Diablo 2 Walkthrough :
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Walkthrough - FAQYet Another Diablo 2 Guide (Yes, that is the real name): Version .1 By Roland Carlos (RCarlos) E-Mail: rollins31@hotmail.com Ah, my return to guide writing. Sorry if I seem a little bit sentimental, but i've been out of it for so long. Anyways, it seems that Diablo 2 is a very popular game, so I think i'll come back with a bang. A Diablo 2 guide. I'll be writing this guide as I go through the game, so bear with me. I'll update it as I see fit. Table of Contents 1 - Introduction 2 - Version Updates 3 - Author Notes 4 - Controls List 5 - Differences from Diablo 6 - Game Basics - Shrines - Items - Weapons/Armor - Monsters 7 - The Characters - Amazon - Barbarian - Necromancer - Paladin - Sorceress 8 - Character Skills/Spells - Amazon - Barbarian - Necromancer - Paladin - Sorceress 9 - Quests - Act 1 - Act 2 - Act 3 - Act 4 10 - Lists - Prefixes/Suffixes - Uniques - Set Items - Monsters - Shrines - Gems 11 - Multiplayer 12 - Thanks 13 - Legal Junk --------------- 1. Introduction --------------- The year was 1996. Blizzard had released the acclaimed Diablo. It was a revolutionary entry into the role-playing genre. Not only did it have excellent graphics and great gameplay, it won over many fans with its game engine. Claiming that no game was ever the same, that was true. Dungeon levels were randomly created, as well as the quests you undertook in your journey. This gave the game a much greater replayability then the usual role-playing game. Taking place after the conclusion of the first Diablo, Diablo 2 invites players into a much bigger world. While the hero of Tristam did emerge triumphant in defeating Diablo from the labyrinth, he did so at great cost to their own well-being. After the celebration, Diablo takes over the hero's body and wanders the world now, as the Dark Wanderer. The forces of hell are aligned with Diablo and his brothers. Chaos and terror ensue in the Dark Wanderer's path. The Rogue Monastery is overtaken and the Sisterhood of Rogues is broken up. A city in the desert, Lut Gholein, finds itself under attack from the desert and its own sewers. And Tristam, the town is now a former shadow of its old self, utterly destroyed. And now salavation may come again. A new hero has come to right the wrongs left by the minions of Hell. They will fight many battles and travel long distances. But in the end, the final objective of this trip is to stop Diablo, once and for all. ------------------ 2. Version Updates ------------------ 9/8/00 - Version .1: Started the Unique Item List. 8/22/00 - Version .09: Back after my vacation. Necromancer skills up, and a Amazon vs. Barbarian part to the Multiplayer section. Fixed the gem table (the addition sign was the problem). 7/20/00 - Version .08: Added the Gems list and the Paladin's skills. Important Author's Note. 7/18/00 - Version .07: Added the Paladin and Sorceress to Characters, added the Monsters in game basics, added the Unique item notice in the Uniques list. 7/17/00 - Version .06: Added the Amazon's skills. 7/16/00 - Version .05: Added the shrines, items, and weapons/armor sections to the game basics. 7/14/00 - Version .04: Finished up on the set items (thanks for the all the submissions). 7/12/00 - Version .03: Finished up all the quests. 7/8/00 - Version .02: A few more tidbits up. Finished up Act 1 Quests as well as my Barbarian info. Started on Act 2. Also added the shrines, the control list, a few more characters and some set items to tide ya over for awhile. 7/4/00 - Version .01: Happy 4th of July. This is the earliest version of the guide, with the introduction, my notes, some Barbarian info, and a few of the Act 1 quests up. ----------------- 3. Author's Notes ----------------- Well, not much yet. But i'm going through the game myself, so you'll have give me some patience if your waiting for a lot of updates. I get my info as the game presents it, so whenever I get something new, i'll put it up. No, sadly, I wasn't a beta tester for the game, so I don't have any beta info (even if you need it). Hopefully in later versions of the guide, I will get more information up. This is just a quick preview of what is to come. A few people asked personally where I am in the game. Far enough. (Just call me Sir :) If you want to help or contribute to this guide, by all means, please! Send an offer (or the info you want to contribute) to the email in the top of this guide. Thanks in advance. Oh yeah, praise email will ALWAYS be read :) I usually play Diablo 2 a lot on single player, but I like to converse and play multiplayer every once in awhile. Look for any character with the account "Rollins". On the USWest Realm, I play with my Amazon, DizzyLizzy. On the USEast Realm, I play with my other Amazon, Dragonablood. Say hey to any of em if ya see them. (Get a free gem if ya mention my guide! Well...maybe.) On my vacation, I visited the Phillppines. Run across a local mall there (like Greenhills if ya are from the Phillppines). Some of the Network Gaming places offer Diablo 2 on TCP/IP games. They are great fun if you need a quick game to play. I had a great time myself playing Diablo 2 at Greenhills. ---------------- 4. Controls List ---------------- Basic Game Controls: Esc - Toggles the Esc menu on/off and exits other menus Left Mouse Button - Performs "smart" actions depending on the situation: -Click on a spot on the ground to go to that spot. -Click on a monster to attack it using the skill currently assigned to the Left Mouse Button -Click and HOLD on a monster to attack it repeatedly until you release the button, or the monster is dead. -Pick up/drop items from/onto the ground, inventory or belt. -Operate shrines, doors, and chests. -Interact with the NPCs (talk, trade, gamble, hire, and imbue) Right Mouse Button - Performs "smart" actions depending on the situation: -Use the skill currently assigned to the Right Mouse Button a selected target. -Drink a selected potion. -Activate a scroll or tome. Arrow Keys - Scrolls the automap. Configurable Game Controls: H - Toggles the Help screen. A (or C) - Toggles Character Attributes screen on/off. B (or I) - Toggles Backpack Inventory screen on/off. P - Toggles the Party screen on/off. M - Toggles the Message log on/off. Q - Toggles the Quest log on/off. Enter - Opens/closes In-Game Chat overlay. Tab - Toggles the Automap on/off. Home - Centers the Automap (if Numlock if OFF). T - Toggles Skill Tree screen on/off. S - Toggles mouse button Skill button overlay on/off. F1 through F8 - Readies (or sets) the associated Left or Right Mouse Button Skill. Set by opening the Skill menu then place your cursor over the skill you wish to assign to a hotkey. Press the desired hotkey while the cursor is still over the skill icon. ~ - Toggles a belt than 1X4 open/closed. 1, 2, 3, and 4 - Uses the item in that belt slot. Ctrl - Hold down to run. R - Toggles auto-run mode on/off. Shift - Hold down while clicking a mouse button to use that skill while standing in place. Alt - Highlights all items dropped on the ground. Spacebar - Cancels all above screens and overlays to return to gameplay. Numeric Keypad - Voice communication (turn NumLock ON for the following) 0 - Player character says "Help!" 1 - Player character says "Follow me." 2 - Player character says "For you." 3 - Player character says "Thanks." 4 - Player character says "Sorry!" 5 - Player character says "Bye." 6 - Player character says "Die!" Mouse wheel up - Scrolls up thru all hot-keyed (F1-F8) skills in the Right Mouse Button slot. Mouse wheel down - Scrolls down thru all hot-keyed (F1-F8) skills in the Right Mouse Button slot. N - Clear text messages. Print Screen - Save the screen to your D2 directory as "screenshotX.jpg". Z - Toggle all party member portraits on/off. -------------------------- 5. Differences from Diablo -------------------------- -------------- 6. Game Basics -------------- Shrines: Shrines are still around in Diablo 2, but now they are a lot easier to figure out what they do. Names like Health Shrine and Resist Fire Shrine are better than Eldritch Shrine and Weird Shrine. Certain shrines also can be used again (over time) so you can use their benefits over and over. The shrines now don't directly interfere with your stats. Now shrines either provide bonuses or health/mana refills. Most of the shrines do provide positive benefits. So you don't have to worry about getting in trouble from using one. Players will use the shrines to their immediate benefits, health shrine when they need it, experience shrine right before they get into a lot of fighting, gem shrine when they need an upgraded gem. However, when you reload a game all the shrines will have changed into different types (other than health and mana shrines, which will stay where they were the last time you loaded the map). You may also run across wells in your travels. Wells are very useful since they give you health, mana, and stamina bonuses. You can use wells as long as there is some water in it. Wells also refill faster than most shrines, so you can rely on wells as good sources of health recovery. Items: There are a variety of items in Diablo 2 that are not combat equipment. Gold is no longer placed directly in the inventory. You've been provided with a bag that holds all your gold without taking any space in your inventory. If you want to drop or deposit (more on deposit a bit later) gold, click on the gold pieces in your inventory screen. The amount of gold you can hold is dependent on your level, the higher your level, the more you can carry. Gems are somewhat rare, but you will find a few of them during your quests. While some common enemies do drop them, you find the majority of gems as rewards from defeating big boss enemies. Gems come in five different grades, chipped, flawed, normal, flawless, and perfect. The better the grade, the more powerful the effect of the gem. There are also seven types of gems: amethyst, diamond, emerald, ruby, sapphire, skull, and topaz. While gems can be sold for a bit of money and hold a lot of trading power, the best use for gems is to place in socketed items (discussed in weapons/armor). Gems cannot be bought from NPC merchants. Since every class now learns different things than the each other, scrolls are needed. The town portal spell has been converted into scroll form and identify scrolls still exist. You can find scrolls all over, from chests or monsters, but NPC merchants also sell scrolls. Scrolls can be placed into tomes for storage purposes. Each tome can hold up to 20 scrolls. Its a lot better for inventory to use tomes if you plan to carry a lot of scrolls. You don't need identify scrolls as much since Cain provides it for free. But town portal tomes should always be in your inventory. You never know when you need a quick escape back to a safe haven. Potions are the staple for your survival. You should never head into battle without having at least filled up with healing potions when you were at town. Healing potions come in five types: minor, light, normal, greater, and super. Early on, you can only buy the lower types of healing potions, but as you progress, you can buy better and better potions. However, super healing potions are only found, not bought. Mana potions cannot be bought and are always found. They also come in the five types like the healing potions. A big change from the first Diablo is that health and mana regeneration is not instant. You will have to wait for awhile for the full effects of the potion. You can keep track of the healing on the health/mana orbs. Rejuvenation potions do provide instant healing, but you have to find them or make them with the Horadric Cube. There are two types of rejuvenation potions, normal and full. You can place healing, mana, or rejuvenation potions in your belt for quick hotkey use. There are also non-healing potions in the game. Stamina potions can be bought, or found. They are white in color and provide an instant refill to your stamina bar. Stamina potions are useful when you need more stamina to keep on running. Thawing potions provide an instant cure to being frozen. They are yellow and again, can be bought. Antidote potions are black in color and remove the poison status. Antidotes can be bought. Stamina, thawing, and antidote potions can be placed in the belt for quick hotkey use. In Diablo 2, there are also offensive potions. They come in two types, explosive and poisoning. Explosive potions are thrown and create an explosion wherever the potion hits. There are three types of explosive potions: fulminating, oil, and exploding. As the grade of explosive potions goes up, the explosion gets larger and the damage done is more. Poisoning potions are also thrown and create poison clouds which poison any enemies that get hit by the cloud. There are three types of poisoning potions: rancid gas, choking gas, and strangling gas. As the grade of poisoning potions goes up, the poison length is longer, as well as the damage done. You can buy most of explosive and poisoning potions. Explosive and poisoning potions have to be equipped into your left or right hands. Then you'll have to use the Throw attack to use the potions. You can place most items in your private stash, which holds items and gold for you. This provides a storage place for items which you don't need at the moment, but maybe later on. You should place gold in the stash so you can avoid big gold losses when you die in battle. Weapons and Armor: You'll always want a weapon to kill with and armor to protect you. Weapons come in a variety of types, such as daggers, axes, swords, and bows. Usually the weapon class does not matter, but some class abilities do take the weapon class into effect (such as the poison dagger skill which needs an equipped dagger, or the Barbarian's weapon masteries). Some weapons can be equipped with one arm or two arms. You may have a choice, but you may be forced to equip it in a certain way. Armors protect your body. Helmets for your head, gloves for your hands, boots for your feet, belts to help hold more potions. Shields now have a sucessful blocking rate, to see how much of a chance you can block an enemy's attack. The body armor also comes in a variety of types, getting better in defense as it gets tougher. Weapons and armor all come with durability ratings. You may find damaged, crude, or cracked versions of items. This negative prefix usually means the item has lowered durability, or damage/defense. Sometimes you may also find superior versions of items. This gives a bonus to durability, damage/defense, or attack rating for weapons. Weapons and armor also come with strength, dexterity, and (sometimes) level requirements. You'll have to fulfill all the needed requirements in order to even equip a weapon or armor. You will get a visual warning if a weapon or piece of armor is getting low in the durability area. You should head back to a repairer to get the equipment fixed up back to full. If a weapon or armor hits zero durability, the weapon or armor will become inactive (but not broken completely, thankfully). In order to use it, you have to repair it. Weapons and armor names are also found in different colors. White is the normal standard color. Nothing special. A dark gray name means the weapon or armor is socketed. This means you can place a gem into one of the gem sockets, giving the weapon or armor special properties. Blue highlighted names signify a magical weapon or armor. When identified, they usually have a few magical properties to them. A yellow highlighted name is a rare item. Think of rare items as pumped up magical items. A rare item will have a lot of magical properties to it. They also sell for a lot more than blue highlighted items. A green highlighted item is an important item, even if you don't use it. Green equipment means that that equipment is part of a set of items. If you are able to collect a whole set of a set item group, you gain a powerful bonus as well as the bonuses the individual set item pieces give you. Most people are not patient enough to kill monsters for set items and they usually trade for them. Finally, uniques are in a dark gold color. People mix up rares with unique items. Unique items have a much darker shade than rares. Uniques are much harder to get now, due to the additions of rare and set items. But still, the uniques have a lot of powerful properties and you should be thankful if you get one, even if you don't use it. From easiest to hardest to get: Normal, socketed, magical, rare, set items, and uniques. Monsters: There's still a lot of them poking around. And there are a lot more types than in the last Diablo. You got your standard zombies, skeletons, and goblins. But now you have your cat people, bone mages, and fetishes. Well, the battle to fight the Lord of Terror wasn't expected to be easy. Monsters are everywhere, in the wild, dungeons, caves. And you get your experience from killing them, so you'll want to kill as many as you can. Normal monsters have their names highlighted in white. You should watch their health bar to see how much more damage they can take before they die. If a monster has any special abilities, it will be in white type below the monster's white bar. Sometimes you may run across a monster with a blue highlighted name. This is a champion, a tougher type of a certain monster (if the champion's name was "Zombie Champion", it would basically be a beefed up zombie). A champion has more hp, does more damage, but also gives out bigger rewards. You'll usually find champions in a small group of 3 or 4. Be warned that they are more dangerous so you should be careful when fighting them. Other monsters will have dark yellow tinted names which signifies a unique monster. They are always surrounded by minion monsters. While minion monsters are not as powerful as champion types, they are a bit tougher than the usual regular type of a monster. Its always a good idea to take out a unique monster's minions before going after the unique monster themselves. Be warned, unique monsters have special abilities, such as "Extra Fast" or "Spectral Hit". Extreme caution should be taken before fighting unique monsters. At the end of each Act, there is a powerful boss. These are the most powerful enemies you will ever face, so you may have to use specific stratgies to take care of them. You'll find them in the Act walkthroughs. ----------------- 7. The Characters ----------------- Amazon - The Amazon is the expert at ranged and thrown weapons. You'll want to use her with such weapons like the javelin, throwing knives, crossbows, and bow and arrows. She is the best transition character to Diablo 2 from former Diablo rogue players. Of course, she is better than old rogue in many ways. She can enchant her bolts or arrows with magical properties that can do such things as give them an elemental attribute, or even fire multiple arrows/bolts from one shot. The javelin and spear skills can infuse the javelin with more power and for both uses, when thrown, or used in melee combat. The Amazon also has access to magic with can slow missile attacks, create a copy of herself, or even make a powerful valkyrie to aid in battle. In addition to that magic, her passive abilties helps to deal extra damage and avoid attacks easier. You are an Amazon if: Safety first! You'll fire from far away and if they want to fight they'll come to you. Of course, you have a few tricks up your sleeve if they do come close. Barbarian - This character likes to get their hands dirty. If you were a fan of the warrior from the first Diablo, the Barbarian should be the best fit for you. Early on, they possess great strength and vitality, so many early level monsters will be easily handled by the Barbarian. He is usually suited to melee fighting, but can be made deadly with thrown weapons. He can back up close combat with Combat Skills (which give him powerful special attacks), toughen up himself with Combat Masteries (which can raise his power in a weapon, or even raise some of his own stats), and he can use Warcries when needed (which affect enemies, as well as friends in various ways). You are a Barbarian if: You love fighting hand to hand. Heck, you don't need no spells. Give you a sword and a shield, your set for the day. Necromancer - The Necromancer isn't the best suited for fighting hand to hand, so he prefers to use his unholy abilities for holy uses. The necromancer specializes in command of the undead, so he can raise skeletons from corpses, create golems, or even turn monsters against their own with his powers. He can create a powerful army to do his bidding. However, he also has good command over the powers of poison and bone which will either kill the monsters, or at least poison them enough that they will die. And his variety of curses will inflict monsters will various ailments, be it they take extra damage, become blinded, or even turn fellow monsters of the victim. Truly, he is a force to be feared. You are a Necromancer if: A job is better done when someone else does it, and you get credit. But you can hold your own if it needs your personal touch. Paladin - A holy warrior of light, the Paladin has no problem lending some of his own bonuses to fellow allies. He is more of a front line fighter, so you'll be using powerful weapons and strong armor with him. The Paladin possesses several Combat skills which he can use to directly damage or kill enemies. While his Combat skills are very useful, he is best known for his offensive and defensive auras. He can pass his auras on to nearby friends, so if the Paladin is getting an attack bonus, or free healing, his friends are also getting the same attack bonus or healing. He can either crush enemies with his powerful attacks or assist friends in doing the same objective. You are a Paladin if: One of good qualities is your charitiable nature. But if somebody crosses you, they'll pay in one way or another. Sorceress - The Sorceress is the master of the magics of the world. She has command of powerful Cold, Fire, and Lightning spells. While you can focus on a single type of spell, a Sorceress who has knowledge in all spell areas is one to be feared. Being able to attack an enemy with a variety of spells is always a good bonus. However, once the Sorceress gets access to high level spells, monsters will be quickly killed and you won't really need all those old spells. She is mana drainer, so mana potions will have to be hoarded. If she does run out of mana, she'll be hard pressed to fight off monsters, as her physical attacks are subpar compared to other classes. A Sorceress must always be prepared for anything. You are a Sorceress if: You never could out fight an enemy, but you could always freeze, toast, or shock them into nothingness. -------------------------- 8. Character Skills/Spells -------------------------- Amazon: Javelin and Spear - This section of the Amazon's skill tree mainly focuses on the javelin and spear weapon classes. The abilities here will give the javelin and spear attacks special powers, such as lightning or poison enchantment. Some of the abilities work for the melee attacks, some for the thrown attacks. But all are important if you choose for your Amazon to fight mainly with javelins and spears. Jab: You can learn this from the beginning. Mana cost is variable. This Amazon ability allows the Amazon to attack a target enemy multiple times with her javelin or spear. The multiple attacks mean extra damage, but early on the damage done is actually lessened. After you've put a few points into this skill, the damage dealt becomes a bonus, instead of a penalty. A very useful attack in the early levels. As it grows in skill levels, it gains more damage, the attack rating for the attack goes up, and the mana cost rises. Power Strike: You can learn this at level 6. Mana cost is variable. Power Strike adds a bit of lightning damage to your melee attack. This will deal extra lightning damage in addition to the main melee attack. This skill gets very useful in the later levels as the lightning damage dealt increases. Use this when you need to do more damage than usual (for example, Unique monsters). As it grows in skill levels, the attack rating goes up, lightning damage dealt goes up, and the mana cost rises. Poison Javelin: You can learn this at level 6. Mana cost is variable. An excellent Amazon skill which adds poison to the thrown javelin attack. In addition to hurting the target enemy and poisoning it, the poison javelin will leave brief poison clouds in its path, also poisoning any enemy which touches it. Very useful for poison multiple enemies. As it grows in skill levels, the poison damage goes up and the mana costs rises. Impale: You can learn this at level 12. Costs 3 mana. Must have learned Jab. Using this ability will cause the Amazon to do a more powerful melee attack. However, this is at the cost of the weapon's durability, causing you to repair the equipped weapon more often than usual. If you want to use this is your personal choice, some people find Power Strike does the job better. Just remember you cannot used zero durability weapons, so you may find yourself without a weapon if you use this ability too many times. As it grows in skill levels, the attack rating goes up and weapon durability cost goes up. Lightning Bolt: You can learn this at level 12. Mana cost is variable. Must have learned Poison Javelin. An excellent addition to the Amazon's thrown javelin abilities. When you throw a javelin which this ability, the javelin will turn into a lightning bolt, lighting the path as well as doing lots of lightning damage to the target. Even though the mana cost does begin to sap a lot of mana in the higher skill levels, the high lightning damage done is worth it. As it grows in skill levels, the lightning damage dealt goes up and the mana cost rises. Charged Strike: You can learn this at level 18. Mana cost is variable. Must have learned Power Strike and Lightning Bolt. When you use this ability, lightning will go off around your character, causing damage to any enemies that get hit by the charged bolts. Its usefulness is lessened at longer ranges, since the charged bolts tend to miss enemies far away. This ability is useful at close range as it is much easier to hit enemies when they are close up. As it grows in skill levels, the damage dealt goes up and the mana cost rises. Plague Javelin: You can learn this at level 18. Mana cost is variable. Must have learned Lightning Bolt. Basically an upgrade on the poison javelin. The mana costs are higher, but for good reason. Like poison javelin, the thrown javelin leaves poison clouds behind it and also poisons the target enemy. But in addition to that, the javelin creates a sort of poison explosion, making multiple poison clouds around where the javelin landed. It is possible to even poison more enemies than with poison javelin. As it grows in skill levels, the poison damage dealt goes up and the mana cost rises. Fend: You can learn this at level 24. Costs 5 mana. Must have learned Impale. Very useful when you become surrounded by enemies. Fend allows the Amazon to attack all nearby enemies with her melee attack. It also gives a bonus to the attack rating and damage dealt, so you can quickly take down more enemies. You should save this for when you face overwhelming numbers. As it grows in skill levels, the attack rating and damage dealt goes up. Lightning Strike: You can learn this at level 30. Mana cost is variable. Must have learned Charged Strike. A very powerful attack for the melee attacking Amazon. When you hit a monster with this skill, chain lightning will attack other nearby enemies to your first target. This ability can quickly kill a large group of enemies as the lightning can take care of enemies your not currently fighting. Take care to watch your mana if you plan to use this a lot, you may quickly run out, espcially in the later skill levels. As it grows in skill levels, the lightning bolt and lightning damage goes up, you gain an extra lightning bolt, and the mana cost rises. Lightning Fury: You can learn this at level 30. Mana cost is variable. Must have learned Plague Javelin. The thrown (and more damaging) version of Lightning Strike. As you throw the javelin with this ability, it turns into lightning, causing lightning damage to the target. Also, lightning is spread to the other nearby enemies from the target, causing extra damage to them as well. It is much easier to kill enemies with this ability than with Lightning Strike (since you don't have to get in the enemies face), but watch how many javelins you have left and your mana. Just like Lightning Strike, this costs a lot of mana for an Amazon. As it grows in skill levels, the lightning bolt and lightning damage goes up, you gain an extra lightning bolt, and the mana cost rises. ================== Passive and Magic - This is the only part of the Amazon skill tree that does not focus on a class of weapons. However, this is maybe the most important section of the Amazon skill tree. You can easily increase the chances for your Amazon's survival with skills such as Evade and Avoid. The Amazon can also use skills such as Critcal Strike to deal extra damage to the enemy. There are even a few good suprises you can find. Inner Sight: You can learn this from the beginning. Costs 5 mana. With Inner Sight, enemies affected by it have sparkles over their heads. Enemies will give off a bit more light when affected, so you can see a bit more of the area. But the more important part of this skill is that it also decreases enemy defense. Enemies will lower defense are enemies that you can kill a lot easier. Use this whenever you come across a hard enemy. As it grows in skill levels, the length of the effects rises and the enemy defense penalty goes up. Critical Strike: You can learn this from the beginning. Passive. A must-have skill for any Amazon. Critcal Strike is passive, so it is always active, which is very beneficial for you. The more skill points you put into Critical Strike, the higher your chances of dealing extra damage to an enemy. And well, extra damage is NEVER a bad thing (when you do it of course). You will want to always put a few points into this skill. As it grows in skill levels, the chance of doing extra damage goes up. Dodge: You can learn this at level 6. Passive. Dodge is another passive skill, so this is always in effect. With Dodge, your chances of avoiding an enemy attack goes up. There are a few requirements to this skill however, you have to be standing still and it has to be a melee attack. Still though, this is another excellent passive skill. You could always as much help as you can get. As it grows in skill levels, the chance of avoiding a melee attack while not moving goes up. Slow Missiles: You can learn this at level 12. Costs 5 mana. Must have learned Inner Sight. While this is not a very useful skill in single player, it may be shine in multiplayer. What Slow Missiles does is slow attacks from ranged enemies. This basically makes them easier to handle since your not getting pounded by arrows, fireballs, or whatever as much. Most Amazon usually use ranged attacks, so it might not be worth it to put a lot of points in Slow Missiles. However, if you run across a hard bunch of ranged monsters (maybe a Unique ranged attacker with its minions), Slow Missiles might get some use then. As it grows in skill levels, the length of the effect goes up. Avoid: You can learn this at level 12. Passive. Must have learned Dodge. Similar to Dodge, this increases your chances of avoiding a ranged attack. While its somewhat easy to that (just move out of the way), you may need it when your busy with another enemy and some ranged attacker is pinging you from behind. You still will want to put some points into this skill, just not as much as Dodge (and later on, Evade). As it grows in skill levels, the chance of avoiding a ranged attack increases. Penetrate: You can learn this at level 18. Passive. Must have learned Critical Strike. With Penetrate, your attack rating for ranged attacks will go up. This works with Critical Strike, so when you have enough points in both these skills, you have a better ranged attack rating and a chance to do extra damage. If you choose to be a melee Amazon (not that unusual, some Amazon opt for other weapons), this may not be useful at all. But if your one who uses bows, crossbows, or thrown javelins, this is one of those required skills. As it grows in skill levels, the attack rating for ranged attacks goes up. Decoy: You can learn this at level 24. Mana cost is variable. Must have learned Slow Missiles. What Decoy does is create a duplicate of the Amazon. This is very useful when you need to distract enemies away from your real self. However, the decoy will not attack, so it is only useful for drawing attention away from yourself. In addition to a Mercenary, this will confuse a lot of enemies and leave you unbothered to kill them. The decoy will only last for a few seconds (at least until you put a lot of skill points into it), so use the time wisely. The mana cost is also very high, but it lessens as the skill level goes up. As it grows in skill levels, the length of the decoy rises and the mana cost lowers. Evade: You can learn this at level 24. Passive. Must have learned Avoid. The third in the set of missing enemy attack skills, the special property of Evade is that you have a chance of avoiding attacks while moving. Basically you can cover all the bases when this skill is in effect, you avoid attacks when standing still and attacks when moving. This is more useful when you have to run by a few enemies, but if you usually run into a clearings, you might want to put more points into Dodge and Avoid. As it grows in skill levels, the chance of avoiding attacks while running goes up. Valkyrie: You can learn this at level 30. Costs 25 mana. Must have learned Decoy and Evade. Using Valkyrie creates a person to fight for you. Basically think of her as a mercenary you can create for mana. However, she is more powerful than most mercenaries, as she possesses more hp and has attack and defense bonuses. She does not possess the extra abilities (such as cold or fire attacks) most merecenaries have, but she can hold her own in battle. At the very least, she also is another distraction for enemies, so using her in addition to Decoy will leave you free from enemy attacks. As it grows in skill levels, the life of the Valkyrie, her damage, attack rating, and defense bonuses will go up. Pierce: You can learn this at level 30. Passive. Must have learned Penetrate. With Pierce, you have a chance of hitting multiple enemies with one attack. However, it will also pass on to your special attacks as well. So while this is a good bonus to your normal attack, special attacks may end up hitting the wrong target. As it grows in skill levels, the chance of the attack passing through an enemy goes up. ================ Bow and Crossbow - With this section of the skill tree, you can enhance the attacks of your bows and crossbows. Giving them an additional fire or cold attack is always a good thing. You can even attack multiple enemies with a single shot. You should consider big development with this skill if you decide to stay with a bow or crossbow. Magic Arrow: You can learn this at the beginning. Mana cost is variable. This is a staple skill for the beginner player (to Diablo 2, not just to the Amazon class). Most early players don't stock up on arrows enough, so if they don't pick them up or buy them, they will run out eventually. Magic Arrow will create an arrow out of mana, giving you a fighting chance, even if you don't have any bows or bolts in your inventory. It also gives a minor damage bonus. The mana cost is very low (it eventually gets into the decimals and later on becomes a free skill!) and it also never misses the target. While you may want to use this skill early on, you should stock up on arrows for other more powerful abilities later. As it grows in skill levels, the damage bonus goes up and the mana cost lowers. Fire Arrow: You can learn this at the beginning. Mana cost is variable. Another skill useful in the early levels. Fire Arrow enchants the fired arrow with fire, so it deals normal and fire damage to the target enemy. Good against weak enemies, but you'll pass this up for more powerful skills later in the skill tree. As it grows in skill levels, the fire damage dealt goes up and the mana cost rises. Cold Arrow: You can learn this at level 6. Mana cost is variable. Very useful arrow skill. When an enemy is hit with the Cold Arrow, it take extra cold damage and turn blue. While the enemy is blue, they will move slower and attack slower as well. You can use this to take care of a powerful enemy. You can even use this skill in escape, run a bit, fire at the chasing enemy in order to gain more ground. As it grows in skill levels, the cold damage dealt, length of freezing and mana cost goes up. Multiple Shot: You can learn this at level 6. Mana cost is variable. Must have learned Magic Arrow. An excellent skill for monster crowd control. Each time you fire an arrow with Multiple Shot, it will turn into extra arrows. So with only one arrow, you can get a whole bunch. The extra arrows will hit extra enemies, so you can easily kill enemies in a group. This will keep you from having to focus solely on one enemy, while the others move toward you. As it grows in skill levels, the amount of arrows fired goes up and the mana cost rises. Exploding Arrow: You can learn this at level 12. Mana cost is variable. Must have learned Fire Arrow and Multiple Shot. Another good crowd control skill, this time you'll take it out from the inside. When the exploding arrow hits, an explosion will be created around the target area, causing fire damage to any enemy hit by it. Use this when you become faced by a large group of enemies. As it grows in skill levels, the fire damage dealt goes up and the mana cost rises. Ice Arrow: You can learn this at level 18. Mana cost is variable. Must have learned Cold Arrow. Like Cold Arrow, this deals extra cold damage to an enemy. But unlike Cold Arrow, this will freeze an enemy directly, stopping them in their tracks. A frozen enemy is very easy to take down since it can't fight back. Also, if you can kill an enemy while it is frozen, it will shatter and leave no corpse (very useful when an enemy can revived). The frozen time is very brief so make good use of it. As it grows in skill levels, the cold damage dealt, the frozen time and mana cost goes up. Guided Arrow: You can learn this at level 18. Mana cost is variable. Must have learned Cold Arrow and Multiple Shot. Guided Arrow is basically a homing missile. When you fire an arrow with Guided Arrow it will automatically track the nearest enemy, even if they are not in the usual straight line of the arrow. The arrow will even move itself in order to hit an enemy. You'll use this when you need to blindly fire into a room to just can't seem to get a steady lock on a quick enemy. As it grows in skill levels, the mana cost rises and the damage dealt goes up. Strafe: You can learn this at level 24. Costs 11 mana. Must have learned Guided Arrow. Strafe fires multiple arrows like Multiple Shot, but will attack any enemies on screen, no matter where they are. This allows you to damage any number of enemies even if they are on the top or bottom of the screen. You can only damage a certain number of enemies per each skill level, so for the really large groups, you'll have to put a lot of points into Strafe. As it grows in skill levels, the damage dealt goes up and the number of enemies attacked goes up. Immolation Arrow: You can learn this at level 24. Mana cost is variable. Must have learned Exploding Arrow. The Immolation Arrow does a whole lot of damage. First, you deal the normal damage with the fired arrow. Second, you deal extra fire damage to the targeted enemy. Third, it will create an explosion, dealing damage to any enemy which is hit by it. Fourth, the explosion creates a fire which will burn for a time, hurting any enemy which stands in it. You can easily kill a single enemy and quickly hurt other enemies in a group. A must-have for high level Amazons. As it grows in skill levels, it deals extra explosion and fire damage, the length of the fire goes up, and the mana cost rises. Freezing Arrow: You can learn this at level 30. Mana cost is variable. Must have learned Ice Arrow. An upgrade of the Ice Arrow, but also costs more mana. It will freeze the target enemy but also will freeze enemies near the target. This allows you to stop a good number of enemies by freezing them in their tracks. The extra damage dealt is also a good bonus, so you can hurt enemies to near death. A mercenary or Valkyrie can take care of the frozen enemies while you hit them with Freezing Arrows. As it grows with skill levels, it deals extra damage and the mana cost rises. ========== Barbarian: Combat Skills - These mainly help in combat. They are mostly powerful attacks that give more damage than usual. You'll want to use these skills when you want something dead. And quick. Bash: You can learn this from the beginning. Costs 2 mana. This attack deals a powerful blow to a monster which deals additional damage and knocks the target back a bit. You'll want to use this when you need a bit of breathing space. As it grows in skill levels, it gains more damage, more attack rating and more damage bonus. Leap: You can learn this at level 6. Costs 2 mana. This skill does not do any damage (not yet anyway), but is useful in getting around. This lets the Barbarian jump around. He can jump over objects and enemies as well. If you do land near enemies, this does not hurt them, but does push them away a bit. As it grows in skill levels, you gain more length in the jump. Double Swing: You can learn this at level 6. Costs 2 mana. If you have a weapon wielded in each hand, this is the skill for you. When used, you will swing both weapons at the same time causing extra damage. This is very useful for strong monsters, as repeated Double Swings with chop it down quickly. As it grows in skill levels, the attack rating goes up. Stun: You can learn this at level 12. Costs 2 mana. Must have learned Bash. When you use this skill the enemy will be stunned. This will freeze the enemy for a few seconds and allow you to run, fight other enemies, or just hit it unopposed. A good tactic is to keep using stun on an enemy and freeze it over and over. As it grows in skill levels, the attack rating and length of the stun raises. Double Throw: You can learn this at level 12. Costs 2 mana. Must have learned Double Swing. Like Double Swing, this will throw two weapons at the same time. This only works if you have a thrown weapon in each hand. This is useful only if you are a big thrown weapon user. If not, you should not use many points in this skill. As it grows in skill levels, the attack rating goes up. Leap Attack: You can learn this at level 18. Costs 9 mana. Must have learned Leap. Basically an upgrade on Leap. With this version of it, you can jump farther (when you compare equal levels to Leap) and do an attack when you land (with a damage bonus). However, this does cost more mana, so you should only use this for jumping in and out of battles. For casual jumping (like over rivers or to other platforms), regular Leap is recommended. As it grows in skill levels, the jumping length and damage bonus goes up. Concentrate: You can learn this at level 18. Costs 2 mana. Must have learned Stun. A very useful skill when surrounded by enemies. With Concentrate, your attack will not be stopped by an enemy hit. So you can focus more on hacking your way through a group of monsters. Of course, you will still take damage, but at least you can quicken the pace of getting outta there. It also gives a small bonus to your attack and defense rating. As it grows in skill levels, the attack rating and defense rating goes up. Frenzy: You can learn this at level 24. Costs 3 mana. Must have learned Double Throw. Facing a tough champion or unique monster? Frenzy is the way to go. As you hit a monster with the Frenzy attack, the next attack will be faster. It will keep getting faster and faster until the monster is either dead, or you move onto another monster. This is useful as this will quickly kill a tough monster, provided you can hit it (it does not gain in speed for a miss). As it grows in skill levels, the length of the Frenzy bonus and the attack rating go up. Whirlwind: You can learn this at level 30. Mana cost is variable. Must have learned Leap Attack and Concentrate. This is literally a whirlwind. Click on where you want to go and the Barbarian will go there, attacking monsters in a whirlwind along the way. This is a quick way to get through a whole bunch of enemies blocking you, as this will chop them down to size quickly. However, in the first few skill levels of Whirlwind, the damage bonus is actually a penalty! So, until you get to level 5 in Whirlwind, you do less damage in Whirlwind. Afterwards, you start to do extra damage. As it grows in skill levels, the mana cost, damage bonus, and attack rating go up. Berserk: You can learn this at level 30. Costs 5 mana. Must have learned Concentrate. Using this skill gives the Barbarian a quick attack rating and magic damage bonus. So this is useful when you need every bit of help you can in killing monsters, as you have a better chance of hitting them. But be warned, as you add points into this skill, the duration of Berserk goes down. As it grows in skill levels, the attack rating and magic damage bonus go up, but the length of the Berserk goes down. ================ Combat Masteries - The weapon masteries increase the usefulness of weapon classes greatly. However, due to the lack of skill points out there, you should usually focus on one weapon art mainly. Most tend to use swords, so sword mastery is a good choice. However, it is your choice to what weapon class you want to use. The other skills in this set help with increasing certain aspects of the Barbarian, such as Stamina and Defense. Sword Mastery: You can learn this from the beginning. Passive. As you raise the level of this skill, you gain more attack rating and damage for sword class weapons. Axe Mastery: You can learn this from the beginning. Passive. As you raise the level of this skill, you gain more attack rating and damage for axe class weapons. Mace Mastery: You can learn this from the beginning. Passive. As you raise the level of this skill, you gain more attack rating and damage for mace class weapons. Polearm Mastery: You can learn this at level 6. Passive. As you raise the level of this skill, you gain more attack rating and damage for polearm class weapons. Throwing Mastery: You can learn this at level 6. Passive. As you raise the level of this skill, you gain more attack rating and damage for throwing class weapons. Spear Mastery: You can learn this at level 6. Passive. As you raise the level of this skill, you gain more attack rating and damage for spear class weapons. Increased Stamina: You can learn this at level 12. Passive. As you put points into this skill, you gain percent bonuses to your current stamina total. This is useful if you do a lot of running, as it raises your stamina total greatly when more points are put into it. Iron Skin: You can learn this at level 18. Passive As you put points into this skill, you gain percent bonuses to your current defense total. Obviously, this is useful, as it keeps you from dying. You can never have enough defense. Increased Speed: You can learn this at level 24. Passive. You must have learned Increased Stamina. As you put points into this skill, you gain percent bonuses to your current walking/running speed. The percent bonus is only a little bit each level, so you may have to put a lot of points into this skill, if you really need the extra speed. You'll want this if you need a quick retreat, or a quick way to catch those coward enemies. Natural Resistance: You can learn this at level 30. Passive. You must have learned Iron Skin. As you put points into this skill, you gain percent bonuses to your resistances from magical attacks (fire, cold, lightning, poison). This is very useful. Many of the monsters in the last parts of the game have specialized elemental attacks. Having a resistance to it can decrease the damage you take from that monster and make it easier to take down. ======== Warcries - These abilities of Barbarian directly affect other creatures. Some |
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