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Diablo II Manual

16,731 bytes added, 15:36, 10 November 2008
Another few sections added...
Many weapons are usable only by those with sufficient physical strength and skill. A weapon’s description indicates the minimum strength or dexterity needed to wield it. If your character does not meet the minimum requirements, the weapon cannot be equipped. An unusable weapon has a red background in your character’s inventory. Weapon descriptions contain other important information, including: the number of hands required to wield the weapon, the damage the weapon inflicts, the durability of the item, the quantity (whenever appropriate), the weapon category, the attack speed, and finally any special properties or magical enhancements that the weapon may possess.
 
 
'''Daggers & Throwing Knives''' - Although generally considered secondary weapons, some have found the faster-striking, smaller-bladed weapons protection enough. Many necromantic priests of Rathma have long favored the reduced size and excellent carving abilities of daggers. And no adventurer interested in self-preservation can deny the peace of mind provided by finelybalanced throwing knives. A quick barrage of knives can inflict great damage, making them unequaled as ranged weapons.
 
'''Swords''' - Swords are the staple of the warrior’s arsenal. Swords come in many shapes and sizes, reflecting the cultures that produced them. Single-handed swords, such as the short swords of the West and scimitars from the Eastern deserts make excellent weapons when combined with the defenses of a shield. At the same time, the effectiveness of the enormous, two-handed swords of the North is undeniable. Some two-handed swords can be wielded in a single hand by a powerful Barbarian. To do so, equip the sword, then place a shield or another weapon in your Barbarian’s other hand.
 
'''Axes''' - Although considered slow and cumbersome by some, the fearsome power of larger axes is without equal. Axes are found in many different forms, from small single-handed weapons, designed to be quickly swung, to massive, double-bladed versions that can cleave a body in a single blow. The smallest of these are specially weighted throwing axes. There are tales of Barbarians who wield such throwing axes in each hand, efficiently dispatching foes in both melee and ranged combat.
 
'''Clubs, Maces, and Scepters''' - These blunt weapons are especially effective against the undead—those who resist the eternal slumber. For this reason, the holy knights of Zakarum are commonly seen brandishing such weapons against these living dead. The Church of Zakarum is rumored to have created scepters of incredible power to be wielded by those that devoutly follow the ways of Light and Virtue.
 
'''Wands''' - Their usefulness in combat often underestimated, skillfully wielded wands cause damage similar to that of clubs and maces. For the most part, wands are used for the enchantments they bestow upon the wielder rather than for combat. Necromancers are commonly observed wielding these inscribed and decorated rods. High-ranking priests of the dead are rumored to store magical energies within these artifacts by marking them with powerful and arcane symbols.
 
'''Staves''' - Although not generally a warrior’s weapon of choice, staves are still effective in melee combat. Those skilled in the arcane arts have long relied upon wooden staves as channeling foci. In fact, a staff is a badge of sorts, usually carried by a Sorceress—an expert in the use of elemental magic.
 
'''Bows & Crossbows''' - Bows and crossbows are excellent weapons, especially for those who dare not risk hand-to-hand combat. Skilled archers can fell the most powerful of opponents without subjecting themselves to direct physical danger. Amazons are perhaps the most skilled archers in existence. Stories have circulated of Amazons who, through skill and training, can shoot projectiles enchanted with the essence of fire or ice.
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 73)</div>Bows require dexterity for quick assessment and steady aim as well as for the ability to rapidly nock and loose arrows. The slower-firing crossbows require dexterity, too. However, their higher velocity bolts do even more damage.
 
'''Arrows & Bolts''' - Bow and crossbow wielders must always be alert to ensure that their supply of ammunition doesn’t run out in the midst of battle. Bows use quivers that can be filled with up to 250 arrows. Crossbows, on the other hand, use smaller bolts as ammunition. Up to 150 bolts can be held in a quiver. Both arrows and bolts are stackable items and partial quivers of the same type can be combined.
 
'''Pole arms''' - Larger, heavier, and more cumbersome than even the most massive of axes, the various pole arms do incredible amounts of damage in a single blow. Pole arms can be unwieldy and so are always held in two hands. They require a great deal of strength as well.
 
'''Spears & Javelins''' - Spears, tridents, and the other longer, two-handed stabbing weapons are designed for attacking enemies from a short distance away. Javelin class weapons, a shorter version of the spear, are specially weighted and extremely effective as throwing weapons. In order to throw a javelin, you must first equip it in one of your character’s hands. Next, set one of your character’s Action Buttons to Throw. Javelins can inflict great damage when thrown; yet they still allow your character to unleash deadly jabs upon any opponents who make the mistake of getting too close. Amazons are renowned for their skill with javelins and spears.
 
'''Throwing Potions''' - As far back as the Sin War, alchemical mages have studied the properties of the elements and combined them in various ways. Eventually, the mages developed some extremely toxic and volatile liquids. Many of these substances have proven to be effective weapons when placed in glass bottles and lobbed from a distance into groups of enemies. Some of these volatile grenades explode into fireballs when they shatter upon the ground. Others release thick clouds of toxic fumes that quickly poison and weaken the opponents enveloped within them.
 
To ready a throwing potion for use, equip it as you would a weapon. The Left Action Icon changes to the Throw action. Left-clicking on a target tosses one of your readied potions at it. As you use them up, a potion icon appears in the Play Area to warn you that you are running low. When you run out of potions, your character automatically equips the item that had previously been in your hand. Throwing potions of the same type can be stacked up to 10 potions in a single inventory slot.
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===Weapons===
Any warrior who has stared in the face of death during battle knows that even a piece of leather can mean the difference between life and death. Wearing stronger armor will make an opponent less likely to land a damaging blow on your character.
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 74)</div>An armor’s description indicates the strength needed to don the protection. If your character does not meet the requirement, the armor cannot be equipped. Unusable armor has a red background in your inventory. Armor descriptions also contain other important information, including defense value, chance to block an attack (if applicable), current and total durability, and any magical properties.
 
Armor can also affect your ability to run. Heavier armor depletes your stamina more quickly. This can be offset to some extent by increasing your character’s vitality.
 
'''Light Armor''' - For the most part, light armor is composed of material other than metal. From simple padded cloth like quilted armor to boiled, hardened leather, this type of armor generally balances protection with freedom of movement. Weighing far less than other armor types, light armor is more easily donned by those lacking physical strength.
 
In order from least to most protective, the types of light armors are: quilted, leather, hard leather, and studded leather armor.
 
'''Medium Armor''' - Armor composed mostly of metal, but lacking large, contiguous plates is considered medium armor. The hundreds of small metal components linked together offer greater protection against the cutting and chopping effects of weaponry. Medium armor is much heavier than light armor and requires more strength to equip.
 
In order from least to most protective, the types of medium armor you are most likely to come across in your journeys are: ring mail, scale mail, chain mail, and splint mail
 
'''Heavy Armor''' - Heavy armor consists of reinforced metal plates laid over chain mesh and worn over heavy padding. Although this type of armor provides unmatched protection, this armor can quickly tire even the stoutest of warriors. Different forms of heavy armor cover various portions of the body. For example, a breastplate, while extremely strong and virtually impenetrable, only protects a wearer’s torso, leaving the vital areas of the neck, arms, and legs exposed. Full plate, on the other hand covers the entire body and offers unequaled protection.
 
The heavy armors, from least to most protective, are: breast plate, light plate, plate mail, field plate, gothic plate, and full plate.
 
Rumors persist of even stronger armor, but many smiths claim that full plate can never be bested.
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 75)</div>'''Helmets''' - Experts consider the head to be the most important part of the body. Without protection of some kind, one could easily become separated from this vital extremity. Helmets ensure that such an event is as unlikely as possible. From simple leather caps to royal crowns, helms offer protection from the harsh realities of combat.
 
'''Shields''' - Shields are an excellent way to increase one’s defense in combat. The holy Paladins of Zakarum are even said to use them as weapons. Wielding a shield increases your character’s defensive rating. Additionally, some shields can completely block an attack. Only Barbarians may wield both a shield and a two-handed weapon.
 
'''Boots''' - Standard shoes offer nothing more than basic protection to the soles of the feet. Once your character dons leather boots, the additional protection afforded to your feet and the lower portions of your legs boosts your overall defense. Heavier boot material provides even more protection to the wearer. Some heavier boots require greater strength to wear.
 
'''Gloves''' - Like boots, gloves offer protection, but to the hands. Gloves add to your character’s overall defense.
 
'''Belts''' - Belts play an important role in the survival of your character. Designed for quick access, belts contain numerous slots to hold drinking potions and scrolls of Identify or Town Portal. The larger the belt, the more items it holds. Wearing a sash or larger belt expands the basic 4-slot belt by adding one, two,
or three extra rows of slots.
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===Gold===
Gold has long served as the monetary means of trade in the world of Sanctuary. This precious metal is melted into small gold slugs that are flattened and stamped with the heraldry of the kingdom that created it. Regardless of shape and size, the amount of gold per coin is consistent throughout the realms.
 
To access your Gold, bring up the Inventory screen. Near the bottom of this screen is the Gold button near which appears the current amount of Gold your character carries. Left-click the button to select an amount of Gold to either drop or offer in trade with another player. Your character’s level determines the maximum amount of Gold that he or she can carry.
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===Jewelry===
Before gold coins were accepted as the universal currency, the wealthy fashioned gemstones and precious metals into jewelry in order to display their riches to others. Court mages eventually discovered that these adornments could be charged with magical enchantments.
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 76)</div>These enchantments are delicate in nature, and too many pieces of jewelry in close proximity to one another nullify their magical effects. In fact, only three enchanted pieces of jewelry may be worn at any one time. Two rings may be worn – one on each hand – with a single amulet around your character’s neck. Because of their small size, rings and amulets are not subject to mundane wear and tear (unlike weaponry and armor) and never need repair.
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===Gems===
Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects. Higher grades of gems have stronger effects. There are five grades of gems: chipped, flawed, standard, flawless, and perfect. Once inserted, gems cannot be removed from a socket. Touching a gem shrine either produces a gem or upgrades one gem (randomly chosen from your character’s inventory) to the next higher grade. The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems.
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===Potions===
Throughout your adventures you’ll find several types of magically enhanced elixirs. The most common of these are Healing potions. Red in hue, they mend broken bones and repair burned or tattered flesh.
 
Mana potions are infused with the raw magical power to restore the energy expended while using skills.
 
Both healing and Mana potions are available in five levels of potency. Potions of Regeneration restore both Life and Mana.
 
Another common elixir restores stamina. These smaller, white vials instantly restore the ability to run. There are also antidotes to remove the various afflictions that can plague an adventurer, and thawing potions to combat cold or ice based magics.
 
Beneficial potions of antidote and thawing should not be confused with the poisonous and volatile throwing potions. The grenade-like throwing potions cannot be consumed. Alchemists are careful to mark their concoctions properly to avoid accidents. Throwing potions are discussed in greater detail earlier in this section.
 
Use your cursor to read about a potion’s properties and potency. To drink a potion, right-click on it in either your backpack or your belt. Alternatively, press one of the four belt Hotkeys (1-4) to drink potions from the ready slots of your belt. See the belt section for more details.
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===Scrolls===
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There are only two types of scrolls- Scrolls of Town Portal and Scrolls of Identify. Both types are extremely useful during your character’s travels. If you cannot find enough of them, you can always buy some from an NPC vendor.
 
A scroll of Town Portal opens a magical oval near your character, that acts as a gateway to a safe camp, town or city. A Town Portal remains active until your character re-enters it in town and returns to the place where it was originally cast. Casting a Town Portal closes Portals previously cast by the same character.
 
Scrolls of Identify are used on unidentified magically enchanted items, helping you decide whether to equip or sell them. Right-click on an Identify scroll to cast it. Your mouse cursor changes into a question mark. Move the cursor over the unidentified item and left-click. The magical properties of the item appear in its description.
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===Tomes===
Designed to hold volumes of similar spells, each tome can store up to 20 scrolls of the same type. Vendors who sell scrolls generally sell tomes as well. Rightclick on a tome to cast one of the scrolls stored within it. When a tome is empty, it remains in your inventory until it is replenished with more scrolls, sold, dropped, or traded. Add scrolls to a Tome in your inventory by dropping them on it. Dropping one Tome onto another consolidates them into one Tome.
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===Shrines and Wells===
The many realms of Sanctuary contain wonders of all kinds. Some of the most mysterious are the shrines and wells scattered across the lands. These shrines and wells are always beneficial, but you should choose the best times to use them. Highlight each shrine to display a descriptive name. Left-click on a shrine or well to invoke its magical effect. Shrine effects wear off after a period of time. Your character can be under the influence of only one shrine at a time, and activating a second shrine replaces the effect of the first. Most wells and some shrines recharge after a brief period of time and can then be used again.
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==Long Road's End==
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“What fires burn within my heart and force me to contend
 
With the perils that await me at this tragic journey’s end?
 
I have walked the roads that lead to Hell, I have challenged all but Fate.
 
I have fought and bled and carried on just to reach this final gate.
 
And now the task before me looms, this dire deed undone;
 
I shall make my stand against the Three until the battle’s won.
 
What fear or wound could ever still this last defiant cry,
 
As I stand against the Shadow ‘neath the endless burning sky?”
 
– C. Vincent Metzen
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