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Started by G Shane J Lafreniere
Tue, 25 Feb 1997 00:00
Diablo Hint Guide
Author: G Shane J Lafreniere
Date: Tue, 25 Feb 1997 00:00
Date: Tue, 25 Feb 1997 00:00
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Folks,
Here is a converted version of Shlonglor's collection of hints.
This is Shlonglor's work, and he should get credit for it, I just
published it here, since I don't think this newsgroup has seen it yet.
It is a Word 7.0 document for download, and I'll included it in a C&P
text format in this posting.
The formatting is preserved in the Word Version, NOT in the Text version
(fix it yourself!!!)
My only tip for playing, is: stop that incessant clicking for telling
your character where to go. JUST HOLD DOWN THE BUTTON!!!!! try it.
************************************************************
Shrines
Abandoned. Text: The Hands of Men are guided by Fate. Action: Raises
Dex +2
Creepy. Text: Strength is boltered by heavenly faith. Action: Raises Str
+2.
Cryptic. Text: Arcane power brings destruction. Action: Casts Nova
spell.refills mana.
Devine. Text: Drink and be refreshed. Action: Completely heals and
restores your mana and gives you 2 full potions, either 2 rejuvinations
or 1 mana & 1 health.
Eerie. Text: Knowledge and Wisdom comes at cost of self. Action: Magic
goes up 2 points and hit points are taken away.
Eldritch. Text: Crimson and Azure becomes like the Sun. Action: Turns
regular potions into rejuvenation, and full potions into full
rejuvenation. Stock up on potions first.
Enchanted. Text: Magic is not what it seems to be. Action: Takes one
spell down a level, raises the rest by 1. The spell taken down might
possibly be the currently selected one.
Fascinating. Text: Intensity comes at the cost of wisdom. Action: Raises
Holy Bolt 2 levels and decreases max mana?
Glimmering. Text: Mysteries are revealed in the light of reason. Action:
Identifies everything. I would get some items that need to be identified
before using this shrine.
Gloomy. Text: Those who defend seldom attack. Action: +2 armor value to
helm, bodyarmor, and shield, -1 Damage
Hidden. Text: New strength flows from destruction Action: One item
equiped durability - 10, all others equipped durability +10.
Holy Shrine. Text: There you are, there you become. Action: It phase
shifts you around the room. Pretty funny the first time but utterly
useless.
Magical. Text: While the Spirit is vigilant the body thrives. Action:
Free mana shield.
Mysterious. Text: Some grow weaker as one grows strong. Action:
Mysterious (5 to 1, -1 to 5) as I call it (last time I used it I lost 1
from 5 different attrs, and gained 5 in the 6th. (Makes sense with the
qoute too)
Ornate. Text: Salvation comes at cost of wisdom. Action: Raises Holy
bolt 2 levels while decreasing maximum Mana.
Quiet. Text: The Essence of life flows from within. Action: Raises
Vitality + 2.
Religious. Text: Time cannot diminish the power of steel. Action:
Repairs all armor/weapons to full duribility.
Sacred. Text: Energy comes at the cost of wisdom. Action: When you go to
a sacred shrine and you get charged bolt up 2 levels, the mana you lose
is either proportional to your total, or it makes a difference which
class you are. As a sorceror, it took away 16 mana, while it only took
away 4 as a rogue.
Secluded. Text: The way is made clear when viewed from above. Action:
Gives you a full map of the level. I hate this one because you can't
tell where you need to clear. So I always end up thinking some part is
clear and I walk into a bunch of monsters.
Spiritual. Text: Riches abound when least expected. Action: Fills all
empty backpack slots with gold (10-20) usually.
Spooky. Text: Where Avarice fails, patience grows. Action: all players
get full life or a random quote or something.
Stone. Text: The power of mana refocused renews. Action: Recharges all
Staves.
Tainted. Text: Those that are last may yet be first. Action: Affects all
characters in the game. The person who used the shrine gets a random +1
stat, and everyone else gets a -1 on *all* stats. (I absolutely *HATE*
this shrine. I've lost about 5 pts on all my stats from people using
them after I've said not to!!! A poor mage I was playing w/ had to quit
after our fighter used this shrine twice...the mage's stats went down to
the point he couldn't wear his armor or use his weapons anymore! BAAAAD
SHRINE!!!) ------ Kent.
Thaumaturgic. Text: What was once open is now closed Action: All open
chests are closed and reset with gold and items.
Weird. Text: The swords of justice are swift and sharp. Action: +1 max
damage to all weapons char has. (including those in inventory)
Murky Pools (Church)
Action: Cast Infrared vision.
Goat Shrines(Cats), Cauldron(Hell). Action: Act as random shrines. You
can tell what they do by reading the text.
Blood Fountain. Action: Unlimited Health by clicking on it repeatedly.
Purifying Spring. Action: Unlimited Man by clicking on it repeatedly.
This is pretty cool because it's a place to test all your spells out
free of charge.
Fountain of tears. Action: One Attrib is -1 another is +1. Weapons
tems in Diablo are not set. There is not a list of 1000 or so weapons
and items that is set. Instead, the items are generated both in the
items you find, and in the smith, and witch hut and with Wirt. There is
most likely some formula that determines the likeliness of each
attribute to an item. That's why you see a lot of crappy items and few
good ones. It also most likely is dependent on level. Higher level
people see better stuff more often.
Items are generated according to the following formula:
If you notice items are usually This Thing of This. Where This & This
are Characteristics describing the object. An example of this would be
Amber Plate of Harmony.
This is how all items, besides Unique ones are made. They are made up of
a Prefix and a Suffix such as Savage (Prefix) Sword of Gore (Suffix).
The Prefix and Suffix are both optional. You can have only the Prefix or
only the Suffix. Such as Savage (Prefix) Sword or Sword of Harmony
(Suffix)
There is most likely some formula to determine the likeliness of a
certain prefix and suffix applying to the same object. That is why you
rarely see the best prefixes and Suffixes together on one object.
Also, Some prefixes and suffixes can't apply to certain objects. You
can't have a Knights Shield that does +90% to hit, and 190% damage can
you? You can't have a hat that does that either. Certain objects only
have a limited number of suffixes and Prefixes to choose from.
Well know that you know how Items are made, now all you need to know is
what are the prefixes, what do the prefixes mean and do, and the same
for suffixes. Then you can pick the best prefix and suffix for a
particular item and go out looking for it.
If you find any errors or have anything to add, please mail me and I'll
give you credit on this page.
Prefixes.
Anti Magic..
With anti magic ones, I'd wouldn't waste my time with the individual
resist magic, instead I would go for the resist all. Anything other than
Resist all is almost useless.
You can get Anti Magic Prefixes for all items.
Resist Magic. White: 11-20% Pearl: 21-30% Ivory: 31-40% Crystal: 41-50%
Diamond: 51-60%
Resist Fire. Red: 11-20% Crimson: 21-40% Garnet: 41-50% Ruby: 51-60%
Lightning. Blue: 11-20% Azure: 21-30% Lapis: 31-40% Cobalt: 41-50%
Sapphire: 51-60%
Resist All (Resists all 3 above). Topaz: 10-15% Amber: 16-20% Jade:
21-30% Obsidian: 31-40% Emerald:
41-50% Weapons & Rings.
+ Chance to Hit Percentage. Tin: -10% to -6% Brass: -5% to -1% Bronze:
1-5% Iron: 6-10% Steel: 11-15% Silver 16-20% Gold: 21-30% Platinum:
31-40% Mithril: 41-60% Meteoric: 61-86% ?? Weird: 87-100% ?? Strange:
110% Weapons only.
+ Percent Damage. Useless: -100%??? Bent: ??? Weak: -41% Jagged: 20-35%
Deadly: 36-50% Heavy: 51-65% Viscious: 65-80% Brutal: 81-95% Massive:
96-110% Savage: 111-130% Ruthless: 131-150% Merciless: 151-160% ????
+ Percent Chance to hit & + Percent Damage. Clumsy: ?? Dull: -5% to -1%,
-43% to -30% Damage. Sharp: +1-5% to hit, +20-25% Damage. Fine +6-10% to
hit , +35-50% Damage. Warrior's +11-15% to hit, +51-65% Damage.
Soldier's +16-20% to hit , +66-80% Damage. Lord's +21-30% to hit,
+81-95% Damage. Knight's +31-40% to hit, +96-110% Damage. Master's
+41-50% to hit, +111-125% Damage. Champion's +51-70% to hit, +126-150%
Damage. King's +71-100% to hit, +151-180% Damage
??? Hats, Body armor and
Shields.
Armor. Vulnerable ??? Rusted -47% to -37% ? Fine +21-30% Strong +31-40%
Grand +41-55% Valiant +56-70% Glorious +71-90% Blessed +91-109% Saintly
+110-130% Awesome +131-150% Holy +151-170% Godly +171-198%
+ Mana. Hyena's ??? Frog's -2??? Spider's +11-15 Raven's +16-20 Snake's
+21-30 Serpent's +31-40 Drake's +41-50 Dragon's +51-60 Wyrm's +61-???
Hydra's ?????
Added Staff Charges. Plentiful [2x normal charges??] Bountiful [3x
normal charges??]
Added Staff Spell Levels. Angel's [+1 to all spell levels] Arch Angel's
[+2 to all spell levels]
Suffixes
The following is a list of Suffixes you have to choose from:
Special Item Characteristics.
Added Spell Damage besides the items Damage. Flaming: 1-10 fire damage.
Lightning: 2-20 lightning damage.
Stealing Life (HP). Items that do this take a certain amount of life
away from a monster every time you hit them and add it to your own life
if you are not full of life. There are various percentages of mana taken
for each hit. This stuff is pretty cool.
Leech: 3% Blood: 5%
Stealing Mana. Items that do this take a certain amount of mana away
from a monster every time you hit them and add it to your own if you are
not full of mana. There are various percentages of mana taken for each
hit.
Bat: 3% Vampire: 5%
Speed. This dictates how fast your weapon can swing. This is worth
getting big time. I had Knight's Sword of Haste and not only did I hit
every time, but I hit so fast, Monsters couldn't run away. This worked
wonders on those mages in Hell, On those disappear guys, and the many
other monsters that try to run for it. GET THIS!!!
Readiness: Quick attack Swiftness: Fast attack Speed: Faster attack
Haste: Fastest.
Added Light. There are various items that can add light. You can see a
lot more around your character. Now this is nice to have, but it's
nothing worth trying to get.
Dark: -40% Night: -20% Light: 20% Radiance: 40%
Blocking. You can get this in items and rings. I haven't had it yet but
It sounds like it would be really great for those shield holders.
Fast Block.
Damages Target's Armor. This targets Armor. This sounds like it would
make the enemy much easier to kill. I'm not sure of the effects and
benefits of having this is.
Piercing Bashing Puncturing
Added Points to Weapon Damage. This adds on a certain number of points
onto your over all damage with every hit. You can only get this on
weapons and it can add quite a lot to your damage. For example if the
damage is + 12 and your damage is 10-20. You will now do 22-32. You can
see how much this can raise your over all damage. You combine this with
a prefix such as Savage +120% damage or Kings +90% chance to hit + 176%
damage and you will have one MASSIVE weapon. I have found 2 suffixes
that add this + Damage:
Quality: +1-2 Maiming: +3-5 Slaying: +6-8 Gore: +9-12 Carnage: +13-16
Slaughter: +17-20
Duribility. Don't waste your time with this crap. Not worth it. It's a
waste of a suffix. If you have to decide between anything and duribility
pick the other thing. :)
Fragility Brittleness Sturdiness Craftsmanship Structure Ages [Confers
indestructibility]
Bear. Knocks enemies back.
Thorn. Attacker takes 1-3 Damage.
Thieves. Absorbs half trap damage.
Added and Deflected Damage from enemies. When you get hit, certain items
can either add on, or take away from the actual damage you take.
Pain +2-4 Tears +1 Health -1 damage per enemy hit Protection -2
Absorption -3 Deflection -4 Osmosis -5 to -6 Hit Recovery. This means
you can recover from an enemy attack a lot faster. This is worth having
especially if you are a contact weapon user. The faster the Attack
Recovery is, the less delay between being hit and when you are able to
swing your sword or whatever will be. This can make the difference
between living and Dying. I noticed a huge difference without it. My guy
would get hit and wouldn't be able to move because he couldn't recover
between hits. So he would just stand there and get hit like an idiot.
Well once I got Attack Recovery back again, my warrior did a whole lot
better. Now he can pretty much non stop hit even when he is being hit by
the enemy. You can get this in rings, hats, shields, armor, and possibly
even weapons. There are three powers of Attack recovery: Balance: Fast
hit recovery Stability: Faster hit recovery Harmony: Fastest hit
recovery
Bows. Fire Weak additional fire damage [fire arrows] (1-6) Flame Medium
damage fire arrows (1-10) Burning Strong damage fire arrows (1-16) Shock
Weak lightning arrows (1-6) Lightning Medium damage lightning arrows
(1-10) Thunder Very strong lightning arrows
(1-20) Points to Stats.
Magic Fool -10 to -6 Dyslexia -5 to -1 Magic +1-5 Mind +6-10 Brilliance
+11-15 Sorcery +16-20 Wizardry +21-30
Vitality. Illness: -10 to -6 Disease: -5 to -1 Vitality: +1-5 Zest:
+6-10 Vim: +11-15 Vigor: +16-20 Life: +21-30
Strength Points. Frailty: -10 to -6 Weakness: -5 to -1 Strength: +1-5
Might: +6-10 Power: +11-15 Giants: +16-20 Titans: +21-30
Dexterity. Paralysis: -10 to -6 Atrophy: -5 to -1 Dexterity: +1-5 Skill:
+6-10 Accuracy: +11-15 Precision: +16-20 Perfection: +21-30
+ Hit Points. Vulture: -24 Jackal: -9 to -2 Fox: +10-15 Jaguar: +16-20
Eagle: +21-30 Wolf: +31-40 Tiger: +41-50 Lion: +51-60 Mammoth: +61-80
Whale: +81-100
+ ALL Attributes. Very Handy. Trouble -10, -7??? Pit -5 to -1 Sky +1-3
Moon +4-7 Stars +8-11 Heavens +12-15 Zodiac +16-25
There is a continuity between similar categories. For instance, the
individual attribute enhancers all have 7 positions (including the 2
negatives) with the same exact ranges. Hit points and mana enhancers
also have the same number of slots. The Double Enhancers (King's,
Master's,etc) all have the same number of positions as the to hit,
damage and armor class enhancers. Another trend is that the more
powerful Modifiers seem to have a wider range (ie- Fine armor has a
range of +21-30%, while Holy armor has twice that range from +151-170%).
Amongst the resistances, all have 5 categories except Fire (it has only
4, with Crimson accounting for a 20% block) -------- Kimber Boh(Vincent
Briscuso)
Unique Items
Swords and other Contact Weapons.
Gnarled Root. (Club) Damage 1-6. Chance to hit +20% +300% Damage. +10
Dex. +5 To Magic. Resist all 10%. Ac -10.
It's a 1-6 CLUB! I see people trying to trade this on bnet and It
totally amazes me. All that stuff looks good but it's a 1-6 club! Get
rid of this as fast as you can.
Black Razor.(Dagger) +150% damage +2 vitality altered durability
Grandfather. (1 Handed Sword) This takes up 2 swords worth in the
inventory but it's one handed. +5 ALL attributes. Chance to hit +20%
Damage +70% HP +20
This isn't a bad beginners weapon, or if you don't have any better but
it is no substitute for a good King's Sword.
Executioner's Blade. (1 Handed Blade) +150% Damage. -10 HP. -10% light.
Get rid of it!
Ice Shank. (Dagger) Resist fire +40% +7 Strength. 15 Durability.
Ditch it!
Shaffer's Hammer. (1 handed hammer) -100% Damage. (ACK!!!) Lightning
Damage 1-50 Chance to hit +30%. Resist lightning Max. +10% Light.
Get rid of it!
Wicked Axe. (Axe) Chance to hit +30% +10 Dex. -10 Vitality. -4 Damage.
Industructable.
Ditch it!
Doombringer. (1 handed sword) Chance to hit +25% +250% damage -5 all
attributes -25 hit points -20% light radius
This thing does serious damage but the bad stuff offsets it too much for
me to want to use it.
Inferno. (1 handed sword) Base Damage 2-10 Base Durability 40
Requirements: Strength 30, Dexterity 30
Fire Hit Damage 2-12 +30% Light Radius Mana +20 Resist Fire 75% MAX
Don't have much to say about this one. Not too bad if you have no
better.
LightSabre. (1 handed sword) 1-10 Damage.
1-10 Lightning Damage. ??????? +20% Light Radius.
The Bonesaw. (1 handed sword) Damage 1 - 12 Required 35 Strength
+10 Damage +10 Strength -5 Magic -5 Dexterity +10 hit points -10 Mana.
Shadowhawk. (1 handed sword) -20% light radius. hits steal 5% life
chance to hit +15% resist all 5%
Sell it to the Smith.
Messerschnidt's Reaver. (Axe) Base Damage : 12-30 Base Durability: 75
Requirements: Srtength - 80.
+200% Damage Adds 15 points to Damage +5 to all attributes Hit Points
-50 Fire Hit Damage 2-12.
Stonecleaver. (Axe) 8-20 damage. Hit points +30 chance to hit +20% +50%
damage resist lightning +40%
Doesn't look too bad if you are into Axes.
It looks cool other than the fact that it's 2 handed, and that -50 hit
points.
Grizzly. (2 handed Sword) Base Damage: 8-16 Base Durability: 150
Requirements: 65 Strength
+20 Strength -5 Vitality +200% Damage Knocks Target Back High Durability
The major thing against, this is that it's 2 handed. But that -5
vitality doen't look so good either. But it does look like it would do
some SERIOUS damage.
WizardSpike. (Dagger) +15 Magic +35 Mana Chance to hit +25% Resist all
15%
Not a bad Mage weapon if they don't have a better one.
Dreamflange. 1-8 Dam.
+30 magic +50 mana +50% magic resistance +20 Light radius all spells +1
level
This is to Mages, what Windforce is to Rogues, so I'm told :)
Baranar's Star. (Morning Star) 1-10 Damage
+15% to hit +80% damage Fast Attack -4 Dexterity +4 Vitality Enhanced
Durability
HellSlayer. (Axe) Damage: 10-25 Dur: 60/60 Required: 65str
+8 Strength +8 vitality +100% Damage +25 Hit Points -25 Mana
Aguinara's Hatchet. (Axe) Damage 2 - 10 Durability 24/24
+10 to Magic + 1 to all Spell Levels +75% (MAX) Resistance to Magic
I have had one of these for about 2 weeks now because no one wants it.
It seems no one wants 2 handed weapons. So I guess I'll sell it to the
smith.
Staves.
ThunderCall. Damage: 5-10 Dur: 45 Lightning Charges:76 Chance to hit:
+35% Lightning hit damage: 1-10 Resist lightning +30% +20% Light Radius
The Protector. +5 VITALITY -5 DMG from enemies Armor class: 40 damage:
2-4 86 healing charges Attacker takes 1-3 DM
Storm Spire. Damage 8-16 Required: 30 str Dur 75/75
Resist Lightning 50% Lightning hit damage 2-8 +10 str -10 magic
Mindcry. 6-12 dmg
15% resist all +1 lvl to all spells 69 guardian charges +15 to magic
Naj's Puzzler. +20 Magic +10 Dex Resist all 20% 57 Teleport Charges HP
-25
Man I had this and NO ONE wanted it. I couldn't trade it at all. I ended
up giving it to warp who left it somewhere. haha.
Shields.
Split Skull Shield. AC 10 Durability 15
+10 Hit Points + 2 Strength -10% light Altered durability
BlackOak Shield. 25 Strength Required. A.C. 18
+10 Dexterity -10 Vitality -10 Light High Durability
Holy Defender. 15 AC Fast Block. Resist fire +20% ????
Kinda ok, but not worth keeping if you have one with more AC.
StormShield. AC:40 +4 Damage from enemies (Screw that!) +10 to str
indestructable fast block
Nah I don't buy that +4 damage crap. I don't want to get +4 damage
everytime someone hits me. You can have this piece of crap, and I'll
keep my 50 ac Awesome Shield :)
Dragon's Breach. ac: 20 resist fire +25% +5 strength -5 magic
Drop it in the dungeon.
Bows.
Bow of the dead. 3-6 damage
to hit: +10% +4 dexterity -3 vitality -20% light radius altered
durability
The Needler. Damage 1-3 Durability: 30/30 Chance To Hit : +50% Unusual
Item Damage Fast Attack
Sell it to the smith!
Eagle Horn. Required: 30 str 60 dex Damage 1-10.
+20 Dex. Chance to hit +50% +100% Damage. Indistructable.
This is the Number 2 bow for Rogues.
Windforce. 1-14 Damage.
Knocks Enemies back. +200% Damage. +5 Strength.
This is the number 1 bow for Rogues. Hot item, well it used to be. if
you're a Rogue, this is the bow you
want. Hats.
Veil of Steel. Armor 18 Durability 50
Resist all 50% +15 STR +15 Vitality -30 Mana -20% Light
Fool's Crest. -4 to all atributes Hit Points +100 +3 damage from enemies
Attacker takes 1-3 damage
I'm sure they don't call it fool's Crest for nothing :)
Thinking Cap. Armor: 3
Durability: 1/1 This had a duribility of only 1 until you use Hidden
shrines to change it.
Mana +30 +20% Resist All All spells +2 levels Altered Durability
This is a pretty hot mage item. +2 spell levels..
Royal Circlet. +10 all attributes mana +40 armor class 40 +10% light
radius
That's a nice helm. Get it.
Gotterdamerung. AC 60! +20 All -4 Damage from enemies. All resist all =
0!! - 40% Light.
This would be one awesome hat except for 2 things. It makes your resist
all 0 which pretty much confines you to levels 1-5 or so. There are
times that the enemies are not using magic that you want to use this
hat. No resist all will kill you in most places. Just make sure you
don't wear this hat when the magic spitters are around. Another thing
that sucks about this is the -40% light. It's DARK! You can still see a
little, but not much. Maybe if you casted Infrared, it wouldn't be so
bad :)
I keep the hat around and put it on to read books. When there are no
monsters that are using magic, I put this hat on.
I stole a great strategy from Isildur. When you find this hat, DON'T
Identify it. That way you will have a 60 ac hat without the bad side
effects. Great strategy.
Body Wear.
Leather of Aut. AC: 15
+5 strength -5 magic +5 dexterity Indestructible.
Torn Flesh of Souls.(Rags) Armor Class:8
Vitality +10 -1 Damage from enemies Enhanced Durability
Scavenger Carapace. (BreastPlate) A.C. -8
-15 Damage from Enemies + 5 to Dexterity + 40% Lightning Resistance 40
Strength Required.
Demonspike Coat. AC 100 Req 90 Strength Indestructible
-6 Damage from enemies +10 Strength +50% Fire Resistance
Ok, armor unless you can find better.
Rainbow Cloak. AC 10 Resist all 10% +1 ALL HP + 5 High Durability.
Sell it. I had Mage friends that actually wore it early on. I just
laughed at them :)
Wisdom's Wrap. +5 To Magic Mana : +10 Resist Lightning : +25% -1 Damage
>From Enemies Armor Class: 15 Armor: 15 Durability: 14/14
I don't know if the AC: 15 line means that it is set to 15. Ditch it!
Naj's Light Plate. Armor: 45 Durability: 75
No Strength Requirement +5 Magic Mana +20 Resist All +20% Spells are
increased 1 level
Warrior's Point of View: Might be good if you don't have any better
armor. That's some nice attributes. If you have higher AC armor, ditch
it.
Mage's View. The Sorceror's maximum base strength is 45. This makes it
very difficult to wear plate armor of any kind, since you require
strength boosters to get there. Naj's Light Plate can be worn by -any-
Sorceror, and it frees the player up to wear magic or resist
rings/amulets instead of strength ones. Not to mention that it is the
only armor in existence that adds spell levels! (I'm 90% sure, but could
be wrong). -------- Haemish Edgerton
Rings.
Ring of Engagement. -2 Damage from enemies. Attacker takes 1-3 Damage.
Armor class = 5. (That's pretty cool, armor in a ring)
I don't really like this ring much. It isn't so bad if you don't have a
good ring, but when you got Zodiacs, you throw this one in the trash.
Man, I was standing there and LrdSchroeder dropped this ring. I had
never seen it before. I read the title: "Ring of Engagement." My reply:
"Oh Lrd, I Do!!!!" hahahahhahaha, buhahahahahahhaha.
Constricting Ring. ( The Suicide Ring!) 75% resist all BUT You lose hit
points constantly. Warrior's View. This is the Ring that is dubed The
Suicide Ring! If you want to die, put this baby on. You lose HP so fast
it isn't worth it. One guy said it works ok with his mage, but you can
get resist all, that doesn't have any bad effects with rings, armor,
amulets, and so on. So what's the point?
Another person said he liked this ring because it allows you to put 15k
into one slot. hahaha. What he meant was the smith buys it for 15k.
haha. I Always sell this baby to the smith when I get it. Only idiots
want this ring.
Mage's View. The Constricting Ring is only a suicide ring for figthers &
rogues, its not a suicide ring for Sorcerors. I have a mage which has
900 mana, the constricting ring damage 1hp(or 1 mana if you use mana
shield) per sec. That mean that if I'm full mana and put the ring on, it
will take 15min before I die off from the ring....
Another thing, if you use the constricting ring, you won't have to use
+% resist All stuff because the ring max out your resistance(duh!), then
instead of using +% resist all stuff, you can use +mana stuff(which will
offset the mana lost to the constricting ring).
Two other thing on the ring, you don't loose hps in town, and if there
are no magical spitters on the level, you can remove the ring...(it's
easier than to replace 2-4 piece of +% resist all equipment...) ------
Bizmut
I still think it sucks ;)
The bleeder. Resist Magic +20% Mana +30 Hit Points -10
I wonder why they call it the bleeder? Suicide ring part Deux? haha.
Ring of Regha. +10 magic +10 light radius +10 resist magic -3 strength
-3 dexterity
Spells
You can have more with +magic items but the base is max at 250... also
you can read EVERY book with 255 magic, the max spell level you can have
is 15.
The most powerful spell in the game is a level 20 fireball (level 15 +
Archangels staff + Thinking Cap + Naj's Plate ) it does around 700 min -
1000 max damage. ------- TrenT
It seems that when you read books, the mana it takes to heal and heal
other goes up. I'm not talking about healing books either, other books
besides those books. Thanks to Zerohour and Ensilliant for this info.
The spells.
Offensive spells = (ATT) Defensive spells = (DEF) Does Not Apply OR
DioxyRibo Nucleaic Acid (Ok it's spelled wrong I know :) = (DNA)
Recharge Staves (DNA) Mages have this spell built in. This recharges
staves. It decreases the total number of charges. You might want to use
this only on crappy staves, and recharge the good ones at the witch.
Repair (DNA) Warriors have a built in repair spell. Do NOT use this on
any of your good items because it decreases the total top duribility.
Only use this spell on stuff you don't care about wrecking.
Disarm Trap (DNA) Rogues built in spell. It sucks :)
Identify (DNA) This allows you to identify an item. This is only
available in scroll form.
Infravision (DNA) This allows you to see where enemies are behind walls
and out of view. This is only available in scroll form. This spells only
last for a certain amount of time and then it runs
out. The crappy spells.
FireBolt (ATT) This spell cast a small firebolt towards an enemy. This
spell is good only when in levels 1-4 of dungeons but totally useless
from level 5 catacombs and deeper because of it's small damage.
Charged Bolt (ATT) This spell charge up 4 bolts (depending on your
present location) of lightning and can hit surrounding enemies. The
lightning charges appear to be moving on the ground but it affects the
flying creatures too.
Holy Bolt (ATT) As its name apply, this spell is only useful against the
UNDEAD (skeletons and zombies). So like the firebolt, it is pretty much
useless from level 5 catacombs onwards. The only advantage is that once
you reach a high level for this spell, it only cost a little mana to
kill the undeads. This also works on Diablo, so I'm told.
Inferno (ATT) This spell cast a range of flames over your selected area.
You have to face the enemy to use this spell as this spell is spread out
in front of you. The flames can affect multiple creatures, including
your friends so use it with caution. This is one crappy useless spell.
Flash (ATT) This spell is most useful for a sorceror if he is surrounded
by large amounts of creatures. It casts a lightning ring around the
caster which affect a radius of about 5 square (I think). Note that this
spell doesn't affects the skeletons.
Elemental (ATT) I haven't found out much use for this spell but from
what I seen, it cast a fire demon which travels at high speed and
charges itself at the nearest creature to you. If the creature is
destroyed, it runs on to the next one. Neverdie sugguested it works well
on those bitchs in hell.
Bone Spirit (ATT) This spell will take away 1/3 blood away from the
designated creature you cast upon. I think this belongs to the "MAGIC"
group and it doesn't works on those monsters that are immune to magic.
This spells works on Diablo so I'm told. I think it sucks.
The sorta ok spells.
Healing (DEF) Healing does what its name does, it heals your health
points. The effect is dependant on your level of the spell.
Heal Others (DEF) This spell is quite useful in multi-player games. It
enables you to heal your friends and effect is also dependant on your
level of the spell. You cannot use this spell to self heal.
Telekenesis (DEF) This spell lets you to open doors or chest box from a
far distant. It is kinda useful when you suspect the chest is a trap
chest or when you want to open doors from a safe distant. You can also
use this to grab items at a distance when you are trying to rescue your
stuff or other people's stuff.
With telekenisis you can immediately throw the two switches that open up
diablo, which is real nice on hell difficulty
Lightning (ATT) This spell is very useful during the level 5 catacombs
onward as quite a number of creatures are afraid of lightning spells.
This spells can effect many creatures on the conditions that they are in
a straight line in front of you.
Town Portal (DEF) This spell cast a town portal similar to what you get
from the Scroll of Town Portal. Only advantage of learning this spell is
that you don't need to buy the scrolls anymore.
Phasing (DEF) This teleports the caster to a random visited place. It is
useful if you are trying to heal yourself while in the midst of a melee
battle and this helps you to escape. But beware that it MIGHT teleport
you to a place full of MONSTERS also. This is a pretty funny spell.
Flame Wave (ATT) This spell is somehow similar to a firewall but it
should be call the moving firewall. It cast a firewall which shoves its
way up till it crashes on a wall. Any creatures in its path will be kill
or damage by the flame wave. One special characteristic of this spell is
that it always take a step forward of you before it appears.
Nova (ATT)(Not available in book form, only scrolls) This sends out a
lighting ring around you. This is pretty useful when you are surrounded
by a lot of enemies. DON'T use this spell while playing with your
friends, you will hurt them no matter where they are.
Apocalypse (ATT)(Not available in book form, only scrolls) When cast,
ALL the creatures on your screen will explode into flames, causing
damage to them. The weaker creatures might even be killed instantly.
However as usual, these spell doesn't does damage on monsters that are
immune to Fire.
Blood Star (ATT) It is exactly what the Red Vampire Chicks (We call them
vore bitches over here) fire off. Travels in a straight line and if it
hits them it hurts. This is pure magic, not fire or lightning. So if
they resist magic, they resist
this. The really cool spells.
Stone Curse (ATT) This is my favorite spell. It's what Polymorph was to
War 2. This turns a creature to stone to which it can't move. The effect
lasts for a variable amount of time, I think depending on the power of
the spell.The only one that seems immune to this spell is Diablo. It
works on the Butcher and the Skeleton King.
Fire Wall (ATT) One of the most useful spells in Diablo. This spell cast
a wall of fire over your designated area. Fire Walls have a limited
length, as I have casted them in very big rooms and they do not go all
the way to both sides. They are rather long though, perhaps about a
screen length... Open the door and cast the wall just inside it. Then
stand in the doorway. Let them come at you,and if they get that far,
whack em. They'll die, unless they reists or are immune to fire... Fire
walls cannont be casted inside a doorway itself.
This time is dependant on your fire wall spell level. I hate how
Firewalls last forever. You have to sit there a LONG time waiting for
the fire to die down. Take that time to have a Golem fight!!! :) I also
hate when my dumb ass teammates put down firewalls on me and in front of
me when I'm going to attack. Rogues, that says it all.
Teleport (DEF) This allows you to teleport around on the screen. This is
pretty neato. You can use it to hop rivers, and walls. You can also use
this to escape from danger. Just becareful not to hop into a uncharted
area of monsters where you might find yourself in trouble.
Mana Shield (DEF) This spell is a MUST for ALL sorceror. It is like how
Blizzard and Invisibility is important to a mage in Warcraft 2. It
converts your mana to act as though your health points. As a sorceror
often has little health points and lots of mana, this spell is very
useful. Always cast this when exploring dungeons. Effects last for a
dungeon level or until your mana is used up.
FireBall (ATT) This spell is one of the must in Diablo. It cast a medium
size fireball towards a enemy and explode when reached. When use
properly, it can even kill 3 enemies in one shot. This spell is very
useful in the hell levels. But be very careful though in multi player
games as it can even hurt your friends. The damage from what I have know
ranges up till 1000! I don't like Fireballs too much but everyone else
seems to.
Agent 86 has gotten over 6 with it, it depends on their formation. If
there are three beating on you, shoot the one in the middle. It will
damage the other two if not kill them. This spell kills those Witch
Ladies (Vore Bitches) down in hell in a shot. I walk in, fire off a few,
and down em all. A Sorceror should be sure to get this spell.
Chain Lightning (ATT) Boy, get this spell, man. This spell is way cool
and very useful for everyone. When cast, a thick lightning will hit your
designated creature and bounce from creature to creature until it has
hit all the creatures all your screen. I wouldn't encourage however, to
use this spell in multi-player because it will hit your friends standing
in the path. I hate getting hit by chain lighting.
Guardian (ATT) This spell is also cool by which it cast a three headed
hydra which emerges from the ground. It will then shoot firebolt spells
at creatures within it's range. The damage however, is moderate. Use
this spell for scouting purposes or to lure the creatures. Cast it in
front of your path to help you clear some enemies.
Golem (ATT) It cast a walking monster (it's appearing location is
random) and walks around beating up the creatures for you. It lasts one
level or util it dies. I notice also that's there is one way to control
him where to go. The Golem will always keep a few sqaures away from you
and it's facing direction will always be like you. So just face left and
he will walk to the left or face right and he will venture to the
right.
Golems will not attack you. You cannot directly target them, but by
holding down shift and swinging you can hit them. Spells will hit and
damage Golems.
Golems are neato, Golems are funny, Golems are our friends!
Have a Golem fight. Have two people cast a Golem and watch them go. Two
Golems will fight each other. Place bets on the winner, bet money/items
on the winner. Now that's fun :)
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<DT>Folks,</DT>
<DT> </DT>
<DT>Here is a converted version of Shlonglor's collection of hints.</DT>
<DT> </DT>
<DT>This is Shlonglor's work, and he should get credit for it, I just published
it here, since I don't think this newsgroup has seen it yet.</DT>
<DT> </DT>
<DT>It is a Word 7.0 document for download, and I'll included it in a C&P
text format in this posting. </DT>
<DT> </DT>
<DT>The formatting is preserved in the Word Version, NOT in the Text
version (fix it yourself!!!)</DT>
<DT> </DT>
<DT> </DT>
<DT>My only tip for playing, is: stop that incessant clicking for telling
your character where to go. JUST HOLD DOWN THE BUTTON!!!!!
try it.</DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT>************************************************************</DT>
<DT> </DT>
<DT> </DT>
<DT> </DT>
<DT>Shrines</DT>
<DT> Abandoned. Text: The Hands of Men are guided by Fate. Action:
Raises Dex +2</DT>
<DT>Creepy. Text: Strength is boltered by heavenly faith. Action: Raises
Str +2.</DT>
<DT>Cryptic. Text: Arcane power brings destruction. Action: Casts Nova
spell.refills mana.</DT>
<DT>Devine. Text: Drink and be refreshed. Action: Completely heals and
restores your mana and gives you 2 full potions, either 2 rejuvinations
or 1 mana & 1 health.</DT>
<DT>Eerie. Text: Knowledge and Wisdom comes at cost of self. Action: Magic
goes up 2 points and hit points are taken away.</DT>
<DT>Eldritch. Text: Crimson and Azure becomes like the Sun. Action: Turns
regular potions into rejuvenation, and full potions into full rejuvenation.
Stock up on potions first.</DT>
<DT>Enchanted. Text: Magic is not what it seems to be. Action: Takes one
spell down a level, raises the rest by 1. The spell taken down might possibly
be the currently selected one.</DT>
<DT>Fascinating. Text: Intensity comes at the cost of wisdom. Action: Raises
Holy Bolt 2 levels and decreases max mana?</DT>
<DT>Glimmering. Text: Mysteries are revealed in the light of reason. Action:
Identifies everything. I would get some items that need to be identified
before using this shrine.</DT>
<DT>Gloomy. Text: Those who defend seldom attack. Action: +2 armor value
to helm, bodyarmor, and shield, -1 Damage</DT>
<DT>Hidden. Text: New strength flows from destruction Action: One item
equiped durability - 10, all others equipped durability +10.</DT>
<DT>Holy Shrine. Text: There you are, there you become. Action: It phase
shifts you around the room. Pretty funny the first time but utterly useless.</DT>
<DT>Magical. Text: While the Spirit is vigilant the body thrives. Action:
Free mana shield.</DT>
<DT>Mysterious. Text: Some grow weaker as one grows strong. Action: Mysterious
(5 to 1, -1 to 5) as I call it (last time I used it I lost 1 from 5 different
attrs, and gained 5 in the 6th. (Makes sense with the qoute too)</DT>
<DT>Ornate. Text: Salvation comes at cost of wisdom. Action: Raises Holy
bolt 2 levels while decreasing maximum Mana.</DT>
<DT>Quiet. Text: The Essence of life flows from within. Action: Raises
Vitality + 2.</DT>
<DT>Religious. Text: Time cannot diminish the power of steel. Action: Repairs
all armor/weapons to full duribility.</DT>
<DT>Sacred. Text: Energy comes at the cost of wisdom. Action: When you
go to a sacred shrine and you get charged bolt up 2 levels, the mana you
lose is either proportional to your total, or it makes a difference which
class you are. As a sorceror, it took away 16 mana, while it only took
away 4 as a rogue.</DT>
<DT>Secluded. Text: The way is made clear when viewed from above. Action:
Gives you a full map of the level. I hate this one because you can't tell
where you need to clear. So I always end up thinking some part is clear
and I walk into a bunch of monsters.</DT>
<DT>Spiritual. Text: Riches abound when least expected. Action: Fills all
empty backpack slots with gold (10-20) usually.</DT>
<DT>Spooky. Text: Where Avarice fails, patience grows. Action: all players
get full life or a random quote or something.</DT>
<DT>Stone. Text: The power of mana refocused renews. Action: Recharges
all Staves.</DT>
<DT>Tainted. Text: Those that are last may yet be first. Action: Affects
all characters in the game. The person who used the shrine gets a random
+1 stat, and everyone else gets a -1 on *all* stats. (I absolutely *HATE*
this shrine. I've lost about 5 pts on all my stats from people using them
after I've said not to!!! A poor mage I was playing w/ had to quit after
our fighter used this shrine twice...the mage's stats went down to the
point he couldn't wear his armor or use his weapons anymore! BAAAAD SHRINE!!!)
------ Kent.</DT>
<DT>Thaumaturgic. Text: What was once open is now closed Action: All open
chests are closed and reset with gold and items. </DT>
<DT>Weird. Text: The swords of justice are swift and sharp. Action: +1
max damage to all weapons char has. (including those in inventory) </DT>
<DT> Murky Pools (Church)</DT>
<DT> Action: Cast Infrared vision.</DT>
<DT>Goat Shrines(Cats), Cauldron(Hell). Action: Act as random shrines.
You can tell what they do by reading the text.</DT>
<DT>Blood Fountain. Action: Unlimited Health by clicking on it repeatedly.</DT>
<DT>Purifying Spring. Action: Unlimited Man by clicking on it repeatedly.</DT>
<DT>This is pretty cool because it's a place to test all your spells out
free of charge.</DT>
<DT>Fountain of tears. Action: One Attrib is -1 another is +1.
Weapons</DT>
<DT>tems in Diablo are not set. There is not a list of 1000 or so weapons
and items that is set. Instead, the items are generated both in the items
you find, and in the smith, and witch hut and with Wirt. There is most
likely some formula that determines the likeliness of each attribute to
an item. That's why you see a lot of crappy items and few good ones. It
also most likely is dependent on level. Higher level people see better
stuff more often.</DT>
<DT>Items are generated according to the following formula:</DT>
<DT>If you notice items are usually This Thing of This. Where This &
This are Characteristics describing the object. An example of this would
be Amber Plate of Harmony.</DT>
<DT>This is how all items, besides Unique ones are made. They are made
up of a Prefix and a Suffix such as Savage (Prefix) Sword of Gore (Suffix).</DT>
<DT>The Prefix and Suffix are both optional. You can have only the Prefix
or only the Suffix. Such as Savage (Prefix) Sword or Sword of Harmony (Suffix)</DT>
<DT>There is most likely some formula to determine the likeliness of a
certain prefix and suffix applying to the same object. That is why you
rarely see the best prefixes and Suffixes together on one object.</DT>
<DT>Also, Some prefixes and suffixes can't apply to certain objects. You
can't have a Knights Shield that does +90% to hit, and 190% damage can
you? You can't have a hat that does that either. Certain objects only have
a limited number of suffixes and Prefixes to choose from. </DT>
<DT>Well know that you know how Items are made, now all you need to know
is what are the prefixes, what do the prefixes mean and do, and the same
for suffixes. Then you can pick the best prefix and suffix for a particular
item and go out looking for it. </DT>
<DT>If you find any errors or have anything to add, please mail me and
I'll give you credit on this page.</DT>
<DT>
Prefixes. </DT>
<DT>
Anti Magic..</DT>
<DT>With anti magic ones, I'd wouldn't waste my time with the individual
resist magic, instead I would go for the resist all. Anything other than
Resist all is almost useless. </DT>
<DT>You can get Anti Magic Prefixes for all items. </DT>
<DT>Resist Magic. White: 11-20% Pearl: 21-30% Ivory: 31-40% Crystal: 41-50%
Diamond: 51-60%</DT>
<DT>Resist Fire. Red: 11-20% Crimson: 21-40% Garnet: 41-50% Ruby: 51-60%</DT>
<DT>Lightning. Blue: 11-20% Azure: 21-30% Lapis: 31-40% Cobalt: 41-50%
Sapphire: 51-60%</DT>
<DT>Resist All (Resists all 3 above). Topaz: 10-15% Amber: 16-20% Jade:
21-30% Obsidian: 31-40% Emerald: 41-50%
Weapons & Rings.</DT>
<DT> + Chance to Hit Percentage. Tin: -10% to -6% Brass: -5% to -1%
Bronze: 1-5% Iron: 6-10% Steel: 11-15% Silver 16-20% Gold: 21-30% Platinum:
31-40% Mithril: 41-60% Meteoric: 61-86% ?? Weird: 87-100% ?? Strange: 110%
Weapons only.</DT>
<DT> + Percent Damage. Useless: -100%??? Bent: ??? Weak: -41% Jagged:
20-35% Deadly: 36-50% Heavy: 51-65% Viscious: 65-80% Brutal: 81-95% Massive:
96-110% Savage: 111-130% Ruthless: 131-150% Merciless: 151-160% ????</DT>
<DT>+ Percent Chance to hit & + Percent Damage. Clumsy: ?? Dull: -5%
to -1%, -43% to -30% Damage. Sharp: +1-5% to hit, +20-25% Damage. Fine
+6-10% to hit , +35-50% Damage. Warrior's +11-15% to hit, +51-65% Damage.
Soldier's +16-20% to hit , +66-80% Damage. Lord's +21-30% to hit, +81-95%
Damage. Knight's +31-40% to hit, +96-110% Damage. Master's +41-50% to hit,
+111-125% Damage. Champion's +51-70% to hit, +126-150% Damage. King's +71-100%
to hit, +151-180% Damage ???
Hats, Body armor and Shields.</DT>
<DT> Armor. Vulnerable ??? Rusted -47% to -37% ? Fine +21-30% Strong
+31-40% Grand +41-55% Valiant +56-70% Glorious +71-90% Blessed +91-109%
Saintly +110-130% Awesome +131-150% Holy +151-170% Godly +171-198%</DT>
<DT>+ Mana. Hyena's ??? Frog's -2??? Spider's +11-15 Raven's +16-20 Snake's
+21-30 Serpent's +31-40 Drake's +41-50 Dragon's +51-60 Wyrm's +61-??? Hydra's
?????</DT>
<DT>Added Staff Charges. Plentiful [2x normal charges??] Bountiful [3x
normal charges??]</DT>
<DT>Added Staff Spell Levels. Angel's [+1 to all spell levels] Arch Angel's
[+2 to all spell levels]</DT>
<DT>
Suffixes </DT>
<DT>The following is a list of Suffixes you have to choose from:</DT>
<DT>
Special Item Characteristics. </DT>
<DT>Added Spell Damage besides the items Damage. Flaming: 1-10 fire damage.
Lightning: 2-20 lightning damage.</DT>
<DT>Stealing Life (HP). Items that do this take a certain amount of life
away from a monster every time you hit them and add it to your own life
if you are not full of life. There are various percentages of mana taken
for each hit. This stuff is pretty cool. </DT>
<DT>Leech: 3% Blood: 5%</DT>
<DT>Stealing Mana. Items that do this take a certain amount of mana away
from a monster every time you hit them and add it to your own if you are
not full of mana. There are various percentages of mana taken for each
hit.</DT>
<DT>Bat: 3% Vampire: 5%</DT>
<DT>Speed. This dictates how fast your weapon can swing. This is worth
getting big time. I had Knight's Sword of Haste and not only did I hit
every time, but I hit so fast, Monsters couldn't run away. This worked
wonders on those mages in Hell, On those disappear guys, and the many other
monsters that try to run for it. GET THIS!!!</DT>
<DT>Readiness: Quick attack Swiftness: Fast attack Speed: Faster attack
Haste: Fastest.</DT>
<DT>Added Light. There are various items that can add light. You can see
a lot more around your character. Now this is nice to have, but it's nothing
worth trying to get.</DT>
<DT>Dark: -40% Night: -20% Light: 20% Radiance: 40%</DT>
<DT>Blocking. You can get this in items and rings. I haven't had it yet
but It sounds like it would be really great for those shield holders.</DT>
<DT>Fast Block.</DT>
<DT>Damages Target's Armor. This targets Armor. This sounds like it would
make the enemy much easier to kill. I'm not sure of the effects and benefits
of having this is.</DT>
<DT>Piercing Bashing Puncturing</DT>
<DT>Added Points to Weapon Damage. This adds on a certain number of points
onto your over all damage with every hit. You can only get this on weapons
and it can add quite a lot to your damage. For example if the damage is
+ 12 and your damage is 10-20. You will now do 22-32. You can see how much
this can raise your over all damage. You combine this with a prefix such
as Savage +120% damage or Kings +90% chance to hit + 176% damage and you
will have one MASSIVE weapon. I have found 2 suffixes that add this + Damage:</DT>
<DT> Quality: +1-2 Maiming: +3-5 Slaying: +6-8 Gore: +9-12 Carnage:
+13-16 Slaughter: +17-20</DT>
<DT>Duribility. Don't waste your time with this crap. Not worth it. It's
a waste of a suffix. If you have to decide between anything and duribility
pick the other thing. :)</DT>
<DT>Fragility Brittleness Sturdiness Craftsmanship Structure Ages [Confers
indestructibility]</DT>
<DT>Bear. Knocks enemies back.</DT>
<DT>Thorn. Attacker takes 1-3 Damage.</DT>
<DT>Thieves. Absorbs half trap damage.</DT>
<DT>Added and Deflected Damage from enemies. When you get hit, certain
items can either add on, or take away from the actual damage you take.</DT>
<DT>Pain +2-4 Tears +1 Health -1 damage per enemy hit Protection -2 Absorption
-3 Deflection -4 Osmosis -5 to -6 Hit Recovery. This means
you can recover from an enemy attack a lot faster. This is worth having
especially if you are a contact weapon user. The faster the Attack Recovery
is, the less delay between being hit and when you are able to swing your
sword or whatever will be. This can make the difference between living
and Dying. I noticed a huge difference without it. My guy would get hit
and wouldn't be able to move because he couldn't recover between hits.
So he would just stand there and get hit like an idiot. Well once I got
Attack Recovery back again, my warrior did a whole lot better. Now he can
pretty much non stop hit even when he is being hit by the enemy. You can
get this in rings, hats, shields, armor, and possibly even weapons. There
are three powers of Attack recovery: Balance: Fast hit recovery
Stability: Faster hit recovery Harmony: Fastest hit recovery</DT>
<DT>Bows. Fire Weak additional fire damage [fire arrows] (1-6) Flame Medium
damage fire arrows (1-10) Burning Strong damage fire arrows (1-16) Shock
Weak lightning arrows (1-6) Lightning Medium damage lightning arrows (1-10)
Thunder Very strong lightning arrows (1-20)
Points to Stats. </DT>
<DT> Magic Fool -10 to -6 Dyslexia -5 to -1 Magic +1-5 Mind +6-10
Brilliance +11-15 Sorcery +16-20 Wizardry +21-30</DT>
<DT>Vitality. Illness: -10 to -6 Disease: -5 to -1 Vitality: +1-5 Zest:
+6-10 Vim: +11-15 Vigor: +16-20 Life: +21-30</DT>
<DT>Strength Points. Frailty: -10 to -6 Weakness: -5 to -1 Strength: +1-5
Might: +6-10 Power: +11-15 Giants: +16-20 Titans: +21-30</DT>
<DT>Dexterity. Paralysis: -10 to -6 Atrophy: -5 to -1 Dexterity: +1-5 Skill:
+6-10 Accuracy: +11-15 Precision: +16-20 Perfection: +21-30</DT>
<DT>+ Hit Points. Vulture: -24 Jackal: -9 to -2 Fox: +10-15 Jaguar: +16-20
Eagle: +21-30 Wolf: +31-40 Tiger: +41-50 Lion: +51-60 Mammoth: +61-80 Whale:
+81-100</DT>
<DT>+ ALL Attributes. Very Handy. Trouble -10, -7??? Pit -5 to -1 Sky +1-3
Moon +4-7 Stars +8-11 Heavens +12-15 Zodiac +16-25 </DT>
<DT>There is a continuity between similar categories. For instance, the
individual attribute enhancers all have 7 positions (including the 2 negatives)
with the same exact ranges. Hit points and mana enhancers also have the
same number of slots. The Double Enhancers (King's, Master's,etc) all have
the same number of positions as the to hit, damage and armor class enhancers.
Another trend is that the more powerful Modifiers seem to have a wider
range (ie- Fine armor has a range of +21-30%, while Holy armor has twice
that range from +151-170%). Amongst the resistances, all have 5 categories
except Fire (it has only 4, with Crimson accounting for a 20% block)
-------- Kimber Boh(Vincent Briscuso)</DT>
<DT> Unique Items</DT>
<DT> Swords and other Contact Weapons. </DT>
<DT> Gnarled Root. (Club) Damage 1-6. Chance to hit +20% +300% Damage.
+10 Dex. +5 To Magic. Resist all 10%. Ac -10.</DT>
<DT>It's a 1-6 CLUB! I see people trying to trade this on bnet and It totally
amazes me. All that stuff looks good but it's a 1-6 club! Get rid of this
as fast as you can.</DT>
<DT>Black Razor.(Dagger) +150% damage +2 vitality altered durability</DT>
<DT>Grandfather. (1 Handed Sword) This takes up 2 swords worth in the inventory
but it's one handed. +5 ALL attributes. Chance to hit +20% Damage +70%
HP +20</DT>
<DT>This isn't a bad beginners weapon, or if you don't have any better
but it is no substitute for a good King's Sword.</DT>
<DT>Executioner's Blade. (1 Handed Blade) +150% Damage. -10 HP. -10% light.</DT>
<DT>Get rid of it!</DT>
<DT>Ice Shank. (Dagger) Resist fire +40% +7 Strength. 15 Durability.</DT>
<DT>Ditch it!</DT>
<DT>Shaffer's Hammer. (1 handed hammer) -100% Damage. (ACK!!!) Lightning
Damage 1-50 Chance to hit +30%. Resist lightning Max. +10% Light.</DT>
<DT>Get rid of it!</DT>
<DT>Wicked Axe. (Axe) Chance to hit +30% +10 Dex. -10 Vitality. -4 Damage.
Industructable.</DT>
<DT>Ditch it!</DT>
<DT>Doombringer. (1 handed sword) Chance to hit +25% +250% damage -5 all
attributes -25 hit points -20% light radius</DT>
<DT>This thing does serious damage but the bad stuff offsets it too much
for me to want to use it.</DT>
<DT>Inferno. (1 handed sword) Base Damage 2-10 Base Durability 40 Requirements:
Strength 30, Dexterity 30</DT>
<DT>Fire Hit Damage 2-12 +30% Light Radius Mana +20 Resist Fire 75% MAX</DT>
<DT>Don't have much to say about this one. Not too bad if you have no better.</DT>
<DT>LightSabre. (1 handed sword) 1-10 Damage.</DT>
<DT>1-10 Lightning Damage. ??????? +20% Light Radius.</DT>
<DT>The Bonesaw. (1 handed sword) Damage 1 - 12 Required 35 Strength</DT>
<DT>+10 Damage +10 Strength -5 Magic -5 Dexterity +10 hit points -10 Mana.</DT>
<DT>Shadowhawk. (1 handed sword) -20% light radius. hits steal 5% life
chance to hit +15% resist all 5%</DT>
<DT>Sell it to the Smith.</DT>
<DT>Messerschnidt's Reaver. (Axe) Base Damage : 12-30 Base Durability:
75 Requirements: Srtength - 80.</DT>
<DT>+200% Damage Adds 15 points to Damage +5 to all attributes Hit Points
-50 Fire Hit Damage 2-12.</DT>
<DT>Stonecleaver. (Axe) 8-20 damage. Hit points +30 chance to hit +20%
+50% damage resist lightning +40%</DT>
<DT>Doesn't look too bad if you are into Axes.</DT>
<DT>It looks cool other than the fact that it's 2 handed, and that -50
hit points.</DT>
<DT>Grizzly. (2 handed Sword) Base Damage: 8-16 Base Durability: 150 Requirements:
65 Strength</DT>
<DT>+20 Strength -5 Vitality +200% Damage Knocks Target Back High Durability</DT>
<DT>The major thing against, this is that it's 2 handed. But that -5 vitality
doen't look so good either. But it does look like it would do some SERIOUS
damage.</DT>
<DT>WizardSpike. (Dagger) +15 Magic +35 Mana Chance to hit +25% Resist
all 15%</DT>
<DT>Not a bad Mage weapon if they don't have a better one.</DT>
<DT>Dreamflange. 1-8 Dam.</DT>
<DT>+30 magic +50 mana +50% magic resistance +20 Light radius all spells
+1 level</DT>
<DT>This is to Mages, what Windforce is to Rogues, so I'm told :) </DT>
<DT>Baranar's Star. (Morning Star) 1-10 Damage</DT>
<DT>+15% to hit +80% damage Fast Attack -4 Dexterity +4 Vitality Enhanced
Durability</DT>
<DT>HellSlayer. (Axe) Damage: 10-25 Dur: 60/60 Required: 65str</DT>
<DT>+8 Strength +8 vitality +100% Damage +25 Hit Points -25 Mana</DT>
<DT>Aguinara's Hatchet. (Axe) Damage 2 - 10 Durability 24/24</DT>
<DT>+10 to Magic + 1 to all Spell Levels +75% (MAX) Resistance to Magic</DT>
<DT>I have had one of these for about 2 weeks now because no one wants
it. It seems no one wants 2 handed weapons. So I guess I'll sell it to
the smith.</DT>
<DT>
Staves.</DT>
<DT> ThunderCall. Damage: 5-10 Dur: 45 Lightning Charges:76 Chance
to hit: +35% Lightning hit damage: 1-10 Resist lightning +30% +20% Light
Radius</DT>
<DT>The Protector. +5 VITALITY -5 DMG from enemies Armor class: 40 damage:
2-4 86 healing charges Attacker takes 1-3 DM</DT>
<DT>Storm Spire. Damage 8-16 Required: 30 str Dur 75/75</DT>
<DT>Resist Lightning 50% Lightning hit damage 2-8 +10 str -10 magic</DT>
<DT>Mindcry. 6-12 dmg</DT>
<DT>15% resist all +1 lvl to all spells 69 guardian charges +15 to magic</DT>
<DT>Naj's Puzzler. +20 Magic +10 Dex Resist all 20% 57 Teleport Charges
HP -25</DT>
<DT>Man I had this and NO ONE wanted it. I couldn't trade it at all. I
ended up giving it to warp who left it somewhere. haha.</DT>
<DT>
Shields.</DT>
<DT> Split Skull Shield. AC 10 Durability 15</DT>
<DT>+10 Hit Points + 2 Strength -10% light Altered durability</DT>
<DT>BlackOak Shield. 25 Strength Required. A.C. 18</DT>
<DT>+10 Dexterity -10 Vitality -10 Light High Durability</DT>
<DT>Holy Defender. 15 AC Fast Block. Resist fire +20% ???? </DT>
<DT>Kinda ok, but not worth keeping if you have one with more AC.</DT>
<DT>StormShield. AC:40 +4 Damage from enemies (Screw that!) +10 to str
indestructable fast block</DT>
<DT>Nah I don't buy that +4 damage crap. I don't want to get +4 damage
everytime someone hits me. You can have this piece of crap, and I'll keep
my 50 ac Awesome Shield :) </DT>
<DT>Dragon's Breach. ac: 20 resist fire +25% +5 strength -5 magic</DT>
<DT>Drop it in the dungeon. </DT>
<DT>
Bows.</DT>
<DT>Bow of the dead. 3-6 damage</DT>
<DT>to hit: +10% +4 dexterity -3 vitality -20% light radius altered durability</DT>
<DT>The Needler. Damage 1-3 Durability: 30/30 Chance To Hit : +50% Unusual
Item Damage Fast Attack</DT>
<DT>Sell it to the smith!</DT>
<DT>Eagle Horn. Required: 30 str 60 dex Damage 1-10.</DT>
<DT>+20 Dex. Chance to hit +50% +100% Damage. Indistructable.</DT>
<DT>This is the Number 2 bow for Rogues.</DT>
<DT>Windforce. 1-14 Damage.</DT>
<DT>Knocks Enemies back. +200% Damage. +5 Strength.</DT>
<DT>This is the number 1 bow for Rogues. Hot item, well it used to be.
if you're a Rogue, this is the bow you want.
Hats.</DT>
<DT> Veil of Steel. Armor 18 Durability 50</DT>
<DT>Resist all 50% +15 STR +15 Vitality -30 Mana -20% Light</DT>
<DT>Fool's Crest. -4 to all atributes Hit Points +100 +3 damage from enemies
Attacker takes 1-3 damage</DT>
<DT>I'm sure they don't call it fool's Crest for nothing :)</DT>
<DT>Thinking Cap. Armor: 3</DT>
<DT>Durability: 1/1 This had a duribility of only 1 until you use Hidden
shrines to change it.</DT>
<DT>Mana +30 +20% Resist All All spells +2 levels Altered Durability</DT>
<DT>This is a pretty hot mage item. +2 spell levels..</DT>
<DT>Royal Circlet. +10 all attributes mana +40 armor class 40 +10% light
radius</DT>
<DT>That's a nice helm. Get it.</DT>
<DT>Gotterdamerung. AC 60! +20 All -4 Damage from enemies. All resist all
= 0!! - 40% Light.</DT>
<DT>This would be one awesome hat except for 2 things. It makes your resist
all 0 which pretty much confines you to levels 1-5 or so. There are times
that the enemies are not using magic that you want to use this hat. No
resist all will kill you in most places. Just make sure you don't wear
this hat when the magic spitters are around. Another thing that sucks about
this is the -40% light. It's DARK! You can still see a little, but not
much. Maybe if you casted Infrared, it wouldn't be so bad :)</DT>
<DT>I keep the hat around and put it on to read books. When there are no
monsters that are using magic, I put this hat on.</DT>
<DT>I stole a great strategy from Isildur. When you find this hat, DON'T
Identify it. That way you will have a 60 ac hat without the bad side effects.
Great strategy. </DT>
<DT>
Body Wear.</DT>
<DT> Leather of Aut. AC: 15</DT>
<DT>+5 strength -5 magic +5 dexterity Indestructible.</DT>
<DT>Torn Flesh of Souls.(Rags) Armor Class:8</DT>
<DT>Vitality +10 -1 Damage from enemies Enhanced Durability</DT>
<DT>Scavenger Carapace. (BreastPlate) A.C. -8</DT>
<DT>-15 Damage from Enemies + 5 to Dexterity + 40% Lightning Resistance
40 Strength Required.</DT>
<DT>Demonspike Coat. AC 100 Req 90 Strength Indestructible</DT>
<DT>-6 Damage from enemies +10 Strength +50% Fire Resistance</DT>
<DT>Ok, armor unless you can find better.</DT>
<DT>Rainbow Cloak. AC 10 Resist all 10% +1 ALL HP + 5 High Durability.</DT>
<DT>Sell it. I had Mage friends that actually wore it early on. I just
laughed at them :)</DT>
<DT>Wisdom's Wrap. +5 To Magic Mana : +10 Resist Lightning : +25% -1 Damage
>From Enemies Armor Class: 15 Armor: 15 Durability: 14/14</DT>
<DT>I don't know if the AC: 15 line means that it is set to 15. Ditch it!</DT>
<DT>Naj's Light Plate. Armor: 45 Durability: 75</DT>
<DT>No Strength Requirement +5 Magic Mana +20 Resist All +20% Spells are
increased 1 level</DT>
<DT>Warrior's Point of View: Might be good if you don't have any better
armor. That's some nice attributes. If you have higher AC armor, ditch
it.</DT>
<DT>Mage's View. The Sorceror's maximum base strength is 45. This makes
it very difficult to wear plate armor of any kind, since you require strength
boosters to get there. Naj's Light Plate can be worn by -any- Sorceror,
and it frees the player up to wear magic or resist rings/amulets instead
of strength ones. Not to mention that it is the only armor in existence
that adds spell levels! (I'm 90% sure, but could be wrong). -------- Haemish
Edgerton </DT>
<DT>
Rings.</DT>
<DT> Ring of Engagement. -2 Damage from enemies. Attacker takes 1-3
Damage. Armor class = 5. (That's pretty cool, armor in a ring)</DT>
<DT>I don't really like this ring much. It isn't so bad if you don't have
a good ring, but when you got Zodiacs, you throw this one in the trash.</DT>
<DT>Man, I was standing there and LrdSchroeder dropped this ring. I had
never seen it before. I read the title: "Ring of Engagement."
My reply: "Oh Lrd, I Do!!!!" hahahahhahaha, buhahahahahahhaha.</DT>
<DT>Constricting Ring. ( The Suicide Ring!) 75% resist all BUT You lose
hit points constantly. Warrior's View. This is the Ring that
is dubed The Suicide Ring! If you want to die, put this baby on. You lose
HP so fast it isn't worth it. One guy said it works ok with his mage, but
you can get resist all, that doesn't have any bad effects with rings, armor,
amulets, and so on. So what's the point?</DT>
<DT>Another person said he liked this ring because it allows you to put
15k into one slot. hahaha. What he meant was the smith buys it for 15k.
haha. I Always sell this baby to the smith when I get it. Only idiots want
this ring.</DT>
<DT>Mage's View. The Constricting Ring is only a suicide ring for figthers
& rogues, its not a suicide ring for Sorcerors. I have a mage which
has 900 mana, the constricting ring damage 1hp(or 1 mana if you use mana
shield) per sec. That mean that if I'm full mana and put the ring on, it
will take 15min before I die off from the ring....</DT>
<DT>Another thing, if you use the constricting ring, you won't have to
use +% resist All stuff because the ring max out your resistance(duh!),
then instead of using +% resist all stuff, you can use +mana stuff(which
will offset the mana lost to the constricting ring).</DT>
<DT>Two other thing on the ring, you don't loose hps in town, and if there
are no magical spitters on the level, you can remove the ring...(it's easier
than to replace 2-4 piece of +% resist all equipment...) ------ Bizmut</DT>
<DT>I still think it sucks ;)</DT>
<DT> The bleeder. Resist Magic +20% Mana +30 Hit Points -10</DT>
<DT>I wonder why they call it the bleeder? Suicide ring part Deux? haha. </DT>
<DT>Ring of Regha. +10 magic +10 light radius +10 resist magic -3 strength
-3 dexterity </DT>
<DT>Spells</DT>
<DT> </DT>
<DT> You can have more with +magic items but the base is max at 250...
also you can read EVERY book with 255 magic, the max spell level you can
have is 15.</DT>
<DT>The most powerful spell in the game is a level 20 fireball (level 15
+ Archangels staff + Thinking Cap + Naj's Plate ) it does around 700 min
- 1000 max damage. ------- TrenT</DT>
<DT>It seems that when you read books, the mana it takes to heal and heal
other goes up. I'm not talking about healing books either, other books
besides those books. Thanks to Zerohour and Ensilliant for this info. </DT>
<DT> </DT>
<DT> The spells.</DT>
<DT> Offensive spells = (ATT) Defensive spells = (DEF) Does
Not Apply OR DioxyRibo Nucleaic Acid (Ok it's spelled wrong I know :) =
(DNA) </DT>
<DT>Recharge Staves (DNA) Mages have this spell built in. This recharges
staves. It decreases the total number of charges. You might want to use
this only on crappy staves, and recharge the good ones at the witch.</DT>
<DT>Repair (DNA) Warriors have a built in repair spell. Do NOT use this
on any of your good items because it decreases the total top duribility.
Only use this spell on stuff you don't care about wrecking.</DT>
<DT>Disarm Trap (DNA) Rogues built in spell. It sucks :)</DT>
<DT>Identify (DNA) This allows you to identify an item. This is only available
in scroll form.</DT>
<DT>Infravision (DNA) This allows you to see where enemies are behind walls
and out of view. This is only available in scroll form. This spells only
last for a certain amount of time and then it runs out.
The crappy spells.</DT>
<DT> FireBolt (ATT) This spell cast a small firebolt towards an enemy.
This spell is good only when in levels 1-4 of dungeons but totally useless
from level 5 catacombs and deeper because of it's small damage.</DT>
<DT>Charged Bolt (ATT) This spell charge up 4 bolts (depending on your
present location) of lightning and can hit surrounding enemies. The lightning
charges appear to be moving on the ground but it affects the flying creatures
too. </DT>
<DT>Holy Bolt (ATT) As its name apply, this spell is only useful against
the UNDEAD (skeletons and zombies). So like the firebolt, it is pretty
much useless from level 5 catacombs onwards. The only advantage is that
once you reach a high level for this spell, it only cost a little mana
to kill the undeads. This also works on Diablo, so I'm told. </DT>
<DT>Inferno (ATT) This spell cast a range of flames over your selected
area. You have to face the enemy to use this spell as this spell is spread
out in front of you. The flames can affect multiple creatures, including
your friends so use it with caution. This is one crappy useless spell.</DT>
<DT>Flash (ATT) This spell is most useful for a sorceror if he is surrounded
by large amounts of creatures. It casts a lightning ring around the caster
which affect a radius of about 5 square (I think). Note that this spell
doesn't affects the skeletons.</DT>
<DT>Elemental (ATT) I haven't found out much use for this spell but from
what I seen, it cast a fire demon which travels at high speed and charges
itself at the nearest creature to you. If the creature is destroyed, it
runs on to the next one. Neverdie sugguested it works well on those bitchs
in hell.</DT>
<DT>Bone Spirit (ATT) This spell will take away 1/3 blood away from the
designated creature you cast upon. I think this belongs to the "MAGIC"
group and it doesn't works on those monsters that are immune to magic.
This spells works on Diablo so I'm told. I think it sucks. </DT>
<DT>
The sorta ok spells.</DT>
<DT> Healing (DEF) Healing does what its name does, it heals your
health points. The effect is dependant on your level of the spell. </DT>
<DT>Heal Others (DEF) This spell is quite useful in multi-player games.
It enables you to heal your friends and effect is also dependant on your
level of the spell. You cannot use this spell to self heal. </DT>
<DT>Telekenesis (DEF) This spell lets you to open doors or chest box from
a far distant. It is kinda useful when you suspect the chest is a trap
chest or when you want to open doors from a safe distant. You can also
use this to grab items at a distance when you are trying to rescue your
stuff or other people's stuff.</DT>
<DT>With telekenisis you can immediately throw the two switches that open
up diablo, which is real nice on hell difficulty</DT>
<DT>Lightning (ATT) This spell is very useful during the level 5 catacombs
onward as quite a number of creatures are afraid of lightning spells. This
spells can effect many creatures on the conditions that they are in a straight
line in front of you.</DT>
<DT>Town Portal (DEF) This spell cast a town portal similar to what you
get from the Scroll of Town Portal. Only advantage of learning this spell
is that you don't need to buy the scrolls anymore.</DT>
<DT>Phasing (DEF) This teleports the caster to a random visited place.
It is useful if you are trying to heal yourself while in the midst of a
melee battle and this helps you to escape. But beware that it MIGHT teleport
you to a place full of MONSTERS also. This is a pretty funny spell.</DT>
<DT>Flame Wave (ATT) This spell is somehow similar to a firewall but it
should be call the moving firewall. It cast a firewall which shoves its
way up till it crashes on a wall. Any creatures in its path will be kill
or damage by the flame wave. One special characteristic of this spell is
that it always take a step forward of you before it appears. </DT>
<DT>Nova (ATT)(Not available in book form, only scrolls) This sends out
a lighting ring around you. This is pretty useful when you are surrounded
by a lot of enemies. DON'T use this spell while playing with your friends,
you will hurt them no matter where they are.</DT>
<DT>Apocalypse (ATT)(Not available in book form, only scrolls) When cast,
ALL the creatures on your screen will explode into flames, causing damage
to them. The weaker creatures might even be killed instantly. However as
usual, these spell doesn't does damage on monsters that are immune to Fire.</DT>
<DT>Blood Star (ATT) It is exactly what the Red Vampire Chicks (We call
them vore bitches over here) fire off. Travels in a straight line and if
it hits them it hurts. This is pure magic, not fire or lightning. So if
they resist magic, they resist this.
The really cool spells.</DT>
<DT> Stone Curse (ATT) This is my favorite spell. It's what Polymorph
was to War 2. This turns a creature to stone to which it can't move. The
effect lasts for a variable amount of time, I think depending on the power
of the spell.The only one that seems immune to this spell is Diablo. It
works on the Butcher and the Skeleton King.</DT>
<DT>Fire Wall (ATT) One of the most useful spells in Diablo. This spell
cast a wall of fire over your designated area. Fire Walls have a limited
length, as I have casted them in very big rooms and they do not go all
the way to both sides. They are rather long though, perhaps about a screen
length... Open the door and cast the wall just inside it. Then stand in
the doorway. Let them come at you,and if they get that far, whack em. They'll
die, unless they reists or are immune to fire... Fire walls cannont be
casted inside a doorway itself.</DT>
<DT>This time is dependant on your fire wall spell level. I hate how Firewalls
last forever. You have to sit there a LONG time waiting for the fire to
die down. Take that time to have a Golem fight!!! :) I also hate when my
dumb ass teammates put down firewalls on me and in front of me when I'm
going to attack. Rogues, that says it all.</DT>
<DT>Teleport (DEF) This allows you to teleport around on the screen. This
is pretty neato. You can use it to hop rivers, and walls. You can also
use this to escape from danger. Just becareful not to hop into a uncharted
area of monsters where you might find yourself in trouble.</DT>
<DT>Mana Shield (DEF) This spell is a MUST for ALL sorceror. It is like
how Blizzard and Invisibility is important to a mage in Warcraft 2. It
converts your mana to act as though your health points. As a sorceror often
has little health points and lots of mana, this spell is very useful. Always
cast this when exploring dungeons. Effects last for a dungeon level or
until your mana is used up.</DT>
<DT>FireBall (ATT) This spell is one of the must in Diablo. It cast a medium
size fireball towards a enemy and explode when reached. When use properly,
it can even kill 3 enemies in one shot. This spell is very useful in the
hell levels. But be very careful though in multi player games as it can
even hurt your friends. The damage from what I have know ranges up till
1000! I don't like Fireballs too much but everyone else seems to. </DT>
<DT>Agent 86 has gotten over 6 with it, it depends on their formation.
If there are three beating on you, shoot the one in the middle. It will
damage the other two if not kill them. This spell kills those Witch Ladies
(Vore Bitches) down in hell in a shot. I walk in, fire off a few, and down
em all. A Sorceror should be sure to get this spell.</DT>
<DT>Chain Lightning (ATT) Boy, get this spell, man. This spell is way cool
and very useful for everyone. When cast, a thick lightning will hit your
designated creature and bounce from creature to creature until it has hit
all the creatures all your screen. I wouldn't encourage however, to use
this spell in multi-player because it will hit your friends standing in
the path. I hate getting hit by chain lighting.</DT>
<DT>Guardian (ATT) This spell is also cool by which it cast a three headed
hydra which emerges from the ground. It will then shoot firebolt spells
at creatures within it's range. The damage however, is moderate. Use this
spell for scouting purposes or to lure the creatures. Cast it in front
of your path to help you clear some enemies.</DT>
<DT>Golem (ATT) It cast a walking monster (it's appearing location is random)
and walks around beating up the creatures for you. It lasts one level or
util it dies. I notice also that's there is one way to control him where
to go. The Golem will always keep a few sqaures away from you and it's
facing direction will always be like you. So just face left and he will
walk to the left or face right and he will venture to the right. </DT>
<DT>Golems will not attack you. You cannot directly target them, but by
holding down shift and swinging you can hit them. Spells will hit and damage
Golems.</DT>
<DT>Golems are neato, Golems are funny, Golems are our friends!</DT>
<DT>Have a Golem fight. Have two people cast a Golem and watch them go.
Two Golems will fight each other. Place bets on the winner, bet money/items
on the winner. Now that's fun :) </DT>
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