*Note: I did find a murky pool in the crypt.
*Note: The expansion levels have the following dungeon level:
Diablo 1 Monsters
Black Deaths (which permanently remove 2 life points every time they hit you)
“of thieves” Having an item with this suffix will reduce any trap damage by 50%. In Hellfire it will in addition reduce the damage from any magical or ranged attack from monsters by 50%. This effect is not cumulative if you have more than one item with the suffix.
“- damage taken” Having any item with a suffix that reduces damage (or in the case of a cursed suffix,increases it), will reduce any damage, even magical, done by a monster by the combined amount of all the suffixes you are wearing. Damage can never be reduced below 1 by this effect.
“Reflect” In Hellfire the Reflect spell will reduce the amount of melee damage a monster does to a player by 20 to 29%.
player vs player All magic damage is halved in player versus player attacks. This includes the damage by Bone Spirit, which will only reduce 1/6 of current life.
Resistance Having any item which gives you resistance will reduce any magical attack of the same type by the total resistance of that type you have. Maximum resistance is 75%, which is shown with the letters MAX. Note: resistances are percentile.
Mana Shield If you are using a Mana Shield, it will reduce the damage by 33% in Diablo and by (1/(3·slvl) ·100)% (if slvl is higher than 7, set slvl to 7) in Hellfire. In addition it will remove mana instead of life.
Checks for hit recovery are done between step 4 and 5 and will thus not be affected by the use of Mana Shield.
Damage done by players is composed of two parts, character damage and weapon damage. The character damage is based on your character’s stats and can be calculated with the formulas below. To that damage you add the damage of any weapon, or weapons in the case of the Bard, you have equipped.
if the target monster is an Illusion Weaver that is currently running away, exit as it is at the moment immune to any attack
if the target monster is Stone Cursed, the attack is an automatic hit, go directly to damage calculations
calculate 50 + Dex/2 + ToHititems + clvl + bonusplayer
in Hellfire, if the player has any item with the ”penetrate armor” effect, temporarily reduce ACmonster asappropriate
subtract ACmonster
in Hellfire, if the attack is an adjacent quarter damage attack, subtract 70 - 2·clvl (minimum 30)
if the value calculated is below 5, set it to 5
if the value calculated is above 95, set it to 95
the value now achieved is the final chance to hit (FTH)
a hit is secured if Rnd[100] < FTH
The steps 3-8 above can be summarized to:
FTH = 50 + Dex/2 + ToHititems + clvl + bonusplayer - ACmonster - penaltyquarter damage
In Diablo, ToHititems includes the effect of items with the ”penetrate armor” effect.
The bonusplayer is 20 for Warriors and 0 for all other classes.
penaltyquarter damage only applies to certain attacks in Hellfire, see chapter 2.2.2 for more information.
Note that if FTH is below 5 or above 95 it is adjusted to 5 and 95. This is commonly referred to as the auto hit and auto miss of a character.
Damage
calculate Rnd[maxbase weapon damage - minbase weapon damage + 1] + minbase weapon damage (this is basically a random value within the weapons base damage range)
add +% damage
add +damage
add character damage
if the attacker is a Warrior or Barbarian then double damage if Rnd[100] < clvl (critical hit)
if the monster is undead or an animal, adjust the damage according to the table in chapter 5.1 under monster type, that is, under certain circumstances multiply damage by 1.5 or divide damage by 2
if the monster is a demon, triple the damage if the player is carrying any item with the ”+200% damage versus demons” effect
(broken if used with bows)
in Hellfire, if the attacker has an item with the devastation effect and Rnd[100] < 5, triple the damage
in Hellfire, if the attacker has an item with the jester’s effect:
50% of the time multiply damage by Rnd[100]/100
the other 50% multiply damage by 5·(Rnd[100]+20)/100
in Hellfire, if the attack is an adjacent ”quarter” damage attack, divide the damage by 4 (hence the ”quarter” damage)
in Hellfire, if the attacker has an item with the peril effect, double the damage
the value now achieved is the final damage (FD)
deal FD to the target
Critical Hit
Warriors and Barbarians have the ability to do a critical hit while doing melee attacks. The chance for a critical hit is clvl% and a critical hit does twice the damage.
Warrior
From: https://diablo.fandom.com/wiki/Warrior
Rogue
From: https://diablo.fandom.com/wiki/Rogue
Sorcerer
From: https://diablo.fandom.com/wiki/Sorcerer
Monk
From: https://diablo.fandom.com/wiki/Monk_(Hellfire)
Bard
From: https://diablo.fandom.com/wiki/Bard
Barbarian
From: https://diablo.fandom.com/wiki/Barbarian_(Hellfire)
Bone Spirit
From: https://diablo.fandom.com/wiki/Bone_Spirit_(Diablo_I)
Regardless of Spell Level and other stats, it will always deal damage equal to 1/3 of the target's current Life (not maximum Life) in Magic damage.
Unique Weapons
Unique Armor
Unique Jewelry
Empyrean Band (which has the “of Thieves” affix which reduces trap damage by 50% and also applies to ranged attacks and spells)
Note: Magical items have a 16% chance to be unique.
Every unique item that I want can be farmed in Normal and all of those drop best on dlvl 15, except Shirotachi which is dlvl 11
When stave charges are depleted, the staff still works as a weapon and can be fully refilled without any consequence (other than gold cost).
Healing Potions and Scrolls
Most oils only stay on the items until you create a new game (meaning you select “New Game” from the main menu with a character, not simply logout of your session).
Only oils that affect durability carry over when you start a new game.
Oil of Permanence is an oil that drops in single-player which makes an item indestructible.
Warrior (Male) - using a club and shield: Jil (Tower of Druaga Anime Show)
Spells:
Note: A Warrior attacks fastest with a sword or club (.45).
Civerb’s Cudgel (mace [1-8]) -2 magic, -5 dexterity, +200% total damage versus demons (have)
Defensive strategy: block what you can and mitigate whatever gets through.
Note: warriors have automatic maximum block speed.
Note: if you get enough damage reduction, you shouldn't have "stun" animations and thus don't require any hit recovery! This works well on the warrior with “Reflect” and a shield.
Helm -
Godly Great Helm of osmosis (+170 - 200% armor, -5 or 6 damage from enemies)
Chest -
Scavenger Carapace (AC -6 - -10, +5 dexterity, +40% resist lightning, -15 damage from enemies) (have)
Shield -
Godly Tower Shield of absorption (+170 - 200% armor class, -3 damage from enemies)
Amulet -
Obsidian Amulet of thieves/harmony (+31 - 40% to all resists, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery)
Rings -
Ring of Engagement (AC 5, -1 or -2 damage from enemies, 1-3 damage to attacker, reduces target’s armor by 87.5%)
(1) Obsidian Ring of thieves/harmony (+31 - 40% to all resists, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery)
Rogue (Female) - using a bow: Birgitte Silverbow (The Wheel of Time Books)
Spells:
Note: A Rogue attacks fastest with a bow (.35).
Gnat Sting hunter’s bow multiple arrows (3), unusual item damage (1-2), quick attack, indestructible
Windforce Long War Bow [1-14 damage] (+5 strength, +200% damage, knocks target back) (I should be able to farm for Eaglehorn or this by resetting games and walking into level 9, then clicking on the slain hero enough times since it always drops long battle bows or possibly long war bows.)
Defensive strategy: ranged characters shouldn’t get hit much to begin with, but dodge everything else with AC from dex and items.
Helm -
Gotterdamerung (AC 60, +20 all attributes, all resistances=0%, -4 damage from enemies, -40% light radius)
Chest -
Armor of Gloom (AC 225, all resistances=0%, -20% light radius, no strength requirements) Note: This item does not drop normally.
Amulet -
Gold Amulet of thieves/harmony/the zodiac (+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Rings -
(2) Gold Ring of thieves/harmony/the zodiac (+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Sorcerer (Male) - using staff and casting apocalypse: a fire-looking spell: Gandalf (Lord of the Rings Books)
Spells:
Apocalypse (which can only be learned from the book that drops off the boss Na-Krul of Hellfire), since it isn’t based on a type of elemental damage and thus can not be reduced.
Town Portal
Learn them all just because you can
Note: Maximum base slvl (spell level) is 15. With the correct items equipped, the modified slvl (spell level) can be brought to a maximum of 20.
Note: When casting a spell from a scroll or staff, if you know the spell, it will have the same slvl as the learned spell (including any modifications from items). If you don’t know the spell, it will be cast at slvl 1 (plus any modifications from items).
There is a bug, however. If you cast a spell from a scroll and currently have another spell hot keyed, it will use the slvl of the hot keyed spell instead of the spell you are casting. This is true even if you don’t know the spell.
Note: A Sorcerer attacks fastest with a spell (.4).
Note: Spells on staves take the place of a suffix.
Arch-Angel’s Staff (+2 to spell levels) of Magi (allows user to cast the “Magi” spell which completely refills the player’s mana)
Arch-Angel’s Staff (+2 to spell levels) of Mana (allows user to cast the “Mana” spell which refills the player’s mana) (have)
Defensive strategy: ranged characters shouldn’t get hit much (but maybe get a golem to tank for him).
Helm -
Thinking Cap - +30 mana, +20% resist all, +2 spell levels, altered durability (1) (but keep in mind that blacksmith oil can permanently raise the durability of items) (have)
Chest -
Naj’s Light Plate - +5 magic, +20 mana, +20% resist all, +1 spell level, no strength requirements
Need: 1 Obsidian prefix, 2 Dragon’s prefix, 1 of thieves suffix, 1 of harmony suffix, 1 of the zodiac suffix.
Amulet -
Obsidian/Dragon’s Amulet of thieves/harmony/the zodiac (+31 - 40% to all resists/+51 - 60 mana, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Rings -
(2) Obsidian/Dragon’s Ring of thieves/harmony/the zodiac (+31 - 40% to all resists/+51 - 60 mana, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Monk (Male) - using a staff: Miroku (Inuyasha Anime Show)
Spells:
Note: A Monk attacks fastest barehanded (.35) or with a staff (.4).
Note: A Monk can do adjacent quarter damage with a staff.
Note: A Monk gains double the damage from attributes if using a staff or being bare-handed:
Note: A Monk can also block with a staff and with at least one hand bare.
Magical War Staff [8 - 16 damage] with:
King’s (+76 - 100% chance to hit / +151 - 175% damage) W prefix 28
of haste (fastest attack speed) W suffix 27
of mana shield (thus adding effective health pool) (have)
Note: A King’s War Staff can be bought from Adria in Normal, but it will contain a spell instead of a suffix (self-tested).
Defensive strategy: the monk should have 95% block chance (since monsters have a baseline 5% chance to hit).
Helm -
The Undead Crown (AC 8, 0-12.5% steal life) (have)
Chest -
Arkaine’s Valor [ring mail gives +100 AC] (AC 25, +10 vitality, -3 damage from enemies, fastest hit recovery) (have)
Note: monks armor count equation differs based on the type of chest armor according to the following equations:
Monk with plate: Dex/5 + ACitems
Monk with mail (or unique plate): Dex/5 + ACitems + clvl/2
Monk with leather, other light armor (or unique mail): Dex/5 + ACitems + 2·clvl
Amulet -
Obsidian/Gold Amulet of thieves/the zodiac (+31 - 40% to all resists/+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/+16 - 20 all attributes)
Rings -
(2) Obsidian/Gold Ring of thieves/the zodiac (+31 - 40% to all resists/+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/+16 - 20 all attributes)
Bard (Female) - using dual-wielded swords: Mikasa (Attack on Titan Anime Show)
Spells:
Note: A Bard attacks fastest with a sword or club (.5).
Note: A Bard only benefits from the fastest weapon equipped.
Note: A Bard can do adjacent quarter damage with two swords.
Note: For the Bard, damage enhancements from the king’s and merciless series of prefixes (+% damage) are added together if they occur on both weapons. It is then applied to the sum of both weapons’ damage. Damage from enhancements of the slaughter series is only applicable to the weapon it comes on.
Dual-wield Swords -
Shirotachi (great sword [10-20]) +6 lightning damage, penetrates target’s armor (half AC), fastest attack, one-handed
Use a Bastard Sword [6-15 damage] (as it has the highest base damage). Affixes for Swords:
King’s (+76 - 100% chance to hit / +151 - 175% damage) W prefix 28
Crystalline (+200 - 280% damage done) W prefix 5
of bashing (penetrates 75% of armor) W suffix 17
of haste (fastest attack speed) W suffix 27
of blood (5% life steal) W suffix 19
of the heavens (+12 - 15 to all attributes) W suffix 25
(I should be able to farm for this by simply resetting games and walking into level 9 and clicking on the slain hero enough times on a bard since it always drops bastard swords.)
Defensive strategy: AC from dex and items, then rely on thieves and all resistance.
Helm -
Veil of Steel (+15 strength, +15 vitality, -30 mana, +60% armor, +50% resist all, -20% light radius) (have)
Royal Circlet (AC 40, +10 all attributes, +40 mana, +10% light radius)
Chest -
Godly Full Plate Mail of thieves/harmony (+170 - 200% armor, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery)
Amulet -
Obsidian/Gold Amulet of thieves/harmony/the zodiac (+31 - 40% to all resists/+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Rings -
(2) Obsidian/Gold Ring of thieves/harmony/the zodiac (+31 - 40% to all resists/+21 - 30% chance to hit, absorbs half of trap, magical, and ranged attack damage/fastest hit recovery/+16 - 20 all attributes)
Barbarian (Male) - using axes: Gimli (Lord of the Rings Book Series)
Spells:
Note: A barbarian attacks fastest with a club or axe (.4).
Note: A barbarian can do adjacent quarter damage using an axe, a two-handed sword or a maul, without having a shield equipped at the same time.
Note: Using an axe or club on a barbarian changes the damage from strength by dividing by 75 instead of 100.
Note: Mauls also give the barb the inherent “of stability” modifier and reduce hit recovery from .3 to .2 (unless using a harmony suffix).
Note: A barbarian NOT using a shield gains additional damage at vit*clvl/100.
Note: A barbarian automatically has maximum block speed.
Axes -
Bloodslayer (broad axe [8-20]) -5 all attributes, +100% damage, +200% total damage versus demons, -1 spell level
Great Axe [12-30 damage] with:
Defensive strategy: max resistances and some AC, but mostly just kill everything before it can kill you.
Note: The Barbarian also gets 1% resistance per level.
Note: if you get enough damage reduction, you shouldn't have "stun" animations and require any hit recovery! This works well on the barbarian because damage>1.25xclvl (instead of damage>clvl as on every other class).
Helm -
Godly Great Helm of harmony (+170 - 200% armor, fastest hit recovery)
Chest -
Bovine Plate (AC 150, -50 mana, +30% resist all, -2 spell levels, +50% light radius, indestructible) (have)
Amulet -
[Any prefix] Amulet of the zodiac (?, +16 - 20 all attributes)
Rings -
Ring of Engagement (AC 5, -1 or -2 damage from enemies, 1-3 damage to attacker, reduces target’s armor by 87.5%) is a MUST, since the barbarian actually gets a 100% hit chance reduction and already has a lower chance than other classes due to low dexterity.
Empyrean Band (+2 all attributes, fast hit recovery, absorbs half of trap damage, +20% light radius) (have)
F1 - Displays help.
P - Pause's the game.
ESCAPE - Brings up the main menu.
B - Open the spell book
C - Views the character information.
I - Examine inventory.
Q - Reads the quest log.
S - Displays the spell book.
Z - Zooms in or out.
SHIFT - Hold down when attacking to prevent the character from moving.
TAB - Displays the map.
+/- - Zoom the map in or out.
ARROW KEYS - scroll Automap.
1-8 - use specific belt item.
F5-F8 - Highlight spells in spell book and press f5-f8 to assign hotkey. Once assigned, the key will prepare that specific spell.
F9-F12 - Auto Send messages during auto play.
ENTER - Open message window or send message.
SPACEBAR - Closes all open windows.