Changes

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search

Diablo Characters

6,725 bytes added, 20:01, 2 August 2008
no edit summary
There are three characters in Diablo, the [[Rogue]], [[Sorcerer]], and [[Warrior]], and three more were added in the Hellfire expansion pack.    The characters in Diablo and Hellfire start off with different stats, the [[Monk]], [[Bard]], and gain different bonuses with each level up[[D1 Barbarian|Barbarian]]. Each level up also This page provides 5 attribute points to distribute as you see fitbasic information about the characters. Keep in mind that all attributes are capped at a different maximum for each This information can also be found on the individual characterpages, so along with more context and discussion of their relative strengths and weaknesses.
=Starting/Max Stats=
Starting/maximumThe characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up. All attributes, life, and mana can be vastly increased with equipment. Each level up also provides 5 attribute points to distribute as you see fit. values for all * All four attributes, life, and manaare listed with their starting / maximum values. * Attributes turn golden when they have reached their maximum values; life and mana never turn golden. * The maximum life and mana values in this table are for a naked character. All attributes, * Characters do not gain their life, and /mana can be vastly increased with equipmentbonus for reaching level 50.
{| width="100%"
|}
* The Monk, Bard, and Barbarian are only playable in Hellfire, and the Barb and Barbarian require the [[command.txt]] file to unlock.
* No characters get their "level up bonus" at level 50.
===Max Stats with Equipment===
|}
Th The characters derive different benefits from the points they add to their various attributes. For example, Warriors get more life per vitality point than Sorcerers, who get more mana per magic point than do Warriors. Attribute points from leveling up and elixirs are treated the same as points added by equipment. {| width="100%" border="1"! Class! from Vitality! from Magic! Armor Class|-| '''Warrior'''| align="center" | 2 life per vit| align="center" | 1 mana per magic| align="center" | Dex/5 + AC (items)|-| '''Rogue'''| align="center" | 1.5 life per vit| align="center" | 1.5 mana per magic| align="center" | Dex/5 + AC (items)|-| '''Sorcerer'''| align="center" | 1 life per vit| align="center" | 2 mana per magic| align="center" | Dex/5 + AC (items)|-| '''Monk'''| align="center" | 1.5 life per vit| align="center" | 1.5 mana per magic| align="center" |'''Plate:''' Dex/5 + AC (items)<br />'''Mail:''' Dex/5 + AC (items) + .5 x Clvl<br />'''Light:''' Dex/5 + AC (items) + 2 x Clvl<br />'''Naked:''' Dex/5 + AC (items) + 2 x Clvl|-| '''Bard'''| align="center" | 1.5 life per vit| align="center" | 1.75 mana per magic| align="center" | Dex/5 + AC (items)|-| '''Barbarian'''| align="center" | 2.5 vit per life| align="center" | 1 mana per magic| align="center" | Dex/5 + AC (items) + Clvl / 4<br /> Shield AC counts 50%.|} <nowiki>* The Barbarian can not add any magic points, but can gain magic and mana from equipment.</nowiki> <nowiki>* The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC very high. His highest AC still comes from high defense plate, but his AC will be much lower than any other character's in the same chain or plate armor equipment. (Though much higher when naked or in light armor).</nowiki> <nowiki>** Unique armor yields higher AC for the Monk, since unique plate is counted as mail, and unique mail as leather.</nowiki> <nowiki>* Shields only give half AC (rounded up) to Barbarians</nowiki> {| width="100%" border="1"!Class! Max AC<br /> (naked)! Max AC<br /> (maxed stats)! Max AC! Max to/hit<br /> (naked)! Max to/hit<br /> (maxed stats)! Max to/hit|-| '''Warrior'''| align="center" | 12| align="center" | 45 / 57| align="center" | 349 / 401| align="center" | 80| align="center" | 162 / 192| align="center" | 392|-| '''Rogue'''| align="center" | 50| align="center" | 83 / 95| align="center" | 385 / 425| align="center" | 175| align="center" | 257 / 287| align="center" | 487|-| '''Sorcerer'''| align="center" | 17| align="center" | 50 / 62| align="center" | 350 / 390| align="center" | 92| align="center" | 175 / 205| align="center" | 405|-| '''Monk'''| align="center" | 130| align="center" | 175| align="center" | 419| align="center" | 125| align="center" | 237| align="center" | 437|-| '''Bard'''| align="center" | 24| align="center" | 72| align="center" | 413| align="center" | 110| align="center" | 230| align="center" | 565|-| '''Barbarian'''| align="center" | 23| align="center" | 56| align="center" | 370| align="center" | 77| align="center" | 190| align="center" | 390|} * To/hit calculations:** Character screen: 50 + Dex/2 + to hit from items** Melee: 50 + Dex/2 + to hit from items + Clvl + bonus** Arrow: 50 + Dex/2 + to hit from items + Clvl + bonus - distance x damage / 2** Magic: PvM: 50 + Mag - 2 x Mlvl + bonus** Magic: PvP: 50 + Mag - 2 x Clvl (of the target) + bonus** To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30)*** (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.) Hidden to/hit modifiers. These are always in effect, but are never displayed in the character window. {| width="100%" border="1"!Class! Melee! Arrow! Magic! Blocking*|-| '''Warrior'''| align="center" | 20| align="center" | 10| align="center" | --| align="center" | 30|-| '''Rogue'''| align="center" | --| align="center" | 20| align="center" | --| align="center" | 20|-| '''Sorcerer'''| align="center" | --| align="center" | --| align="center" | 20| align="center" | 10|-| '''Monk'''| align="center" | --| align="center" | --| align="center" | --| align="center" | 25|-| '''Bard'''| align="center" | --| align="center" | 10| align="center" | 10| align="center" | 25|-| '''Barbarian'''| align="center" | --| align="center" | --| align="center" | --| align="center" | 30|} <nowiki>* Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays.</nowiki> Blocking and hit recovery times. {| width="100%" border="1"!Class! Blocking! Fast Block*! Hit Recovery! of balance! of stability! of harmony|-| '''Warrior'''| align="center" | 0.10| align="center" | 0.10| align="center" | 0.30| align="center" | 0.25| align="center" | 0.20| align="center" | 0.15***|-| '''Rogue'''| align="center" | 0.20| align="center" | 0.10| align="center" | 0.35| align="center" | 0.30| align="center" | 0.25| align="center" | 0.20***|-| '''Sorcerer'''| align="center" | 0.30| align="center" | 0.10| align="center" | 0.40| align="center" | 0.35| align="center" | 0.30| align="center" | 0.25***|-| '''Monk'''| align="center" | 0.15| align="center" | 0.10| align="center" | 0.30| align="center" | 0.25| align="center" | 0.20| align="center" | 0.15|-| '''Bard'''| align="center" | 0.20| align="center" | 0.10| align="center" | 0.35| align="center" | 0.30| align="center" | 0.25| align="center" | 0.20|-| '''Barbarian'''| align="center" | 0.10| align="center" | 0.10| align="center" | 0.30 (0.20)**| align="center" | 0.25 (0.20)**| align="center" | 0.20| align="center" | 0.15|} * <nowiki>* Fast block = unique items with fast blocking, or magical shields with the "of blocking" suffix.</nowiki>* <nowiki>** The Barbarian has an inherently property that's equivalent to a character using the "of stability" suffix when he equips an axe or a club. Therefore, items "of balance" or "of stability" will drop him to 0.20 recovery time when wielding an axe or club. ("of harmony" will take him down to 0.15 in that situation).</nowiki>* <nowiki>*** In Diablo (but not HF) simultaneously equipping one or more items of all 3 modifiers: "of balance," "of stability," and "of harmony," reduces hit recovery times to 0.05 faster than harmony alone. Warrior 0.10, Rogue 0.15, and Sorcerer 0.20.</nowiki>      
17,263
edits