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		<id>https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dragonhelmuk</id>
		<title>Diablo Wiki - User contributions [en]</title>
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		<updated>2026-09-24T13:50:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Shields&amp;diff=27596</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Shields&amp;diff=27596"/>
				<updated>2018-12-16T01:31:54Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: fixed mistake (see forum post 837135)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shield basics}}&lt;br /&gt;
&lt;br /&gt;
{{Blocking basics}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
All shields are one-handed. No character, including the Barbarian, can wield two shields at a time.&lt;br /&gt;
&lt;br /&gt;
* [[Item Level]]: Chests and monsters must be at least this level to drop the item. Ilvl is used in gambling, sales and other calculations as well. &lt;br /&gt;
* [[Clvl]] Req: Your character must be this level or higher to equip the item. No [[Uniques]] had Clvl requirements prior to v1.07 D2.&lt;br /&gt;
{{Shield notes}}&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Properties&lt;br /&gt;
! Misc Stats&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-buckler.gif]]&lt;br /&gt;
| '''Buckler'''&lt;br /&gt;
| 4-6 Defense&amp;lt;br&amp;gt; 12 Durability&amp;lt;br&amp;gt; 12 Str Required&amp;lt;br&amp;gt; 1-3 Smite Damage&amp;lt;br&amp;gt; Item Level: 1&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 1&amp;lt;br&amp;gt; Base Blocking: 0%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-small.gif]]&lt;br /&gt;
| '''Small Shield'''&lt;br /&gt;
| 8-10 Defense&amp;lt;br&amp;gt; 16 Durability&amp;lt;br&amp;gt; 22 Str Required&amp;lt;br&amp;gt; 2-3 Smite Damage&amp;lt;br&amp;gt; Item Level: 5&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 5%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-large_shield.gif]]&lt;br /&gt;
| '''Large Shield'''&lt;br /&gt;
| 12-14 Defense&amp;lt;br&amp;gt; 24 Durability&amp;lt;br&amp;gt; 34 Str Required&amp;lt;br&amp;gt; 2-4 Smite Damage&amp;lt;br&amp;gt; Item Level: 11&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 12%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-kite.GIF]]&lt;br /&gt;
| '''Kite Shield'''&lt;br /&gt;
| 16-18 Defense&amp;lt;br&amp;gt; 30 Durability&amp;lt;br&amp;gt; 47 Str Required&amp;lt;br&amp;gt; 2-5 Smite Damage&amp;lt;br&amp;gt; Item Level: 15&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 8%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-spiked.gif]]&lt;br /&gt;
| '''Spiked Shield'''&lt;br /&gt;
| 15-25 Defense&amp;lt;br&amp;gt; 40 Durability&amp;lt;br&amp;gt; 30 Str Required&amp;lt;br&amp;gt; 5-9 Smite Damage&amp;lt;br&amp;gt; Item Level: 11&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 10%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-bone-spine.gif]]&lt;br /&gt;
| '''Bone Shield'''&lt;br /&gt;
| 10-30 Defense&amp;lt;br&amp;gt; 40 Durability&amp;lt;br&amp;gt; 25 Str Required&amp;lt;br&amp;gt; 3-6 Smite Damage&amp;lt;br&amp;gt; Item Level: 19&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 20%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-tower.GIF]]&lt;br /&gt;
| '''Tower Shield'''&lt;br /&gt;
| 22-24 Defense&amp;lt;br&amp;gt; 60 Durability&amp;lt;br&amp;gt; 75 Str Required&amp;lt;br&amp;gt; 1-5 Smite Damage&amp;lt;br&amp;gt; Item Level: 22&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Heavy&amp;lt;br&amp;gt; Speed: 10&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 24%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-gothic.GIF]]&lt;br /&gt;
| '''Gothic Shield'''&lt;br /&gt;
| 30-35 Defense&amp;lt;br&amp;gt; 40 Durability&amp;lt;br&amp;gt; 60 Str Required&amp;lt;br&amp;gt; 2-6 Smite Damage&amp;lt;br&amp;gt; Item Level: 30&amp;lt;br&amp;gt; Clvl Req: None&lt;br /&gt;
| Inv Space: 2x4&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 16%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exceptional==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Properties&lt;br /&gt;
! Misc Stats&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-buckler.gif]]&lt;br /&gt;
| '''Defender'''&lt;br /&gt;
| 41-49 Defense&amp;lt;br&amp;gt; 68 Durability&amp;lt;br&amp;gt; 38 Str Required&amp;lt;br&amp;gt; 8-12 Smite Damage&amp;lt;br&amp;gt; Item Level: 34&amp;lt;br&amp;gt; Clvl Req: 22&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 1&amp;lt;br&amp;gt; Base Blocking: 10%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-small.gif]]&lt;br /&gt;
| '''Round Shield'''&lt;br /&gt;
| 47-55 Defense&amp;lt;br&amp;gt; 62 Durability&amp;lt;br&amp;gt; 53 Str Required&amp;lt;br&amp;gt; 7-14 Smite Damage&amp;lt;br&amp;gt; Item Level: 37&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 12%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-large_shield.gif]]&lt;br /&gt;
| '''Scutum'''&lt;br /&gt;
| 53-61 Defense&amp;lt;br&amp;gt; 64 Durability&amp;lt;br&amp;gt; 71 Str Required&amp;lt;br&amp;gt; 11-15 Smite Damage&amp;lt;br&amp;gt; Item Level: 42&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 14%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-kite.GIF]]&lt;br /&gt;
| '''Dragon Shield'''&lt;br /&gt;
| 59-67 Defense&amp;lt;br&amp;gt; 76 Durability&amp;lt;br&amp;gt; 91 Str Required&amp;lt;br&amp;gt; 15-24 Smite Damage&amp;lt;br&amp;gt; Item Level: 45&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 18%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-spiked.gif]]&lt;br /&gt;
| '''Barbed Shield'''&lt;br /&gt;
| 68-78 Defense&amp;lt;br&amp;gt; 55 Durability&amp;lt;br&amp;gt; 65 Str Required&amp;lt;br&amp;gt; 18-35 Smite Damage&amp;lt;br&amp;gt; Item Level: 42&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 17%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-bone-spine.gif]]&lt;br /&gt;
| '''Grim Shield'''&lt;br /&gt;
| 50-150 Defense&amp;lt;br&amp;gt; 70 Durability&amp;lt;br&amp;gt; 58 Str Required&amp;lt;br&amp;gt; 14-20 Smite Damage&amp;lt;br&amp;gt; Item Level: 48&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 20%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-tower.GIF]]&lt;br /&gt;
| '''Pavise'''&lt;br /&gt;
| 68-78 Defense&amp;lt;br&amp;gt; 72 Durability&amp;lt;br&amp;gt; 133 Str Required&amp;lt;br&amp;gt; 10-17 Smite Damage&amp;lt;br&amp;gt; Item Level: 50&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Heavy&amp;lt;br&amp;gt; Speed: 10&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 24%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-gothic.GIF]]&lt;br /&gt;
| '''Ancient Shield'''&lt;br /&gt;
| 80-93 Defense&amp;lt;br&amp;gt; 80 Durability&amp;lt;br&amp;gt; 110 Str Required&amp;lt;br&amp;gt; 12-16 Smite Damage&amp;lt;br&amp;gt; Item Level: 56&amp;lt;br&amp;gt; Clvl Req: 25&lt;br /&gt;
| Inv Space: 2x4&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 16%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Properties&lt;br /&gt;
! Misc Stats&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-buckler.gif]]&lt;br /&gt;
| '''Heater'''&lt;br /&gt;
| 95-110 Defense&amp;lt;br&amp;gt; 88 Durability&amp;lt;br&amp;gt; 77 Str Required&amp;lt;br&amp;gt; 16-30 Smite Damage&amp;lt;br&amp;gt; Item Level: 58&amp;lt;br&amp;gt; Clvl Req: 43&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 22%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-small.gif]]&lt;br /&gt;
| '''Luna'''&lt;br /&gt;
| 108-123 Defense&amp;lt;br&amp;gt; 84 Durability&amp;lt;br&amp;gt; 100 Str Required&amp;lt;br&amp;gt; 17-29 Smite Damage&amp;lt;br&amp;gt; Item Level: 61&amp;lt;br&amp;gt; Clvl Req: 45&lt;br /&gt;
| Inv Space: 2x2&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 2&amp;lt;br&amp;gt; Base Blocking: 20%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-large_shield.gif]]&lt;br /&gt;
| '''Hyperion'''&lt;br /&gt;
| 119-135 Defense&amp;lt;br&amp;gt; 82 Durability&amp;lt;br&amp;gt; 127 Str Required&amp;lt;br&amp;gt; 14-32 Smite Damage&amp;lt;br&amp;gt; Item Level: 64&amp;lt;br&amp;gt; Clvl Req: 48&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 24%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-kite.GIF]]&lt;br /&gt;
| '''Monarch'''&lt;br /&gt;
| 133-148 Defense&amp;lt;br&amp;gt; 86 Durability&amp;lt;br&amp;gt; 156 Str Required&amp;lt;br&amp;gt; 12-34 Smite Damage&amp;lt;br&amp;gt; Item Level: 72&amp;lt;br&amp;gt; Clvl Req: 54&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM: 3&amp;lt;br&amp;gt; Hell: 4&amp;lt;br&amp;gt; Base Blocking: 22%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-spiked.gif]]&lt;br /&gt;
| '''Blade Barrier'''&lt;br /&gt;
| 147-163 Defense&amp;lt;br&amp;gt; 83 Durability&amp;lt;br&amp;gt; 118 Str Required&amp;lt;br&amp;gt; 26-40 Smite Damage&amp;lt;br&amp;gt; Item Level: 68&amp;lt;br&amp;gt; Clvl Req: 51&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 20%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-bone-spine.gif]]&lt;br /&gt;
| '''Troll Nest'''&lt;br /&gt;
| 158-173 Defense&amp;lt;br&amp;gt; 74 Durability&amp;lt;br&amp;gt; 106 Str Required&amp;lt;br&amp;gt; 24-38 Smite Damage&amp;lt;br&amp;gt; Item Level: 76&amp;lt;br&amp;gt; Clvl Req: 57&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Speed: 0&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM/Hell: 3&amp;lt;br&amp;gt; Base Blocking: 20%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-tower.GIF]]&lt;br /&gt;
| '''Aegis'''&lt;br /&gt;
| 145-161 Defense&amp;lt;br&amp;gt; 92 Durability&amp;lt;br&amp;gt; 219 Str Required&amp;lt;br&amp;gt; 18-28 Smite Damage&amp;lt;br&amp;gt; Item Level: 79&amp;lt;br&amp;gt; Clvl Req: 59&lt;br /&gt;
| Inv Space: 2x3&amp;lt;br&amp;gt; Weight: Heavy&amp;lt;br&amp;gt; Speed: 10&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM: 3&amp;lt;br&amp;gt; Hell: 4&amp;lt;br&amp;gt; Base Blocking: 24%&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:shield-gothic.GIF]]&lt;br /&gt;
| '''Ward'''&lt;br /&gt;
| 153-170 Defense&amp;lt;br&amp;gt; 100 Durability&amp;lt;br&amp;gt; 185 Str Required&amp;lt;br&amp;gt; 11-35 Smite Damage&amp;lt;br&amp;gt; Item Level: 84&amp;lt;br&amp;gt; Clvl Req: 63&lt;br /&gt;
| Inv Space: 2x4&amp;lt;br&amp;gt; Weight: Medium&amp;lt;br&amp;gt; Speed: 5&amp;lt;br&amp;gt; Max Sockets: *&amp;lt;br&amp;gt; Norm/NM: 3&amp;lt;br&amp;gt; Hell: 4&amp;lt;br&amp;gt; Base Blocking: 24%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Normal (non-Paladin) shields can be found with at most 3 sockets on Normal/Nightmare, and 4 on Hell. Only a few non-Paladin shields, all Elite, can have 4 sockets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Items}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Dexterity&amp;diff=27398</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Dexterity&amp;diff=27398"/>
				<updated>2017-10-15T22:37:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Dexterity''' is the character attribute that determines how limber your character is. &lt;br /&gt;
&lt;br /&gt;
=Diablo II=&lt;br /&gt;
Dexterity affects your Defense, your [[Block]] with shields and your base damage with ranged weapons like [[bow]]s or [[javelins]].&lt;br /&gt;
&lt;br /&gt;
Generally, except for [[Amazon]]s, spare attribute points are better placed in [[Vitality]] to improve life. Character builds might suggest adding enough to dexterity to keep max block chance, max hit chance, or just enough to equip your items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Diablo I=&lt;br /&gt;
In Diablo I, Dexterity requirements on items were higher and all classes needed to keep it high. It was particularly important for [[Rogue]]s. It affected your defense and chance to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reference]]&lt;br /&gt;
[[Category:Character statistics (Diablo II)]]&lt;br /&gt;
[[Category:Character statistics (Diablo I)]]&lt;br /&gt;
[[Category:Character statistics]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Dexterity&amp;diff=27397</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Dexterity&amp;diff=27397"/>
				<updated>2017-10-15T22:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: I've added a bit here, but please fact check for me!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Dexterity''' is the character attribute that determines how limber your character is. &lt;br /&gt;
&lt;br /&gt;
=Diablo II=&lt;br /&gt;
Dexterity affects your Defence, your [[Block]] with shields and your base damage with ranged weapons like [[bow]]s or [[javelins]].&lt;br /&gt;
&lt;br /&gt;
Generally, except for [[Amazon]]s, spare attribute points are better placed in [[Vitality]] to improve life. Character builds might suggest adding enough to dexterity to keep max block chance, max hit chance, or just enough to equip your items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Diablo I=&lt;br /&gt;
In Diablo I, Dexterity requirements on items were higher and all classes needed to keep it high. It was particularly important for [[Rogue]]s. It affected your defence and chance to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reference]]&lt;br /&gt;
[[Category:Character statistics (Diablo II)]]&lt;br /&gt;
[[Category:Character statistics (Diablo I)]]&lt;br /&gt;
[[Category:Character statistics]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guide:Singing_Barbarian&amp;diff=16369</id>
		<title>Guide:Singing Barbarian</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guide:Singing_Barbarian&amp;diff=16369"/>
				<updated>2009-12-19T20:07:14Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will help you create and play a Singing Barbarian - A Barbarian character who exclusively uses the Warcries tree to fight and kill opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Master of Kiai=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guide top&lt;br /&gt;
|game= Diablo II&lt;br /&gt;
|patch= 1.10&lt;br /&gt;
|pve= Yes&lt;br /&gt;
|class= Barbarian&lt;br /&gt;
|spec= Warcries&lt;br /&gt;
|author= dragonhelmuk&lt;br /&gt;
|related= [[Barbarian_Warcries]]&lt;br /&gt;
|catexclude= Yes    &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TO be a master of kiai, is to be able to project spirit force outside of your body in a burst of power. The natural vessel for kiai energy is the voice, and with a practiced shout adepts are reputed to be able to knock their enemies into a stupor, break down walls, work themselves up into frenzy and even face down demons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
A Barbarian actually using the [[Barbarian_Warcries|Warcry skill tree]] as something more than a distraction or a pump!? I hear you cry, and you’d be justified in being surprised. At least since I’ve been playing the game, a large number of problems with the Warcries have rendered them useless as anything more than just a diversion. For one thing the most important one for our purposes – “Warcry” has rather low damage – 150-160 at level 20 truth be told. Further than that, it costs 29 mana, and for a class that only gets 1 mana per level, plus one for each point of energy added, this can be a serious problem.&lt;br /&gt;
&lt;br /&gt;
But then came patch 1.10, our blessed holy grail and with it – the “synergies” – the main change which makes this build viable. A synergy is a way of getting an extra damage bonus on one skill if we spend skill points in other skills which agree with that one (they come up in the skill window as “x receives bonuses from y”.) Now, using these synergies, our damaging “Warcry-tree skill” - the one called “Warcry” (stay with me) gets an extra 6% bonus added to it with each point put into “Howl” “Taunt” and “Battle Cry”. With these skills at slevel (skill level) 20 as well, Warcry suddenly gets an extra 360% damage and ends up at 690-736 damage – a workable amount when we consider that we haven’t yet added our item bonuses.&lt;br /&gt;
&lt;br /&gt;
Item bonuses! That’s our other magic word in this build. Barbarians can get bonuses to their Warcry tree from even regular magic items remarkably easily – barbarian helms, amulets, each of your duel weapons, all of these can have an extra +3 to Warcry skills. And remember, if you put points into the whole tree, that means the synergy bonuses get even higher! (so taking an average of +2 from each of the above items making +8 to skill points) puts our level 20 maxed-out-synergy bonus to 1328-1389 per cast. – Hopefully viable when we consider how fast we can shout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Skills=&lt;br /&gt;
So what skills does the Kiai master need? &lt;br /&gt;
&lt;br /&gt;
==Warcry== &lt;br /&gt;
Warcry is obviously our damage source, which also stuns opponents so that they can’t move for quite a long time – 6.4 seconds at slevel 28. This means that pretty much no regular melee attackers are going to be able to hurt you - another big bonus. However there is one big weakness to this skill. Its’ range is capped at level 1 to quite a small radius around you; meaning that you’re only really going to be able to attack monsters who are inside the melee distance. This means you do have to watch out for ranged creatures, un-stunable creatures, LE creatures (creatures which fire out lightning when they get hit) and creatures with auras. Some of these weaknesses can be partially/mostly dealt with, while others you have to keep guarding against, which you’ll see as we go through the other skills.&lt;br /&gt;
&lt;br /&gt;
There is one other thing to mention with this skill. A weird quirk here is that quite often; the closer creatures are to you; the more they’ll be damaged by the skill. Sometimes they’ll even they get hit twice, for double damage with one skill use if they are adjacent to your position.&lt;br /&gt;
&lt;br /&gt;
==Howl== &lt;br /&gt;
Howl has a huge range and scares monsters away. It’s especially great if you are being mobbed by un-stunable creatures, or if you want some alone-time with a unique (since they aren’t affected by any of our skills except Battle Cry, but their minions are. Alternatively if you just want to cross a packed screen without being bothered this is a useful skill, although it works less and less as time goes on, and by Hell it mostly won’t work at all.&lt;br /&gt;
&lt;br /&gt;
==Taunt== &lt;br /&gt;
Taunt is often more useful than Howl, because in an ideal situation you can eliminate the threat of ranged creatures with this skill. As soon as you Taunt monsters they have to come towards you if they can: (If they can’t they’ll just try to move towards you, fail and shoot you from where they are.) Another use for Taunt is to lure some creatures from outside the screen towards you, since the skill doesn’t need to be directly targeted. It targets the nearest of any nearby creatures. The trouble with this targeting system is that it can be quite hard to aim, especially if you’re under pressure from a whole aura enhanced ranged unit. It might be best to try and use Howl first, to relieve the pressure and then Taunt monsters in a few at a time, although this doesn’t always work. &lt;br /&gt;
&lt;br /&gt;
The main thing to remember here is that strangely, the monsters which are in melee distance of you are usually no threat at all, while those outside this distance are a definite threat until they are lured in. So cast Warcry once and then, while the nearby creatures are stunned, it’s time for some Taunting.&lt;br /&gt;
&lt;br /&gt;
==Battle Cry== &lt;br /&gt;
Battle Cry is the last synergy-skill for this build, and probably second only to War Cry in usefulness. It has a very small range, but basically it will make any creature which can attack you much weaker (their damage will be halved at higher slevels) and also lower their defence (removing defence at higher slevels). As you can imagine, this spell is great for un-stunable creatures, such as uniques, even up to Act Bosses (Although you have to get close enough first.)  Unfortunately this skill isn’t usually so great for LE creatures, since they usually come in mobs, so the range won’t nearly cover them all.&lt;br /&gt;
&lt;br /&gt;
==Battle Orders==&lt;br /&gt;
Battle Orders is one other skill which perhaps might be useful. As we’ve already said, the Barbarian has some serious mana issues, so until you’ve had a chance to pump Energy, this skill is a must. Even at level 1 (with your +skill equipment) this skill adds significantly to the mana and life of your party while active.&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Considering the Barbarians other skills Potion Find is again useful (you’ll need a lot of potions early on, using up so much mana,) and everyone likes a bit of Item Find (particularly considering the + to skills on your equipment). Iron Skin and Natural Resistance might be worth the investment too, but just make sure you don’t overload on these skills and neglect the Warcry + Synergies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stats=&lt;br /&gt;
&lt;br /&gt;
Which ones are important?&lt;br /&gt;
&lt;br /&gt;
To state the obvious, the trouble with stats, is that they are always in motion – the proportions change as you go through the game. Since the Kiai Master uses a skill which one needs to be level 30 to even acquire (War Cry), there are a lot of levels to get through which you’re going to have to rely on your sword, or a friend to help you with.&lt;br /&gt;
&lt;br /&gt;
==Energy==&lt;br /&gt;
Although the governing statistic later on, in the early levels, Energy is not an issue, but it becomes immediately important as soon as you hit that level 30. There is almost no way you will have enough mana to cast the skill effectively straight out at level 30, but luckily, if you’ve been putting your skills in the right place / have the right gear, you shouldn’t need to cast it very much until you get to higher levels. Still, it’s important to try and put some stat points into Energy early, to help out later on.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength is again, a strange stat. It’s probably going to be important early on if you use melee weapons, but at level 30 it stops being relevant except for the purposes of equipping armour, so try not to go overboard – put in as little as possible while still being able to kill things – I would approximate about 60 Strength should be enough to push you to level 30. – And the purists will probably want to try their luck with no added Strength at all. ::&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Dexterity is pretty much just like strength early on - it’s obviously useful for hitting things, and not getting hit yourself. If you can stash any melee weapons you find with + to Warcries on them, you might consider using a bow entirely up to level 30, and therefore only needing enough Strength to equip your items, and putting the rest in Dexterity, where it will be useful for dodging missile attacks later on. On the other hand, gear with + to life and defence is easy to find, so I don’t think the situation is really that desperate.&lt;br /&gt;
&lt;br /&gt;
==Vitality==&lt;br /&gt;
In my opinion, points would be better going into Vitality than Dexterity, since the Barbarian gets a whopping 4 life for every point in Vitality, but since life for the Barbarian is increased by 2 each level anyway, you shouldn’t really need to many points in Vitality either, so the minimum is what we need once more. Remember that once you get Warcry, you’ll mostly stun any opponents, so you won’t get hit too often anyway. – except by ranged attackers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Items=&lt;br /&gt;
&lt;br /&gt;
 I don’t have any high level items / I want to “Live off the Land”&lt;br /&gt;
 What do I look for in items?&lt;br /&gt;
&lt;br /&gt;
This is all pretty obvious stuff, so I don’t need to spend long here. + To skills can be found in Amulets, Barbarian Helms, and Weapons up to level 3, with +2 being relatively easy to find. You might also want to look out for the low level “Berserker’s Hauberk” set item, which gives you a cool +1 to Barbarian skills for your new-ish character as well as quite good defence. &lt;br /&gt;
&lt;br /&gt;
Moving on from skills, the next major concern is mana, which is quite low in this build, so a [[Crafting_Recipes#Caster_Recipes|Crafted Caster]] item would be a definite boon. As with any casting build, if you can find any “+ to Cast Speed” items, they are worth hanging on to as well – a 10% faster casting rate in the long run means 10% more damage from casting in any given amount of time.&lt;br /&gt;
&lt;br /&gt;
Resistance is a good idea in general, and in particular, resistance to Lightning is what we want to see maxed. Also anything you can find which reduces the amount of damage missile units can do, or increases your defence to missile is a useful commodity.&lt;br /&gt;
&lt;br /&gt;
Finally, one great thing about the Kiai Master, is that compared to a lot of other builds, this character will kill lots of creatures very fast, without having to target one at a time. This means that Magic Find is a distinct possibility, so if you can find any +to find magic items, it might be useful if you can spare the slot.&lt;br /&gt;
&lt;br /&gt;
=Strategy Summary=&lt;br /&gt;
Having said all that, you should be ready to try the build out for yourself. Just follow this flow diagram and you shouldn't go too far wrong.&lt;br /&gt;
&lt;br /&gt;
[[Image:Master of Kiai strategy.png|frame]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Master_of_Kiai_strategy.png&amp;diff=16368</id>
		<title>File:Master of Kiai strategy.png</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Master_of_Kiai_strategy.png&amp;diff=16368"/>
				<updated>2009-12-19T20:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guide:Singing_Barbarian&amp;diff=16367</id>
		<title>Guide:Singing Barbarian</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guide:Singing_Barbarian&amp;diff=16367"/>
				<updated>2009-12-19T19:53:42Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will help you create and play a Singing Barbarian - A Barbarian character who exclusively uses the Warcries tree to fight and kill opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Master of Kiai=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guide top&lt;br /&gt;
|game= Diablo II&lt;br /&gt;
|patch= 1.10&lt;br /&gt;
|pve= Yes&lt;br /&gt;
|class= Barbarian&lt;br /&gt;
|spec= Warcries&lt;br /&gt;
|author= dragonhelmuk&lt;br /&gt;
|related= [[Barbarian_Warcries]]&lt;br /&gt;
|catexclude= Yes    &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TO be a master of kiai, is to be able to project spirit force outside of your body in a burst of power. The natural vessel for kiai energy is the voice, and with a practiced shout adepts are reputed to be able to knock their enemies into a stupor, break down walls, work themselves up into frenzy and even face down demons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
A Barbarian actually using the [[Barbarian_Warcries|Warcry skill tree]] as something more than a distraction or a pump!? I hear you cry, and you’d be justified in being surprised. At least since I’ve been playing the game, a large number of problems with the Warcries have rendered them useless as anything more than just a diversion. For one thing the most important one for our purposes – “Warcry” has rather low damage – 150-160 at level 20 truth be told. Further than that, it costs 29 mana, and for a class that only gets 1 mana per level, plus one for each point of energy added, this can be a serious problem.&lt;br /&gt;
&lt;br /&gt;
But then came patch 1.10, our blessed holy grail and with it – the “synergies” – the main change which makes this build viable. A synergy is a way of getting an extra damage bonus on one skill if we spend skill points in other skills which agree with that one (they come up in the skill window as “x receives bonuses from y”.) Now, using these synergies, our damaging “Warcry-tree skill” - the one called “Warcry” (stay with me) gets an extra 6% bonus added to it with each point put into “Howl” “Taunt” and “Battle Cry”. With these skills at slevel (skill level) 20 as well, Warcry suddenly gets an extra 360% damage and ends up at 690-736 damage – a workable amount when we consider that we haven’t yet added our item bonuses.&lt;br /&gt;
&lt;br /&gt;
Item bonuses! That’s our other magic word in this build. Barbarians can get bonuses to their Warcry tree from even regular magic items remarkably easily – barbarian helms, amulets, each of your duel weapons, all of these can have an extra +3 to Warcry skills. And remember, if you put points into the whole tree, that means the synergy bonuses get even higher! (so taking an average of +2 from each of the above items making +8 to skill points) puts our level 20 maxed-out-synergy bonus to 1328-1389 per cast. – Hopefully viable when we consider how fast we can shout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Skills=&lt;br /&gt;
So what skills does the Kiai master need? &lt;br /&gt;
&lt;br /&gt;
==Warcry== &lt;br /&gt;
Warcry is obviously our damage source, which also stuns opponents so that they can’t move for quite a long time – 6.4 seconds at slevel 28. This means that pretty much no regular melee attackers are going to be able to hurt you - another big bonus. However there is one big weakness to this skill. Its’ range is capped at level 1 to quite a small radius around you; meaning that you’re only really going to be able to attack monsters who are inside the melee distance. This means you do have to watch out for ranged creatures, un-stunable creatures, LE creatures (creatures which fire out lightning when they get hit) and creatures with auras. Some of these weaknesses can be partially/mostly dealt with, while others you have to keep guarding against, which you’ll see as we go through the other skills.&lt;br /&gt;
&lt;br /&gt;
There is one other thing to mention with this skill. A weird quirk here is that quite often; the closer creatures are to you; the more they’ll be damaged by the skill. Sometimes they’ll even they get hit twice, for double damage with one skill use if they are adjacent to your position.&lt;br /&gt;
&lt;br /&gt;
==Howl== &lt;br /&gt;
Howl has a huge range and scares monsters away. It’s especially great if you are being mobbed by un-stunable creatures, or if you want some alone-time with a unique (since they aren’t affected by any of our skills except Battle Cry, but their minions are. Alternatively if you just want to cross a packed screen without being bothered this is a useful skill, although it works less and less as time goes on, and by Hell it mostly won’t work at all.&lt;br /&gt;
&lt;br /&gt;
==Taunt== &lt;br /&gt;
Taunt is often more useful than Howl, because in an ideal situation you can eliminate the threat of ranged creatures with this skill. As soon as you Taunt monsters they have to come towards you if they can: (If they can’t they’ll just try to move towards you, fail and shoot you from where they are.) Another use for Taunt is to lure some creatures from outside the screen towards you, since the skill doesn’t need to be directly targeted. It targets the nearest of any nearby creatures. The trouble with this targeting system is that it can be quite hard to aim, especially if you’re under pressure from a whole aura enhanced ranged unit. It might be best to try and use Howl first, to relieve the pressure and then Taunt monsters in a few at a time, although this doesn’t always work. &lt;br /&gt;
&lt;br /&gt;
The main thing to remember here is that strangely, the monsters which are in melee distance of you are usually no threat at all, while those outside this distance are a definite threat until they are lured in. So cast Warcry once and then, while the nearby creatures are stunned, it’s time for some Taunting.&lt;br /&gt;
&lt;br /&gt;
==Battle Cry== &lt;br /&gt;
Battle Cry is the last synergy-skill for this build, and probably second only to War Cry in usefulness. It has a very small range, but basically it will make any creature which can attack you much weaker (their damage will be halved at higher slevels) and also lower their defence (removing defence at higher slevels). As you can imagine, this spell is great for un-stunable creatures, such as uniques, even up to Act Bosses (Although you have to get close enough first.)  Unfortunately this skill isn’t usually so great for LE creatures, since they usually come in mobs, so the range won’t nearly cover them all.&lt;br /&gt;
&lt;br /&gt;
==Battle Orders==&lt;br /&gt;
Battle Orders is one other skill which perhaps might be useful. As we’ve already said, the Barbarian has some serious mana issues, so until you’ve had a chance to pump Energy, this skill is a must. Even at level 1 (with your +skill equipment) this skill adds significantly to the mana and life of your party while active.&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Considering the Barbarians other skills Potion Find is again useful (you’ll need a lot of potions early on, using up so much mana,) and everyone likes a bit of Item Find (particularly considering the + to skills on your equipment). Iron Skin and Natural Resistance might be worth the investment too, but just make sure you don’t overload on these skills and neglect the Warcry + Synergies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stats=&lt;br /&gt;
&lt;br /&gt;
Which ones are important?&lt;br /&gt;
&lt;br /&gt;
To state the obvious, the trouble with stats, is that they are always in motion – the proportions change as you go through the game. Since the Kiai Master uses a skill which one needs to be level 30 to even acquire (War Cry), there are a lot of levels to get through which you’re going to have to rely on your sword, or a friend to help you with.&lt;br /&gt;
&lt;br /&gt;
==Energy==&lt;br /&gt;
Although the governing statistic later on, in the early levels, Energy is not an issue, but it becomes immediately important as soon as you hit that level 30. There is almost no way you will have enough mana to cast the skill effectively straight out at level 30, but luckily, if you’ve been putting your skills in the right place / have the right gear, you shouldn’t need to cast it very much until you get to higher levels. Still, it’s important to try and put some stat points into Energy early, to help out later on.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength is again, a strange stat. It’s probably going to be important early on if you use melee weapons, but at level 30 it stops being relevant except for the purposes of equipping armour, so try not to go overboard – put in as little as possible while still being able to kill things – I would approximate about 60 Strength should be enough to push you to level 30. – And the purists will probably want to try their luck with no added Strength at all. ::&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Dexterity is pretty much just like strength early on - it’s obviously useful for hitting things, and not getting hit yourself. If you can stash any melee weapons you find with + to Warcries on them, you might consider using a bow entirely up to level 30, and therefore only needing enough Strength to equip your items, and putting the rest in Dexterity, where it will be useful for dodging missile attacks later on. On the other hand, gear with + to life and defence is easy to find, so I don’t think the situation is really that desperate.&lt;br /&gt;
&lt;br /&gt;
==Vitality==&lt;br /&gt;
In my opinion, points would be better going into Vitality than Dexterity, since the Barbarian gets a whopping 4 life for every point in Vitality, but since life for the Barbarian is increased by 2 each level anyway, you shouldn’t really need to many points in Vitality either, so the minimum is what we need once more. Remember that once you get Warcry, you’ll mostly stun any opponents, so you won’t get hit too often anyway. – except by ranged attackers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Items=&lt;br /&gt;
&lt;br /&gt;
 I don’t have any high level items / I want to “Live off the Land”&lt;br /&gt;
 What do I look for in items?&lt;br /&gt;
&lt;br /&gt;
This is all pretty obvious stuff, so I don’t need to spend long here. + To skills can be found in Amulets, Barbarian Helms, and Weapons up to level 3, with +2 being relatively easy to find. You might also want to look out for the low level “Berserker’s Hauberk” set item, which gives you a cool +1 to Barbarian skills for your new-ish character as well as quite good defence. &lt;br /&gt;
&lt;br /&gt;
Moving on from skills, the next major concern is mana, which is quite low in this build, so a [[Crafting_Recipes#Caster_Recipes|Crafted Caster]] item would be a definite boon. As with any casting build, if you can find any “+ to Cast Speed” items, they are worth hanging on to as well – a 10% faster casting rate in the long run means 10% more damage from casting in any given amount of time.&lt;br /&gt;
&lt;br /&gt;
Resistance is a good idea in general, and in particular, resistance to Lightning is what we want to see maxed. Also anything you can find which reduces the amount of damage missile units can do, or increases your defence to missile is a useful commodity.&lt;br /&gt;
&lt;br /&gt;
Finally, one great thing about the Kiai Master, is that compared to a lot of other builds, this character will kill lots of creatures very fast, without having to target one at a time. This means that Magic Find is a distinct possibility, so if you can find any +to find magic items, it might be useful if you can spare the slot.&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Barbarian_Warcries&amp;diff=13919</id>
		<title>Barbarian Warcries</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Barbarian_Warcries&amp;diff=13919"/>
				<updated>2009-10-12T15:09:01Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: /* War Cry */  use as part of the singing build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Barbarian Skills}}The Barbarian's Warcries are among the most powerful support skills in the game. Virtually all Barbarians max our Battle Orders for the huge hit point bonus, and Shout is very useful as well. Warcries can be used as attacks as well, either to damage monsters or to weaken them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Howl==&lt;br /&gt;
[[Image:icon-howl.jpg|left]]'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' &amp;quot;Frighten nearby monsters&amp;quot;.  Howling will cause affected monsters  to cease attacking and retreat as a green 'rain' drizzles down on them. The effect of this skill is the same thing as &amp;quot;Hit Causes Monster to Flee&amp;quot; and the Necromancer's Terror Curse, though the odds of it working are different.&lt;br /&gt;
&lt;br /&gt;
Howl is most useful with a new character.  Put a point into it and if you get swarmed in Act One send most of your attackers running off in terror.&lt;br /&gt;
&lt;br /&gt;
This skill works by comparing your Clvl to the Mlvl of the monsters, factoring in the Slvl or the skill, and usually by late Normal this one becomes non-functional, when no monsters will run away at all.  More points in the skill would help, but they are better spent elsewhere.&lt;br /&gt;
&lt;br /&gt;
Monsters hit with this run in the opposite direction, and often very fast, faster than their normal movement rate.  Monsters that are blocked from running will fight even with the green squiggles over their heads, so if you want to get away, cast it, run a step, and cast again. One Howl will cover most of the screen.&lt;br /&gt;
&lt;br /&gt;
Howl does not work on other characters, Act Bosses, or most Super Uniques.  One point is required as a pre-req for other more useful Warcries, and that's plenty.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
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| 16&lt;br /&gt;
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&lt;br /&gt;
==Find Potion==&lt;br /&gt;
[[Image:find-potion.jpg|left]]'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' &amp;quot;Find Potion&amp;quot;. Formerly &amp;quot;Find Health Potion&amp;quot;, this skill now finds health, mana, and rejuvenation potions.  A corpse that has had Find Potion used on it can not be raised by a Shaman.  Like Find Item, the Barbarian must stand nearly on top of the corpse to use this skill.  It can't be targeted at any corpse anywhere, like the Necro's corpse skills. If you target a monster across the screen, the Barbarian will run over and execute the skill standing on top of the targeted corpse.&lt;br /&gt;
&lt;br /&gt;
Find Item is very good to get potions with also, especially when used on bosses and champions, since they'll pop another full drop, usually 4 potions from a Boss, and often full purples from Champions.&lt;br /&gt;
&lt;br /&gt;
Potion odds are 60% Healing, 30% Mana, and 10% Rejuvenation.&lt;br /&gt;
&lt;br /&gt;
* Act One:  Minor/Light Healing/Mana, Rejuves&lt;br /&gt;
* Act Two:  Healing/Mana, Rejuves&lt;br /&gt;
* Act Three:  Greater Healing/Mana, Full Rejuves&lt;br /&gt;
* Act Four:  Greater/Super Healing/Mana, Full Rejuves&lt;br /&gt;
* Act Five:  Super Healing/Mana, Full Rejuves &lt;br /&gt;
&lt;br /&gt;
Potions are dropped based on the Act you are in, and difficulty level is not a factor.  So you can get full purples in Normal/Act 5, but only partial purples in Hell/Act 1.  No, it's not fair.&lt;br /&gt;
&lt;br /&gt;
This is not a skill a Barbarian needs to use that often, if he has decent equipment and leech, but it can be nice to keep full of purples, and others in your party might appreciate it. One point is generally enough, especially if you have the normal Echoing weapons on your switch. &lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
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| &lt;br /&gt;
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==Taunt==&lt;br /&gt;
[[Image:taunt.jpg|left]]'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Howl&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:'''Taunt is set up to get those pesky fleeing monsters to come to you. I don't know the details of levels but believe only one skill point is all that's needed. When you have a monster strike and flee, instead of chasing, use taunt and they will walk directly to you for killing. This works even on those monsters that strike and knock you back.&lt;br /&gt;
* Taunt will not work on Berserk, Possessed, Fanatic, or other creatures immune to Terror or Confuse, nor SuperUniques, Champions, or Bosses.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
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| Target's Damage Decrease %&lt;br /&gt;
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&lt;br /&gt;
==Shout==&lt;br /&gt;
[[Image:shout.jpg|left]]'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Howl&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Shout receives bonuses from:&lt;br /&gt;
* Battle Orders: +5 Seconds Per Level&lt;br /&gt;
* Battle Command: +5 Seconds Per Level&lt;br /&gt;
'''Details:''' &amp;quot;Alert your party of impending danger, raising your and their defense ratings&amp;quot;. This war cry provides an Aura-like defense bonus to any friendly character or minion in range.  The bonus is to a character's total Defense, so if you had 1200 Defense and Slvl 14 Shout adding 230%, you'd go to 2760 Defense.&lt;br /&gt;
&lt;br /&gt;
This works well with Iron Skin, and has 70% more defense per Slvl.  However Iron Skin is passive and works all the time, so whether you should max that, or this, or which first depends on how good you are at remembering to always keep this Warcry active. If you can remember, then Shout provides a bigger bonus, and with points in it this lasts quite a while.&lt;br /&gt;
{| &lt;br /&gt;
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! 1&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==Find Item==&lt;br /&gt;
[[Image:find-item.jpg|left]]'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Find Potion&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' &amp;quot;Target corpses to find hidden treasures&amp;quot;. Operates like Find Potion but will harvest an item of some sort from a corpse.  An extremely powerful skill, especially with good Magic Find on the Barbarian, and half a dozen or more points in this skill.  Due to the sound it makes, this skill is often referred to as &amp;quot;Hork&amp;quot;.  Plus it's fun to say, &amp;quot;Pindleskin just horked up an Eaglehorn!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Find Item works just like killing the monster again.  They re-roll what they can drop, and if you are successful, they'll cough up a full item drop.  This is especially good on Bosses and Champions, who have a much higher chance of dropping something magical or better.  Find Item finds potions, as well as gold and every type of item.  Uniques, Runes, Jewels, Runes, etc, if a monster can drop it, Find Item can find it.&lt;br /&gt;
&lt;br /&gt;
This skill does not work on Act Bosses, some SuperUniques (Shenk) or monsters that don't leave a corpse, such as ones that die frozen, or Frozen Horrors in Act Five's Ice Caves.  Also bodies can only have one corpse skill used on them, so you'll be competing with the Druid's Vines, Necromancer skills, Paladins with Redemption, and more.  Fire Enchanted bosses can be Horked upon just fine, even though they are just a puddle of blood.&lt;br /&gt;
&lt;br /&gt;
Find Item should be used on all dead bosses and champions, especially if you have a good MF% and/or GF%.  The gold from champions can be quite huge, doubled.  It's very useful when in parties, since you can stop a few seconds to use this, recharge your BO and other warcries at the same time, and still get exp as the others in your party keep killing.&lt;br /&gt;
&lt;br /&gt;
It's easiest to Hork a lot of targets by holding down the right click while pointing at nothing, then keeping it down as the Barbarian runs around.  He'll stop and hork any corpse he encounters, usually doing the animation twice per corpse, though only the first one checks to drop anything.  It's easier to keep it depressed than clicking every single monster individually, and often it's hard to even see a target, with so many items on the ground.  You can keep the &amp;quot;show items&amp;quot; button depressed as you Hork, so if anything good pops up you'll snatch it quickly, though you need to not point at the hover tag of anything, or you'll stop Horking.  Often on big mobs you'll have to run around and pick up all of the gold, or even all of the potions (and drink them) to see all of the items, there will be so much stuff.&lt;br /&gt;
&lt;br /&gt;
Horking in bigger games gets more drops, though your % Find Item is factored in.  Playing solo you can get many more items with Hork than you can killing the monsters in the first place, if you have a good % in the skill. On big mobs you'll often run out of mana doing this, but you should hork up quite a few blue and purple potions, so it's easy to drink a purple to refill.  Or you can Hork a pack, kill the next and leech full, hork them, etc. Corpses left too long or ones you leave the screen or level from often vanish, so it needs to be done quickly.&lt;br /&gt;
&lt;br /&gt;
The greedy Barbarian will have around 11 (44%) points in this, though diminishing returns hit hard after Slvl 4 or 6.  It's not hard to add 5 or 8 to all of your Warcries though, especially with an Echoing sword, to get this to a useful level.  If you are looking for big Find Item, a three-socket (Topaz) Barbarian helm with +3 Find Item is a great hat for riches. Many Barbs add points to this once they have good points in Natural Resistance, and have maxed out their weapon mastery, WW, and BO, which comes around Clvl 70-75.&lt;br /&gt;
* Drop odds depend on the skill level, not the number of players in the game. (As the odds of an initial drop do.) &lt;br /&gt;
* Item quality is determined just as usual, with the Barbarian's Magic Find factored in.  It's therefore ideal to cast Find Item after weapon switching to higher MF% equipment.&lt;br /&gt;
* Find Item works on all corpses except for Act Bosses and a few SuperUniques. Regular boss monsters, champions, and other bonus types are the best targets, for their higher quality drops. When a second drop is triggered, it acts just like the first drop: i.e. bosses drop 4 potions and an item, champions usually drop 2 potions and a large stack of gold, etc.&lt;br /&gt;
* Find Item can not be used on monsters that shatter and leave no corpse.&lt;br /&gt;
* Once Find Potion has been used on a corpse, no other corpse skills will work on it, including Find Item or Corpse Explosion. Monster shamans will not be able to resurrect it either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
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! 1&lt;br /&gt;
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| Mana Cost: 7&lt;br /&gt;
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&lt;br /&gt;
==Battle Cry==&lt;br /&gt;
[[Image:battle-cry.jpg|left]]'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Howl, Taunt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' &amp;quot;Fearsome cry reduces enemy effectiveness&amp;quot;. This one frightens nearby monster reducing their AC and damage. A skill not used much in the later game, but one that's very good in situations.  This warcry substantially lowers the target's defense and damage for the duration, and for a very low mana cost.  The radius of the Warcry is small, so it's not of much use to WW Barbarians, but Dual Wielders often use this to practically guarantee they'll hit their target, and take much less damage during the fight.  It can be very useful for WW barbs from Slvl 18 to 30, as they'll often have just Bash for an attack at that point. &lt;br /&gt;
{| &lt;br /&gt;
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| Mana Cost: 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Duration (seconds)&lt;br /&gt;
| 12&lt;br /&gt;
| 14.4&lt;br /&gt;
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|-&lt;br /&gt;
| Target Defense -%&lt;br /&gt;
| 50&lt;br /&gt;
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|-&lt;br /&gt;
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| 25&lt;br /&gt;
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| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
| 40&lt;br /&gt;
| 41&lt;br /&gt;
| 42&lt;br /&gt;
| 43&lt;br /&gt;
| 44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle Orders==&lt;br /&gt;
[[Image:battle-orders.jpg|left]]'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Howl, Shout&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' Battle Orders is granted bonuses from:&lt;br /&gt;
* Shout: +5 Seconds Per Level&lt;br /&gt;
* Battle Command: +5 Seconds Per Level&lt;br /&gt;
'''Details:''' &amp;quot;Improve party members' life, mana and stamina&amp;quot;.  The most popular party skill in the entire game, virtually no Barbarian is satisfied with less than 20 base points in this skill.  It works on the Barbarian and all friendly players and their minions, increasing everyone's maximum hit points, stamina, and mana by a percentage.&lt;br /&gt;
&lt;br /&gt;
The warcry lasts for a good amount of time, longer with every skill point in it, and most Barbs max this one out quickly, and try to find bonus Warcries equipment to add even more to it. A good Barbarian helm with bonus to Battle Orders is a very nice find.&lt;br /&gt;
&lt;br /&gt;
This skill doesn't add anything to your current hit points, mana, and stamina, it just increases the maximum possible number.  So if you are at 800/1000 hit points, 200 from max, and you get 100% Battle Orders cast, you'll go to 800/2000 hps.  This looks like you're half dead suddenly, and can be scary to characters who don't expect it.  You need to drink potions or leech to fill up from there.&lt;br /&gt;
&lt;br /&gt;
You need to keep Battle Orders on, refreshing it before the duration runs out, or you'll drop back to your normal max hit points, and then have to leech or potion them full again, to get any benefit from BO.  After all, more potential hit points are useless if you don't actually fill them up.&lt;br /&gt;
&lt;br /&gt;
This is complicated when there are multiple Barbarians in the same party.  The Barb with the highest level BO should be the only one to cast it, since if a lower level of it is cast, it resets everyone to their normal level of hit points, then ups their maximum by whatever % of BO they have.  And you'll need to leech or potion to fill up again.  You can reset your own BO if you forget to cast Battle Command first, or if you get a Skill Shrine and cast BO at the +2, then cast it again once the Skill Shrine wears off. In parties discuss who has the higher level, and let that Barb cast it.  They need to be responsible for keeping everyone else refreshed though.  If other players are nearby, BO them to keep the duration up, if you are letting them run out all the time, especially if there is another Barbarian around, you can't complain if they cast it themselves, no matter their Slvl. Other players should learn that when you cast it they need to hold still a minute, since most Barbs cast Battle Orders (and often Shout) first.&lt;br /&gt;
&lt;br /&gt;
Once you've played a Barbarian for a bit, you'll develop a timer in your head for how long since you last cast BO, and will learn to cast it again before then.  BO lasts from 2.5-3 minutes at the level most Barbarians have in it. The mana cost is very low, so it's best to cast it any time you have a moment, even it's only been 30 seconds or so.  It's possible to forget or not be able to stop for it during heated battles, and if you run out in the middle of a mob, it can be fatal.&lt;br /&gt;
&lt;br /&gt;
It's always good to cast it before you go to town, so you'll ideally get back to the dungeon and recast to reset the duration before it runs out.  Before battling a nasty boss it's a good idea to take a waypoint, BO up, go to town for a quick heal from the NPC, then go through your portal to the boss.&lt;br /&gt;
&lt;br /&gt;
Most Barbs max out Battle Orders.  It's a good idea to get it to at least Slvl 6 or 8 immediately, so you'll have enough duration on it that you aren't always running dry and having to leech full again. &lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Duration (seconds)&lt;br /&gt;
| 35&lt;br /&gt;
| 45&lt;br /&gt;
| 55&lt;br /&gt;
| 65&lt;br /&gt;
| 75&lt;br /&gt;
| 85&lt;br /&gt;
| 95&lt;br /&gt;
| 105&lt;br /&gt;
| 115&lt;br /&gt;
| 125&lt;br /&gt;
| 135&lt;br /&gt;
| 145&lt;br /&gt;
| 155&lt;br /&gt;
| 165&lt;br /&gt;
| 175&lt;br /&gt;
| 185&lt;br /&gt;
| 195&lt;br /&gt;
| 205&lt;br /&gt;
| 215&lt;br /&gt;
| 225&lt;br /&gt;
|-&lt;br /&gt;
| Stamina/Life/Mana Increase %&lt;br /&gt;
| 35&lt;br /&gt;
| 38&lt;br /&gt;
| 41&lt;br /&gt;
| 44&lt;br /&gt;
| 47&lt;br /&gt;
| 50&lt;br /&gt;
| 53&lt;br /&gt;
| 56&lt;br /&gt;
| 59&lt;br /&gt;
| 62&lt;br /&gt;
| 65&lt;br /&gt;
| 68&lt;br /&gt;
| 71&lt;br /&gt;
| 74&lt;br /&gt;
| 77&lt;br /&gt;
| 80&lt;br /&gt;
| 83&lt;br /&gt;
| 86&lt;br /&gt;
| 89&lt;br /&gt;
| 92&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grim Ward==&lt;br /&gt;
[[Image:grim-ward.jpg|left]]'''Required Level:''' 24&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Find Potion, Find Item&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' This skill erects a gruesome, bone and gristle scarecrow from the corpse of a targeted monster, that casts the Terror curse on any monsters that draw near it, causing them to run away. This is one of the coolest and most clever skills in the game, but has hardly any practical use since few Barbarians are weak enough to want monsters to run away from them. Has some corpse-recovery utility, but few players will spend a skill point in it for just that purpose.&lt;br /&gt;
* Grim Ward will not work against Super Unique Monsters and Bosses.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Radius&lt;br /&gt;
| 2&lt;br /&gt;
| 2.6&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 5.3&lt;br /&gt;
| 6&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14&lt;br /&gt;
| 14.6&lt;br /&gt;
|-&lt;br /&gt;
| Duration 40&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Cry==&lt;br /&gt;
[[Image:warcry.jpg|left]]'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Howl, Taunt, Shout, Battle Cry, Battle Orders.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:''' War Cry receives the following synergistic bonuses:&lt;br /&gt;
* Howl: +6% Damage Per Level&lt;br /&gt;
* Taunt: +6% Damage Per Level&lt;br /&gt;
* Battle Cry: +6% Damage Per Level&lt;br /&gt;
'''Details:''' Damages and stuns all monsters in range. &lt;br /&gt;
* The stunning effect of this skill, especially at higher durations, is extremely useful.&lt;br /&gt;
* With the addition of the Synergies in patch 1.10 this skill became more used as the damaging skill in the [[Singing_Barbarian|Singing Barbarian]] build. With level 20 in the skill and all it's synergies, the Barbarian has a damage of 690-736 per cast. The skill also works well with fast cast, especially since all the enemies in mêlée distance around him stay stunned for as long as he uses it, and may be weakened by his Battle Cry/Taunt as well.&lt;br /&gt;
* War Cry has a rather small radius, much smaller than any of the other War Cries.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
|-&lt;br /&gt;
| Dmg&lt;br /&gt;
| &amp;lt;small&amp;gt;20-30&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;26-32&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;32-42&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;38-48&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;44-54&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;50-60&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;56-66&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;62-72&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;69-79&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;76-86&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;83-93&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;90-100&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;97-107&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;104-114&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;111-121&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;118-128&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;126-136&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;134-144&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;142-152&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;150-160&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stun Length (secs)&lt;br /&gt;
| 1&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.4&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.4&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Command==&lt;br /&gt;
[[Image:battle-command.jpg|right]]'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Howl, Shout, Battle Orders.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Battle Command is boosted by the following skills:&lt;br /&gt;
* Shout: +5 Seconds Per Level&lt;br /&gt;
* Battle Orders: +5 Seconds Per Level&lt;br /&gt;
'''Details:''' Battle Command adds a +1 to all of the Barbarian's skills, and does the same for all characters and minions in his party.&lt;br /&gt;
* Higher levels are useful for the longer duration.&lt;br /&gt;
* This warcry should always be cast first, before Battle Orders or Shout, so those skills will be cast at +1.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 11&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Duration (seconds)&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
| 45&lt;br /&gt;
| 55&lt;br /&gt;
| 65&lt;br /&gt;
| 75&lt;br /&gt;
| 85&lt;br /&gt;
| 95&lt;br /&gt;
| 105&lt;br /&gt;
| 115&lt;br /&gt;
| 125&lt;br /&gt;
| 135&lt;br /&gt;
| 145&lt;br /&gt;
| 155&lt;br /&gt;
| 165&lt;br /&gt;
| 175&lt;br /&gt;
| 185&lt;br /&gt;
| 195&lt;br /&gt;
| 205&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Barbarian]]&lt;br /&gt;
[[Category:d2 barbarian strategy]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User:Dragonhelmuk&amp;diff=13832</id>
		<title>User:Dragonhelmuk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User:Dragonhelmuk&amp;diff=13832"/>
				<updated>2009-09-14T21:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: link to d3 wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Note from dragonhelmuk=&lt;br /&gt;
{{iw|user:dragonhelmuk Please see d3 wiki page}}&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Izual_NPC&amp;diff=13831</id>
		<title>Izual NPC</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Izual_NPC&amp;diff=13831"/>
				<updated>2009-09-14T21:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: updated and expanded lore section in line with Izual page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:NPCs Act Four}}[[Image:Npc-izual.jpg|frame]][[Izual]] is a monster when your character first sights him. He must be defeated and destroyed to complete the [[Quests_Act_Four#Quest_One:_The_Fallen_Angel|Fallen Angel quest]]. Once he's been defeated his spirit floats up from his corpse and hovers there long enough to deliver a grim speech:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Tyrael was a fool to have trusted me!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You see, it was I who told Diablo and his Brothers about the [[Soulstones]] and how to corrupt them. It was I who helped the Prime Evils mastermind their own exile to your world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The plan we set in motion so long ago cannot be stopped by any mortal agency. Hell, itself, is poised to spill forth into your world like a tidal wave of blood and nightmares.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You and all your kind . . . are doomed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His speech completed, Izual fades away, leaving your character to deliver these glad tidings to Tyrael, who takes them about as well as can be expected.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The greatest of these heroes was Izual, lieutenant to the Arch-Angel [[Tyrael]] and bearer of the Angelic Runeblade [[Azurewrath]]. He once led a fierce attack upon the [[Hellforge]] as the creation of the dark demonblade [[Shadowfang]] was nearing completion. His quest was to destroy both wielder and weapon- a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so long as their hated enemies dwell within.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-Diablo 1 Manuel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most histories of the [[Great Conflict]] like the above describe Izual as a misguided martyr-hero. Even Tyrael always believed his most trusted Lieutenant was a brave fool. However, it is revealed in Act IV of Diablo II that Izual did not succumb to hubris, but rather joined with the {{iw|Prime_Evils Prime Evils}} in plotting their own exile on Sanctuary - {{iw|Dark_Exile Dark Exile}}. In his speech during Act IV, Izual said that their plan could &amp;quot;not be stopped by any mortal agency&amp;quot;, and since the player fails to stop [[Baal]] corrupting the {{iw|Worldstone Worldstone}} later it is not certain whether that plan was foiled. However, it was clear from his twisted appearance and the fact he had lost the angelic blade Azurewrath that not everything had gone well even before Izual's death, so his speech could have been bravado.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Izual&amp;diff=13830</id>
		<title>Izual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Izual&amp;diff=13830"/>
				<updated>2009-09-14T21:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: extended lore and seperated it into a new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{SuperUniques}}}}Izual is an [[Animals|Animal]] and a [[Superuniques|SuperUnique]]. He is also an [[NPCs|NPC]], and delivers a speech after his defeat. See the [[Izual NPC]] page for more details.&lt;br /&gt;
&lt;br /&gt;
Izual is found randomly placed somewhere in the Plains of Despair, the second surface area in Act Four. Izual is a quest boss; he must be killed to complete the [[Quests_Act_Four#Quest_One:_The_Fallen_Angel|Fallen Angel quest]], and since the reward for doing so is two skill points from Tyrael, this is a quest that no character passes up.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-izual.jpg|thumb|left|Izual the [[SuperUnique]].]]Izual AKA Izzy, isn't dangerous, but he can be quite tedious, with more hit point than any sub-Act Boss monster, and relatively high resistances to go with it. He's even got cold attacks with a very long chill duration, to further slow the killing speed of most characters. When Izual dies (just like [[Shenk the Overseer]] in Act Five) all the other monsters within a screen or two die as well, so it can be worth it to whittle Izual down to a sliver, then lead him to a crowded area (or lead crowds to him) before delivering the ''coupe de grace'' and killing dozens of monsters at once. There's no experience bonus from this sort of crowd kill, and the drops from the slain monsters do not check to you character's gold/magic find, so it's just a fun little trick, rather than a source of any real profit.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Izual'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 29 / 60 / 86&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 22761 / 237,724 / 1,044,247&lt;br /&gt;
| 11946 / 41811 / 57365&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| 36/Sol, 57/Um, 78/Cham&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Izual's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Frost Nova&lt;br /&gt;
|-&lt;br /&gt;
| '''Izual'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical + Cold:'''&amp;lt;br /&amp;gt; 24-45 + 7-15 (2s)&amp;lt;br /&amp;gt; 58-78 + 24-39 (3s)&amp;lt;br /&amp;gt; 117-156 + 49-78 (4s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 747&amp;lt;br /&amp;gt; 2340&amp;lt;br /&amp;gt; 6892&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold Damage:'''&amp;lt;br /&amp;gt; 16-21 (15s)&amp;lt;br /&amp;gt; 25-32 (18s)&amp;lt;br /&amp;gt; 37-46 (22s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
Like all SuperUniques, Izual does not regenerate hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Izual'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;146 / 979 / 2002&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 75 / 50&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50 / 40 / 33 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Izual'''&lt;br /&gt;
| 30% / 30% / 30%&lt;br /&gt;
| 30% / 30% / 30%&lt;br /&gt;
| 75% / 75% / 75%&lt;br /&gt;
| 30% / 30% / 30%&lt;br /&gt;
| 30% / 30% / 30%&lt;br /&gt;
| 30% / 30% / 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Izual'''&lt;br /&gt;
| '''Act 4:''' Plains of Despair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The greatest of these heroes was Izual, lieutenant to the Arch-Angel [[Tyrael]] and bearer of the Angelic Runeblade [[Azurewrath]]. He once led a fierce attack upon the [[Hellforge]] as the creation of the dark demonblade [[Shadowfang]] was nearing completion. His quest was to destroy both wielder and weapon- a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so long as their hated enemies dwell within.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-Diablo 1 Manuel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most histories of the [[Great Conflict]] like the above describe Izual as a misguided martyr-hero. Even Tyrael always believed his most trusted Lieutenant was a brave fool. However, it is revealed in Act IV of Diablo II that Izual did not succumb to hubris, but rather joined with the {{iw|Prime_Evils Prime Evils}} in plotting their own exile on Sanctuary - {{iw|Dark_Exile Dark Exile}}. In his speech during Act IV, Izual said that their plan could &amp;quot;not be stopped by any mortal agency&amp;quot;, and since the player fails to stop [[Baal]] corrupting the {{iw|Worldstone Worldstone}} later it is not certain whether that plan was foiled. However, it was clear from his twisted appearance and the fact he had lost the angelic blade Azurewrath that not everything had gone well even before Izual's death, so his speech could have been bravado.&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=13803</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=13803"/>
				<updated>2009-09-05T00:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: /* References */ page relocating, have updated link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}The Druids who inhabit the northern forests of [[Scosglen]] developed their magic independently from the eastern {{iw|mage_clan mage clans}}. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature. &lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
{{Druid Skills}}Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check.&lt;br /&gt;
&lt;br /&gt;
The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning hawks, wolves, vines, and even natural spirits to do his bidding. He can also change his own shape into creatures such as a huge cave bear, or a dire wolf, and then use these forms to call upon further powers.&lt;br /&gt;
&lt;br /&gt;
As with the [[Assassin]] we see [[Sorceress]] elements here with his Elemental attacks but also some [[Necromancer]]-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation.&lt;br /&gt;
&lt;br /&gt;
The Druid is not as passive a &amp;quot;stand around&amp;quot; sort of character, like the Necromancer.  His minions aren't as powerful or numerous as the Necromancers, but he has a number of very powerful elemental attacks, better than the Necromancer's attack skills, and with the shape shifting he can get into the battle personally and do substantial damage. &lt;br /&gt;
&lt;br /&gt;
He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact.  [[Carrion Vine]] for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left.  Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Attribute&lt;br /&gt;
! Starts&lt;br /&gt;
! Per additional point&lt;br /&gt;
! Each Level Up&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 15&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Vitality&lt;br /&gt;
| 25&lt;br /&gt;
| + 2 to Life, + 1 to Stamina&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| 20&lt;br /&gt;
| + 2 to Mana&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Stamina&lt;br /&gt;
| 84&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 55&lt;br /&gt;
| -&lt;br /&gt;
| +1.5&lt;br /&gt;
|-&lt;br /&gt;
| Mana&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Diablo II and LoD rounds down figures displayed you will see a discrepancy at times. With the example above with life increasing by .75 with each level up, even though you won't see a figure change to x.5 and x.25 the Druid will be benefiting from the fraction of life increase and LoD will round the figured down for display purposes only. &lt;br /&gt;
&lt;br /&gt;
You can see he picks up a decent amount of mana per point in energy, but he needs to feed all of the attributes, more so than any of the other characters.  A Druid could play all magical, using only the Summoning and Elemental trees, and he'd be much like a [[Necromancer]] with more powerful skills {but less powerful minions} that way.  He would need more mana to play this style.&lt;br /&gt;
&lt;br /&gt;
Or he could go a more active route, and put points into the Shape-shifting tree, as well as some in Summoning, and after Summoning some of them up, join his minions in battle.  To succeed at this technique he would need more points in strength to wear better armour for protection in battle, and would also need more hit points and dexterity, to be able to hit the enemy successfully. &lt;br /&gt;
&lt;br /&gt;
A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming.  He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elemental==&lt;br /&gt;
The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases.  They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a Necromancer.  There are two distinct types of elemental damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called 'Elemental' the wind skills actually inflict physical damage. &lt;br /&gt;
&lt;br /&gt;
One of the two level 30 skills requires a point in every single skill on the tree, Armageddon. It is the only skill across all seven characters that has that requirement.&lt;br /&gt;
&lt;br /&gt;
He can not let rip with a rapid fire onslaught of elemental damage as there is a short delay between casting for some of them, where the skill button reddens and it is unusable. This is because some skills are so graphically elaborate that having multiple instances of them on the screen simultaneously can seriously slow the game down, so this delay was introduced for skills falling under that banner.  To compensate for the slight delay {only a few seconds at most} their damage was increased so it balances out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shape Shifting==&lt;br /&gt;
Introducing a entirely new skill type in Diablo II, and only the Druid has the ability.  He has two types of creatures to shift into, and in each form there are related skills that can only be used when in that form.  These  boost his attacking abilities while in the animal form, are appropriate to the type of animal.&lt;br /&gt;
&lt;br /&gt;
The properties of the equipped items at the time of shifting are transferred to his new form.  So if he had a cold-enhanced bow for example and shifted into a grizzly form the damage and cold damage would be transferred to his attack with his paws.&lt;br /&gt;
&lt;br /&gt;
Elemental skills can not be used while shifted into either form but they can be used immediately prior to shape shifting.  So you could activate a Fissure and Tornado then quickly shift into another form. But you are able to use Summon skills to boost AR and Hit Points for example, however if you have transformed yourself into a wolf you can only summon wolves and the same with shifting to a Bear.&lt;br /&gt;
&lt;br /&gt;
If when shifted you wish to change into another form or back to human form before the duration of the skill is up you simply recast the skill.&lt;br /&gt;
&lt;br /&gt;
Another cool aspect of the shape-shifting is that it won't wear off when you enter town. You'll be able to come and go from town in animal form, if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning==&lt;br /&gt;
This is where the Druid most resembles the Necromancer, though his minions are rather different than skeletons, golems, or revived monsters.  The Druid's pets are less monster-like, as they are wild animals, called forth from nature, rather than dredged up from a monster corpse.&lt;br /&gt;
&lt;br /&gt;
In order to distinguish the Druid's summoning capabilities from the Necromancer's abilities they execute, to a large degree, in a different fashion. None of the Druid's, for example, require a corpse; they are all called forth at the cost of mana only.&lt;br /&gt;
&lt;br /&gt;
One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned).&lt;br /&gt;
&lt;br /&gt;
And the biggest difference is that the Druid has massive attack skills, but also he can  Shape Shift and join his pets in the fray if he wishes.  He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to yet go.&lt;br /&gt;
&lt;br /&gt;
To encourage Druid to not abandon the lower level summoning skills passive bonuses are afforded with more points as well as the usual property increments. So for example having one point in Summon Dire Wolf will give a passive bonus to both summoned wolves and bears of +50% health. And a single point in Summon Grizzly will increase the damage dealt by both wolf and bear by 25%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ancient tome of the Druids, the Scéal Fada (&amp;quot;Long Story&amp;quot;), it is written that Bul-Kathos, the great and ancient king of the &lt;br /&gt;
Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (&amp;quot;Sharp-Tooth&amp;quot;). This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.&lt;br /&gt;
&lt;br /&gt;
Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (&amp;quot;Great Holocaust&amp;quot;)  between the men of the world and the demons of the Burning Hells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (&amp;quot;Way of Nature&amp;quot;), a &lt;br /&gt;
harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, &lt;br /&gt;
for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra &lt;br /&gt;
the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural &lt;br /&gt;
entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and &lt;br /&gt;
animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals &lt;br /&gt;
from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of &lt;br /&gt;
their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the Túr Dúlra (&amp;quot;Tower of Nature&amp;quot;), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (&amp;quot;Glory of the Oak&amp;quot;). This tree is the most &lt;br /&gt;
revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent &lt;br /&gt;
insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (&amp;quot;Half-Demons&amp;quot;), demonic corruptions of the very creatures &lt;br /&gt;
they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand &lt;br /&gt;
against the minions of Chaos.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
&lt;br /&gt;
The Druids shun the use of traditional magic, which they call &amp;quot;Dubhdroiacht&amp;quot; or &amp;quot;Black-Magic&amp;quot;. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
* [http://webspace.webring.com/people/aw/wet/druids.html &amp;quot;Dragonhelmuk's Druidic Lexicon&amp;quot;], page last edited: 31/12/08.&lt;br /&gt;
&lt;br /&gt;
[[Category:Druid]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=13161</id>
		<title>Madawc</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=13161"/>
				<updated>2009-06-13T23:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: /* Outside Diablo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{SuperUniques}}}}Madawc is an [[Animals|Animal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-madawc01.jpg|frame|left]]Madawc is found on the [[Arreat Summit]]. He is one of the three statues who come to life to defend the entrance to the Worldstone Keep, and must be defeated to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. Madawc wields dual throwing axes and is highly accurate with them, though his damage is far lower than that of [[Korlic]] or [[Talic]], the other two guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09, Talic and the other Ancients were much fiercer, since their benefits from the random [[Monster Modifiers]] they gained were uncapped, and enabled them to stack multiple immunities on Hell. Players were frequently forced to use a town portal to reset the level and try again until they &amp;quot;rerolled&amp;quot; properties on the Ancients that could be dealt with. Since v1.09, the maximum gains from random properties are capped, making the Ancients more predictable, less dangerous, and somewhat less fun.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;40 / 71 / 90&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;950-1140 / 9702-12936 / 51296-64120&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Madawc and the other 2 Barbarian Guardians do not have any permanent [[Monster Modifiers|modifiers]], but they all gain, at random, 1 on Nightmare and 2 on Hell.&lt;br /&gt;
&lt;br /&gt;
Madawc casts the [[Barbarian_Warcries#Shout|Shout warcry]], considerably boosting his own defense as well as that of the other two Guardians. His Shout is equivalent to level 5, 8, and 12, increasing with the difficulty level.&lt;br /&gt;
&lt;br /&gt;
Madawc throws axes. He is exclusively a ranged attacker and will attempt to retreat from melee range if engaged. Though the listed damage for his axes is not high, he has a fast throwing rate, very high AR, and on hell difficulty he's quite likely to add elemental damage from one of the random modifiers he rolls. His rapid fire axes boosted by Extra Strong or one of the elemental enchantments, and further boosted by the Might or Fanaticism he can receive from his fellow Guardians, can become more than annoying.&lt;br /&gt;
&lt;br /&gt;
* All of the guardians spawn with random equipment bonuses, much like Valkyries do. This can give them interesting bonuses to their damage, resistances, and other properties, though these bonuses are hard to observe or quantify during the chaotic battle.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Shout&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-7 / 11-22 / 17-65&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1051 / 3420 / 8995&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Defense increased by:&amp;lt;br /&amp;gt; 140% / 170% / 210%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
Like all SuperUniques, Madawc does not regenerate hit points.&lt;br /&gt;
&lt;br /&gt;
Madawc has very low base defense, even with the benefit he gets from his Shout warcry. This makes him quite easy to hit, though his high level can still afford some protection, when the game calculates to/hit odds.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;21-26 / 82-100 / 121-139&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 100 / 100&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;25 / 25 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 70% / 70% / 70%&lt;br /&gt;
| 70% / 70% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| '''Act 5:''' Arreat Summit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
No one is quite sure where Madawc is from, only that one day he walked out of the hills of Val Narian in the North, an axe in both hands, ready to battle. Those who were crazy enough to battle beside Madawc referred to him as the warrior prophet. He claimed he was cursed with visions from both past and present. He would often begin fights without provocation, claiming he sought justice for crimes not yet committed. Before every battle he would sit, trance like, staring up to the skies. Sometimes, when he would fall out of these trances, he would rise from wherever he was, and leave, not taking part in the waiting battle. Those that knew of Madawc’s trances began to believe he could tell the outcome of a battle even before it was fought. How else could the crazy old codger have survived for as long as he had?&lt;br /&gt;
&lt;br /&gt;
He became well known among the warriors of the Northern Lands because of his supposed gift. Men began to follow Madawc wherever he went, staying if he stayed, leaving when he left. He became something of a legend, a warrior prophet. However, one night as Madawc sat around the fire with some of his men, he stood up, dropped his pipe, and left. When one of the men stopped him and asked where he was going he said, &amp;quot;The Ancients have called me to guard Mt. Arreat. So, I must go.&amp;quot; Pushing past the man, Madawc began his long trek south to the summit of Mt. Arreat.&lt;br /&gt;
&lt;br /&gt;
==Outside Diablo==&lt;br /&gt;
Madawg (sometimes also Madog or Madoc) is a Brythonic (Old Welsh) Celtic name. The most famous Madawc was a Brythonic king, who is usually said to be either the son or the brother of King Arthur. In one of the mythological texts featuring him (Breuddwyd Rhonabwy) he is depicted as ruling over a lesser age where men looked back with nostalgia to the true Golden Age of King Arthur. Madawc was linked to, but at the same time able to live beyond this time. This background may have inspired the dreamer-prophet countenance given to his namesake in Diablo II&lt;br /&gt;
&lt;br /&gt;
Alternatively, another Madoc was a later prince of Gwynedd (a kingdom in Wales). It is sometimes claimed that this Madoc discovered America (300 years before Columbus) and left a colony of Welsh-speakers who mixed with the native peoples. If the Diablo Madawc was based on this man, his mysterious appearances and disappearances would make sense, as would his strange temperament (Madoc is confusingly stated to be both fierce in battles and yet sometimes a coward).&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=13160</id>
		<title>Madawc</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=13160"/>
				<updated>2009-06-13T23:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: /* Outside Diablo */  more minor details and possibilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{SuperUniques}}}}Madawc is an [[Animals|Animal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-madawc01.jpg|frame|left]]Madawc is found on the [[Arreat Summit]]. He is one of the three statues who come to life to defend the entrance to the Worldstone Keep, and must be defeated to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. Madawc wields dual throwing axes and is highly accurate with them, though his damage is far lower than that of [[Korlic]] or [[Talic]], the other two guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09, Talic and the other Ancients were much fiercer, since their benefits from the random [[Monster Modifiers]] they gained were uncapped, and enabled them to stack multiple immunities on Hell. Players were frequently forced to use a town portal to reset the level and try again until they &amp;quot;rerolled&amp;quot; properties on the Ancients that could be dealt with. Since v1.09, the maximum gains from random properties are capped, making the Ancients more predictable, less dangerous, and somewhat less fun.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;40 / 71 / 90&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;950-1140 / 9702-12936 / 51296-64120&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Madawc and the other 2 Barbarian Guardians do not have any permanent [[Monster Modifiers|modifiers]], but they all gain, at random, 1 on Nightmare and 2 on Hell.&lt;br /&gt;
&lt;br /&gt;
Madawc casts the [[Barbarian_Warcries#Shout|Shout warcry]], considerably boosting his own defense as well as that of the other two Guardians. His Shout is equivalent to level 5, 8, and 12, increasing with the difficulty level.&lt;br /&gt;
&lt;br /&gt;
Madawc throws axes. He is exclusively a ranged attacker and will attempt to retreat from melee range if engaged. Though the listed damage for his axes is not high, he has a fast throwing rate, very high AR, and on hell difficulty he's quite likely to add elemental damage from one of the random modifiers he rolls. His rapid fire axes boosted by Extra Strong or one of the elemental enchantments, and further boosted by the Might or Fanaticism he can receive from his fellow Guardians, can become more than annoying.&lt;br /&gt;
&lt;br /&gt;
* All of the guardians spawn with random equipment bonuses, much like Valkyries do. This can give them interesting bonuses to their damage, resistances, and other properties, though these bonuses are hard to observe or quantify during the chaotic battle.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Shout&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-7 / 11-22 / 17-65&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1051 / 3420 / 8995&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Defense increased by:&amp;lt;br /&amp;gt; 140% / 170% / 210%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
Like all SuperUniques, Madawc does not regenerate hit points.&lt;br /&gt;
&lt;br /&gt;
Madawc has very low base defense, even with the benefit he gets from his Shout warcry. This makes him quite easy to hit, though his high level can still afford some protection, when the game calculates to/hit odds.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;21-26 / 82-100 / 121-139&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 100 / 100&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;25 / 25 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 70% / 70% / 70%&lt;br /&gt;
| 70% / 70% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| '''Act 5:''' Arreat Summit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
No one is quite sure where Madawc is from, only that one day he walked out of the hills of Val Narian in the North, an axe in both hands, ready to battle. Those who were crazy enough to battle beside Madawc referred to him as the warrior prophet. He claimed he was cursed with visions from both past and present. He would often begin fights without provocation, claiming he sought justice for crimes not yet committed. Before every battle he would sit, trance like, staring up to the skies. Sometimes, when he would fall out of these trances, he would rise from wherever he was, and leave, not taking part in the waiting battle. Those that knew of Madawc’s trances began to believe he could tell the outcome of a battle even before it was fought. How else could the crazy old codger have survived for as long as he had?&lt;br /&gt;
&lt;br /&gt;
He became well known among the warriors of the Northern Lands because of his supposed gift. Men began to follow Madawc wherever he went, staying if he stayed, leaving when he left. He became something of a legend, a warrior prophet. However, one night as Madawc sat around the fire with some of his men, he stood up, dropped his pipe, and left. When one of the men stopped him and asked where he was going he said, &amp;quot;The Ancients have called me to guard Mt. Arreat. So, I must go.&amp;quot; Pushing past the man, Madawc began his long trek south to the summit of Mt. Arreat.&lt;br /&gt;
&lt;br /&gt;
==Outside Diablo==&lt;br /&gt;
Madawg (sometimes also Madog or Madoc) is a Brythonic (Old Welsh) Celtic name. The most famous Madawc was a Brythonic king, who is usually said to be either the son or the brother of King Arthur. In one of the mythological texts featuring him (Breuddwyd Rhonabwy) he is depicted as ruling over a lesser age where men looked back with nostalgia to the true Golden Age of King Arthur. Madawc was linked to, but at the same time able to live beyond this time. This background may have inspired the dreamer-prophet countenance given to his namesake in Diablo II&lt;br /&gt;
&lt;br /&gt;
Alternatively, another Madoc was a later prince of Gwynedd (a kingdom in Wales). It is sometimes claimed that this Madoc discovered America (300 years before Columba) and left a colony of Welsh-speakers who mixed with the native peoples. If the Diablo Madawc was based on this man, his mysterious appearances and disappearances would make sense, as would his strange temperament (Madoc is confusingly stated to be both fierce in battles and yet sometimes a coward).&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tal_Rasha&amp;diff=11270</id>
		<title>Tal Rasha</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tal_Rasha&amp;diff=11270"/>
				<updated>2009-02-26T23:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic Information=&lt;br /&gt;
Tal Rasha is one of the most fleshed out NPC's in the Diablo universe, although the player never meets him. He also inspired one of the few most powerful sets of Diablo II items which have Display Auras: [[Tal Rasha's Wrappings]].&lt;br /&gt;
&lt;br /&gt;
=Diablo Lore=&lt;br /&gt;
Tal Rasha was the leader of the {{iw|Horadrim Horadrim}} during the last Sin War. When the {{iw|Prime_Evils Prime Evils}} were exiled from Hell into the Mortal Realm by the {{iw|Lesser_Evils Lesser Evils}} a group of mages banded together to defeat them and bind them to {{iw|soulstones Soulstones}} which were provided by the [[Tyrael|Archangel Tyrael]]. &lt;br /&gt;
&lt;br /&gt;
While the mages were fighting against [[Baal]], the soulstone they were going to imprison him in was broken. Tal Rasha decided that the only way for them to bind him was to first capture his essence temporarily in a soul stone, and for Tal Rasha to push the soulstone into his own body. This they did, and sealed him inside [[Tal Rasha's Tomb|his tomb]] to struggle for eternity against Baal.&lt;br /&gt;
&lt;br /&gt;
This Act was later shown to be mere hubris, since Tal Rasha was utterly corrupted by Baal, and was later easily freed by Marius in the Cinematics.&lt;br /&gt;
&lt;br /&gt;
=Other NPC's opinions=&lt;br /&gt;
&lt;br /&gt;
[[The_Summoner|Horazon]] lauds Tal Rasha and calls him &amp;quot;the foremost&amp;quot; of all of the Horadrim. Similarly on the eve of the final battle with Baal-cum-Tal Rasha, [[Deckard Cain]] makes clear his respect for the wizard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Remember this: Baal once possessed Tal Rasha, one of the most powerful of the ancient Horadrim. Your battles with Diablo and Mephisto will pale in comparison to your battle with Baal. The Lord of Destruction, aided by Tal Rasha’s knowledge… Ungh, the mountain itself will tremble when you clash!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two other Act II NPC's are not quite so supportive of Tal Rasha's decision however. [[Fara]] tells us that &amp;quot;his was a selfless act, although perhaps foolhardy.&amp;quot; and [[Lysander]], seeing the evil which plagued {{iw|Lut_Gholein Lut Gholein}} muses that Tal Rasha's battle against evil was lost.&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Wrappings&amp;diff=11269</id>
		<title>Tal Rasha's Wrappings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Wrappings&amp;diff=11269"/>
				<updated>2009-02-26T22:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: /* Background */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
'''Tal Rasha's Wrappings''' is a [[set]] mostly designed for the [[sorceress]].&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
[[Tal Rasha]] was one of the greatest Horadric Mages ever to live. He hunted for Baal after the Dark Exile and sought to bind Baal to a Soul Stone like his brothers Diablo and Mephisto. However, during their battle, the Soul Stone Tal Rasha was intending to use was broken. Tal Rasha took up the largest piece of the Soul Stone and thrust it into Baal, temporarily trapping his soul. However, knowing this wouldn't last for long, he also had his brothers restrain him inside a [[Tal Rasha's Tomb|tomb]], and then thrust the stone into his body, to leave him to wrestle with the demon for eternity.&lt;br /&gt;
&lt;br /&gt;
The cloth which people used to be swaddled in before they were interred were sometimes known as wrappings, so this set could be made up of the items in which Tal Rasha was buried in, although in the Diablo cinematics Tal Rasha does not appear as characters do when wearing the full set of [[Tal Rasha's Wrappings]].&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
While the full set is designed for (and can only be equipped by, thanks to the Orb) a Sorceress, the armor is a very popular item for all types of characters and even mercs, thanks to the huge magic find, defense, and resistance.  It's also common to find magic find-geared characters of all types using the armor, helm, and belt, since equipping any three items from this set grants a 65% bonus to Magic Find, and the armor, helm, and belt hold substantial bonuses, including dual leech, high resistance, magic find, and much more. &lt;br /&gt;
{{All Set Notes}}&lt;br /&gt;
&lt;br /&gt;
=D2X=&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:amulet1.GIF]]&lt;br /&gt;
| '''Tal Rasha's Adjudication'''&amp;lt;br&amp;gt; Amulet&lt;br /&gt;
| &lt;br /&gt;
* Clvl Req: 67&lt;br /&gt;
* &amp;lt;br&amp;gt; Item Level: 26&lt;br /&gt;
|&lt;br /&gt;
* +33% Lightning Resistance&lt;br /&gt;
* +2 To Sorceress Skills&lt;br /&gt;
* +50 Life&lt;br /&gt;
* +3-32 Lightning Damage&lt;br /&gt;
* +42 Mana&lt;br /&gt;
** +10% Faster Cast Rate (4 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-lidless-eye.gif]]&lt;br /&gt;
| '''Tal Rasha's Lidless Eye'''&amp;lt;br&amp;gt; Swirling Crystal&amp;lt;br&amp;gt; (Exceptional Jared's Stone)&lt;br /&gt;
| &lt;br /&gt;
* 18-42 Damage&lt;br /&gt;
* 50 Durability&lt;br /&gt;
* 20 Str required&lt;br /&gt;
* 20 Dex required&lt;br /&gt;
* 1 Range&lt;br /&gt;
* 10 Weapon Speed&lt;br /&gt;
* Damage Bonus: 100 Str&lt;br /&gt;
* Clvl Req: 65&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
|&lt;br /&gt;
* +57 Life&lt;br /&gt;
* +77 Mana&lt;br /&gt;
* +10 Energy&lt;br /&gt;
* +20% Faster Cast Rate&lt;br /&gt;
* +(1-2) To Cold Mastery (Sorceress Only)&lt;br /&gt;
* +(1-2) To Fire Mastery (Sorceress Only)&lt;br /&gt;
* +(1-2) To Lightning Mastery (Sorceress Only)&lt;br /&gt;
** +1 To Sorceress Skill Levels (2 Items)&lt;br /&gt;
** -15% To Enemy Fire Resistance (3 Items)&lt;br /&gt;
** -15% To Enemy Lightning Resistance (4 Items)&lt;br /&gt;
** +15% To Cold Skills Damage (Complete Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-guardianship.gif]]&lt;br /&gt;
| '''Tal Rasha's Guardianship'''&amp;lt;br&amp;gt; Lacquered Plate &amp;lt;br&amp;gt; (Elite Gothic Plate)&lt;br /&gt;
| &lt;br /&gt;
* 833-941 Defense&lt;br /&gt;
* 55 Durability&lt;br /&gt;
* 84 Str Required&lt;br /&gt;
* Medium Armor&lt;br /&gt;
* Clvl Req: 71&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* -60% Item Requirements&lt;br /&gt;
* -15 Magical Damage Taken&lt;br /&gt;
* +88% Magic Find&lt;br /&gt;
*  +40% Cold Resistance&lt;br /&gt;
* +40% Fire Resistance&lt;br /&gt;
* +40% Lightning Resistance&lt;br /&gt;
* +400 Defense&lt;br /&gt;
** +10% Faster Cast Rate (2 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-horadric.gif]]&lt;br /&gt;
| '''Tal Rasha's Horadric Crest'''&amp;lt;br&amp;gt; Death Mask&amp;lt;br&amp;gt; (Exceptional Mask)&lt;br /&gt;
| &lt;br /&gt;
* 99-131 Defense&lt;br /&gt;
* 20 Durability&lt;br /&gt;
* 55 Str Required&lt;br /&gt;
* Clvl Req: 66&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* +30 Mana&lt;br /&gt;
* +60 Life&lt;br /&gt;
* +45 Defense&lt;br /&gt;
* +15% Resistance To All&lt;br /&gt;
* +10% Life Stolen Per Hit&lt;br /&gt;
* +10% Mana Stolen Per Hit&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-fine-spun.gif]]&lt;br /&gt;
| '''Tal Rasha's Fire-Spun Cloth'''&amp;lt;br&amp;gt; Mesh Belt &amp;lt;br&amp;gt; (Exceptional Belt)&lt;br /&gt;
|&lt;br /&gt;
* 35-40 Defense&lt;br /&gt;
* 16 Durability&lt;br /&gt;
* 47 Str Required&lt;br /&gt;
* 16 Slots&lt;br /&gt;
* Clvl Req: 53&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* -20% Item Requirements&lt;br /&gt;
* +30 Mana&lt;br /&gt;
* +20 Dexterity&lt;br /&gt;
* +37% of damage taken goes to mana&lt;br /&gt;
* +10-15% Magic Find&lt;br /&gt;
** +60 Defense (2 Items)&lt;br /&gt;
** +10% Faster Cast Rate (3 Items)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Sorceress Items|can be found here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''Partial Set Bonuses''':&lt;br /&gt;
** +10 Replenish Life (Any 2 items)&lt;br /&gt;
** +65% Magic Find (Any 3 items)&lt;br /&gt;
** +25% Faster Hit Recovery (Any 4 items)&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus''':&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +150 Defense&lt;br /&gt;
** +150 Life&lt;br /&gt;
** +50 Defense vs. Missiles&lt;br /&gt;
** Replenish Life +10&lt;br /&gt;
** +65% Magic Find&lt;br /&gt;
** 25% Faster Hit Recovery&lt;br /&gt;
** Display Aura*&lt;br /&gt;
| One-handed Weapon &amp;lt;br&amp;gt; Armor &amp;lt;br&amp;gt; Helm &amp;lt;br&amp;gt; Belt &amp;lt;br&amp;gt; Amulet&lt;br /&gt;
| Shield&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * The Aura has no effect other than making you look cool.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
Diablo 2 Cinematics&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Tomb&amp;diff=11268</id>
		<title>Tal Rasha's Tomb</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Tomb&amp;diff=11268"/>
				<updated>2009-02-26T22:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: expanded page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
During the last great Sin War when the {{iw|Horadrim Horadrim}} were fighting {{iw|Baal Baal}} his {{iw|soulstone Soulstone}} was shattered. The leader of the Horadrim, [[Tal Rasha]], made a plan. Baal was imprisoned inside the biggest remaining shard, but since the stone couldn't fully contain him, Tal Rasha then imprisoned himself, tied against a stone sealed alive in [[Tal Rasha's Tomb]], there to struggle with the demon for all of eternity. &lt;br /&gt;
&lt;br /&gt;
=In Game=&lt;br /&gt;
In the game we are told that Tal Rasha's &amp;quot;great sacrifice&amp;quot; was actually in vain, and an act of great hubris since Tal Rasha was soon corrupted and Baal has been freed (we see Marius freeing him in the Act 2 Cinematics).&lt;br /&gt;
&lt;br /&gt;
The First screenshot shows the entrance to the tomb, near the end of Act II. [[Act Two]]. The tomb is opened by completing the [[Horadric Staff]] and then inserting it into the cone on the floor, which triggers the lightning you can see in the screenshot. The Second screenshot shows a tomb-painting in the interior, where wall art tells the story of what happened here.&lt;br /&gt;
&lt;br /&gt;
[[Image:act2-020lrg.jpg|frame]] [[Image:Talrasha_tombpainting.jpg|frame]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Act II]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Talrasha_tombpainting.jpg&amp;diff=11267</id>
		<title>File:Talrasha tombpainting.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Talrasha_tombpainting.jpg&amp;diff=11267"/>
				<updated>2009-02-26T21:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Hidden&amp;diff=11073</id>
		<title>Hidden</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Hidden&amp;diff=11073"/>
				<updated>2009-02-17T00:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: Added &amp;quot;Halls of the Blind&amp;quot; quest info+link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-hidden.jpg|frame]]&lt;br /&gt;
The Hidden are Demons.&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and memorable monsters in Diablo, Hidden are humanoids with alien heads, pot bellies, and grotesquely long arms with frog-like paws. They can appear and disappear, and have a nasty tendency to suddenly just a few squares away, in large numbers, when you least expect it.  Hidden are found in the church, but become especially dangerous in the Catacombs and Caves, where they spawn in large numbers and use their stealth to swarm unwary players. The [[Halls of the Blind]] quest revolves around killing an entire sub-level of Illusion Weavers, although they are not so dangerous here since players can expect to find them. See the formula for their appearing and disappearing below. &lt;br /&gt;
&lt;br /&gt;
* Full listing of [[The Hidden Bosses|the SuperUnique Hidden]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
* Stats are listed by Normal / Nightmare / Hell difficulty levels.&lt;br /&gt;
* '''MFL:''' Magic / Fire / Lightning.&lt;br /&gt;
** '''I''' = Immune&lt;br /&gt;
**''' R''' = Resistant (75%)&lt;br /&gt;
** '''-''' = no resistance or immunity to that element&lt;br /&gt;
*** No monsters in Diablo or Hellfire have any &amp;lt;u&amp;gt;physical&amp;lt;/u&amp;gt; resistance or immunity.&lt;br /&gt;
* IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D. &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Name&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Dungeon Level&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Monster Level&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | IntF&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Experience&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | MFL&lt;br /&gt;
|-&lt;br /&gt;
| '''Hidden'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2-5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 / 20 / 35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 278 / 2556 / 5112&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ---&lt;br /&gt;
|-&lt;br /&gt;
| '''Stalker'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5-7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9 / 24 / 39&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 F&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 630 / 3260 / 6520&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ---&lt;br /&gt;
|-&lt;br /&gt;
| '''Unseen'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6-8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 11 / 26 / 41&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 F&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 935 / 3870 / 7740&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | R-- / R-- / I--&lt;br /&gt;
|-&lt;br /&gt;
| '''Illusion Weaver'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8-10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 13 / 28 / 43&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 F&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1500 / 5000 / 10,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | RR- / RR- / IR-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
&lt;br /&gt;
Hidden are invisible (but not intangible; ranged attacks will hit them) until activated by the proximity of a character. They always see characters, even those who are using 0% light radius to play in stealth mode. During combat The Hidden may attempt to flee away after taking some damage. Once they are a few squares distant they will disappear and remain invisible while they regenerate hit points. How far away they must be to go invisible is determined by a simple formula:&lt;br /&gt;
&lt;br /&gt;
* '''Appear: ''' at a distance of 4-Intf.&lt;br /&gt;
* '''Disappear:''' at a distance of 6-Intf.&lt;br /&gt;
&lt;br /&gt;
While retreating after taking damage, Illusion Weavers are impossible to hit. They can be hit when they stop moving (several squares away from you) so ranged attackers are advised to keep firing if they have a straight line, since all types of Hidden are vulnerable when they stop (while invisible) to regenerate hit points.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Name&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Hit Points (Diablo, MP)&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs (Hellfire, SP)&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | AC&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | To/Hit&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Hidden'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8-24 / 25-73 / 35-99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-12 / 62-86 / 116-148&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 / 75 / 105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 / 120 / 155&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-6 / 10-16 / 18-30&lt;br /&gt;
|-&lt;br /&gt;
| '''Stalker'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30-45 / 91-136 / 123-186&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15-22 / 95-116 / 160-188&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 80 / 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 / 125 / 160&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8-16 / 20-36 / 28-70&lt;br /&gt;
|-&lt;br /&gt;
| '''Unseen'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35-50 / 106-151 / 143-203&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 17-25 / 101- 130 / 168-200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 80 / 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45 / 130 / 165&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12-20 / 28-44 / 54-86&lt;br /&gt;
|-&lt;br /&gt;
| '''Illusion Weaver'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40-60 / 121-181 / 163-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20-30 / 110-140 / 180-22055&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 80 / 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 145 / 180&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 16-24 / 36-52 / 70-102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Speed==&lt;br /&gt;
&lt;br /&gt;
Characters walk at 0.4 speed. See the [[Diablo Characters]] page other swing speeds, casting speeds, and other useful character speed break points.&lt;br /&gt;
&lt;br /&gt;
* Hidden are one of the faster monsters in the game, walking as quickly as a player, though their AI frequently causes them to pause between movements. They also hit quite quickly, and being stunlocked by a pack of them is a huge danger for lightly armored characters.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Name&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Walk time&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Hit Recovery Time&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Attack Time&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Hit Time&lt;br /&gt;
|-&lt;br /&gt;
| '''Hidden'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40 / 0.55 *&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| '''Stalker'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40 / 0.55 *&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| '''Unseen'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40 / 0.55 *&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| '''Illusion Weaver'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40 / 0.55 *&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The second value is for the appearing/vanishing animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:Diablo monsters}}&lt;br /&gt;
{{Template:Diablo items}}&lt;br /&gt;
&lt;br /&gt;
[[Category: D1 Monsters]]&lt;br /&gt;
[[Category: D1 Demons]]&lt;br /&gt;
[[category: Diablo I]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=10880</id>
		<title>Madawc</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Madawc&amp;diff=10880"/>
				<updated>2009-02-10T02:05:15Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added to lore section (hope it's not too much information!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{SuperUniques}}}}Madawc is an [[Animals|Animal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-madawc01.jpg|frame|left]]Madawc is found on the [[Arreat Summit]]. He is one of the three statues who come to life to defend the entrance to the Worldstone Keep, and must be defeated to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. Madawc wields dual throwing axes and is highly accurate with them, though his damage is far lower than that of [[Korlic]] or [[Talic]], the other two guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09, Talic and the other Ancients were much fiercer, since their benefits from the random [[Monster Modifiers]] they gained were uncapped, and enabled them to stack multiple immunities on Hell. Players were frequently forced to use a town portal to reset the level and try again until they &amp;quot;rerolled&amp;quot; properties on the Ancients that could be dealt with. Since v1.09, the maximum gains from random properties are capped, making the Ancients more predictable, less dangerous, and somewhat less fun.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;40 / 71 / 90&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;950-1140 / 9702-12936 / 51296-64120&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Madawc and the other 2 Barbarian Guardians do not have any permanent [[Monster Modifiers|modifiers]], but they all gain, at random, 1on Nightmare and 2 on Hell.&lt;br /&gt;
&lt;br /&gt;
Madawc casts the [[Barbarian_Warcries#Shout|Shout warcry]], considerably boosting his own defense as well as that of the other two Guardians. His Shout is equivalent to level 5, 8, and 12, increasing with the difficulty level.&lt;br /&gt;
&lt;br /&gt;
Madawc throws axes. He is exclusively a ranged attacker and will attempt to retreat from melee range if engaged. Though the listed damage for his axes is not high, he has a fast throwing rate, very high AR, and on hell difficulty he's quite likely to add elemental damage from one of the random modifiers he rolls. His rapid fire axes boosted by Extra Strong or one of the elemental enchantments, and further boosted by the Might or Fanaticism he can receive from his fellow Guardians, can become more than annoying.&lt;br /&gt;
&lt;br /&gt;
* All of the guardians spawn with random equipment bonuses, much like Valkyries do. This can give them interesting bonuses to their damage, resistances, and other properties, though these bonuses are hard to observe or quantify during the chaotic battle.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Shout&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-7 / 11-22 / 17-65&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1051 / 3420 / 8995&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Defense increased by:&amp;lt;br /&amp;gt; 140% / 170% / 210%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
Like all SuperUniques, Madawc does not regenerate hit points.&lt;br /&gt;
&lt;br /&gt;
Madawc has very low base defense, even with the benefit he gets from his Shout warcry. This makes him quite easy to hit, though his high level can still afford some protection, when the game calculates to/hit odds.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;21-26 / 82-100 / 121-139&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 100 / 100&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;25 / 25 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 70% / 70% / 70%&lt;br /&gt;
| 70% / 70% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Madawc'''&lt;br /&gt;
| '''Act 5:''' Arreat Summit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
No one is quite sure where Madawc is from, only that one day he walked out of the hills of Val Narian in the North, an axe in both hands, ready to battle. Those who were crazy enough to battle beside Madawc referred to him as the warrior prophet. He claimed he was cursed with visions from both past and present. He would often begin fights without provocation, claiming he sought justice for crimes not yet committed. Before every battle he would sit, trance like, staring up to the skies. Sometimes, when he would fall out of these trances, he would rise from wherever he was, and leave, not taking part in the waiting battle. Those that knew of Madawc’s trances began to believe he could tell the outcome of a battle even before it was fought. How else could the crazy old codger have survived for as long as he had?&lt;br /&gt;
&lt;br /&gt;
He became well known among the warriors of the Northern Lands because of his supposed gift. Men began to follow Madawc wherever he went, staying if he stayed, leaving when he left. He became something of a legend, a warrior prophet. However, one night as Madawc sat around the fire with some of his men, he stood up, dropped his pipe, and left. When one of the men stopped him and asked where he was going he said, &amp;quot;The Ancients have called me to guard Mt. Arreat. So, I must go.&amp;quot; Pushing past the man, Madawc began his long trek south to the summit of Mt. Arreat.&lt;br /&gt;
&lt;br /&gt;
==Outside Diablo==&lt;br /&gt;
Madawg (sometimes also Madog or Madoc) is a Brythonic (Old Welsh) Celtic name. The most famous Madawc was a Brythonic king, who is usually said to be either the son or the brother of King Arthur. In one of the mythological texts featuring him (Breuddwyd Rhonabwy) he is depicted as ruling over a lesser age where men looked back with nostalgia to the true Golden Age of King Arthur. Madawc was linked to, but at the same time able to live beyond this time. This background may have inspired the dreamer-prophet countenance given to his namesake in Diablo II&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Natalya%27s_Odium&amp;diff=10593</id>
		<title>Natalya's Odium</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Natalya%27s_Odium&amp;diff=10593"/>
				<updated>2009-01-31T22:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Natalya's Odium is probably named after the Diablo II Act III NPC [[Natalya]]. In light of the resistance and reduction to magic damage this set bestows upon the wearer, it could be named after the [[Assassin|Assassin's]] disdain for corrupted mages.&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Natalya's Odium full set can only be used by an Assassin, thanks to the weapon. The items are all geared towards a Martial Arts Assassin in particular, but the boots and sometimes the helm are worn by a variety of other character types. The claw is by far the most difficult item to find in this set, and is one of the better Assassin claws in the game.&lt;br /&gt;
&lt;br /&gt;
* You can gamble Set and Unique items in v1.09+. The odds are roughly 1/1000 for set items. (This assumes you have the correct item type. For exceptional or elite items, the odds are much longer, since you must get lucky on the item type upgrade, and then work the 1/1000 chance of scoring the set item. Higher Clvl = better odds of exceptional/elite items when shopping.)&lt;br /&gt;
* '''Item Level''': Used in many in-game calculations. Monsters must be of this level to drop the item.&lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
=Weapon Notes=&lt;br /&gt;
&lt;br /&gt;
* '''Range''': Melee only. From 1 (least) to 5 (most) in D2X. Numbers are fixed across item classes: a 3 javelin = a 3 sword = a 3 hammer, etc.&lt;br /&gt;
* '''Weapon Speed''': A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is equivalent to an SIAS item. Previously items were listed with WSM modified by ISA on the items, we have revised this to show the Weapons base speed (WSM) before ANY IAS.&lt;br /&gt;
* '''Damage Bonus''': This determines how you multiply the item damage by your stats to reach the actual damage. Multiply by the listed value per 100 points in that stat. All bows are 100 Dex, almost all melee weapons are 100 Str, most throwing weapons are 50/50. &lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* '''Light Armor''': No stamina or speed penalties. &lt;br /&gt;
* '''Medium Armor''': +5% stamina drain and speed penalty. &lt;br /&gt;
* '''Heavy Armor''': +10% stamina drain and speed penalty. &lt;br /&gt;
&lt;br /&gt;
=Shield Notes=&lt;br /&gt;
&lt;br /&gt;
* Shield Blocking information can be found on the shields page.&lt;br /&gt;
* Smite damage is for the Paladin only.&lt;br /&gt;
* '''Weight''': All shields are light, medium, or heavy. In Diablo II this only matters for tower shields, which slow your running speed and increase stamina drain 10%. In D2X it will probably effect blocking speed as well as running speed.&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-natalyas-mark.gif]]&lt;br /&gt;
| '''Natalya's Mark'''&amp;lt;br&amp;gt; Scissors Suwayyah* &amp;lt;br&amp;gt; (Elite Scissors Katar)&lt;br /&gt;
| 120-156 Damage&amp;lt;br&amp;gt; 68 Durability&amp;lt;br&amp;gt; 118 Str required&amp;lt;br&amp;gt; 118 Dex required&amp;lt;br&amp;gt; 1 Range&amp;lt;br&amp;gt; 0 Weapon Speed&amp;lt;br&amp;gt; Damage Bonus: 50/50 Str/Dex&amp;lt;br&amp;gt; Clvl Req: 79&amp;lt;br&amp;gt; Item Level: 22&lt;br /&gt;
| +40% Increased Attack Speed&amp;lt;br&amp;gt; +200% Enhanced Damage&amp;lt;br&amp;gt; Ignores Target's Defense &amp;lt;br&amp;gt; +50 Cold Damage for 4 Seconds&amp;lt;br&amp;gt; +12-17 Fire Damage &amp;lt;br&amp;gt; +200% Damage Against Undead&amp;lt;br&amp;gt; +200% Damage Against Demons&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-natalyas-shadow.gif]]&lt;br /&gt;
| '''Natalya's Shadow'''&amp;lt;br&amp;gt; Loricated Mail &amp;lt;br&amp;gt; (Elite Scale Mail)&lt;br /&gt;
| 540-721 Defense&amp;lt;br&amp;gt; 36 Durability&amp;lt;br&amp;gt; 149 Str Required&amp;lt;br&amp;gt; Heavy Armor&amp;lt;br&amp;gt; Clvl Req: 73&amp;lt;br&amp;gt; Item Level: 22&lt;br /&gt;
| +150-225 Defense&amp;lt;br&amp;gt; +1 Life per Clvl&amp;lt;br&amp;gt; +2 to Shadow Disciplines (Assassin Only)&amp;lt;br&amp;gt; -75% Poison Duration&amp;lt;br&amp;gt; +25% Poison Resistance&amp;lt;br&amp;gt; 1-3 Sockets&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-natalyas-totem.gif]]&lt;br /&gt;
| '''Natalya's Totem'''&amp;lt;br&amp;gt; Grim Helm&amp;lt;br&amp;gt; (Excep Bone Helm)&lt;br /&gt;
| 195-300 Defense&amp;lt;br&amp;gt; 40 Durability&amp;lt;br&amp;gt; 58 Str Required&amp;lt;br&amp;gt; Clvl Req: 59&amp;lt;br&amp;gt; Item Level: 22&lt;br /&gt;
| +135-175 Defense&amp;lt;br&amp;gt; +20-30 Dexterity&amp;lt;br&amp;gt; +10-20 Strength&amp;lt;br&amp;gt; +10-20% All Resistances &amp;lt;br&amp;gt; -3 Magical Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-natalyas-soul.gif]]&lt;br /&gt;
| '''Natalya's Soul'''&amp;lt;br&amp;gt; Mesh Boots&amp;lt;br&amp;gt; (Excep Chain Boots)&lt;br /&gt;
| 112-169 Defense&amp;lt;br&amp;gt; 66 Durability&amp;lt;br&amp;gt; 65 Str Required&amp;lt;br&amp;gt; Kick Damage: 23-52&amp;lt;br&amp;gt; Clvl Req: 25&amp;lt;br&amp;gt; Item Level: 22&lt;br /&gt;
| +75-125 Defense&amp;lt;br&amp;gt; +40% Faster Run/Walk &amp;lt;br&amp;gt; +2% Regenerate Stamina per Clvl &amp;lt;br&amp;gt; +50 Increased Durability &amp;lt;br&amp;gt; +(15-25)% Cold Resistance &amp;lt;br&amp;gt; +(15-25)% Lightning Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items can be found [[Assassin Items|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* '''Partial Set Bonuses''':&lt;br /&gt;
** -15 Magical Damage Taken (Any 2 items)&lt;br /&gt;
** +200 Defense (Any 3 items)&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus''':&lt;br /&gt;
** +3 to All Assassin Skills&lt;br /&gt;
** -15 to Magical Damage Taken&lt;br /&gt;
** -30% to Physical Damage Taken&lt;br /&gt;
** +350 Defense&lt;br /&gt;
** +50% All Resistances &lt;br /&gt;
** +16% Life Stolen &lt;br /&gt;
** +16% Mana Stolen &lt;br /&gt;
** Fade Effect*&lt;br /&gt;
| One-Handed Weapon&amp;lt;br&amp;gt; Armor&amp;lt;br&amp;gt; Helm&amp;lt;br&amp;gt; Boots&lt;br /&gt;
| Shield&amp;lt;br&amp;gt; Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * With the Fade effect the Assassin appears to be transparent, like an ethereal [[Necromancer_Summoning#Iron_Golem|Iron Golem]]. This has no effect other than looking cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Griswold%27s_Legacy&amp;diff=10592</id>
		<title>Griswold's Legacy</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Griswold%27s_Legacy&amp;diff=10592"/>
				<updated>2009-01-31T22:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
[[Griswold]] was a Diablo 1 merchant who made a comeback in Diablo 2 as a unique zombie to be found in [[Tristram]]. Why he his legacy should be a Paladin set however is unclear.&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Griswold's Legacy is designed for a Paladin, with armor, scepter, helm and shield. This set is especially good for paladins that don't have many points in the defensive auras tree, as the ornate armor in this set gives +2 to all defensive auras.&lt;br /&gt;
&lt;br /&gt;
This set is exceptionally difficult to obtain, with 3 items in the highest treasure classes in the game. &lt;br /&gt;
&lt;br /&gt;
* You can gamble Set and Unique items in v1.09+. The odds are roughly 1/1000 for set items. (This assumes you have the correct item type. For exceptional or elite items, the odds are much longer, since you must get lucky on the item type upgrade, and then work the 1/1000 chance of scoring the set item. Higher Clvl = better odds of exceptional/elite items when shopping.)&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item.&lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Notes=&lt;br /&gt;
&lt;br /&gt;
* Damage Bonus: This determines how you multiply the item damage by your stats to reach the actual damage. Multiply by the listed value per 100 points in that stat. All bows are 100 Dex, almost all melee weapons are 100 Str, most throwing weapons are 50/50. &lt;br /&gt;
* Weapon Speed: A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is equivalent to an SIAS item. Previously items were listed with WSM modified by ISA on the items, we have revised this to show the Weapons base speed (WSM) before ANY IAS.&lt;br /&gt;
* Range: Melee only. From 1 (least) to 5 (most) in D2X. Numbers are fixed across item classes: a 3 javelin = a 3 sword = a 3 hammer, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* Light Armor: No stamina or speed penalties. &lt;br /&gt;
* Medium Armor: +5% stamina drain and speed penalty. &lt;br /&gt;
* Heavy Armor: +10% stamina drain and speed penalty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Shield Notes=&lt;br /&gt;
&lt;br /&gt;
* Shield Blocking information can be found on the shields page.&lt;br /&gt;
* Smite damage is for the Paladin only.&lt;br /&gt;
* Weight: All shields are light, medium, or heavy. In Diablo II this only matters for tower shields, which slow your running speed and increase stamina drain 10%. In D2X it will probably effect blocking speed as well as running speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-redemption.gif]]&lt;br /&gt;
| '''Griswolds's Redemption'''&amp;lt;br&amp;gt; Caduceus &amp;lt;br&amp;gt; (Elite War Scepter)&lt;br /&gt;
|&lt;br /&gt;
* 104-121 Damage&lt;br /&gt;
* 70 Durability&lt;br /&gt;
* 78 Str required&lt;br /&gt;
* 56 Dex required&lt;br /&gt;
* 2 Range&lt;br /&gt;
* -10 Weapon Speed&lt;br /&gt;
* Socketed (3)&lt;br /&gt;
* Clvl Req: 69&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +175% Enhanced Damage&lt;br /&gt;
* +40% Increased Attack Speed&lt;br /&gt;
*  +250% Damage Against Undead&lt;br /&gt;
* -20% Item Requirements&lt;br /&gt;
** +2 To Combat Skills (Paladin Only) (2 Items)&lt;br /&gt;
** Adds 10-20 Damage (3 Items)&lt;br /&gt;
** Adds 10-20 Damage (Complete Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-valor.gif]]&lt;br /&gt;
| '''Griswold's Valor'''&amp;lt;br&amp;gt; Corona &amp;lt;br&amp;gt; (Elite Crown)&lt;br /&gt;
|&lt;br /&gt;
* 166-283 Defense&lt;br /&gt;
* 50 Durability&lt;br /&gt;
* 105 Str Required&lt;br /&gt;
* Socketed (2)&lt;br /&gt;
* Clvl Req: 69&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +50-70% Enhanced Defense&lt;br /&gt;
* -40% Item Requirements&lt;br /&gt;
* +20-30% Magic Find&lt;br /&gt;
* +5% Resistance To All&lt;br /&gt;
** +2 To Offensive Auras (Paladin Only) (2 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-heart.gif]]&lt;br /&gt;
| '''Griswold's Heart'''&amp;lt;br&amp;gt; Ornate Armor&amp;lt;br&amp;gt; (Exceptional Ancient Armor)&lt;br /&gt;
| &lt;br /&gt;
* 917-950 Defense&lt;br /&gt;
* 60 Durability&lt;br /&gt;
* 102 Str Required&lt;br /&gt;
* Medium Armor&lt;br /&gt;
* Socketed (3)&lt;br /&gt;
* Clvl Req: 45&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +500 Defense&lt;br /&gt;
* +2 To Defensive Auras (Paladin Only)&lt;br /&gt;
* +20 Strength&lt;br /&gt;
* -40% Item Requirements&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-honor.gif]]&lt;br /&gt;
| '''Griswold's Honor'''&amp;lt;br&amp;gt; Vortex Shield * &amp;lt;br&amp;gt; (Elite Crown Shield)&lt;br /&gt;
| &lt;br /&gt;
* 290-333 Defense&lt;br /&gt;
* 90 Durability&lt;br /&gt;
* 148 Str Required&lt;br /&gt;
* 25 Blocking&lt;br /&gt;
* 5-87 Smite Damage&lt;br /&gt;
* Weight: Light&lt;br /&gt;
* Socketed (3)&lt;br /&gt;
* Clvl Req: 68&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +108 Defense&lt;br /&gt;
* +65% Faster Blocking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Paladin Items|can be found here]].&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* '''Partial Set Bonuses:'''&lt;br /&gt;
** Wearing two items:&lt;br /&gt;
*** +20 Strength&lt;br /&gt;
** Wearing three items:&lt;br /&gt;
*** +30 Dexterity&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus:'''&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +200 to Attack Rating&lt;br /&gt;
** +150 Life&lt;br /&gt;
** +30% Faster Hit Recovery&lt;br /&gt;
** +20 To Strength&lt;br /&gt;
** +30 To Dexterity&lt;br /&gt;
** Display Aura*&lt;br /&gt;
| One-handed Weapon &amp;lt;br&amp;gt; Armor&amp;lt;br&amp;gt; Shield&amp;lt;br&amp;gt; Helm&lt;br /&gt;
| Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
* * The displayed Aura has no effect, other than making you look cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cow_King%27s_Leathers&amp;diff=10591</id>
		<title>Cow King's Leathers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cow_King%27s_Leathers&amp;diff=10591"/>
				<updated>2009-01-31T22:30:13Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
This is a set of items which can only be found in the [[Secret Cow Level]]. One special unique monster called the Cow King is created each time a portal is created to the Secret Cow Level, and killing him means the level can no longer be opened up by a character in that difficulty. The items are named after parts of the Cow King's body, and this, along with the full set bonuses of extra gold and magic find probably make joking allusions to the greed of players who run this level.&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Cow King's Leathers is designed for a low level character. The items aren't geared toward any class in particular, but would be particularly useful for melee fighters with the GIAS full set bonus, as well as casting Static Field and Chain Lightning when being struck by monsters, something which Sorceress' and Necro's wish to avoid. It is a pity that this set contains boots, otherwise it'd make a nice outfit for a barbarian mercenary.&lt;br /&gt;
&lt;br /&gt;
* Items from this set can only be found in the Secret Cow Level.&lt;br /&gt;
* You can not gamble any Uniques in the Expansion, they must be found.&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item. A list of monsters and their Mlvls can be found at Darkness&lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* Light Armor: No stamina or speed penalties. &lt;br /&gt;
* Medium Armor: +5% stamina drain and speed penalty. &lt;br /&gt;
* Heavy Armor: +10% stamina drain and speed penalty. &lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-cow-kings-horns.gif]]&lt;br /&gt;
| '''Cow King's Horns'''&amp;lt;br&amp;gt; War Hat&amp;lt;br&amp;gt; (Exceptional cap)&lt;br /&gt;
| 120-128 Defense&amp;lt;br&amp;gt; 12 Durability&amp;lt;br&amp;gt; 20 Str Required&amp;lt;br&amp;gt; Clvl Req: 25&amp;lt;br&amp;gt; Item Level: 20&lt;br /&gt;
| +75 Defense &amp;lt;br&amp;gt; Half Freeze Duration &amp;lt;br&amp;gt; +35% of damage taken goes to mana &amp;lt;br&amp;gt; Attacker Takes 10 Damage&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-cow-kings-hide.gif]]&lt;br /&gt;
| '''Cow King's Hide'''&amp;lt;br&amp;gt; Studded Leather&lt;br /&gt;
| 51-56 Defense&amp;lt;br&amp;gt; 32 Durability&amp;lt;br&amp;gt; 27 Str Required&amp;lt;br&amp;gt; Light Armor&amp;lt;br&amp;gt; Clvl Req: 18&amp;lt;br&amp;gt; Item Level: 20&lt;br /&gt;
| +18% Resistance To All &amp;lt;br&amp;gt; +60% Enhanced Defense &amp;lt;br&amp;gt; +30 Life &amp;lt;br&amp;gt; 18% Chance of casting slvl 5 Chain Lightning When Struck&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-cow-kings-hooves.gif]]&lt;br /&gt;
| '''Cow King's Hooves'''&amp;lt;br&amp;gt; Heavy Leather Boots&lt;br /&gt;
| 30-41 Defense&amp;lt;br&amp;gt; 14 Durability&amp;lt;br&amp;gt; 18 Str Required&amp;lt;br&amp;gt; Clvl Req: 13&amp;lt;br&amp;gt; Item Level: 20&lt;br /&gt;
| +25-35 Defense &amp;lt;br&amp;gt; +30% Faster Run/Walk&amp;lt;br&amp;gt; +25% Better chance of getting magical item &amp;lt;br&amp;gt; +20 Dexterity &amp;lt;br&amp;gt; +25-35 Fire Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| '''Partial Set Bonuses''':&amp;lt;br&amp;gt; • Wearing any two items: +25% Poison Resistance&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''Full Set Bonus''': &amp;lt;br&amp;gt; +100 Stamina &amp;lt;br&amp;gt; +20 Strength&amp;lt;br&amp;gt; +100% More Gold from Monsters&amp;lt;br&amp;gt; +100% Better chance of getting magical item&amp;lt;br&amp;gt; 25% Chance of casting Slvl 5 Static Field When Struck&amp;lt;br&amp;gt; +30% Increased Attack Speed&lt;br /&gt;
| Armor &amp;lt;br&amp;gt; Helm &amp;lt;br&amp;gt; Boots&lt;br /&gt;
| One-handed Weapon&amp;lt;br&amp;gt; Shield&amp;lt;br&amp;gt; Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Wrappings&amp;diff=10590</id>
		<title>Tal Rasha's Wrappings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tal_Rasha%27s_Wrappings&amp;diff=10590"/>
				<updated>2009-01-31T22:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: Added background and reference sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
Tal Rasha was one of the greatest Horadric Mages ever to live. He hunted for Baal after the Dark Exile and sought to bind Baal to a Soul Stone like his brothers Diablo and Mephisto. However, during their battle, the Soul Stone Tal Rasha was intending to use was broken. Tal Rasha took up the largest piece of the Soul Stone and thrust it into Baal, temporarily trapping his soul. However, knowing this wouldn't last for long, he also had his brothers restrain him inside a [[Tal Rasha's Tomb|tomb]], and then thrust the stone into his body, to leave him to wrestle with the demon for eternity.&lt;br /&gt;
&lt;br /&gt;
The cloth which people used to be swaddled in before they were interred were sometimes known as wrappings, so this set could be made up of the items in which Tal Rasha was buried in, although in the Diablo cinematics Tal Rasha does not appear as characters do when wearing the full set of [[Tal Rasha's Wrappings]].&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
While the full set is designed for (and can only be equipped by, thanks to the Orb) a Sorceress, the armor is a very popular item for all types of characters and even mercs, thanks to the huge magic find, defense, and resistance.  It's also common to find magic find-geared characters of all types using the armor, helm, and belt, since equipping any three items from this set grants a 65% bonus to Magic Find, and the armor, helm, and belt hold substantial bonuses, including dual leech, high resistance, magic find, and much more. &lt;br /&gt;
&lt;br /&gt;
* Gambling for set and unique items was enabled in v1.09.&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item.&lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
=Weapon Notes=&lt;br /&gt;
&lt;br /&gt;
* Damage Bonus: This determines how you multiply the item damage by your stats to reach the actual damage. Multiply by the listed value per 100 points in that stat. All bows are 100 Dex, almost all melee weapons are 100 Str, most throwing weapons are 50/50. &lt;br /&gt;
* Weapon Speed: A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10.&lt;br /&gt;
* Range: Melee only. From 1 (least) to 5 (most) in D2X. Numbers are fixed across item classes: a 3 javelin = a 3 sword = a 3 hammer, etc.&lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* Light Armor: No stamina or speed penalties. &lt;br /&gt;
* Medium Armor: +5% stamina drain and speed penalty. &lt;br /&gt;
* Heavy Armor: +10% stamina drain and speed penalty.&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:amulet1.GIF]]&lt;br /&gt;
| '''Tal Rasha's Adjudication'''&amp;lt;br&amp;gt; Amulet&lt;br /&gt;
| &lt;br /&gt;
* Clvl Req: 67&lt;br /&gt;
* &amp;lt;br&amp;gt; Item Level: 26&lt;br /&gt;
|&lt;br /&gt;
* +33% Lightning Resistance&lt;br /&gt;
* +2 To Sorceress Skills&lt;br /&gt;
* +50 Life&lt;br /&gt;
* +3-32 Lightning Damage&lt;br /&gt;
* +42 Mana&lt;br /&gt;
** +10% Faster Cast Rate (4 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-lidless-eye.gif]]&lt;br /&gt;
| '''Tal Rasha's Lidless Eye'''&amp;lt;br&amp;gt; Swirling Crystal&amp;lt;br&amp;gt; (Exceptional Jared's Stone)&lt;br /&gt;
| &lt;br /&gt;
* 18-42 Damage&lt;br /&gt;
* 50 Durability&lt;br /&gt;
* 20 Str required&lt;br /&gt;
* 20 Dex required&lt;br /&gt;
* 1 Range&lt;br /&gt;
* 10 Weapon Speed&lt;br /&gt;
* Damage Bonus: 100 Str&lt;br /&gt;
* Clvl Req: 65&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
|&lt;br /&gt;
* +57 Life&lt;br /&gt;
* +77 Mana&lt;br /&gt;
* +10 Energy&lt;br /&gt;
* +20% Faster Cast Rate&lt;br /&gt;
* +(1-2) To Cold Mastery (Sorceress Only)&lt;br /&gt;
* +(1-2) To Fire Mastery (Sorceress Only)&lt;br /&gt;
* +(1-2) To Lightning Mastery (Sorceress Only)&lt;br /&gt;
** +1 To Sorceress Skill Levels (2 Items)&lt;br /&gt;
** -15% To Enemy Fire Resistance (3 Items)&lt;br /&gt;
** -15% To Enemy Lightning Resistance (4 Items)&lt;br /&gt;
** +15% To Cold Skills Damage (Complete Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-guardianship.gif]]&lt;br /&gt;
| '''Tal Rasha's Guardianship'''&amp;lt;br&amp;gt; Lacquered Plate &amp;lt;br&amp;gt; (Elite Gothic Plate)&lt;br /&gt;
| &lt;br /&gt;
* 833-941 Defense&lt;br /&gt;
* 55 Durability&lt;br /&gt;
* 84 Str Required&lt;br /&gt;
* Medium Armor&lt;br /&gt;
* Clvl Req: 71&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* -60% Item Requirements&lt;br /&gt;
* -15 Magical Damage Taken&lt;br /&gt;
* +88% Magic Find&lt;br /&gt;
*  +40% Cold Resistance&lt;br /&gt;
* +40% Fire Resistance&lt;br /&gt;
* +40% Lightning Resistance&lt;br /&gt;
* +400 Defense&lt;br /&gt;
** +10% Faster Cast Rate (2 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-horadric.gif]]&lt;br /&gt;
| '''Tal Rasha's Horadric Crest'''&amp;lt;br&amp;gt; Death Mask&amp;lt;br&amp;gt; (Exceptional Mask)&lt;br /&gt;
| &lt;br /&gt;
* 99-131 Defense&lt;br /&gt;
* 20 Durability&lt;br /&gt;
* 55 Str Required&lt;br /&gt;
* Clvl Req: 66&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* +30 Mana&lt;br /&gt;
* +60 Life&lt;br /&gt;
* +45 Defense&lt;br /&gt;
* +15% Resistance To All&lt;br /&gt;
* +10% Life Stolen Per Hit&lt;br /&gt;
* +10% Mana Stolen Per Hit&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-tal-rashas-fine-spun.gif]]&lt;br /&gt;
| '''Tal Rasha's Fire-Spun Cloth'''&amp;lt;br&amp;gt; Mesh Belt &amp;lt;br&amp;gt; (Exceptional Belt)&lt;br /&gt;
|&lt;br /&gt;
* 35-40 Defense&lt;br /&gt;
* 16 Durability&lt;br /&gt;
* 47 Str Required&lt;br /&gt;
* 16 Slots&lt;br /&gt;
* Clvl Req: 53&lt;br /&gt;
* Item Level: 26&lt;br /&gt;
| &lt;br /&gt;
* -20% Item Requirements&lt;br /&gt;
* +30 Mana&lt;br /&gt;
* +20 Dexterity&lt;br /&gt;
* +37% of damage taken goes to mana&lt;br /&gt;
* +10-15% Magic Find&lt;br /&gt;
** +60 Defense (2 Items)&lt;br /&gt;
** +10% Faster Cast Rate (3 Items)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Sorceress Items|can be found here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''Partial Set Bonuses''':&lt;br /&gt;
** +10 Replenish Life (Any 2 items)&lt;br /&gt;
** +65% Magic Find (Any 3 items)&lt;br /&gt;
** +25% Faster Hit Recovery (Any 4 items)&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus''':&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +150 Defense&lt;br /&gt;
** +150 Life&lt;br /&gt;
** +50 Defense vs. Missiles&lt;br /&gt;
** Replenish Life +10&lt;br /&gt;
** +65% Magic Find&lt;br /&gt;
** 25% Faster Hit Recovery&lt;br /&gt;
** Display Aura*&lt;br /&gt;
| One-handed Weapon &amp;lt;br&amp;gt; Armor &amp;lt;br&amp;gt; Helm &amp;lt;br&amp;gt; Belt &amp;lt;br&amp;gt; Amulet&lt;br /&gt;
| Shield&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * The Aura has no effect other than making you look cool.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
Diablo 2 Cinematics&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Trang-Oul%27s_Avatar&amp;diff=10589</id>
		<title>Trang-Oul's Avatar</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Trang-Oul%27s_Avatar&amp;diff=10589"/>
				<updated>2009-01-31T21:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
Trang'Oul is a dragon-god, hence some of the items being named after parts of his body (wings, claws, scales). He is meant to be responsible for maintaining &amp;quot;the balance&amp;quot; of Sanctuary and tasked first his disciple Rathma, and then Rathma's progeny (the [[Necromancer|Necromancers]]) in helping him with his task.&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Trang-Oul's Avatar is designed for a necromancer, with a class specific shield, armor, helm, belt and gloves. This set overall gives many good bonuses. V1.10 added a nifty bonus to wearing this full set; the character transforms into a Vampire Lord, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can gamble Set and Unique items in v1.09+. The odds are roughly 1/1000 for set items. (This assumes you have the correct item type. For exceptional or elite items, the odds are much longer, since you must get lucky on the item type upgrade, and then work the 1/1000 chance of scoring the set item. Higher Clvl = better odds of exceptional/elite items when shopping.)&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item.&lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* Light Armor: No stamina or speed penalties. &lt;br /&gt;
* Medium Armor: +5% stamina drain and speed penalty. &lt;br /&gt;
* Heavy Armor: +10% stamina drain and speed penalty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Shield Notes=&lt;br /&gt;
&lt;br /&gt;
* Shield Blocking information can be found on the shields page.&lt;br /&gt;
* Weight: All shields are light, medium, or heavy. In Diablo II this only matters for tower shields, which slow your running speed and increase stamina drain 10%. In D2X it will probably effect blocking speed as well as running speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-trang-ouls-guise.gif]]&lt;br /&gt;
| '''Trang-Oul's Guise'''&amp;lt;br&amp;gt; Bone Visage&amp;lt;br&amp;gt; (Elite Bone Helm)&lt;br /&gt;
| 180-257 Defense&amp;lt;br&amp;gt; 40 Durability&amp;lt;br&amp;gt; 106 Str Required&amp;lt;br&amp;gt; Clvl Req: 65&amp;lt;br&amp;gt; Item Level: 32&lt;br /&gt;
| +80-100 Defense &amp;lt;br&amp;gt; +24% Faster Hit Recovery &amp;lt;br&amp;gt; Attacker Takes 20 Damage &amp;lt;br&amp;gt; +150 Mana &amp;lt;br&amp;gt; +5 Replenish Life (0.488 Life Per Second)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-trang-ouls-scales.gif]]&lt;br /&gt;
| '''Trang-Oul's Scales'''&amp;lt;br&amp;gt; Chaos Armor&amp;lt;br&amp;gt; (Elite Full Plate Mail)&lt;br /&gt;
| 787-857 Defense&amp;lt;br&amp;gt; 70 Durability&amp;lt;br&amp;gt; 84 Str Required&amp;lt;br&amp;gt; Heavy Armor&amp;lt;br&amp;gt; Clvl Req: 49&amp;lt;br&amp;gt; Item Level: 32&lt;br /&gt;
| -40% Item Requirements &amp;lt;br&amp;gt; +100 Defense vs. Missiles &amp;lt;br&amp;gt; +40% Poison Resistance &amp;lt;br&amp;gt; +2 To Summoning Skills (Necromancer Only) &amp;lt;br&amp;gt; +40% Faster Run/Walk &amp;lt;br&amp;gt; +150% Enhanced Defense&lt;br /&gt;
* Lightning Resist +50% (3 Items)&lt;br /&gt;
* Damage Reduced By 25% (Complete Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-trang-ouls-girth.gif]]&lt;br /&gt;
| '''Trang-Oul's Girth'''&amp;lt;br&amp;gt; Troll Belt&amp;lt;br&amp;gt; (Elite Heavy Belt)&lt;br /&gt;
| 130-166 Defense&amp;lt;br&amp;gt; 18 Durability&amp;lt;br&amp;gt; 91 Str Required&amp;lt;br&amp;gt; 16 Slots&amp;lt;br&amp;gt; Clvl Req: 62&amp;lt;br&amp;gt; Item Level: 32&lt;br /&gt;
| +75-100 Defense &amp;lt;br&amp;gt; +30 Stamina &amp;lt;br&amp;gt; +5 Replenish Life (0.488 Life Per Second) &amp;lt;br&amp;gt; +66 Life &amp;lt;br&amp;gt; Cannot be Frozen &amp;lt;br&amp;gt; -40% Item Requirements &amp;lt;br&amp;gt; +25-50 Mana&lt;br /&gt;
* Cold Resist +40% (3 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-trang-ouls-claws.gif]]&lt;br /&gt;
| '''Trang-Oul's Claws'''&amp;lt;br&amp;gt; Heavy Bracers&amp;lt;br&amp;gt; (Exceptional Chain Gloves)&lt;br /&gt;
| 67-74 Defense&amp;lt;br&amp;gt; 16 Durability&amp;lt;br&amp;gt; 58 Str Required&amp;lt;br&amp;gt; Clvl Req: 45&amp;lt;br&amp;gt; Item Level: 32&lt;br /&gt;
| +30 Defense &amp;lt;br&amp;gt; +20% Faster Cast Rate &amp;lt;br&amp;gt; +25% Poison Skill Damage &amp;lt;br&amp;gt; +30% Cold Resistance&amp;lt;br&amp;gt; +2 To Curses (Necromancer Only)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-trang-ouls-wing.gif]]&lt;br /&gt;
| '''Trang-Oul's Wing'''&amp;lt;br&amp;gt; Cantor Trophy* &amp;lt;br&amp;gt; (Exceptional Gargoyal Head)&lt;br /&gt;
| 175-189 Defense&amp;lt;br&amp;gt; 20 Durability&amp;lt;br&amp;gt; 50 Str Required&amp;lt;br&amp;gt; 30 Blocking&amp;lt;br&amp;gt; Weight: Light&amp;lt;br&amp;gt; Clvl Req: 54&amp;lt;br&amp;gt; Item Level: 32&lt;br /&gt;
| +125 Defense &amp;lt;br&amp;gt; +25 Strength &amp;lt;br&amp;gt; +15 Dexterity &amp;lt;br&amp;gt; +38-45% Fire Resistance &amp;lt;br&amp;gt; +30 Chance to Block &amp;lt;br&amp;gt; +40% Poison Resistance &amp;lt;br&amp;gt; +2 To Poison &amp;amp; Bone Skills (Necromancer Only)&lt;br /&gt;
* 25% To Enemy Poison Resistance (3 Items)&lt;br /&gt;
* Replenish Life +15 (4 Items)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Necromancer Items|can be found here]]. &lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
[[Image:Set-trangs-full-s.jpg|frame]]&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* '''Partial Set Bonuses''':&lt;br /&gt;
** +15% Mana Regeneration (Any 2 items)&lt;br /&gt;
** +18 To Fire Ball* (Any 2 items)&lt;br /&gt;
** +15% Mana Regeneration( Any 3 items)&lt;br /&gt;
** +13 To Fire Wall* (Any 3 items)&lt;br /&gt;
** +15% Mana Regeneration (Any 4 items)&lt;br /&gt;
** +10 To Meteor*  (Any 4 items)&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus:''' ([[:Image:Set-trangs-full.jpg|Seen here]].)&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +100 Mana&lt;br /&gt;
** +200 Defense&lt;br /&gt;
** +5 Replenish Life (0.488 Life Per Second)&lt;br /&gt;
** +60% Mana Regeneration&lt;br /&gt;
** +20% Life Stolen Per Hit&lt;br /&gt;
** +3 To Fire Mastery&lt;br /&gt;
** +10 To Meteor&lt;br /&gt;
** +13 To Fire Wall&lt;br /&gt;
** +18 To Fire Ball&lt;br /&gt;
** Transforms into [[Vampire]] &lt;br /&gt;
| Armor &amp;lt;br&amp;gt; Shield&amp;lt;br&amp;gt; Helm &amp;lt;br&amp;gt; Belt&amp;lt;br&amp;gt; Gloves&lt;br /&gt;
| One-handed Weapon&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* *Due to a bug, these +sorceress skills are all capped at level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
The Sin War saga by Richard Knaak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Bul-Kathos%27_Children&amp;diff=10588</id>
		<title>Bul-Kathos' Children</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Bul-Kathos%27_Children&amp;diff=10588"/>
				<updated>2009-01-31T21:39:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
Bul-Kathos was one of the Naphalim, and the first great king of the Barbarians. If these swords were the weapons that he himself used when he was alive perhaps their high strength requirement can be explained since he was literally a giant.&lt;br /&gt;
&lt;br /&gt;
Sometimes Barbarians also call themselves &amp;quot;The Children of Bul-Kathos&amp;quot;, but whether this shared name implies anything is unknown. &lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Bul-Kathos' Children is designed for a Barbarian, with two swords that must be dual-wielded. Neither of the swords by themselves are all that special, but when wielded together to receive the set bonus, they become quite potent, with an additional +200% damage against both undead and demon-class monsters. It is an expansion only set item.&lt;br /&gt;
&lt;br /&gt;
* The odds of gambling a set item is 1 in 1000.&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item. &lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
=Weapon Notes=&lt;br /&gt;
&lt;br /&gt;
* Damage Bonus: This determines how you multiply the item damage by your stats to reach the actual damage. Multiply by the listed value per 100 points in that stat. All bows are 100 Dex, almost all melee weapons are 100 Str, most throwing weapons are 50/50. &lt;br /&gt;
* Weapon Speed: A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is equivalent to an SIAS item. Previously items were listed with WSM modified by ISA on the items, we have revised this to show the Weapons base speed (WSM) before ANY IAS.&lt;br /&gt;
* Range: Melee only. From 1 (least) to 5 (most) in D2X. Numbers are fixed across item classes: a 3 javelin = a 3 sword = a 3 hammer, etc.&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only Item Set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-bul-sacred-charge.gif]]&lt;br /&gt;
| '''Bul-Kathos' Sacred Charge'''&amp;lt;br&amp;gt; Colossus Blade * &amp;lt;br&amp;gt; (Great Sword)&lt;br /&gt;
| 75-195 1H Damage&amp;lt;br&amp;gt; 174-345 2H Damage&amp;lt;br&amp;gt; 50 Durability&amp;lt;br&amp;gt; 189 Str required&amp;lt;br&amp;gt; 110 Dex required&amp;lt;br&amp;gt; 3 Range&amp;lt;br&amp;gt; 5 Weapon Speed&amp;lt;br&amp;gt; Damage Bonus: 100 Str&amp;lt;br&amp;gt; Clvl Req: 63&amp;lt;br&amp;gt; Item Level: 50&lt;br /&gt;
|&lt;br /&gt;
35% Chance of Crushing Blow&amp;lt;br&amp;gt; +200% Enhanced Damage&amp;lt;br&amp;gt; All Resistances +20&amp;lt;br&amp;gt; 20% Increased Attack Speed&amp;lt;br&amp;gt; Knockback&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-bul-tribal-guardian.gif]]&lt;br /&gt;
| '''Bul-Kathos' Tribal Guardian'''&amp;lt;br&amp;gt; Mythical Sword * &amp;lt;br&amp;gt; (War Sword)&lt;br /&gt;
| 120-156 1H Damage&amp;lt;br&amp;gt; 44 Durability&amp;lt;br&amp;gt; 147 Str required&amp;lt;br&amp;gt; 124 Dex required&amp;lt;br&amp;gt; 2 Range&amp;lt;br&amp;gt; 0 Weapon Speed&amp;lt;br&amp;gt; Damage Bonus: 100 Str&amp;lt;br&amp;gt; Clvl Req: 66&amp;lt;br&amp;gt; Item Level: 50&lt;br /&gt;
| +200% Enhanced Damage&amp;lt;br&amp;gt; +50 Poison Damage Over 2 Seconds&amp;lt;br&amp;gt; Fire Resist +50%&amp;lt;br&amp;gt; +20 To Strength&amp;lt;br&amp;gt; 20% Increased Attack Speed&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that although there are no class specific items in this set, only a barbarian can complete it due to his innate Dual-Wielding ability allowing him to use two two-handed swords at once. 2H damage is still listed for Bul-Kathos' Sacred Charge, as you may wish to use it 2-handedly.&lt;br /&gt;
&lt;br /&gt;
=Set Bonuses=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There is no partial bonus for this set&lt;br /&gt;
* '''Full Set Bonus:'''&lt;br /&gt;
** +2 To All Skill Levels&lt;br /&gt;
** +200 To Attack Rating&lt;br /&gt;
** +200% Damage To Demons&lt;br /&gt;
** +200% Damage To Undead&lt;br /&gt;
** +20 Fire Damage&lt;br /&gt;
** +25 Defense&lt;br /&gt;
| One-handed Weapon &amp;lt;br&amp;gt; One-handed Weapon&lt;br /&gt;
| Armor&amp;lt;br&amp;gt; Helm&amp;lt;br&amp;gt; Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
[[Diablo II: Lord of Destruction Manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Scales of the Serpent&amp;quot; By Richard Knaak- Book 2 of the Sin War saga&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Aldur%27s_Watchtower&amp;diff=10587</id>
		<title>Aldur's Watchtower</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Aldur%27s_Watchtower&amp;diff=10587"/>
				<updated>2009-01-31T21:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Aldur is usually assumed to be a Druid of old by fans of Diablo, and his name is a popular one for Druids in Diablo fan-fiction [http://forums.diii.net/showthread.php?t=127948]. His &amp;quot;Watchtower&amp;quot; may refer to the Túr Dúlra (&amp;quot;Tower of Nature&amp;quot;) which is said to be the greatest of the Druid colleges. &lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Aldur's Watchtower is designed for a Druid, with armor, mace, boots and a class-specific Druid-only helm. The items are all geared towards a shape-shifting Druid in particular.  It is an expansion only set item.&lt;br /&gt;
&lt;br /&gt;
* You can gamble Set and Unique items in v1.09+. The odds are roughly 1/1000 for Sets and 1/2000 for Uniques.&lt;br /&gt;
* Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item. &lt;br /&gt;
* Clvl req is the character level you need to be to be able to wear the item.&lt;br /&gt;
&lt;br /&gt;
=Weapon Notes=&lt;br /&gt;
&lt;br /&gt;
* Damage Bonus: This determines how you multiply the item damage by your stats to reach the actual damage. Multiply by the listed value per 100 points in that stat. All bows are 100 Dex, almost all melee weapons are 100 Str, most throwing weapons are 50/50. &lt;br /&gt;
* Weapon Speed: A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is equivalent to an SIAS item. Previously items were listed with WSM modified by ISA on the items, we have revised this to show the Weapons base speed (WSM) before ANY IAS.&lt;br /&gt;
* Range: Melee only. From 1 (least) to 5 (most) in D2X. Numbers are fixed across item classes: a 3 javelin = a 3 sword = a 3 hammer, etc.&lt;br /&gt;
&lt;br /&gt;
=Armor Notes=&lt;br /&gt;
&lt;br /&gt;
* Light Armor: No stamina or speed penalties. &lt;br /&gt;
* Medium Armor: +5% stamina drain and speed penalty. &lt;br /&gt;
* Heavy Armor: +10% stamina drain and speed penalty. &lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only Item Set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-aldurs-rhythm.gif]]&lt;br /&gt;
| '''Aldur's Rhythm'''&amp;lt;br&amp;gt; Jagged Star&amp;lt;br&amp;gt; (Exceptional Morning Star)&lt;br /&gt;
| &lt;br /&gt;
* 60-93 Damage&lt;br /&gt;
* 72 Durability&lt;br /&gt;
* 74 Str required&lt;br /&gt;
* 2 Range&lt;br /&gt;
* Weapon Speed: 10&lt;br /&gt;
* Damage Bonus: 100 Str&lt;br /&gt;
* Clvl Req: 42&lt;br /&gt;
* Item Level: 29&lt;br /&gt;
* Item sockets: 2-3 (v1.10+)*&lt;br /&gt;
| &lt;br /&gt;
* +200% Enhanced Damage&lt;br /&gt;
* +50-75 Lightning Damage&lt;br /&gt;
* +10% Life Stolen Per Hit&lt;br /&gt;
* 30% Increased Attack Speed&lt;br /&gt;
* +200% Damage Against Demons&lt;br /&gt;
* +5% Mana Stolen Per Hit&lt;br /&gt;
* +150% Damage Against Undead&lt;br /&gt;
** +15 To Strength (2 Item)&lt;br /&gt;
** +15 To Strength (3 Items)&lt;br /&gt;
** +15 To Strength (Completed Set) &lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-aldurs-stony-gaze.gif]]&lt;br /&gt;
| '''Aldur's Stony Gaze'''&amp;lt;br&amp;gt; Hunter's Guise *&amp;lt;br&amp;gt; (Exceptional Antlers)&lt;br /&gt;
| &lt;br /&gt;
* 157-171 Defense&lt;br /&gt;
* 20 Durability&lt;br /&gt;
* 56 Str Required&lt;br /&gt;
* Clvl Req: 36&lt;br /&gt;
* Item Level: 29&lt;br /&gt;
|&lt;br /&gt;
* +90 Defense&lt;br /&gt;
* +17% Mana Regeneration&lt;br /&gt;
* +5 Light Radius&lt;br /&gt;
* +24% Faster Hit Recovery&lt;br /&gt;
* +25% Cold Resistance&lt;br /&gt;
** +15 To Energy (2 Item)&lt;br /&gt;
** +15 To Energy (3 Items)&lt;br /&gt;
** +15 To Energy (Completed Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-aldurs-deception.gif]]&lt;br /&gt;
| '''Aldur's Deception'''&amp;lt;br&amp;gt; Shadow Plate&amp;lt;br&amp;gt; (Elite Full Plate Mail)&lt;br /&gt;
|&lt;br /&gt;
* 746-857 Defense&lt;br /&gt;
* 70 Durability&lt;br /&gt;
* 115 Str Required&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
* Clvl Req: 76&lt;br /&gt;
* Item Level: 29&lt;br /&gt;
| &lt;br /&gt;
* +300 Defense&lt;br /&gt;
* +1 To Shape-Shifting Skills (Druid Only)&lt;br /&gt;
* +20 Strength&lt;br /&gt;
* +15 Dexterity&lt;br /&gt;
* +30% Lightning Resistance&lt;br /&gt;
* -50% Item Requirements&lt;br /&gt;
* +1 To Elemental Skills (Druid Only)&lt;br /&gt;
** +15 To Vitality (2 Item)&lt;br /&gt;
** +15 To Vitality (3 Items)&lt;br /&gt;
** +15 To Vitality (Completed Set) &lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:x-aldurs-advance.gif]]&lt;br /&gt;
| '''Aldur's Advance'''&amp;lt;br&amp;gt; Battle Boots&amp;lt;br&amp;gt; (Exceptional Light Plated Boots)&lt;br /&gt;
| &lt;br /&gt;
* 39-47 Defense&lt;br /&gt;
* Indestructible&lt;br /&gt;
* 95 Str Required&lt;br /&gt;
* Clvl Req: 45&lt;br /&gt;
* Item Level: 29&lt;br /&gt;
| &lt;br /&gt;
* Indestructible&lt;br /&gt;
* +32% Stamina Regeneration&lt;br /&gt;
* +50 Life&lt;br /&gt;
* +10% of damage taken goes to mana&lt;br /&gt;
* +40% Faster Run/Walk&lt;br /&gt;
* +180 Stamina&lt;br /&gt;
** +15 To Dexterity (2 Item)&lt;br /&gt;
** +15 To Dexterity (3 Items)&lt;br /&gt;
** +15 To Dexterity (Completed Set) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Druid Items|can be found here]].&lt;br /&gt;
* ** Aldur's Rhythm spawns with 2 sockets 1/4 of the time and 3 sockets 3/4 of the time. &lt;br /&gt;
* *** The items with the same bonus for 2, 3, and the full set receive that bonus multiple times. For example, you gain +30 strength from Aldur's Rhythm with it and any 2 other items from the set, and +45 from the weapon when you wear the entire set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* '''Partial Set Bonuses:'''&lt;br /&gt;
** Wearing any two items:&lt;br /&gt;
*** +150 to Attack Rating&lt;br /&gt;
** Wearing any three items:&lt;br /&gt;
*** +50% Better chance of getting magical item&lt;br /&gt;
* '''Full Set Bonus:'''&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +150 Defense&lt;br /&gt;
** +10% Mana Stolen Per Hit&lt;br /&gt;
** +150 Mana&lt;br /&gt;
** +350% Enhanced Damage*&lt;br /&gt;
** 150% Bonus To Attack Rating&lt;br /&gt;
** 50% Better Chance Of Getting Magic Items&lt;br /&gt;
** Display Aura*&lt;br /&gt;
| One-handed Weapon&amp;lt;br&amp;gt; Armor&amp;lt;br&amp;gt; Helm&amp;lt;br&amp;gt; Boots&lt;br /&gt;
| Shield&amp;lt;br&amp;gt; Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * The aura displayed when wearing the full set doesn't have any function, other than making you look cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=10469</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=10469"/>
				<updated>2009-01-17T19:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: added reference section suggested by Leord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}The Druids who inhabit the northern forests of [[Scosglen]] developed their magic independently from the eastern [[mage clans]]. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature. &lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
{{Druid Skills}}Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check.&lt;br /&gt;
&lt;br /&gt;
The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning hawks, wolves, vines, and even natural spirits to do his bidding. He can also change his own shape into creatures such as a huge cave bear, or a dire wolf, and then use these forms to call upon further powers.&lt;br /&gt;
&lt;br /&gt;
As with the [[Assassin]] we see [[Sorceress]] elements here with his Elemental attacks but also some [[Necromancer]]-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation.&lt;br /&gt;
&lt;br /&gt;
The Druid is not as passive a &amp;quot;stand around&amp;quot; sort of character, like the Necromancer.  His minions aren't as powerful or numerous as the Necromancers, but he has a number of very powerful elemental attacks, better than the Necromancer's attack skills, and with the shape shifting he can get into the battle personally and do substantial damage. &lt;br /&gt;
&lt;br /&gt;
He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact.  [[Carrion Vine]] for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left.  Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Attribute&lt;br /&gt;
! Starts&lt;br /&gt;
! Per additional point&lt;br /&gt;
! Each Level Up&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 15&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Vitality&lt;br /&gt;
| 25&lt;br /&gt;
| + 2 to Life, + 1 to Stamina&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| 20&lt;br /&gt;
| + 2 to Mana&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Stamina&lt;br /&gt;
| 84&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 55&lt;br /&gt;
| -&lt;br /&gt;
| +1.5&lt;br /&gt;
|-&lt;br /&gt;
| Mana&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Diablo II and LoD rounds down figures displayed you will see a discrepancy at times. With the example above with life increasing by .75 with each level up, even though you won't see a figure change to x.5 and x.25 the Druid will be benefiting from the fraction of life increase and LoD will round the figured down for display purposes only. &lt;br /&gt;
&lt;br /&gt;
You can see he picks up a decent amount of mana per point in energy, but he needs to feed all of the attributes, more so than any of the other characters.  A Druid could play all magical, using only the Summoning and Elemental trees, and he'd be much like a [[Necromancer]] with more powerful skills {but less powerful minions} that way.  He would need more mana to play this style.&lt;br /&gt;
&lt;br /&gt;
Or he could go a more active route, and put points into the Shape-shifting tree, as well as some in Summoning, and after Summoning some of them up, join his minions in battle.  To succeed at this technique he would need more points in strength to wear better armour for protection in battle, and would also need more hit points and dexterity, to be able to hit the enemy successfully. &lt;br /&gt;
&lt;br /&gt;
A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming.  He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elemental==&lt;br /&gt;
The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases.  They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a Necromancer.  There are two distinct types of elemental damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called 'Elemental' the wind skills actually inflict physical damage. &lt;br /&gt;
&lt;br /&gt;
One of the two level 30 skills requires a point in every single skill on the tree, Armageddon. It is the only skill across all seven characters that has that requirement.&lt;br /&gt;
&lt;br /&gt;
He can not let rip with a rapid fire onslaught of elemental damage as there is a short delay between casting for some of them, where the skill button reddens and it is unusable. This is because some skills are so graphically elaborate that having multiple instances of them on the screen simultaneously can seriously slow the game down, so this delay was introduced for skills falling under that banner.  To compensate for the slight delay {only a few seconds at most} their damage was increased so it balances out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shape Shifting==&lt;br /&gt;
Introducing a entirely new skill type in Diablo II, and only the Druid has the ability.  He has two types of creatures to shift into, and in each form there are related skills that can only be used when in that form.  These  boost his attacking abilities while in the animal form, are appropriate to the type of animal.&lt;br /&gt;
&lt;br /&gt;
The properties of the equipped items at the time of shifting are transferred to his new form.  So if he had a cold-enhanced bow for example and shifted into a grizzly form the damage and cold damage would be transferred to his attack with his paws.&lt;br /&gt;
&lt;br /&gt;
Elemental skills can not be used while shifted into either form but they can be used immediately prior to shape shifting.  So you could activate a Fissure and Tornado then quickly shift into another form. But you are able to use Summon skills to boost AR and Hit Points for example, however if you have transformed yourself into a wolf you can only summon wolves and the same with shifting to a Bear.&lt;br /&gt;
&lt;br /&gt;
If when shifted you wish to change into another form or back to human form before the duration of the skill is up you simply recast the skill.&lt;br /&gt;
&lt;br /&gt;
Another cool aspect of the shape-shifting is that it won't wear off when you enter town. You'll be able to come and go from town in animal form, if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning==&lt;br /&gt;
This is where the Druid most resembles the Necromancer, though his minions are rather different than skeletons, golems, or revived monsters.  The Druid's pets are less monster-like, as they are wild animals, called forth from nature, rather than dredged up from a monster corpse.&lt;br /&gt;
&lt;br /&gt;
In order to distinguish the Druid's summoning capabilities from the Necromancer's abilities they execute, to a large degree, in a different fashion. None of the Druid's, for example, require a corpse; they are all called forth at the cost of mana only.&lt;br /&gt;
&lt;br /&gt;
One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned).&lt;br /&gt;
&lt;br /&gt;
And the biggest difference is that the Druid has massive attack skills, but also he can  Shape Shift and join his pets in the fray if he wishes.  He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to yet go.&lt;br /&gt;
&lt;br /&gt;
To encourage Druid to not abandon the lower level summoning skills passive bonuses are afforded with more points as well as the usual property increments. So for example having one point in Summon Dire Wolf will give a passive bonus to both summoned wolves and bears of +50% health. And a single point in Summon Grizzly will increase the damage dealt by both wolf and bear by 25%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ancient tome of the Druids, the Scéal Fada (&amp;quot;Long Story&amp;quot;), it is written that Bul-Kathos, the great and ancient king of the &lt;br /&gt;
Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (&amp;quot;Sharp-Tooth&amp;quot;). This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.&lt;br /&gt;
&lt;br /&gt;
Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (&amp;quot;Great Holocaust&amp;quot;)  between the men of the world and the demons of the Burning Hells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (&amp;quot;Way of Nature&amp;quot;), a &lt;br /&gt;
harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, &lt;br /&gt;
for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra &lt;br /&gt;
the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural &lt;br /&gt;
entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and &lt;br /&gt;
animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals &lt;br /&gt;
from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of &lt;br /&gt;
their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the Túr Dúlra (&amp;quot;Tower of Nature&amp;quot;), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (&amp;quot;Glory of the Oak&amp;quot;). This tree is the most &lt;br /&gt;
revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent &lt;br /&gt;
insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (&amp;quot;Half-Demons&amp;quot;), demonic corruptions of the very creatures &lt;br /&gt;
they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand &lt;br /&gt;
against the minions of Chaos.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
&lt;br /&gt;
The Druids shun the use of traditional magic, which they call &amp;quot;Dubhdroiacht&amp;quot; or &amp;quot;Black-Magic&amp;quot;. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://www.geocities.com/dragonhelmuk/druids.html &amp;quot;Dragonhelmuk's Druidic Lexicon&amp;quot;], page last edited: 31/12/08.&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Dragonhelmuk&amp;diff=10468</id>
		<title>User talk:Dragonhelmuk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Dragonhelmuk&amp;diff=10468"/>
				<updated>2009-01-17T19:42:52Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid...==&lt;br /&gt;
Hey mate, frickin awesome of you to add the Irish translations to the [[Druid]] article! I didn't know they used Irish for that, it opens up all new possibilities with name suggestion pages and others from Irish names! Are you knowledgeable in Irish language and ancient culture at all? Would you mind helping us in the wiki? --[[User:Leord|Leord]] 16:15, 1 January 2009 (CET)&lt;br /&gt;
: Oh, and out of curiosity, how did you find DiabloWiki? =) --[[User:Leord|Leord]] 16:17, 1 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: I'm glad you liked the edit. :&amp;gt; (If you want more info I've written an explanation of the names and uploaded it at www.geocities.com/dragonhelmuk/druids.html) &lt;br /&gt;
&lt;br /&gt;
::Actually seeing the Irish came as a shock to me too. I'm quite familiar with Scottish Gaelic (a language very similar to Irish), and when I chanced upon one of the names the other day I did a double-take! I am familiar with a lot of Irish mythology and culture at least, and I'd love to help with the wiki, although I'm a bit new to editing, so I'm afraid I wont be much help. I'll definitely keep my eyes peeled for more Irish stuff though. &lt;br /&gt;
&lt;br /&gt;
::I found out about the wiki from people talking about it on diabloii.net (now diii.net). I'm impressed by your job moving all the item/cube recipe etc. pages to here btw! ([[User:Dragonhelmuk|Dragonhelmuk]] 22:19, 1 January 2009 (CET))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::: Hello! I'm back from my holiday and have once again time on my hand to fiddle with the wiki! I do indeed like it, and I would recommend that you add a &amp;quot;References&amp;quot; section at the bottom of the [[Druid]] page and link to your translations page! I would imagine they just had an Irish programmer back in the day that wrote that, as I doubt Google translate existed back then ;)&lt;br /&gt;
&lt;br /&gt;
::: Either way, I had some thoughts of having a more in-depth Druidic page on the Diablo 3 Wiki where we are planning to put majority of the lore (well all, really, and a few remnants here in the D2W, and link to D3W). Things like suggested names are just one thing. Did you know that {{iw|Abd_al-Hazir Abd al-Hazir}} means &amp;quot;Worshiper of The Warner&amp;quot; in Arabic? Lots of names have no meaning, but perhaps they are trying to tie in actual earth cultures to create further depth?!&lt;br /&gt;
&lt;br /&gt;
::: I'm sorry I can't take the credit for the huge move of content, it was done by Flux and Elly, mostly, but it's very nice to have in a wiki, so anyone can fix small things like typos! I wrote a big [[help]] section a few months back, and I suggest you look at [[Help:Markup]] for the basics =) You can also check [[Help:Talk]] for info on how to sign your posts easier ;) --[[User:Leord|Leord]] 16:34, 8 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:::: Did you see this message? --[[User:Leord|Leord]] 19:41, 16 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::Sorry, I'm once again entering stressful uni exam revision season and I overlooked your comment I'm afraid. I shall get to work on that reference section though, and if/when you create the Druid page then be sure to gimme a link, and I'll see if I can help out, although I'm not sure that a page like that could be more than speculation at the moment, since to my knowledge no-one knows if the druids will even be seen in Diablo III.&lt;br /&gt;
&lt;br /&gt;
::::: I didn't know that about al-Hazir! That's really interesting! I wonder how many of the other names have meanings? - One could speculate quite a bit just based on the lore, without ever needing to see the Diablo World Bible that all the authors got to use! ;&amp;gt; --[[User:Dragonhelmuk|Dragonhelmuk]] 20:42, 17 January 2009 (CET)&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Dragonhelmuk&amp;diff=10318</id>
		<title>User talk:Dragonhelmuk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Dragonhelmuk&amp;diff=10318"/>
				<updated>2009-01-01T21:19:16Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid...==&lt;br /&gt;
Hey mate, frickin awesome of you to add the Irish translations to the [[Druid]] article! I didn't know they used Irish for that, it opens up all new possibilities with name suggestion pages and others from Irish names! Are you knowledgeable in Irish language and ancient culture at all? Would you mind helping us in the wiki? --[[User:Leord|Leord]] 16:15, 1 January 2009 (CET)&lt;br /&gt;
: Oh, and out of curiosity, how did you find DiabloWiki? =) --[[User:Leord|Leord]] 16:17, 1 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: I'm glad you liked the edit. :&amp;gt; (If you want more info I've written an explanation of the names and uploaded it at www.geocities.com/dragonhelmuk/druids.html) &lt;br /&gt;
&lt;br /&gt;
::Actually seeing the Irish came as a shock to me too. I'm quite familiar with Scottish Gaelic (a language very similar to Irish), and when I chanced upon one of the names the other day I did a double-take! I am familiar with a lot of Irish mythology and culture at least, and I'd love to help with the wiki, although I'm a bit new to editing, so I'm afraid I wont be much help. I'll definitely keep my eyes peeled for more Irish stuff though. &lt;br /&gt;
&lt;br /&gt;
::I found out about the wiki from people talking about it on diabloii.net (now diii.net). I'm impressed by your job moving all the item/cube recipe etc. pages to here btw! ([[User:Dragonhelmuk|Dragonhelmuk]] 22:19, 1 January 2009 (CET))&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=10310</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Druid&amp;diff=10310"/>
				<updated>2008-12-31T05:22:30Z</updated>
		
		<summary type="html">&lt;p&gt;Dragonhelmuk: Gave English translation of &amp;quot;druidic&amp;quot; (actually Irish) words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}The Druids who inhabit the northern forests of [[Scosglen]] developed their magic independently from the eastern [[mage clans]]. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature. &lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
{{Druid Skills}}Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check.&lt;br /&gt;
&lt;br /&gt;
The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning hawks, wolves, vines, and even natural spirits to do his bidding. He can also change his own shape into creatures such as a huge cave bear, or a dire wolf, and then use these forms to call upon further powers.&lt;br /&gt;
&lt;br /&gt;
As with the [[Assassin]] we see [[Sorceress]] elements here with his Elemental attacks but also some [[Necromancer]]-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation.&lt;br /&gt;
&lt;br /&gt;
The Druid is not as passive a &amp;quot;stand around&amp;quot; sort of character, like the Necromancer.  His minions aren't as powerful or numerous as the Necromancers, but he has a number of very powerful elemental attacks, better than the Necromancer's attack skills, and with the shape shifting he can get into the battle personally and do substantial damage. &lt;br /&gt;
&lt;br /&gt;
He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact.  [[Carrion Vine]] for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left.  Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Attribute&lt;br /&gt;
! Starts&lt;br /&gt;
! Per additional point&lt;br /&gt;
! Each Level Up&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 15&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Vitality&lt;br /&gt;
| 25&lt;br /&gt;
| + 2 to Life, + 1 to Stamina&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| 20&lt;br /&gt;
| + 2 to Mana&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Stamina&lt;br /&gt;
| 84&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 55&lt;br /&gt;
| -&lt;br /&gt;
| +1.5&lt;br /&gt;
|-&lt;br /&gt;
| Mana&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
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As Diablo II and LoD rounds down figures displayed you will see a discrepancy at times. With the example above with life increasing by .75 with each level up, even though you won't see a figure change to x.5 and x.25 the Druid will be benefiting from the fraction of life increase and LoD will round the figured down for display purposes only. &lt;br /&gt;
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You can see he picks up a decent amount of mana per point in energy, but he needs to feed all of the attributes, more so than any of the other characters.  A Druid could play all magical, using only the Summoning and Elemental trees, and he'd be much like a [[Necromancer]] with more powerful skills {but less powerful minions} that way.  He would need more mana to play this style.&lt;br /&gt;
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Or he could go a more active route, and put points into the Shape-shifting tree, as well as some in Summoning, and after Summoning some of them up, join his minions in battle.  To succeed at this technique he would need more points in strength to wear better armour for protection in battle, and would also need more hit points and dexterity, to be able to hit the enemy successfully. &lt;br /&gt;
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A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming.  He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin.&lt;br /&gt;
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==Elemental==&lt;br /&gt;
The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases.  They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a Necromancer.  There are two distinct types of elemental damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called 'Elemental' the wind skills actually inflict physical damage. &lt;br /&gt;
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One of the two level 30 skills requires a point in every single skill on the tree, Armageddon. It is the only skill across all seven characters that has that requirement.&lt;br /&gt;
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He can not let rip with a rapid fire onslaught of elemental damage as there is a short delay between casting for some of them, where the skill button reddens and it is unusable. This is because some skills are so graphically elaborate that having multiple instances of them on the screen simultaneously can seriously slow the game down, so this delay was introduced for skills falling under that banner.  To compensate for the slight delay {only a few seconds at most} their damage was increased so it balances out. &lt;br /&gt;
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==Shape Shifting==&lt;br /&gt;
Introducing a entirely new skill type in Diablo II, and only the Druid has the ability.  He has two types of creatures to shift into, and in each form there are related skills that can only be used when in that form.  These  boost his attacking abilities while in the animal form, are appropriate to the type of animal.&lt;br /&gt;
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The properties of the equipped items at the time of shifting are transferred to his new form.  So if he had a cold-enhanced bow for example and shifted into a grizzly form the damage and cold damage would be transferred to his attack with his paws.&lt;br /&gt;
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Elemental skills can not be used while shifted into either form but they can be used immediately prior to shape shifting.  So you could activate a Fissure and Tornado then quickly shift into another form. But you are able to use Summon skills to boost AR and Hit Points for example, however if you have transformed yourself into a wolf you can only summon wolves and the same with shifting to a Bear.&lt;br /&gt;
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If when shifted you wish to change into another form or back to human form before the duration of the skill is up you simply recast the skill.&lt;br /&gt;
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Another cool aspect of the shape-shifting is that it won't wear off when you enter town. You'll be able to come and go from town in animal form, if you wish.&lt;br /&gt;
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==Summoning==&lt;br /&gt;
This is where the Druid most resembles the Necromancer, though his minions are rather different than skeletons, golems, or revived monsters.  The Druid's pets are less monster-like, as they are wild animals, called forth from nature, rather than dredged up from a monster corpse.&lt;br /&gt;
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In order to distinguish the Druid's summoning capabilities from the Necromancer's abilities they execute, to a large degree, in a different fashion. None of the Druid's, for example, require a corpse; they are all called forth at the cost of mana only.&lt;br /&gt;
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One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned).&lt;br /&gt;
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And the biggest difference is that the Druid has massive attack skills, but also he can  Shape Shift and join his pets in the fray if he wishes.  He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to yet go.&lt;br /&gt;
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To encourage Druid to not abandon the lower level summoning skills passive bonuses are afforded with more points as well as the usual property increments. So for example having one point in Summon Dire Wolf will give a passive bonus to both summoned wolves and bears of +50% health. And a single point in Summon Grizzly will increase the damage dealt by both wolf and bear by 25%.&lt;br /&gt;
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==History==&lt;br /&gt;
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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In the ancient tome of the Druids, the Scéal Fada (&amp;quot;Long Story&amp;quot;), it is written that Bul-Kathos, the great and ancient king of the &lt;br /&gt;
Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (&amp;quot;Sharp-Tooth&amp;quot;). This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.&lt;br /&gt;
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Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (&amp;quot;Great Holocaust&amp;quot;)  between the men of the world and the demons of the Burning Hells.&lt;br /&gt;
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Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (&amp;quot;Way of Nature&amp;quot;), a &lt;br /&gt;
harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, &lt;br /&gt;
for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra &lt;br /&gt;
the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural &lt;br /&gt;
entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and &lt;br /&gt;
animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals &lt;br /&gt;
from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of &lt;br /&gt;
their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
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At the Túr Dúlra (&amp;quot;Tower of Nature&amp;quot;), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (&amp;quot;Glory of the Oak&amp;quot;). This tree is the most &lt;br /&gt;
revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent &lt;br /&gt;
insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (&amp;quot;Half-Demons&amp;quot;), demonic corruptions of the very creatures &lt;br /&gt;
they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand &lt;br /&gt;
against the minions of Chaos.&lt;br /&gt;
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==Traits and Abilities==&lt;br /&gt;
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The Druids shun the use of traditional magic, which they call &amp;quot;Dubhdroiacht&amp;quot; or &amp;quot;Black-Magic&amp;quot;. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.&lt;/div&gt;</summary>
		<author><name>Dragonhelmuk</name></author>	</entry>

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