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		<updated>2026-09-24T06:46:11Z</updated>
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	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_Levels&amp;diff=27333</id>
		<title>Diablo Levels</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_Levels&amp;diff=27333"/>
				<updated>2014-12-27T01:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 16 dungeon levels in Diablo, with another 8 added in Hellfire. The levels are divided into groups of four, with a totally new style of artwork and level layout beginning with each new group. Each group of levels has a different feel and they play differently, based on the layout, the size of rooms, the narrow (or not) doorways, and the monsters found within them.&lt;br /&gt;
&lt;br /&gt;
The official names for the sets of levels in Diablo are the Dungeon, Catacombs, Caves, and Hell.  The &amp;quot;Dungeon&amp;quot; is often called the &amp;quot;Church&amp;quot;, &amp;quot;Cathedral&amp;quot;, or &amp;quot;Monastery&amp;quot; by players, as it is directly below the desecrated building.&lt;br /&gt;
&lt;br /&gt;
==Diablo Levels==&lt;br /&gt;
&lt;br /&gt;
[[Image:Stairs-close2.gif|left|thumb|Level 5 oddity.]]&lt;br /&gt;
There are 16 levels in Diablo. Shortcuts from town that descend directly to level 5, 9, and 13 become available to characters who have reached those stages. These shortcuts can be entered directly in multiplayer mode on Nightmare and Hell difficulty, and on NM and Hell in single player as well, in Hellfire. Otherwise, players must first use the shortcuts to return to town before they can be used to enter the dungeon.&lt;br /&gt;
&lt;br /&gt;
All regular dungeon levels are randomly-generated in Diablo, with the partial exception of level 16, which is only semi-random, since the same elements are found in each of the four corners. The various smaller sublevels, entered for single player-only quests, are not random in their layouts.  Randomization sometimes results in odd effects; the stairs might be found right beside each other, for instance.&lt;br /&gt;
&lt;br /&gt;
==Tristram==&lt;br /&gt;
[[Image:Original-Tristram.png|thumb|250px|Tristram overhead view.]]&lt;br /&gt;
The town of [[D1_Tristram|Tristram]] is the first level in the game, and one that players must return to in order to buy and sell items, and replenish their potion stocks. All of the [[D1 NPCs|NPCs]] are found in Tristram, and some of them must be spoken to in order to receive quests and quest rewards. There are stairways down to all the levels in the dungeon from town, though the stairs down to the deeper dungeons do not appear until characters reach various minimum level requirements.&lt;br /&gt;
&lt;br /&gt;
Tristram always has the same layout in Diablo and Hellfire; it's not random at all. There are a few changes in Hellfire, with some added NPCs, as well as the bridge below town that leads to the Hive, and the altered graveyard with the new sepulcher that conceals the entrance to the Crypt.&lt;br /&gt;
&lt;br /&gt;
Click the thumbnail to see an awesome, enormous overhead view of Tristram, composed by piecing together hundreds of individual screenshots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dungeon===&lt;br /&gt;
:''The sanctity of this place has been fouled.''&lt;br /&gt;
&lt;br /&gt;
The uppermost four levels are called the &amp;quot;Dungeon&amp;quot; in-game when you point the mouse at the front door of the Cathedral, but this may be a holdover of the use of the term &amp;quot;dungeon&amp;quot; for any fantasy adventure area.  Most players often call this the &amp;quot;Cathedral&amp;quot;, &amp;quot;Church&amp;quot;, or &amp;quot;Monastery&amp;quot;, as it is directly below the desecrated building.&lt;br /&gt;
&lt;br /&gt;
These levels are marked by numerous large square rooms connected by long hallways lined with pillars, and lots of smaller side rooms behind closed doors, often filled by shrines or small libraries. There is very little wasted space on these maps; few internal areas are not filled with accessible rooms, so these levels feel larger and longer than some of the later areas.&lt;br /&gt;
&lt;br /&gt;
The monster variety consists of low level animals such as [[Fallen One]]s and [[scavenger]]s, while undead monsters are particularly abound. Few monsters here possess any elemental attacks, although ranged attacking skeleton archers are very common. The dungeon levels are fairly easy for novice players to clear through.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-church1.gif|center|frame|Typical scene from the Dungeon/Cathedral levels; small rooms; lots of undead.]]&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
:''The smell of death surrounds me.''&lt;br /&gt;
&lt;br /&gt;
Levels 5-8 are called the Catacombs, or abbreviated to &amp;quot;the Cats.&amp;quot; These dark, gray and black levels are maze-like, winding through long, narrow corridors and frequently bottle-necking at single width doorways. The cats are filled with numerous small chambers, most of which boast libraries, shrines, goat shrines, or skeletal tomes. These small rooms are usually packed full of monsters, and many players enjoy leveling up in the cats since those chambers are experience honeypots.&lt;br /&gt;
&lt;br /&gt;
Most characters find these levels not too difficult, since all of the narrow passages and doorways make it easy to take on monsters one at a time. There are few magical attacks to worry about here, so resistance is still largely optional. Ranged attackers are fairly common though, with skeletal archers and goatmen archers quite common, and acid spitters (magic damage) as well, so use caution. Avoiding arrows and running down archers isn't tough, with all the corners and small rooms to restrict their mobility.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-cats1.gif|center|frame|Typical mob inside a room, all waiting in line to die.]]&lt;br /&gt;
&lt;br /&gt;
===Caves===&lt;br /&gt;
:''It's hot down here.''&lt;br /&gt;
&lt;br /&gt;
Levels 9-12 are known as the Caves. The Caves are much more difficult than the Catacombs for most characters, with wide open areas and no long narrow spots to funnel monsters through. There are some gates along the low fences, but the ranged attackers will fire over them, and many monsters will pathfind around some cluster of rock when the gate is blocked, coming at you from behind.&lt;br /&gt;
&lt;br /&gt;
There are numerous streams of lava throughout the Caves, and despite the fact that they're easily narrow enough to step over, these act as impermeable barriers to monster or character movement. They do not stop any sort of ranged attack though, and in some places diagonal melee attacks can be carried out as well. Characters with ranged attacks, Rogues and Sorcerers primarily, can often use the lava rivers to trap enemy monsters and pick them off from safety.&lt;br /&gt;
&lt;br /&gt;
The Caves can be hard to see in, since the outcroppings of rock do not go transparent when you walk behind them. Items dropped behind walls can be quite hard to find, and it's tough to target monsters or barrels at times.&lt;br /&gt;
&lt;br /&gt;
Somewhere on level 9 is a slain hero that will drop a class specific magic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player (after interacting with the Slain Hero)'''&lt;br /&gt;
:''Rest in peace, my friend.''&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-caves1.gif|center|frame|Ranged attackers can use the lava to their advantage.]]&lt;br /&gt;
&lt;br /&gt;
===Hell===&lt;br /&gt;
:''I must be getting close.''&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-hell1.gif|thumb|450px|Hell; bones and blood lakes behind the walls in Hell.]]&lt;br /&gt;
The levels from 13-16 are referred to as Hell, though Diablo II makes it clear that this is merely a warped manifestation and not the [[Act IV|real thing itself]]. The Caves are actually more like the classical Christian conception of Hell, with rocks and lava and flame; the &amp;quot;Hell&amp;quot; levels in Diablo are very clean and sterile, with walls and stairs seemingly formed from bones, and what looks like lakes of blood behind the walls on every side. &lt;br /&gt;
&lt;br /&gt;
Most map layouts of the levels in Hell are divided into quadrants, with long walls along the middle of the level and four large rooms in each corner. There are exceptions, and some layouts are practically honeycombs, but the majority of areas of Hell are fairly wide open and very conducive to ranged attacks. Rogues can turn these areas into a sort of bowling alley, firing in straight lines well off the visible screen and listening for the sound of their arrows hitting. Sorcerers are very happy in Hell also, with good firing lines for their spells and long, straight stretches of level to retreat to, while still firing at the advancing enemies. &lt;br /&gt;
&lt;br /&gt;
====Hell Monster To/Hit Bonus====&lt;br /&gt;
&lt;br /&gt;
Physical damage monsters on the lower levels of Hell have a bonus to/hit that makes them more likely to hit characters, irrespective of their defense (though hits may still be blocked). These bonus hits (more accurately described as special penalties to player defense) mean that monsters on these levels never have a to/hit lower than:&lt;br /&gt;
* Dlvl 14: 20%&lt;br /&gt;
* Dlvl 15: 25%&lt;br /&gt;
* Dlvl 16: 30%&lt;br /&gt;
They may have much higher to/hits than these; such as on a lightly-armored Sorcerer. But their to/hit is never lower than this. (There are no physical damage ranged attackers in Hell. This property is not applied to magical attacks, such as Bloodstars, Flash, or Fireballs, which are calculated differently than melee strikes.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 16====&lt;br /&gt;
&lt;br /&gt;
[[Image:Fireball-tactic.gif|thumb|400px|Level 16: Dash and dodge through the fireballs.]]&lt;br /&gt;
Level 16 always has the same layout and monsters (Blood Knights and Advocates) each game, with about half of the monsters in pre-set positions. Others are spawned in random locations each game, though. There are no chests, barrels, or cauldrons found on level 16. Since there are always only two types of monsters on this level, and since Advocates are triple immune on Hell difficulty, all characters can benefit from special tactics on this level.&lt;br /&gt;
&lt;br /&gt;
One of the simplest and most useful is to run through the open areas of this level, especially the northern quarter, activating all of the Blood Knights and training them out to some area that's already clear of Advocates. This makes it easier to kill the Knights (with fire or melee) without having to dodge fireballs at the same time, and makes it easier to deal with the Advocates without having the tanking Knights slowing you down.&lt;br /&gt;
&lt;br /&gt;
This same sort of Fireball gauntlet can be run in other places on the map, including the western quarter (once the switch is thrown to open the walls). It's much easier to clear the Advocates out of that + shaped box once the Knights are disposed of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hellfire Levels==&lt;br /&gt;
&lt;br /&gt;
The Hellfire expansion pack added eight more levels. They have new graphics, but use the same level formation tools (random map generation) as earlier levels did in Diablo.&lt;br /&gt;
&lt;br /&gt;
===Nest/Hive===&lt;br /&gt;
[[Image:Hive-entrance2.gif|left|thumb|Hive entrance.]]&lt;br /&gt;
The Hive, as it's usually called, or the Nest, as it's officially named, uses the level generation of the Caves, but changes the graphics from rock and lava to a vaguely sci-fi, Aliens-styled insect hive. Some of the monsters are themed to that insect style; giant spiders and scorpions and such, but many others seem fairly random in design and function.&lt;br /&gt;
&lt;br /&gt;
The Hive is balanced to be equivalent to the Caves in difficulty, but most players find it somewhat easier. Easier to zoom through on the way down to level 4 on your mission to retrieve the Cathedral Map, usually, since this area is hands down the least popular in the game.&lt;br /&gt;
&lt;br /&gt;
There are no random bosses in the Hive, and no quests, other than two versions of the same item-retrieval task. There aren't any shrines or pools or library rooms either, making the four levels something of a boring, unrelieved slog.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-hive2.gif|frame|center|The Nest, dark and bug-like.]]&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
:''This is a place of great power.''&lt;br /&gt;
&lt;br /&gt;
The Crypt is meant to be equivalent to Hell in difficulty, and the monsters there, all newly added in Hellfire, can be quite nasty. The area is easier than Hell, at least on normal difficulty, since all of the doorways provide easy choke points to bottleneck the monster mobs. It gets harder on Nightmare and Hell though, especially for Sorcerers, since the monsters have much more varied resistances and immunities, and quite a few of the beasties are immune to fire and lightning, forcing Sorcerers to use the much weaker magical damage spells, or else stone curse and a melee weapon. The smaller rooms and areas are a pain for Sorcerers too, keeping their spells from hitting enemies at long distance.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Crypt are better designed and themed than the grab bag of enemies in the Hive, and there is a nice mixture of animals, demons, and undead, something not seen in the Hell levels (which are almost entirely demons, with one or two animals and no undead). &lt;br /&gt;
&lt;br /&gt;
The Crypt reuses the tile set from the Church, but since there are no shrines or libraries, most of those small rooms are boring and entirely empty; of shrines and books, as well as monsters. Like the Hive, the Crypt holds zero monster bosses, other than Na-Krul on level 4. It's not known why the Sierra designers didn't include any bosses in the levels they added, but it goes a long way towards explaining why most players find those levels much less fun than the original 16.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-level-crypt2.gif|center|frame|Lots of high walls and narrow doorways give the Crypt its flavor.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:Hellfire]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=D1_Unique_Jewelry&amp;diff=27332</id>
		<title>D1 Unique Jewelry</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=D1_Unique_Jewelry&amp;diff=27332"/>
				<updated>2014-09-18T03:28:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ob-zod40-19.jpg|right|thumb|350px|Ob/Zod near perfect roll.]]&lt;br /&gt;
Unique Rings and Unique Amulets in Diablo 1 and [[Hellfire]].&lt;br /&gt;
&lt;br /&gt;
Unique jewelry in Diablo isn't very good, compared to the better rolls on magical jewelry. Uniques are mostly worn by low level characters, or for some special purposes. Several of the rings and amulets are only found in Single Player, where they are granted as the reward for various quests. &lt;br /&gt;
&lt;br /&gt;
'''Scarcity:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Due to a bug, it's almost impossible to find multiple Unique items of the same type (such as rings) in Diablo I or Hellfire. When the game rolls a Unique Ring/Amulet, it will always choose the same one to drop first. Thus every Unique Ring in a Diablo 1 multiplayer game will be the Ring of Engagement. Only in Single Player is it possible to find the 2nd, 3rd, etc rings, and only if one unique ring (or two, or three) has already dropped in that game.&lt;br /&gt;
&lt;br /&gt;
'''Quality:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Magical rings with good stats are better than any of the Unique Rings, especially for end game characters.&lt;br /&gt;
* The infamous Ob/Zod or '''Obsidian Ring of the Zodiac''' is not a unique ring. It's just a magical item with &amp;quot;Obsidian&amp;quot; (+30-40 All Res) for the prefix and &amp;quot;of the Zodiac&amp;quot; (+16-20 to all Stats) for the suffix. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Unique Amulets==&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;56px&amp;quot;|Image&lt;br /&gt;
!width=&amp;quot;150px&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;300px&amp;quot;|Properties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-optic-amulet.gif]]&lt;br /&gt;
|'''[[Optic Amulet]]'''&lt;br /&gt;
|&lt;br /&gt;
+20% to Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
+20% Resist Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
-1 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Unique Rings==&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;56px&amp;quot;|Image&lt;br /&gt;
!width=&amp;quot;150px&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;300px&amp;quot;|Properties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-bramble.gif]]&lt;br /&gt;
|'''[[Bramble (Diablo I)|Bramble]]'''&lt;br /&gt;
|&lt;br /&gt;
-2 to all Attributes&amp;lt;br/&amp;gt;&lt;br /&gt;
+10 Mana&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 Damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-constricting.gif]]&lt;br /&gt;
|'''[[Constricting Ring]]'''&lt;br /&gt;
|&lt;br /&gt;
+75% Resist All&amp;lt;br/&amp;gt;&lt;br /&gt;
-1.25 hps/second&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-empyrean-band.gif]]&lt;br /&gt;
|'''[[Empyrean Band]]'''&lt;br /&gt;
|&lt;br /&gt;
+2 to all Attributes&amp;lt;br/&amp;gt;&lt;br /&gt;
+20% Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
Fast Hit Recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Absorbs Half of Trap Damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-engagement.gif]]&lt;br /&gt;
|'''[[Ring of Engagement]]'''&lt;br /&gt;
|&lt;br /&gt;
-1 or -2 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
1-3 damage to attacker&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Armor Class&amp;lt;br/&amp;gt;&lt;br /&gt;
Damages Target's Armor*&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 11&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-regha.gif]]&lt;br /&gt;
|'''[[Ring of Regha]]'''&lt;br /&gt;
|&lt;br /&gt;
+10 to Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Resist Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
-3 Strength&amp;lt;br/&amp;gt;&lt;br /&gt;
-3 Dexterity&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-truth.gif]]&lt;br /&gt;
|'''[[Ring of Truth]]'''&lt;br /&gt;
|&lt;br /&gt;
+10 Hitpoints&amp;lt;br/&amp;gt;&lt;br /&gt;
-1 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Resist All&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-bleeder.gif]]&lt;br /&gt;
|'''[[The Bleeder]]'''&lt;br /&gt;
|&lt;br /&gt;
+20% Resist Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+30 Mana&amp;lt;br/&amp;gt;&lt;br /&gt;
-10 Hitpoints&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hellfire Unique Amulets==&lt;br /&gt;
&lt;br /&gt;
All the uniques found in Diablo can also be found in Hellfire. These are uniques that can only be found in Hellfire.&lt;br /&gt;
&lt;br /&gt;
===Auric Amulet===&lt;br /&gt;
[[Image:D1-auric-amulet.gif|frame]]&lt;br /&gt;
This item is given by Lester the Farmer as a reward for the [[Farmer's Orchard]] quest. When equipped, it allows up to 10,000 gold (5000 is the max in Diablo) to be carried in each inventory space.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Auric Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP, Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* Enables up to 10,000 gold per inventory space.&lt;br /&gt;
&lt;br /&gt;
===Acolyte's Amulet===&lt;br /&gt;
[[Image:D1-u-acolytes-amulet.gif|frame]]&lt;br /&gt;
This amulet seems amazing, but it turns out to be largely a novelty. A Sorcerer would easily bump 450 or 500 points to his health, but since he benefits so much more from Mana Shield, it's not clear why he would want to. Barbarians and Warriors, who could use the added hit points, don't generally have enough mana to make this item viable. Rogues and Monks and Bards can gain 150 or more life, but will cripple their spell casting in the process.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Acolyte's Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* 50% of base mana transferred to Health&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Amulet of Warding===&lt;br /&gt;
[[Image:D1-u-amulet-warding.gif|frame]]&lt;br /&gt;
A very poor man's Obsidian amulet.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Amulet of Warding&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* +40% Resist all&lt;br /&gt;
* -100 Health&lt;br /&gt;
&lt;br /&gt;
==Hellfire Unique Rings==&lt;br /&gt;
All the uniques found in Diablo can also be found in Hellfire. These are uniques that can only be found in Hellfire. Most of these rings are unfindable in multiplayer and almost unfindable in single player, due to a bug in the item generation routine. See the [[Diablo_Uniques#Unfindable_Unique_Sequences|Uniques main page]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Gladiator's Ring===&lt;br /&gt;
[[Image:D1-u-gladiators-ring.gif|frame]]&lt;br /&gt;
The converse of the Acolyte's Amulet, and about as useful. Can be helpful to mixed build characters who wish to greatly increase their mana if they're going to play in spell casting mode, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Gladiator's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* 40% of base life transferred to Mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ring of Mystics===&lt;br /&gt;
[[Image:D1-u-ring-mystics.gif|frame]]&lt;br /&gt;
When magic resistance is a must, and fire/lightning are irrelevant. An all witch level, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Mystics&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Magic Resistance&lt;br /&gt;
* -30% Fire Resistance&lt;br /&gt;
* -30% Lightning Resistance&lt;br /&gt;
&lt;br /&gt;
===Ring of Thunder===&lt;br /&gt;
[[Image:D1-u-ring-thunder.gif|frame]]&lt;br /&gt;
When lightning resistance is a must, and fire/magic are irrelevant. Since lightning is so much less damaging in Diablo and Hellfire, it's hard to see many situations when this would be necessary. Levels with lightning mages and melee attackers, perhaps.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Thunder&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Lightning Resistance&lt;br /&gt;
* -30% Fire Resistance&lt;br /&gt;
* -30% Magic Resistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Giant's Knuckle===&lt;br /&gt;
[[Image:D1-u-giants-knuckle.gif|frame]]&lt;br /&gt;
When strength is the answer. Can be useful to melee characters who have enough to/hit that they won't miss the 30 dexterity.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Giant's Knuckle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* +60 Strength&lt;br /&gt;
* -30 Dexterity&lt;br /&gt;
&lt;br /&gt;
===Karik's Ring===&lt;br /&gt;
[[Image:D1-u-kariks-ring.gif|frame]]&lt;br /&gt;
Good for a huge hit points bonus, especially for Warriors and Barbarians, who gain more hit points per magic point than the other classes.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Karik's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Vitality&lt;br /&gt;
* -30 Magic&lt;br /&gt;
&lt;br /&gt;
===Ring of Magma===&lt;br /&gt;
[[Image:D1-u-ring-magma.gif|frame]]&lt;br /&gt;
When fire resistance is a must and magic/lightning are irrelevant. Level 16, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Magma&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Fire Resistance&lt;br /&gt;
* -30% Lightning Resistance&lt;br /&gt;
* -30% Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Mercurial Ring===&lt;br /&gt;
[[Image:D1-u-mercurial-ring.gif|frame]]&lt;br /&gt;
Good for a huge boost of to/hit and armor class. The loss of strength will cost all chars but the Rogue a lot of damage.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Mercurial Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Dexterity&lt;br /&gt;
* -30 Strength&lt;br /&gt;
&lt;br /&gt;
===Xorine's Ring===&lt;br /&gt;
[[Image:D1-u-xorines-ring.gif|frame]]&lt;br /&gt;
An exceptionally useful ring for every character but the Sorcerer, simply to boost magic levels to assist in spell book reading.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Xorine's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Magic&lt;br /&gt;
* -30 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Items]]&lt;br /&gt;
[[category:D1 Uniques]]&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:Hellfire]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=The_Bleeder&amp;diff=27331</id>
		<title>The Bleeder</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=The_Bleeder&amp;diff=27331"/>
				<updated>2014-09-18T03:23:35Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ring_of_Truth&amp;diff=27330</id>
		<title>Ring of Truth</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ring_of_Truth&amp;diff=27330"/>
				<updated>2014-09-18T03:23:32Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ring_of_Regha&amp;diff=27329</id>
		<title>Ring of Regha</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ring_of_Regha&amp;diff=27329"/>
				<updated>2014-09-18T03:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ring_of_Engagement&amp;diff=27328</id>
		<title>Ring of Engagement</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ring_of_Engagement&amp;diff=27328"/>
				<updated>2014-09-18T03:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Bramble_(Diablo_I)&amp;diff=27327</id>
		<title>Bramble (Diablo I)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Bramble_(Diablo_I)&amp;diff=27327"/>
				<updated>2014-09-18T03:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Constricting_Ring&amp;diff=27326</id>
		<title>Constricting Ring</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Constricting_Ring&amp;diff=27326"/>
				<updated>2014-09-18T03:23:18Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Empyrean_Band&amp;diff=27325</id>
		<title>Empyrean Band</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Empyrean_Band&amp;diff=27325"/>
				<updated>2014-09-18T03:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Optic_Amulet&amp;diff=27324</id>
		<title>Optic Amulet</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Optic_Amulet&amp;diff=27324"/>
				<updated>2014-09-18T03:23:08Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Obsidian_Ring_of_the_Zodiac&amp;diff=27323</id>
		<title>Obsidian Ring of the Zodiac</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Obsidian_Ring_of_the_Zodiac&amp;diff=27323"/>
				<updated>2014-09-18T03:23:02Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ob/Zod&amp;diff=27322</id>
		<title>Ob/Zod</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ob/Zod&amp;diff=27322"/>
				<updated>2014-09-18T03:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ob_Zod&amp;diff=27321</id>
		<title>Ob Zod</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ob_Zod&amp;diff=27321"/>
				<updated>2014-09-18T03:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Jewelry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Jewelry]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=D1_Unique_Jewelry&amp;diff=27320</id>
		<title>D1 Unique Jewelry</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=D1_Unique_Jewelry&amp;diff=27320"/>
				<updated>2014-09-18T03:22:14Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unique Jewelry found in Diablo and Hellfire.&lt;br /&gt;
&lt;br /&gt;
Unique jewelry in Diablo isn't comparable to the best magical rings and amulets. It's most often worn by low level characters, especially in single player, where several early quests reward the character with unique rings and amulets.&lt;br /&gt;
&lt;br /&gt;
[[File:Ob-zod40-19.jpg|right|thumb|350px|Ob/Zod near perfect roll.]]&lt;br /&gt;
Magical rings with good stats are better than any of the Unique Rings, especially for end game characters.&lt;br /&gt;
* The Ob/Zod or '''Obsidian Ring of the Zodiac''' is not a unique ring. It's just a magical item with &amp;quot;Obsidian&amp;quot; (+30-40 All Res) for the prefix and &amp;quot;of the Zodiac&amp;quot; (+16-20 to all Stats) for the suffix. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Unique Amulets==&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;56px&amp;quot;|Image&lt;br /&gt;
!width=&amp;quot;150px&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;300px&amp;quot;|Properties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-optic-amulet.gif]]&lt;br /&gt;
|'''[[Optic Amulet]]'''&lt;br /&gt;
|&lt;br /&gt;
+20% to Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
+20% Resist Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
-1 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Unique Rings==&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;56px&amp;quot;|Image&lt;br /&gt;
!width=&amp;quot;150px&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;300px&amp;quot;|Properties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-bramble.gif]]&lt;br /&gt;
|'''[[Bramble (Diablo I)|Bramble]]'''&lt;br /&gt;
|&lt;br /&gt;
-2 to all Attributes&amp;lt;br/&amp;gt;&lt;br /&gt;
+10 Mana&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 Damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-constricting.gif]]&lt;br /&gt;
|'''[[Constricting Ring]]'''&lt;br /&gt;
|&lt;br /&gt;
+75% Resist All&amp;lt;br/&amp;gt;&lt;br /&gt;
-1.25 hps/second&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-empyrean-band.gif]]&lt;br /&gt;
|'''[[Empyrean Band]]'''&lt;br /&gt;
|&lt;br /&gt;
+2 to all Attributes&amp;lt;br/&amp;gt;&lt;br /&gt;
+20% Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
Fast Hit Recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Absorbs Half of Trap Damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-engagement.gif]]&lt;br /&gt;
|'''[[Ring of Engagement]]'''&lt;br /&gt;
|&lt;br /&gt;
-1 or -2 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
1-3 damage to attacker&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Armor Class&amp;lt;br/&amp;gt;&lt;br /&gt;
Damages Target's Armor*&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 11&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-regha.gif]]&lt;br /&gt;
|'''[[Ring of Regha]]'''&lt;br /&gt;
|&lt;br /&gt;
+10 to Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Resist Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Light Radius&amp;lt;br/&amp;gt;&lt;br /&gt;
-3 Strength&amp;lt;br/&amp;gt;&lt;br /&gt;
-3 Dexterity&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-truth.gif]]&lt;br /&gt;
|'''[[Ring of Truth]]'''&lt;br /&gt;
|&lt;br /&gt;
+10 Hitpoints&amp;lt;br/&amp;gt;&lt;br /&gt;
-1 Damage from Enemies&amp;lt;br/&amp;gt;&lt;br /&gt;
+10% Resist All&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: N/A&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Image:D1-u-ring-bleeder.gif]]&lt;br /&gt;
|'''[[The Bleeder]]'''&lt;br /&gt;
|&lt;br /&gt;
+20% Resist Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+30 Mana&amp;lt;br/&amp;gt;&lt;br /&gt;
-10 Hitpoints&amp;lt;br/&amp;gt;&lt;br /&gt;
Qlvl: 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hellfire Unique Amulets==&lt;br /&gt;
&lt;br /&gt;
All the uniques found in Diablo can also be found in Hellfire. These are uniques that can only be found in Hellfire.&lt;br /&gt;
&lt;br /&gt;
===Auric Amulet===&lt;br /&gt;
[[Image:D1-auric-amulet.gif|frame]]&lt;br /&gt;
This item is given by Lester the Farmer as a reward for the [[Farmer's Orchard]] quest. When equipped, it allows up to 10,000 gold (5000 is the max in Diablo) to be carried in each inventory space.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Auric Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP, Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* Enables up to 10,000 gold per inventory space.&lt;br /&gt;
&lt;br /&gt;
===Acolyte's Amulet===&lt;br /&gt;
[[Image:D1-u-acolytes-amulet.gif|frame]]&lt;br /&gt;
This amulet seems amazing, but it turns out to be largely a novelty. A Sorcerer would easily bump 450 or 500 points to his health, but since he benefits so much more from Mana Shield, it's not clear why he would want to. Barbarians and Warriors, who could use the added hit points, don't generally have enough mana to make this item viable. Rogues and Monks and Bards can gain 150 or more life, but will cripple their spell casting in the process.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Acolyte's Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* 50% of base mana transferred to Health&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Amulet of Warding===&lt;br /&gt;
[[Image:D1-u-amulet-warding.gif|frame]]&lt;br /&gt;
A very poor man's Obsidian amulet.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Amulet of Warding&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* +40% Resist all&lt;br /&gt;
* -100 Health&lt;br /&gt;
&lt;br /&gt;
==Hellfire Unique Rings==&lt;br /&gt;
All the uniques found in Diablo can also be found in Hellfire. These are uniques that can only be found in Hellfire. Most of these rings are unfindable in multiplayer and almost unfindable in single player, due to a bug in the item generation routine. See the [[Diablo_Uniques#Unfindable_Unique_Sequences|Uniques main page]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Gladiator's Ring===&lt;br /&gt;
[[Image:D1-u-gladiators-ring.gif|frame]]&lt;br /&gt;
The converse of the Acolyte's Amulet, and about as useful. Can be helpful to mixed build characters who wish to greatly increase their mana if they're going to play in spell casting mode, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Gladiator's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* 40% of base life transferred to Mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ring of Mystics===&lt;br /&gt;
[[Image:D1-u-ring-mystics.gif|frame]]&lt;br /&gt;
When magic resistance is a must, and fire/lightning are irrelevant. An all witch level, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Mystics&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Magic Resistance&lt;br /&gt;
* -30% Fire Resistance&lt;br /&gt;
* -30% Lightning Resistance&lt;br /&gt;
&lt;br /&gt;
===Ring of Thunder===&lt;br /&gt;
[[Image:D1-u-ring-thunder.gif|frame]]&lt;br /&gt;
When lightning resistance is a must, and fire/magic are irrelevant. Since lightning is so much less damaging in Diablo and Hellfire, it's hard to see many situations when this would be necessary. Levels with lightning mages and melee attackers, perhaps.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Thunder&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Lightning Resistance&lt;br /&gt;
* -30% Fire Resistance&lt;br /&gt;
* -30% Magic Resistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Giant's Knuckle===&lt;br /&gt;
[[Image:D1-u-giants-knuckle.gif|frame]]&lt;br /&gt;
When strength is the answer. Can be useful to melee characters who have enough to/hit that they won't miss the 30 dexterity.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Giant's Knuckle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&amp;lt;br&amp;gt;&lt;br /&gt;
* +60 Strength&lt;br /&gt;
* -30 Dexterity&lt;br /&gt;
&lt;br /&gt;
===Karik's Ring===&lt;br /&gt;
[[Image:D1-u-kariks-ring.gif|frame]]&lt;br /&gt;
Good for a huge hit points bonus, especially for Warriors and Barbarians, who gain more hit points per magic point than the other classes.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Karik's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Vitality&lt;br /&gt;
* -30 Magic&lt;br /&gt;
&lt;br /&gt;
===Ring of Magma===&lt;br /&gt;
[[Image:D1-u-ring-magma.gif|frame]]&lt;br /&gt;
When fire resistance is a must and magic/lightning are irrelevant. Level 16, for instance.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Ring of Magma&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60% Fire Resistance&lt;br /&gt;
* -30% Lightning Resistance&lt;br /&gt;
* -30% Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Mercurial Ring===&lt;br /&gt;
[[Image:D1-u-mercurial-ring.gif|frame]]&lt;br /&gt;
Good for a huge boost of to/hit and armor class. The loss of strength will cost all chars but the Rogue a lot of damage.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Mercurial Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Dexterity&lt;br /&gt;
* -30 Strength&lt;br /&gt;
&lt;br /&gt;
===Xorine's Ring===&lt;br /&gt;
[[Image:D1-u-xorines-ring.gif|frame]]&lt;br /&gt;
An exceptionally useful ring for every character but the Sorcerer, simply to boost magic levels to assist in spell book reading.&lt;br /&gt;
&lt;br /&gt;
'''Item:''' Xorine's Ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''Qlvl:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Availability:''' SP and MP. Hellfire only.&lt;br /&gt;
* +60 Magic&lt;br /&gt;
* -30 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Items]]&lt;br /&gt;
[[category:D1 Uniques]]&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:Hellfire]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Ob-zod40-19.jpg&amp;diff=27319</id>
		<title>File:Ob-zod40-19.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Ob-zod40-19.jpg&amp;diff=27319"/>
				<updated>2014-09-18T03:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Near perfect roll on an Obsidian Ring of the Zodiac. Not a unique, but the most sought-after ring in the game.

Category:Items
Category:Jewelry
Category:Unique Rings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Near perfect roll on an [[Obsidian Ring of the Zodiac]]. Not a unique, but the most sought-after ring in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Jewelry]]&lt;br /&gt;
[[Category:Unique Rings]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Obsidian_Ring_of_the_Zodiac&amp;diff=27318</id>
		<title>Obsidian Ring of the Zodiac</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Obsidian_Ring_of_the_Zodiac&amp;diff=27318"/>
				<updated>2014-09-18T03:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Unique Rings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Unique Rings]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ob/Zod&amp;diff=27317</id>
		<title>Ob/Zod</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ob/Zod&amp;diff=27317"/>
				<updated>2014-09-18T03:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Unique Rings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Unique Rings]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ob_Zod&amp;diff=27316</id>
		<title>Ob Zod</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ob_Zod&amp;diff=27316"/>
				<updated>2014-09-18T03:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Unique Rings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Unique Rings]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Windforce_(Diablo_I)&amp;diff=27314</id>
		<title>Windforce (Diablo I)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Windforce_(Diablo_I)&amp;diff=27314"/>
				<updated>2014-08-27T20:20:46Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to D1 Unique Bows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[D1 Unique Bows]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I&amp;diff=27313</id>
		<title>Diablo I</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I&amp;diff=27313"/>
				<updated>2014-08-23T00:45:41Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::''Were you looking for the {{iw|Category:Games Game}} article for '''{{iw|Diablo_I Diablo I}}'''?&lt;br /&gt;
&lt;br /&gt;
'''[[Diablo I]]''' was released in 1996 in North America and 1997 in Europe, it's the game the Diablo franchise is based upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The best way to learn about Diablo and Hellfire is the play the games. Both games are fun and easy to learn (Blizzard's trademark). If you are more familiar with Diablo II or Diablo III, you should find the [[D1_Differences|D2 to D1 differences article]] very useful in easing your transition. We also recommend that you read the {{iw|Diablo_I_Manual Diablo I Manual}}; if you don't have a hard copy click that link to read it online.&lt;br /&gt;
&lt;br /&gt;
This wiki is designed to service players with some familiarity with the game, and does not include all of the most basic &amp;quot;how to&amp;quot; game info. It's assumed that you know how to operate the controls, create characters, engage in combat, etc. (And if you don't you'll learn those in the first hour of playtime, so what are you doing wasting time reading this for?)&lt;br /&gt;
&lt;br /&gt;
What this Diablo I and Hellfire wiki does compile all of the intermediate and advanced information; especially stats and figures not found in the manual or even in the game itself. Here you'll find the stats for every [[Diablo Monsters|monster]], [[Diablo Uniques|item]] and [[D1 Spellbooks|spell]]. There are also detailed [[Diablo Characters|character overviews]] with basic strategy for the [[D1 Rogue|Rogue]], [[D1 Warrior|Warrior]], and [[D1 Sorcerer|Sorcerer]], as well as [[Hellfire]]'s [[D1 Monk|Monk]], and the hidden characters, the [[D1 Bard|Bard]] and [[D1 Barbarian|Barbarian]] (with instructions on [[Hellfire#Unlocking_the_Undocumented_Features|how to enable]] them). You can also learn about all of the [[Diablo Quests|quests]] and [[D1 NPCs|NPCs]], details of the [[D1 Lore|game plot and world mythology]], and much more. Use the navigation boxes below each page, or head to the [[:Category:Diablo I|Diablo I category]] for a link to every page about this game.&lt;br /&gt;
&lt;br /&gt;
The remainder of this introductory page covers various general game information topics that aren't covered (at least not in such detail) elsewhere in this wiki.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Diablo I classes:&lt;br /&gt;
* '''[[Rogue]]'''&lt;br /&gt;
* '''[[Sorcerer]]'''&lt;br /&gt;
* '''[[Warrior]]'''&lt;br /&gt;
&lt;br /&gt;
Hellfire Classes:&lt;br /&gt;
* '''[[Monk]]''' - Official expansion class&lt;br /&gt;
* '''[[Barbarian (Diablo I)|Barbarian]]''' - Hidden expansion class. Not to be confused with the [[Barbarian]].&lt;br /&gt;
* '''[[Bard]]''' - Hidden expansion class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Management==&lt;br /&gt;
[[Image:D1-stash1.gif|frame|It's recommended that you make pretty patterns with the items you drop in town.]]&lt;br /&gt;
There is no town &amp;quot;stash&amp;quot; in Diablo I or Hellfire. The only items a character can keep from game to game are those you carry on your back or in your inventory. Furthermore, since most characters need to drink a constant supply of mana and/or health potions while fighting, you will need to largely (or entirely) empty out your inventory during each game, before picking up everything you wish to save at the end of a game. &lt;br /&gt;
&lt;br /&gt;
Items, gold, potions, spellbooks, and everything else can be left on the ground in town, wherever you find convenient. There were some bugs in early versions of Diablo that caused items left in town to sometimes vanish, but those are fixed in later versions and in Hellfire. Just be sure you pick everything up before you exit the game. This includes exits caused by killing Diablo, since when he dies all players on level 16 will be frozen in place, before being dumped out of the game and back onto Battle.net, or else to the game creation menu if you're playing multiplayer offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player vs. Multiplayer==&lt;br /&gt;
Diablo and Hellfire characters can be created as single or multiplayer characters. This decision must be made at the time of character creation, and it can not be undone or changed later on. Aside from the obvious fact that you must make a multiplayer character to play with friends (over a LAN, TCP/IP, or Battle.net) there are a few major differences between SP and MP.&lt;br /&gt;
&lt;br /&gt;
* '''Difficulty'''. Multiplayer is much harder than Singleplayer. The monsters have roughly double the hit points (even on Normal difficulty). Full monster hit points are listed on the various [[Diablo Monsters|monster pages]].&lt;br /&gt;
* '''[[Diablo Quests|Quests]]''': Only 4 of the 16 (Diablo) quests are found in multiplayer, and these 4 are found in every game. &lt;br /&gt;
** The quests are simplified as well; the special sub-levels for the [[The_Skeleton_King|Skeleton King]] and [[Archbishop_Lazarus|Lazarus]] are not found in multiplayer. (Full details on the quests pages.)&lt;br /&gt;
* '''Uniques''': All [[D1_Unique_Quest_Items|unique items]] given as quest rewards are not found in multiplayer.&lt;br /&gt;
** The Butcher's Cleaver and Skeleton King's crown are replaced by random magical item drops.&lt;br /&gt;
* '''[[D1_Potions_and_Elixirs|Elixirs]]''': [[D1_NPCs#Pepin_the_Healer|Pepin the Healer]] sells strength, dexterity, and magic elixirs to any single player character over level 25. He never sells elixirs in multiplayer.&lt;br /&gt;
** [[D1_NPCs#Adria_the_Witch|Adria the Witch]] sells strength, dexterity, and magic elixirs in single player and multiplayer, but infrequently and randomly.&lt;br /&gt;
* [[D1 Experience|Experience]] per kill is capped in multiplayer. Monsters are never worth more than 200 experience per player level, with a maximum of 10,000 at level 50. They can be worth over 100,000 each in single player on Hell difficulty, making leveling up past level 25 or so much faster in singleplayer. (This is especially noticeable in Hellfire, where a single player character can reach level 43 or 44 in about the time it would take to reach level 30 or 31 in multiplayer.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Save Files in Diablo I===&lt;br /&gt;
&lt;br /&gt;
[[File:Diablo-char-save-files.JPG|thumb|300px|Diablo I saved character files.]]&lt;br /&gt;
In Diablo I and Hellfire, all characters are saved locally, on your computer. This means the files can be backed up or restored manually, or accessed via trainers and editors. Players who play Diablo I via Battle.net are advised to save backup copies of their characters, since other players may have hacks that will ruin your character, corrupt them to make them unplayable, etc.&lt;br /&gt;
&lt;br /&gt;
Character files are saved on your machine in two locations, depending on which version of Diablo I or Hellfire you are playing, and if your characters are single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
All single player character files, and multiplayer files prior to patch v1.09 (the latest version), were saved in the folder where you have Diablo or Hellfire installed. The files are not the character names, but are generic titles: &lt;br /&gt;
&lt;br /&gt;
* Single Player: single_0.sv, single_1.sv, single_2.sv, etc.&lt;br /&gt;
* Multiplayer: multi_0.sv, multi_1.sv, multi_2.sv, etc.&lt;br /&gt;
&lt;br /&gt;
These files are just the character and their gear in multiplayer, but are the entire game state in single player. More recently-created characters have the larger numbers and are displayed first in the listing. (If you wish to change the display order, just edit the files via Windows Explorer to change the numbers.)&lt;br /&gt;
&lt;br /&gt;
Multiplayer files prior to patch 1.09 were hidden files stored in the Windows folder which were tied to the workgroup name of the computer.  This was a problem for players who tried to copy their character to move them from one machine to another, since the '''exact same workgroup name''' had to exist for the game to &amp;quot;see&amp;quot; the files to load them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Problems with Modern Computers===&lt;br /&gt;
&lt;br /&gt;
Diablo I was not been supported by Blizzard after the release of Diablo 2, and thus many players found the game inoperable on newer versions of Windows or Mac OS, for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
Many modern laptops do not have a CD-ROM drive, and thus can't install or play Diablo or Hellfire as these require the Diablo I CD to be in the drive at all times. (Players turn to pirated copies of the game to bypass this issue, or hacked &amp;quot;no-cd&amp;quot; versions. You can also use software like [http://www.daemon-tools.cc/downloads Daemon Tools] to create a virtual disk that will run on a laptop without a CD drive.)&lt;br /&gt;
&lt;br /&gt;
None of the tactics are supported by or endorse by Blizzard, but as the developers have not provided technical fixes for players who want to run the game on on modern computers, few players find ethical issues with these workarounds.&lt;br /&gt;
&lt;br /&gt;
Technical issues are another matter, and many players are not able to make Diablo I work on a modern computer (Windows Vista was notoriously unfriendly) even if they have their original CD.  Issues stem from older games like Diablo I running in DOS, only displaying with a 640x480 resolution, a 256 color palette, etc. This problem is largely fixed on the most recent versions of operating systems (post 2010), which seem to do better on emulation mode to run older software. &lt;br /&gt;
&lt;br /&gt;
That said, many players are still unable to get older character files to read, or can't play multiplayer, or can't get Hellfire to install, etc. Unfortunately, it seems unlikely that Blizzard will address these technical issues so many years after Diablo I's release. If you run into technical problems, searching for help online will often find forum posts with useful info. Compiling a full set of work arounds is beyond the scope of this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Joining Requirements==&lt;br /&gt;
&lt;br /&gt;
The following table lists the requirements to join or create single or multiplayer games. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Game Type&lt;br /&gt;
! Normal&lt;br /&gt;
! Nightmare&lt;br /&gt;
! Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo single player'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo multiplayer (IPX &amp;amp; Battle.net)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo Modem and DCC/LAN'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 / 1*&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 1**&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''--'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire single player'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire multiplayer (IPX)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire Modem and DCC/LAN'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 / 1*&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 1**&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * The character must be level 20 to create a NM game, but characters of any level can join.&lt;br /&gt;
* ** The character must be level 30 to create a Hell game, but characters of any level can join.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Area Entrance Requirements===&lt;br /&gt;
The following table lists the minimum character level requirement to enter various [[Diablo Levels|dungeon levels]].&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Dungeon Area&lt;br /&gt;
! Clvl required to enter level*&lt;br /&gt;
|-&lt;br /&gt;
| '''Church'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Catacombs'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| '''Caves'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire: Hive'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire: Crypt'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * These requirements only apply to characters entering areas via the stairs between levels or town. There are no Clvl requirements to pass through portals, either red ones or Town Portals from another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing Higher Difficult Levels in Single Player Diablo==&lt;br /&gt;
&lt;br /&gt;
While Hellfire supports Nightmare and Hell difficulty for single player characters, this is not a feature in Diablo. In regular D1, you can only play NM and Hell with multiplayer characters. (You must be level 20+ to create a Nightmare game, or level 30+ to create a hell game.&lt;br /&gt;
&lt;br /&gt;
Happily, there is a trick that enables NM and Hell difficulty for single player characters. You simply need to start a multiplayer game on Nightmare or Hell, exit it (after however long), and then start a new game with a single player character. That single player game will be whatever difficulty the last multiplayer game was.  You must do this in the same play session (i.e. without closing and restarting ''Diablo'') and of course you need a multiplayer character who is at least level 20 or 30, to create the NM or Hell game in the first place.&lt;br /&gt;
&lt;br /&gt;
Most players eventually play only multiplayer Diablo I, simply because single player is too easy at higher levels. Multilayer monsters have double the hit points and other elements of the game are increased in difficulty as well. Furthermore, the shortcuts down to the Catacombs, Caves, and Hell are open as soon as a multiplayer character (of sufficient level) creates a new game, enabling players to zoom right to the challenging part, instead of forcing a player to work their way down through the Church, Cats, and Caves every new game. The trade off is that multiplayer D1 has only 4 quests, the same 4 in each game, and Pepin does not sell elixirs, making maxing out your attributes a much longer process.&lt;br /&gt;
&lt;br /&gt;
==The Kill Counter==&lt;br /&gt;
[[Image:D1-hover-stats.gif||thumb|250px|[[Flesh Thing]] stats revealed at 15 and 30 kills.]]&lt;br /&gt;
One interesting feature in Diablo I that didn't make it into Diablo II is the kill counter. This little bonus feature keeps track of how many of each type of monster your character has killed in that game. This information is important, since at 15 kills the hover description reveals the resistances and immunities of that monster type, and at 30 kills the hit points are shown.  Kill counters are tracked per game in multiplayer, and over the life of the character in single player, though there is a work around to keep them for longer than that in multiplayer.&lt;br /&gt;
&lt;br /&gt;
* See the [[Diablo_Monsters#Hover_Information|Hover Information]] section of the [[Diablo Monsters]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duping==&lt;br /&gt;
&lt;br /&gt;
One flaw in the programming of Diablo and Hellfire is the ability to &amp;quot;dupe&amp;quot; (duplicate) any item, in the game. This flaw exist in all game modes as well as on Battle.net, and merely requires a player to click on an item on the ground. The character will walk towards it, and if the player clicks on another item in their inventory or belt (such as a potion) at exactly the instant they pick up the item from the ground, a duplicate of the item on the ground will be created from the inventory item clicked on. &lt;br /&gt;
&lt;br /&gt;
This can easily be done by accident, and players have turned useful items in their inventory into common items like a potion or a stack of gold, entirely by accident.  In solo play, duping is used mostly to create spellbooks or elixirs, to enable characters to build up their power more quickly. It can also be used to create duplicates of high quality items, though only rings can be dual-wielded in Diablo 1. (Or one-handed weapons by the Bard in Hellfire.) Duped items can be given to other players, though.&lt;br /&gt;
&lt;br /&gt;
Diablo 1 added some duping-prevention in patches, but only in the form of erasing duped items if more than one is dropped on the ground at a time.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Duping_D1.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Basics]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I_Shrines&amp;diff=27312</id>
		<title>Diablo I Shrines</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I_Shrines&amp;diff=27312"/>
				<updated>2014-08-09T10:57:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the shrines found in Diablo 1 and Hellfire.&lt;br /&gt;
&lt;br /&gt;
* [[Shrines|Diablo II Shrines]].&lt;br /&gt;
* {{iw|Shrines Diablo III Shrines}}.&lt;br /&gt;
&lt;br /&gt;
Shrines and pools of various types may be found on levels 1-15 in Diablo. There are no shrines of any type on level 16, and none in any of the Hive or Crypt levels added in Hellfire.&lt;br /&gt;
&lt;br /&gt;
==Shrines Warning==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Shrines|Diablo II shrines]], which offer fairly inconsequential, always temporary bonuses, several shrines in Diablo and Hellfire will &amp;lt;u&amp;gt;permanently&amp;lt;/u&amp;gt; damage your character, lowering their mana pool in irreparable fashion. It is therefore very unwise to click a shrine if you do not know what it does. Expert players '''never '''click goat shrines or cauldrons, since their random effect can be deleterious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Springs and Pools==&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-blood-fountain.gif|frame|Blood Fountain]][[Image:D1-murky-pool.gif|frame|Murky Pool]]&lt;br /&gt;
Purifying Springs and Blood Fountains are the only shrines that can be used more than once. They can each be used endlessly, by all players in the game. (As if your mouse finger wasn't tired enough already?)&lt;br /&gt;
&lt;br /&gt;
No shrines or pools of any type are found in the Hive or Crypt, the dungeons added in Hellfire.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Spring''': These refill one mana point per click. They are found on levels 1-8 and 13-16&lt;br /&gt;
* '''Blood Fountain''': These refill one health point per click. They are found on levels 1-8 and 13-16&lt;br /&gt;
* '''Murky Pool''': These grant Infravision, just as if your character had used a scroll of Infravision. One use only.&lt;br /&gt;
* '''Fountain of Tears''':These randomly grant +1 to one attribute and -1 to another. If the selected attribute is maxed out, the +1 is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goat Shrines and Cauldrons==&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-goat-shrine.gif|frame|left|Goat Shrine]]&lt;br /&gt;
Goat Shrines and Cauldrons cause one shrine effect at random, selected from all shrines in the game. They do not ever create the effect of a spring or a pool. It is recommended that you not click any of these, since several shrine effects will permanently damage your character or other characters in the game.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;font color=yellow&amp;gt;Goat Shrines&amp;lt;/font&amp;gt;''' may be found in levels 2-4 of the Cathedral, and are commonly found levels 5-8 of the Catacombs, always in enclosed rooms and always surrounded by eight goatmen of some type.&lt;br /&gt;
* '''&amp;lt;font color=yellow&amp;gt;Cauldrons&amp;lt;/font&amp;gt;''' are found randomly spotted around the [[Diablo Levels#Hell|levels of hell]], levels 13-15. (None are found on 16.) They can be useful objects to take cover behind, but be careful you do not click one accidentally while fighting beside it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Shrines==&lt;br /&gt;
&lt;br /&gt;
The following shrines are found in Diablo and Hellfire.  Shrines are only found on dungeon levels 1-8, though cauldrons found on 13-15 give a random shrine effect (and should be avoided). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;font color=red&amp;gt;Fascinating&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=red&amp;gt;Ornate&amp;lt;/font&amp;gt;''', and '''&amp;lt;font color=red&amp;gt;Sacred&amp;lt;/font&amp;gt;''' shrines are the three shrines that '''&amp;lt;font color=red&amp;gt;permanently damage&amp;lt;/font&amp;gt;''' your character by lowering their potential mana. These shrines aren't actually a bad thing, for a Sorcerer who is only going to lay normal difficulty, since the +2 skill bonus is very helpful. These shrines are crippling for a high level Sorc though.&lt;br /&gt;
&lt;br /&gt;
The '''Cryptic''' shrine could be potentially useful in early levels, if you lure a group of melee monsters towards the room where the shrine is contained, then trigger the Nova spell against them. Unfortunately, as most shrines are contained into small rooms, your character more likely might get swarmed and take a lot of damage or get killed, so at best you might takedown a handful of [[Scavenger]]s or a couple [[D1 Goatman|Goatmen]]. Keep in mind that you can activate shrines with telekinesis, which is very useful on levels 5-8 of the Catacombs and its inner rooms jam-packed with monsters, especially on Normal difficulty where a single click on the shrine may clean the entire room.&lt;br /&gt;
&lt;br /&gt;
* Also see Shuri's Rogue Guide for a [[Shrui%27s_Multiplayer_Rogue_Guide#Shrines_in_Diablo|color-coded shrine chart]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Abandoned'''&lt;br /&gt;
| +2 Dexterity&lt;br /&gt;
| &amp;quot;The hands of men may be guided by fate.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Creepy'''&lt;br /&gt;
| +2 Strength&lt;br /&gt;
| &amp;quot;Strength is bolstered by heavenly faith.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptic'''&lt;br /&gt;
| Mana bulb refill and casts a Nova spell.&lt;br /&gt;
| &amp;quot;Arcane power brings destruction.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Divine'''&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; | Drops 2 full rejuvenation potions -or- 1 full mana and 1 full healing. Also refills life and mana bulbs.&lt;br /&gt;
| &amp;quot;Drink and be refreshed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eerie'''&lt;br /&gt;
| +2 magic.&lt;br /&gt;
| &amp;quot;Knowledge and wisdom at the cost of self.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eldritch'''&lt;br /&gt;
| All health and mana potions become rejuvenation potions of the same quality.&lt;br /&gt;
| &amp;quot;Crimson and Azure become as the sun.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Enchanted&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| -1 to one random spell level, +1 to all others. (Bug: Chain Lightning is usually the -1 in Diablo.)&lt;br /&gt;
| &amp;quot;Magic is not always what it seems to be.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Fascinating&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| +2 to Firebolt skill, -10% maximum mana (permanent).&lt;br /&gt;
| &amp;quot;Intensity comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Glimmering'''&lt;br /&gt;
| Identifies all unidentified items in inventory.&lt;br /&gt;
| &amp;quot;Mysteries are revealed in the light of reason.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Gloomy'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| +2 AC to equipped shield, helm, and armor. (Until next new game created)&amp;lt;br /&amp;gt; -1 to equipped weapon's max damage. (Until next new game created)&lt;br /&gt;
| &amp;quot;Those who defend seldom attack.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Hidden&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| -10 max durability to one equipped item, +10 durability to the others. (Permanent. This is how the [[D1 Unique Helms|Thinking Cap]] is made usable. Do not use indestructible items; they will not be selected to gain or lose and hurt your odds of not reducing what you want to increase. Go to town and buy some non-magical junk equipment, if need be. The shield is most often the item reduced. No item will ever be destroyed; just reduced to 1/1 durability, at worst.)&lt;br /&gt;
| &amp;quot;New strength is forged through destruction.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Holy&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Activates a phasing spell (Teleport to random location on screen.)&lt;br /&gt;
| &amp;quot;Wherever you go, there you are.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Imposing'''&lt;br /&gt;
| +2 Dexterity&lt;br /&gt;
| &amp;quot;A surge of blood interrupts your thoughts.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical'''&lt;br /&gt;
| Casts mana shield on the player. (No effect if mana shield already active.)&lt;br /&gt;
| &amp;quot;While the spirit is vigilant the body thrives.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mysterious'''&lt;br /&gt;
| +5 points to one random attribute&amp;lt;br /&amp;gt; -1 point to other three attributes&amp;lt;br /&amp;gt; (No bonus if the selected attribute is maxed already.)&lt;br /&gt;
| &amp;quot;Some are weakened as one grows strong.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Ornate&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| +2 Holy Bolt spell level, -10% max mana (permanent)&lt;br /&gt;
| &amp;quot;Salvation comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Quiet'''&lt;br /&gt;
| Add +2 to Vitality&lt;br /&gt;
| &amp;quot;The essence of life flows from within.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Religious'''&lt;br /&gt;
| Repairs all weapons&lt;br /&gt;
| &amp;quot;Time cannot diminish the power of steel.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Sacred&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Charged bolt +2 levels; lose 10% max mana&lt;br /&gt;
| &amp;quot;Energy comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Secluded'''&lt;br /&gt;
| Completes the auto-map of the current level&lt;br /&gt;
| &amp;quot;The way is made clear when viewed from above&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiritual'''&lt;br /&gt;
| Fills all empty inventory slots with small amounts of gold.&lt;br /&gt;
| &amp;quot;Riches abound when least expected.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spooky'''&lt;br /&gt;
| Full rejuvenation potions for other players&lt;br /&gt;
| You: &amp;quot;Where avarice fails, patience gains reward.&amp;quot;&amp;lt;br /&amp;gt;Others: &amp;quot;Blessed by a benevolent companion!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Stone'''&lt;br /&gt;
| Recharges all staves equipped and in inventory.&lt;br /&gt;
| &amp;quot;The powers of mana refocused renews.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tainted'''&lt;br /&gt;
| +1 to a random stat of the player touching the shrine&amp;lt;br /&amp;gt;-1 to all stats of the other players in the game.&lt;br /&gt;
| You: &amp;quot;Those who are last may yet be first.&amp;quot;&amp;lt;br /&amp;gt;Others: &amp;quot;Generosity brings its own rewards.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Thaumaturgic'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| Refills all chests on the current level.&lt;br /&gt;
| &amp;quot;What once was opened now is closed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Weird'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| Adds +1 to all weapons max damage (Until next new game created)&lt;br /&gt;
| &amp;quot;The sword of justice is swift and sharp.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Fountain'''&lt;br /&gt;
| +1 to health per click&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Fountain of Tears'''&lt;br /&gt;
| +1 to one attribute; -1 to another.(random)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Goat Shrine/Cauldron&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Random Shrine Effect&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Murky Pool'''&lt;br /&gt;
| Infravision (Temporary: As if a scroll had been used.)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Purifying Spring'''&lt;br /&gt;
| +1 to mana per click&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hellfire Shrines==&lt;br /&gt;
These shrines are found only in Hellfire. None of the Diablo shrines are removed or modified in Hellfire, there are just more shrines added into the mix. None of the added Hellfire shrines have permanent detrimental effects, but '''Murphy's''' should be avoided and '''Mendicant's''' can be annoying to high level characters with a lot of gold in their inventory (The gold lost could take a long time to recover, while the experience gained can be had from just a few monsters, on hell difficulty.)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Glowing'''&lt;br /&gt;
| +5 to Magic, -5% Experience&lt;br /&gt;
| &amp;quot;Knowledge is power&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mendicant'''&lt;br /&gt;
| Takes half your gold and converts it to experience&lt;br /&gt;
| &amp;quot;Give and you shall receive&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Murphy's'''&lt;br /&gt;
| 1 in 3 chance of damage to an item, or takes away 1/3 of your gold&lt;br /&gt;
| &amp;quot;That which can break will&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Oily'''&lt;br /&gt;
| &lt;br /&gt;
Casts a [[D1_Spellbooks#Ring_of_Fire|Ring of Fire]] spell around the shrine and adds +2 to primary stats:&lt;br /&gt;
* Barbarian: +2 Vitality&lt;br /&gt;
* Bard: +1 Dexterity, +1 Magic&lt;br /&gt;
* Monk: +1 Strength and +1 Dexterity&lt;br /&gt;
* Rogue: +2 Dexterity&lt;br /&gt;
* Sorcerer: +2 Magic&lt;br /&gt;
* Warrior: +2 Strength&lt;br /&gt;
| &lt;br /&gt;
&amp;quot;That which does not kill you...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Shimmering'''&lt;br /&gt;
| Instant mana refill.&lt;br /&gt;
| &amp;quot;Spiritual energy is restored&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Solar'''&lt;br /&gt;
| &lt;br /&gt;
The Solar shrine's effect is determined by the clock time on your computer when the game was created.&lt;br /&gt;
* 12:00-17:59 (Noon - 6pm) = +2 Strength&lt;br /&gt;
* 18:00-19:59 (6pm - 8pm) = +2 Magic&lt;br /&gt;
* 20:00-3:59 (8pm - 4am) = +2 Vitality&lt;br /&gt;
* 4:00-11:59 (4am-noon) = +2 Dexterity&lt;br /&gt;
| &lt;br /&gt;
* &amp;quot;You feel stronger&amp;quot;&lt;br /&gt;
* &amp;quot;You feel wiser&amp;quot;&lt;br /&gt;
* &amp;quot;You feel refreshed&amp;quot;&lt;br /&gt;
* &amp;quot;You feel more agile&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Sparkling'''&lt;br /&gt;
| Player is hit by electrical charge, and gains 1000 experience per dungeon level (1000 on level 1, 2000 on level 2, etc.)&lt;br /&gt;
| &amp;quot;Some experience is gained by touch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| Opens portal to town&lt;br /&gt;
| &amp;quot;There's no place like home&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Beta Shrines==&lt;br /&gt;
Before release, the game featured shrines that were significantly changed or deleted. These can be found in the pre-release demo.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptic'''&lt;br /&gt;
| Increases current and maximum life and mana by 20; swaps two attributes.&lt;br /&gt;
| &amp;quot;Power comes from your disorientation...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eerie'''&lt;br /&gt;
| +2 to Magic; reverses the character's name.&lt;br /&gt;
| &amp;quot;You forget who you are!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Enchanted'''&lt;br /&gt;
| A random spell is forgotten, +1 to all other spell levels.&lt;br /&gt;
| &amp;quot;Did you forget something?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Fascinating'''&lt;br /&gt;
| Sets Fire Bolt spell level to 5 but lowers the ToHit% of all fire spells used on the current level. (Unclear)&lt;br /&gt;
| &amp;quot;You are the powerless master of fire!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hidden'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Energy passes through your equipment.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Holy'''&lt;br /&gt;
| Teleports you to a random spot on the level.&lt;br /&gt;
| Same quote as the retail version.&lt;br /&gt;
|-&lt;br /&gt;
| '''Imposing'''&lt;br /&gt;
| Increases current life by 2*clvl and decreases current mana by 2*clvl.&amp;lt;br /&amp;gt;* Not in pre-release demo.&lt;br /&gt;
| &amp;quot;A surge of blood interrupts your thoughts.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical'''&lt;br /&gt;
| Unknown.&lt;br /&gt;
| &amp;quot;Growling is heard throughout the dungeon.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mysterious'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Odd sensations.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mystic'''&lt;br /&gt;
| Sets gold to 1, increases experience by dlvl * dlvl * 1000 * (1 + 0,1(dlvl - clvl)).&lt;br /&gt;
| &amp;quot;Your skills increase, but at a price.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiritual'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Untold wealth!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Supernatural'''&lt;br /&gt;
| Resets the next level up in the dungeon, fully restocking it with monsters and refilling all chests.&lt;br /&gt;
| &amp;quot;You hear a strange cry from the distance.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Thaumaturgic'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;You hear a series of creaks and thumps.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Fountain'''&lt;br /&gt;
| +8 to current health and -8 to current mana per click; requires 8 mana to use.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
--&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It seems likely that there is a counterpart to the Imposing Shrine that would increase mana and reduce life. This might have been where the Eerie Shrine quote comes from: &amp;quot;Knowledge and wisdom at the cost of self&amp;quot; seems to imply a spiritual drawback to go with the vitality boost, but there is none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:D1 Strategy]]&lt;br /&gt;
[[Category: D1 Basics]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I_Shrines&amp;diff=27310</id>
		<title>Diablo I Shrines</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I_Shrines&amp;diff=27310"/>
				<updated>2014-08-09T10:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Flux moved page D1 Shrines to Diablo I Shrines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the shrines found in Diablo and Hellfire.&lt;br /&gt;
&lt;br /&gt;
* [[Shrines|Diablo II Shrines]].&lt;br /&gt;
* {{iw|Shrines Diablo III Shrines}}.&lt;br /&gt;
&lt;br /&gt;
Shrines and pools of various types may be found on levels 1-15 in Diablo. There are no shrines of any type on level 16, and none in any of the Hive or Crypt levels added in Hellfire.&lt;br /&gt;
&lt;br /&gt;
==Shrines Warning==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Shrines|Diablo II shrines]], which offer fairly inconsequential, always temporary bonuses, several shrines in Diablo and Hellfire will &amp;lt;u&amp;gt;permanently&amp;lt;/u&amp;gt; damage your character, lowering their mana pool in irreparable fashion. It is therefore very unwise to click a shrine if you do not know what it does. Expert players '''never '''click goat shrines or cauldrons, since their random effect can be deleterious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Springs and Pools==&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-blood-fountain.gif|frame|Blood Fountain]][[Image:D1-murky-pool.gif|frame|Murky Pool]]&lt;br /&gt;
Purifying Springs and Blood Fountains are the only shrines that can be used more than once. They can each be used endlessly, by all players in the game. (As if your mouse finger wasn't tired enough already?)&lt;br /&gt;
&lt;br /&gt;
No shrines or pools of any type are found in the Hive or Crypt, the dungeons added in Hellfire.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Spring''': These refill one mana point per click. They are found on levels 1-8 and 13-16&lt;br /&gt;
* '''Blood Fountain''': These refill one health point per click. They are found on levels 1-8 and 13-16&lt;br /&gt;
* '''Murky Pool''': These grant Infravision, just as if your character had used a scroll of Infravision. One use only.&lt;br /&gt;
* '''Fountain of Tears''':These randomly grant +1 to one attribute and -1 to another. If the selected attribute is maxed out, the +1 is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goat Shrines and Cauldrons==&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-goat-shrine.gif|frame|left|Goat Shrine]]&lt;br /&gt;
Goat Shrines and Cauldrons cause one shrine effect at random, selected from all shrines in the game. They do not ever create the effect of a spring or a pool. It is recommended that you not click any of these, since several shrine effects will permanently damage your character or other characters in the game.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;font color=yellow&amp;gt;Goat Shrines&amp;lt;/font&amp;gt;''' may be found in levels 2-4 of the Cathedral, and are commonly found levels 5-8 of the Catacombs, always in enclosed rooms and always surrounded by eight goatmen of some type.&lt;br /&gt;
* '''&amp;lt;font color=yellow&amp;gt;Cauldrons&amp;lt;/font&amp;gt;''' are found randomly spotted around the [[Diablo Levels#Hell|levels of hell]], levels 13-15. (None are found on 16.) They can be useful objects to take cover behind, but be careful you do not click one accidentally while fighting beside it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Shrines==&lt;br /&gt;
&lt;br /&gt;
The following shrines are found in Diablo and Hellfire.  Shrines are only found on dungeon levels 1-8, though cauldrons found on 13-15 give a random shrine effect (and should be avoided). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;font color=red&amp;gt;Fascinating&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=red&amp;gt;Ornate&amp;lt;/font&amp;gt;''', and '''&amp;lt;font color=red&amp;gt;Sacred&amp;lt;/font&amp;gt;''' shrines are the three shrines that '''&amp;lt;font color=red&amp;gt;permanently damage&amp;lt;/font&amp;gt;''' your character by lowering their potential mana. These shrines aren't actually a bad thing, for a Sorcerer who is only going to lay normal difficulty, since the +2 skill bonus is very helpful. These shrines are crippling for a high level Sorc though.&lt;br /&gt;
&lt;br /&gt;
The '''Cryptic''' shrine could be potentially useful in early levels, if you lure a group of melee monsters towards the room where the shrine is contained, then trigger the Nova spell against them. Unfortunately, as most shrines are contained into small rooms, your character more likely might get swarmed and take a lot of damage or get killed, so at best you might takedown a handful of [[Scavenger]]s or a couple [[D1 Goatman|Goatmen]]. Keep in mind that you can activate shrines with telekinesis, which is very useful on levels 5-8 of the Catacombs and its inner rooms jam-packed with monsters, especially on Normal difficulty where a single click on the shrine may clean the entire room.&lt;br /&gt;
&lt;br /&gt;
* Also see Shuri's Rogue Guide for a [[Shrui%27s_Multiplayer_Rogue_Guide#Shrines_in_Diablo|color-coded shrine chart]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Abandoned'''&lt;br /&gt;
| +2 Dexterity&lt;br /&gt;
| &amp;quot;The hands of men may be guided by fate.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Creepy'''&lt;br /&gt;
| +2 Strength&lt;br /&gt;
| &amp;quot;Strength is bolstered by heavenly faith.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptic'''&lt;br /&gt;
| Mana bulb refill and casts a Nova spell.&lt;br /&gt;
| &amp;quot;Arcane power brings destruction.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Divine'''&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; | Drops 2 full rejuvenation potions -or- 1 full mana and 1 full healing. Also refills life and mana bulbs.&lt;br /&gt;
| &amp;quot;Drink and be refreshed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eerie'''&lt;br /&gt;
| +2 magic.&lt;br /&gt;
| &amp;quot;Knowledge and wisdom at the cost of self.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eldritch'''&lt;br /&gt;
| All health and mana potions become rejuvenation potions of the same quality.&lt;br /&gt;
| &amp;quot;Crimson and Azure become as the sun.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Enchanted&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| -1 to one random spell level, +1 to all others. (Bug: Chain Lightning is usually the -1 in Diablo.)&lt;br /&gt;
| &amp;quot;Magic is not always what it seems to be.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Fascinating&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| +2 to Firebolt skill, -10% maximum mana (permanent).&lt;br /&gt;
| &amp;quot;Intensity comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Glimmering'''&lt;br /&gt;
| Identifies all unidentified items in inventory.&lt;br /&gt;
| &amp;quot;Mysteries are revealed in the light of reason.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Gloomy'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| +2 AC to equipped shield, helm, and armor. (Until next new game created)&amp;lt;br /&amp;gt; -1 to equipped weapon's max damage. (Until next new game created)&lt;br /&gt;
| &amp;quot;Those who defend seldom attack.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Hidden&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| -10 max durability to one equipped item, +10 durability to the others. (Permanent. This is how the [[D1 Unique Helms|Thinking Cap]] is made usable. Do not use indestructible items; they will not be selected to gain or lose and hurt your odds of not reducing what you want to increase. Go to town and buy some non-magical junk equipment, if need be. The shield is most often the item reduced. No item will ever be destroyed; just reduced to 1/1 durability, at worst.)&lt;br /&gt;
| &amp;quot;New strength is forged through destruction.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Holy&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Activates a phasing spell (Teleport to random location on screen.)&lt;br /&gt;
| &amp;quot;Wherever you go, there you are.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Imposing'''&lt;br /&gt;
| +2 Dexterity&lt;br /&gt;
| &amp;quot;A surge of blood interrupts your thoughts.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical'''&lt;br /&gt;
| Casts mana shield on the player. (No effect if mana shield already active.)&lt;br /&gt;
| &amp;quot;While the spirit is vigilant the body thrives.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mysterious'''&lt;br /&gt;
| +5 points to one random attribute&amp;lt;br /&amp;gt; -1 point to other three attributes&amp;lt;br /&amp;gt; (No bonus if the selected attribute is maxed already.)&lt;br /&gt;
| &amp;quot;Some are weakened as one grows strong.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Ornate&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| +2 Holy Bolt spell level, -10% max mana (permanent)&lt;br /&gt;
| &amp;quot;Salvation comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Quiet'''&lt;br /&gt;
| Add +2 to Vitality&lt;br /&gt;
| &amp;quot;The essence of life flows from within.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Religious'''&lt;br /&gt;
| Repairs all weapons&lt;br /&gt;
| &amp;quot;Time cannot diminish the power of steel.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=red&amp;gt;Sacred&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Charged bolt +2 levels; lose 10% max mana&lt;br /&gt;
| &amp;quot;Energy comes at the cost of wisdom.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Secluded'''&lt;br /&gt;
| Completes the auto-map of the current level&lt;br /&gt;
| &amp;quot;The way is made clear when viewed from above&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiritual'''&lt;br /&gt;
| Fills all empty inventory slots with small amounts of gold.&lt;br /&gt;
| &amp;quot;Riches abound when least expected.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spooky'''&lt;br /&gt;
| Full rejuvenation potions for other players&lt;br /&gt;
| You: &amp;quot;Where avarice fails, patience gains reward.&amp;quot;&amp;lt;br /&amp;gt;Others: &amp;quot;Blessed by a benevolent companion!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Stone'''&lt;br /&gt;
| Recharges all staves equipped and in inventory.&lt;br /&gt;
| &amp;quot;The powers of mana refocused renews.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tainted'''&lt;br /&gt;
| +1 to a random stat of the player touching the shrine&amp;lt;br /&amp;gt;-1 to all stats of the other players in the game.&lt;br /&gt;
| You: &amp;quot;Those who are last may yet be first.&amp;quot;&amp;lt;br /&amp;gt;Others: &amp;quot;Generosity brings its own rewards.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Thaumaturgic'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| Refills all chests on the current level.&lt;br /&gt;
| &amp;quot;What once was opened now is closed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Weird'''&lt;br /&gt;
(Single Player)&lt;br /&gt;
| Adds +1 to all weapons max damage (Until next new game created)&lt;br /&gt;
| &amp;quot;The sword of justice is swift and sharp.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Fountain'''&lt;br /&gt;
| +1 to health per click&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Fountain of Tears'''&lt;br /&gt;
| +1 to one attribute; -1 to another.(random)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;font color=yellow&amp;gt;Goat Shrine/Cauldron&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| Random Shrine Effect&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Murky Pool'''&lt;br /&gt;
| Infravision (Temporary: As if a scroll had been used.)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Purifying Spring'''&lt;br /&gt;
| +1 to mana per click&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hellfire Shrines==&lt;br /&gt;
These shrines are found only in Hellfire. None of the Diablo shrines are removed or modified in Hellfire, there are just more shrines added into the mix. None of the added Hellfire shrines have permanent detrimental effects, but '''Murphy's''' should be avoided and '''Mendicant's''' can be annoying to high level characters with a lot of gold in their inventory (The gold lost could take a long time to recover, while the experience gained can be had from just a few monsters, on hell difficulty.)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Glowing'''&lt;br /&gt;
| +5 to Magic, -5% Experience&lt;br /&gt;
| &amp;quot;Knowledge is power&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mendicant'''&lt;br /&gt;
| Takes half your gold and converts it to experience&lt;br /&gt;
| &amp;quot;Give and you shall receive&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Murphy's'''&lt;br /&gt;
| 1 in 3 chance of damage to an item, or takes away 1/3 of your gold&lt;br /&gt;
| &amp;quot;That which can break will&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Oily'''&lt;br /&gt;
| &lt;br /&gt;
Casts a [[D1_Spellbooks#Ring_of_Fire|Ring of Fire]] spell around the shrine and adds +2 to primary stats:&lt;br /&gt;
* Barbarian: +2 Vitality&lt;br /&gt;
* Bard: +1 Dexterity, +1 Magic&lt;br /&gt;
* Monk: +1 Strength and +1 Dexterity&lt;br /&gt;
* Rogue: +2 Dexterity&lt;br /&gt;
* Sorcerer: +2 Magic&lt;br /&gt;
* Warrior: +2 Strength&lt;br /&gt;
| &lt;br /&gt;
&amp;quot;That which does not kill you...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Shimmering'''&lt;br /&gt;
| Instant mana refill.&lt;br /&gt;
| &amp;quot;Spiritual energy is restored&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Solar'''&lt;br /&gt;
| &lt;br /&gt;
The Solar shrine's effect is determined by the clock time on your computer when the game was created.&lt;br /&gt;
* 12:00-17:59 (Noon - 6pm) = +2 Strength&lt;br /&gt;
* 18:00-19:59 (6pm - 8pm) = +2 Magic&lt;br /&gt;
* 20:00-3:59 (8pm - 4am) = +2 Vitality&lt;br /&gt;
* 4:00-11:59 (4am-noon) = +2 Dexterity&lt;br /&gt;
| &lt;br /&gt;
* &amp;quot;You feel stronger&amp;quot;&lt;br /&gt;
* &amp;quot;You feel wiser&amp;quot;&lt;br /&gt;
* &amp;quot;You feel refreshed&amp;quot;&lt;br /&gt;
* &amp;quot;You feel more agile&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Sparkling'''&lt;br /&gt;
| Player is hit by electrical charge, and gains 1000 experience per dungeon level (1000 on level 1, 2000 on level 2, etc.)&lt;br /&gt;
| &amp;quot;Some experience is gained by touch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| Opens portal to town&lt;br /&gt;
| &amp;quot;There's no place like home&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Beta Shrines==&lt;br /&gt;
Before release, the game featured shrines that were significantly changed or deleted. These can be found in the pre-release demo.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Shrine&lt;br /&gt;
! Effect&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Quote&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptic'''&lt;br /&gt;
| Increases current and maximum life and mana by 20; swaps two attributes.&lt;br /&gt;
| &amp;quot;Power comes from your disorientation...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Eerie'''&lt;br /&gt;
| +2 to Magic; reverses the character's name.&lt;br /&gt;
| &amp;quot;You forget who you are!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Enchanted'''&lt;br /&gt;
| A random spell is forgotten, +1 to all other spell levels.&lt;br /&gt;
| &amp;quot;Did you forget something?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Fascinating'''&lt;br /&gt;
| Sets Fire Bolt spell level to 5 but lowers the ToHit% of all fire spells used on the current level. (Unclear)&lt;br /&gt;
| &amp;quot;You are the powerless master of fire!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hidden'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Energy passes through your equipment.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Holy'''&lt;br /&gt;
| Teleports you to a random spot on the level.&lt;br /&gt;
| Same quote as the retail version.&lt;br /&gt;
|-&lt;br /&gt;
| '''Imposing'''&lt;br /&gt;
| Increases current life by 2*clvl and decreases current mana by 2*clvl.&amp;lt;br /&amp;gt;* Not in pre-release demo.&lt;br /&gt;
| &amp;quot;A surge of blood interrupts your thoughts.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical'''&lt;br /&gt;
| Unknown.&lt;br /&gt;
| &amp;quot;Growling is heard throughout the dungeon.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mysterious'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Odd sensations.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Mystic'''&lt;br /&gt;
| Sets gold to 1, increases experience by dlvl * dlvl * 1000 * (1 + 0,1(dlvl - clvl)).&lt;br /&gt;
| &amp;quot;Your skills increase, but at a price.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiritual'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;Untold wealth!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Supernatural'''&lt;br /&gt;
| Resets the next level up in the dungeon, fully restocking it with monsters and refilling all chests.&lt;br /&gt;
| &amp;quot;You hear a strange cry from the distance.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Thaumaturgic'''&lt;br /&gt;
| Same effect as the retail version.&lt;br /&gt;
| &amp;quot;You hear a series of creaks and thumps.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Fountain'''&lt;br /&gt;
| +8 to current health and -8 to current mana per click; requires 8 mana to use.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
--&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It seems likely that there is a counterpart to the Imposing Shrine that would increase mana and reduce life. This might have been where the Eerie Shrine quote comes from: &amp;quot;Knowledge and wisdom at the cost of self&amp;quot; seems to imply a spiritual drawback to go with the vitality boost, but there is none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:D1 Strategy]]&lt;br /&gt;
[[Category: D1 Basics]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=D1_Shrines&amp;diff=27311</id>
		<title>D1 Shrines</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=D1_Shrines&amp;diff=27311"/>
				<updated>2014-08-09T10:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Flux moved page D1 Shrines to Diablo I Shrines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Diablo I Shrines]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Reaper_of_Souls&amp;diff=27309</id>
		<title>Reaper of Souls</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Reaper_of_Souls&amp;diff=27309"/>
				<updated>2014-07-22T23:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;Reaper of Souls is the first of multiple (at least two) expansion packs planned for Diablo 3.  It was released in March 2014.  * {{iw|Reaper_of_Souls Reaper of Souls in the Di...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reaper of Souls is the first of multiple (at least two) expansion packs planned for Diablo 3.  It was released in March 2014.&lt;br /&gt;
&lt;br /&gt;
* {{iw|Reaper_of_Souls Reaper of Souls in the Diablo 3 wiki}}.&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo III]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ladder&amp;diff=27308</id>
		<title>Ladder</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ladder&amp;diff=27308"/>
				<updated>2014-07-22T23:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;Ladders exist only for Battle.net play, and are reset periodically. While active, each ladder is populated only by ladder characters. The point of a ladder is to give the econ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ladders exist only for Battle.net play, and are reset periodically. While active, each ladder is populated only by ladder characters. The point of a ladder is to give the economy and character base a fresh start. Players who wish to participate on the ladder create new characters during each ladder season, by clicking the &amp;quot;ladder character&amp;quot; box upon creation. Ladder characters can only play and trade with other ladder characters.&lt;br /&gt;
&lt;br /&gt;
When each ladder season ends, all of the ladder characters are sorted back into the general character population, and if players want to join the new ladder, they must create new characters to do so. Ladder characters can be hardcore or softcore, and ladders work just like the normal game, though there are some [[Ladder Uniques]] and [[Ladder Runewords]] that can not be found by non-ladder characters.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
* [[Ladder FAQ]]&lt;br /&gt;
* [[Ladder Runewords|Ladder-only Runewords]]&lt;br /&gt;
* [[Ladder Uniques|Ladder-only Uniques]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo 3 introduced Ladders after the launch of [[Reaper of Souls]], with a functionality very similar to Diablo 2's. &lt;br /&gt;
* {{iw|Seasons Ladders in Diablo 3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FAQs]]&lt;br /&gt;
[[category:Battle.net]]&lt;br /&gt;
[[category:ladder]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ladders&amp;diff=27307</id>
		<title>Ladders</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ladders&amp;diff=27307"/>
				<updated>2014-07-22T23:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Ladder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ladder]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ladder_Runewords&amp;diff=27306</id>
		<title>Ladder Runewords</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ladder_Runewords&amp;diff=27306"/>
				<updated>2014-07-22T23:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;Certain Runewords can only be found by Ladder characters in Diablo 2.  These items can not be found by non-ladder characters, but may be traded by ladder characters once t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain Runewords can only be found by [[Ladder]] characters in Diablo 2.  These items can not be found by non-ladder characters, but may be traded by ladder characters once the ladder season ends and they rejoin the general character population. &lt;br /&gt;
&lt;br /&gt;
* See also: [[Ladder Uniques]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ladder-only Runewords==&lt;br /&gt;
&lt;br /&gt;
All these items were added in the v1.10 patch can not be found in earlier versions of the game. (Though ladders are only available for the current version anyway.)&lt;br /&gt;
&lt;br /&gt;
All items are listed on their own pages and in the other Runeword sortings as well.&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
{{:Brand}}&lt;br /&gt;
&lt;br /&gt;
{{:Death}}&lt;br /&gt;
&lt;br /&gt;
{{:Destruction}}&lt;br /&gt;
&lt;br /&gt;
{{:Dream}}&lt;br /&gt;
&lt;br /&gt;
{{:Dragon}}&lt;br /&gt;
&lt;br /&gt;
{{:Edge}}&lt;br /&gt;
&lt;br /&gt;
{{:Faith}}&lt;br /&gt;
&lt;br /&gt;
{{:fortitude}}&lt;br /&gt;
&lt;br /&gt;
{{:grief}}&lt;br /&gt;
&lt;br /&gt;
{{:harmony}}&lt;br /&gt;
&lt;br /&gt;
{{:ice}}&lt;br /&gt;
&lt;br /&gt;
{{:infinity}}&lt;br /&gt;
&lt;br /&gt;
{{:insight}}&lt;br /&gt;
&lt;br /&gt;
{{:Last Wish}}&lt;br /&gt;
&lt;br /&gt;
{{:lawbringer}}&lt;br /&gt;
&lt;br /&gt;
{{:oath}}&lt;br /&gt;
&lt;br /&gt;
{{:obedience}}&lt;br /&gt;
&lt;br /&gt;
{{:phoenix}}&lt;br /&gt;
&lt;br /&gt;
{{:pride}}&lt;br /&gt;
&lt;br /&gt;
{{:rift}}&lt;br /&gt;
&lt;br /&gt;
{{:spirit}}&lt;br /&gt;
&lt;br /&gt;
{{:voice of Reason}}&lt;br /&gt;
&lt;br /&gt;
{{:wrath}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Runewords}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
[[Category:Runeword Headgear]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Ladders]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ladder_Uniques&amp;diff=27305</id>
		<title>Ladder Uniques</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ladder_Uniques&amp;diff=27305"/>
				<updated>2014-07-22T23:30:45Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain Unique items can only be found by [[Ladder]] characters in Diablo 2.  These uniques can not be found by non-ladder characters, but may be traded by ladder characters once the ladder season ends and they rejoin the general character population. &lt;br /&gt;
&lt;br /&gt;
Many mods make them available as well. (Mods are by definition non-ladder.)&lt;br /&gt;
&lt;br /&gt;
* See also: [[Ladder Runewords]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ladder-only Uniques==&lt;br /&gt;
&lt;br /&gt;
All these items were added in the v1.10 patch can not be found in earlier versions of the game. (Though ladders are only available for the current version anyway.)  &lt;br /&gt;
&lt;br /&gt;
All of these items have their own articles in this wiki, and can be seen via the full Uniques navigation table at the bottom of this page. This is just a quick alphabetical listing for the sake of convenience.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
* [[Andariel's Visage]], Unique: Demonhead&lt;br /&gt;
* [[Cerebus' Bite]], Unique druid helm: Blood Spirit, Druid only&lt;br /&gt;
* [[Darkforce Spawn]], Unique: Bloodlord Skull, Necromancer shield item&lt;br /&gt;
* [[Death Cleaver]], Unique: Berserker Axe&lt;br /&gt;
* [[Death's Fathom]], Unique: Dimensional Shard, Sorceress-only weapon&lt;br /&gt;
* [[Demonhorn's Edge]], Unique: Destroyer Helm, Barbarian-only helm&lt;br /&gt;
* [[Djinn Slayer]], Unique: Ataghan&lt;br /&gt;
* [[Executioner's Justice]], Unique: Glorious Axe&lt;br /&gt;
* [[Gheed's Fortune]], Unique: Grand Charm&lt;br /&gt;
* [[Griffon's Eye]], Unique: Diadem&lt;br /&gt;
* [[Heaven's Light]], Unique: Mighty Scepter&lt;br /&gt;
* [[Kira's Guardian]], Unique: Tiara&lt;br /&gt;
* [[Leviathan]], Unique: Kraken Shell&lt;br /&gt;
* [[Mang Song's Lesson]], Unique: Archon Staff&lt;br /&gt;
|&lt;br /&gt;
* [[Metalgrid]], Unique: Amulet&lt;br /&gt;
* [[Nature's Peace]], Unique: Ring&lt;br /&gt;
* [[Rune Master]], Unique: Ettin Axe&lt;br /&gt;
* [[Seraph's Hymn]], Unique: Amulet&lt;br /&gt;
* [[Shadow Dancer]], Unique: Shadow Dancer&lt;br /&gt;
* [[Shadow Killer]], Unique: Battle Cestus (Assassin only)&lt;br /&gt;
* [[Stoneraven]], Unique: Matriarchal Spear, Amazon only&lt;br /&gt;
* [[The Reaper's Toll]], Unique: Thresher&lt;br /&gt;
* [[Thunderstroke]], Unique: Matriarchal Javelin (Amazon only)&lt;br /&gt;
* [[Tomb Reaver]], Unique: Cryptic Axe&lt;br /&gt;
* [[Tyrael's Might]], Unique: Sacred Armor&lt;br /&gt;
* [[Warshrike]], Unique: Winged Knife&lt;br /&gt;
* [[Widowmaker]], Unique: Ward Bow&lt;br /&gt;
* [[Wraith Flight]], Unique: Ghost Glaive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Listing with Item Properties==&lt;br /&gt;
&lt;br /&gt;
[[Andariel's Visage]]&lt;br /&gt;
* Demonhead helm&lt;br /&gt;
* Level 83 Required&lt;br /&gt;
* Defense: 310 to 387 (varies) (Base Defense: 101 to 154)&lt;br /&gt;
* Required Strength: 102&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +100-150% Enhanced Defense (varies)&lt;br /&gt;
* +2 To All Skills&lt;br /&gt;
* 20% Increased Attack Speed&lt;br /&gt;
* 8-10% Life Stolen Per Hit (varies)&lt;br /&gt;
* +25-30 To Strength (varies)&lt;br /&gt;
* +10% To Maximum Poison Resist&lt;br /&gt;
* Fire Resist -30%&lt;br /&gt;
* Poison Resist +70%&lt;br /&gt;
* 15% Chance To Cast Level 15 Poison Nova When Struck&lt;br /&gt;
* Level 3 Venom (20 charges)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cerebus' Bite]]&lt;br /&gt;
* (Druid Only) -- Unique druid helm: Blood Spirit, &lt;br /&gt;
* Level 63 Required&lt;br /&gt;
* Defense: 335 to 350 (varies) (Base Defense: 101 to 145)&lt;br /&gt;
* Required Strength: 86&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +130-140% Enhanced Defense (varies)&lt;br /&gt;
* 60-120% Bonus to Attack Rating (varies)&lt;br /&gt;
* 7-10% Life Stolen Per Hit (varies)&lt;br /&gt;
* 33% Chance of Open Wounds&lt;br /&gt;
* +2-4 To Shape Shifting Skills (Druid Only) (varies)&lt;br /&gt;
* +1-2 To Feral Rage (Druid Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Darkforce Spawn]]&lt;br /&gt;
* Unique: Bloodlord Skull, Necromancer shield item&lt;br /&gt;
* Level 65 Required]&lt;br /&gt;
* Defense: 357 to 417 (varies) (Base Defense: 103 to 148)&lt;br /&gt;
* Required Strength: 106&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* Chance To Block: 32%&lt;br /&gt;
* +140-180% Enhanced Defense (varies)&lt;br /&gt;
* +1-3 To Summoning Skills (Necromancer Only) (varies)&lt;br /&gt;
* +1-3 To Poison And Bone Skills (Necromancer Only) (varies)&lt;br /&gt;
* +1-3 To Curses (Necromancer Only) (varies)&lt;br /&gt;
* +30% Faster Cast Rate&lt;br /&gt;
* Increase Maximum Mana 10%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Death Cleaver]]&lt;br /&gt;
* Unique: Berserker Axe, &lt;br /&gt;
* Level 70 Required&lt;br /&gt;
* One to Hand Damage: (79 to 91) To (234 to 269) (156.5 to 180 Avg)&lt;br /&gt;
* Required Strength: 138&lt;br /&gt;
* Required Dexterity: 59&lt;br /&gt;
* Durability: 26&lt;br /&gt;
* Weapon Speed: [0]&lt;br /&gt;
* +230-280% Enhanced Damage (varies)&lt;br /&gt;
* +40% Increased Attack Speed&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* 66% Deadly Strike&lt;br /&gt;
* +6-9 Life After Each Kill (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Death's Fathom]]&lt;br /&gt;
* Unique: Dimensional Shard, sorceress-only weapon.&lt;br /&gt;
* Level 73 Required]&lt;br /&gt;
* One to Hand Damage: 30 To 53 (41.5 Avg)&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +3 To Sorceress Skill Levels&lt;br /&gt;
* +20% Faster Cast Rate&lt;br /&gt;
* +15-30% To Cold Skill Damage (varies)&lt;br /&gt;
* Lightning Resist +25-40% (varies)&lt;br /&gt;
* Fire Resist +25-40% (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Demonhorn's Edge]]&lt;br /&gt;
* Unique: Destroyer Helm, Barbarian-only helm, &lt;br /&gt;
* Level 61 Required&lt;br /&gt;
* Defense: 345 to 408 (varies) (Base Defense: 111 to 156)&lt;br /&gt;
* Required Strength: 151&lt;br /&gt;
* Durability: 45&lt;br /&gt;
* (Barbarian Only)&lt;br /&gt;
* +120-160% Enhanced Defense (varies)&lt;br /&gt;
* 10% Increased Attack Speed&lt;br /&gt;
* 3-6% Life Stolen Per Hit (varies)&lt;br /&gt;
* Attacker Takes Damage of 55-77 (varies)&lt;br /&gt;
* +1-3 To Warcries (Barbarian Only) (varies)&lt;br /&gt;
* +1-3 To Masteries (Barbarian Only) (varies)&lt;br /&gt;
* +1-3 To Combat Skills (Barbarian Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Djinn Slayer]]&lt;br /&gt;
* Unique: Ataghan&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* One to Hand Damage: (75 to 88) To (133 to 156) (104 to 122 Avg)&lt;br /&gt;
* Required Strength: 138&lt;br /&gt;
* Required Dexterity: 95&lt;br /&gt;
* Durability: 22&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* +190-240% Enhanced Damage (varies)&lt;br /&gt;
* +100-150% Damage To Demons (varies)&lt;br /&gt;
* Adds 250-500 Fire Damage&lt;br /&gt;
* 3-6% Mana Stolen Per Hit (varies)&lt;br /&gt;
* +3-7 Lightning Absorb (varies)&lt;br /&gt;
* +200-300 To Attack Rating Against Demons (varies)&lt;br /&gt;
* Socketed (1-2) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
(Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Executioner's Justice]]&lt;br /&gt;
* Unique: Glorious Axe, &lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Two to Hand Damage: (204 to 234) To (421 to 483) (312.5 to 358.5 Avg)&lt;br /&gt;
* Required Strength: 164&lt;br /&gt;
* Required Dexterity: 55&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Weapon Speed: [10]&lt;br /&gt;
* +240-290% Enhanced Damage (varies)&lt;br /&gt;
* 25% Chance Of Crushing Blow&lt;br /&gt;
* 30% Increased Attack Speed&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* 50% Chance To Cast Level 6 Decrepify When You Kill An Enemy&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Gheed's Fortune]]&lt;br /&gt;
* Unique: Grand Charm, &lt;br /&gt;
* Level 62 Required&lt;br /&gt;
* 80-160% Extra Gold From Monsters (varies)&lt;br /&gt;
* Reduces All Vendor Prices 10-15% (varies)&lt;br /&gt;
* 20-40% Better Chance of Getting Magic Items (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
* Notes: A character may only hold one Gheed's Fortune Charm in their inventory at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Griffon's Eye]]&lt;br /&gt;
* Unique: Diadem, &lt;br /&gt;
* Level 76 Required&lt;br /&gt;
* Defense: 150 to 260 (varies) (Base Defense: 50 to 60)&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +100-200 Defense (varies)&lt;br /&gt;
* +1 To All Skills&lt;br /&gt;
* +25% Faster Cast Rate&lt;br /&gt;
* -15-20% To Enemy Lightning Resistance (varies)&lt;br /&gt;
* +10-15% To Lightning Skill Damage (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
[[Heaven's Light]]&lt;br /&gt;
* Unique: Mighty Scepter, &lt;br /&gt;
* Level 61 Required]&lt;br /&gt;
* One to Hand Damage: (140 to 160) To (182 to 208) (161 to 184 Avg)*&lt;br /&gt;
* Required Strength: 125&lt;br /&gt;
* Required Dexterity: 65&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* +250-300% Enhanced Damage (varies)&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* +20% Increased Attack Speed&lt;br /&gt;
* 33% Chance of Crushing Blow&lt;br /&gt;
* +15-20 Life After Each Demon Kill (varies)&lt;br /&gt;
* +2-3 To Paladin Skill Levels (varies)&lt;br /&gt;
* +3 To Light Radius&lt;br /&gt;
* Socketed (1-2) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kira's Guardian]]&lt;br /&gt;
* Unique: Tiara&lt;br /&gt;
* Level 77 Required&lt;br /&gt;
* Defense: 90 to 170 (varies) (Base Defense: 40 to 50)&lt;br /&gt;
* Durability: 25&lt;br /&gt;
* +50-120 Defense (varies)&lt;br /&gt;
* +20% Faster Hit Recovery&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* All Resistances +50-70 (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]&lt;br /&gt;
* Unique: Kraken Shell&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* Defense: 1514 to 1722 (varies) (Base Defense: 417 to 523)&lt;br /&gt;
* Required Strength: 174&lt;br /&gt;
* +170-200% Enhanced Defense (varies)&lt;br /&gt;
* +100-150 Defense (varies)&lt;br /&gt;
* +40-50 To Strength (varies)&lt;br /&gt;
* Damage Reduced By 15-25% (varies)&lt;br /&gt;
* Indestructible&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mang Song's Lesson]]&lt;br /&gt;
* Unique: Archon Staff&lt;br /&gt;
* Level 82 Required&lt;br /&gt;
* Two to Hand Damage: 83 To 99 (91 Avg)&lt;br /&gt;
* Required Strength: 34&lt;br /&gt;
* Durability: 26&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +5 To All Skills&lt;br /&gt;
* +30% Faster Cast Rate&lt;br /&gt;
* -(7-15)% To Enemy Lightning Resistances (varies)&lt;br /&gt;
* -(7-15)% To Enemy Cold Resistances (varies)&lt;br /&gt;
* -(7-15)% To Enemy Fire Resistances (varies)&lt;br /&gt;
* Regenerate Mana 10%&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Metalgrid]]&lt;br /&gt;
* Unique: Amulet&lt;br /&gt;
* Level 81 Required&lt;br /&gt;
* +400-450 To Attack Rating (varies)&lt;br /&gt;
* Level 22 Iron Golem (11 Charges)&lt;br /&gt;
* Level 12 Iron Maiden (20 Charges)&lt;br /&gt;
* All Resistances +25-35 (varies)&lt;br /&gt;
* +300-350 Defense (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Nature's Peace]]&lt;br /&gt;
* Unique: Ring&lt;br /&gt;
* Level 69 Required&lt;br /&gt;
* Slain Monsters Rest In Peace*&lt;br /&gt;
* Prevent Monster Heal&lt;br /&gt;
* Poison Resist +20-30% (varies)&lt;br /&gt;
* Damage Reduced by 7-11 (varies)&lt;br /&gt;
* Level 5 Oak Sage (27 charges)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: &amp;quot;Slain Monsters Rest in Peace&amp;quot; means that the bodies can't be resurrected or they can't be used to raise skeletons (Necromancer). They can't be used for [[Corpse Explosion]] either. It will work only if you kill the enemy with a physical damage and not magical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Rune Master]]&lt;br /&gt;
* Unique: Ettin Axe&lt;br /&gt;
* Level 72 Required&lt;br /&gt;
* One to Hand Damage: (105 to 122) To (211 to 244) (158 to 183 Avg)&lt;br /&gt;
* Required Strength: 145&lt;br /&gt;
* Required Dexterity: 45&lt;br /&gt;
* Durability: 24&lt;br /&gt;
* Weapon Speed: [10]&lt;br /&gt;
* +220-270% Enhanced Damage (varies)&lt;br /&gt;
* +5% To Maximum Cold Resist&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* Socketed (3-5) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Seraph's Hymn]]&lt;br /&gt;
* Unique: Amulet&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* +2 To All Skill Levels&lt;br /&gt;
* +1-2 To Defensive Auras (Paladin Only) (varies)&lt;br /&gt;
* +20-50% Damage To Demons (varies)&lt;br /&gt;
* +150-250 To Attack Rating Against Demons (varies)&lt;br /&gt;
* +20-50% Damage To Undead (varies)&lt;br /&gt;
* +150-250 To Attack Rating Against Undead (varies)&lt;br /&gt;
* +2 To Light Radius&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shadow Dancer]]&lt;br /&gt;
* Unique: Shadow Dancer&lt;br /&gt;
* Level 71 Required&lt;br /&gt;
* Defense: 122 to 144 (varies) (Base Defense 62 to 71)&lt;br /&gt;
* Required Strength: 167&lt;br /&gt;
* Durability: 24&lt;br /&gt;
* Assassin Kick Damage: 83 to 149&lt;br /&gt;
* +70-100% Enhanced Defense (varies)&lt;br /&gt;
* +1-2 To Shadow Disciplines (Assassin Only) (varies)&lt;br /&gt;
* +30% Faster Run/Walk&lt;br /&gt;
* +30% Faster Hit Recovery&lt;br /&gt;
* +15-25 To Dexterity (varies)&lt;br /&gt;
* Requirements -20%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shadow Killer]]&lt;br /&gt;
* Unique: Battle Cestus (Assassin only)&lt;br /&gt;
* Level 78 Required&lt;br /&gt;
* Damage: (145 to 172) To (170 to 201) (157.5 to 186.5 Avg)&lt;br /&gt;
* Required Strength: 100&lt;br /&gt;
* Required Dexterity: 100&lt;br /&gt;
* Weapon Speed: [-10]&lt;br /&gt;
* +170-220% Enhanced Damage (varies)&lt;br /&gt;
* -25% Target Defense&lt;br /&gt;
* Freezes Target +2&lt;br /&gt;
* +10-15 To Mana After Each Kill (varies)&lt;br /&gt;
* 33% Chance To Cast Level 8 Frost Nova On Striking&lt;br /&gt;
* Indestructible&lt;br /&gt;
* Ethereal (Cannot Be Repaired)*&lt;br /&gt;
* (Ladder Only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: It doesn't need to be repaired because it's Indestructible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Stoneraven]]&lt;br /&gt;
* Unique: Matriarchal Spear&lt;br /&gt;
* Level 64 Required&lt;br /&gt;
* Two to Hand Damage: (214 to 247) To (316 to 361) (263.5 to 304 Avg)&lt;br /&gt;
* Required Strength: 114&lt;br /&gt;
* Required Dexterity: 142&lt;br /&gt;
* Durability: 28&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* (Amazon Only)&lt;br /&gt;
* +230-280% Enhanced Damage (varies)&lt;br /&gt;
* Adds 101-187 Magic Damage&lt;br /&gt;
* +400-600 Defense (varies)&lt;br /&gt;
* All Resistances +30-50 (varies)&lt;br /&gt;
* +1-3 To Javelin and Spear Skills (Amazon Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Reaper's Toll]]&lt;br /&gt;
* Unique: Thresher&lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Two to Hand Damage: (34 to 40) To (408 to 479) (221 to 259.5 Avg)&lt;br /&gt;
* Required Strength: 114&lt;br /&gt;
* Required Dexterity: 89&lt;br /&gt;
* Durability: 65&lt;br /&gt;
* Base Weapon Speed: [-10]&lt;br /&gt;
* +190-240% Enhanced Damage (varies)&lt;br /&gt;
* Ignore Target's Defense&lt;br /&gt;
* Adds 4-44 Cold Damage&lt;br /&gt;
* 11-15% Life Stolen Per Hit (varies)&lt;br /&gt;
* 33% Deadly Strike&lt;br /&gt;
* 33% Chance To Cast Level 1 Decrepify On Striking&lt;br /&gt;
* Requirements -25%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Thunderstroke]]&lt;br /&gt;
Unique: Matriarchal Javelin (Amazon only)&lt;br /&gt;
* Level 69 Required&lt;br /&gt;
* Throw Damage: (87 to 105) To (165 to 198) (126 to 151.5 Avg)&lt;br /&gt;
* One to Hand Damage: (75 to 90) To (135 to 162) (105 to 126 Avg)&lt;br /&gt;
* Required Strength: 107&lt;br /&gt;
* Required Dexterity: 151&lt;br /&gt;
* Base Weapon Speed: [-10]&lt;br /&gt;
* Max Stack (80)&lt;br /&gt;
* +150-200% Enhanced Damage (varies)&lt;br /&gt;
* Adds 1-511 Lightning Damage&lt;br /&gt;
* 15% Increased Attack Speed&lt;br /&gt;
* -15% To Enemy Lightning Resistance&lt;br /&gt;
* 20% Chance To Cast Level 14 Lightning On Striking&lt;br /&gt;
* +2-4 To Javelin and Spear Skills (Amazon Only) (varies)&lt;br /&gt;
* +3 To Lightning Bolt (Amazon Only)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tomb Reaver]]&lt;br /&gt;
* Unique: Cryptic Axe&lt;br /&gt;
* Level 84 Required&lt;br /&gt;
* Two to Hand Damage: (99 to 125) To (450 to 570) (274.5 to 347.5 Avg)&lt;br /&gt;
* Required Strength: 165&lt;br /&gt;
* Required Dexterity: 103&lt;br /&gt;
* Durability: 65&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +200-280% Enhanced Damage (varies)&lt;br /&gt;
* +150-230% Damage To Undead (varies)&lt;br /&gt;
* +60% Increased Attack Speed&lt;br /&gt;
* +250-350 To Attack Rating Against Undead (varies)&lt;br /&gt;
* All Resistances +30-50 (varies)&lt;br /&gt;
* 10% Reanimate As: Returned*&lt;br /&gt;
* +10-14 Life After Each Kill (varies)&lt;br /&gt;
* +50-80% Better Chance of Getting Magic Items (varies)&lt;br /&gt;
* +4 To Light Radius&lt;br /&gt;
* Socketed (1-3) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: 10% Reanimate As: Returned - 10% Chance to reanimate a corpse as a &amp;quot;Returned&amp;quot; monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tyrael's Might]]&lt;br /&gt;
* Unique: Sacred Armor&lt;br /&gt;
* Level 84 Required&lt;br /&gt;
* Defense: 1322 to 1502 (varies) (Base Defense: 487 to 600)&lt;br /&gt;
* Required Strength: None&lt;br /&gt;
* +120-150% Enhanced Defense (varies)&lt;br /&gt;
* +50-100% Damage To Demons (varies)&lt;br /&gt;
* +20% Faster Run/Walk&lt;br /&gt;
* +20-30 To Strength (varies)&lt;br /&gt;
* All Resistances +20-30 (varies)&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* Requirements -100%&lt;br /&gt;
* Slain Monsters Rest in Peace&lt;br /&gt;
* Indestructible&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Warshrike]]&lt;br /&gt;
* Unique: Winged Knife&lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Throw Damage: (69 to 80) To (117 to 136) (93 to 108 Avg)&lt;br /&gt;
* One to Hand Damage: (81 to 94) To (105 to 122) (93 to 108 Avg)&lt;br /&gt;
* Required Strength: 45&lt;br /&gt;
* Required Dexterity: 142&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* Max Stack: (200)&lt;br /&gt;
* +200-250% Enhanced Damage (varies)&lt;br /&gt;
* 50% Deadly Strike&lt;br /&gt;
* +30% Increased Attack Speed&lt;br /&gt;
* Piercing Attack [50]&lt;br /&gt;
* 25% Chance To Cast Level 9 Nova On Striking&lt;br /&gt;
* Replenishes Quantity [1 in 3 sec.]&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Widowmaker]]&lt;br /&gt;
* Unique: Ward Bow&lt;br /&gt;
* Level 65 Required]&lt;br /&gt;
* Two to Hand Damage: (50 to 60) To (132 to 159) (91 to 109.5 Avg)&lt;br /&gt;
* Required Strength: 72&lt;br /&gt;
* Required Dexterity: 146&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* +150-200% Enhanced Damage (varies)&lt;br /&gt;
* Ignore Target's Defense&lt;br /&gt;
* 33% Deadly Strike&lt;br /&gt;
* +3-5 To Guided Arrow (varies)&lt;br /&gt;
* Fires Magic Arrows [Level 11]&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Wraith Flight]]&lt;br /&gt;
* Unique: Ghost Glaive&lt;br /&gt;
* Level 76 Required]&lt;br /&gt;
* Throw Damage: (112 to 130) To (317 to 368) (214.5 to 249 Avg)&lt;br /&gt;
* One to Hand Damage: (70 to 81) To (225 to 261) (147.5 to 171 Avg)&lt;br /&gt;
* Required Strength: 79&lt;br /&gt;
* Required Dexterity: 127&lt;br /&gt;
* Base Weapon Speed: [20]&lt;br /&gt;
* Max Stack (75)&lt;br /&gt;
* +150-190% Enhanced Damage (varies)&lt;br /&gt;
* 9-13% Life Stolen Per Hit (varies)&lt;br /&gt;
* +15 To Mana After Each Kill&lt;br /&gt;
* Replenishes Quantity [1 in 2 sec.]&lt;br /&gt;
* Ethereal (Cannot Be Repaired)*&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: This item is always Ethereal but doesn't need to be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Unique_armor2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Uniques]]&lt;br /&gt;
[[Category:Unique Weapons]]&lt;br /&gt;
[[Category:Unique Armor]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Ladders]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Death_Fathom&amp;diff=27304</id>
		<title>Death Fathom</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Death_Fathom&amp;diff=27304"/>
				<updated>2014-07-22T23:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Death's Fathom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Death's Fathom]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gheed%27s_Fortune&amp;diff=27303</id>
		<title>Gheed's Fortune</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gheed%27s_Fortune&amp;diff=27303"/>
				<updated>2014-07-22T23:24:14Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Unique Charms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Unique Charms]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ladder_Uniques&amp;diff=27302</id>
		<title>Ladder Uniques</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ladder_Uniques&amp;diff=27302"/>
				<updated>2014-07-22T23:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;Certain Unique items can only be found by Ladder characters in Diablo 2.  These uniques can not be found by non-ladder characters, but may be traded by ladder characters o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain Unique items can only be found by [[Ladder]] characters in Diablo 2.  These uniques can not be found by non-ladder characters, but may be traded by ladder characters once the ladder season ends and they rejoin the general character population. &lt;br /&gt;
&lt;br /&gt;
Many mods make them available as well. (Mods are by definition non-ladder.)&lt;br /&gt;
&lt;br /&gt;
* See also: [[Ladder Runewords]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ladder-only Uniques==&lt;br /&gt;
&lt;br /&gt;
All these items were added in the v1.10 patch can not be found in earlier versions of the game. (Though ladders are only available for the current version anyway.)  &lt;br /&gt;
&lt;br /&gt;
Quick listing:&lt;br /&gt;
&lt;br /&gt;
* [[Andariel's Visage]], Unique: Demonhead&lt;br /&gt;
* [[Cerebus Bite]], Unique druid helm: Blood Spirit, Druid only&lt;br /&gt;
* [[Darkforce Spawn]], Unique: Bloodlord Skull, Necromancer shield item&lt;br /&gt;
* [[Death Cleaver]], Unique: Berserker Axe&lt;br /&gt;
* [[Death Fathom]], Unique: Dimensional Shard, Sorceress-only weapon&lt;br /&gt;
* [[Demonhorn's Edge]], Unique: Destroyer Helm, Barbarian-only helm&lt;br /&gt;
* [[Djinn Slayer]], Unique: Ataghan&lt;br /&gt;
* [[Executioner's Justice]], Unique: Glorious Axe&lt;br /&gt;
* [[Gheed's Fortune]], Unique: Grand Charm&lt;br /&gt;
* [[Griffon's Eye]], Unique: Diadem&lt;br /&gt;
* [[Heaven's Light]], Unique: Mighty Scepter&lt;br /&gt;
* [[Kira's Guardian]], Unique: Tiara&lt;br /&gt;
* [[Leviathan]], Unique: Kraken Shell&lt;br /&gt;
* [[Mang Song's Lesson]], Unique: Archon Staff&lt;br /&gt;
* [[Metalgrid]], Unique: Amulet&lt;br /&gt;
* [[Nature's Peace]], Unique: Ring&lt;br /&gt;
* [[Rune Master]], Unique: Ettin Axe&lt;br /&gt;
* [[Seraph's Hymn]], Unique: Amulet&lt;br /&gt;
* [[Shadow Dancer]], Unique: Shadow Dancer&lt;br /&gt;
* [[Shadow Killer]], Unique: Battle Cestus (Assassin only)&lt;br /&gt;
* [[Stoneraven]], Unique: Matriarchal Spear, Amazon only&lt;br /&gt;
* [[The Reaper's Toll]], Unique: Thresher&lt;br /&gt;
* [[Thunderstroke]], Unique: Matriarchal Javelin (Amazon only)&lt;br /&gt;
* [[Tomb Reaver]], Unique: Cryptic Axe&lt;br /&gt;
* [[Tyrael's Might]], Unique: Sacred Armor&lt;br /&gt;
* [[Warshrike]], Unique: Winged Knife&lt;br /&gt;
* [[Widowmaker]], Unique: Ward Bow&lt;br /&gt;
* [[Wraith Flight]], Unique: Ghost Glaive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Item Properties==&lt;br /&gt;
&lt;br /&gt;
[[Andariel's Visage]]&lt;br /&gt;
* Demonhead helm&lt;br /&gt;
* Level 83 Required&lt;br /&gt;
* Defense: 310 to 387 (varies) (Base Defense: 101 to 154)&lt;br /&gt;
* Required Strength: 102&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +100-150% Enhanced Defense (varies)&lt;br /&gt;
* +2 To All Skills&lt;br /&gt;
* 20% Increased Attack Speed&lt;br /&gt;
* 8-10% Life Stolen Per Hit (varies)&lt;br /&gt;
* +25-30 To Strength (varies)&lt;br /&gt;
* +10% To Maximum Poison Resist&lt;br /&gt;
* Fire Resist -30%&lt;br /&gt;
* Poison Resist +70%&lt;br /&gt;
* 15% Chance To Cast Level 15 Poison Nova When Struck&lt;br /&gt;
* Level 3 Venom (20 charges)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cerebus Bite]]&lt;br /&gt;
* (Druid Only) -- Unique druid helm: Blood Spirit, &lt;br /&gt;
* Level 63 Required&lt;br /&gt;
* Defense: 335 to 350 (varies) (Base Defense: 101 to 145)&lt;br /&gt;
* Required Strength: 86&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +130-140% Enhanced Defense (varies)&lt;br /&gt;
* 60-120% Bonus to Attack Rating (varies)&lt;br /&gt;
* 7-10% Life Stolen Per Hit (varies)&lt;br /&gt;
* 33% Chance of Open Wounds&lt;br /&gt;
* +2-4 To Shape Shifting Skills (Druid Only) (varies)&lt;br /&gt;
* +1-2 To Feral Rage (Druid Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Darkforce Spawn]]&lt;br /&gt;
* Unique: Bloodlord Skull, Necromancer shield item&lt;br /&gt;
* Level 65 Required]&lt;br /&gt;
* Defense: 357 to 417 (varies) (Base Defense: 103 to 148)&lt;br /&gt;
* Required Strength: 106&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* Chance To Block: 32%&lt;br /&gt;
* +140-180% Enhanced Defense (varies)&lt;br /&gt;
* +1-3 To Summoning Skills (Necromancer Only) (varies)&lt;br /&gt;
* +1-3 To Poison And Bone Skills (Necromancer Only) (varies)&lt;br /&gt;
* +1-3 To Curses (Necromancer Only) (varies)&lt;br /&gt;
* +30% Faster Cast Rate&lt;br /&gt;
* Increase Maximum Mana 10%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Death Cleaver]]&lt;br /&gt;
* Unique: Berserker Axe, &lt;br /&gt;
* Level 70 Required&lt;br /&gt;
* One to Hand Damage: (79 to 91) To (234 to 269) (156.5 to 180 Avg)&lt;br /&gt;
* Required Strength: 138&lt;br /&gt;
* Required Dexterity: 59&lt;br /&gt;
* Durability: 26&lt;br /&gt;
* Weapon Speed: [0]&lt;br /&gt;
* +230-280% Enhanced Damage (varies)&lt;br /&gt;
* +40% Increased Attack Speed&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* 66% Deadly Strike&lt;br /&gt;
* +6-9 Life After Each Kill (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Death Fathom]]&lt;br /&gt;
* Unique: Dimensional Shard, sorceress-only weapon.&lt;br /&gt;
* Level 73 Required]&lt;br /&gt;
* One to Hand Damage: 30 To 53 (41.5 Avg)&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +3 To Sorceress Skill Levels&lt;br /&gt;
* +20% Faster Cast Rate&lt;br /&gt;
* +15-30% To Cold Skill Damage (varies)&lt;br /&gt;
* Lightning Resist +25-40% (varies)&lt;br /&gt;
* Fire Resist +25-40% (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Demonhorn's Edge]]&lt;br /&gt;
* Unique: Destroyer Helm, Barbarian-only helm, &lt;br /&gt;
* Level 61 Required&lt;br /&gt;
* Defense: 345 to 408 (varies) (Base Defense: 111 to 156)&lt;br /&gt;
* Required Strength: 151&lt;br /&gt;
* Durability: 45&lt;br /&gt;
* (Barbarian Only)&lt;br /&gt;
* +120-160% Enhanced Defense (varies)&lt;br /&gt;
* 10% Increased Attack Speed&lt;br /&gt;
* 3-6% Life Stolen Per Hit (varies)&lt;br /&gt;
* Attacker Takes Damage of 55-77 (varies)&lt;br /&gt;
* +1-3 To Warcries (Barbarian Only) (varies)&lt;br /&gt;
* +1-3 To Masteries (Barbarian Only) (varies)&lt;br /&gt;
* +1-3 To Combat Skills (Barbarian Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Djinn Slayer]]&lt;br /&gt;
* Unique: Ataghan&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* One to Hand Damage: (75 to 88) To (133 to 156) (104 to 122 Avg)&lt;br /&gt;
* Required Strength: 138&lt;br /&gt;
* Required Dexterity: 95&lt;br /&gt;
* Durability: 22&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* +190-240% Enhanced Damage (varies)&lt;br /&gt;
* +100-150% Damage To Demons (varies)&lt;br /&gt;
* Adds 250-500 Fire Damage&lt;br /&gt;
* 3-6% Mana Stolen Per Hit (varies)&lt;br /&gt;
* +3-7 Lightning Absorb (varies)&lt;br /&gt;
* +200-300 To Attack Rating Against Demons (varies)&lt;br /&gt;
* Socketed (1-2) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
(Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Executioner's Justice]]&lt;br /&gt;
* Unique: Glorious Axe, &lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Two to Hand Damage: (204 to 234) To (421 to 483) (312.5 to 358.5 Avg)&lt;br /&gt;
* Required Strength: 164&lt;br /&gt;
* Required Dexterity: 55&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Weapon Speed: [10]&lt;br /&gt;
* +240-290% Enhanced Damage (varies)&lt;br /&gt;
* 25% Chance Of Crushing Blow&lt;br /&gt;
* 30% Increased Attack Speed&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* 50% Chance To Cast Level 6 Decrepify When You Kill An Enemy&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Gheed's Fortune]]&lt;br /&gt;
* Unique: Grand Charm, &lt;br /&gt;
* Level 62 Required&lt;br /&gt;
* 80-160% Extra Gold From Monsters (varies)&lt;br /&gt;
* Reduces All Vendor Prices 10-15% (varies)&lt;br /&gt;
* 20-40% Better Chance of Getting Magic Items (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
* Notes: A character may only hold one Gheed's Fortune Charm in their inventory at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Griffon's Eye]]&lt;br /&gt;
* Unique: Diadem, &lt;br /&gt;
* Level 76 Required&lt;br /&gt;
* Defense: 150 to 260 (varies) (Base Defense: 50 to 60)&lt;br /&gt;
* Durability: 20&lt;br /&gt;
* +100-200 Defense (varies)&lt;br /&gt;
* +1 To All Skills&lt;br /&gt;
* +25% Faster Cast Rate&lt;br /&gt;
* -15-20% To Enemy Lightning Resistance (varies)&lt;br /&gt;
* +10-15% To Lightning Skill Damage (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
[[Heaven's Light]]&lt;br /&gt;
* Unique: Mighty Scepter, &lt;br /&gt;
* Level 61 Required]&lt;br /&gt;
* One to Hand Damage: (140 to 160) To (182 to 208) (161 to 184 Avg)*&lt;br /&gt;
* Required Strength: 125&lt;br /&gt;
* Required Dexterity: 65&lt;br /&gt;
* Durability: 50&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* +250-300% Enhanced Damage (varies)&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* -33% Target Defense&lt;br /&gt;
* +20% Increased Attack Speed&lt;br /&gt;
* 33% Chance of Crushing Blow&lt;br /&gt;
* +15-20 Life After Each Demon Kill (varies)&lt;br /&gt;
* +2-3 To Paladin Skill Levels (varies)&lt;br /&gt;
* +3 To Light Radius&lt;br /&gt;
* Socketed (1-2) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kira's Guardian]]&lt;br /&gt;
* Unique: Tiara&lt;br /&gt;
* Level 77 Required&lt;br /&gt;
* Defense: 90 to 170 (varies) (Base Defense: 40 to 50)&lt;br /&gt;
* Durability: 25&lt;br /&gt;
* +50-120 Defense (varies)&lt;br /&gt;
* +20% Faster Hit Recovery&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* All Resistances +50-70 (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]&lt;br /&gt;
* Unique: Kraken Shell&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* Defense: 1514 to 1722 (varies) (Base Defense: 417 to 523)&lt;br /&gt;
* Required Strength: 174&lt;br /&gt;
* +170-200% Enhanced Defense (varies)&lt;br /&gt;
* +100-150 Defense (varies)&lt;br /&gt;
* +40-50 To Strength (varies)&lt;br /&gt;
* Damage Reduced By 15-25% (varies)&lt;br /&gt;
* Indestructible&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mang Song's Lesson]]&lt;br /&gt;
* Unique: Archon Staff&lt;br /&gt;
* Level 82 Required&lt;br /&gt;
* Two to Hand Damage: 83 To 99 (91 Avg)&lt;br /&gt;
* Required Strength: 34&lt;br /&gt;
* Durability: 26&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +5 To All Skills&lt;br /&gt;
* +30% Faster Cast Rate&lt;br /&gt;
* -(7-15)% To Enemy Lightning Resistances (varies)&lt;br /&gt;
* -(7-15)% To Enemy Cold Resistances (varies)&lt;br /&gt;
* -(7-15)% To Enemy Fire Resistances (varies)&lt;br /&gt;
* Regenerate Mana 10%&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Metalgrid]]&lt;br /&gt;
* Unique: Amulet&lt;br /&gt;
* Level 81 Required&lt;br /&gt;
* +400-450 To Attack Rating (varies)&lt;br /&gt;
* Level 22 Iron Golem (11 Charges)&lt;br /&gt;
* Level 12 Iron Maiden (20 Charges)&lt;br /&gt;
* All Resistances +25-35 (varies)&lt;br /&gt;
* +300-350 Defense (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Nature's Peace]]&lt;br /&gt;
* Unique: Ring&lt;br /&gt;
* Level 69 Required&lt;br /&gt;
* Slain Monsters Rest In Peace*&lt;br /&gt;
* Prevent Monster Heal&lt;br /&gt;
* Poison Resist +20-30% (varies)&lt;br /&gt;
* Damage Reduced by 7-11 (varies)&lt;br /&gt;
* Level 5 Oak Sage (27 charges)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: &amp;quot;Slain Monsters Rest in Peace&amp;quot; means that the bodies can't be resurrected or they can't be used to raise skeletons (Necromancer). They can't be used for [[Corpse Explosion]] either. It will work only if you kill the enemy with a physical damage and not magical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Rune Master]]&lt;br /&gt;
* Unique: Ettin Axe&lt;br /&gt;
* Level 72 Required&lt;br /&gt;
* One to Hand Damage: (105 to 122) To (211 to 244) (158 to 183 Avg)&lt;br /&gt;
* Required Strength: 145&lt;br /&gt;
* Required Dexterity: 45&lt;br /&gt;
* Durability: 24&lt;br /&gt;
* Weapon Speed: [10]&lt;br /&gt;
* +220-270% Enhanced Damage (varies)&lt;br /&gt;
* +5% To Maximum Cold Resist&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* Socketed (3-5) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Seraph's Hymn]]&lt;br /&gt;
* Unique: Amulet&lt;br /&gt;
* Level 65 Required&lt;br /&gt;
* +2 To All Skill Levels&lt;br /&gt;
* +1-2 To Defensive Auras (Paladin Only) (varies)&lt;br /&gt;
* +20-50% Damage To Demons (varies)&lt;br /&gt;
* +150-250 To Attack Rating Against Demons (varies)&lt;br /&gt;
* +20-50% Damage To Undead (varies)&lt;br /&gt;
* +150-250 To Attack Rating Against Undead (varies)&lt;br /&gt;
* +2 To Light Radius&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shadow Dancer]]&lt;br /&gt;
* Unique: Shadow Dancer&lt;br /&gt;
* Level 71 Required&lt;br /&gt;
* Defense: 122 to 144 (varies) (Base Defense 62 to 71)&lt;br /&gt;
* Required Strength: 167&lt;br /&gt;
* Durability: 24&lt;br /&gt;
* Assassin Kick Damage: 83 to 149&lt;br /&gt;
* +70-100% Enhanced Defense (varies)&lt;br /&gt;
* +1-2 To Shadow Disciplines (Assassin Only) (varies)&lt;br /&gt;
* +30% Faster Run/Walk&lt;br /&gt;
* +30% Faster Hit Recovery&lt;br /&gt;
* +15-25 To Dexterity (varies)&lt;br /&gt;
* Requirements -20%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shadow Killer]]&lt;br /&gt;
* Unique: Battle Cestus (Assassin only)&lt;br /&gt;
* Level 78 Required&lt;br /&gt;
* Damage: (145 to 172) To (170 to 201) (157.5 to 186.5 Avg)&lt;br /&gt;
* Required Strength: 100&lt;br /&gt;
* Required Dexterity: 100&lt;br /&gt;
* Weapon Speed: [-10]&lt;br /&gt;
* +170-220% Enhanced Damage (varies)&lt;br /&gt;
* -25% Target Defense&lt;br /&gt;
* Freezes Target +2&lt;br /&gt;
* +10-15 To Mana After Each Kill (varies)&lt;br /&gt;
* 33% Chance To Cast Level 8 Frost Nova On Striking&lt;br /&gt;
* Indestructible&lt;br /&gt;
* Ethereal (Cannot Be Repaired)*&lt;br /&gt;
* (Ladder Only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: It doesn't need to be repaired because it's Indestructible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Stoneraven]]&lt;br /&gt;
* Unique: Matriarchal Spear&lt;br /&gt;
* Level 64 Required&lt;br /&gt;
* Two to Hand Damage: (214 to 247) To (316 to 361) (263.5 to 304 Avg)&lt;br /&gt;
* Required Strength: 114&lt;br /&gt;
* Required Dexterity: 142&lt;br /&gt;
* Durability: 28&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* (Amazon Only)&lt;br /&gt;
* +230-280% Enhanced Damage (varies)&lt;br /&gt;
* Adds 101-187 Magic Damage&lt;br /&gt;
* +400-600 Defense (varies)&lt;br /&gt;
* All Resistances +30-50 (varies)&lt;br /&gt;
* +1-3 To Javelin and Spear Skills (Amazon Only) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Reaper's Toll]]&lt;br /&gt;
* Unique: Thresher&lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Two to Hand Damage: (34 to 40) To (408 to 479) (221 to 259.5 Avg)&lt;br /&gt;
* Required Strength: 114&lt;br /&gt;
* Required Dexterity: 89&lt;br /&gt;
* Durability: 65&lt;br /&gt;
* Base Weapon Speed: [-10]&lt;br /&gt;
* +190-240% Enhanced Damage (varies)&lt;br /&gt;
* Ignore Target's Defense&lt;br /&gt;
* Adds 4-44 Cold Damage&lt;br /&gt;
* 11-15% Life Stolen Per Hit (varies)&lt;br /&gt;
* 33% Deadly Strike&lt;br /&gt;
* 33% Chance To Cast Level 1 Decrepify On Striking&lt;br /&gt;
* Requirements -25%&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Thunderstroke]]&lt;br /&gt;
Unique: Matriarchal Javelin (Amazon only)&lt;br /&gt;
* Level 69 Required&lt;br /&gt;
* Throw Damage: (87 to 105) To (165 to 198) (126 to 151.5 Avg)&lt;br /&gt;
* One to Hand Damage: (75 to 90) To (135 to 162) (105 to 126 Avg)&lt;br /&gt;
* Required Strength: 107&lt;br /&gt;
* Required Dexterity: 151&lt;br /&gt;
* Base Weapon Speed: [-10]&lt;br /&gt;
* Max Stack (80)&lt;br /&gt;
* +150-200% Enhanced Damage (varies)&lt;br /&gt;
* Adds 1-511 Lightning Damage&lt;br /&gt;
* 15% Increased Attack Speed&lt;br /&gt;
* -15% To Enemy Lightning Resistance&lt;br /&gt;
* 20% Chance To Cast Level 14 Lightning On Striking&lt;br /&gt;
* +2-4 To Javelin and Spear Skills (Amazon Only) (varies)&lt;br /&gt;
* +3 To Lightning Bolt (Amazon Only)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tomb Reaver]]&lt;br /&gt;
* Unique: Cryptic Axe&lt;br /&gt;
* Level 84 Required&lt;br /&gt;
* Two to Hand Damage: (99 to 125) To (450 to 570) (274.5 to 347.5 Avg)&lt;br /&gt;
* Required Strength: 165&lt;br /&gt;
* Required Dexterity: 103&lt;br /&gt;
* Durability: 65&lt;br /&gt;
* Base Weapon Speed: [10]&lt;br /&gt;
* +200-280% Enhanced Damage (varies)&lt;br /&gt;
* +150-230% Damage To Undead (varies)&lt;br /&gt;
* +60% Increased Attack Speed&lt;br /&gt;
* +250-350 To Attack Rating Against Undead (varies)&lt;br /&gt;
* All Resistances +30-50 (varies)&lt;br /&gt;
* 10% Reanimate As: Returned*&lt;br /&gt;
* +10-14 Life After Each Kill (varies)&lt;br /&gt;
* +50-80% Better Chance of Getting Magic Items (varies)&lt;br /&gt;
* +4 To Light Radius&lt;br /&gt;
* Socketed (1-3) (varies)&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: 10% Reanimate As: Returned - 10% Chance to reanimate a corpse as a &amp;quot;Returned&amp;quot; monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tyrael's Might]]&lt;br /&gt;
* Unique: Sacred Armor&lt;br /&gt;
* Level 84 Required&lt;br /&gt;
* Defense: 1322 to 1502 (varies) (Base Defense: 487 to 600)&lt;br /&gt;
* Required Strength: None&lt;br /&gt;
* +120-150% Enhanced Defense (varies)&lt;br /&gt;
* +50-100% Damage To Demons (varies)&lt;br /&gt;
* +20% Faster Run/Walk&lt;br /&gt;
* +20-30 To Strength (varies)&lt;br /&gt;
* All Resistances +20-30 (varies)&lt;br /&gt;
* Cannot Be Frozen&lt;br /&gt;
* Requirements -100%&lt;br /&gt;
* Slain Monsters Rest in Peace&lt;br /&gt;
* Indestructible&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Warshrike]]&lt;br /&gt;
* Unique: Winged Knife&lt;br /&gt;
* Level 75 Required&lt;br /&gt;
* Throw Damage: (69 to 80) To (117 to 136) (93 to 108 Avg)&lt;br /&gt;
* One to Hand Damage: (81 to 94) To (105 to 122) (93 to 108 Avg)&lt;br /&gt;
* Required Strength: 45&lt;br /&gt;
* Required Dexterity: 142&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* Max Stack: (200)&lt;br /&gt;
* +200-250% Enhanced Damage (varies)&lt;br /&gt;
* 50% Deadly Strike&lt;br /&gt;
* +30% Increased Attack Speed&lt;br /&gt;
* Piercing Attack [50]&lt;br /&gt;
* 25% Chance To Cast Level 9 Nova On Striking&lt;br /&gt;
* Replenishes Quantity [1 in 3 sec.]&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Widowmaker]]&lt;br /&gt;
* Unique: Ward Bow&lt;br /&gt;
* Level 65 Required]&lt;br /&gt;
* Two to Hand Damage: (50 to 60) To (132 to 159) (91 to 109.5 Avg)&lt;br /&gt;
* Required Strength: 72&lt;br /&gt;
* Required Dexterity: 146&lt;br /&gt;
* Base Weapon Speed: [0]&lt;br /&gt;
* +150-200% Enhanced Damage (varies)&lt;br /&gt;
* Ignore Target's Defense&lt;br /&gt;
* 33% Deadly Strike&lt;br /&gt;
* +3-5 To Guided Arrow (varies)&lt;br /&gt;
* Fires Magic Arrows [Level 11]&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Wraith Flight]]&lt;br /&gt;
* Unique: Ghost Glaive&lt;br /&gt;
* Level 76 Required]&lt;br /&gt;
* Throw Damage: (112 to 130) To (317 to 368) (214.5 to 249 Avg)&lt;br /&gt;
* One to Hand Damage: (70 to 81) To (225 to 261) (147.5 to 171 Avg)&lt;br /&gt;
* Required Strength: 79&lt;br /&gt;
* Required Dexterity: 127&lt;br /&gt;
* Base Weapon Speed: [20]&lt;br /&gt;
* Max Stack (75)&lt;br /&gt;
* +150-190% Enhanced Damage (varies)&lt;br /&gt;
* 9-13% Life Stolen Per Hit (varies)&lt;br /&gt;
* +15 To Mana After Each Kill&lt;br /&gt;
* Replenishes Quantity [1 in 2 sec.]&lt;br /&gt;
* Ethereal (Cannot Be Repaired)*&lt;br /&gt;
* (Ladder Only)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
** Notes: This item is always Ethereal but doesn't need to be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Unique_armor2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Uniques]]&lt;br /&gt;
[[Category:Unique Weapons]]&lt;br /&gt;
[[Category:Unique Armor]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Ladders]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=D1_NPCs&amp;diff=27301</id>
		<title>D1 NPCs</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=D1_NPCs&amp;diff=27301"/>
				<updated>2014-07-13T12:19:04Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPCs, Non-Player Characters, are found in town where they buy and sell items, and give out quests and quest rewards. They are also useful sources of information about the quests and the game plot, and can sometimes deliver up juicy tidbits of gossip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo NPCs==&lt;br /&gt;
===[[Adria the Witch]]===&lt;br /&gt;
[[Image:D1-npc-adria.gif|right]]&lt;br /&gt;
Adria the Witch is located on an island in the far upper right corner of town. She is the only NPC who sells books, mana potions, scrolls (Pepin sells healing and resurrection scrolls only), and staffs. (Griswold and Wirt sell staffs in Hellfire, but not in Diablo, and they do not sell or buy staffs with spell charges.) Adria also buys all of those items, none of which Griswold will purchase, as well as buying all types of potions, elixirs, and oils and runes in Hellfire. &lt;br /&gt;
&lt;br /&gt;
She is involved in the single player-only Black Mushroom quest in Diablo.&lt;br /&gt;
&lt;br /&gt;
'''Diablo 3 Lore:''' Diablo 3 {{iw|Metcon Metcon'ed}} Adria, adding much more to her backstory. Rather than just the NPC merchant, she became a servant of darkness, dedicated to bringing about Diablo's return. To that end (in the retconned story of Diablo 1) she slept with the [[Warrior]]/Dark Wanderer before he departed Tristram, a union that resulted in giving birth to Leah, who was ultimately the vessel for Diablo's return in Diablo 3. Adria shepherded her daughter into position to be consumed by Diablo in his return in Diablo 3 as the Prime Evil.&lt;br /&gt;
&lt;br /&gt;
By this Metcon Leah was Prince Aiden's daughter and thus the niece of Prince Albrecht (possessed by Diablo in D1), and the granddaughter of King Leoric, thus carrying on the family tradition of being possessed by the Greater Evil.&lt;br /&gt;
&lt;br /&gt;
Adria sells:&lt;br /&gt;
* Unlimited quantities of mana potions, full mana potions, and town portal scrolls. In addition to those she has 7-14 other items, which can be staffs, books, scrolls, mana potions (unlimited quantity), rejuvenation potions, and elixirs.&lt;br /&gt;
** In Hellfire Adria only sells/buys staffs with spell charges. She also sells runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cain the Elder]]===&lt;br /&gt;
[[Image:D1-npc-deckard-cain.gif|right]]&lt;br /&gt;
Deckard Cain is found near the well in the center of town. He provides most of the game lore and plot info, gives a number of quests, and identifies items for 100 gold each.&lt;br /&gt;
&lt;br /&gt;
Cain is the only NPC from Diablo to appear (as an NPC) in Diablo II.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Farnham the Drunk]]===&lt;br /&gt;
[[Image:D1-npc-farnum.gif|right]]&lt;br /&gt;
Farnum, the town drunk, can be found to the far south of town, next to the last structure in that direction. He sits there and provides nothing but rambling and sometimes panicked gossips, none of which are required for any quests. From his alarming dialogues, Farnum was one of the men who ventured into the labyrinth to find the missing prince. He narrowily escaped death at the hands (cleaver) of the Butcher, and has retreated into the bottom of a jug of ale to try and forget his terror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Gillian the Barmaid]]===&lt;br /&gt;
[[Image:D1-npc-gillian.gif|right]]&lt;br /&gt;
Gillian is found in front of a house just to the west of Ogden's Inn. She is not a merchant and does not give or reward any quests, and her only purpose in Diablo is to relate pointless and boring gossips about her sick mother.&lt;br /&gt;
&lt;br /&gt;
In Hellfire she has a quest speech about the Cathedral Map, as part of the [[Grave Matters]] quest. It's not necessary to speak with her to complete the quest.&lt;br /&gt;
&lt;br /&gt;
:''My grandmother often tells me stories about the strange forces that inhabit the graveyard outside of the church, and it may well interest you to hear one of them. She said that if you were to leave the proper offering in the cemetery, enter the cathedral to pray for the dead, and then return, the offering would be altered in some strange way. I don't know if this is just the talk of an old sick woman, but anything seems possible these days.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Griswold the Blacksmith]]===&lt;br /&gt;
[[Image:D1-npc-griswold2.gif|right]]&lt;br /&gt;
Griswold is located in the center of Tristram, facing Cain and the town well. He is the most useful NPC for most characters, thanks to his convenient location and the fact that he is the only NPC who buys weapons, armor, and jewelry.  He is also the only NPC who handles repairs, and he sells a wide variety of normal and magical weapons and armor. Griswold also gives out a few single player quests and quest rewards.&lt;br /&gt;
&lt;br /&gt;
[[Griswold]] returns in Diablo II, as a monster.&lt;br /&gt;
&lt;br /&gt;
Griswold sells:&lt;br /&gt;
* '''Normal quality items:''' 10-19 items, with a different selection each time your character returns to town. The items are randomly-generated based on the deepest dungeon level you've reached that game (singleplayer) or your character's level (multiplayer).&lt;br /&gt;
** Item types: helms, body armor, swords, blunts, bows. (Also staffs, in Hellfire.)&lt;br /&gt;
* '''Magical items:''' 6 items in Diablo or 15 in Hellfire. The items remain for the entire game unless you level up or buy something. Items increase in potential ilvl as they move down his list. Their Ilvl is determined by the Dlvl in singleplayer, or your Clvl in multiplayer.&lt;br /&gt;
** Item types: helms, body armor, swords, blunts, bows. (Staffs in Hellfire. Jewelry only in singleplayer D1 or HF.)&lt;br /&gt;
&lt;br /&gt;
Griswold buys all of these types of items, but does not buy potions, elixirs, runes, oils, or staffs (in Diablo) or staffs with magical charges (in Hellfire).&lt;br /&gt;
&lt;br /&gt;
Griswold's Ilvl maxes out at 30, so he can not sell any items with mods [[D1 Modifiers|higher then qlvl 30]]. This includes useful properties such as: of the mammal, of the whale, holy, godly, weird, strange, Champion's, of carnage, of slaughter, of osmosis, of burning, of thunder, or emerald. Wirt's Qlvl goes up to 60, so he can sell all of these, though price restrictions and other complications mean that some can never be found on the the same item (such as the mythical Godly Plate of the Whale).&lt;br /&gt;
&lt;br /&gt;
====Hellfire Inventory Strategy====&lt;br /&gt;
[[Image:D1-hellfire-inv.gif|thumb|The Hellfire inventory trick.]]&lt;br /&gt;
In Hellfire, Griswold (and Wirt) will offer progressively better items of each type. Items your character has in their inventory when Griswold generates his items (when you start the game, level up, or buy something from him) are checked for sales price, and Griswold will try to offer items that sell for at least 80% as much as what you already have. This can be exploited by buying and saving more and more expensive items of each type, so that the gear Griswold offers continually increases in price and quality. One item of each type can be carried, as seen in the screenshot. Unique items generally sell for less than top magical ones, which is why this character has an obsidian/stars helm, along with her Royal Circlet and Thinking Cap.&lt;br /&gt;
&lt;br /&gt;
The quantity and quality of items is clearly affected by this; if a character has a good quality item of every type except, for example, an axe, Griswold will offer 10 or 12 low quality axes out of his 15 total magical items. By the same token, if a character has a very good sword, armor, and shield, they will almost never see any items of those types, since Griswold's inventory will be clogged by low quality axes, blunts, bows, and helms. Characters are essentially forced to carry one of each item type, even item types they'll never use, if they want to ever see items of the types they do use.&lt;br /&gt;
&lt;br /&gt;
As a result of this game feature, almost all Hellfire characters can acquire very high quality armor and weapons. Only jewelry remains a challenge, in multiplayer Hellfire, since Griswold and Wirt do not sell it. (They do in singleplayer, as shown in the image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-hellfire-obzod1.gif|frame|center|Obsidian jewelry of the Zodiac is expensive, but well worth it. Single player Hellfire only.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Kael Rills]]===&lt;br /&gt;
[[Image:D1-slain-townsman.gif|right]]&lt;br /&gt;
Kael Rills is the unnamed wounded townsman found lying near the entrance to the cathedral who initiates [[The Butcher]] quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Ogden the Tavern Owner]]===&lt;br /&gt;
[[Image:D1-npc-ogden.gif|right]]&lt;br /&gt;
Ogden gives new characters his standard &amp;quot;thank goodness you've returned, my friend&amp;quot; speech, and then fades into irrelevance. He does not buy or sell anything, but gives a quest reward for one quest in singleplayer, [[Ogden%27s_Sign|Ogden's Sign]].  If the heroes in Diablo ever slept or ate, he'd be a lot more useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Pepin the Healer]]===&lt;br /&gt;
[[Image:D1-npc-pepin.gif|right]]&lt;br /&gt;
Pepin is found to the lower left of town, across the square from Griswold. He is the healer, and will restore any character's health to full (if you click the option to do so in Diablo, or simply talk to him in Hellfire). Pepin has a variety of quest dialogues, but is an essential player in just one, [[The Black Mushroom]], when he sends you to find a demon's brain and takes it in exchange for the spectral elixir.&lt;br /&gt;
&lt;br /&gt;
Pepin sells:&lt;br /&gt;
* Unlimited quantities of healing potions, full healing potions, and resurrection scrolls (MP only). He also offers 7-14 other items, with a selection that resets each time you return from the dungeons. The items include scrolls of healing, elixirs, rejuvenation potions, and full rejuv potions.&lt;br /&gt;
* Elixirs: Pepin sells strength, dexterity, and magic elixirs (but never vitality), once characters satisfy some basic requirement.&lt;br /&gt;
** Elixir availability. Pepin sells elixirs to in multiplayer games once a character reaches level 26. In singleplayer, he sells elixirs once a character has entered Hell (Dlvl 13), the Hive, or the Crypt. His selection of elixirs is random in multiplayer. In singleplayer it is focused; he only sells elixirs that boost attributes you have not yet maxed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Wirt the Peg-Legged Boy]]===&lt;br /&gt;
[[Image:D1-npc-wirt.gif|left]]&lt;br /&gt;
Wirt is found to the far left of town, over a bridge and past the entrance to the Caves. It's a long, winding walk in Diablo, made much more bearable by the fast walk in Hellfire. Wirt sells items, but only one at a time, and he'll only show it to you after his infamous 50 gold fee. Wirt's graft engendered extreme hostility in most Diablo players, and his fate as a gold-popping corpse in Diablo II was a form of fan service. &lt;br /&gt;
&lt;br /&gt;
[[Image:D1-wirt-merciless-bow-thunder3.gif|right|frame|Only possible from Wirt.]]&lt;br /&gt;
Despite his maddening cover charge, Wirt is a very useful resource, since he can sell items that are otherwise unobtainable in the game. Wirt's items can go up to Ilvl 60, which means any prefix or suffix can occur on them, including the dozen or so that Griswold will never sell.  Despite his ability to sell any modifier, Wirt can not sell every potential item, due to the way prefixes, suffixes, and item types interact, and the hard cap placed on Wirt's top prices. For instance, the legendary GPoW, Godly Plate of the Whale, can not be found (no monster can drop Qlvl modifiers that high) but it can be purchased from Wirt. Only in lower quality base armor though, since on gothic plate or full plate mail the item would exceed the price cap.&lt;br /&gt;
&lt;br /&gt;
In single player you can save your game before speaking to Wirt, buy the item he sells and reload your game if you don't want the item. You can then speak to him again and he will offer you a different item, saving you his cover charge as well as lengthy trips. Repeat until you get the item you want.&lt;br /&gt;
&lt;br /&gt;
'''Wirt sells:'''&lt;br /&gt;
* '''In Diablo:'''&lt;br /&gt;
** '''Weapons:''' All types of weapons except staffs.&lt;br /&gt;
** '''Armor:''' Body armor, helms, and shields. (Jewelry only in singleplayer.)&lt;br /&gt;
* '''In Hellfire:''' The item types he offers vary by character, and he will never sell some types of items to some characters. The items &amp;lt;u&amp;gt;he does not sell&amp;lt;/u&amp;gt; are listed below:&lt;br /&gt;
** '''Warrior:''' Bows and staffs.&lt;br /&gt;
** '''Rogue:'''Axes, blunts, swords, staffs, and shields.&lt;br /&gt;
** '''Sorcerer:''' Axes, blunts, bows, and staffs.&lt;br /&gt;
** '''Monk:''' Blunts, bows, shields, and medium armor (chain and ring).&lt;br /&gt;
** '''Bard:''' Axes, blunts, and staffs.&lt;br /&gt;
** '''Barbarian:''' Bows and staffs.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-wirt-gpow.gif|center|frame|It does exist! (Just not on gothic or FPM.) Offered in multiplayer Hellfire.]]&lt;br /&gt;
&lt;br /&gt;
==Hellfire NPCs==&lt;br /&gt;
Hellfire added three NPCs, two of whom only appear once their quests are enabled with the [[command.txt]]. None of them are merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lester the Farmer===&lt;br /&gt;
[[Image:D1-rune-bomb.gif|left]][[Image:D1-npc-lester-farmer2.gif|right]]&lt;br /&gt;
Lester the Farmer is found near the upper right corner of the pasture, near the cows and the northern bridge to Adria's island. He gives the [[Farmer's Orchard]] quest, in which he explains that he can't get his cows to the pasture over a bridge near town, since a strange swelling has appeared there in the ground. Once a character reaches level 15, or enters the Caves (Dlvl 9) Lester will drop a Rune Bomb when you speak with him. The bomb must be dropped on or near the ground swelling to blow open an entrance to the Hive.&lt;br /&gt;
&lt;br /&gt;
After you've blown up the Hive opening, return to Lester. He will drop the Auric Amulet as a reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complete Nut===&lt;br /&gt;
[[Image:D1-npc-complete-nut.gif|left]][[Image:D1-npc-moose.gif|right]]&lt;br /&gt;
The Complete Nut is only enabled by adding the &amp;quot;cowtest&amp;quot; line in the [[command.txt]] document. He replaces Lester the Farmer, and can be found standing in Lester's spot amidst the cows, where he gives you [[The Jersey's Jersey]] quest.  To complete this you must find the Nut's brown suit on level 4 of the Hive. Once you return it you're given the [[D1_Unique_Jewelry#Auric_Amulet|Auric Amulet]], and the [[D1_Unique_Armor#Bovine_Plate|Bovine Plate Armor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
===Celia===&lt;br /&gt;
[[Image:D1-npc-celia.gif|left]][[Image:D1-npc-celia2.gif|right]]&lt;br /&gt;
Celia is a little girl found on Adria's island after a character has entered the Hive. She gives a tearful speech about her missing friend &amp;quot;Theo&amp;quot; and the monster who took him. Theo turns out to be a teddy bear who is dropped by the Hork Demon, found on level 3 of the Hive. When you return Theo, Celia drops a magical amulet. If this quest is not enabled, the Hork Demon will drop a magical amulet when it is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
==Monster NPCs==&lt;br /&gt;
A few of the monsters have speaking roles as part of various quests, or just to add atmosphere to the storyline. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gharbad the Weak===&lt;br /&gt;
[[Image:D1-mon-gharbad.gif|left]]&lt;br /&gt;
Gharbad is a deceptive goatman who is found on level 4 of the Church. He is found standing somewhere on the level, and can not be attacked initially. His speech is amusingly-accented, and in it he begs for his life and promises to reward you if you'll spare him. A character must leave the screen, then return after a moment to get the item, and receive more promises of better items if you'll spare Gharbad. He must be left alone, then returned to twice more, and on the final time Gharbad snaps and says the item is too good to give away. &amp;quot;This too good for you. You want? You take!&amp;quot;  With that he attacks, but lives up to his name, and can be killed fairly easily. He drops the second magical item when he dies.&lt;br /&gt;
&lt;br /&gt;
* See the [[Gharbad the Weak]] quest page for full details. This quest only occurs in singleplayer games.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Snotspill===&lt;br /&gt;
[[Image:D1-mon-snotspill.gif|right]]&lt;br /&gt;
Snotspill is a Dark One, a blue type of Fallen. He is found in a special architectural area of level 4 of the Church, and is part of the [[Ogden%27s_Sign|Ogden's Sign]] quest. See that page for full details. This quest only occurs in single player games.&lt;br /&gt;
* See [[Fallen One Bosses|Snotspill's stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zhar the Mad===&lt;br /&gt;
[[Image:D1-mon-zhar-the-mad.gif|left]]&lt;br /&gt;
[[Zhar the Mad]] is a mage-type quest monster found in one of the small library rooms on level 8. He can not be attacked initially, though he turns to watch the player while he talks in his crazy voice. Zhar will drop a random spellbook when first clicked on, and will not attack the player unless/until he is provoked by additional clicks, or by the character clicking on the bookshelf beside where Zhar is studying. At that point Zhar mutters madly, &amp;quot;Your curiosity will be the death of you.&amp;quot; and attacks.&lt;br /&gt;
&lt;br /&gt;
Zhar is a much-weakened Advocate, and can cast fireballs and teleport, just like the Advocates found on level 16.  He drops a spellbook when killed.&lt;br /&gt;
* See [[Mage Bosses|Zhar the Mad's stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lachdanan===&lt;br /&gt;
[[Image:D1-mon-lachdanan.gif|right]]&lt;br /&gt;
[[Lachdanan]] is one of King Leoric's knights, found on level 14 of the dungeon, and gives the Lachdanan quest. He speaks to you when clicked on, telling a sad tale of being betrayed and cursed by the mad king. Lachdanan requires a special golden elixir to free him from the curse he's been placed under. The elixir is found on level 15 of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When returned to Lachdanan, he vanishes in a flash of flame, dropping a random magical weapon, and the unique [[D1_Unique_Helms#Veil_of_Steel|Veil of Steel helm]]. Singleplayer only.&lt;br /&gt;
&lt;br /&gt;
* [[Knight Bosses|Lachdanan's stats]]. (Which are purely for the sake of curiosity, since you don't ever fight him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Archbishop Lazarus===&lt;br /&gt;
[[Image:D1-mon-lazarus.gif|left]]&lt;br /&gt;
Lazarus is the author of the various books found on dark altars throughout the dungeons. They tell the plot of the game, and speak of how he served his master by kidnapping Prince Albrecht and luring the villagers to their doom in the depths of the catacombs.&lt;br /&gt;
&lt;br /&gt;
In singleplayer games, Lazarus has an additional cinematic and a speech when you find him in his special, custom level.  In multiplayer he is found in a little room in the upper corner of level 15. He gives the same speech when activated, but can be killed before he finishes talking, if you're quick.&lt;br /&gt;
* See [[Mage Bosses|Archbishop Lazarus' stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hellfire Monster NPCs==&lt;br /&gt;
===The Defiler===&lt;br /&gt;
[[Image:D1-mon-defiler.jpg|right]]&lt;br /&gt;
The Defiler is found on level 4 of the Hive, where it drops the Cathedral Map players require to enter the Crypt levels, initiating the [[Grave Matters]] quest.&lt;br /&gt;
&lt;br /&gt;
The Defiler, AKA the Hive Queen, speaks in an annoying, buzzing voice when you first enter level 2 and 4 of the Hive, and has another speech when it's finally encountered face to face.&lt;br /&gt;
* See [[Defiler|The Defiler's stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Na-Krul===&lt;br /&gt;
[[Na-Krul_Quest|Na-Krul]] gives a short, menacing speech when he's released from his prison on level 4 of the Crypt levels. &lt;br /&gt;
:''Ha, ha, ha...Free! Ha, ha, ha...Free to confront the one who banished me to the void, Diablo! &amp;lt;br&amp;gt;&lt;br /&gt;
:''And free to reward you, little mortal with your death! &lt;br /&gt;
&lt;br /&gt;
[[Image:D1-mon-na-krull.jpg|right|100px]]&lt;br /&gt;
Na-Krul also has an Easter Egg dialogue that's enabled by the command.txt option.&lt;br /&gt;
&lt;br /&gt;
:''Hi! I'm free, free to confront the little man who banished me, Diablo. &amp;lt;br&amp;gt;&lt;br /&gt;
:''Hi, Everybody, and I'm free to reward you, little mortal, &amp;lt;br&amp;gt;&lt;br /&gt;
:''with these Aerosmith tickets. &amp;lt;br&amp;gt;&lt;br /&gt;
:''You'll be getting backstage passes, &amp;lt;br&amp;gt;&lt;br /&gt;
:''You'll get to meet Steven Tyler and the whole band. &amp;lt;br&amp;gt;&lt;br /&gt;
:''This Friday at the Coliseum. &amp;lt;br&amp;gt;&lt;br /&gt;
:''Thanks for getting me out of there. &amp;lt;br&amp;gt;&lt;br /&gt;
:''By the way, I'm gonna have to kill you. (pause) &amp;lt;br&amp;gt;&lt;br /&gt;
:''I'll be right back with the traffic and weather together. &lt;br /&gt;
&lt;br /&gt;
His speech is the same whether you free him with the lever, or by reading the books in sequence to weaken him.&lt;br /&gt;
* See [[Na-Krul|Na-Krul's stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category: D1 NPCs]]&lt;br /&gt;
[[category: Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sorcerer&amp;diff=27300</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sorcerer&amp;diff=27300"/>
				<updated>2014-07-13T12:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Inherent Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These mages are very weak at low levels, but improve rapidly and become devastatingly powerful once they've attained high levels in their combat spells. Sorcerers are best played in [[glass cannon]], style, requiring fast reflexes and constant movement, and are peerless in their killing speed in the Hell levels in Diablo.&lt;br /&gt;
&lt;br /&gt;
Sorcerers are a bit more balanced in [[Hellfire]], at least in the Crypt levels, where monsters are found in wider varieties, and plenty of them are immune to both Fire and Lightning.&lt;br /&gt;
&lt;br /&gt;
'''Voice Actor:''' Michael Gough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inherent Skill==&lt;br /&gt;
[[Image:D1-icon-staff-recharge.gif|left|frame]]&lt;br /&gt;
Sorcerers can recharge the charges on a staff, though the maximum number of charges will always decrease a few points, usually 1-5 charges. For example, a staff with 20 charges would go from 0/20 to 18 or 16 max charges. Since the drop is percent-based, items with higher charges tend to take a larger loss. and a staff of plenty may drop from say, 0/70 to 52/52 when recharged.&lt;br /&gt;
&lt;br /&gt;
Unlike durability (Hidden Shrines in Diablo plus oils in Hellfire) there is no way to raise the maximum charges on a staff, so this skill should never be used on a staff you are using long term. However, if you find a staff of Fireball or Guardian or some other useful spell, and just want to have some fun with it and cast a lot of spells without using any mana, knock yourself out.&lt;br /&gt;
&lt;br /&gt;
Staves with charges are also extremely useful for low level Sorcerers who can not afford the mana potion cost, or can even enable skills (they work at level 1) that the Sorc has not yet read a book to learn.&lt;br /&gt;
&lt;br /&gt;
The formula for determining the recharge, from Jarulf's Guide:&lt;br /&gt;
# if current charges is equal to max charges or max charges is equal to 0, exit&lt;br /&gt;
# x = Rnd[clvl/qlvl(book)] + 1&lt;br /&gt;
# decrease MaxChrg by 1&lt;br /&gt;
# add x to CurChrg&lt;br /&gt;
# if CurChrg &amp;lt; MaxChrg, goto 3.&lt;br /&gt;
# CurChrg = MaxChrg&lt;br /&gt;
&lt;br /&gt;
==Stats and Attributes==&lt;br /&gt;
&lt;br /&gt;
A collection of useful stats and figures for the Sorcerer. Refer to the [[Diablo Characters]] page to see these figures, and others, in tables for easy comparison between the six character classes of Diablo and Hellfire.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Start Values&lt;br /&gt;
! Max Values&amp;lt;br /&amp;gt; (Naked)&lt;br /&gt;
! Max Values (Equipped) *&amp;lt;br /&amp;gt; Diablo / Hellfire **&lt;br /&gt;
! Increases&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 30&amp;lt;br /&amp;gt;'''Mana:''' 70&amp;lt;br /&amp;gt;'''Strength:''' 15&amp;lt;br /&amp;gt;'''Magic: '''35&amp;lt;br /&amp;gt;'''Dexterity:''' 15&amp;lt;br /&amp;gt;'''Vitality:''' 20&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 138&amp;lt;br /&amp;gt;'''Mana:''' 596&amp;lt;br /&amp;gt;'''Strength:''' 45&amp;lt;br /&amp;gt;'''Magic:''' 250&amp;lt;br /&amp;gt;'''Dexterity:''' 85&amp;lt;br /&amp;gt;'''Vitality:''' 80&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 618 / 618&amp;lt;br /&amp;gt;'''Mana:''' 1196 / 1216&amp;lt;br /&amp;gt;'''Strength:''' 220 / 280&amp;lt;br /&amp;gt;'''Magic: '''425 / 485&amp;lt;br /&amp;gt;'''Dexterity:''' 250 / 310&amp;lt;br /&amp;gt;'''Vitality: '''245 / 305&amp;lt;br /&amp;gt;'''Armor Class:''' 405&amp;lt;br /&amp;gt;'''To/Hit:''' 350 / 390&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Per Level Up: ***&lt;br /&gt;
* Life: + 1&lt;br /&gt;
* Mana: + 2&lt;br /&gt;
* Per Attribute Point:&lt;br /&gt;
** 1 Vitality = 1 life&lt;br /&gt;
** 1 Magic = 2 mana&lt;br /&gt;
|}&lt;br /&gt;
* * Not all maximum values can be achieved at once. Each value is only attainable by devoting all of your equipment to that particular attribute or statistic.&lt;br /&gt;
* ** Hellfire maximum values are higher for the Rogue, Warrior, and Sorcerer since new uniques added in Hellfire make possible much higher attribute levels. The values for mana and life do not include the unique jewelry that transfers life to mana, or vice versa.&lt;br /&gt;
* *** No life or mana increases are granted at level 50.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Tactics==&lt;br /&gt;
&lt;br /&gt;
Sorcerers are all about casting spells. They can equip weapons, and aren't that bad melee, with a fast sword and high defense, but it's never their strength.  They have low damage, low to/hit, and very low hit points. What they do have is a ton of magic and mana, and the ability to cast spells very quickly. Use that to your advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
A low level Sorcerer is wise to stick most or all of his points into magic, raising his mana and ability to read books as quickly as possible. Once he gets to Mana Shield, his low hit points are no longer an issue. Use the low level spells liberally, and learn to aim your projectiles; just like shooting a bow, firebolt and holy bolt and other such spells are far more accurate when fired in straight lines. Start to use your four hotkeys early on and adjust your spellcasting  according to what the immediate targets are. Similar to warriors who often use maces rather than swords against skeletons, casting holy bolt on undead will almost always be more effective than casting firebolt.&lt;br /&gt;
&lt;br /&gt;
Lightning is the first powerful spell for most Sorcerers, though Holy Bolt can be quite useful for Undead enemies since its damage scales up very quickly, and it can stun enemy targets.  Lightning's listed damage isn't that impressive, but  each bolt hits multiple times, and since it passes through monsters, a single Lightning Bolt can hit multiple enemies. Fire Wall can be obtained fairly early as well, and it boasts huge damage and can also be used as a sort of barrier, since monsters will not walk into it if they are not fire immune. Cast one Fire Wall, and then cast a second one a space back, when monsters line up just behind the wall. &lt;br /&gt;
&lt;br /&gt;
Once a Sorcerer gets Fireball his progress becomes exponentially faster, since the spell does far higher damage than anything else of a comparable level, and the splash damage allows it to damage multiple monsters at once, if they are tightly-packed.  Chain Lightning has a similar effect, once its been raised several levels and the number of bolts is beginning to grow impressive.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
Sorcerers may engage in some melee early in the game when spells and mana are scarce, but it's not something they spend much time at.  When melee combat is useful is in the very late game, when triple immune monsters are encountered. These should be hit with a stone curse, and then beaten to rubble. A good old KSoH (King's Sword of Haste) is quite effective for that purpose, though the easier to find and deceptively powerful [[D1_Unique_Blunts#Civerb.27s_Cudgel|Civerb's Cudgel]] works even better, on stoned Demons. Which both Soul Burners and Advocates are. Using a Golem on those levels is a wise choice, since at high levels the stone men do as much (or more) damage as the Sorcerer himself. Typical behavior on level 16 is to teleport through the quadrants of the level, luring all of the Blood Knights out to be incinerated by Fireballs. With them cleared out, Sorcerers can head in with a golem, their best melee weapon, and Stone Curse at the ready, to deal with the triple immune Advocates. (Or just use Apocalypse, if it's available.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers aren't much good melee against non-stone cursed enemies, since even with a haste sword, a Sorcerer swings slowly and has a very slow hit recovery animation. Sorcerers can cast several spells in the time it takes to swing a sword one time, and unless the target is immune, a spell is almost always a better solution. Hitting things with pointy objects is for the stupid, slower, lesser characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bow Strategy===&lt;br /&gt;
Sorcerers are not well suited to using bows. They fire very slowly, they have terrible damage and to/hit, and they have spells for ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle vs. Artillery==&lt;br /&gt;
The core debate about Sorcerer play style is Artillery vs. Battle.&lt;br /&gt;
&lt;br /&gt;
===Battle Mages ===&lt;br /&gt;
[[File:Mana-potions.gif|frame|Battle mage gear for a triple-immune level.]]&lt;br /&gt;
Battle Mages play almost the same way as Arty mages, but they wear heavy plate armor and use one handed weapons and shields. This means their +spell equipment is generally limited to a Dreamflange, and perhaps a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]], if they choose that instead of a [[D1_Unique_Helms#Royal_Circlet|Royal Circlet]], giving them, at most, +3 to all spells. They might use a KSoH or Civerb's Cudgel instead of a Dreamflange, especially on levels with triple immune monsters.&lt;br /&gt;
&lt;br /&gt;
The play differences come from the equipment. Battle mages can take hits and let monsters get very close to them, since they can block some attacks, and other attacks will miss, especially if they have high AC on their armor and shield. This lets them play much more aggressively, blasting spells at point blank range, in situations no Arty Mage would dare risk. However, they will often need to cast more spells thanks to their lower spell level, and they likely have less mana and must therefore drink more potions.&lt;br /&gt;
&lt;br /&gt;
===Arty Mages===&lt;br /&gt;
Artillery mages generally eschew heavy plate armor and shields, and prefer to go with [[D1_Unique_Armor#Naj.27s_Light_Plate|Naj's Light Plate]] and AA staves (Arch Angel's = +2 to spell levels). Those items give them +3 to spells, and if they go with a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]] as well, they're at the maximum +5 to skills and capable of devastating any non-fireproof enemy with their massive level 20 Fireballs.  Other equipment usually focuses on very high mana, turning these characters into the prototypical &amp;quot;glass cannons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arty mages are capable of dealing enormous damage very quickly, but with their negligible Armor Class and lack of a shield, anything that gets near them will hit them. They can be stun locked very easily, and death is always possible from a couple of fast hitting enemies. They are also weak against triple immunes, since staffs do poor melee damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naked Mages====&lt;br /&gt;
&lt;br /&gt;
A subset of the artillery mages are naked mages. In a concession to how overpowered the character is in Diablo, players looking for a greater challenge started playing mages without wearing any equipment at all. There's nothing that says such a mage must play in artillery style, but it's foolish and inefficient not to, since without any armor on, every monster that gets off a swing will land a hit. Naked mages pick up items and sell them in town, since they need gold to buy potions, and they might [[mule]] items to other characters as well, but they don't use anything they find.&lt;br /&gt;
&lt;br /&gt;
Naked mages never equip any items; some players make an allowance for &amp;quot;reading glasses&amp;quot;, items equipped solely to increase the magic to allow books to be read, but purists frown upon this practice.  There is one exception; it's convenient to equip some sort of weapon simply to keep the sorcerer from picking up and equipping every item you click on. One trick to this is to put on a ring or amulet that raises your strength enough to equip a weapon you could not otherwise use. Then when you remove the jewelry the weapon will stay in your equipment slot; unusable, but preventing you from picking anything else up.&lt;br /&gt;
&lt;br /&gt;
=====Beyond Naked Mages=====&lt;br /&gt;
&lt;br /&gt;
The most fanatical players go for this variant. BNMs use equipment, but only equipment with negative stats. Plenty of items in Diablo and Hellfire have -stats, lowering attributes, mana, hit points, etc, and these are what BNMs use. Whether your character must equip every such item found, or just one or two, varies depending on how purist a rule set you follow. In any event, the end result of using cursed equipment is lower mana, since there are no mods in Diablo or Hellfire that change casting speed, lower spell levels, etc, so all a BNM is doing to himself is lowering his attributes, mana, and hit points.&lt;br /&gt;
&lt;br /&gt;
* See the [[Beyond Naked Mage 101]] page for lots of tips and advice about playing in this challenging style.&lt;br /&gt;
&lt;br /&gt;
==Higher Level Tactics==&lt;br /&gt;
A high level Sorcerer will have maxed out his Fireball skill, and is willing to deploy appropriate magics on a hair trigger. Sorcerers have very high mana and very little patience, and are known to teleport more than they walk. They also know that overkill with spell use is safer and actually mana-cheaper than being stingy with the spells and taking hits because of it, so they tend to spam their Fireballs and Chain Lightning until they're quite sure monsters are dead.  Expert Sorcerers dart through the Hell levels, teleporting from room to room, hugging the walls to optimize the performance of their Chain Lightning, making daring teleporting runs through large areas to draw all the monsters into killing zones, playing never more than an inch or two out of reach of the enemies, and drinking blue pots like water.&lt;br /&gt;
&lt;br /&gt;
There's an amazing speed and fluidity and precision to play at that level, where players measure their success and skill by how quickly they can clear levels.&lt;br /&gt;
&lt;br /&gt;
* See [[Flux's Expert Mage Guide]] for much more information on advanced mage tactics.&lt;br /&gt;
&lt;br /&gt;
Hellfire changed nothing about Sorcerer performance in the Hell levels. The Hive is quite easy as well, but the Crypt is a very different kettle of fish. Nothing in Diablo is Immune to Fire/Lightning and resistant to Magic, and since Fireball and Chain Lightning are by far the most effective killing spells, and none of the magic-based spells were very effective ([[D1_Spellbooks#Flash|Flash]] lists quite high damage, but it's bugged and does much less in actuality.), most Sorcerers never deviated from those spells.  In Hellfire's Crypt, numerous monsters are immune to Fire and Lightning, while vulnerable to Magic. These beasts can simply be treated like triple immunes and Stoned and clubbed to rubble, but this is not the most efficient or speedy way to clear the levels. Blood Star, Bone Spirit, and Flash are effective magic type spells, but the fact that only 4 hotkeys are allowed makes it hard to keep a full assortment of attack spells at the ready, along with Teleport, Stone Curse, and perhaps Golem. On the whole, the Crypt is much more of a challenge to a Mage than any of the levels in Hell.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-sorc-16.gif|center|frame|Run in, teleport around to attract the Blood Knights, then pop over a wall and wait for the Blood Knights to come around the corner as the Advocates' Fireballs crash harmless into the barrier.]]&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Lore==&lt;br /&gt;
[[Image:Sorcerer.jpg|thumb|Sorcerer concept art.]]&lt;br /&gt;
Sorcerers are mysterious mages from distant Eastern lands. Apprentices to their craft, they've come to test their might and seek out rare books of arcane knowledge in the demon-infested crypts beneath Tristram.&lt;br /&gt;
&lt;br /&gt;
:''Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horrors lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand.&lt;br /&gt;
&lt;br /&gt;
:''The Vizjerei, known for their brightly colored Turinash, or spirit-robes, have taken a keen interest in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers.&lt;br /&gt;
&lt;br /&gt;
:''Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff. &lt;br /&gt;
&lt;br /&gt;
The Sorcerer was replaced by the Sorceress as a playable character in Diablo II, though the Iron Wolf [[mercenaries]] of Act Three were clearly modeled after Diablo I's Sorcerer. The game lore went on to say that the Sorcerer character from Diablo became [[the Summoner]], the boss monster found in the Arcane Sanctuary in Act Two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
{{Skill navbox D2|DiabloI}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category: Diablo I Classes]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sorcerer&amp;diff=27299</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sorcerer&amp;diff=27299"/>
				<updated>2014-07-13T12:05:54Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Inherent Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These mages are very weak at low levels, but improve rapidly and become devastatingly powerful once they've attained high levels in their combat spells. Sorcerers are best played in [[glass cannon]], style, requiring fast reflexes and constant movement, and are peerless in their killing speed in the Hell levels in Diablo.&lt;br /&gt;
&lt;br /&gt;
Sorcerers are a bit more balanced in [[Hellfire]], at least in the Crypt levels, where monsters are found in wider varieties, and plenty of them are immune to both Fire and Lightning.&lt;br /&gt;
&lt;br /&gt;
'''Voice Actor:''' Michael Gough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inherent Skill==&lt;br /&gt;
[[Image:D1-icon-staff-recharge.gif|left|frame]]&lt;br /&gt;
Sorcerers can recharge the charges on a staff, though the maximum number of charges will always decrease a few points, usually 1-5 charges. For example, a staff with 20 charges would go from 0/20 to 18 or 16 max charges. Since the drop is percent-based, items with higher charges tend to take a larger loss. and a staff of plenty may drop from say, 0/70 to 52/52 when recharged.&lt;br /&gt;
&lt;br /&gt;
Unlike durability (Hidden Shrines in Diablo plus oils in Hellfire) there is no way to raise the maximum charges on a staff, so this skill should never be used on a staff you are using long term. However, if you find a staff of Fireball or Guardian or some other useful spell, and just want to have some fun with it and cast a lot of spells without using any mana, knock yourself out.&lt;br /&gt;
&lt;br /&gt;
The formula for determining the recharge, from Jarulf's Guide:&lt;br /&gt;
# if current charges is equal to max charges or max charges is equal to 0, exit&lt;br /&gt;
# x = Rnd[clvl/qlvl(book)] + 1&lt;br /&gt;
# decrease MaxChrg by 1&lt;br /&gt;
# add x to CurChrg&lt;br /&gt;
# if CurChrg &amp;lt; MaxChrg, goto 3.&lt;br /&gt;
# CurChrg = MaxChrg&lt;br /&gt;
&lt;br /&gt;
==Stats and Attributes==&lt;br /&gt;
&lt;br /&gt;
A collection of useful stats and figures for the Sorcerer. Refer to the [[Diablo Characters]] page to see these figures, and others, in tables for easy comparison between the six character classes of Diablo and Hellfire.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Start Values&lt;br /&gt;
! Max Values&amp;lt;br /&amp;gt; (Naked)&lt;br /&gt;
! Max Values (Equipped) *&amp;lt;br /&amp;gt; Diablo / Hellfire **&lt;br /&gt;
! Increases&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 30&amp;lt;br /&amp;gt;'''Mana:''' 70&amp;lt;br /&amp;gt;'''Strength:''' 15&amp;lt;br /&amp;gt;'''Magic: '''35&amp;lt;br /&amp;gt;'''Dexterity:''' 15&amp;lt;br /&amp;gt;'''Vitality:''' 20&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 138&amp;lt;br /&amp;gt;'''Mana:''' 596&amp;lt;br /&amp;gt;'''Strength:''' 45&amp;lt;br /&amp;gt;'''Magic:''' 250&amp;lt;br /&amp;gt;'''Dexterity:''' 85&amp;lt;br /&amp;gt;'''Vitality:''' 80&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 618 / 618&amp;lt;br /&amp;gt;'''Mana:''' 1196 / 1216&amp;lt;br /&amp;gt;'''Strength:''' 220 / 280&amp;lt;br /&amp;gt;'''Magic: '''425 / 485&amp;lt;br /&amp;gt;'''Dexterity:''' 250 / 310&amp;lt;br /&amp;gt;'''Vitality: '''245 / 305&amp;lt;br /&amp;gt;'''Armor Class:''' 405&amp;lt;br /&amp;gt;'''To/Hit:''' 350 / 390&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Per Level Up: ***&lt;br /&gt;
* Life: + 1&lt;br /&gt;
* Mana: + 2&lt;br /&gt;
* Per Attribute Point:&lt;br /&gt;
** 1 Vitality = 1 life&lt;br /&gt;
** 1 Magic = 2 mana&lt;br /&gt;
|}&lt;br /&gt;
* * Not all maximum values can be achieved at once. Each value is only attainable by devoting all of your equipment to that particular attribute or statistic.&lt;br /&gt;
* ** Hellfire maximum values are higher for the Rogue, Warrior, and Sorcerer since new uniques added in Hellfire make possible much higher attribute levels. The values for mana and life do not include the unique jewelry that transfers life to mana, or vice versa.&lt;br /&gt;
* *** No life or mana increases are granted at level 50.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Tactics==&lt;br /&gt;
&lt;br /&gt;
Sorcerers are all about casting spells. They can equip weapons, and aren't that bad melee, with a fast sword and high defense, but it's never their strength.  They have low damage, low to/hit, and very low hit points. What they do have is a ton of magic and mana, and the ability to cast spells very quickly. Use that to your advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
A low level Sorcerer is wise to stick most or all of his points into magic, raising his mana and ability to read books as quickly as possible. Once he gets to Mana Shield, his low hit points are no longer an issue. Use the low level spells liberally, and learn to aim your projectiles; just like shooting a bow, firebolt and holy bolt and other such spells are far more accurate when fired in straight lines. Start to use your four hotkeys early on and adjust your spellcasting  according to what the immediate targets are. Similar to warriors who often use maces rather than swords against skeletons, casting holy bolt on undead will almost always be more effective than casting firebolt.&lt;br /&gt;
&lt;br /&gt;
Lightning is the first powerful spell for most Sorcerers, though Holy Bolt can be quite useful for Undead enemies since its damage scales up very quickly, and it can stun enemy targets.  Lightning's listed damage isn't that impressive, but  each bolt hits multiple times, and since it passes through monsters, a single Lightning Bolt can hit multiple enemies. Fire Wall can be obtained fairly early as well, and it boasts huge damage and can also be used as a sort of barrier, since monsters will not walk into it if they are not fire immune. Cast one Fire Wall, and then cast a second one a space back, when monsters line up just behind the wall. &lt;br /&gt;
&lt;br /&gt;
Once a Sorcerer gets Fireball his progress becomes exponentially faster, since the spell does far higher damage than anything else of a comparable level, and the splash damage allows it to damage multiple monsters at once, if they are tightly-packed.  Chain Lightning has a similar effect, once its been raised several levels and the number of bolts is beginning to grow impressive.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
Sorcerers may engage in some melee early in the game when spells and mana are scarce, but it's not something they spend much time at.  When melee combat is useful is in the very late game, when triple immune monsters are encountered. These should be hit with a stone curse, and then beaten to rubble. A good old KSoH (King's Sword of Haste) is quite effective for that purpose, though the easier to find and deceptively powerful [[D1_Unique_Blunts#Civerb.27s_Cudgel|Civerb's Cudgel]] works even better, on stoned Demons. Which both Soul Burners and Advocates are. Using a Golem on those levels is a wise choice, since at high levels the stone men do as much (or more) damage as the Sorcerer himself. Typical behavior on level 16 is to teleport through the quadrants of the level, luring all of the Blood Knights out to be incinerated by Fireballs. With them cleared out, Sorcerers can head in with a golem, their best melee weapon, and Stone Curse at the ready, to deal with the triple immune Advocates. (Or just use Apocalypse, if it's available.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers aren't much good melee against non-stone cursed enemies, since even with a haste sword, a Sorcerer swings slowly and has a very slow hit recovery animation. Sorcerers can cast several spells in the time it takes to swing a sword one time, and unless the target is immune, a spell is almost always a better solution. Hitting things with pointy objects is for the stupid, slower, lesser characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bow Strategy===&lt;br /&gt;
Sorcerers are not well suited to using bows. They fire very slowly, they have terrible damage and to/hit, and they have spells for ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle vs. Artillery==&lt;br /&gt;
The core debate about Sorcerer play style is Artillery vs. Battle.&lt;br /&gt;
&lt;br /&gt;
===Battle Mages ===&lt;br /&gt;
[[File:Mana-potions.gif|frame|Battle mage gear for a triple-immune level.]]&lt;br /&gt;
Battle Mages play almost the same way as Arty mages, but they wear heavy plate armor and use one handed weapons and shields. This means their +spell equipment is generally limited to a Dreamflange, and perhaps a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]], if they choose that instead of a [[D1_Unique_Helms#Royal_Circlet|Royal Circlet]], giving them, at most, +3 to all spells. They might use a KSoH or Civerb's Cudgel instead of a Dreamflange, especially on levels with triple immune monsters.&lt;br /&gt;
&lt;br /&gt;
The play differences come from the equipment. Battle mages can take hits and let monsters get very close to them, since they can block some attacks, and other attacks will miss, especially if they have high AC on their armor and shield. This lets them play much more aggressively, blasting spells at point blank range, in situations no Arty Mage would dare risk. However, they will often need to cast more spells thanks to their lower spell level, and they likely have less mana and must therefore drink more potions.&lt;br /&gt;
&lt;br /&gt;
===Arty Mages===&lt;br /&gt;
Artillery mages generally eschew heavy plate armor and shields, and prefer to go with [[D1_Unique_Armor#Naj.27s_Light_Plate|Naj's Light Plate]] and AA staves (Arch Angel's = +2 to spell levels). Those items give them +3 to spells, and if they go with a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]] as well, they're at the maximum +5 to skills and capable of devastating any non-fireproof enemy with their massive level 20 Fireballs.  Other equipment usually focuses on very high mana, turning these characters into the prototypical &amp;quot;glass cannons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arty mages are capable of dealing enormous damage very quickly, but with their negligible Armor Class and lack of a shield, anything that gets near them will hit them. They can be stun locked very easily, and death is always possible from a couple of fast hitting enemies. They are also weak against triple immunes, since staffs do poor melee damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naked Mages====&lt;br /&gt;
&lt;br /&gt;
A subset of the artillery mages are naked mages. In a concession to how overpowered the character is in Diablo, players looking for a greater challenge started playing mages without wearing any equipment at all. There's nothing that says such a mage must play in artillery style, but it's foolish and inefficient not to, since without any armor on, every monster that gets off a swing will land a hit. Naked mages pick up items and sell them in town, since they need gold to buy potions, and they might [[mule]] items to other characters as well, but they don't use anything they find.&lt;br /&gt;
&lt;br /&gt;
Naked mages never equip any items; some players make an allowance for &amp;quot;reading glasses&amp;quot;, items equipped solely to increase the magic to allow books to be read, but purists frown upon this practice.  There is one exception; it's convenient to equip some sort of weapon simply to keep the sorcerer from picking up and equipping every item you click on. One trick to this is to put on a ring or amulet that raises your strength enough to equip a weapon you could not otherwise use. Then when you remove the jewelry the weapon will stay in your equipment slot; unusable, but preventing you from picking anything else up.&lt;br /&gt;
&lt;br /&gt;
=====Beyond Naked Mages=====&lt;br /&gt;
&lt;br /&gt;
The most fanatical players go for this variant. BNMs use equipment, but only equipment with negative stats. Plenty of items in Diablo and Hellfire have -stats, lowering attributes, mana, hit points, etc, and these are what BNMs use. Whether your character must equip every such item found, or just one or two, varies depending on how purist a rule set you follow. In any event, the end result of using cursed equipment is lower mana, since there are no mods in Diablo or Hellfire that change casting speed, lower spell levels, etc, so all a BNM is doing to himself is lowering his attributes, mana, and hit points.&lt;br /&gt;
&lt;br /&gt;
* See the [[Beyond Naked Mage 101]] page for lots of tips and advice about playing in this challenging style.&lt;br /&gt;
&lt;br /&gt;
==Higher Level Tactics==&lt;br /&gt;
A high level Sorcerer will have maxed out his Fireball skill, and is willing to deploy appropriate magics on a hair trigger. Sorcerers have very high mana and very little patience, and are known to teleport more than they walk. They also know that overkill with spell use is safer and actually mana-cheaper than being stingy with the spells and taking hits because of it, so they tend to spam their Fireballs and Chain Lightning until they're quite sure monsters are dead.  Expert Sorcerers dart through the Hell levels, teleporting from room to room, hugging the walls to optimize the performance of their Chain Lightning, making daring teleporting runs through large areas to draw all the monsters into killing zones, playing never more than an inch or two out of reach of the enemies, and drinking blue pots like water.&lt;br /&gt;
&lt;br /&gt;
There's an amazing speed and fluidity and precision to play at that level, where players measure their success and skill by how quickly they can clear levels.&lt;br /&gt;
&lt;br /&gt;
* See [[Flux's Expert Mage Guide]] for much more information on advanced mage tactics.&lt;br /&gt;
&lt;br /&gt;
Hellfire changed nothing about Sorcerer performance in the Hell levels. The Hive is quite easy as well, but the Crypt is a very different kettle of fish. Nothing in Diablo is Immune to Fire/Lightning and resistant to Magic, and since Fireball and Chain Lightning are by far the most effective killing spells, and none of the magic-based spells were very effective ([[D1_Spellbooks#Flash|Flash]] lists quite high damage, but it's bugged and does much less in actuality.), most Sorcerers never deviated from those spells.  In Hellfire's Crypt, numerous monsters are immune to Fire and Lightning, while vulnerable to Magic. These beasts can simply be treated like triple immunes and Stoned and clubbed to rubble, but this is not the most efficient or speedy way to clear the levels. Blood Star, Bone Spirit, and Flash are effective magic type spells, but the fact that only 4 hotkeys are allowed makes it hard to keep a full assortment of attack spells at the ready, along with Teleport, Stone Curse, and perhaps Golem. On the whole, the Crypt is much more of a challenge to a Mage than any of the levels in Hell.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-sorc-16.gif|center|frame|Run in, teleport around to attract the Blood Knights, then pop over a wall and wait for the Blood Knights to come around the corner as the Advocates' Fireballs crash harmless into the barrier.]]&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Lore==&lt;br /&gt;
[[Image:Sorcerer.jpg|thumb|Sorcerer concept art.]]&lt;br /&gt;
Sorcerers are mysterious mages from distant Eastern lands. Apprentices to their craft, they've come to test their might and seek out rare books of arcane knowledge in the demon-infested crypts beneath Tristram.&lt;br /&gt;
&lt;br /&gt;
:''Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horrors lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand.&lt;br /&gt;
&lt;br /&gt;
:''The Vizjerei, known for their brightly colored Turinash, or spirit-robes, have taken a keen interest in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers.&lt;br /&gt;
&lt;br /&gt;
:''Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff. &lt;br /&gt;
&lt;br /&gt;
The Sorcerer was replaced by the Sorceress as a playable character in Diablo II, though the Iron Wolf [[mercenaries]] of Act Three were clearly modeled after Diablo I's Sorcerer. The game lore went on to say that the Sorcerer character from Diablo became [[the Summoner]], the boss monster found in the Arcane Sanctuary in Act Two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
{{Skill navbox D2|DiabloI}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category: Diablo I Classes]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Warrior&amp;diff=27298</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Warrior&amp;diff=27298"/>
				<updated>2014-07-13T12:00:07Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Warrior Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warriors can learn the same spells as the other characters in Diablo and Hellfire, and they may use bows as well, but their real strength comes in fighting melee style, with a sword (or mace) and shield. They have the highest hit points and the best damage and swing speed of any character in Diablo (Barbarians match or exceed them in Hellfire), and while they can not clear most levels as quickly as the Sorcerer or Rogue, they are very good party players and are a lot of fun at higher levels.&lt;br /&gt;
&lt;br /&gt;
'''Voice Actor:''' Paul Eiding&lt;br /&gt;
&lt;br /&gt;
==Inherent Skill==&lt;br /&gt;
[[Image:D1-icon-repair.gif|left|frame]]&lt;br /&gt;
The [[D1 Warrior|Warrior]] can repair the durability of an item, but the item will always lose a point or two of maximum durability. A sword worn down to 2/50 would be replenished to 49/49, for example.  This should not be used on quality weapons you're going to keep long term, but it's very handy on items you know you'll replace if you do not want to return to town. Item durability can be increased in Diablo via [[D1 Shrines|Hidden Shrines]], and by [[D1_Hellfire_Oils#Durability_Improvements|various oils]] in Hellfire, so repair-lowered durability can be regained.&lt;br /&gt;
&lt;br /&gt;
This skill isn't often needed in Diablo and Hellfire, since repair costs aren't that high and gold is plentiful. In various Diablo and Hellfire mods, this skill becomes far more important, since repair costs can be quite steep, and the higher difficulty means that repairs are required more often.&lt;br /&gt;
&lt;br /&gt;
The formula for determining the repair, from Jarulf's Guide:&lt;br /&gt;
# if current durability is equal to max durability, exit&lt;br /&gt;
# x = 0&lt;br /&gt;
# add (clvl + Rnd[clvl]) to x&lt;br /&gt;
# y = [MaxDur/(clvl+9)], if less than 1 set to 1&lt;br /&gt;
# decrease MaxDur by y&lt;br /&gt;
# if x + CurDur &amp;lt; MaxDur, goto 3.&lt;br /&gt;
# CurDur = MaxDur&lt;br /&gt;
&lt;br /&gt;
If max durability reaches 0, the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats and Attributes==&lt;br /&gt;
&lt;br /&gt;
A collection of useful stats and figures for the Warrior. Refer to the [[Diablo Characters]] page to see these figures, and others, in tables for easy comparison between the six character classes of Diablo and Hellfire.&lt;br /&gt;
* Warriors (and Barbarians) gain 1% chance of critical strike (double damage) per Clvl. For instance, a level 30 Warrior will do double damage on 30% of his hits.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Start Values&lt;br /&gt;
! Max Values&amp;lt;br /&amp;gt; (Naked)&lt;br /&gt;
! Max Values (Equipped) *&amp;lt;br /&amp;gt; Diablo / Hellfire **&lt;br /&gt;
! Increases&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 70&amp;lt;br /&amp;gt;'''Mana:''' 10&amp;lt;br /&amp;gt;'''Strength:''' 30&amp;lt;br /&amp;gt;'''Magic:'''10&amp;lt;br /&amp;gt;'''Dexterity:''' 20&amp;lt;br /&amp;gt;'''Vitality:''' 25&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 316&amp;lt;br /&amp;gt;'''Mana:''' 98&amp;lt;br /&amp;gt;'''Strength:''' 250&amp;lt;br /&amp;gt;'''Magic:'''50&amp;lt;br /&amp;gt;'''Dexterity:''' 60&amp;lt;br /&amp;gt;'''Vitality:''' 100&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Life:''' 796 / 916&amp;lt;br /&amp;gt;'''Mana:''' 533 / 568&amp;lt;br /&amp;gt;'''Strength:''' 425 / 485&amp;lt;br /&amp;gt;'''Magic: '''225 / 285&amp;lt;br /&amp;gt;'''Dexterity:''' 225 / 285&amp;lt;br /&amp;gt;'''Vitality: '''265 / 325&amp;lt;br /&amp;gt;'''To/Hit:''' 392&amp;lt;br /&amp;gt;'''AC:''' 349 / 401&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Per Level Up: ***&lt;br /&gt;
* '''Life:''' + 2 per Vitality&lt;br /&gt;
* '''Mana:''' + 1 per Magic&lt;br /&gt;
Per Attribute point:&lt;br /&gt;
* 1 Vitality = 2 life&lt;br /&gt;
* 1 Magic = 1 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * Not all maximum values can be achieved at once. Each value is only attainable by devoting all of your equipment to that particular attribute or statistic.&lt;br /&gt;
* ** Hellfire maximum values are higher for the Rogue, Warrior, and Sorcerer since new uniques added in Hellfire make possible much higher attribute levels. The values for mana and life do not include the unique jewelry that transfers life to mana, or vice versa.&lt;br /&gt;
* *** No life or mana increases are granted at level 50.&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
&lt;br /&gt;
Warriors are the masters of sword/shield combat. They can fight with a two-handed weapon, but aren't designed to excel with it as Hellfire Barbarians are. They can also use a bow fairly well, but lack the firing speed or dexterity-boosted damage of a rogue. Their real strength comes with a fast swinging, one-handed weapon, and a shield to boost their defense further. Their enormously high strength and hidden critical hit bonus means they do huge damage with a good weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
Warriors can achieve a fairly high level of magic and mana, but only by devoting specialized equipment to that task. They can't equal rogues in their mini-mage tactics though, since Warriors gain much less mana per point in magic, and since their casting speed is quite slow.  Their most useful combat skills are stone curse, and teleport, the latter especially against Witches and Mages in conjunction with the popular and very fun &amp;quot;telekilling&amp;quot; technique. More on that below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bow Strategy===&lt;br /&gt;
Warriors can use a bow fairly well, and might find some value from it in normal difficulty, when running down enemy archers or mages is time consuming. Long term it's not a very productive way to play though, since Warriors have a slower firing speed than Rogues, far lower to/hit, and do much less damage as well.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
This is the Warrior's specialty, and is how most players enjoy playing the character. This isn't ''Diablo II'', there aren't any Whirlwinds or Zeals or other multi-hit, multi-target skills. A warrior has to click click click for every hit he gets, and he can only aim at one target at a time. His damage is quite high though, his swing speed is fast enough to stun lock once he gets a sword with added speed or haste, and he has hidden bonuses to to/hit and critical strike (Clvl = % chance to deal double damage. For instance, a Clvl 40 warrior will deal double damage on 40% of his hits.), which combine to make expert Warriors kill more quickly than beginning players can believe.&lt;br /&gt;
&lt;br /&gt;
[[Image:D1-corner-technique.gif|frame|right|Defensive cornering.]]&lt;br /&gt;
Using position and angles is essential for a successful warrior. Bottlenecks are always helpful, in the early levels, In Hell, where there aren't such narrow doorways, Warriors often retreat to corners, or squeeze in next to barrels, cauldrons, or those weird bone spurs out of the floor in Hell that block one space beside them. A well-equipped (high AC, good damage, fast swing, and high to/hit) warrior can usually take on any three enemies at once (in a corner) without serious risk of death. If a barrel or other object can cut the attackers to two, the warrior can hold off any size mob, providing he doesn't take too much damage from ranged attackers. Barring that sort of cornered technique, fighting retreats are wise, as is swinging at targets before they are in melee range. Warriors can usually strike an enemy as it advances into melee range, and the hit will stun or knock it back before it can move into the square beside the warrior. Many monsters can be killed this way before they're even able to swing their own attack.&lt;br /&gt;
&lt;br /&gt;
The Warrior has some weaknesses to overcome, before he can begin to dominate the hordes of hell.&lt;br /&gt;
&lt;br /&gt;
He starts with very little magic, and gets just one point of mana per point of magic, so he can't cast a lot of spells, and when he does try to fight with spells his low magic means his to/hit with fireballs and other projectile spells is very poor.&lt;br /&gt;
&lt;br /&gt;
His to/hit isn't very high either, and his dexterity tops off at just 60 points. Warriors need to add a lot of +dexterity gear to maintain good accuracy on hell difficulty, and it's strongly recommended that they use swords that add to/hit and damage, rather than just damage alone.  New warriors are advised to stick all of their level up points into dexterity for at least the first 5 or 6 levels, since the character's accuracy is fairly poor right from the start.&lt;br /&gt;
&lt;br /&gt;
The biggest difficulty long term is dealing with monsters that run away. Goatmen and skeleton archers first show this habit in the early levels, but they are slow of foot and slow to run, and the rooms in the Church and Cats aren't that large. Witches are the true pursuit problem, and running them down in Hell is one of the bigger nuisances for a Warrior. Timing sneak attacks is one way to deal with them; retreat around a corner and wait a moment, then move back to the edge and start swinging. Witches can often be caught and slaughtered just as they walk around a corner in pursuit. The more advanced way to deal with witches and mages is by telekilling.&lt;br /&gt;
&lt;br /&gt;
====Telekilling====&lt;br /&gt;
&lt;br /&gt;
Telekilling is a technique that uses the teleport skill to pop right beside a monster that would otherwise run away. The technique is fairly simple, though it takes some practice to master the timing. Simply point the gauntlet at the monster, right click to teleport, and the instant you appear start swinging. The warrior will always appear below and to the left of the target (if that space is clear) and it's not difficult to move the mouse so you'll be facing up at the monster the instant you rematerialize. With a fast sword and good damage, stun lock is ensured, and mages and witches can be killed in just a few hits.&lt;br /&gt;
&lt;br /&gt;
Telekilling is mana-efficient too, since teleport is just 15 mana at higher levels, compared to 40 for Stone Curse. Plus the faster monsters are killed, the less damage you take to spend potions or mana healing.  And it's fun; most expert Diablo players measure themselves by how quickly and with how few potions they can clear levels, and chasing witches and mages around is not exactly an efficient use of time.&lt;br /&gt;
&lt;br /&gt;
The hardest part for Warriors is reading the books. Level one Teleport [[D1_Spellbooks#Mana_Costs_for_Spells|requires 105 magic]] to read, and the books increase rapidly from there. It's [[D1_Spellbooks#Magic_Requirements_for_Spellbooks|181 magic for level 4]] and 255 for level 5 and up; more magic than it's possible for a Warrior to muster in Diablo (though it can be done with extremely rare equipment in Hellfire). Since Teleport reduces in mana cost until level 8, it's worth spending some time on Enchanted Shrine runs to increase the spell level.&lt;br /&gt;
* Telekilling is described in much more detail [[Bolty%27s_High_Level_Warrior_Guide#TELEKILLING|in Bolty's Expert Warrior Guide]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Selection====&lt;br /&gt;
&lt;br /&gt;
Melee weapons in Diablo have varied effects. Blunt weapons deal 150% damage to Undead and 50% to Animals. Swords deal 50% damage to Undead and 150% to Animals. Both types of weapons deal 100% damage to demons. This means it's better to use a blunt weapon against undead, and a sword against animal, and whichever weapon does the most damage against Demons. Since almost every monster in Hell is a Demon, and none are Undead, and since swords do more damage than blunts, this makes for a pretty easy weapon choice.&lt;br /&gt;
&lt;br /&gt;
See the [[Diablo Monsters]] page for a listing of every type of monster. To generalize, the Church is mostly Undead (zombies and skeletons) with some Animals. The Cats are a mixture of Animals and Undead with a few Demons. The caves are fairly evenly divided between Animals and Demons. Hell is almost entirely demons (Lava Dogs are animals). In Hellfire the Hive is mostly animals with some demons, and the Crypt is a fairly even mixture of the three. On the whole, the only area where a blunt weapon is preferred is in the Church; the first four levels of the dungeon. Since swords do more damage than blunts, virtually all warriors use a sword for their long term weapon.&lt;br /&gt;
&lt;br /&gt;
What type of sword is a fairly unanimous choice, too. A bastard sword KSoH (King's Sword of Haste) is the choice of every character who can find or buy one. Both Griswold and Wirt can sell them, though the odds are very low that they will. Lower quality swords can be almost as good; [[D1_Swords|broadswords or claymores]] will work fine, if a bastard sword can't be found, and [[D1_Modifiers#.2B.25_To.2FHit_and_.2B.25_Damage_Done|Master's or Champion's]] is almost as good as King's, etc. &lt;br /&gt;
&lt;br /&gt;
Warriors need +To/Hit as well as +%Damage, so King's or other prefixes in that family are at the top of the list. Of haste or of speed are the most desired suffixes, since both give the fastest possible swing speed; fast enough to stun lock any monster.  Other suffixes can be useful; heavens, titans, precision, or other attribute boosters, or swords that add mana or life leech can be helpful as well; life leech especially. But in almost all cases, [[D1_Modifiers#Faster_Weapon_Speed|faster swing speed]] is the best suffix to find on a weapon, since there are no other items that boost swing speed in Diablo or Hellfire.&lt;br /&gt;
&lt;br /&gt;
====Life Leech====&lt;br /&gt;
&lt;br /&gt;
Life leech is very hard to obtain in Diablo and Hellfire. It's almost always found as a weapon suffix, and while leech is handy, faster attack rate is better.  In multiplayer Diablo, the only way to get life leech, other than from a weapon, is from the ultra-rare [[D1_Unique_Helms#Helm_of_Sprits|Helm of Sprits]]. (Life leech is fairly easily obtained in single player, since the Skeleton King drops [[D1_Unique_Helms#The_Undead_Crown|The Undead Crown]] every game.)&lt;br /&gt;
&lt;br /&gt;
Life leech isn't required to survive in the game; after all, a red potion is an instant full life fill any time. But life leech allows Warriors to heal without drinking potions or using the [[D1_Spellbooks#Healing|Healing skill]], and that lets them stay down in the dungeons longer. Expert players measure their skill by how quickly they can clear levels, and by how few potions they drink, and life leech allows the longest play without potion consumption.&lt;br /&gt;
&lt;br /&gt;
Life leech is obviously a trade off; weapons with life leech mean doing without faster attack rate, and the helms that offer life leech have very few bonuses, compared to other top unique or magical helms. Rated by killing speed effect, life leech is a negative; it's primarily something advanced players enjoy for the ability to clear multiple levels without having to run back to town to buy more potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spell Support====&lt;br /&gt;
&lt;br /&gt;
Warriors can use spells just like any other character, but they are hindered by low magic, low mana, and poor accuracy. To/hit with spells is determined by a character's magic attribute, and few Warriors have enough magic to hit monsters with Fireballs on hell difficulty.  Even if hits can be landed, such as with Chain Lightning, the warrior's casting speed is quite slow. His best spells are Stone Curse, to stop running monsters or slow down attacking mobs of melee fighters, and Teleport, for quicker movement and telekilling.&lt;br /&gt;
&lt;br /&gt;
==Warrior Lore==&lt;br /&gt;
[[Image:D1-warrior-concept.jpg|thumb|Warrior concept art.]]&lt;br /&gt;
Warriors are the basic fighter unit of Diablo and Hellfire. They don't have special combat skills, like the characters of Diablo II, and must work their way through the dungeons one left click at a time, though they can supplement their sword arms with some powerful magics.&lt;br /&gt;
&lt;br /&gt;
:''The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric´s army and went to battle against the Northern kingdom of Westmarch. As the fires of war burned themselves out, these Warriors returned home to find their kingdom in shattered disarray.&lt;br /&gt;
&lt;br /&gt;
:''Dark rumours of the mysterious demise of King Leoric abound and the evil that lurks within his Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were warned by the people of Tristram, a few of these brave souls have ventured into the chaotic labyrinth beneath the earth.&lt;br /&gt;
&lt;br /&gt;
:''Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram every day, ready to challenge the dark unknown that awaits them beneath the earth.&lt;br /&gt;
&lt;br /&gt;
:''The Warrior is the strongest and toughest of the three available Classes, and he excels in the art of close combat. His primary weakness is that his extensive physical training has left little time to develop more than a rudimentary knowledge of magic. The extended periods of time that most Warriors spend away from their homes and civilization requires that they learn of repair their own weapons and armour, although their skill is no match for the talent of a true blacksmith.&lt;br /&gt;
&lt;br /&gt;
Warriors were not found in ''Diablo II'', though Barbarians and Paladins could be seen as upgraded, specialized versions of the character. By the official game fiction though, the Warrior was the character who defeated Diablo at the end of the first game, and drove the soulstone into his head. His end was a tragic one, for he was corrupted by Diablo's malignant influence and became [[The Dark Wanderer]], before finally succumbing entirely to the Lord of Terror and perishing with him at the conclusion of Act Four.&lt;br /&gt;
&lt;br /&gt;
Diablo 3 further {{iw|Metcon Metconned}} the warrior, turning him from an anonymous male into King Leoric's eldest son, named Aiden. This change added more drama and pathos to the entire sage of the Dark Wanderer, and to Leoric's doomed family. It's interesting to consider how Diablo I would have felt different if that idea had been present; the Warrior would have been looking for not just the kidnapped prince, but his brother, and during the course of action would have had to kill his father's reanimated skeleton, and ultimately pry the soulstone out of the forehead of his own kid brother, who he'd just killed in the form of Diablo.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Aiden slept with Adria the Witch before he left Tristram in the Dark Wanderer form, and that child became Leah, who was ultimately possessed and destroyed by Diablo's spirit in Diablo III, thus perpetuating the curse on the Leoric family line.&lt;br /&gt;
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{{D1 masternav|Basics}}&lt;br /&gt;
{{Skill navbox D2|DiabloI}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Diablo I Classes]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Technical_Issues&amp;diff=27297</id>
		<title>Technical Issues</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Technical_Issues&amp;diff=27297"/>
				<updated>2014-07-13T11:08:36Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting Diablo I to work on a modern computer can be tricky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Save Files in Diablo I==&lt;br /&gt;
&lt;br /&gt;
[[File:Diablo-char-save-files.JPG|thumb|300px|Diablo I saved character files.]]&lt;br /&gt;
In Diablo I and Hellfire, all characters are saved locally, on your computer. This means the files can be backed up or restored manually, or accessed via trainers and editors. Players who play Diablo I via Battle.net are advised to save backup copies of their characters, since other players may have hacks that will ruin your character, corrupt them to make them unplayable, etc.&lt;br /&gt;
&lt;br /&gt;
Character files are saved on your machine in two locations, depending on which version of Diablo I or Hellfire you are playing, and if your characters are single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
All single player character files, and multiplayer files prior to patch v1.09 (the latest version), were saved in the folder where you have Diablo or Hellfire installed. The files are not the character names, but are generic titles: &lt;br /&gt;
&lt;br /&gt;
* Single Player: single_0.sv, single_1.sv, single_2.sv, etc.&lt;br /&gt;
* Multiplayer: multi_0.sv, multi_1.sv, multi_2.sv, etc.&lt;br /&gt;
&lt;br /&gt;
These files are just the character and their gear in multiplayer, but are the entire game state in single player. More recently-created characters have the larger numbers and are displayed first in the listing. (If you wish to change the display order, just edit the files via Windows Explorer to change the numbers.)&lt;br /&gt;
&lt;br /&gt;
Multiplayer files prior to patch 1.09 were hidden files stored in the Windows folder which were tied to the workgroup name of the computer.  This was a problem for players who tried to copy their character to move them from one machine to another, since the '''exact same workgroup name''' had to exist for the game to &amp;quot;see&amp;quot; the files to load them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Problems with Modern Computers==&lt;br /&gt;
&lt;br /&gt;
Diablo I was not been supported by Blizzard after the release of Diablo 2, and thus many players found the game inoperable on newer versions of Windows or Mac OS, for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
Many modern laptops do not have a CD-ROM drive, and thus can't install or play Diablo or Hellfire as these require the Diablo I CD to be in the drive at all times. (Players turn to pirated copies of the game to bypass this issue, or hacked &amp;quot;no-cd&amp;quot; versions. You can also use software like [http://www.daemon-tools.cc/downloads Daemon Tools] to create a virtual disk that will run on a laptop without a CD drive.)&lt;br /&gt;
&lt;br /&gt;
None of the tactics are supported by or endorse by Blizzard, but as the developers have not provided technical fixes for players who want to run the game on on modern computers, few players find ethical issues with these workarounds.&lt;br /&gt;
&lt;br /&gt;
Technical issues are another matter, and many players are not able to make Diablo I work on a modern computer (Windows Vista was notoriously unfriendly) even if they have their original CD.  Issues stem from older games like Diablo I running in DOS, only displaying with a 640x480 resolution, a 256 color palette, etc. This problem is largely fixed on the most recent versions of operating systems (post 2010), which seem to do better on emulation mode to run older software. &lt;br /&gt;
&lt;br /&gt;
That said, many players are still unable to get older character files to read, or can't play multiplayer, or can't get Hellfire to install, etc. Unfortunately, it seems unlikely that Blizzard will address these technical issues so many years after Diablo I's release. If you run into technical problems, searching for help online will often find forum posts with useful info. Compiling a full set of work arounds is beyond the scope of this wiki.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Basics]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Technical_Issues&amp;diff=27296</id>
		<title>Technical Issues</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Technical_Issues&amp;diff=27296"/>
				<updated>2014-07-13T11:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;''Character Save Files in Diablo I''  Diablo I saved character files. In Diablo I and Hellfire, all characters are saved locall...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Character Save Files in Diablo I''&lt;br /&gt;
&lt;br /&gt;
[[File:Diablo-char-save-files.JPG|thumb|300px|Diablo I saved character files.]]&lt;br /&gt;
In Diablo I and Hellfire, all characters are saved locally, on your computer. This means the files can be backed up or restored manually, or accessed via trainers and editors. Players who play Diablo I via Battle.net are advised to save backup copies of their characters, since other players may have hacks that will ruin your character, corrupt them to make them unplayable, etc.&lt;br /&gt;
&lt;br /&gt;
Character files are saved on your machine in two locations, depending on which version of Diablo I or Hellfire you are playing, and if your characters are single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
All single player character files, and multiplayer files prior to patch v1.09 (the latest version), were saved in the folder where you have Diablo or Hellfire installed. The files are not the character names, but are generic titles: &lt;br /&gt;
&lt;br /&gt;
* Single Player: single_0.sv, single_1.sv, single_2.sv, etc.&lt;br /&gt;
* Multiplayer: multi_0.sv, multi_1.sv, multi_2.sv, etc.&lt;br /&gt;
&lt;br /&gt;
These files are just the character and their gear in multiplayer, but are the entire game state in single player. More recently-created characters have the larger numbers and are displayed first in the listing. (If you wish to change the display order, just edit the files via Windows Explorer to change the numbers.)&lt;br /&gt;
&lt;br /&gt;
Multiplayer files prior to patch 1.09 were hidden files stored in the Windows folder which were tied to the workgroup name of the computer.  This was a problem for players who tried to copy their character to move them from one machine to another, since the '''exact same workgroup name''' had to exist for the game to &amp;quot;see&amp;quot; the files to load them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Problems with Modern Computers==&lt;br /&gt;
&lt;br /&gt;
Diablo I was not been supported by Blizzard after the release of Diablo 2, and thus many players found the game inoperable on newer versions of Windows or Mac OS, for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
Many modern laptops do not have a CD-ROM drive, and thus can't install or play Diablo or Hellfire as these require the Diablo I CD to be in the drive at all times. (Players turn to pirated copies of the game to bypass this issue, or hacked &amp;quot;no-cd&amp;quot; versions. You can also use software like [http://www.daemon-tools.cc/downloads Daemon Tools] to create a virtual disk that will run on a laptop without a CD drive.)&lt;br /&gt;
&lt;br /&gt;
None of the tactics are supported by or endorse by Blizzard, but as the developers have not provided technical fixes for players who want to run the game on on modern computers, few players find ethical issues with these workarounds.&lt;br /&gt;
&lt;br /&gt;
Technical issues are another matter, and many players are not able to make Diablo I work on a modern computer (Windows Vista was notoriously unfriendly) even if they have their original CD.  Issues stem from older games like Diablo I running in DOS, only displaying with a 640x480 resolution, a 256 color palette, etc. This problem is largely fixed on the most recent versions of operating systems (post 2010), which seem to do better on emulation mode to run older software. &lt;br /&gt;
&lt;br /&gt;
That said, many players are still unable to get older character files to read, or can't play multiplayer, or can't get Hellfire to install, etc. Unfortunately, it seems unlikely that Blizzard will address these technical issues so many years after Diablo I's release. If you run into technical problems, searching for help online will often find forum posts with useful info. Compiling a full set of work arounds is beyond the scope of this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Basics]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I&amp;diff=27295</id>
		<title>Diablo I</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I&amp;diff=27295"/>
				<updated>2014-07-13T11:07:13Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::''Were you looking for the {{iw|Category:Games Game}} article for '''{{iw|Diablo_I Diablo I}}'''?&lt;br /&gt;
&lt;br /&gt;
'''[[Diablo I]]''' was released in 1996 in North America and 1997 in Europe, it's the game the Diablo franchise is based upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The best way to learn about Diablo and Hellfire is the play the games. Both games are fun and easy to learn (Blizzard's trademark). If you are more familiar with Diablo II or Diablo III, you should find the [[D1_Differences|D2 to D1 differences article]] very useful in easing your transition. We also recommend that you read the {{iw|Diablo_I_Manual Diablo I Manual}}; if you don't have a hard copy click that link to read it online.&lt;br /&gt;
&lt;br /&gt;
This wiki is designed to service players with some familiarity with the game, and does not include all of the most basic &amp;quot;how to&amp;quot; game info. It's assumed that you know how to operate the controls, create characters, engage in combat, etc. (And if you don't you'll learn those in the first hour of playtime, so what are you doing wasting time reading this for?)&lt;br /&gt;
&lt;br /&gt;
What this Diablo I and Hellfire wiki does compile all of the intermediate and advanced information; especially stats and figures not found in the manual or even in the game itself. Here you'll find the stats for every [[Diablo Monsters|monster]], [[Diablo Uniques|item]] and [[D1 Spellbooks|spell]]. There are also detailed [[Diablo Characters|character overviews]] with basic strategy for the [[D1 Rogue|Rogue]], [[D1 Warrior|Warrior]], and [[D1 Sorcerer|Sorcerer]], as well as [[Hellfire]]'s [[D1 Monk|Monk]], and the hidden characters, the [[D1 Bard|Bard]] and [[D1 Barbarian|Barbarian]] (with instructions on [[Hellfire#Unlocking_the_Undocumented_Features|how to enable]] them). You can also learn about all of the [[Diablo Quests|quests]] and [[D1 NPCs|NPCs]], details of the [[D1 Lore|game plot and world mythology]], and much more. Use the navigation boxes below each page, or head to the [[:Category:Diablo I|Diablo I category]] for a link to every page about this game.&lt;br /&gt;
&lt;br /&gt;
The remainder of this introductory page covers various general game information topics that aren't covered (at least not in such detail) elsewhere in this wiki.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Diablo I classes:&lt;br /&gt;
* '''[[Rogue]]'''&lt;br /&gt;
* '''[[Sorcerer]]'''&lt;br /&gt;
* '''[[Warrior]]'''&lt;br /&gt;
&lt;br /&gt;
Hellfire Classes:&lt;br /&gt;
* '''[[Monk]]''' - Official expansion class&lt;br /&gt;
* '''[[Barbarian (Diablo I)|Barbarian]]''' - Hidden expansion class. Not to be confused with the [[Barbarian]].&lt;br /&gt;
* '''[[Bard]]''' - Hidden expansion class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Management==&lt;br /&gt;
[[Image:D1-stash1.gif|frame|It's recommended that you make pretty patterns with the items you drop in town.]]&lt;br /&gt;
There is no town &amp;quot;stash&amp;quot; in Diablo I or Hellfire. The only items a character can keep from game to game are those you carry on your back or in your inventory. Furthermore, since most characters need to drink a constant supply of mana and/or health potions while fighting, you will need to largely (or entirely) empty out your inventory during each game, before picking up everything you wish to save at the end of a game. &lt;br /&gt;
&lt;br /&gt;
Items, gold, potions, spellbooks, and everything else can be left on the ground in town, wherever you find convenient. There were some bugs in early versions of Diablo that caused items left in town to sometimes vanish, but those are fixed in later versions and in Hellfire. Just be sure you pick everything up before you exit the game. This includes exits caused by killing Diablo, since when he dies all players on level 16 will be frozen in place, before being dumped out of the game and back onto Battle.net, or else to the game creation menu if you're playing multiplayer offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player vs. Multiplayer==&lt;br /&gt;
Diablo and Hellfire characters can be created as single or multiplayer characters. This decision must be made at the time of character creation, and it can not be undone or changed later on. Aside from the obvious fact that you must make a multiplayer character to play with friends (over a LAN, TCP/IP, or Battle.net) there are a few major differences between SP and MP.&lt;br /&gt;
&lt;br /&gt;
* '''Difficulty'''. Multiplayer is much harder than Singleplayer. The monsters have roughly double the hit points (even on Normal difficulty). Full monster hit points are listed on the various [[Diablo Monsters|monster pages]].&lt;br /&gt;
* '''[[Diablo Quests|Quests]]''': Only 4 of the 16 (Diablo) quests are found in multiplayer, and these 4 are found in every game. &lt;br /&gt;
** The quests are simplified as well; the special sub-levels for the [[The_Skeleton_King|Skeleton King]] and [[Archbishop_Lazarus|Lazarus]] are not found in multiplayer. (Full details on the quests pages.)&lt;br /&gt;
* '''Uniques''': All [[D1_Unique_Quest_Items|unique items]] given as quest rewards are not found in multiplayer.&lt;br /&gt;
** The Butcher's Cleaver and Skeleton King's crown are replaced by random magical item drops.&lt;br /&gt;
* '''[[D1_Potions_and_Elixirs|Elixirs]]''': [[D1_NPCs#Pepin_the_Healer|Pepin the Healer]] sells strength, dexterity, and magic elixirs to any single player character over level 25. He never sells elixirs in multiplayer.&lt;br /&gt;
** [[D1_NPCs#Adria_the_Witch|Adria the Witch]] sells strength, dexterity, and magic elixirs in single player and multiplayer, but infrequently and randomly.&lt;br /&gt;
* [[D1 Experience|Experience]] per kill is capped in multiplayer. Monsters are never worth more than 200 experience per player level, with a maximum of 10,000 at level 50. They can be worth over 100,000 each in single player on Hell difficulty, making leveling up past level 25 or so much faster in singleplayer. (This is especially noticeable in Hellfire, where a single player character can reach level 43 or 44 in about the time it would take to reach level 30 or 31 in multiplayer.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Save Files in Diablo I==&lt;br /&gt;
&lt;br /&gt;
[[File:Diablo-char-save-files.JPG|thumb|300px|Diablo I saved character files.]]&lt;br /&gt;
In Diablo I and Hellfire, all characters are saved locally, on your computer. This means the files can be backed up or restored manually, or accessed via trainers and editors. Players who play Diablo I via Battle.net are advised to save backup copies of their characters, since other players may have hacks that will ruin your character, corrupt them to make them unplayable, etc.&lt;br /&gt;
&lt;br /&gt;
Character files are saved on your machine in two locations, depending on which version of Diablo I or Hellfire you are playing, and if your characters are single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
All single player character files, and multiplayer files prior to patch v1.09 (the latest version), were saved in the folder where you have Diablo or Hellfire installed. The files are not the character names, but are generic titles: &lt;br /&gt;
&lt;br /&gt;
* Single Player: single_0.sv, single_1.sv, single_2.sv, etc.&lt;br /&gt;
* Multiplayer: multi_0.sv, multi_1.sv, multi_2.sv, etc.&lt;br /&gt;
&lt;br /&gt;
These files are just the character and their gear in multiplayer, but are the entire game state in single player. More recently-created characters have the larger numbers and are displayed first in the listing. (If you wish to change the display order, just edit the files via Windows Explorer to change the numbers.)&lt;br /&gt;
&lt;br /&gt;
Multiplayer files prior to patch 1.09 were hidden files stored in the Windows folder which were tied to the workgroup name of the computer.  This was a problem for players who tried to copy their character to move them from one machine to another, since the '''exact same workgroup name''' had to exist for the game to &amp;quot;see&amp;quot; the files to load them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Problems with Modern Computers===&lt;br /&gt;
&lt;br /&gt;
Diablo I was not been supported by Blizzard after the release of Diablo 2, and thus many players found the game inoperable on newer versions of Windows or Mac OS, for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
Many modern laptops do not have a CD-ROM drive, and thus can't install or play Diablo or Hellfire as these require the Diablo I CD to be in the drive at all times. (Players turn to pirated copies of the game to bypass this issue, or hacked &amp;quot;no-cd&amp;quot; versions. You can also use software like [http://www.daemon-tools.cc/downloads Daemon Tools] to create a virtual disk that will run on a laptop without a CD drive.)&lt;br /&gt;
&lt;br /&gt;
None of the tactics are supported by or endorse by Blizzard, but as the developers have not provided technical fixes for players who want to run the game on on modern computers, few players find ethical issues with these workarounds.&lt;br /&gt;
&lt;br /&gt;
Technical issues are another matter, and many players are not able to make Diablo I work on a modern computer (Windows Vista was notoriously unfriendly) even if they have their original CD.  Issues stem from older games like Diablo I running in DOS, only displaying with a 640x480 resolution, a 256 color palette, etc. This problem is largely fixed on the most recent versions of operating systems (post 2010), which seem to do better on emulation mode to run older software. &lt;br /&gt;
&lt;br /&gt;
That said, many players are still unable to get older character files to read, or can't play multiplayer, or can't get Hellfire to install, etc. Unfortunately, it seems unlikely that Blizzard will address these technical issues so many years after Diablo I's release. If you run into technical problems, searching for help online will often find forum posts with useful info. Compiling a full set of work arounds is beyond the scope of this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Joining Requirements===&lt;br /&gt;
&lt;br /&gt;
The following table lists the requirements to join or create single or multiplayer games. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Game Type&lt;br /&gt;
! Normal&lt;br /&gt;
! Nightmare&lt;br /&gt;
! Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo single player'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo multiplayer (IPX &amp;amp; Battle.net)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| '''Diablo Modem and DCC/LAN'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 / 1*&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 1**&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''--'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire single player'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire multiplayer (IPX)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire Modem and DCC/LAN'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 / 1*&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 / 1**&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * The character must be level 20 to create a NM game, but characters of any level can join.&lt;br /&gt;
* ** The character must be level 30 to create a Hell game, but characters of any level can join.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Area Entrance Requirements===&lt;br /&gt;
The following table lists the minimum character level requirement to enter various [[Diablo Levels|dungeon levels]].&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Dungeon Area&lt;br /&gt;
! Clvl required to enter level*&lt;br /&gt;
|-&lt;br /&gt;
| '''Church'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Catacombs'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| '''Caves'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire: Hive'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| '''Hellfire: Crypt'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * These requirements only apply to characters entering areas via the stairs between levels or town. There are no Clvl requirements to pass through portals, either red ones or Town Portals from another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing Higher Difficult Levels in Single Player Diablo===&lt;br /&gt;
&lt;br /&gt;
While Hellfire supports Nightmare and Hell difficulty for single player characters, this is not a feature in Diablo. In regular D1, you can only play NM and Hell with multiplayer characters. (You must be level 20+ to create a Nightmare game, or level 30+ to create a hell game.&lt;br /&gt;
&lt;br /&gt;
Happily, there is a trick that enables NM and Hell difficulty for single player characters. You simply need to start a multiplayer game on Nightmare or Hell, exit it (after however long), and then start a new game with a single player character. That single player game will be whatever difficulty the last multiplayer game was.  You must do this in the same play session (i.e. without closing and restarting ''Diablo'') and of course you need a multiplayer character who is at least level 20 or 30, to create the NM or Hell game in the first place.&lt;br /&gt;
&lt;br /&gt;
Most players eventually play only multiplayer Diablo I, simply because single player is too easy at higher levels. Multilayer monsters have double the hit points and other elements of the game are increased in difficulty as well. Furthermore, the shortcuts down to the Catacombs, Caves, and Hell are open as soon as a multiplayer character (of sufficient level) creates a new game, enabling players to zoom right to the challenging part, instead of forcing a player to work their way down through the Church, Cats, and Caves every new game. The trade off is that multiplayer D1 has only 4 quests, the same 4 in each game, and Pepin does not sell elixirs, making maxing out your attributes a much longer process.&lt;br /&gt;
&lt;br /&gt;
==The Kill Counter==&lt;br /&gt;
[[Image:D1-hover-stats.gif||thumb|250px|[[Flesh Thing]] stats revealed at 15 and 30 kills.]]&lt;br /&gt;
One interesting feature in Diablo I that didn't make it into Diablo II is the kill counter. This little bonus feature keeps track of how many of each type of monster your character has killed in that game. This information is important, since at 15 kills the hover description reveals the resistances and immunities of that monster type, and at 30 kills the hit points are shown.  Kill counters are tracked per game in multiplayer, and over the life of the character in single player, though there is a work around to keep them for longer than that in multiplayer.&lt;br /&gt;
&lt;br /&gt;
* See the [[Diablo_Monsters#Hover_Information|Hover Information]] section of the [[Diablo Monsters]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Duping==&lt;br /&gt;
&lt;br /&gt;
One flaw in the programming of Diablo and Hellfire is the ability to &amp;quot;dupe&amp;quot; (duplicate) any item, in the game. This flaw exist in all game modes as well as on Battle.net. If 2 duped items are on the ground at the same time, the one that was dropped first will be destroyed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Duping_D1.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Basics}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Basics]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Diablo-char-save-files.JPG&amp;diff=27294</id>
		<title>File:Diablo-char-save-files.JPG</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Diablo-char-save-files.JPG&amp;diff=27294"/>
				<updated>2014-07-13T10:50:29Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Saved character files for Diablo I.

category:Diablo I&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Saved character files for Diablo I.&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Superuniques&amp;diff=27293</id>
		<title>Superuniques</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Superuniques&amp;diff=27293"/>
				<updated>2014-07-06T03:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox}}'''SuperUniques''' are specially-named '''boss [[monster]]s''' that are always found in the same locations, and have partially or completely pre-set modifiers. SuperUniques are more powerful than regular boss monsters and usually drop more items of a higher quality. SuperUniques include the biggest monsters, such as [[Act Boss]]es, and can have unique graphics, or may just be specially named representatives of a regular monster type.&lt;br /&gt;
&lt;br /&gt;
This page lists all the SuperUniques in the game. See their individual pages for their full stats and other useful information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act One SuperUniques==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Corpsefire===&lt;br /&gt;
[[Image:Mon-corpsefire.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Corpsefire ]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Zombie]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' [[Spectral Hit]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' The [[Den of Evil]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Corpsefire and all of the other monsters in the [[Den of Evil]] must be killed to finish the quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' On the [[Hell]] difficulty, [[Corpsefire]] has high [[physical]] [[resistance]] and often possesses the &amp;quot;[[Physical]] Immune&amp;quot; attribute. This made him a special challenge in earlier versions of the game, since he had to be killed to finish this quest, and since so few monsters were Physical Immune back then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bishibosh===&lt;br /&gt;
[[Image:Mon-bishibosh01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bishibosh]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Fallen Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' [[Magic Resistance]], [[Fire Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' The [[Cold Plains]]. Always in one of the fallen camps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not part of any quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Like other [[shaman]] SuperUniques, [[Bishibosh]] is able to resurrect other Shaman as well as [[Fallen]]. In earlier versions of the game shaman bosses spawned with a pack of shaman and regular fallen. Bishibosh could be quite difficult as he and his minions resurrected dead Fallen almost as quickly as players could kill them. This feature was removed in v1.09 when boss shaman were [[nerf]]ed by spawning only with regular Fallen rather than Fallen Shaman. Bishibosh can still resurrect shaman but he does not spawn with a pack of them so you'll only see this occasionally.&lt;br /&gt;
&lt;br /&gt;
Bishibosh, along with [[Rakanishu]] and [[Colenzo the Annihilator]], is a sort of demi-god to the other [[Fallen]] or [[Fallen Shaman]], who often chant and mutter his name as they fight.&lt;br /&gt;
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===Bonebreaker===&lt;br /&gt;
[[Image:Mon-bonebreak01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bonebreaker]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Skeleton]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Strong]], [[Magic Resistant]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' [[The Crypt]]. (Dungeon below the the [[Burial Grounds]].)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not part of any quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Bonebreaker]] and his [[minion]]s are often ignored for the fact that they reside in a non-vital area to complete a quest. However, they can provide a slightly large amount of experience for lower-level characters when killed. Bonebreaker can typically be found guarding the room containing a golden [[chest]].&lt;br /&gt;
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===Blood Raven===&lt;br /&gt;
[[Image:Mon-bloodraven1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Blood Raven]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Corrupt Rogue Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' Fire Arrow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The [[Burial Grounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Blood Raven must be killed to complete the [[Quests_Act_One#Quest_Two:_Sisters.27_Burial_Grounds|Sisters' Burial Grounds quest]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Blood Raven]] has the ability to [[summon]] new [[Zombie|Hungry Dead]] from the [[Burial Grounds]] and can be quite difficult for new characters. She is quick and hard to kill, takes a lot of damage, and her fire arrows are highly accurate and rather painful. She will sometimes run outside the graveyard if pursued, but will not move far from the fence. She's the hardest and most dangerous monster to kill in the first few areas of the game for most new characters.&lt;br /&gt;
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===Coldcrow===&lt;br /&gt;
[[Image:Mon-Coldcrow.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Coldcrow]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Corrupt Rogue|Dark Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' [[Cold Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Act I]], [[The Cave]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not part of any quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Like [[Bonebreaker]], Coldcrow may reside in an area not vital to visit to complete a quest, but it is often mentioned that she is the best monster to kill for the chance to find [[Gull]], the unique class dagger popular for its 100% magic find property.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Rakanishu===&lt;br /&gt;
[[Image:Mon-rakanishu01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Rakanishu]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Fallen|Carver]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Lightning Enchanted]], [[Extra Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Act I]], The [[Stony Field]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Rakanishu is not a required kill, but he is always found within the [[Field of Stones]], where players must venture on the [[Rescue Cain]] quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Rakanishu]] and his pack of minions are usually the fastest monsters a new character has seen in the game up to that point. Killing all of them, with the Fallen scattering in every direction each time one falls, can be frustrating. Also, Rakanishu is often the first lightning enchanted monster a character encounters, which makes him memorable. He, along with [[Bishibosh]] and [[Colenzo the Annihilator]], seems to be a demi-god of sorts to the other Fallen and [[Fallen Shaman]]; they constantly grumble and mutter his name as they fight.&lt;br /&gt;
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===Treehead Woodfist===&lt;br /&gt;
[[Image:Mon-treehead-woodfist1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Treehead Woodfist ]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Wendigo|Brute]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' [[Extra Strong]], [[Extra Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' [[Dark Wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not a required kill, but he always spawns right beside the [[Tree of Inifuss]], which must be clicked to obtain the [[Scroll of Inifuss]], which is required as part of the [[Quests_Act_One#Quest_Three:_Rescue_Cain|Rescue Cain]] quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Treehead]] and his brute squad are quite a challenge to new characters, especially ranged attackers, who may end up running quite a distance while firing desperately over their shoulder at the relentless creatures.&lt;br /&gt;
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===Griswold===&lt;br /&gt;
[[Image:Mon-griswold01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Griswold]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special, [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Cursed]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Tristram]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Griswold is found in [[Tristram]], where the player must venture to [[Rescue Cain]], but killing him is not required to complete the quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Griswold]] is a slow but powerful [[melee]] attacking undead. He can be slow to die, and his high damage and [[Cursed]] property makes him dangerous to melee fighters. Griswold was the [[NPC]] blacksmith in [[Diablo I]], and his appearance as a monster in Diablo II is a nice continuation of the plot from the first title.&lt;br /&gt;
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===The Countess===&lt;br /&gt;
[[Image:Mon-the-countess1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[The Countess]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Corrupt Rogue|Dark Stalker]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Fire Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Forgotten Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' The Countess must be killed to complete the [[Forgotten Tower]] quest.  She's also an integral part of the special [[Pandemonium Event]] since she drops the [[Key of Terror]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' The Countess was largely ignored until [[v1.09]] when she was given a high possibility to drop a rune when killed. The odds of her rune drops increased in [[v1.10]] and as of [[v1.11]] she is a popular monster to &amp;quot;run&amp;quot; for the potential high-level runes she drops:&lt;br /&gt;
* Normal: [[El]] (r01) - [[Ral]] (r08).&lt;br /&gt;
* Nightmare: [[El]] (r01) - [[Io]]/[[Ko]] (r18); above Io (r16) is much rarer.&lt;br /&gt;
* Hell: [[El]] (r01) - [[Ist]]/[[Lo]] (r28); above Ist (r26) is much rarer.&lt;br /&gt;
&lt;br /&gt;
===Pitspawn Fouldog===&lt;br /&gt;
[[Image:Mon-pitspawn01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Pitspawn Fouldog]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Tainted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Cursed]], [[Cold Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Jail Level 2]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Pitspawn Fouldog]] and its minions can be quite a challenge for lower-level characters especially if they appear shortly after entering [[Jail Level 2]].  The added cold damage to its bite as well as its lightning orb attack makes Pitspawn Fouldog a formidable foe for those with low cold and lightning resistances.  Their growl often gives away their location, so stay sharp. &amp;lt;br&amp;gt;&lt;br /&gt;
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===Bone Ash===&lt;br /&gt;
[[Image:Mon-boneash01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bone Ash]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Skeleton Mage|Burning Dead Mage]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Strong]], [[Cold Enchanted]], [[Magic Resistant]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The [[Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Not part of any quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Bone Ash]] is a popular superunique to kill since he is so quickly and easily found in the middle of the Cathedral near the [[Inner Cloister]] [[waypoint]].&lt;br /&gt;
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===The Smith===&lt;br /&gt;
[[Image:Mon-thesmith01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[The Smith]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Strong]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' [[Barracks]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' [[The Smith]] is found near the weapon stand that holds Charsi's blacksmithing hammer. You must return the hammer to [[Charsi]] to complete the [[Quests_Act_One#Quest_Five:_Tools_of_the_Trade|Tools of the Trade]] quest. It is not necessary to kill The Smith to complete the quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' The Smith is reminiscent of the [[The Butcher|Butcher]] from [[Diablo I]]. He's not as fierce or bloody but he looks similar and moves quickly to initiate a pounding [[melee]] attack. He doesn't carry or drop a [[Cleaver]] like the Diablo I boss and he's relatively easier. He uses the same graphics sprite as [[Hephasto]], found in [[Act Four]], who guards the [[Hellforge]].&lt;br /&gt;
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===Andariel===&lt;br /&gt;
[[Image:Mon-andariel01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Andariel]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Act Boss]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Poison Strike, Poison Cloud&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Catacombs Level 4]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' [[Andariel]] must be killed to complete the [[Quests_Act_One#Quest_Six:_Sisters_to_the_Slaughter|Sisters to the Slaughter]] quest and advance to [[Act Two]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Andariel]] has a special poison projectile attack and poison stinging claws and should be treated with caution.&lt;br /&gt;
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&lt;br /&gt;
==Act Two SuperUniques==&lt;br /&gt;
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===Radament===&lt;br /&gt;
[[Image:Mon-radament.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Radament]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Greater Mummy]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Sewers Level 3]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' [[Radament]] must be killed to complete [[Quests_Act_Two#Quest_One:_Radament.27s_Lair|the first quest]] in [[Act Two]]. He drops a book worth one skill point, so this is a quest every character wants to complete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Radament]] spawns with a huge pack of various types of skeletons, and he is quick to resurrect them when they are destroyed. Luring the [[melee]] skeletons a few screens away helps a lot, as does killing them with cold to shatter their bones, or using them up with corpse skills. The glowing chest near Radament contains gold and a [[Horadric Scroll]], which gives a clue to where one might obtain the [[Horadric Cube]].&lt;br /&gt;
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===Creeping Feature===&lt;br /&gt;
[[Image:Mon-creepingfeature.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Creeping Feature]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Mummy|Decayed]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Strong]], [[Cold Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Stony Tomb Level 2]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No quests are associated with this monster. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' The name is a joke based on &amp;quot;feature creep&amp;quot; the gaming industry term for additional features that keep creeping into a game and delaying its completion. Diablo II was released over a year late, and one assumes this monster was named during the endless crunch time.&lt;br /&gt;
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===Blood Witch the Wild===&lt;br /&gt;
[[Image:Mon-bloodwitch.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Blood Witch the Wild]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Saber Cat|Huntress]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Strong]], [[Cursed]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Halls of the Dead Level 3]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No quest is associated with this boss. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Blood Witch]] is always found in a room with the glowing chest that holds the [[Horadric Cube]]. It's not necessary to kill Blood Witch to obtain the [[cube]], but it's hard to avoid as quickly as she had her fellow kitties swarm any intruding characters.&lt;br /&gt;
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===Beetleburst===&lt;br /&gt;
[[Image:Mon-beetleburst.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Beetleburst]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Scarab_Demon|Death Beetle]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Magic Resistant]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Far Oasis]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No quests are associated with Beetleburst. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Beetleburst]] is not necessarily [[Lightning Enchanted]], though like all types of dung beetles, he emits sparks when struck.&lt;br /&gt;
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===Coldworm the Burrower===&lt;br /&gt;
[[Image:Mon-coldworm.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Coldworm the Burrower]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Sand Maggot]] Queen&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' [[Cold Enchanted]], [[Magic Resistant]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Maggot's Lair Level 3]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Killing Coldworm is not necessary to complete [[Quests_Act_Two#Quest_Two:_The_Horadric_Staff|the Horadric Staff quest]], but she's found right in the room with the glowing chest, so it's hard to pass her by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Coldworm]] is a giant, swollen [[maggot]] with a lovely, screeching, poison-spewing death animation. She spawns new full size maggots once characters approach close enough to activate her, and during long battles her reproductive prowess can grow quite wearisome.  She is motionless and has no attacks of any kind, other than the cold and poison she spews upon death. It can be amusing to see her with random modifiers like [[Extra Fast]] and [[Extra Strong]] when she neither moves nor attacks, but her modifiers are shared with her minions, and that can make a difference in the battle.&lt;br /&gt;
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===Dark Elder===&lt;br /&gt;
[[Image:Mon-darkelder.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Dark Elder]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Zombie|Plague Bearer]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Extra Fast]], [[Magic Resistant]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Lost City]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No associated quests. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Dark Elder]] is fast... for a [[zombie]]. He's also very often [[physical]] [[immune]] on [[hell]], and can be quite difficult to kill if he spawns with [[Stone Skin]] and some other elemental enchantments, giving him multiple immunities.&lt;br /&gt;
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===Fangskin===&lt;br /&gt;
[[Image:Mon-fangskin.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Fangskin]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Salamander]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Lightning Enchanted]], [[Extra Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Claw Viper Temple Level 2]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Fangskin is not necessary to kill to complete the [[Quests_Act_Two#Quest_Three:_The_Tainted_Sun|Tainted Sun quest]], but he's found in the room with the golden chest from which you must recover the [[Viper Amulet]], so killing him while you're there is never a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Fangskin]] is another [[monster]] who was made much easier in [[v1.09]]. Prior to that patch he and his minions were very dangerous in the confined area, thanks to their solid damage and swarming, [[stun]]-locking, speedy attacks. Their damage and ability to stun lock were turned well down in v1.09 though, greatly reducing the danger.&lt;br /&gt;
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===Fire Eye===&lt;br /&gt;
[[Image:Mon-fireeye.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Fire Eye]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Invader]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Fire Enchanted]], [[Extra Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Palace Cellar Level 3]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No quests associated with this monster. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Fire Eye]] and his [[minion]]s can be dangerous with their fast speed and rapid attack, so do not let them swarm your character. He usually spawns near the portal to the [[Arcane Sanctuary]], often right in the room with it, but not always.&lt;br /&gt;
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===The Summoner===&lt;br /&gt;
[[Image:Mon-summoner.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[The Summoner]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: ''' None; all stats preset. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Arcane Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' The Summoner must be killed to complete [[Quests_Act_Two#Quest_Five:_The_Summoner|his eponymous quest]], and to advance to the [[Canyon of the Magi]], the last [[waypoint]] in [[Act Two]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[The Summoner]] packs a number of dangerous spells, especially his [[Firewall]], which he can cast from well off the visible screen. The flames will absolutely cook new characters who are stuck fighting monsters on the narrow walkways of the [[Arcane Sanctuary]]. The Summoner is a true mage, deadly from a distance, but cursed with very low hit points, resistances, and defense, which makes him an easy kill, once the distance is closed.&lt;br /&gt;
&lt;br /&gt;
On [[Hell]] difficulty, the Summoner will sometimes drop the [[Key of Hate]], an artifact required for the [[Pandemonium Event]]. The key has no other purpose, and can not be used by single player characters.&lt;br /&gt;
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===Ancient Kaa the Soulless===&lt;br /&gt;
[[Image:Mon-ancient-kaa.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Ancient Kaa the Soulless]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Unraveler]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Magic Resistant]], [[Extra Strong]], [[Lightning Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Tal Rasha's Tomb]] (or one of the [[False Tomb]]s)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' No quests are associated with this monster. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Ancient Kaa]] is one of the very few monsters in the game with 3 pre-set modifiers, which makes him one of the very few capable of having five random modifiers in [[Hell]] difficulty. This makes for an interesting name hover, but isn't necessarily all that deadly, especially after [[v1.10]] made [[MSLE]] bosses so much less dangerous. Dealing with [[Kaa]] and his pack in a dungeon crowded with [[skeleton]]s, [[zombie]]s, or [[spectre|specters]] can be a challenge, as quickly and frequently as they can resurrect their fallen undead servants.&lt;br /&gt;
[[Image:Mon-ancient-kaa-hover.jpg|frame|center]]&lt;br /&gt;
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===Duriel===&lt;br /&gt;
[[Image:Mon-duriel.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Duriel]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Act Boss]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Cold Resistant]]/[[Fire Resistant]]/[[Lightning Resistant]]/[[Poison Resistant]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''[[Duriel's Lair]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quest:''' Duriel must be killed to complete [[Quests_Act_Two#Quest_Six:_The_Seven_Tombs|the Seven Tombs quest]], and to move on to [[Act Three]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' [[Duriel]] is the act boss of act two, and is a formidable, tank-like foe. He boasts a fast, painful charging attack, a rapid-strike jab, and a stunning [[Smite]]. He was terrifying prior to [[v1.09]], but in that patch his damage was lowered considerably, and he lost his &amp;quot;kill you before the level finishes loading&amp;quot; ability. Duriel insists that he is big-boned. Not fat.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Act Three SuperUniques==&lt;br /&gt;
&lt;br /&gt;
===Sszark the Burning===&lt;br /&gt;
[[Image:Mon-sszark.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Sszark the Burning]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Flame Spider&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong, Cursed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Spider Cavern, dungeon below the Spider Forest&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Killing Sszark is not required to retrieve [[Quests_Act_Three#Quest_Three:_Khalim.27s_Will|Khalim's Eye]] from the golden chest, but while you're there, you might as well...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Sszark is a deceptively dangerous monster. The giant spiders aren't generally that difficult, but they do considerable damage, and when you multiply that by Sszark's Extra Strong minion pack, and Cursed, and the draining poison damage from spider bites, in a small area without much room to retreat, this pack can be challenging. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Witch Doctor Endugu===&lt;br /&gt;
[[Image:Mon-witchdoctor.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Witch Doctor Endugu]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Fetish_Shaman|Soul Killer Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''[[Magic Resistant]], [[Fire Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Flayer Dungeon Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Killing Endugu is not required, but he's valuable, and always found near the golden chest containing [[Quests_Act_Three#Quest_Three:_Khalim.27s_Will|Khalim's Heart]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Like the few other SuperUnique shamans, Endugu was quite a bit fiercer in earlier versions of the game, when he spawned with a mob of Shaman minions, and foot soldiers, as seen in this old screenshot. Endugu could resurrect his fallen Shaman minions, and all the Shamans could resurrect foot soldiers and blow pipe Flayers, and a battle against him turned into quite the mess. Since v1.09 though, shamans spawn with just foot soldier minions, rather than other Shamans, and aren't very hard to kill.&lt;br /&gt;
&lt;br /&gt;
Like all Fetish Shaman bosses, Endugu drops double, when you kill the piggyback shaman, and again when you kill the Flayer that was carrying him. Barbarians can get a triple drop by Horking (using [[Barbarian_Warcries#Find_Item|Find Item]]) the corpse. (Only the Flayer on the bottom can be horked; not the piggybacking shaman too.)&lt;br /&gt;
&lt;br /&gt;
===Stormtree===&lt;br /&gt;
[[Image:Mon-stormtree.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Stormtree]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Thrasher]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Lightning Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Exiting Flayer Jungle --&amp;gt; Entering Lower Kurast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not attached to any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Stormtree and his minions spawn in a narrow stretch of jungle between the Flayer Jungle and Lower Kurast. They're best killed by luring them back into the Flayer Jungle, then taking them on over a narrow bridge, where only one or two of the large Thrashers can fight at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battlemaid Sarina===&lt;br /&gt;
[[Image:Mon-battlemaid.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Battlemaid Sarina]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Flesh Hunter]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Spectral Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Ruined Temple.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Killing Sarina is not required to retrieve [[Quests_Act_Three#Quest_Four:_Lam_Esen.27s_Tome|Lam Esen's Tome]], but she will always run up to block your path to the bookstand, so it's often hard to avoid killing her while you're there.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Sarina spawns in a very large pack of extra fast Flesh Hunters, and while they're just glorified Corrupted Rogues, a dozen of them swarming you at once can be dangerous for any character. It's best to clear out the two narrow wings first, before advancing into the center of the Ruined Temple. You can then retreat to one of the narrow doorways and take on Sarina and her minions one or two at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Icehawk Riftwing===&lt;br /&gt;
[[Image:Mon-icehawk.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Icehawk Riftwing]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Gloombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cold Enchanted, Teleportation&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Sewers Level 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not attached to any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Icehawk and his minions are always found near the entrance to Sewers Level 2, where you must proceed to retrieve Khalim's Brain.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Ismail Vilehand===&lt;br /&gt;
[[Image:Mon-ismail.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Ismail Vilehand]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Cursed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Travincal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Ismail and the rest of the Travincal high council must be killed to complete Khalim's Flail. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Ismail, Geleb, Toorc, and their identical minions are hard to tell apart when they come swarming out of the temple in Tristram. They must all die, and the only one that really matters is Geleb, for his potentially-deadly Fire Enchanted death, so Ismail is dangerous for his Cursed nature, but unavoidable in the mass of his fellows.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Geleb Flamefinger===&lt;br /&gt;
[[Image:Mon-geleb.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Geleb Flamefinger]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong, Fire Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Travincal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Geleb and the rest of the Travincal high council must be killed to complete Khalim's Flail. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Geleb was one of the deadliest monsters in the entire game prior to v1.09, not in life, but in death, since his Fire Enchanted death explosion dealt horrendous damage. Many, many hardcore characters met their end to that splat, until v1.09 fixed a bug and toned down the damage considerably.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Toorc Icefist===&lt;br /&gt;
[[Image:Mon-toorc.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Toorc Icefist]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cold Enchanted, Stone Skin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Travincal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Toorc and the rest of the Travincal high council must be killed to complete Khalim's Flail. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Toorc is the least dangerous of the high council in Travincal, but often the hardest to kill on Hell, since he frequently spawns with Stone Skin and becomes physical immune. Bring elemental damage or an Amplify Damage object, or a melee character is in for a very long fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bremm Sparkfist===&lt;br /&gt;
[[Image:Mon-bremm.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bremm Sparkfist ]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Aura Enchanted and Fire Enchanted (Lightning Enchanted prior to v1.08.)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Durance of Hate Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not required for any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Bremm is a nasty enemy, but he's not especially difficult to avoid if the goal is simply to get to Mephisto as quickly as possible.  Fighting him can be risky, depending on his modifiers. Prior to v1.08 he was terrifying; always Lightning Enchanted and with the potential to spawn Multi-shot and/or Conviction for his aura. Pre v1.09, one hit of an MSLE with Conviction was almost certainly instant death for any melee character in the game, no matter your resistances or damage.  Bremm's LE became FE in v1.08, and then in v1.09 the MSLE stacking bug was fixed, removing the instant death danger from monsters with that combination of mods.&lt;br /&gt;
&lt;br /&gt;
Bremm is the only member of the high council found on level 3 of the Durance of Hate who spawns with minions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-bremm-hover.jpg|center|frame|Do not touch! Do not want!!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyand Voidbringer===&lt;br /&gt;
[[Image:Mon-wyand.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Wyand Voidbringer ]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Mana Burn, Teleportation&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Durance of Hate Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not required for any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Wyand was quite annoying in earlier versions of the game, when the High Council were able to fully heal themselves, and teleporting bosses insta-healed every time they teleported. Since those features were modified, Wyand has become largely irrelevant. He does not spawn with any minions.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Maffer Dragonhand===&lt;br /&gt;
[[Image:Mon-maffer.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Maffer Dragonhand]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Council Member&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Extra Strong&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Durance of Hate Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not required for any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Maffer can do substantial damage with his enhanced speed and power, but like the other High Council, he tends to scurry around and pose more than fight, so he's not too dangerous.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Mephisto===&lt;br /&gt;
[[Image:Mon-mephisto1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Mephisto]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Act Boss&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Durance of Hate Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Mephisto is the Act Boss of Act Three, and must be killed to advance to Act Four.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Mephisto is the first of the Prime Evils a character faces in Diablo II. He is most dangerous from a distance, where his magical spells can deal heavy damage. Characters are advised to close to melee range, or else lead him to the edge of the blood moat and use spells or fire projectiles from a safe distance.&lt;br /&gt;
&lt;br /&gt;
Mephisto was the first hugely popular &amp;quot;item run&amp;quot; monster, since he drops very nice, high quality items, and can be reached fairly quickly from the Durance Two waypoint. v1.10 made him somewhat more difficult to find by increasing the size of Durance Two, and he can no longer be leached for life or mana on Nightmare or Hell difficulty, but he's still quite a popular item finding destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act Four SuperUniques==&lt;br /&gt;
&lt;br /&gt;
===Izual===&lt;br /&gt;
[[Image:Mon-izual.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Izual]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Plains of Despair&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Izual must be killed to complete the [[Quests_Act_Four#Quest_One:_The_Fallen_Angel|Fallen Angel]] quest.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Izual is the original tank. Not very fast or damaging, but possessed of high defense and quite a few hit points. Prior to v1.08, he was basically a one-monster &amp;quot;repairs needed&amp;quot; device, sure to send players off to town for repairs or arrow/bolt refills mid-battle. He's less durable in v1.11, but can still take new characters quite a while to grind down to nothing. For all his toughness, his damage isn't very high, and the combined effect of his chilling hits, Frost Novas, and hit points make him more time-consuming nuisance than serious threat to survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hephasto the Armorer===&lt;br /&gt;
[[Image:Mon-hephasto.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Hephasto the Armorer]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Aura Enchanted (Conviction), Spectral Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The River of Flame&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Hephasto must be killed to acquire the Hellforge Hammer, which you must equip and use to smash Mephisto's soulstone on the Hellforge to [[Quests_Act_Four#Quest_Two:_The_Hellforge|finish that quest]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Hephasto isn't too fierce in D2X, but early in D2C, prior to v1.07, he was terrifying thanks to big damage and his Cursed and Extra Strong properties. In v1.07 he lost some of his damage and both of his nasty modifiers, making him far less dangerous.  He shares graphics with [[The Smith]] from Act One, and was clearly modeled in an homage to The Butcher, a famous monster from ''Diablo I''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grand Vizier of Chaos===&lt;br /&gt;
[[Image:Mon-vizierofchaos.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Grand Vizier of Chaos]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Storm Caster]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong, Fire Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Chaos Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' The Vizier must be killed, along with the other two &amp;quot;Seal Bosses,&amp;quot; Lord de Seis and the Infector of Souls, to summon Diablo.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' The Vizier is found in the northern (or left, depending on how you look at it) wing of the Chaos Sanctuary.  Since MSLE was fixed/nerfed in v1.10, this Finger Mage boss and his pack are no longer very dangerous, though they can be annoying for some characters thanks to their mana-draining projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lord de Seis===&lt;br /&gt;
[[Image:Mon-lord-de-seis1.jpg|thumb]]&lt;br /&gt;
'''Full Stats:''' [[Lord de Seis ]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Oblivion Knight]], [[Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong, Aura Enchanted (Fanaticism)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Chaos Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Lord de Seis must be killed, along with the other two &amp;quot;Seal Bosses,&amp;quot; The Grand Vizier of Chaos and the Infector of Souls, to summon Diablo.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' De Seis was originally gifted with the [[Monster_Modifiers#Thief|Thief monster modifier]], a rare property that enabled him to snatch potions out of a character's belt during the battle. Thief was buggy, and was removed in an early patch. De Seis also lost his knack of spawning with a whole minion pack of other Oblivion Knights in v1.07, when boss shamans were changed to spawn with foot soldiers if their type, rather than other shamans. &lt;br /&gt;
&lt;br /&gt;
Thanks to these changes, De Seis is now simply another Oblivion Knight, and can be dangerous if he spawns with a nasty aura (such as Might to strengthen his minions), but he's nothing special anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infector of Souls===&lt;br /&gt;
[[Image:Mon-infectorofsouls.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Infector of Souls]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Venom Lord]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Spectral Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Chaos Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' The Infector of Souls must be killed, along with the other two &amp;quot;Seal Bosses,&amp;quot; The Grand Vizier of Chaos and the Lord de Seis, to summon Diablo.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' The Infector will spawn with Physical Immunity on Hell difficulty if he gets Stone Skin as a random mod. For this reason players who have trouble killing PI bosses sometimes hit his  seal (to the south) first, so they'll know if they must abort the Diablo run before spending time to clear out the rest of the Chaos Sanctuary.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Diablo===&lt;br /&gt;
[[Image:Mon-diablo.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Diablo]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Act Boss&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Chaos Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Diablo is the final boss of Act Four, and must be killed to [[Quests_Act_Four#Quest_Three:_Terror.27s_End|finish the game]] in D2C, or to advance to Act Five in D2X.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Diablo has a variety of spells and, like many monsters in the game, was much more dangerous in early versions, when his Firestorm and Pink Lightning Hose could insta-kill characters under the right circumstances. He's been nerfed in various patches, and is no longer quite the terror he once was. Especially not when compared to [[Uber Diablo]] or [[Pandemonium Diablo]], much fiercer versions of himself added in special realm-only quests in v1.10 and v1.11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act Five SuperUniques==&lt;br /&gt;
&lt;br /&gt;
Lord of Destruction only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dac Farren===&lt;br /&gt;
[[Image:Mon-dac-farren1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Dac Farren]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Demon Gremlin]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cold Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Bloody Foothills&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not associated with any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Dac Farren and his Imp pack are found in a narrow stretch midway through the Bloody Foothills. Prior to v1.10 and the reorganization of the static monster layout of Act Five, Dac's was the only boss pack in the entire level, not including Shenk's minion mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shenk the Overseer===&lt;br /&gt;
[[Image:Mon-shenk01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Shenk the Overseer]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Overseer]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Bloody Foothills&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Kill Shenk to complete the [[Quests_Act_Five#Quest_One:_Stop_the_Siege|Stop the Siege quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Shenk spawns amidst a huge mob of minions, and is a tempting item run and experience target, sitting as near as he does to the Frigid Highlands waypoint. Since MSLE was nerfed in v1.10, he is not a threat to any but the most underpowered characters. Shenk's corpse can not be touched by any corpse skill, including Find Item. Shenk gets his name from Phil Shenk, one of the lead artists on Diablo II.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eldritch the Rectifier===&lt;br /&gt;
[[Image:Mon-eldritch01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Eldritch the Rectifier]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Enslaved]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Frigid Highlands&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Eldritch is an easy and quick kill, and is popular with item running characters.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Sharptooth Slayer===&lt;br /&gt;
[[Image:Mon-sharptooth01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Sharptooth Slayer]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Overlord]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Frigid Highlands&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Sharptooth Slayer is a lasher boss found in the first fortified walls area of the Frigid Highlands, often quite near the first pen of captured Barbarians. He spawns with several minions, who are quite noticeable for their Extra Fast footspeed.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Eyeback the Unleashed===&lt;br /&gt;
[[Image:Mon-eyeback01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Eyeback the Unleashed]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Death Mauler]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast, Extra Strong&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Frigid Highlands&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Eyeback is found at the very end of Frigid Highlands, where the pathway narrows to enter the Arreat Plateau.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thresh Socket===&lt;br /&gt;
[[Image:Mon-thresh01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Thresh Socket]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Blood Bringer]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cursed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Arreat Plateau&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Prior to v1.10, Thresh was found randomly located in the Frigid Highlands. After v1.10, he is found guarding the tunnel from the Arreat Plateau into the Crystalline Passage. Imps will sometimes mount up on Thresh and add their Inferno attack to the adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frozenstein===&lt;br /&gt;
[[Image:Mon-frozenstein01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Frozenstein]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Frozen Abyss]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cold Enchanted, Mana Burn&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Frozen River&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Frozenstein is not part of any quest, but he is found very near the frozen Anya, and it's hard not to kill him while completing the [[Quests_Act_Five#Quest_Three:_Prison_of_Ice|Prison of Ice quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Frozenstein and his minions usually block the narrow bridge over the the island upon which Anya is imprisoned. The mob of Yeti can be difficult to deal with if they spawn with Extra Fast, to add to the inherent quick attack rate. It's best to use the various bridges in the area to force the pack to come at you one or two at a time.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Bonesaw Breaker===&lt;br /&gt;
[[Image:Mon-bonesaw01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bonesaw Breaker]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Reanimated Horde]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Strong, Magic Resistant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Glacial Trail&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Bonesaw spawns in a special, stage-like area in the Glacial Trail, right beside a golden chest. It's worth the detour to kill this SuperUnique and open the super chest, if you are exploring the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Snapchip Shatter===&lt;br /&gt;
[[Image:Mon-snapchip01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Snapchip Shatter]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Frozen Creeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Cursed, Cold Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Icy Cellar&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Snapchip always spawns near the golden chest in the Icy Cellar dungeon level, below the Ancients' Way. Like all Frozen Creepers, he shatters upon death, so Find Item can not be used on him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pindleskin===&lt;br /&gt;
[[Image:Mon-pindleskin1.gif|frame]]&lt;br /&gt;
'''Full Stats:''' [[Pindleskin]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Defiled Warrior]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Fire Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Nihlathak's Temple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Not part of any quest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Pindleskin and his minions always appear in the narrow temple leading to the entrance to the Halls of Anguish. Pindleskin is one of the most popular &amp;quot;item run&amp;quot; monsters in the game, for his easy access and the fact that he can drop from the highest treasure class in the game.  Pindleskin, along with all Defiled Warriors, got a substantially boost to the accuracy and damage of their charge attack in v1.10, this made him potentially dangerous for characters with under 1000 hit points, especially when cursed.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
===Nihlathak===&lt;br /&gt;
[[Image:Mon-nihlathak01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Nihlathak]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Corpse Explosion, Summon Baal's Minions, Arctic Blast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Halls of Vaught&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Nihlathak must be slain to complete the [[Quests_Act_Five#Quest_Four:_Betrayal_of_Harrogath|Betrayal of Harrogath quest]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Nihlathak is one of the more dangerous SuperUniques in the game, thanks to his ability to cast the Necromancer skill, Corpse Explosion.  See [[Nihlathak]]'s page for full details and stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talic===&lt;br /&gt;
[[Image:Mon-talic.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Talic]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special Barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Whirlwind&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Arreat Summit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Talic, Madawc, and Korlic must be killed to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Read about [[Talic]] and see his full stats and lore on his page.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Madawc===&lt;br /&gt;
[[Image:Mon-madawc01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Madawc]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special Barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes:''' Shout, Double Throw&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Arreat Summit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Talic, Madawc, and Korlic must be killed to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Read about [[Madawc]] and see his full stats and lore on his page.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Korlic===&lt;br /&gt;
[[Image:Mon-korlic01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Korlic]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Special Barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Leap Attack&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''The Arreat Summit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Talic, Madawc, and Korlic must be killed to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Read about [[Korlic]] and see his full stats and lore on his page.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Colenzo the Annihilator===&lt;br /&gt;
[[Image:Mon-colenzo01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Colenzo the Annihilator]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Warped Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Fire Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Throne of Destruction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Colenzo and his entire pack must be killed or moved out of Baal's sight range (to the end of the throne room) range before Baal will summon up the next bunch of monsters. All the packs must be destroyed to continue on your way to completing the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Prior to v1.07, Colenzo spawned with a mob of shamans. In v1.07 and later he spawns with regular foot soldier Fallen, who are quickly dispatched with. Colenzo can spawn with MSLE on Hell, but after v1.10 that combination of modifiers is no longer dangerous enough to take precautions to avoid. Colenzo represents Act One, in Baal's sequential run of Act-themed monster packs.&lt;br /&gt;
&lt;br /&gt;
Like [[Bishibosh]] and [[Rakanishu]], Colenzo is an apparent demi-god as his name is often muttered by his kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Achmel the Cursed===&lt;br /&gt;
[[Image:Mon-achmel1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Achmel the Cursed]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Greater Mummy]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Immune to Poison&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Throne of Destruction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Achmel and his entire pack must be killed or moved out of Baal's sight range (to the end of the throneroom) before Baal will summon up the next bunch of monsters. All the packs must be destroyed to continue on your way to completing the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Achmel is one of the few shaman bosses who still spawns with a pack of Shamans, rather than just foot soldiers. Achmel can spawn with MSLE on Hell, but after v1.10 that combination of modifiers is no longer dangerous enough to take precautions to avoid. Achmel represents Act Two, in Baal's sequential run of Act-themed monster packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bartuc the Bloody===&lt;br /&gt;
[[Image:Mon-bartuc1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Bartuc the Bloody]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Council Member]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Lightning Enchanted&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Throne of Destruction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Bartuc and his entire pack must be killed or moved out of Baal's sight range (to the end of the throneroom) before Baal will summon up the next bunch of monsters. All the packs must be destroyed to continue on your way to completing the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Bartuc spawns with a pack of High Council minions. They do not drop like Champions, as the High Council minions do in Act Three. They can, however, cast Hydras. Bartuc can spawn with MSLE on Nightmare and Hell, but after v1.10 that combination of modifiers is no longer dangerous enough to take precautions to avoid. Bartuc represents Act Three, in Baal's sequential run of Act-themed monster packs.&lt;br /&gt;
&lt;br /&gt;
===Ventar the Unholy===&lt;br /&gt;
[[Image:Mon-ventar01.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Ventar the Unholy]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Venom Lord]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Extra Fast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Throne of Destruction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Ventar and his entire pack must be killed or moved out of Baal's sight range (to the end of the throneroom) before Baal will summon up the next bunch of monsters. All the packs must be destroyed to continue on your way to completing the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Ventar can spawn with MSLE on Hell, but after v1.10 that combination of modifiers is no longer dangerous enough to take precautions to avoid. Ventar represents Act Four, in Baal's sequential run of Act-themed monster packs.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lister the Tormentor===&lt;br /&gt;
[[Image:Mon-lister1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Lister the Tormentor]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' [[Minion of Destruction]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Attributes: '''Spectral Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in: '''Throne of Destruction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Lister and his entire pack must be killed or moved out of Baal's sight range (to the end of the throneroom) before Baal will enter The Worldstone Chamber. All the packs must be destroyed to continue on your way to completing the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Minions of Destruction are a special, dragon-like type of monster found nowhere else in the game. Lister can not spawn with MSLE; the only one of Baal's five monster packs who can not. He's quite dangerous anyway, with the fast attack rate of his monster type, and quite high damage. Lister with Cursed, or Extra Strong, or Might, is quite dangerous. Give him two of those, and you're really in trouble. Lister represents Act Five, in Baal's sequential run of Act-themed monster packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Baal===&lt;br /&gt;
[[Image:Mon-baal1.jpg|frame]]&lt;br /&gt;
'''Full Stats:''' [[Baal]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Act Boss&amp;lt;br&amp;gt;&lt;br /&gt;
'''Found in:''' Worldstone Chamber&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quests:''' Baal must be killed to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Comments:''' Baal is the final monster in D2X, but seldom the most difficult. Many players find him to be somewhat easier than his minions, though he has enough spells and hit points to offer a challenge to most players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Area SuperUniques==&lt;br /&gt;
&lt;br /&gt;
Besides the monsters found in the five acts, there are a few other special boss enemies to be concerned with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Cow King===&lt;br /&gt;
&lt;br /&gt;
Once a character defeats Baal on a given difficulty level, that character may open the red portal to the [[Secret Cow Level]]. There you will find the [[Cow King]], and countless numbers of his (her?) mooing brethren. Hamburger them all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Uber Diablo===&lt;br /&gt;
&lt;br /&gt;
Besides the Cow King, there are two other realm-only quests.  The first has no proper name, and is commonly referred to as the Uber Diablo quest. In this quest players selling Stones of Jordan [[Unique Rings]] may trigger Uber Diablo to appear in the place of one of the SuperUniques in a given game. Uber Diablo is the only monster in the game who can drop [[Unique Charms|Annihilus]], the Unique small charm. See the [[Uber Diablo ]]page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pandemonium Event Bosses===&lt;br /&gt;
&lt;br /&gt;
The other special quest was added in v1.11 and it is the biggie. It consists of four special areas in which players encounter six SuperUniques. See the [[Pandemonium Event]] page for full details about all of them and the multi-stage quest they are a part of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:superuniques]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 Monster Nav|monster_info}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Unique_Jewels&amp;diff=27292</id>
		<title>Unique Jewels</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Unique_Jewels&amp;diff=27292"/>
				<updated>2014-06-19T09:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item_navbox|{{Unique Items}}}}&lt;br /&gt;
Unique Jewels were added in v1.10. They are extremely hard to find, but offer powerful bonuses not available on any other items in the game.  All [[unique]] jewels are called '''Rainbow Facets''', only their stats differentiate them from each other.  The graphics are not tied to the jewels, and the color of each is randomly assigned when the item is generated. &lt;br /&gt;
&lt;br /&gt;
Rainbow Facets are most popular amongst [[Sorceress]]es, due to their elemental boosting properties.&lt;br /&gt;
&lt;br /&gt;
* See the regular [[Jewels]] information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Level Up Bonuses=&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-red.gif|right]]&lt;br /&gt;
'''Rainbow Facet'''&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 29 Blaze When You Level-Up&lt;br /&gt;
* Adds 17-45 Fire Damage&lt;br /&gt;
* +3-5% To Fire Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Fire Resistance (varies)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-green.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 43 Frost Nova When You Level-Up&lt;br /&gt;
* Adds 24-38 Cold Damage, 0.12 sec Duration (Normal)&lt;br /&gt;
* +3-5% To Cold Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Cold Resistance (varies)&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-yellow.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 41 Nova When You Level-Up&lt;br /&gt;
* Adds 1-74 Lightning Damage&lt;br /&gt;
* +3-5% To Lightning Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Lightning Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-pink.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 23 Venom When You Level-Up&lt;br /&gt;
* +37 Poison Damage Over 2 Seconds&lt;br /&gt;
* +3-5% To Poison Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Poison Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bonuses Upon Death=&lt;br /&gt;
These are commonly used by PVP duelers to add a special bonus surprise for their victorious enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-blue.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 31 Meteor When You Die&lt;br /&gt;
* Adds 17-45 Fire Damage&lt;br /&gt;
* +3-5% To Fire Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Fire Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-purple.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 37 Blizzard When You Die&lt;br /&gt;
* Adds 24-38 Cold Damage, 0.12 sec Duration (Normal)&lt;br /&gt;
* +3-5% To Cold Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Cold Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-red.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 47 Chain Lightning When You Die&lt;br /&gt;
* Adds 1-74 Lightning Damage&lt;br /&gt;
* +3-5% To Lightning Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Lightning Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Jewel-yellow.gif|right]]&lt;br /&gt;
* Required Level: 49&lt;br /&gt;
* 100% Chance To Cast Level 51 Poison Nova When You Die&lt;br /&gt;
* +37 Poison Damage Over 2 Seconds&lt;br /&gt;
* +3-5% To Poison Skill Damage (varies)&lt;br /&gt;
* -(3-5)% To Enemy Poison Resistance (varies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:jewels]]&lt;br /&gt;
[[category:uniques]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Bonesnap&amp;diff=27283</id>
		<title>Bonesnap</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Bonesnap&amp;diff=27283"/>
				<updated>2014-05-06T01:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Bonesnap''' is a two-handed normal [[Unique Maces|Unique Mace]] with an item level of 32 and a Character Level requirement of 24. &lt;br /&gt;
&lt;br /&gt;
* Diablo 3 honored this weapon with the {{iw|Boneshatter Boneshatter}}, a two-handed mace that uses an almost identical graphic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Wielded in the hands of a skilled fighter, even the simplest piece of corded wood can be deadly. Maces can range from a rudimentary wooden club down to heavy metallic-banded cudgels. In all its forms, however, clubs are designed to simply bludgeon opponents to death, breaking limbs and crushing bones. Clubs are its most effective when used against the undead monsters such as skeletons and dried corpses, who cannot reverse the effects of broken bones.&lt;br /&gt;
&lt;br /&gt;
* In 1.10 of the Expansion the odds of gambling a Unique is 1 in 2000.&lt;br /&gt;
* Normal Uniques are identical in Diablo II and the Expansion.&lt;br /&gt;
* All blunt weapons (including maces and mauls) have +50% Damage vs Undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key==&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;
{{Weapon notes}}&lt;br /&gt;
&lt;br /&gt;
==v1.09+ Stats==&lt;br /&gt;
{{Unique weapon header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:blunt-bonesnap.gif|center]]&lt;br /&gt;
| '''[[Bonesnap]]'''&amp;lt;includeonly&amp;gt; *&amp;lt;/includeonly&amp;gt;&amp;lt;br&amp;gt;[[Maul]]&lt;br /&gt;
| (90-120) - (129-172) 2H Dmg&amp;lt;br&amp;gt; 60 Durability&amp;lt;br&amp;gt; 69 Str Required&amp;lt;br&amp;gt; No Dex Required&amp;lt;br&amp;gt; Item Level: 32&amp;lt;br&amp;gt; Clvl Req: 24&lt;br /&gt;
| +200-300% Enhanced Damage&amp;lt;br&amp;gt; 40% Chance of Crushing Blow&amp;lt;br&amp;gt; Fire Resist +30%&amp;lt;br&amp;gt; Cold Resist +30%&amp;lt;br&amp;gt; +50% Damage to Undead&amp;lt;br&amp;gt;(+100% including inherent bonus)&lt;br /&gt;
| Range: 2&amp;lt;br&amp;gt; Weapon Speed: 10&amp;lt;br&amp;gt; Dmg Bonus: 110 Str&amp;lt;br&amp;gt; Swing Speed:&amp;lt;br&amp;gt; Fast: D&amp;lt;br&amp;gt; Normal: N/S&amp;lt;br&amp;gt; Slow: Am/B/P/As&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
===Prior Stats=== &lt;br /&gt;
* '''v1.08''': Had +200% Enhanced Damage, no additional %Damage To Undead, rest is same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Unique_weapons3}}&lt;br /&gt;
[[category:unique Maces]]&lt;br /&gt;
[[category:unique Weapons]]&lt;br /&gt;
[[category:Uniques]]&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27268</id>
		<title>Gharbad the Weak</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27268"/>
				<updated>2014-04-19T12:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-gharbad.gif|left|frame|Gharbad.]]&lt;br /&gt;
[[Image:D1-mon-gharbad2.gif|frame|Having some fun with Gharbad; the Guardians shoot at him even before he goes into attack mode.]]&lt;br /&gt;
Gharbad the Weak is a single player quest that some players hate, other players find adorable, and everyone profits from. It's one of the more amusing quests in the game, and good for a surprise laugh the first time. And every time, if you're easily amused. Or just like goats.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
Gharbad returned in Diablo 3 as &amp;quot;{{iw|Gharbad_the_Strong Gharbad the Strong }},&amp;quot; a huge muscular goatman occasionally encountered in a random Act One scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gharbad==&lt;br /&gt;
&lt;br /&gt;
* '''Quest Name:''' Gharbad the Weak&lt;br /&gt;
* '''Triggered By:''' Finding Gharbad.&lt;br /&gt;
* '''Frequency:''' Single player only. This quest will occur 2/3 of the time.&lt;br /&gt;
* '''Given by:''' Gharbad.&lt;br /&gt;
* '''Location:''' Dungeon Level 4.&lt;br /&gt;
* '''Reward:''' Two random magical items.&lt;br /&gt;
&lt;br /&gt;
Gharbad the Weak is a specially-colored goatman you'll find somewhere on dungeon level 4. He can not be attacked, and when you click on him you'll walk up to speak with him, (much like Lachdanan, later in the game). Gharbad has some of the best dialogue in the game; not for what he says, but for the goat-accented, broken English he speaks in.&lt;br /&gt;
&lt;br /&gt;
When you first speak to Gharbad, he drops one random magical item and pleads for his life, promising to make you something better if you'll just leave him alive.  You can't attack him at that point anyway, so you have no choice. &lt;br /&gt;
&lt;br /&gt;
Speak with him, then move more than a screen away, so he's completely out of sight. When you return Gharbad begs off, saying he's not ready with the item yet, but it will be soon.  Do this again and he'll say more of the same, &amp;quot;Something for you, I am maaaaaking. Not ready yet. Soon!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On your third return he changes his tone. &amp;quot;This too good for you. You want? You take!&amp;quot; With that he smacks you with his mace, and starts dancing around, goatman style. You must kill him to get the magical item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;To2-xGxTiuU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Video of his dialogues and ultimate aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
&lt;br /&gt;
Gharbad isn't called &amp;quot;the Weak&amp;quot; for nothing. He deals very low damage and doesn't take much to kill. He's much weaker than a [[D1 Goatman|regular goatman]], but is more fun play around with.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:''Pleeeease, no hurt. No Kill. Keep alive and next time good bring to you.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:'''First Return'''&lt;br /&gt;
::''Something for you I am making. Again, not kill Gharbad. Live and give good.''&lt;br /&gt;
::''You take this as proof I keep word...''&lt;br /&gt;
&lt;br /&gt;
:'''Second Return'''&lt;br /&gt;
::''Nothing yet! Almost done.''&lt;br /&gt;
::''Very powerful, very strong. Live! Live!''&lt;br /&gt;
::''No pain and promise I keep!''&lt;br /&gt;
&lt;br /&gt;
:'''Third Return'''&lt;br /&gt;
::''This too good for you. Very Powerful! You want - you take!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player'''&lt;br /&gt;
:''I'm not impressed.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Quests]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27267</id>
		<title>Gharbad the Weak</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27267"/>
				<updated>2014-04-19T12:23:05Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-gharbad.gif|left|frame|Gharbad.]]&lt;br /&gt;
[[Image:D1-mon-gharbad2.gif|frame|Having some fun with Gharbad; the Guardians shoot at him even before he goes into attack mode.]]&lt;br /&gt;
Gharbad the Weak is a single player quest that some players hate, other players find adorable, and everyone profits from. It's one of the more amusing quests in the game, and good for a surprise laugh the first time. And every time, if you're easily amused. Or just like goats.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
Gharbad returned in Diablo 3 as &amp;quot;{{iw|Gharbad the Strong Gharbad_the_Strong}},&amp;quot; a huge muscular goatman occasionally encountered in a random Act One scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gharbad==&lt;br /&gt;
&lt;br /&gt;
* '''Quest Name:''' Gharbad the Weak&lt;br /&gt;
* '''Triggered By:''' Finding Gharbad.&lt;br /&gt;
* '''Frequency:''' Single player only. This quest will occur 2/3 of the time.&lt;br /&gt;
* '''Given by:''' Gharbad.&lt;br /&gt;
* '''Location:''' Dungeon Level 4.&lt;br /&gt;
* '''Reward:''' Two random magical items.&lt;br /&gt;
&lt;br /&gt;
Gharbad the Weak is a specially-colored goatman you'll find somewhere on dungeon level 4. He can not be attacked, and when you click on him you'll walk up to speak with him, (much like Lachdanan, later in the game). Gharbad has some of the best dialogue in the game; not for what he says, but for the goat-accented, broken English he speaks in.&lt;br /&gt;
&lt;br /&gt;
When you first speak to Gharbad, he drops one random magical item and pleads for his life, promising to make you something better if you'll just leave him alive.  You can't attack him at that point anyway, so you have no choice. &lt;br /&gt;
&lt;br /&gt;
Speak with him, then move more than a screen away, so he's completely out of sight. When you return Gharbad begs off, saying he's not ready with the item yet, but it will be soon.  Do this again and he'll say more of the same, &amp;quot;Something for you, I am maaaaaking. Not ready yet. Soon!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On your third return he changes his tone. &amp;quot;This too good for you. You want? You take!&amp;quot; With that he smacks you with his mace, and starts dancing around, goatman style. You must kill him to get the magical item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;To2-xGxTiuU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Video of his dialogues and ultimate aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
&lt;br /&gt;
Gharbad isn't called &amp;quot;the Weak&amp;quot; for nothing. He deals very low damage and doesn't take much to kill. He's much weaker than a [[D1 Goatman|regular goatman]], but is more fun play around with.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:''Pleeeease, no hurt. No Kill. Keep alive and next time good bring to you.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:'''First Return'''&lt;br /&gt;
::''Something for you I am making. Again, not kill Gharbad. Live and give good.''&lt;br /&gt;
::''You take this as proof I keep word...''&lt;br /&gt;
&lt;br /&gt;
:'''Second Return'''&lt;br /&gt;
::''Nothing yet! Almost done.''&lt;br /&gt;
::''Very powerful, very strong. Live! Live!''&lt;br /&gt;
::''No pain and promise I keep!''&lt;br /&gt;
&lt;br /&gt;
:'''Third Return'''&lt;br /&gt;
::''This too good for you. Very Powerful! You want - you take!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player'''&lt;br /&gt;
:''I'm not impressed.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Quests]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27266</id>
		<title>Gharbad the Weak</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27266"/>
				<updated>2014-04-19T12:22:47Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-gharbad.gif|left|frame|Gharbad.]]&lt;br /&gt;
[[Image:D1-mon-gharbad2.gif|frame|Having some fun with Gharbad; the Guardians shoot at him even before he goes into attack mode.]]&lt;br /&gt;
Gharbad the Weak is a single player quest that some players hate, other players find adorable, and everyone profits from. It's one of the more amusing quests in the game, and good for a surprise laugh the first time. And every time, if you're easily amused. Or just like goats.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
Gharbad returned in Diablo 3 as &amp;quot;{{iw|Gharbad_the_Strong}},&amp;quot; a huge muscular goatman occasionally encountered in a random Act One scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gharbad==&lt;br /&gt;
&lt;br /&gt;
* '''Quest Name:''' Gharbad the Weak&lt;br /&gt;
* '''Triggered By:''' Finding Gharbad.&lt;br /&gt;
* '''Frequency:''' Single player only. This quest will occur 2/3 of the time.&lt;br /&gt;
* '''Given by:''' Gharbad.&lt;br /&gt;
* '''Location:''' Dungeon Level 4.&lt;br /&gt;
* '''Reward:''' Two random magical items.&lt;br /&gt;
&lt;br /&gt;
Gharbad the Weak is a specially-colored goatman you'll find somewhere on dungeon level 4. He can not be attacked, and when you click on him you'll walk up to speak with him, (much like Lachdanan, later in the game). Gharbad has some of the best dialogue in the game; not for what he says, but for the goat-accented, broken English he speaks in.&lt;br /&gt;
&lt;br /&gt;
When you first speak to Gharbad, he drops one random magical item and pleads for his life, promising to make you something better if you'll just leave him alive.  You can't attack him at that point anyway, so you have no choice. &lt;br /&gt;
&lt;br /&gt;
Speak with him, then move more than a screen away, so he's completely out of sight. When you return Gharbad begs off, saying he's not ready with the item yet, but it will be soon.  Do this again and he'll say more of the same, &amp;quot;Something for you, I am maaaaaking. Not ready yet. Soon!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On your third return he changes his tone. &amp;quot;This too good for you. You want? You take!&amp;quot; With that he smacks you with his mace, and starts dancing around, goatman style. You must kill him to get the magical item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;To2-xGxTiuU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Video of his dialogues and ultimate aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
&lt;br /&gt;
Gharbad isn't called &amp;quot;the Weak&amp;quot; for nothing. He deals very low damage and doesn't take much to kill. He's much weaker than a [[D1 Goatman|regular goatman]], but is more fun play around with.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:''Pleeeease, no hurt. No Kill. Keep alive and next time good bring to you.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:'''First Return'''&lt;br /&gt;
::''Something for you I am making. Again, not kill Gharbad. Live and give good.''&lt;br /&gt;
::''You take this as proof I keep word...''&lt;br /&gt;
&lt;br /&gt;
:'''Second Return'''&lt;br /&gt;
::''Nothing yet! Almost done.''&lt;br /&gt;
::''Very powerful, very strong. Live! Live!''&lt;br /&gt;
::''No pain and promise I keep!''&lt;br /&gt;
&lt;br /&gt;
:'''Third Return'''&lt;br /&gt;
::''This too good for you. Very Powerful! You want - you take!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player'''&lt;br /&gt;
:''I'm not impressed.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Quests]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27265</id>
		<title>Gharbad the Weak</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27265"/>
				<updated>2014-04-19T12:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-gharbad.gif|left|frame|Gharbad.]]&lt;br /&gt;
[[Image:D1-mon-gharbad2.gif|frame|Having some fun with Gharbad; the Guardians shoot at him even before he goes into attack mode.]]&lt;br /&gt;
Gharbad the Weak is a single player quest that some players hate, other players find adorable, and everyone profits from. It's one of the more amusing quests in the game, and good for a surprise laugh the first time. And every time, if you're easily amused. Or just like goats.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
Gharbad returned in Diablo 3 as &amp;quot;{{iw|Gharbad the Strong}},&amp;quot; a huge muscular goatman occasionally encountered in a random Act One scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gharbad==&lt;br /&gt;
&lt;br /&gt;
* '''Quest Name:''' Gharbad the Weak&lt;br /&gt;
* '''Triggered By:''' Finding Gharbad.&lt;br /&gt;
* '''Frequency:''' Single player only. This quest will occur 2/3 of the time.&lt;br /&gt;
* '''Given by:''' Gharbad.&lt;br /&gt;
* '''Location:''' Dungeon Level 4.&lt;br /&gt;
* '''Reward:''' Two random magical items.&lt;br /&gt;
&lt;br /&gt;
Gharbad the Weak is a specially-colored goatman you'll find somewhere on dungeon level 4. He can not be attacked, and when you click on him you'll walk up to speak with him, (much like Lachdanan, later in the game). Gharbad has some of the best dialogue in the game; not for what he says, but for the goat-accented, broken English he speaks in.&lt;br /&gt;
&lt;br /&gt;
When you first speak to Gharbad, he drops one random magical item and pleads for his life, promising to make you something better if you'll just leave him alive.  You can't attack him at that point anyway, so you have no choice. &lt;br /&gt;
&lt;br /&gt;
Speak with him, then move more than a screen away, so he's completely out of sight. When you return Gharbad begs off, saying he's not ready with the item yet, but it will be soon.  Do this again and he'll say more of the same, &amp;quot;Something for you, I am maaaaaking. Not ready yet. Soon!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On your third return he changes his tone. &amp;quot;This too good for you. You want? You take!&amp;quot; With that he smacks you with his mace, and starts dancing around, goatman style. You must kill him to get the magical item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;To2-xGxTiuU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Video of his dialogues and ultimate aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
&lt;br /&gt;
Gharbad isn't called &amp;quot;the Weak&amp;quot; for nothing. He deals very low damage and doesn't take much to kill. He's much weaker than a [[D1 Goatman|regular goatman]], but is more fun play around with.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:''Pleeeease, no hurt. No Kill. Keep alive and next time good bring to you.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:'''First Return'''&lt;br /&gt;
::''Something for you I am making. Again, not kill Gharbad. Live and give good.''&lt;br /&gt;
::''You take this as proof I keep word...''&lt;br /&gt;
&lt;br /&gt;
:'''Second Return'''&lt;br /&gt;
::''Nothing yet! Almost done.''&lt;br /&gt;
::''Very powerful, very strong. Live! Live!''&lt;br /&gt;
::''No pain and promise I keep!''&lt;br /&gt;
&lt;br /&gt;
:'''Third Return'''&lt;br /&gt;
::''This too good for you. Very Powerful! You want - you take!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player'''&lt;br /&gt;
:''I'm not impressed.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Quests]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27264</id>
		<title>Gharbad the Weak</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Gharbad_the_Weak&amp;diff=27264"/>
				<updated>2014-04-19T12:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-mon-gharbad.gif|left|frame|Gharbad.]]&lt;br /&gt;
[[Image:D1-mon-gharbad2.gif|frame|Having some fun with Gharbad; the Guardians shoot at him even before he goes into attack mode.]]&lt;br /&gt;
Gharbad the Weak is a single player quest that some players hate, other players find adorable, and everyone profits from. It's one of the more amusing quests in the game, and good for a surprise laugh the first time. And every time, if you're easily amused. Or just like goats.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gharbad==&lt;br /&gt;
&lt;br /&gt;
* '''Quest Name:''' Gharbad the Weak&lt;br /&gt;
* '''Triggered By:''' Finding Gharbad.&lt;br /&gt;
* '''Frequency:''' Single player only. This quest will occur 2/3 of the time.&lt;br /&gt;
* '''Given by:''' Gharbad.&lt;br /&gt;
* '''Location:''' Dungeon Level 4.&lt;br /&gt;
* '''Reward:''' Two random magical items.&lt;br /&gt;
&lt;br /&gt;
Gharbad the Weak is a specially-colored goatman you'll find somewhere on dungeon level 4. He can not be attacked, and when you click on him you'll walk up to speak with him, (much like Lachdanan, later in the game). Gharbad has some of the best dialogue in the game; not for what he says, but for the goat-accented, broken English he speaks in.&lt;br /&gt;
&lt;br /&gt;
When you first speak to Gharbad, he drops one random magical item and pleads for his life, promising to make you something better if you'll just leave him alive.  You can't attack him at that point anyway, so you have no choice. &lt;br /&gt;
&lt;br /&gt;
Speak with him, then move more than a screen away, so he's completely out of sight. When you return Gharbad begs off, saying he's not ready with the item yet, but it will be soon.  Do this again and he'll say more of the same, &amp;quot;Something for you, I am maaaaaking. Not ready yet. Soon!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On your third return he changes his tone. &amp;quot;This too good for you. You want? You take!&amp;quot; With that he smacks you with his mace, and starts dancing around, goatman style. You must kill him to get the magical item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;To2-xGxTiuU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Video of his dialogues and ultimate aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
&lt;br /&gt;
Gharbad isn't called &amp;quot;the Weak&amp;quot; for nothing. He deals very low damage and doesn't take much to kill. He's much weaker than a [[D1 Goatman|regular goatman]], but is more fun play around with.&lt;br /&gt;
* See [[D1 Goatmen Bosses|Gharbad's stats]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:''Pleeeease, no hurt. No Kill. Keep alive and next time good bring to you.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Gharbad'''&lt;br /&gt;
:'''First Return'''&lt;br /&gt;
::''Something for you I am making. Again, not kill Gharbad. Live and give good.''&lt;br /&gt;
::''You take this as proof I keep word...''&lt;br /&gt;
&lt;br /&gt;
:'''Second Return'''&lt;br /&gt;
::''Nothing yet! Almost done.''&lt;br /&gt;
::''Very powerful, very strong. Live! Live!''&lt;br /&gt;
::''No pain and promise I keep!''&lt;br /&gt;
&lt;br /&gt;
:'''Third Return'''&lt;br /&gt;
::''This too good for you. Very Powerful! You want - you take!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player'''&lt;br /&gt;
:''I'm not impressed.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|D1}}&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:D1 Quests]]&lt;br /&gt;
[[category:Diablo I]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guild&amp;diff=27261</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guild&amp;diff=27261"/>
				<updated>2014-03-12T10:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Archives: Guild Halls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Archives: Guild Halls]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=The_Butcher&amp;diff=26716</id>
		<title>The Butcher</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=The_Butcher&amp;diff=26716"/>
				<updated>2013-10-18T12:03:00Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Strategy Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:D1-slain-townsman.gif|left]]&lt;br /&gt;
The Butcher is a quest monster found within his special, blood-soaked, body-filled, &amp;quot;Butcher's Block&amp;quot; square on level 2 of the Cathedral.&lt;br /&gt;
&lt;br /&gt;
This quest occurs in every multiplayer game of Diablo and Hellfire. It occurs 2/3 of the time in single player games. (Refer to the [[Diablo Quests]] page for a full listing of single player quests and scarcity.)&lt;br /&gt;
* See [[Butcher|The Butcher's Monster Page]] for full stats and figures.&lt;br /&gt;
* For anti-Butcher strategies see the [[Butcher 101]] article.&lt;br /&gt;
&lt;br /&gt;
==The Butcher==&lt;br /&gt;
[[Image:D1-butcher.jpg|frame|The Butcher]]&lt;br /&gt;
* '''Quest Name:''' The Butcher&lt;br /&gt;
* '''Frequency:''' Every game in MP, 2/3 of the time in SP.&lt;br /&gt;
* '''Triggered By:''' Starting the game.&lt;br /&gt;
* '''Given by:''' Wounded Townsman&lt;br /&gt;
* '''Location:''' Dungeon Level 2&lt;br /&gt;
* '''Reward:''' Random magical item in MP. The [[D1_Unique_Axes#The_Butcher.27s_Cleaver|Butcher's Cleaver]] unique axe in SP.&lt;br /&gt;
The quest is triggered by clicking on the wounded townsman found lying near the entrance to the cathedral.&lt;br /&gt;
&lt;br /&gt;
The quest can be completed without clicking on the townsman. If you return to town before you complete the quest, he will be lying dead. He vanishes once the quest is complete.&lt;br /&gt;
&lt;br /&gt;
The Butcher is found in a small square room somewhere on level 2 of the dungeon. Even before you open his door, a gruesome selection of bloody corpses can be seen hanging within, and most players make a thorough, wincing inspection of his room after the battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
| [[Image:D1-u-butchers-cleaver.gif|frame]]&lt;br /&gt;
|&lt;br /&gt;
'''[[D1_Unique_Axes#The_Butcher.27s_Cleaver|The Butcher's Cleaver]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 4-24&amp;lt;br&amp;gt;&lt;br /&gt;
Durability: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Reqs: None&amp;lt;br&amp;gt;&lt;br /&gt;
Properties: +10 Strength &amp;lt;br&amp;gt;&lt;br /&gt;
Altered Durability &amp;lt;br&amp;gt;&lt;br /&gt;
Unusual Item Damage&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy Tips==&lt;br /&gt;
The Butcher is a terrifying enemy, arguably the most difficult, for the level, in the entire game. He greets you with the now legendary cry of, &amp;quot;Ahhh, fresh meat!&amp;quot; when the door is opened, and comes charging out immediately. The Butcher is the fastest monster in the game, moving at the same speed as your character, and he has relentless pathfinding AI, never hesitating when rounding corners or pausing to get his bearings.  He has a very fast attack too, and does not pause between strikes, as almost every other monster in the game does.&lt;br /&gt;
&lt;br /&gt;
His only weaknesses are low armor, relatively low damage, and an inability to open doors. Almost any attack will hit him, and warriors can usually get in several strikes before he moves into melee range, if they keep swinging as he advances. Once he's in close and starts swinging though, he is murder on any low level character. Warriors sometimes find it easier to beat him without a shield, (using many potions to survive) since the constant blocking interrupts their strikes. &lt;br /&gt;
&lt;br /&gt;
The easiest way to defeat The Butcher is with a ranged attack, and that's best accomplished by using his single-minded pursuit AI against him. He can not open a door, so if you get far enough ahead to close one between you, you are safe. Do this next to one of the grated walls that arrows or spells can be fired through, and the battle is yours (eventually). The Butcher can also be trapped in any U-shaped area, whether it's formed by barrels or the stairs down to level 3. He'll then stand still while you pelt him with arrows or spells.&lt;br /&gt;
&lt;br /&gt;
A common way to pull this off is to clear out the entire level before you take on the Butcher. Prepare for the battle by casting a portal in a side room with a grated wall, then release the Butcher and let him chase you to your portal. Close the door behind him once he's in the room with you (you'll get hit a few times doing this, but it's unavoidable) and then escape through your portal. You can then walk back down through the dungeon and find the Butcher trapped in a room with your town portal, and a handy grated wall to shoot him through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another technique involves the use of telekinesis and fire walls:&lt;br /&gt;
&lt;br /&gt;
# Stand a little to the side of The Butcher's door, so as to be out of his line of sight when the door opens&lt;br /&gt;
# Use telekinesis to open the door&lt;br /&gt;
# Cast some fire walls just inside the door&lt;br /&gt;
# Close the door with telekinesis&lt;br /&gt;
# Walk up to the door&lt;br /&gt;
# Quickly open and shut the door by hand&lt;br /&gt;
&lt;br /&gt;
The Butcher will charge forward, become stuck at the closed door and burn to death. This method is almost foolproof and could be considered rather un-sporting.&lt;br /&gt;
&lt;br /&gt;
On Nightmare or Hell, a quick-fingered mage can open the door to the Butcher's shop, cast a firewall or two, then close it again once the Butcher is just on the other side. He'll stand motionless in the flames, roasting until well done. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The down stairway trap is shown in this video:&lt;br /&gt;
&amp;lt;youtube&amp;gt;ICvV83ZkD_E&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ButcherRoom.gif|center|frame|The Butcher's Room.]]&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''[[Kael Rills|Wounded Townsman]]'''&lt;br /&gt;
:''Please, listen to me. The Archbishop Lazarus, he led us down here to find the lost prince. The bastard led us into a trap! Now everyone is dead...killed by a demon he called the Butcher. Avenge us! Find this Butcher and slay him so that our souls may finally rest...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Townsfolk===&lt;br /&gt;
'''[[Adria_the_Witch|Adria]]'''&lt;br /&gt;
:''The Butcher is a sadistic creature that delights in the torture and pain of others. You have seen his handiwork in the drunkard Farnham. His destruction will do much to ensure the safety of this village.''&lt;br /&gt;
&lt;br /&gt;
'''[[Cain_the_Elder|Cain]]'''&lt;br /&gt;
:''It seems that the Archbishop Lazarus goaded many of the townsmen into venturing into the Labyrinth to find the King's missing son. He played upon their fears and whipped them into a frenzied mob. None of them were prepared for what lay within the cold earth... Lazarus abandoned them down there - left in the clutches of unspeakable horrors - to die.''&lt;br /&gt;
&lt;br /&gt;
'''[[Farnham_the_Drunk|Farnham]]'''&lt;br /&gt;
:''Big! Big cleaver killing all my friends. Couldn't stop him, had to run away, couldn't save them. Trapped in a room with so many bodies... so many friends... NOOOOOOOOOO!''&lt;br /&gt;
&lt;br /&gt;
'''[[Gillian_the_Barmaid|Gillian]]'''&lt;br /&gt;
:''When Farnham said something about a butcher killing people, I immediately discounted it. But since you brought it up, maybe it is true.''&lt;br /&gt;
&lt;br /&gt;
'''[[Griswold_the_Blacksmith|Griswold]]'''&lt;br /&gt;
:''I saw what Farnham calls the Butcher as it swathed a path through the bodies of my friends. He swung a cleaver as large as an axe, hewing limbs and cutting down brave men where they stood. I was separated from the fray by a host of small screeching demons and somehow found the stairway leading out. I never saw that hideous beast again, but his blood-stained visage haunts me to this day.''&lt;br /&gt;
&lt;br /&gt;
'''[[Ogden_the_Tavern_Owner|Ogden]]'''&lt;br /&gt;
:''Yes, Farnham has mumbled something about a hulking brute who wielded a fierce weapon. I believe he called him a butcher.''&lt;br /&gt;
&lt;br /&gt;
'''[[Pepin_the_Healer|Pepin]]'''&lt;br /&gt;
:''By the Light, I know of this vile demon. There were many that bore the scars of his wrath upon their bodies when the few survivors of the charge led by Lazarus crawled from the Cathedral.  I don't know what he used to slice open his victims, but it could not have been of this world. It left wounds festering with disease and even I found them almost impossible to treat. Beware if you plan to battle this fiend...''&lt;br /&gt;
&lt;br /&gt;
'''[[Wirt_the_Peg-Legged_Boy|Wirt]]'''&lt;br /&gt;
:''I know more than you'd think about that grisly fiend. His little friends got a hold of me and managed to get my leg before Griswold pulled me out of that hole.''&lt;br /&gt;
:''I'll put it bluntly - kill him before he kills you and adds your corpse to his collection.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
'''Player (when interacting with the Slain Townsman)''' &lt;br /&gt;
:''Your death will be avenged.''&lt;br /&gt;
&lt;br /&gt;
'''The Butcher (after opening the door of his room)''' &lt;br /&gt;
:''Ahhh, fresh meat!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''Player''' &lt;br /&gt;
:''The spirits of the dead are now avenged.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D1 masternav|Quests}}&lt;br /&gt;
&lt;br /&gt;
[[category:Diablo I]]&lt;br /&gt;
[[category:D1 Quests]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Khalim%27s_Will_(quest)&amp;diff=26715</id>
		<title>Khalim's Will (quest)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Khalim%27s_Will_(quest)&amp;diff=26715"/>
				<updated>2013-10-17T06:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Quest Three: Khalim's Will */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Quests Act III (Diablo II)]][[Category:Quests (Diablo II)]][[category:Quests]][[Category:Easter eggs]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quest Three: [[Khalim's Will (quest)|Khalim's Will]]==&lt;br /&gt;
&lt;br /&gt;
[[Image:Quests-a3-q3.gif|right]]&lt;br /&gt;
* '''Quest Name:''' Khalim's Will&lt;br /&gt;
* '''Triggered by: '''Completing Quest One or entering the Great Marsh&lt;br /&gt;
* '''Given by: '''Cain&lt;br /&gt;
* '''Location: '''Travincal, and elsewhere&lt;br /&gt;
**  Khalim's Eye: In a golden chest in the Spider Cavern beneath the Spider Forest.&lt;br /&gt;
** Khalim's Brain: in a golden chest on level three of the Flayer Dungeon beneath the Flayer Jungle.&lt;br /&gt;
**  Khalim's Heart: in a golden chest on level two of the sewers, beneath Lower Kurast or Kurast.&lt;br /&gt;
** Khalim's Flail: On a High Council member in Travincal.&lt;br /&gt;
** The [[Horadric Cube]]: If you do not already have a cube, one of the the High Council will drop one in [[Travincal]].&lt;br /&gt;
* '''Reward:''' Use Khalim's Will to smash the Compelling Orb and gain entrance to the Durance of Hate.&lt;br /&gt;
* '''Quest Priority:''' Not mandatory if you can get a portal from another player inside the Durance of Hate.  Otherwise you must do it to smash the Compelling Orb and get into the Durance.&lt;br /&gt;
&lt;br /&gt;
This is the most complicated quest in the game, requiring four components to transmute into &amp;quot;Khalim's Will&amp;quot;, a special flail weapon that is used only one time, to smash the Compelling Orb and gain entrance to the Durance of Hate. Once inside the Durance you must descend to the third level where you'll find Mephisto.&lt;br /&gt;
&lt;br /&gt;
The vast majority of characters on Battle.net never do this quest.  Most everyone gets a portal into the Durance of Hate from another player, and proceeds to kill Mephisto and go on to Act Four.  If you are doing this quest, it will take you a while and you'll have to cover nearly all of Act Three in the process.&lt;br /&gt;
&lt;br /&gt;
To complete this quest you must transmute the four ingredients into Khalim's Will.&lt;br /&gt;
&lt;br /&gt;
'''Tips:''' Ask someone for a portal to Durance Two, and skip this entire long and dangerous quest. Often you can party with others of your level, and if no one has the waypoint, someone can get on with one of their higher level characters and give the party the waypoint, then get back on with their initial character and use someone else's portal to the waypoint.  Cooperate and save everyone time.  You don't need to gather Kalim's organs if another player gives you a town portal into the Durance of Hate, but you must kill the Council in Travincal before you can use such a town portal.&lt;br /&gt;
&lt;br /&gt;
There are two Spider Forest dungeons, one of them is just a bonus area.  Check the name and compare to the name of the quest area in your Quest Window if you don't want to waste time, since you need only enter the Spider Cavern.  It's always the one ''not'' by the Waypoint.&lt;br /&gt;
&lt;br /&gt;
You don't need to enter the Great Marsh in most games. There is usually a connection from the Spider Forest to the Flayer Jungle, so explore the Spider Forest before you plunge into the enormous and frequently dead end Great Marsh, or ask someone for the Flayer waypoint. The Flayer Jungle always connects to Lower Kurast going towards the top right corner of the screen.  You can roughly estimate which direction you'll be going in the Flayer Jungle, and figure about which direction you need to head to get there from &lt;br /&gt;
&lt;br /&gt;
If you don't have a Horadric Cube, one of the High Council members in Travincal will drop one, since you must have it to transmute the ingredients.&lt;br /&gt;
&lt;br /&gt;
Khalim's Will is a very useful item for lower level characters, since it has the fastest swing speed of any one-handed item in the game, no Clvl requirements, and does a lot of elemental damage.  It's a great item to assemble and then &amp;quot;twink&amp;quot; to your lower level characters for them to use early on in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quest Dialogues==&lt;br /&gt;
===Activation===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''Never forget that your ultimate purpose here in Kurast is to destroy Mephisto. The ancient Horadrim imprisoned the Lord of Hatred inside the Guardian Tower that is located within the Temple City of Travincal.''&lt;br /&gt;
:''Know this, friend. The only way to gain entry to Mephisto's prison is to destroy the artifact known as the Compelling Orb.''&lt;br /&gt;
:''Mephisto used this device to control the Zakarum Priests and their followers. The Orb can only be destroyed with an ancient flail imbued with the spirit of the one incorruptible priest.''&lt;br /&gt;
:''Soon after his imprisonment, Mephisto worked his evil corruption on the Zakarum priesthood. All were turned to his dark ways, save one - Khalim, the Que-Hegan of the High Council.''&lt;br /&gt;
:''Mephisto directed the other Council priests to slay and dismember Khalim and then scatter his remains across the Kingdom. The Priest Sankekur succeeded Khalim as Que-Hegan, eventually becoming the embodiment of Mephisto here on the mortal plane.''&lt;br /&gt;
:''The corrupted High Council fashioned an Orb to control the rest of the Zakarum faithful and used their powers to hide the lair of their master from mortals.''&lt;br /&gt;
:''Your task is to collect the scattered relics of Khalim - his Heart, his Brain, and his Eye. Then, using the Horadric Cube, transmute Khalim's Flail with his relics.''&lt;br /&gt;
:''Once this is accomplished, you must destroy the Compelling Orb with Khalim's Will to open the way into the corrupt sanctum of Mephisto.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return (with Eye)===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''Ahh... Khalim's Eye! Only it can reveal the true path to Mephisto.''&lt;br /&gt;
:''Place the Eye in the Horadric Cube along with Khalim's other relics - the Heart, the Brain, and the Flail.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return (with Brain)===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''This is most fortunate! Khalim's Brain knows Mephisto's weakness.''&lt;br /&gt;
:''Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Heart, and the Flail.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return (with Heart)===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''You have found Khalim's Heart, and it still bears the courage to face Mephisto!''&lt;br /&gt;
:''Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Brain, and the Flail.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return (with Flail)===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''Once properly imbued, Khalim's Flail can destroy the Compelling Orb and reveal the way to Mephisto.''&lt;br /&gt;
:''Place it into the Horadric Cube along with Khalim's relics - his Heart, his Brain, and his Eye. Then, transmute them to carry out Khalim's Will.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completion===&lt;br /&gt;
'''[[Deckard Cain]]'''&lt;br /&gt;
:''Masterfully done, hero! You have crafted Khalim's Will. Employ it to destroy the Compelling Orb and open the way to Mephisto.''&lt;br /&gt;
:''May the true Light guide your way.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quest navbox}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	</feed>