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D1 Spellbooks

828 bytes added, 04:32, 30 November 2009
Identify
===Identify===
[[Image:D1-icon-identify.gif|frame]]
In Diablo and Hellfire, items can be equipped and used without being identified(magic/unique items must be identified in Diablo II before usage). However, all  All magical and unique items found in the dungeons or given as quest rewards are unidentified, and must be identified (by this spell or by Deckard Cain) before their special properties become active.  It is not recommended to always identify items. For instance, identifying the [[D1_Unique_Helms#Gotterdammerung|Gotterdammerung]] activates the ''All resistance equals 0'', which could make the item detrimental depending on your character and build. Note that items that have only [[D1_Modifiers|negative modifiers]] would be worth less ''after'' being identified (plus you also wasted the 100 gold for the Identify scroll or Cain's service), indeed such an item is more effective when not identified. If you plan to keep the item for while, repair it first before identifying it; once an item has been identified the selling and repair costs go up considerably (assuming overall positive modifiers).
Identify is not found on spellbooks, and can only be cast from staff charges or scrolls.
 
===Inferno===
[[Image:D1-icon-town-portal.gif|frame]]
Players create a blue portal that can be stepped into to return instantly to town. Town Portals remain open indefinitely, until the character who cast it uses it to return to the dungeon from town. If two or more players cast town portals, they can keep them open forever by only returning via the portal cast by the other player. Each character can have only one active Town Portal, and if a second is cast the first will vanish.
 
An open Town Portal also increase the light radius in the dungeon.
==Hellfire Spells==
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