, cast your guardians between you and the chasers.  now teleport back and forth so that the monsters chasing you is always within range of the
monsters. Also as they are coming towards you...fireballs now and then won't hurt.

Stone Curse:  If you make a really big mistake and alert a whole bunch of monsters, run away and cast stone curse a few times.  Keep running and the monsters will keep chasing (the stoned ones will stay put DUH!)  repeat the earlier steps until they are thinned out to an amount that you can handle.

Doorway:  Retreat to an opening of a door which will let you take only one monster at a time.  Casting firewall or guardian in front of the doorway will also help.

Golems:  Golems are good diversions.  Cast Golem in front of you. When the monsters chasing you come across the golem.  They'll beat him up before deciding they wanna chase you again.  This will give you time to cast a few offensive spells towards them.  It won't matter how long golem lasts, if your golem is weak it will still slow
them down somewhat.  Of course a stronger golem would be better.

... back to the top
 


 

again, it's time for my list of unique monsters...

by Aderrasi
 

      NAME                        RACE                        LVL

      Pukerat the Unclean         Fallen One (Spear)          2
      Bladeskin the Slasher       Fallen One (Sword)          2
      Gutshank the Quick          Carver (Spear)              3
      Bongo                       Devil Kin (Spear)           3
      Shadowcrow                  Dark One (Sword)            5
      Boneripper                  Skeleton Axe                2
      Deadeye                     Skeleton Bow                2
      Bonehead Keenaxe            Corpse Axe                  3
      Skullfire                   Corpse Bow                  3
      Brokenhead Bangshield       Corpse Captain              3
      Madeye the Dead             Burning Dead Axe            4
      Blackash the Burning        Burning Dead Bow            4
      Shadowdrinker               Horror Captain              5
      Soulpus                     Zombie                      2
      Rotfeast the Hungry         Zombie                      2
      Rotcarnage                  Ghoul                       3
      Goretongue                  Rotting Carcass             3
      Warpskull                   Hidden                      3
      Shadowbite                  Scavenger                   2
      El Chupacabras              Plague Eater                3
      Pulsecrawler                Shadow Beast                4
      Spineeater                  Bone Gasher                 4
      Moonbender                  Blink                       4
      Wrathraven                  Blink                       5
      Foulwing                    Gloom                       5
      Bloodskin Darkbow           Fleshclan Bow               5
      Deathshade Fleshmaul        Stoneclan Mace              6
      Bloodgutter                 Fireclan Mace               6
      Blightfire                  Fireclan Bow                7
      Blighthorn Steelmace        Nightclan Mace              7
      Gorestone                   Nightclan Bow               7
      Bilefroth the Pit Master    Overlord                    6
      Baron Sludge                Mud Man                     8
      Oozedrool                   Toad Demon                  9
      Deathspit                   Acid Beast                  6
      Chaosshower                 Poison Spitter              8
      Plaguewrath                 Poison Spitter              10
      Nightwing the Cold          Gargoyle                    7
      Goldblight of the Flame     Blood Claw                  10
      Viletouch                   Death Wing                  11
      Firewound the Grim          Magma Demon                 8
      Fangspeir                   Cave Viper                  11
      Viperflame                  Fire Drake                  12
      Fangskin                    Gold Viper                  14
      Brokenstorm                 Red Storm                   9
      The Flayer                  Storm Rider                 10
      Doomcloud                   Maelstorm                   13
      Breakspine                  Mud Runner                  9
      Bluehorn                    Frost Charger               10
      Blackstorm                  Obsidian Lord               10
      Windspawn                   Vortex Lord                 12
      Gorefeast                   Vortex Lord                 14
      Blackskull                  Balrog                      13
      Lionskull the Bent          Black Knight                12
      Rustweaver                  Doom Guard                  13
      Graywar the Slayer          Doom Guard                  14
      Steelskull the Hunter       Steel Lord                  14
      Sir Gorash                  Blood Knight                16
      Witchfire the Unholy        Succubus                    12
      Witchmoon                   Snow Witch                  13
      Stareye the Witch           Hell Spawn                  14
      Bloodlust                   Hell Spawn                  15
      Red Vex                     Hell Spawn                  15
      Blackjade                   Hell Spawn                  15
      Dreadjudge                  Magistrate                  14
      The Vizier                  Cabalist                    15
      The Butcher                 Overlord (kinda)            2
      Skeleton King               Unique Look                 3
      Arch-Bishop Lazarus         Advocate                    15
      (The Dark Lord              Unique Look                 16)

      SINGLE PLAYER ONLY:
      Snotspill                   Dark One                    4
      Gharbad the Weak            Flesh Clan Mace             4
      Zhar The Mad                Advocate                    8
      Warlord of Blood            Steel Lord                  13
      Lachdanan                   Blood Knight                14

I compilated that list a very long time ago... umm... I even forgot when... it's 100% complete and I'm pretty sure it's at least 95% correct too  :|

I'm too lazy to put the resistances and immunities I know of in this list... for Normal/Nightmare and Hell diffs... since finding out resistances isn't much work I guess I won't have to do that anyways...

... back to the top

Some information about spells

by Jarulf

I have for some time been collecting data about spells and thought I might put it all together and post it. For all veterans out there it probably does not have much new stuff but I have yet to see it all put together nicely. For some spells the damage calculation is quite hard to write down in a short and easy way although it is not hard to
do the calculation once one knows how to do it. As I didn’t find any good way to write to down I "stole" Sourcerors way of writing it down with a recursive formula. All honor for that part should go to him. I also took information about the Chain Lightning from a post from Lok (I _think_ it was by Lok). Otherwise all information gave
been assembled by myself.

I first intended to include all the new Hellfire spells but due to lack of time I have not been able to check for all data for those spells. I decided to include what I had though. There are also other "holes" where I don’t have enough data or knowledge and if anyone knows anything, please fill it in. There are probably also errors and I would appreciate if anyone who finds them would like to point them out.

The following abbreviations are used throughout this post:

slvl  - spell level
clvl  - character level
slvl0 - damage for spell level 0

And introduced by Sourceror:
[]   - round down

Rec  - recursive function, defined as follow:
Rec(0,slvl0)=[slvl0]
and for slvl>0 : Rec(slvl,slvl0)=[Rec(slvl-1,slvl0)*9/8]

The easiest way to understand how the recursive function works is to make an example. A fireball's maximum damage for a level 30 character is:

Rec(slvl,40+2*clvl)   (where clvl=30)

First calculate damage for spell level 0:  40+2*clvl = 100

Damage for level 1 can then be calculated as: [100*9/8] = 112

Damage for level 2 can then be calculated as: [112*9/8] = 126

and so on....

Note that it is very important to round down. For those spells using this recursive formula I have also given a quick form. For a fireballs maximum damage it is:

(40+2*clvl)*(9/8)^slvl

Note that this formula does not round down and you will therefore get a damage a bit to high but it will still be more or less accurate. For a level 20 fireball from a level 50 character the correct max damage is 1442 while this quick method gives 1476.

Note, unless otherwise noted all numbers should be rounded DOWN.

BLOODSTAR
Type: magic
Damage: 3*slvl+3*Mag/8
Note: Costs 5 life to cast.

BONE SPIRIT
Type: magic
Damage: 1/3 of monsters HP
Note: Costs 6 life to cast.

CHAINLIGHTNING
Type: lightning
Min. Damage: 4
Max. Damage: 4+2*clvl
Bolts: 1+numbers of monsters in range
Range: 2+slvl
Number of bolts: 4+slvl/3 (uncertain but seem to be of same length as Lightning)

Note:
*You get one bolt in the direction where you aim with your mouse and one  additional bolt for each monster in range.
*This spell is well known for causing gaps at high levels and/or when  there are many monsters in range.

CHARGED BOLT
Type: lightning
Min. Damage: 1
Max. Damage: 1+Mag/4
Number of bolts: 3+slvl

ELEMENTAL
Type: fire
Min. Damage: Rec(slvl,4+2*clvl)
Max. Damage: Rec(slvl,40+2*clvl)
Quick Min. Damage: (4+2*clvl)*(9/8)^slvl
Quick Max. Damage: (40+2*clvl)*(9/8)^slvl
Note:
*This is basically a fireball that have some homing abilities.
*It does the same damage as a fireball but seem to miss more often than  a fireball though.

FIREBALL
Type: fire
Min. Damage: Rec(slvl,4+2*clvl)
Max. Damage: Rec(slvl,40+2*clvl)
Quick Min. Damage: (4+2*clvl)*(9/8)^slvl
Quick Max. Damage: (40+2*clvl)*(9/8)^slvl
Note: With higher spell level the fireball will go faster.

FIREBOLT
Type: fire
Min. Damage: 1+slvl+Mag/8
Max. Damage: 10+slvl+Mag/8
Note: With higher spell level the firebolt will go faster.

FIREWALL
Type: fire
Min. Damage: 4+clvl
Max. Damage: 40+clvl
Duration: 8+8*slvl  (12+8*slvl in Hellfire)
Width: 11m squares
Note: The firewall will disappear if you gain any level in the spell.

FLAME WAVE
Type: fire
Min. Damage: 6+6*clvl
Max. Damage: 60+6*clvl
Number of flames: 5+slvl/2
Note: Each flame is two hexes wide.

FLASH
Type: magic  (but uses lightning graphics)
Min. Damage: Rec(slvl,clvl)*3/2
Max. Damage: 2*[Rec(slvl,clvl)*3/2]
Quick Min. Damage: clvl*3/2*(9/8)^slvl
Quick Max. Damage: clvl*3*(9/8)^slvl
Note: You seem to be able to do two flashes in a row then you have to wait for them to finish. Don’t know how this affects damage though.

GOLEM
Type: n/a (but uses same animation as fire)
Stated damage: 11-17 (quite meaningless number)

Note:
*Each player can have only one golem alive at a time. If you cast the    spell again the first golem will be destroyed.
*If more that one player cast golem, they will seek each other out and   fight until one of them is destroyed.
*The golem have the following stats:
HP: 2*maxmana/3+9*slvl
AC: 25
ToHit=40+2*clvl+5*slvl
Min. Damage: 8+2*slvl
Max. Damage: 16+2*slvl
*HP regeneration: 1.8, 4.8 and 7.2 each second on normal, nightmare and  hell difficulty (not necessarily added each second but this is the rate  counting over a longer time)

GUARDIAN
Type: fire
Min. Damage: Rec(slvl,1+[clvl/2])
Max. Damage: Rec(slvl,10+[clvl/2])
Quick Min. Damage: (1+clvl/2)*(9/8)^slvl
Quick Max. Damage: (10+clvl/2)*(9/8)*slvl
Duration: slvl*4/5+clvl*2/5

HEALING
Type: n/a
Mana Cost: 3+2*clvl-3*slvl
Healing: ?  (Don’t know)

HEAL OTHER
Type: n/a
Mana Cost: 3+2*clvl-3*slvl
Healing: ?  (Don’t know)

HOLY BOLT
Type: n/a
Min. Damage: 9+clvl
Max. Damage: 18+clvl
Note:
*Higher spell level means faster bolt.
*This spell only works on skeletons, zombies and Diablo.

INFERNO
Type: fire
Min. Damage: 3
Max. Damage: 6+clvl*3/2
Note: This spell always seem to affect the same area and have the same duration regardless of spell level.

LIGHTNING
Type: lightning
Min. Damage: 2
Max. Damage: 4+2*clvl
Number of bolts: 4+slvl/3 (uncertain)
Note: I have no knowledge of how the actual damage is done. If the stated damage is done by each bolt or by the whole stream of bolts or in any other way.

MANA SHEILD
Type: n/a
Note: A Mana shield decreases the damage taken but, even for a level 15 Mana Shield this does not seem to be more than about 5%.

PHASING
Type: n/a
Note: Seem to be faster than teleport.

STONE CURSE
Type: n/a
Duration: 4+slvl  (max 12)
Note: Stone Curse works on all monsters except Diablo and Na-Krul

TELEKINESIS
Type: n/a
Note:
*Can be used to open doors and chests from a distance.
*Can also be used to pick up items from a distance.

TELEPORT
Type: n/a
Note: You can teleport to anywhere within the screen. I have noticed that if you quickly move your cursor before teleporting you often end up teleporting to where your cursor was just before you quickly moved it.

TOWN PORTAL
Type: n/a
Note: Makes a portal to town and disappears when the caster use it to go down to the dungeon again.
 

I only have damage information about the following spells form Hellfire.

LIGHTNING WALL
Type: lightning
Min. Damage: 4+clvl
Max. Damage: 40+clvl
Duration: 13+13*slvl
Note: Does the same damage as a Fire Wall but lasts longer.

RING OF FIRE
Type: fire
Min. Damage: 4+clvl
Max. Damage: 40+clvl
Duration: 12+8*slvl
Note: Does the same damage as a Fire Wall and last the same ammount of time.

As everyone knows casting spells cost mana. Each spell has an initial mana cost at level 1. For each spell level the mana cost then decreases by a certain amount specific for each spell until it reaches its minimum mana cost. The table below shows the mana cost for each spell. Note that rogues, monks and bards only pays 75%
of the mana cost. However they never pays less than the minimum mana cost. Casting spells from scrolls and staves does not cost any mana but you have to have the required magic to do so. For staves the required magic is the same as it is to learn the spell to first level. For scrolls it is less. The table below also shows those
required magic levels

Note: Apocalypse and Nova is only available as scrolls in Diablo.

The columns are:
Initial mana cost
Decrease in mana cost/spell level
Minimum mana cost
Level you reach minimum mana cost
Magic required to use staff and to learn spell to level 1
Magic required to use scroll

                            Blood Star      25   2  14   7  70   -
                            Bone Spirit     24   1  12  13  34   -
                            Chain Lightning 30   1  18  13  54  35
                            Charged Bolt     6   0   6   1  25   -
                            Elemental       35   2  20   9  68   -
                            Fireball        16   1  10   7  48  31
                            Firebolt         6 0.5  3    7  15   -
                            Firewall        28   2  16   7  27  17
                            Flame Wave      35   3  20   6  54  29
                            Flash           30   2  16   8  33  21
                            Golem          100   6  60   8  81  51
                            Guardian        50   2  30  11  61  47
                            Healing         special*        17   0
                            Heal Other      special*        17   -
                            Holy Bolt        7   1   3   4  20   -
                            Inferno         11   1   6   6  20  19
                            Lightning       10   1   6   5  20   0
                            Mana Shield     33   0  33   1  25   0
                            Phasing         12   2   4   5  39  25
                            Stone Curse     60   3  40   8  51  37
                            Telekinesis     15   2   8   5  33   -
                            Teleport        35   3  15   8 105  81
                            Town Portal     35   3  18   7  20   0
 
 

                            Apocalypse       -   -   -   - 149 117
                            Identify         -   -   -   -   -   0
                            Infravision      -   -   -   -   -  23
                            Nova             -   -   -   -  87  57
                            Resurrect        -   -   -   -  30   0
                            Berserk         26   ?  15   ?  35   -
                            Immolation      60   3   ?   ?  87   -
                            Lightning Wall  28   2   ?   ?  27   -
                            Reflect         35   3   ?   ?  25   -
                            Ring of Fire    28   2   ?   ?  27   -
                            Search          15   1   ?   ?  25   0
                            Warp            35   3   ?   ?  25   0
 

*The mana cost for healing and heal other is: 8+2*clvl-3*slvl

When learning higher spell levels the next higher spell level always requires 20% higher magic to learn (round down). For your convenience I have calculated all the magic requirements. Note that some where between 212 and 217 the magic requirement is increased to 255.

Name           1   2   3   4   5   6   7   8   9  10  11  12  13  14 15

Blood Star    70  84 100 120 144 172 206 255 255 255 255 255 255 255 255
Bone Spirit   34  40  48  57  68  81  97 116 139 166 199 255 255 255 255
Chain Light.  54  64  76  91 109 130 156 187 255 255 255 255 255 255 255
Charged Bolt  25  30  36  43  51  61  73  87 104 124 148 177 212 255 255
Elemental     68  81  97 116 139 166 199 255 255 255 255 255 255 255 255
Fireball      48  57  68  81  97 116 139 166 199 255 255 255 255 255 255
Firebolt      15  18  21  25  30  36  43  51  61  73  87 104 124 148 177
Firewall      27  32  38  45  54  64  76  91 109 130 156 187 255 255 255
Flame Wave    54  64  76  91 109 130 156 187 255 255 255 255 255 255 255
Flash         33  39  46  55  66  79  94 112 134 160 192 255 255 255 255
Golem         81  97 116 139 166 199 255 255 255 255 255 255 255 255 255
Guardian      61  73  87 104 124 148 177 212 255 255 255 255 255 255 255
Healing       17  20  24  28  33  39  46  55  66  79  94 112 134 160 192
Heal Other    17  20  24  28  33  39  46  55  66  79  94 112 134 160 192
Holy Bolt     20  24  28  33  39  46  55  66  79  94 112 134 160 192 255
Inferno       20  24  28  33  39  46  55  66  79  94 112 134 160 192 255
Lightning     20  24  28  33  39  46  55  66  79  94 112 134 160 192 255
Mana Shield   25  30  36  43  51  61  73  87 104 124 148 177 212 255 255
Phasing       39  46  55  66  79  94 112 134 160 192 255 255 255 255 255
Stone Curse   51  61  73  87 104 124 148 177 212 255 255 255 255 255 255
Telekinesis   33  39  46  55  66  79  94 112 134 160 192 255 255 255 255
Teleport     105 126 151 181 255 255 255 255 255 255 255 255 255 255 255
Town Portal   20  24  28  33  39  46  55  66  79  94 112 134 160 192 255
Apocalypse   149 178 213 255 255 255 255 255 255 255 255 255 255 255 255
Berserk       35  42  50  60  72  86 103 123 147 176 211 255 255 255 255
Imolation     87 104 124 148 177 212 255 255 255 255 255 255 255 255 255
Lightning Wall27  32  38  45  54  64  76  91 109 130 156 187 255 255 255
Nova          87 104 124 148 177 212 255 255 255 255 255 255 255 255 255
Reflect       30  36  43  51  61  73  87 104 124 148 177 212 255 255 255
Rign of Fire  27  32  38  45  54  64  76  91 109 130 156 187 255 255 255
Search        25  30  36  43  51  61  73  87 104 124 148 177 212 255 255
Warp          25  30  36  43  51  61  73  87 104 124 148 177 212 255 255

Finally, with all the recent discussion of prices on items, here is a list of the prices of scrolls and books. Note that books of Apocalypse and Nova are only available in Hellfire.

Spell            Book   Scroll
Apocalypse       30,000 2,000
Blood Star       27,500 -
Bone Spirit      11,500 -
Chain Lightning  11,000 750
Charged Bolt      1,000 -
Elemental        10,500 -
Fireball          8,000 300
Firebolt          1,000 -
Fire Wall         6,000 400
Flame Wave       10,000 650
Flash               750 500
Golem            18,000 1,100
Guardian         14,000 950
Healing           1,000 50
Heal Other        1,000 -
Holy Bolt         1,000 -
Identify              - 100
Infravision           - 600
Inferno           2,000 100
Lightning         3,000 150
Mana Shield      16,000 1,200
Nova             21,000 1,300
Phasing           3,000 200
Resurrect             - 250
Stone Curse      12,000 800
Telekinesis       2,500 -
Teleport         20,000 3,000
Town Portal       3,000 200
Berserk           3,000 -
Immolation       21,000 -
Lightning Wall    6,000 -
Reflect           3,000 -
Ring of Fire      6,000 -
Search            3,000 50
Warp              3,000 -

... back to the top
 

Subject: Infromation about monsters

by Jarulf

All these data have been extracted from the diablo.exe and hellfire.exe file. They presented here without any editing on my part and I might be wrong in guessing the "meaning" of some data but I think I have gotten the ones below correct. Some monsters have multiple attacks, like Horned demons, Lighning demons and so on. I
have presented what appears to be the data for the second attack but as you might notice I have found none for the spitters for example although they have two attacks (melee and spit).

All data below belongs to Normal Multiplayer, even the ones for Hellfire. The reason is that those are the ones present in the exe-files. To calculate single player and difficulty levels data use the following formulas:

Hit points:
Singel Player Normal:  HP/2  (round down and minimum is 1)
Nightmare: HP*3+100  (+50 for single player)
Hell:HP*4+200  (+100 for single player)

Note, for single player nightmare and hell use the HP from normal Single player, that is half the values stated below. Also note that there is a bug in Diablo and the unpatched Hellfire. Although stated, monsters lack the +100 and +200 in nightmare and hell difficulty. Unpatched Hellfire display the +100/+200 for monsters.

To Hit:
Nightmare:   +85%
Hell: +120%

Damage:
Nightmare:  Damage*2+4
hell: Damage*4+6

Armor Class:
Nightmare:  +50
Hell: +80

I will do tables for nightmare/hell and single player too but thought I might post these ones first (otherwise you would probably had to wait for an extra day or two). I will also later add data about Unique monsters (hopefully).
 

          Name of Monster         AC      HP      ToHit%  Auto    Damage
                                                          ToHit%

          Fallen One (spear)      0       1-4     15      7       1-3
          Carver (spear)          5       4-8     20      7       2-5
          Devil Kin (spear)       10      12-24   25      7       3-7
          Dark One (spear)        15      20-36   30      7       4-8
          Fallen One (sword)      10      2-5     15      8       1-4
          Carver (sword)          15      5-9     20      8       2-7
          Devil Kin (sword)       20      16-24   25      8       4-10
          Dark One (sword)        25      24-36   30      8       4-12
          Zombie                  5       4-7     10      8       2-5
          Ghoul                   10      7-11    10      8       3-10
          Rotting Carcass         15      15-25   25      8       5-15
          Black Death             20      25-45   30      8       6-22
          Scavenger               10      3-6     20      7       1-5
          Plague Eater            20      12-24   30      7       1-8
          Shadow Beast            25      24-36   35      7       3-12
          Bone Gasher             30      28-40   35      7       5-15
          Fiend                   0       3-6     35      5       1-6
          Blink                   15      12-28   45      5       1-8
          Gloom                   35      28-36   70      5       4-12
          Familiar                35      20-35   50      5       4-16
          Skeleton                0       2-4     20      8       1-4
          Corpse Axe              0       4-7     25      8       3-5
          Burning Dead            5       8-12    30      8       3-7
          Horror                  15      12-20   35      8       4-9
          Skeleton Archer         0       2-4     15      12      1-2
          Corpse Bow              0       8-16    25      12      1-4
          Burning Dead Archer     5       10-24   30      12      1-6
          Horror Archer           15      15-45   35      12      2-9
          Skeleton Captain        10      3-6     20      8       2-7
          Corpse Captain          5       12-20   30      8       3-9
          Burning Dead Captain    15      16-30   35      8       4-10
          Horror Captain          30      35-50   40      8       5-14
          Flesh Clan              40      30-45   50      8       4-10
          Stone Clan              40      40-55   60      8       6-12
          Fire Clan               45      50-65   70      8       8-16
          Night Clan              50      55-70   80      8       10-20
          Flesh Clan Archer       35      20-35   35      13      1-7
          Stone Clan Archer       35      30-40   40      13      2-9
          Fire Clan Archer        35      40-50   45      13      3-11
          Night Clan Archer       40      50-65   50      13      4-13
          Hidden                  25      8-24    35      8       3-6
          Stalker                 30      30-45   40      8       8-16
          Unseen                  30      35-50   45      8       12-20
          Illusion Weaver         30      40-60   60      8       14-24
          Winged-Demon            45      45-60   50      7       10-16
          Gargoyle                45      60-90   65      7       10-16
          Blood Claw              50      75-125  80      7       14-22
          Death Wing              60      90-150  95      7       16-28
          Overlord                55      60-80   55      8       6-12
          Mud Man                 60      100-125 60      8       8-16
          Toad Demon              65      135-160 70      8       8-16
          Flayed One              70      160-200 85      8       10-20
          Magma Demon             45      50-70   45/50   4/13    2-10
          Blood Stone             45      55-75   50/50   4/14    2-10
          Hell Stone              50      60-80   60/60   4/14    2-20
          Lava Lord               60      70-85   70/60   4/14    4-24
          Horned Demon            40      40-80   60/100  7/0     2-16/5-32
          Mud Runner              45      50-90   70/100  7/0     6-18/12-36
          Frost Charger           50      60-100  80/100  7/0     8-20/20-40
          Obsidian Lord           55      70-110  90/100  7/0     10-22/20-50
          Acid beast              30      40-66   40/25   8/8     4-12
          Poison Spitter          30      60-85   45/25   8/8     4-16
          Pit Beast               35      80-110  55/35   8/8     8-18
          Lava Maw                35      100-150 65/40   8/8     10-20
          Red Storm               30      55-110  80/75   5/8     8-18/4-16
          Storm Rider             30      60-120  80/80   5/8     8-18/4-16
          Storm Lord              35      75-135  85/75   5/8     12-24/4-16
          Maelstorm               40      90-150  90/75   5/8     12-28/4-16
          Slayer                  60      120-140 100     8       12-20
          Guardian                65      140-160 110     8       14-22
          Vortex Lord             70      160-180 120     8       18-24
          Balrog                  75      180-200 130     8       22-30
          Cave Viper              60      100-150 90      8       8-20
          Fire Drake              65      120-170 105     8       12-24
          Gold Viper              70      140-180 120     8       15-26
          Azure Drake             75      160-200 130     8       18-30
          Succubus                60      120-150 100     10      1-20
          Snow Witch              65      135-175 110     10      1-24
          Hell Spawn              75      150-200 115     10      1-30
          Soul Burner             85      140-225 120     10      1-35
          Black Knight            75      150     110     8       15-20
          Doom Guard              75      165     130     8       18-25
          Steel Lord              80      180     120     8       20-30
          Blood Knight            85      200     130     8       25-35
          Counselor               0       70      90      8       8-20
          Magistrate              0       85      100     8       10-24
          Cabalist                0       120     110     8       14-30
          Advocate                0       145     105     8       15-25
          Diablo (Diablo)         70      1666    220     4       30-60
          Diablo (Hellfire)       90      3333    220     4       30-60
 
 

          Name of Monster         AC      HP      ToHit%  Auto    Damage
                                                          ToHit%

          Stinger                 50      30-40   85      8       1-20
          Venomtail               60      40-50   85      8       1-30
          Psychorb                40      20-30   80      8       10-10
          Necromorb               50      30-40   80      8       20-20
          Archanon                50      60-80   50      8       5-15
          Spider Lord             60      80-100  60/75   8/8     8-20/10-10
          Felltwin                50      50-70   70      8       10-18
          The Shredded            65      70-90   75      7       4-12
          Hellboar                60      30-40   70      7       16-24
          Torchant                70      60-80   75      8       20-30
          Lashworm                25      30-30   60      8       10-25
          Hork Spawn              50      30-30   75      8       12-20
          Hork Demon              80      120-160 60/80   8/7     20-35
          The Defiler             80      240-240 110/90  8/8     20-30/50-60
          Firebat                 70      60-80   100     8       15-20
          Hellbat                 80              100-140 110     8       30-30
          Skullwing               80      70-70   75/75   7/9     15-20/15-20
          Bone Demon              100     240-280 100/160 8/12    40-50/50-50
          Lich                    60      80-100  100     8       15-20
          Arch Lich               75      180-200 120     8       30-30
          Tomb Rat                30      80-120  120     8       12-25
          Devil Kin Brute         70      120-160 100     6       18-24
          Gravedigger             20      120-240 80      6       2-12
          Biclopse                85      200-240 100     8       20-40
          Satyr Lord              70      160-200 90      8       20-30
          Reaper                  90      260-300 120     8       30-35
          Flesh Thing             70      300-400 150     8       12-18
          Crypt Demon             80      200-240 90      8       40-50
          Na Krul                 125     1332    150/150 7/10    40-50/40-50

Experience points for killing a monster is based on the following formula:

(base xp) * (1.0 + 0.1 * (monsterlevel - playerlevel))

Yes, this means all monsters have a level. Again, for nightmare and hell do the following modifications:

Level:
Nightmare:   +15
Hell:  +30

Base Expereince:
Nightmare:   XP*2+2000
Hell:  XP*4+4000

The table below shows the first level where you no longer recieve full experience point for killing a monster. Full experience is calculated with the following formula:
playerlevel*200

I have only given this for normal difficulty. I have also given the  first level you don’t get any experience for killing a monster. That level is 10 levels higher than the monsters level and as it is quite easy to calculate I have given it for all three difficulty levels. Again, I will do tables for nightmare and hell too (quite easy with Excel).
 

          Name of Monster         Level   Base XP XP<Full 0 XP

          Fallen One (spear)      1       46      1       11
          Carver (spear)          3       80      1       13
          Devil Kin (spear)       5       155     2       15
          Dark One (spear)        7       255     2       17
          Fallen One (sword)      1       52      1       11
          Carver (sword)          3       90      1       13
          Devil Kin (sword)       5       180     2       15
          Dark One (sword)        7       280     3       17
          Zombie                  1       54      1       11
          Ghoul                   2       58      1       12
          Rotting Carcass         4       136     1       14
          Black Death             6       240     2       16
          Scavenger               2       80      1       12
          Plague Eater            4       188     2       14
          Shadow Beast            6       375     3       16
          Bone Gasher             8       552     4       18
          Fiend                   3       102     1       13
          Blink                   7       340     3       17
          Gloom                   9       509     4       19
          Familiar                13      448     5       23
          Skeleton                1       64      1       11
          Corpse Axe              2       68      1       12
          Burning Dead            4       154     2       14
          Horror                  6       264     2       16
          Skeleton Archer         3       110     1       13
          Corpse Bow              5       210     2       15
          Burning Dead Archer     7       364     3       17
          Horror Archer           9       594     5       19
          Skeleton Captain        2       90      1       12
          Corpse Captain          4       200     2       14
          Burning Dead Captain    6       393     3       16
          Horror Captain          8       604     5       18
          Flesh Clan              8       460     4       18
          Stone Clan              10      685     6       20
          Fire Clan               12      906     7       22
          Night Clan              14      1190    9       24
          Flesh Clan Archer       8       448     4       18
          Stone Clan Archer       10      645     5       20
          Fire Clan Archer        12      822     7       22
          Night Clan Archer       14      1092    9       24
          Hidden                  5       278     2       15
          Stalker                 9       630     5       19
          Unseen                  11      935     7       21
          Illusion Weaver         13      1500    10      13
          Winged-Demon            9       662     5       19
          Gargoyle                13      1205    9       23
          Blood Claw              19      1873    15      29
          Death Wing              23      2278    18      33
          Overlord                10      635     5       20
          Mud Man                 14      1165    9       24
          Toad Demon              16      1380    11      26
          Flayed One              20      2058    16      30
          Magma Demon             13      1076    9       23
          Blood Stone             14      1404    10      24
          Hell Stone              16      1720    13      26
          Lava Lord               18      1809    14      28
          Horned Demon            13      1172    9       23
          Mud Runner              15      1404    11      25
          Frost Charger           17      1720    13      27
          Obsidian Lord           19      1809    14      29
          Acid beast              11      846     7       21
          Poison Spitter          15      1248    10      25
          Pit Beast               21      2060    16      31
          Lava Maw                25      2940    21      35
          Red Storm               18      2160    15      28
          Storm Rider             20      2391    17      30
          Storm Lord              22      2775    19      32
          Maelstorm               24      3177    21      34
          Slayer                  20      2300    17      30
          Guardian                22      2714    19      32
          Vortex Lord             24      3252    22      34
          Balrog                  26      3643    24      36
          Cave Viper              21      2725    18      31
          Fire Drake              23      3139    21      33
          Gold Viper              25      3540    23      35
          Azure Drake             27      3791    25      37
          Succubus                24      3696    23      34
          Snow Witch              26      4084    25      36
          Hell Spawn              28      4480    27      38
          Soul Burner             30      4644    28      40
          Black Knight            24      3360    22      34
          Doom Guard              26      3650    24      36
          Steel Lord              28      4252    26      38
          Blood Knight            30      5130    29      40
          Counselor               25      4070    24      35
          Magistrate              27      4478    26      37
          Cabalist                29      4929    28      39
          Advocate                30      4968    29      40
          Diablo (Diablo)         30      31666   38      40
          Diablo (Hellfire)       45      31666   52      55
 
 

          Name of Monster         Level   Base XP XP<Full 0 XP

          Stinger                 22      500     7       32
          Venomtail               24      1000    12      34
          Psychorb                22      450     6       32
          Necromorb               24      1100    13      34
          Archanon                22      500     7       32
          Spider Lord             24      1250    14      34
          Felltwin                22      600     8       32
          The Shredded            23      900     11      33
          Hellboar                23      750     10      33
          Torchant                22      1250    13      32
          Lashworm                22      250     4       32
          Hork Spawn              20      600     7       30
          Hork Demon              27      2000    19      37
          The Defiler             30      5000    29      40
          Firebat                 24      2400    19      34
          Hellbat                 29      3600    26      39
          Skullwing               27      3000    23      37
          Bone Demon              30      5000    29      40
          Lich                    25      3000    22      35
          Arch Lich               30      4000    27      40
          Tomb Rat                24      1800    17      34
          Devil Kin Brute         27      2400    21      37
          Gravedigger             26      2000    19      36
          Biclopse                28      3200    24      38
          Satyr Lord              28      2800    23      38
          Reaper                  30      6000    31      40
          Flesh Thing             28      4000    26      38
          Crypt Demon             30      4000    27      40
          Na Krul                 40      13333   44      50
 
 
 

... back to the top
 

Interesting facts about Hell Spawns

by Jarulf

While looking through the data for monsters I found what seems to be the "type" of monster. There are three types of monsters. Undead, Animals and Demons. Most monsters you will find in Hell (except spitters) are demons, including the witches BUT Hell Spawns are considered animals. I think I remember someone testing Civerb's
Cudgel which has a +200% damage versus demons. Didn't that person (excuse for not remembering who it was) say that against Hell spawns, it did less damage? The explanation is that Hell Spawns are not demons. The reason? Either a bug or some balancing matter. Remember that Hell Spawns are the ones you find together with Lazarus, both in single player and multiplayer.

Here is a list of the type for each monster:

Undead:
Zombies
All skeletons (including King Leoric
The Shredded
Gravedigger
Skullwing
Bone Demon
Lich
Arch Lich

Animals:
Fallen One
Scavengers
Winged Fiend's
Spitting Terrors
Horned Demons
Hell Spawn
Stinger
Venomtail
Psychorb
Necromorb
Archanon
Spider Lord
Hork Spawns
Torchants
Devil Kin Brute
Satyr Lord
Tomb Rat
Firebat

Demons:
Hidden Ones
Goat Mens
Overlords
Magma Demons
Lightning Demons
Gargoyles
Balrogs
Vipers
Knights
Succubus (except Hell Spawns)
Mages
The Butcher
Diablo
Hellboar
Felltwin
Lashworm
Hork Demon
The Defiler
Biclops
Hellbat
Crypt Demon
Flesh Thing
Reaper
Na Krul
 

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Monster data fields

by Jarulf

OK, you have asked me and here is what I know today. I have a few ideas about some others but am very uncertain. Bostic, feel free to mail me if you want to know or discuss more.

Each monster is represented (in this part of the data) by 128 bytes. I have numbered them 0-127. The starting byte always has the value of 128.

Data at 8-9, 16-17, 28-29 and 80-81 is completely changed in Hellfire  (although sometimes changed acording to a pattern, at 80 they are basically increased by 40, and others are just renumbered to start with 1 in the area of the new Hellfire monsters instéad at the Diablo monsters). This makes me believe it is just some sort of pointers to other data or the equivalence. I have there fore so far not paid them any attention. I also suspect some of this data is behaviour datat for use by the AI but that is only a guess.

Note, I have not written about ALL the sources I have used to confirm the field below are really what I think but just given a few basic ideas how I found them out.

Data that seems interesting but of unknown nature:

4-5, 20, 24, 32-59 (a block of 7 datat with zeros in between), 72-79 (two more 4 byte blocks with the zeros in each) and 122

84-85 I suspect this to be something related to levels and perhaps treasure, I share Bostics idea about them.

86 Monster level. I "picked" this as the monsters level or the experiencepoints given by monsters (I started a new character and went to church) would not match the experience formula which I _know_ is correct.

88-89 Minimum HP

92-93 Maximum HP

96 I suspect this to be an indication on monster type (archer, spitter and so on)

104 ???? Seems to alsmost always go 0 1 2 3  withing a monster group but not always.

105-106 ToHit (I basically looked in the Officially Strategy Guide and for many monsters this data matched. With the information from Da O'Toth that players had an auto ToHit of 5% but many monsters had higher I asumed that 106 was this auto ToHit (I think Van_Damned wrote he had tested and found some moneters to be in the range 6- 8%, that matched this data to).

107-108 Damage (minimum and Maximum). This matched (more or less) my data I have collected for many monsters my self.

109-112 I asumed this to be the second attack from monsters. Ranges was like 107-108 and for Horned Demons the damage was basically doubled. Seemed it could be their characged attack.

113 AC Seemed the only logical explanation, again the Oficcial Stratey guide seemed to agree with me.

114 Monster type (0=undead, 1=demon and 2=animal) should mainly affect damage done with different weapons (swords bad against skeletons for example) but might influence other stuff too. See my  previous post a few spaces down.

116 Resistance and Immunity in normal and Nightmare (Still two unknown bits)

118 Same for Hell

124-125 Base experience point. Easielly checked ny killing a few monsters in the church with a level 1 character. Toghether with the data in  86 the experience from killed monsters worked well together.

Unique monsters (97 there seem to be data about in the file) have 32 bytes:

0 - Type of monster 0=Normal Zombie up to 111 witch seem to be the not used Arch Lich Malignus

14-15  HP

16 Probably level although I have not chekced to much

18-19  Damage

20 Resistance and Immunity
 

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Balance, Stability and Harmony - explained?

by Da O'Toth

If you installed the Sierra HF patch and read the text file you've probably noticed that it says that they now implemented balance, stability and harmony.

I went to a reliable source (Sierra's lead programmer on HF) and got some additional info.  Putting this together with some of Jarulf's test results and my own experience, I come up with the following:

(1)  Balance, stability and harmony were NOT implemented in Diablo (per Sierra; in the case of the warrior, Jarulf's and my tests indicate this too).
(2)  Balance, stability and harmony are now implemented in the HF patch by reducing the recovery animation (which normally takes 6-8  frames) by 1, 2, and 3 frames respectively.

What does this mean?  Well, as shown by tests conducted by Jarulf, if a character receives damage greater than his/her level, he/she goes  into the recovery routine (this was also confirmed by my source at Sierra).  If he/she gets hit again during (or immediately after)  recovery, with damage sufficiently high to initiate another sequence,
he/she is effectively "stun-locked".

According to my source, the recovery routine takes 6 - 8 frames (0.3 to 0.4 sec), depending on character (with warrior on the fast end and  sorceror on the slow end, in Diablo; may have changed in HF). [Note: would be great if someone out there with the capability to capture video could confirm this.]

Balance, stability and harmony, as implemented by the patch, now  reduce the recovery routine by 1, 2, and 3 frames, or 0.05, 0.10, and  0.15 sec, respectively.
 

Observations/Questions:

Comparing the duration of the recovery (just considering the old Diablo for now) with the fastest weapon speeds -- 0.35 sec for a warrior with a speed/haste one-handed weapon or a rogue with a bow -- would seem to indicate that a warrior couldn't be stunned unless (a)  the recovery takes longer or (b) there a "gap" after the routine, during which the character is still unable to react.

Now, in patched HF, the recovery routine with harmony could be as  short as 0.15 sec; so even with the the faster weapons measured by Jarulf (0.30 sec for barbarian with a club or axe of speed/haste; monk with a staff of haste) a warrior with harmony should not go into  stun (again, unless the recovery takes longer or there a "gap" after the routine, during which the character is still unable to react).

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On Intelligence Intercepts, non-strategic.

by Da O'Toth

Hi there, good morning America!
As I'm sitting here checking the strat forum, I just thought of the fact fact that my internet messages,etc., go out over a phone line that is leased to the US Embassy here (I live in government housing) - - the use of the phone line is ok, personal use is authorized, as long as I pay the charges, which I do (this is just in case you worried about (a) me getting into trouble, or (b) that I was wasting the taxpayer's dollar ;-).......

Don't know how many of you are aware this -- let me see how to but this diplomatically -- it is not unheard of that some foreign countries routinely tap and intercept embassy phone lines (in the interest of national security of course)....  I wonder..... So, daydreaming, I came up with this hypothetical conversation:
 
 

Comandante, I would like to give you an uptdate.  As you know we have  implemented our new computerized intercept procedures on the embassy lines....

Yes, yes -- the one based on the US CIA's Randru robot that searches for key words etc. -- I am well aware of that, sargento.

Isn't that Landru sir?

No, estupido, that one is  only a cheap immitation!  Go on with your report.

Well, we have been getting many hits on line US 237...

Ah yes, the one that caught our attention with repeatedly trying to tie into something called the battle net..... The one used by someone codenamed Da O'Toth -- go on, what were some of the hits?

Lots of hits on the words "weapon" and "armor".....

Details?

Many hits on "Hellfire" sir, regarding modifications and updates....

Ah yes, the gringos' premier air-to-ground anti-tank missile, interesting -- what else?

Well, repeated use of the words "storm" and "shield"....

(interrupting) Was the word desert also mentioned?

Well, we're not sure, comandante, there is lots of noise in the lines....

Yes, yes, I know -- rainy season in Brasilia, athmospheric conditions, flooded telephone switching vaults and cable runs..... In any case, we better notify our friends in Baghdad......  What else?

"Eaglehorn" -- or analysts think this may be related to some new items on the F-15 Eagle aircraft.  Also apparently many things on the effectivensess and guidance systems -- referred to as "to hit%"....  Also hits on "stealth"....

That's routine -- anything really out of the ordinary?

Well, repeated referals to a "constricting ring" -- the analysts think this may relate to the blockade.......

Better let our friends in Havana know....

Also a lot on "cudgeling being very effective on Demons"..... our analysts haven't been able to relate that to anything yet.....

Imbecils!  Incompetents!  This is an obvious reference to Iran's recent overtures to the US -- and it is apparently effective! -- Have to let Teheran know....

Also very many repeats "magic" -- which seems strange....

Fools! -- Magic was the codeword used by the US during WWII to refer to their having been able to break the Japanese encryption codes.....  This makes it interesting..... Any other strange contacts, besides the "battle net"?

Yes -- repeated ones to a weapons test lab code named Jarulf, in Sweden...

Bah, they're supposed to be neutral.  What else?

Something to codename Khan in Germany, relating on how to get better items offerred by someone codenamed Griz.....

Probable some ex-soviet union weapons black-marketeer......  More?

Yes, repeated attempts to contact "angels of hell" -- which we believe is some elite counter-terrorist group.

Yes, I recall, lots of coded references to groups.

Yes comandante, warriors, rogues, monks....

(interrupting) The church is involved in this?

Apparently so, sir.  Many hits on the word "church", "shrine", also "catacombs" and "hell" -- and sir, "Diablo"......

Dios! -- this group may include some heretics involved with devil worship..... Keep me posted!  Contact me with the full report monday morning!
 

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