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		<id>https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JMJimmy</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JMJimmy"/>
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		<updated>2026-09-25T06:48:58Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Raise_Skeleton&amp;diff=15451</id>
		<title>Raise Skeleton</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Raise_Skeleton&amp;diff=15451"/>
				<updated>2009-11-26T05:34:01Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Added Charts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Raise Skeleton]]==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Requires:''' Valid monster corpse.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Raised Skeletons are made more effective by points in:&lt;br /&gt;
* [[Skeleton Mastery]]&lt;br /&gt;
* [[Summon Resist]]&lt;br /&gt;
'''Details:''' The [[Necromancer]] targets a monster's corpse and casts this spell, causing a humanoid skeleton to emerge. Raised skeletons are {{iw|melee melee}} fighters who spawn with semi-random equipment. Skeleton AI is about the same as a [[Mercenary]]. Meaning, they will pursue enemies that they see and otherwise stay near their owner, but can sometimes get stuck behind walls or around corners. If they get lost too far away from their owner, they will teleport to somewhere onscreen.&lt;br /&gt;
* Skeletons have a 5% chance to spawn with a shield, and a 3% chance to block attacks with a shield.&lt;br /&gt;
* Skeletons receive a hidden [[AR|attack rating]] bonus as your character levels up.&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=#&lt;br /&gt;
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|header2=Mana&lt;br /&gt;
| 6&lt;br /&gt;
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|header3=Dmg.&lt;br /&gt;
| 1-2&lt;br /&gt;
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| 26-28&lt;br /&gt;
| 31-33&lt;br /&gt;
| 37-39&lt;br /&gt;
| 37-39&lt;br /&gt;
|header4=[[AR]]&lt;br /&gt;
| +20&lt;br /&gt;
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| +50&lt;br /&gt;
| +65&lt;br /&gt;
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| +95&lt;br /&gt;
| +110&lt;br /&gt;
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| +155&lt;br /&gt;
| +170&lt;br /&gt;
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| +200&lt;br /&gt;
| +215&lt;br /&gt;
| +230&lt;br /&gt;
| +245&lt;br /&gt;
| +260&lt;br /&gt;
| +275&lt;br /&gt;
| +290&lt;br /&gt;
| +305&lt;br /&gt;
|header5=Def.&lt;br /&gt;
| +20&lt;br /&gt;
| +35&lt;br /&gt;
| +50&lt;br /&gt;
| +65&lt;br /&gt;
| +80&lt;br /&gt;
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| +260&lt;br /&gt;
| +275&lt;br /&gt;
| +290&lt;br /&gt;
| +305&lt;br /&gt;
}}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Life &amp;lt;small&amp;gt;([[Normal|Nrml]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| 21&lt;br /&gt;
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| 168&lt;br /&gt;
| 178&lt;br /&gt;
| 189&lt;br /&gt;
| 199&lt;br /&gt;
|header2=Life &amp;lt;small&amp;gt;([[Nightmare|Ngtmr]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
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|header3=Life &amp;lt;small&amp;gt;([[Hell]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skeleton Statistic Charts==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:necro-skel-dmg.png|Damage Progression&lt;br /&gt;
File:necro-skel-life.png|Life Progression (Normal Difficulty)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Summoning skills (Necromancer)]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_navbox&amp;diff=15450</id>
		<title>Template:Skill navbox</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_navbox&amp;diff=15450"/>
				<updated>2009-11-26T05:19:42Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;| [[Skills]] Navigation &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_navbox&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;[[Skill]]s - [[Rune|Skill runes]] - [[Active skill]]s - [[Passive skill]]s - [[Signature skill]]s&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Amazon]]'''&amp;lt;/u&amp;gt; ([[Amazon Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Bow_and_Crossbow_Skills|Bow &amp;amp; X-Bow]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Javelin_and_Spear_Skills|Javelin &amp;amp; Spear]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Passive_and_Magic_Skills|Passive &amp;amp; Magic]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Assassin]]'''&amp;lt;/u&amp;gt; ([[Assassin Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Martial Arts|Martial Arts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Shadow Disciplines|Shadow Discip.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Traps|Traps]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Barbarian]]'''&amp;lt;/u&amp;gt; ([[Barbarian Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Combat_Masteries|Masteries]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Combat_Skills|Combat Skills]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Warcries|Warcries]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Druid]]'''&amp;lt;/u&amp;gt; ([[Druid Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Elemental Skills|Elemental]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Shape Shifting Skills|Shape Shift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Summoning Skills|Summoning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Necromancer]]'''&amp;lt;/u&amp;gt; ([[Necromancer Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Curses|Curses]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Poison and Bone|Poison &amp;amp; Bone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Summoning|Summoning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Paladin]]'''&amp;lt;/u&amp;gt; ([[Paladin Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Combat Skills|Combat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Defensive Auras|Def. Auras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Offensive Auras|Off. Auras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Sorceress]]'''&amp;lt;/u&amp;gt; ([[Sorceress Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Cold Spells|Cold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Fire Spells|Fire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Lightning Spells|Lightning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navboxes]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-life.png&amp;diff=15449</id>
		<title>File:Necro-skel-life.png</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-life.png&amp;diff=15449"/>
				<updated>2009-11-25T05:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: uploaded a new version of &amp;quot;File:Necro-skel-life.png&amp;quot;:&amp;amp;#32;Fixed error and added to lvl 25 on Y axis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel chart that overlays Raise Skeleton and Skeleton Mastery skills and their impact on Skeleton life.&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-dmg.png&amp;diff=15448</id>
		<title>File:Necro-skel-dmg.png</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-dmg.png&amp;diff=15448"/>
				<updated>2009-11-25T05:07:37Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: uploaded a new version of &amp;quot;File:Necro-skel-dmg.png&amp;quot;:&amp;amp;#32;Found error and updated to level 25 on Y axis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel chart with an overlay of Necromancer Raise Skeleton and Skeleton Mastery&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Necromancer_Summoning_Charts&amp;diff=15447</id>
		<title>Necromancer Summoning Charts</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Necromancer_Summoning_Charts&amp;diff=15447"/>
				<updated>2009-11-25T04:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:necro-skel-dmg.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:necro-skel-life.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
[[Category:Summoning skills (Necromancer)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Necromancer]]&lt;br /&gt;
[[category:D2 necromancer strategy]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-life.png&amp;diff=15446</id>
		<title>File:Necro-skel-life.png</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-life.png&amp;diff=15446"/>
				<updated>2009-11-25T04:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Excel chart that overlays Raise Skeleton and Skeleton Mastery skills and their impact on Skeleton life.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel chart that overlays Raise Skeleton and Skeleton Mastery skills and their impact on Skeleton life.&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-dmg.png&amp;diff=15445</id>
		<title>File:Necro-skel-dmg.png</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-skel-dmg.png&amp;diff=15445"/>
				<updated>2009-11-25T04:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Excel chart with an overlay of Necromancer Raise Skeleton and Skeleton Mastery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel chart with an overlay of Necromancer Raise Skeleton and Skeleton Mastery&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Necromancer_Summoning_Charts&amp;diff=15444</id>
		<title>Necromancer Summoning Charts</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Necromancer_Summoning_Charts&amp;diff=15444"/>
				<updated>2009-11-25T04:08:29Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Created page with 'File:necro-skel-dmg.png  File:necro-skel-life.png'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:necro-skel-dmg.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:necro-skel-life.png]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Faster_Run_Walk&amp;diff=15443</id>
		<title>Faster Run Walk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Faster_Run_Walk&amp;diff=15443"/>
				<updated>2009-11-24T05:55:36Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Faster Run/Walk: Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
Faster Run/Walk items will make your character move faster both when Running and Walking. How fast your character actually moves is affected by several factors.&lt;br /&gt;
&lt;br /&gt;
=Definition of Yards=&lt;br /&gt;
&lt;br /&gt;
Movement speed in Diablo II is measured in yards per second (yards/s). A yard is 48 pixels in horizontal direction and 24 pixels in vertical direction.&lt;br /&gt;
&lt;br /&gt;
=Visible Screen Size in Yards=&lt;br /&gt;
&lt;br /&gt;
The screen size is 640x480 or 800x600 pixels. The lower panel takes 48 pixels, leaving 640x432 pixels in the smaller screen mode and 800x552 pixels in the larger one for the game play area. Thus, the visible screen has the following proportions in yards:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Screen Size&lt;br /&gt;
! Visible Screen&lt;br /&gt;
! Width&lt;br /&gt;
! Height&lt;br /&gt;
|-&lt;br /&gt;
| 640 x 480&lt;br /&gt;
| 640 x 432&lt;br /&gt;
| 13.3 yards&lt;br /&gt;
| 18 yards&lt;br /&gt;
|-&lt;br /&gt;
| 800 x 600&lt;br /&gt;
| 800 x 552&lt;br /&gt;
| 16.7 yards&lt;br /&gt;
| 23 yards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Basic Movement Speeds=&lt;br /&gt;
&lt;br /&gt;
The basic walking and running speeds are the same for all characters. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mode&lt;br /&gt;
! Basic Speed&lt;br /&gt;
! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| Walking&lt;br /&gt;
| 4 yards/s&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Running&lt;br /&gt;
| 6 yards/s&lt;br /&gt;
| Walking speed +2 yards/s.&lt;br /&gt;
|-&lt;br /&gt;
| Charging&lt;br /&gt;
| 9 yards/s&lt;br /&gt;
| Paladin combat skill. Unaffected by item based Faster Run/Walk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Monsters' base movement speeds vary.&lt;br /&gt;
&lt;br /&gt;
==Minimum Movement Speed== &lt;br /&gt;
&lt;br /&gt;
The minimum walking and running speed is 1 yard/s. Regardless of how chilled or slowed you are, you cannot move slower than this. Note that running speed is calculated from an unmodified walking speed and, thus, the running speed may be lower than 3 yards/s but never below 1 yard/s. &lt;br /&gt;
&lt;br /&gt;
There is no lower limit to charge speed. Thus, with enough slow it is possible to charge backwards. &lt;br /&gt;
&lt;br /&gt;
Movement speed is affected by items, skills, armor/shield weight, and slowing effects, such as chill and slow. &lt;br /&gt;
&lt;br /&gt;
==Faster Run/Walk: Items==&lt;br /&gt;
&lt;br /&gt;
Walking and running speed are modified by Faster Run/Walk (FRW) items, but charging speed is unaffected by them. Item based FRW is subject to diminishing returns. The effect of 0 % to 295 % FRW to run/walk speed is listed in the table below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | '''Effect on Run/Walk Speed in yards/s'''&lt;br /&gt;
|-&lt;br /&gt;
! FRW&lt;br /&gt;
! Speed&lt;br /&gt;
! FRW&lt;br /&gt;
! Speed&lt;br /&gt;
! FRW&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
! 0 %&lt;br /&gt;
| +0.00&lt;br /&gt;
! 100 %&lt;br /&gt;
| +2.40&lt;br /&gt;
! 200 %&lt;br /&gt;
| +3.40&lt;br /&gt;
|-&lt;br /&gt;
! 5 %&lt;br /&gt;
| +0.16&lt;br /&gt;
! 105 %&lt;br /&gt;
| +2.44&lt;br /&gt;
! 205 %&lt;br /&gt;
| +3.44&lt;br /&gt;
|-&lt;br /&gt;
! 10 %&lt;br /&gt;
| +0.36&lt;br /&gt;
! 110 %&lt;br /&gt;
| +2.52&lt;br /&gt;
! 210 %&lt;br /&gt;
| +3.48&lt;br /&gt;
|-&lt;br /&gt;
! 15 %&lt;br /&gt;
| +0.52&lt;br /&gt;
! 115 %&lt;br /&gt;
| +2.60&lt;br /&gt;
! 215 %&lt;br /&gt;
| +3.52&lt;br /&gt;
|-&lt;br /&gt;
! 20 %&lt;br /&gt;
| +0.68&lt;br /&gt;
! 120 %&lt;br /&gt;
| +2.64&lt;br /&gt;
! 220 %&lt;br /&gt;
| +3.56&lt;br /&gt;
|-&lt;br /&gt;
! 25 %&lt;br /&gt;
| +0.84&lt;br /&gt;
! 125 %&lt;br /&gt;
| +2.72&lt;br /&gt;
! 225 %&lt;br /&gt;
| +3.60&lt;br /&gt;
|-&lt;br /&gt;
! 30 %&lt;br /&gt;
| +1.00&lt;br /&gt;
! 130 %&lt;br /&gt;
| +2.76&lt;br /&gt;
! 230 %&lt;br /&gt;
| +3.60&lt;br /&gt;
|-&lt;br /&gt;
! 35 %&lt;br /&gt;
| +1.12&lt;br /&gt;
! 135 %&lt;br /&gt;
| +2.84&lt;br /&gt;
! 235 %&lt;br /&gt;
| +3.64&lt;br /&gt;
|-&lt;br /&gt;
! 40 %&lt;br /&gt;
| +1.24&lt;br /&gt;
! 140 %&lt;br /&gt;
| +2.88&lt;br /&gt;
! 240 %&lt;br /&gt;
| +3.68&lt;br /&gt;
|-&lt;br /&gt;
! 45 %&lt;br /&gt;
| +1.36&lt;br /&gt;
! 145 %&lt;br /&gt;
| +2.92&lt;br /&gt;
! 245 %&lt;br /&gt;
| +3.72&lt;br /&gt;
|-&lt;br /&gt;
! 50 %&lt;br /&gt;
| +1.48&lt;br /&gt;
! 150 %&lt;br /&gt;
| +3.00&lt;br /&gt;
! 250 %&lt;br /&gt;
| +3.72&lt;br /&gt;
|-&lt;br /&gt;
! 55 %&lt;br /&gt;
| +1.60&lt;br /&gt;
! 155 %&lt;br /&gt;
| +3.04&lt;br /&gt;
! 255 %&lt;br /&gt;
| +3.76&lt;br /&gt;
|-&lt;br /&gt;
! 60 %&lt;br /&gt;
| +1.68&lt;br /&gt;
! 160 %&lt;br /&gt;
| +3.08&lt;br /&gt;
! 260 %&lt;br /&gt;
| +3.80&lt;br /&gt;
|-&lt;br /&gt;
! 65 %&lt;br /&gt;
| +1.80&lt;br /&gt;
! 165 %&lt;br /&gt;
| +3.12&lt;br /&gt;
! 265 %&lt;br /&gt;
| +3.80&lt;br /&gt;
|-&lt;br /&gt;
! 70 %&lt;br /&gt;
| +1.88&lt;br /&gt;
! 170 %&lt;br /&gt;
| +3.16&lt;br /&gt;
! 270 %&lt;br /&gt;
| +3.84&lt;br /&gt;
|-&lt;br /&gt;
! 75 %&lt;br /&gt;
| +2.00&lt;br /&gt;
! 175 %&lt;br /&gt;
| +3.20&lt;br /&gt;
! 275 %&lt;br /&gt;
| +3.88&lt;br /&gt;
|-&lt;br /&gt;
! 80 %&lt;br /&gt;
| +2.08&lt;br /&gt;
! 180 %&lt;br /&gt;
| +3.24&lt;br /&gt;
! 280 %&lt;br /&gt;
| +3.88&lt;br /&gt;
|-&lt;br /&gt;
! 85 %&lt;br /&gt;
| +2.16&lt;br /&gt;
! 185 %&lt;br /&gt;
| +3.28&lt;br /&gt;
! 285 %&lt;br /&gt;
| +3.92&lt;br /&gt;
|-&lt;br /&gt;
! 90 %&lt;br /&gt;
| +2.24&lt;br /&gt;
! 190 %&lt;br /&gt;
| +3.32&lt;br /&gt;
! 290 %&lt;br /&gt;
| +3.92&lt;br /&gt;
|-&lt;br /&gt;
! 95 %&lt;br /&gt;
| +2.32&lt;br /&gt;
! 195 %&lt;br /&gt;
| +3.36&lt;br /&gt;
! 295 %&lt;br /&gt;
| +3.96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Faster Run/Walk: Skills==&lt;br /&gt;
&lt;br /&gt;
Skills, such as Vigor, increase movement speed. Their effect is not subject to diminishing returns. FRW from skills increases movement speed as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! FRW% (Skills)&lt;br /&gt;
! Run/Walk Speed&lt;br /&gt;
! Charge Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 %&lt;br /&gt;
| +0.04 yards/s&lt;br /&gt;
| +0.09 yards/s&lt;br /&gt;
|-&lt;br /&gt;
| 10 %&lt;br /&gt;
| +0.40 yards/s&lt;br /&gt;
| +0.90 yards/s&lt;br /&gt;
|-&lt;br /&gt;
| 100 %&lt;br /&gt;
| +4.00 yards/s&lt;br /&gt;
| +9.00 yards/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, level 7 Vigor gives 32 % FRW, which translates into +1.28 yards/s with run/walk and +2.88 yards/s with Charge. FRW from different skills stacks.&lt;br /&gt;
&lt;br /&gt;
==Speed Reduction from Armors and Shields==&lt;br /&gt;
&lt;br /&gt;
Heavy and medium armors and shields reduce movement speed as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Armor/Shield&lt;br /&gt;
! Run/Walk Speed&lt;br /&gt;
! Charge Speed&lt;br /&gt;
|-&lt;br /&gt;
| Medium armor&lt;br /&gt;
| -0.20 yards/s&lt;br /&gt;
| -0.45 yards/s&lt;br /&gt;
|-&lt;br /&gt;
| Medium shield&lt;br /&gt;
| -0.20 yards/s&lt;br /&gt;
| -0.45 yards/s&lt;br /&gt;
|-&lt;br /&gt;
| Heavy armor&lt;br /&gt;
| -0.40 yards/s&lt;br /&gt;
| -0.90 yards/s&lt;br /&gt;
|-&lt;br /&gt;
| Heavy shield&lt;br /&gt;
| -0.40 yards/s&lt;br /&gt;
| -0.90 yards/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the maximum run/walk speed reduction from the armor and the shield is 0.80 yards/s (both heavy). The maximum reduction to charging speed is 1.80 yards/s.&lt;br /&gt;
&lt;br /&gt;
==Slowing Auras, Items &amp;amp; Chilling Attacks==&lt;br /&gt;
&lt;br /&gt;
Anything that slows, such as Slows Target By X% items, Holy Freeze, and chill from cold attacks, are treated as negative skill based FRW. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! FRW&lt;br /&gt;
! Run/Walk Speed&lt;br /&gt;
! Charge Speed&lt;br /&gt;
! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| Chill from a cold attack&lt;br /&gt;
| -50 %&lt;br /&gt;
| -2.00 yards/s&lt;br /&gt;
| -4.50 yards/s&lt;br /&gt;
| -50% effect applies only to players. Monsters have their own values.&lt;br /&gt;
|-&lt;br /&gt;
| Slows Target By X% item&lt;br /&gt;
| -100 % on client &amp;lt;br /&amp;gt; (-X% on server)&lt;br /&gt;
| -4.00 yards/s&amp;lt;br /&amp;gt; (X% x -0.04 yards/s)&lt;br /&gt;
| -9.00 yards/s&amp;lt;br /&amp;gt; (X% x -0.09 yards/s)&lt;br /&gt;
| This ability is bugged. See the notes below.&lt;br /&gt;
|-&lt;br /&gt;
| Holy Freeze aura&lt;br /&gt;
| - Slow %&lt;br /&gt;
| Slow % x -0.04 yards/s&lt;br /&gt;
| Slow % x -0.09 yards/s&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Decrepify curse&lt;br /&gt;
| -50 %&lt;br /&gt;
| -2.00 yards/s&lt;br /&gt;
| -4.50 yards/s&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slow Target item'''. Regardless of X%, this ability functions as -100% on the Diablo 2 client. The ability functions normally as -X% FRW on the Diablo 2 server. If used, the ability causes severe desync, because the target is typically moving at different speeds on the client and the server. Slow from different items stacks (i.e. each slow item adds -100% FRW on the client side), and slowing effects of different type stack in general.&lt;br /&gt;
&lt;br /&gt;
==Monster Speed Bonuses==&lt;br /&gt;
&lt;br /&gt;
Monsters' speed bonuses are treated as skill based FRW (no diminishing returns). Note that monsters' base movement speeds vary, and thus the increase in yards/s is usually not the same as for characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Monster&lt;br /&gt;
! FRW&lt;br /&gt;
! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| Normal Champion&lt;br /&gt;
| +20 %&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ghostly Champion&lt;br /&gt;
| -50 %&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Fanatic Champion&lt;br /&gt;
| +150 %&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Extra Fast Unique Boss&lt;br /&gt;
| +10 % - +60 %&lt;br /&gt;
| Randomly chosen. Transfers to minions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movement Speed Formulas=&lt;br /&gt;
&lt;br /&gt;
==Walking Speed==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;EffectiveWalkSpeed = BaseWalkSpeed * (1 + Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
* BaseWalkSpeed is 4 yards/s for all characters&lt;br /&gt;
* Skill_FRW is skill based FRW minus slow effects&lt;br /&gt;
* Item_FRW is item based FRW&lt;br /&gt;
* [] indicates rounding down.&lt;br /&gt;
* Armor_Speed is the sum of the speed reduction from armor and shield (a negative number). The reduction is -5 for medium armors/shields and -10 for heavy armor/shields.&lt;br /&gt;
&lt;br /&gt;
Additionally, if EffectiveWalkSpeed &amp;lt; BaseWalkSpeed / 4, EffectiveWalkSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1 yard/s for EffectiveWalkSpeed.&lt;br /&gt;
&lt;br /&gt;
==Running Speed==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;EffectiveRunSpeed = BaseRunSpeed + BaseWalkSpeed * (Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where BaseRunSpeed is 6 yards/s for all characters and other terms as above. Substituting EffectiveWalkSpeed into this formula, we get:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;EffectiveRunSpeed = EffectiveWalkSpeed + BaseRunSpeed - BaseWalkSpeed&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By entering the values of BaseRunSpeed and BaseWalkSpeed in the formula, we get:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;EffectiveRunSpeed = EffectiveWalkSpeed + 2 yards/s (where EffectiveWalkSpeed &amp;gt; 1)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, if EffectiveRunSpeed &amp;lt; BaseWalkSpeed / 4, EffectiveRunSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1 yard/s for EffectiveRunSpeed.&lt;br /&gt;
&lt;br /&gt;
==Charging Speed==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;ChargeSpeed = BaseRunSpeed * (1 + Skill_FRW / 100 + Armor_Speed / 100) * 150%&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where the terms are as above. By substituting BaseRunSpeed and multiplying it by 150%, we get:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;ChargeSpeed = 9 yards/s * (1 + Skill_FRW / 100 + Armor_Speed / 100)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no lower limit to ChargeSpeed. It can be even negative.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modifiers]]&lt;br /&gt;
[[category:calculations]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=15442</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=15442"/>
				<updated>2009-11-24T04:04:34Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; offset against target's life regeneration (for monsters) or replenish life (for players). Instead, regeneration is immediately cut off once Open Wounds steps in (replenish life from items or skill, e.g. Prayer aura, still functions). Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Items with Open Wounds mod=&lt;br /&gt;
{|&lt;br /&gt;
!Item&lt;br /&gt;
!OW%&lt;br /&gt;
|-&lt;br /&gt;
|'''Malice''' Melee Weapon&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|'''Ripsaw''' Flamberge&lt;br /&gt;
|80%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fury''' Melee Weapon&lt;br /&gt;
|66%&lt;br /&gt;
|-&lt;br /&gt;
|'''Goreshovel''' Broad Axe&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Kingslayer''' Sword/Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steel''' Sword/Axe/Mace&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bloodmoon''' Elegant Blade&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fleshripper''' Fanged Knife&amp;lt;br&amp;gt;&lt;br /&gt;
'''Razor's Edge''' Tomahawk&amp;lt;br&amp;gt;&lt;br /&gt;
'''Swordback Hold''' Spiked Shield&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Gnasher''' Hand Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Meat Scraper''' Lochaber Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Woestave''' Halberd&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|'''The Impaler''' War Spear&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toothrow''' Sharktooth Armor&lt;br /&gt;
|40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodthief''' Brandistock&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crow Caw''' Tigulated Mail&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Crescent''' Scimitar&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cerebus' Bite''' Blood Spirit (Ladder Only)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Gut Siphon''' Demon Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lacerator''' Winged Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Langer Briser''' Arbalest&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Scalper''' Francisca&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
|'''Riphook''' Razor Bow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Soul Harvest''' Scythe&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|'''Um''' Rune (in weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Beast''' Axe/Scepter/Hammer&amp;lt;br&amp;gt;&lt;br /&gt;
'''Chaos''' Hand to Hand&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crescent Moon''' Axe/Sword/Polearm&amp;lt;br&amp;gt;&lt;br /&gt;
'''Doom''' Axe/Polearm/Hammer&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bloodrise''' Morning Star&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boneflesh''' Plate Mail&amp;lt;br&amp;gt;&lt;br /&gt;
'''Butcher's Pupil''' Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dracul's Grasp''' Vampirebone Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fleshrender''' Barbed Club&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Tools''' (Complete)&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|'''Skull Splitter''' Military Pick&lt;br /&gt;
|15%&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore Rider''' War Boots&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafted Blood Belt'''&lt;br /&gt;
|5-10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills/attacks carry OW and which don't?===&lt;br /&gt;
In General, every ''''attack'''' carries OW - i.e. bare fists attack, normal weapon attack and skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===How does OW from different item types stack?===&lt;br /&gt;
The chance to trigger OW is the sum of all items you carry. Only exception are dual-wielding barbarians and assassins: In this case, only the OW from the striking weapon plus OW from non-weapon items counts.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life, physical resistance or absorb?===&lt;br /&gt;
OW ignores any resistances and absorb and cuts off regeneration on the target if triggered. Replenish Life (e.g. from Prayer aura or Snakecord) still works though.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;br /&gt;
&lt;br /&gt;
[[category:calculations]]&lt;br /&gt;
[[category:modifiers]]&lt;br /&gt;
[[category:special modifiers]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15435</id>
		<title>Cloak of Shadows</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15435"/>
				<updated>2009-11-22T02:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Cloak of Shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Cloak of Shadows]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Psychic Hammer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This spell blocks some monster effects; [[sand maggot]]s cannot lay eggs, [[unraveler]]s cannot use their poison breath, [[venom lord]]s cannot use their [[Inferno]] attack etc. Most monsters stop moving when you cast [[Cloak of Shadows]] until you get close to them. Once you attack them, they can use their skills again.&lt;br /&gt;
* The [[Assassin]] receives a defense bonus while this spell is in effect.&lt;br /&gt;
* Enemies receive a defense penalty while this spell is in effect.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
!'''Radius'''&lt;br /&gt;
|20 Yards&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Def. +X%&lt;br /&gt;
| 10%&lt;br /&gt;
| 13%&lt;br /&gt;
| 16%&lt;br /&gt;
| 19%&lt;br /&gt;
| 22%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
| 31%&lt;br /&gt;
| 34%&lt;br /&gt;
| 37%&lt;br /&gt;
| 40%&lt;br /&gt;
| 43%&lt;br /&gt;
| 46%&lt;br /&gt;
| 49%&lt;br /&gt;
| 52%&lt;br /&gt;
| 55%&lt;br /&gt;
| 58%&lt;br /&gt;
| 61%&lt;br /&gt;
| 64%&lt;br /&gt;
| 67%&lt;br /&gt;
|header2=Enemy &amp;lt;small&amp;gt;Def. -X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 15%&lt;br /&gt;
| 18%&lt;br /&gt;
| 21%&lt;br /&gt;
| 24%&lt;br /&gt;
| 27%&lt;br /&gt;
| 30%&lt;br /&gt;
| 33%&lt;br /&gt;
| 36%&lt;br /&gt;
| 39%&lt;br /&gt;
| 42%&lt;br /&gt;
| 45%&lt;br /&gt;
| 48%&lt;br /&gt;
| 51%&lt;br /&gt;
| 54%&lt;br /&gt;
| 57%&lt;br /&gt;
| 60%&lt;br /&gt;
| 63%&lt;br /&gt;
| 66%&lt;br /&gt;
| 69%&lt;br /&gt;
| 72%&lt;br /&gt;
|header3=Duration &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15434</id>
		<title>Cloak of Shadows</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15434"/>
				<updated>2009-11-22T02:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Cloak of Shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Cloak of Shadows]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Psychic Hammer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This spell blocks some monster effects; [[sand maggot]]s cannot lay eggs, [[unraveler]]s cannot use their poison breath, [[venom lord]]s cannot use their [[Inferno]] attack etc. Most monsters stop moving when you cast [[Cloak of Shadows]] until you get close to them. Once you attack them, they can use their skills again.&lt;br /&gt;
* The [[Assassin]] receives a defense bonus while this spell is in effect.&lt;br /&gt;
* Enemies receive a defense penalty while this spell is in effect.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
!'''Radius'''&lt;br /&gt;
|20 Yards&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Def. +X%&lt;br /&gt;
| 10%&lt;br /&gt;
| 13%&lt;br /&gt;
| 16%&lt;br /&gt;
| 19%&lt;br /&gt;
| 22%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
| 31%&lt;br /&gt;
| 34%&lt;br /&gt;
| 37%&lt;br /&gt;
| 40%&lt;br /&gt;
| 43%&lt;br /&gt;
| 46%&lt;br /&gt;
| 49%&lt;br /&gt;
| 52%&lt;br /&gt;
| 55%&lt;br /&gt;
| 58%&lt;br /&gt;
| 61%&lt;br /&gt;
| 64%&lt;br /&gt;
| 67%&lt;br /&gt;
|header2=Enemy Def. &amp;lt;small&amp;gt;-X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 15%&lt;br /&gt;
| 18%&lt;br /&gt;
| 21%&lt;br /&gt;
| 24%&lt;br /&gt;
| 27%&lt;br /&gt;
| 30%&lt;br /&gt;
| 33%&lt;br /&gt;
| 36%&lt;br /&gt;
| 39%&lt;br /&gt;
| 42%&lt;br /&gt;
| 45%&lt;br /&gt;
| 48%&lt;br /&gt;
| 51%&lt;br /&gt;
| 54%&lt;br /&gt;
| 57%&lt;br /&gt;
| 60%&lt;br /&gt;
| 63%&lt;br /&gt;
| 66%&lt;br /&gt;
| 69%&lt;br /&gt;
| 72%&lt;br /&gt;
|header3=Duration &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cobra_Strike&amp;diff=15433</id>
		<title>Cobra Strike</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cobra_Strike&amp;diff=15433"/>
				<updated>2009-11-22T02:28:40Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Cobra Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Cobra Strike]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Tiger Strike &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Charge-Up Skill''': A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she can drain her adversary of life and spiritual essence. Unles she becomes surrounded by too many monsters at once, an Assassin with this skill can maintain her health and mana indefinately without the use of potions or item-based lifesteal/mana drain. Provided she can land at least two blows with Cobra Strike, the mana drain is more than sufficient to replenish the 2-6 mana cost to charge, allowing the use of this skill to perpetuate itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:''' None&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=[[AR]] &amp;lt;small&amp;gt;+X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 15%&lt;br /&gt;
| 22%&lt;br /&gt;
| 29%&lt;br /&gt;
| 36%&lt;br /&gt;
| 43%&lt;br /&gt;
| 50%&lt;br /&gt;
| 57%&lt;br /&gt;
| 64%&lt;br /&gt;
| 71%&lt;br /&gt;
| 78%&lt;br /&gt;
| 85%&lt;br /&gt;
| 92%&lt;br /&gt;
| 99%&lt;br /&gt;
| 106%&lt;br /&gt;
| 113%&lt;br /&gt;
| 120%&lt;br /&gt;
| 127%&lt;br /&gt;
| 134%&lt;br /&gt;
| 141%&lt;br /&gt;
| 148%&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;Lvl 1: Life Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 40%&lt;br /&gt;
| 45%&lt;br /&gt;
| 50%&lt;br /&gt;
| 55%&lt;br /&gt;
| 60%&lt;br /&gt;
| 65%&lt;br /&gt;
| 70%&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| 85%&lt;br /&gt;
| 90%&lt;br /&gt;
| 95%&lt;br /&gt;
| 100%&lt;br /&gt;
| 105%&lt;br /&gt;
| 110%&lt;br /&gt;
| 115%&lt;br /&gt;
| 120%&lt;br /&gt;
| 125%&lt;br /&gt;
| 130%&lt;br /&gt;
| 135%&lt;br /&gt;
|header3=&amp;lt;small&amp;gt;Lvl 2: Life/ Mana Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 40%&lt;br /&gt;
| 45%&lt;br /&gt;
| 50%&lt;br /&gt;
| 55%&lt;br /&gt;
| 60%&lt;br /&gt;
| 65%&lt;br /&gt;
| 70%&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| 85%&lt;br /&gt;
| 90%&lt;br /&gt;
| 95%&lt;br /&gt;
| 100%&lt;br /&gt;
| 105%&lt;br /&gt;
| 110%&lt;br /&gt;
| 115%&lt;br /&gt;
| 120%&lt;br /&gt;
| 125%&lt;br /&gt;
| 130%&lt;br /&gt;
| 135%&lt;br /&gt;
|header4=&amp;lt;small&amp;gt;Lvl 3: Life/ Mana Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| 100%&lt;br /&gt;
| 110%&lt;br /&gt;
| 120%&lt;br /&gt;
| 130%&lt;br /&gt;
| 140%&lt;br /&gt;
| 150%&lt;br /&gt;
| 160%&lt;br /&gt;
| 170%&lt;br /&gt;
| 180%&lt;br /&gt;
| 190%&lt;br /&gt;
| 200%&lt;br /&gt;
| 210%&lt;br /&gt;
| 220%&lt;br /&gt;
| 230%&lt;br /&gt;
| 240%&lt;br /&gt;
| 250%&lt;br /&gt;
| 260%&lt;br /&gt;
| 270%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Martial Arts skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fade&amp;diff=15432</id>
		<title>Fade</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fade&amp;diff=15432"/>
				<updated>2009-11-22T01:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Fade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Fade]]==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Claw Mastery]], [[Burst of Speed]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' &lt;br /&gt;
* Fade has a hidden bonus to Physical Resistance. Being hidden, it doesn't display on your character or on the skill. It is capped at 50%.&lt;br /&gt;
* Fade reduces Shrine duration by the same percentage as it reduces curse duration. To avoid lessening Shrine duration, cast Burst of Speed before touching the shrine; once you touch the Shrine, cast Fade again.&lt;br /&gt;
* Burst of Speed and Fade will not work at the same time.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=&amp;lt;small&amp;gt;Curse Time -X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 47%&lt;br /&gt;
| 53%&lt;br /&gt;
| 58%&lt;br /&gt;
| 62%&lt;br /&gt;
| 65%&lt;br /&gt;
| 67%&lt;br /&gt;
| 69%&lt;br /&gt;
| 71%&lt;br /&gt;
| 73%&lt;br /&gt;
| 74%&lt;br /&gt;
| 75%&lt;br /&gt;
| 76%&lt;br /&gt;
| 77%&lt;br /&gt;
| 78%&lt;br /&gt;
| 79%&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| 81%&lt;br /&gt;
| 81%&lt;br /&gt;
| 82%&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;Resist All +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 19%&lt;br /&gt;
| 27%&lt;br /&gt;
| 33%&lt;br /&gt;
| 38%&lt;br /&gt;
| 42%&lt;br /&gt;
| 45%&lt;br /&gt;
| 47%&lt;br /&gt;
| 50%&lt;br /&gt;
| 52%&lt;br /&gt;
| 54%&lt;br /&gt;
| 56%&lt;br /&gt;
| 57%&lt;br /&gt;
| 58%&lt;br /&gt;
| 60%&lt;br /&gt;
| 60%&lt;br /&gt;
| 62%&lt;br /&gt;
| 62%&lt;br /&gt;
| 63%&lt;br /&gt;
| 63%&lt;br /&gt;
| 64%&lt;br /&gt;
|header3=&amp;lt;small&amp;gt;Length (secs.)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 120&lt;br /&gt;
| 132&lt;br /&gt;
| 144&lt;br /&gt;
| 156&lt;br /&gt;
| 168&lt;br /&gt;
| 180&lt;br /&gt;
| 192&lt;br /&gt;
| 204&lt;br /&gt;
| 216&lt;br /&gt;
| 228&lt;br /&gt;
| 240&lt;br /&gt;
| 252&lt;br /&gt;
| 264&lt;br /&gt;
| 276&lt;br /&gt;
| 288&lt;br /&gt;
| 300&lt;br /&gt;
| 312&lt;br /&gt;
| 324&lt;br /&gt;
| 336&lt;br /&gt;
| 348&lt;br /&gt;
|header4=&amp;lt;small&amp;gt;Phys. Resist +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 1%&lt;br /&gt;
| 2%&lt;br /&gt;
| 3%&lt;br /&gt;
| 4%&lt;br /&gt;
| 5%&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| 9%&lt;br /&gt;
| 10%&lt;br /&gt;
| 11%&lt;br /&gt;
| 12%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
| 15%&lt;br /&gt;
| 16%&lt;br /&gt;
| 17%&lt;br /&gt;
| 18%&lt;br /&gt;
| 19%&lt;br /&gt;
| 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Shadow_Warrior&amp;diff=15431</id>
		<title>Shadow Warrior</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Shadow_Warrior&amp;diff=15431"/>
				<updated>2009-11-22T01:12:49Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Shadow Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Shadow Warrior]]==&lt;br /&gt;
'''Casting Delay:''': 6 Seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Claw Mastery]], [[Psychic Hammer]], [[Weapon Block]], [[Cloak of Shadows]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' The [[Assassin]] trained in this discipline has the ability to project a &amp;quot;shadow&amp;quot; of herself. The Shadow Warrior makes use of normal attack and the two skills the Assassin has readied for herself. Shadow Warrior uses the skills you have selected. This allows you to control what kind of spells she will use. The [[Shadow Master]], the next minion, can cast spells that you do not have so consider this before spending many points in Shadow Warrior. Shadow Warriors have a base strength and dexterity equal to their level * 10. Also, the Shadow Warrior gains +4 resistance to all per level, to a max of level 75.&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Mana Cost&lt;br /&gt;
| 27&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
| 36&lt;br /&gt;
|header2=Life&lt;br /&gt;
| 376&lt;br /&gt;
| 432&lt;br /&gt;
| 488&lt;br /&gt;
| 545&lt;br /&gt;
| 601&lt;br /&gt;
| 658&lt;br /&gt;
| 714&lt;br /&gt;
| 770&lt;br /&gt;
| 827&lt;br /&gt;
| 883&lt;br /&gt;
| 940&lt;br /&gt;
| 996&lt;br /&gt;
| 1052&lt;br /&gt;
| 1109&lt;br /&gt;
| 1165&lt;br /&gt;
| 1222&lt;br /&gt;
| 1278&lt;br /&gt;
| 1334&lt;br /&gt;
| 1391&lt;br /&gt;
| 1447&lt;br /&gt;
|header3=AR +X%&lt;br /&gt;
| 40%&lt;br /&gt;
| 80%&lt;br /&gt;
| 120%&lt;br /&gt;
| 160%&lt;br /&gt;
| 200%&lt;br /&gt;
| 240%&lt;br /&gt;
| 280%&lt;br /&gt;
| 320%&lt;br /&gt;
| 360%&lt;br /&gt;
| 400%&lt;br /&gt;
| 440%&lt;br /&gt;
| 480%&lt;br /&gt;
| 520%&lt;br /&gt;
| 560%&lt;br /&gt;
| 600%&lt;br /&gt;
| 640%&lt;br /&gt;
| 680%&lt;br /&gt;
| 720%&lt;br /&gt;
| 760%&lt;br /&gt;
| 800%&lt;br /&gt;
|header4=Def. +X%&lt;br /&gt;
| 12%&lt;br /&gt;
| 24%&lt;br /&gt;
| 36%&lt;br /&gt;
| 48%&lt;br /&gt;
| 60%&lt;br /&gt;
| 72%&lt;br /&gt;
| 84%&lt;br /&gt;
| 96%&lt;br /&gt;
| 108%&lt;br /&gt;
| 120%&lt;br /&gt;
| 132%&lt;br /&gt;
| 144%&lt;br /&gt;
| 156%&lt;br /&gt;
| 168%&lt;br /&gt;
| 180%&lt;br /&gt;
| 192%&lt;br /&gt;
| 204%&lt;br /&gt;
| 216%&lt;br /&gt;
| 228%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15430</id>
		<title>Mind Blast</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15430"/>
				<updated>2009-11-22T01:09:28Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Mind Blast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Mind Blast]]==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Psychic Hammer]], [[Cloak of Shadows]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Focusing her [http://en.wikipedia.org/wiki/Anima_and_animus anima], an [[Assassin]] using this potent ability can crush the will of a group of enemies.  Mind Blast stuns and confuses the feeble minded into attacking their comrades.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!'''Duration:'''&lt;br /&gt;
|6-10 Seconds&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Dmg.&lt;br /&gt;
| 10-20&lt;br /&gt;
| 12-22&lt;br /&gt;
| 14-24&lt;br /&gt;
| 16-26&lt;br /&gt;
| 18-28&lt;br /&gt;
| 20-30&lt;br /&gt;
| 22-32&lt;br /&gt;
| 24-34&lt;br /&gt;
| 29-39&lt;br /&gt;
| 34-44&lt;br /&gt;
| 39-49&lt;br /&gt;
| 44-54&lt;br /&gt;
| 49-59&lt;br /&gt;
| 54-64&lt;br /&gt;
| 59-69&lt;br /&gt;
| 64-74&lt;br /&gt;
| 72-82&lt;br /&gt;
| 80-90&lt;br /&gt;
| 88-98&lt;br /&gt;
| 96-106&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;% Chance To Confuse&amp;lt;/small&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
|header3=Stun Length &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.4&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.4&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.6&lt;br /&gt;
| 5.8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15429</id>
		<title>Mind Blast</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15429"/>
				<updated>2009-11-22T01:08:14Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Mind Blast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Mind Blast]]==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Psychic Hammer]], [[Cloak of Shadows]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Focusing her [http://en.wikipedia.org/wiki/Anima_and_animus anima], an [[Assassin]] using this potent ability can crush the will of a group of enemies.  Mind Blast stuns and confuses the feeble minded into attacking their comrades.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!'''Duration:'''&lt;br /&gt;
|6-10 Seconds&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Dmg.&lt;br /&gt;
| 10-20&lt;br /&gt;
| 12-22&lt;br /&gt;
| 14-24&lt;br /&gt;
| 16-26&lt;br /&gt;
| 18-28&lt;br /&gt;
| 20-30&lt;br /&gt;
| 22-32&lt;br /&gt;
| 24-34&lt;br /&gt;
| 29-39&lt;br /&gt;
| 34-44&lt;br /&gt;
| 39-49&lt;br /&gt;
| 44-54&lt;br /&gt;
| 49-59&lt;br /&gt;
| 54-64&lt;br /&gt;
| 59-69&lt;br /&gt;
| 64-74&lt;br /&gt;
| 72-82&lt;br /&gt;
| 80-90&lt;br /&gt;
| 88-98&lt;br /&gt;
| 96-106&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;Confusion Chance %&amp;lt;/small&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
|header3=Stun Length &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.4&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.4&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.6&lt;br /&gt;
| 5.8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15428</id>
		<title>Mind Blast</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15428"/>
				<updated>2009-11-22T01:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Mind Blast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Mind Blast]]==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Psychic Hammer]], [[Cloak of Shadows]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Focusing her [http://en.wikipedia.org/wiki/Anima_and_animus anima], an [[Assassin]] using this potent ability can crush the will of a group of enemies.  Mind Blast stuns and confuses the feeble minded into attacking their comrades.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!'''Duration:'''&lt;br /&gt;
|6-10 Seconds&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Dmg.&lt;br /&gt;
| 10-20&lt;br /&gt;
| 12-22&lt;br /&gt;
| 14-24&lt;br /&gt;
| 16-26&lt;br /&gt;
| 18-28&lt;br /&gt;
| 20-30&lt;br /&gt;
| 22-32&lt;br /&gt;
| 24-34&lt;br /&gt;
| 29-39&lt;br /&gt;
| 34-44&lt;br /&gt;
| 39-49&lt;br /&gt;
| 44-54&lt;br /&gt;
| 49-59&lt;br /&gt;
| 54-64&lt;br /&gt;
| 59-69&lt;br /&gt;
| 64-74&lt;br /&gt;
| 72-82&lt;br /&gt;
| 80-90&lt;br /&gt;
| 88-98&lt;br /&gt;
| 96-106&lt;br /&gt;
|header2=Confusion Chance %&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
|header3=Stun Length &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.4&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.4&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.6&lt;br /&gt;
| 5.8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15427</id>
		<title>Mind Blast</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Mind_Blast&amp;diff=15427"/>
				<updated>2009-11-22T01:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Mind Blast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Mind Blast]]==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Psychic Hammer]], [[Cloak of Shadows]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Focusing her [http://en.wikipedia.org/wiki/Anima_and_animus anima], an [[Assassin]] using this potent ability can crush the will of a group of enemies.  Mind Blast stuns and confuses the feeble minded into attacking their comrades.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!'''Duration:'''&lt;br /&gt;
|6-10 Seconds&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Damage&lt;br /&gt;
| 10-20&lt;br /&gt;
| 12-22&lt;br /&gt;
| 14-24&lt;br /&gt;
| 16-26&lt;br /&gt;
| 18-28&lt;br /&gt;
| 20-30&lt;br /&gt;
| 22-32&lt;br /&gt;
| 24-34&lt;br /&gt;
| 29-39&lt;br /&gt;
| 34-44&lt;br /&gt;
| 39-49&lt;br /&gt;
| 44-54&lt;br /&gt;
| 49-59&lt;br /&gt;
| 54-64&lt;br /&gt;
| 59-69&lt;br /&gt;
| 64-74&lt;br /&gt;
| 72-82&lt;br /&gt;
| 80-90&lt;br /&gt;
| 88-98&lt;br /&gt;
| 96-106&lt;br /&gt;
|header2=Confusion Chance %&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
|header3=Stun Length &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.4&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.4&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.6&lt;br /&gt;
| 5.8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Venom&amp;diff=15426</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Venom&amp;diff=15426"/>
				<updated>2009-11-22T01:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Venom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
:''Where you looking for the [[Venom (runeword)|Venom runeword]]?''&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==[[Venom]]==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Claw Mastery]], [[Burst of Speed]], [[Fade]].&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Poison use is another technique an [[Assassin]] has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins. Venom caps the poisoning duration at 0.4 seconds, thus preventing long term poisoning. Consequently, all other items will only inflict poison damage for 0.4 seconds. Example: Though 700 damage over 10 seconds might seem impressive only 28 damage will be inflicted due to the 0.4 seconds cap.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!'''Poison Duration:'''&lt;br /&gt;
|0.4 Seconds&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Poison Damage&lt;br /&gt;
| 60-80&lt;br /&gt;
| 75-95&lt;br /&gt;
| 90-110&lt;br /&gt;
| 105-125&lt;br /&gt;
| 120-140&lt;br /&gt;
| 135-155&lt;br /&gt;
| 150-170&lt;br /&gt;
| 165-185&lt;br /&gt;
| 185-205&lt;br /&gt;
| 205-225&lt;br /&gt;
| 225-245&lt;br /&gt;
| 245-265&lt;br /&gt;
| 265-285&lt;br /&gt;
| 285-305&lt;br /&gt;
| 305-325&lt;br /&gt;
| 325-345&lt;br /&gt;
| 350-370&lt;br /&gt;
| 375-395&lt;br /&gt;
| 400-420&lt;br /&gt;
| 425-445&lt;br /&gt;
|header2=Duration &amp;lt;small&amp;gt;(seconds)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 120&lt;br /&gt;
| 124&lt;br /&gt;
| 128&lt;br /&gt;
| 132&lt;br /&gt;
| 136&lt;br /&gt;
| 140&lt;br /&gt;
| 144&lt;br /&gt;
| 148&lt;br /&gt;
| 152&lt;br /&gt;
| 156&lt;br /&gt;
| 160&lt;br /&gt;
| 164&lt;br /&gt;
| 168&lt;br /&gt;
| 172&lt;br /&gt;
| 176&lt;br /&gt;
| 180&lt;br /&gt;
| 184&lt;br /&gt;
| 188&lt;br /&gt;
| 192&lt;br /&gt;
| 196&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15425</id>
		<title>Cloak of Shadows</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cloak_of_Shadows&amp;diff=15425"/>
				<updated>2009-11-22T00:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Cloak of Shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Cloak of Shadows]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Psychic Hammer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This spell blocks some monster effects; [[sand maggot]]s cannot lay eggs, [[unraveler]]s cannot use their poison breath, [[venom lord]]s cannot use their [[Inferno]] attack etc. Most monsters stop moving when you cast [[Cloak of Shadows]] until you get close to them. Once you attack them, they can use their skills again.&lt;br /&gt;
* The [[Assassin]] receives a defense bonus while this spell is in effect.&lt;br /&gt;
* Enemies receive a defense penalty while this spell is in effect.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
!'''Radius'''&lt;br /&gt;
|20 Yards&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Def. +X%&lt;br /&gt;
| 10%&lt;br /&gt;
| 13%&lt;br /&gt;
| 16%&lt;br /&gt;
| 19%&lt;br /&gt;
| 22%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
| 31%&lt;br /&gt;
| 34%&lt;br /&gt;
| 37%&lt;br /&gt;
| 40%&lt;br /&gt;
| 43%&lt;br /&gt;
| 46%&lt;br /&gt;
| 49%&lt;br /&gt;
| 52%&lt;br /&gt;
| 55%&lt;br /&gt;
| 58%&lt;br /&gt;
| 61%&lt;br /&gt;
| 64%&lt;br /&gt;
| 67%&lt;br /&gt;
|header2=Enemy Def. -X%&lt;br /&gt;
| 15%&lt;br /&gt;
| 18%&lt;br /&gt;
| 21%&lt;br /&gt;
| 24%&lt;br /&gt;
| 27%&lt;br /&gt;
| 30%&lt;br /&gt;
| 33%&lt;br /&gt;
| 36%&lt;br /&gt;
| 39%&lt;br /&gt;
| 42%&lt;br /&gt;
| 45%&lt;br /&gt;
| 48%&lt;br /&gt;
| 51%&lt;br /&gt;
| 54%&lt;br /&gt;
| 57%&lt;br /&gt;
| 60%&lt;br /&gt;
| 63%&lt;br /&gt;
| 66%&lt;br /&gt;
| 69%&lt;br /&gt;
| 72%&lt;br /&gt;
|header3=Duration &amp;lt;small&amp;gt;(secs)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Shadow Disciplines skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Iron_Maiden&amp;diff=15345</id>
		<title>Iron Maiden</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Iron_Maiden&amp;diff=15345"/>
				<updated>2009-11-19T21:04:38Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Iron Maiden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Iron Maiden]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Amplify Damage]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Causes the physical, {{iw|melee melee}} damage inflicted by the target to reflect back to themselves. Does not effect non-physical damage, or non-melee attacks.&lt;br /&gt;
* Iron Maiden does not affect archers, but does reflect damage to the Flayer blowdart gunners.&lt;br /&gt;
* Iron Maiden is best used against fast hitting melee monsters, especially if the Necromancer's minons are not capable of dealing high damage (which is better teamed with [[Amplify Damage]].)&lt;br /&gt;
* The target still takes full damage when hit by an Iron Maiden'ed enemy. The Cursed monster just takes much more, reflected back. &lt;br /&gt;
* Iron Maiden is extremely dangerous against melee characters since it can also be cast by [[Oblivion Knight]]s; using any sort of physical damage melee attack in the vicinity of those monsters is very dangerous.&lt;br /&gt;
* Iron Maiden is {{iw|nerf nerfed}} in Nightmare and Hell, and in PVP.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!'''Radius:'''&lt;br /&gt;
|4.6 Yards&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Dmg. Returned&lt;br /&gt;
| 200%&lt;br /&gt;
| 225%&lt;br /&gt;
| 250%&lt;br /&gt;
| 275%&lt;br /&gt;
| 300%&lt;br /&gt;
| 325%&lt;br /&gt;
| 350%&lt;br /&gt;
| 375%&lt;br /&gt;
| 400%&lt;br /&gt;
| 425%&lt;br /&gt;
| 450%&lt;br /&gt;
| 475%&lt;br /&gt;
| 500%&lt;br /&gt;
| 525%&lt;br /&gt;
| 550%&lt;br /&gt;
| 575%&lt;br /&gt;
| 600%&lt;br /&gt;
| 625%&lt;br /&gt;
| 650%&lt;br /&gt;
| 675%&lt;br /&gt;
|header2=Duration &amp;lt;small&amp;gt;(seconds)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 12.0&lt;br /&gt;
| 14.4&lt;br /&gt;
| 16.8&lt;br /&gt;
| 19.2&lt;br /&gt;
| 21.6&lt;br /&gt;
| 24.0&lt;br /&gt;
| 26.4&lt;br /&gt;
| 28.8&lt;br /&gt;
| 31.2&lt;br /&gt;
| 33.6&lt;br /&gt;
| 36.0&lt;br /&gt;
| 38.4&lt;br /&gt;
| 40.8&lt;br /&gt;
| 43.2&lt;br /&gt;
| 45.6&lt;br /&gt;
| 48.0&lt;br /&gt;
| 50.4&lt;br /&gt;
| 52.8&lt;br /&gt;
| 55.2&lt;br /&gt;
| 57.6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Terror&amp;diff=15344</id>
		<title>Terror</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Terror&amp;diff=15344"/>
				<updated>2009-11-19T21:03:08Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Terror]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Amplify Damage]], [[Weaken]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Cursed monsters run away at very high speed.&lt;br /&gt;
* Does not affect other players in [[PVP]].&lt;br /&gt;
* Does not work on [[boss]]es or [[SuperUnique]]s.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
!'''Radius:'''&lt;br /&gt;
|2.6 Yards&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Duration&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fanaticism&amp;diff=15332</id>
		<title>Fanaticism</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fanaticism&amp;diff=15332"/>
				<updated>2009-11-19T02:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Fanaticism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Fanaticism]]==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Might]], [[Blessed Aim]], [[Concentration]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Probably the most popular aura in the game, Fanaticism increases the damage, attack speed, and attack rating of the [[Paladin]] and everyone in his party.&lt;br /&gt;
* The damage bonus to party members is only 50% of the bonus the Paladin himself receives, but the [[Attack Rating]] and [[Attack Speed]] bonuses are shared fully. [[Bowazon]]s are especially grateful for this attack speed increase.&lt;br /&gt;
* Fanaticism can not be found on Act 2 [[Mercenaries]], but it is available as a property on some [[Runewords]], and is highly sought after for that purpose.&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Rad&lt;br /&gt;
|  7.3&lt;br /&gt;
|  8.0&lt;br /&gt;
|  8.6&lt;br /&gt;
|  9.3&lt;br /&gt;
|  10.0&lt;br /&gt;
|  10.6&lt;br /&gt;
|  11.3&lt;br /&gt;
|  12.0&lt;br /&gt;
|  12.6&lt;br /&gt;
|  13.3&lt;br /&gt;
|  14.0&lt;br /&gt;
|  14.6&lt;br /&gt;
|  15.3&lt;br /&gt;
|  16.0&lt;br /&gt;
|  16.6&lt;br /&gt;
|  17.3&lt;br /&gt;
|  18.0&lt;br /&gt;
|  18.6&lt;br /&gt;
|  19.3&lt;br /&gt;
|  20.0&lt;br /&gt;
|header2=Party Dmg.&lt;br /&gt;
| +25%&lt;br /&gt;
| +33%&lt;br /&gt;
| +42%&lt;br /&gt;
| +50%&lt;br /&gt;
| +59%&lt;br /&gt;
| +67%&lt;br /&gt;
| +76%&lt;br /&gt;
| +84%&lt;br /&gt;
| +93%&lt;br /&gt;
| +101%&lt;br /&gt;
| +110%&lt;br /&gt;
| +118%&lt;br /&gt;
| +127%&lt;br /&gt;
| +135%&lt;br /&gt;
| +144%&lt;br /&gt;
| +152%&lt;br /&gt;
| +161%&lt;br /&gt;
| +169%&lt;br /&gt;
| +178%&lt;br /&gt;
| +186%&lt;br /&gt;
|header3=Your Dmg.&lt;br /&gt;
| +50%&lt;br /&gt;
| +67%&lt;br /&gt;
| +84%&lt;br /&gt;
| +101%&lt;br /&gt;
| +118%&lt;br /&gt;
| +135%&lt;br /&gt;
| +152%&lt;br /&gt;
| +169%&lt;br /&gt;
| +186%&lt;br /&gt;
| +203%&lt;br /&gt;
| +220%&lt;br /&gt;
| +237%&lt;br /&gt;
| +254%&lt;br /&gt;
| +271%&lt;br /&gt;
| +288%&lt;br /&gt;
| +305%&lt;br /&gt;
| +322%&lt;br /&gt;
| +339%&lt;br /&gt;
| +356%&lt;br /&gt;
| +373%&lt;br /&gt;
|header4=[[AR]]&lt;br /&gt;
| +14%&lt;br /&gt;
| +18%&lt;br /&gt;
| +20%&lt;br /&gt;
| +23%&lt;br /&gt;
| +25%&lt;br /&gt;
| +26%&lt;br /&gt;
| +27%&lt;br /&gt;
| +28%&lt;br /&gt;
| +29%&lt;br /&gt;
| +30%&lt;br /&gt;
| +31%&lt;br /&gt;
| +31%&lt;br /&gt;
| +32%&lt;br /&gt;
| +33%&lt;br /&gt;
| +33%&lt;br /&gt;
| +34%&lt;br /&gt;
| +34%&lt;br /&gt;
| +34%&lt;br /&gt;
| +34%&lt;br /&gt;
| +35%&lt;br /&gt;
|header5=Atk. Speed&lt;br /&gt;
| +40%&lt;br /&gt;
| +45%&lt;br /&gt;
| +50%&lt;br /&gt;
| +55%&lt;br /&gt;
| +60%&lt;br /&gt;
| +65%&lt;br /&gt;
| +70%&lt;br /&gt;
| +75%&lt;br /&gt;
| +80%&lt;br /&gt;
| +85%&lt;br /&gt;
| +90%&lt;br /&gt;
| +95%&lt;br /&gt;
| +100%&lt;br /&gt;
| +105%&lt;br /&gt;
| +110%&lt;br /&gt;
| +115%&lt;br /&gt;
| +120%&lt;br /&gt;
| +125%&lt;br /&gt;
| +130%&lt;br /&gt;
| +135%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox paladin}}&lt;br /&gt;
[[Category:Offensive Auras skills]]&lt;br /&gt;
[[Category:Paladin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Talk:Sanctuary&amp;diff=15330</id>
		<title>Talk:Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Talk:Sanctuary&amp;diff=15330"/>
				<updated>2009-11-19T02:32:32Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Created page with '* HedgemonKhan's comment: The first bullet, Ignores Physical Resistances and Immunities Of Undead Monsters, and the third bullet, Sanctuary does not break the physical immunity o…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* HedgemonKhan's comment: The first bullet, Ignores Physical Resistances and Immunities Of Undead Monsters, and the third bullet, Sanctuary does not break the physical immunity of undead monsters, but it does allow physical attacks to leach life and mana from them, are incompatible with each other or were worded badly. At least I'm confused as to them. The first bullet says it IGNORES resistance/IMMUNITY and the third bullet says it does NOT BREAK the phys IMMUNITY. Maybe some one could fix, clear up, or explain (if they do NOT conflict with each other). (moved from article to discussion)&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sanctuary&amp;diff=15329</id>
		<title>Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sanctuary&amp;diff=15329"/>
				<updated>2009-11-19T02:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Sanctuary */ Removed comment - moved to discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
:'''''Sanctuary''' is most often meaning the world on which the Diablo games take place. You can read more in the main Diablo Wiki: '''{{iw|Sanctuary Sanctuary}}'''.''&lt;br /&gt;
&lt;br /&gt;
:'''''Sanctuary''' can also be a [[runeword]], see '''[[Sanctuary (runeword)]]''' for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==[[Sanctuary]]==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Might]], [[Thorns]], [[Holy Fire]], [[Holy Freeze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' [[Cleansing]] adds +7% Magic Damage Per Level, but only to the [[knockback]] damage, not to the +damage to weapon attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This aura only works against the [[Undead]], but provides the Paladin with a substantial damage bonus, as well as working to push back and constantly deal holy damage to all Undead in range. &lt;br /&gt;
* Ignores [[Physical]] [[Resistances]] and [[Immunities]] Of Undead Monsters. &lt;br /&gt;
* Works on [[boss]] monsters and Undead [[SuperUniques]] such as [[Griswold]] and [[Radament]], but does not work against [[Act Boss]]es.&lt;br /&gt;
* Sanctuary does not break the physical immunity of undead monsters, but it does allow physical attacks to leach life and mana from them.&lt;br /&gt;
* Since Sanctuary bypasses physical resistance, it actually works even better than the numbers would indicate. Level 1 Sanctuary grants 150% bonus damage against a monster with 50% physical resistance, while Level 20 [[Fanaticism]]'s 373% damage bonus is cut to 187%. Level 20 Sanctuary is more than 4x as damaging as level 20 Fanaticism, against most undead in [[Hell]]. (Though it works only against Undead, and grants no attack speed or attack rating bonuses.)&lt;br /&gt;
* The pulse damage (also, it causes knockback) is holy type damage, NOT magical. Holy type damage is different from magical type damage so magical immunity/resistance has no bearing on holy type damage. But unlike magical type damage, Holy damage ONLY works on undead.&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Radius&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.0&lt;br /&gt;
| 4.6&lt;br /&gt;
| 5.3&lt;br /&gt;
| 6.0&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8.0&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10.0&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12.0&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14.0&lt;br /&gt;
| 14.6&lt;br /&gt;
| 15.3&lt;br /&gt;
| 16.0&lt;br /&gt;
|header2=Magic Dmg.&lt;br /&gt;
|  8-16&lt;br /&gt;
|  12-20&lt;br /&gt;
|  16-24&lt;br /&gt;
|  20-28&lt;br /&gt;
|  24-32&lt;br /&gt;
|  28-36&lt;br /&gt;
|  32-40&lt;br /&gt;
|  36-44&lt;br /&gt;
|  40-49&lt;br /&gt;
|  44-54&lt;br /&gt;
|  48-59&lt;br /&gt;
|  52-64&lt;br /&gt;
|  56-69&lt;br /&gt;
|  60-74&lt;br /&gt;
|  64-79&lt;br /&gt;
|  68-84&lt;br /&gt;
|  73-90&lt;br /&gt;
|  78-96&lt;br /&gt;
|  83-102&lt;br /&gt;
|  88-108&lt;br /&gt;
|header3=Undead Dmg&lt;br /&gt;
| +150%&lt;br /&gt;
| +180%&lt;br /&gt;
| +210%&lt;br /&gt;
| +240%&lt;br /&gt;
| +270%&lt;br /&gt;
| +300%&lt;br /&gt;
| +330%&lt;br /&gt;
| +360%&lt;br /&gt;
| +390%&lt;br /&gt;
| +420%&lt;br /&gt;
| +450%&lt;br /&gt;
| +480%&lt;br /&gt;
| +510%&lt;br /&gt;
| +540%&lt;br /&gt;
| +570%&lt;br /&gt;
| +600%&lt;br /&gt;
| +630%&lt;br /&gt;
| +660%&lt;br /&gt;
| +690%&lt;br /&gt;
| +720%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox paladin}}&lt;br /&gt;
[[Category:Offensive Auras skills]]&lt;br /&gt;
[[Category:Paladin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cobra_Strike&amp;diff=15311</id>
		<title>Cobra Strike</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cobra_Strike&amp;diff=15311"/>
				<updated>2009-11-19T01:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Cobra Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Cobra Strike]]==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Tiger Strike &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Charge-Up Skill''': A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she can drain her adversary of life and spiritual essence. Unles she becomes surrounded by too many monsters at once, an Assassin with this skill can maintain her health and mana indefinately without the use of potions or item-based lifesteal/mana drain. Provided she can land at least two blows with Cobra Strike, the mana drain is more than sufficient to replenish the 4-6 mana cost to charge, allowing the use of this skill to perpetuate itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:''' None&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=[[AR]] &amp;lt;small&amp;gt;+X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 15%&lt;br /&gt;
| 22%&lt;br /&gt;
| 29%&lt;br /&gt;
| 36%&lt;br /&gt;
| 43%&lt;br /&gt;
| 50%&lt;br /&gt;
| 57%&lt;br /&gt;
| 64%&lt;br /&gt;
| 71%&lt;br /&gt;
| 78%&lt;br /&gt;
| 85%&lt;br /&gt;
| 92%&lt;br /&gt;
| 99%&lt;br /&gt;
| 106%&lt;br /&gt;
| 113%&lt;br /&gt;
| 120%&lt;br /&gt;
| 127%&lt;br /&gt;
| 134%&lt;br /&gt;
| 141%&lt;br /&gt;
| 148%&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;Lvl 1: Life Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 40%&lt;br /&gt;
| 45%&lt;br /&gt;
| 50%&lt;br /&gt;
| 55%&lt;br /&gt;
| 60%&lt;br /&gt;
| 65%&lt;br /&gt;
| 70%&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| 85%&lt;br /&gt;
| 90%&lt;br /&gt;
| 95%&lt;br /&gt;
| 100%&lt;br /&gt;
| 105%&lt;br /&gt;
| 110%&lt;br /&gt;
| 115%&lt;br /&gt;
| 120%&lt;br /&gt;
| 125%&lt;br /&gt;
| 130%&lt;br /&gt;
| 135%&lt;br /&gt;
|header3=&amp;lt;small&amp;gt;Lvl 2: Life/ Mana Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 40%&lt;br /&gt;
| 45%&lt;br /&gt;
| 50%&lt;br /&gt;
| 55%&lt;br /&gt;
| 60%&lt;br /&gt;
| 65%&lt;br /&gt;
| 70%&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| 85%&lt;br /&gt;
| 90%&lt;br /&gt;
| 95%&lt;br /&gt;
| 100%&lt;br /&gt;
| 105%&lt;br /&gt;
| 110%&lt;br /&gt;
| 115%&lt;br /&gt;
| 120%&lt;br /&gt;
| 125%&lt;br /&gt;
| 130%&lt;br /&gt;
| 135%&lt;br /&gt;
|header4=&amp;lt;small&amp;gt;Lvl 3: Life/ Mana Leech +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| 100%&lt;br /&gt;
| 110%&lt;br /&gt;
| 120%&lt;br /&gt;
| 130%&lt;br /&gt;
| 140%&lt;br /&gt;
| 150%&lt;br /&gt;
| 160%&lt;br /&gt;
| 170%&lt;br /&gt;
| 180%&lt;br /&gt;
| 190%&lt;br /&gt;
| 200%&lt;br /&gt;
| 210%&lt;br /&gt;
| 220%&lt;br /&gt;
| 230%&lt;br /&gt;
| 240%&lt;br /&gt;
| 250%&lt;br /&gt;
| 260%&lt;br /&gt;
| 270%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Martial Arts skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tiger_Strike&amp;diff=15310</id>
		<title>Tiger Strike</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tiger_Strike&amp;diff=15310"/>
				<updated>2009-11-19T01:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Tiger Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Tiger Strike]]==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Charge Up Skill:''' Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.&lt;br /&gt;
&lt;br /&gt;
Tiger Strike deals enormous physical damage when charged up at higher levels. &lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=[[AR]] &amp;lt;small&amp;gt;+X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 15%&lt;br /&gt;
| 22%&lt;br /&gt;
| 29%&lt;br /&gt;
| 36%&lt;br /&gt;
| 43%&lt;br /&gt;
| 50%&lt;br /&gt;
| 57%&lt;br /&gt;
| 64%&lt;br /&gt;
| 71%&lt;br /&gt;
| 78%&lt;br /&gt;
| 85%&lt;br /&gt;
| 92%&lt;br /&gt;
| 99%&lt;br /&gt;
| 106%&lt;br /&gt;
| 113%&lt;br /&gt;
| 120%&lt;br /&gt;
| 127%&lt;br /&gt;
| 134%&lt;br /&gt;
| 141%&lt;br /&gt;
| 148%&lt;br /&gt;
|header2=&amp;lt;small&amp;gt;Lvl 1: Dmg +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 100%&lt;br /&gt;
| 120%&lt;br /&gt;
| 140%&lt;br /&gt;
| 160%&lt;br /&gt;
| 180%&lt;br /&gt;
| 200%&lt;br /&gt;
| 220%&lt;br /&gt;
| 240%&lt;br /&gt;
| 260%&lt;br /&gt;
| 280%&lt;br /&gt;
| 300%&lt;br /&gt;
| 320%&lt;br /&gt;
| 340%&lt;br /&gt;
| 360%&lt;br /&gt;
| 380%&lt;br /&gt;
| 400%&lt;br /&gt;
| 420%&lt;br /&gt;
| 440%&lt;br /&gt;
| 460%&lt;br /&gt;
| 480%&lt;br /&gt;
|header3=&amp;lt;small&amp;gt;Lvl 2: Dmg +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 200%&lt;br /&gt;
| 240%&lt;br /&gt;
| 280%&lt;br /&gt;
| 320%&lt;br /&gt;
| 360%&lt;br /&gt;
| 400%&lt;br /&gt;
| 440%&lt;br /&gt;
| 480%&lt;br /&gt;
| 520%&lt;br /&gt;
| 560%&lt;br /&gt;
| 600%&lt;br /&gt;
| 640%&lt;br /&gt;
| 680%&lt;br /&gt;
| 720%&lt;br /&gt;
| 760%&lt;br /&gt;
| 800%&lt;br /&gt;
| 840%&lt;br /&gt;
| 880%&lt;br /&gt;
| 920%&lt;br /&gt;
| 960%&lt;br /&gt;
|header4=&amp;lt;small&amp;gt;Lvl 3: Dmg +X%&amp;lt;/small&amp;gt;&lt;br /&gt;
| 300%&lt;br /&gt;
| 360%&lt;br /&gt;
| 420%&lt;br /&gt;
| 480%&lt;br /&gt;
| 540%&lt;br /&gt;
| 600%&lt;br /&gt;
| 660%&lt;br /&gt;
| 720%&lt;br /&gt;
| 780%&lt;br /&gt;
| 840%&lt;br /&gt;
| 900%&lt;br /&gt;
| 960%&lt;br /&gt;
| 1020%&lt;br /&gt;
| 1080%&lt;br /&gt;
| 1140%&lt;br /&gt;
| 1200%&lt;br /&gt;
| 1260%&lt;br /&gt;
| 1320%&lt;br /&gt;
| 1380%&lt;br /&gt;
| 1440%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill navbox}}&lt;br /&gt;
{{Skill navbox assassin}}&lt;br /&gt;
[[Category:Martial Arts skills]]&lt;br /&gt;
[[Category:Assassin skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Dim_Vision&amp;diff=15303</id>
		<title>Dim Vision</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Dim_Vision&amp;diff=15303"/>
				<updated>2009-11-19T01:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dim Vision==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Monsters that have had their vision dimmed no longer see their enemies. They will stand still, or randomly move in short distances, but will fight back against {{iw|melee melee}} attackers.&lt;br /&gt;
* This curse does not work on other players in [[PVP]].&lt;br /&gt;
* Does not work on [[Oblivion Knight]]s, [[SuperUnique]] Monsters and [[Boss]]es.&lt;br /&gt;
* Dim Vision will stack on a monster Cursed with [[Attract]] or [[Confuse]], but will be overwritten by those curses if Dim Vision is active first.&lt;br /&gt;
* Most monsters will not use their special attacks while cursed. [[Blood Lord]]s will not Frenzy, [[Frozen Horror]]s will not use their icy breath, etc.&lt;br /&gt;
* Monsters already pursuing a target will continue pursuing it if hit with Dim Vision. They must reach the target or an obstruction before their AI resets and they go into dimmed mode.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Radius &amp;lt;small&amp;gt;(yards)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2.6&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.0&lt;br /&gt;
| 4.6&lt;br /&gt;
| 5.3&lt;br /&gt;
| 6.0&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8.0&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10.0&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12.0&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14.0&lt;br /&gt;
| 14.6&lt;br /&gt;
| 15.3&lt;br /&gt;
|header2=Duration&lt;br /&gt;
| 7&lt;br /&gt;
| 9&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 17&lt;br /&gt;
| 19&lt;br /&gt;
| 21&lt;br /&gt;
| 23&lt;br /&gt;
| 25&lt;br /&gt;
| 27&lt;br /&gt;
| 29&lt;br /&gt;
| 31&lt;br /&gt;
| 33&lt;br /&gt;
| 35&lt;br /&gt;
| 37&lt;br /&gt;
| 39&lt;br /&gt;
| 41&lt;br /&gt;
| 43&lt;br /&gt;
| 45&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:dimvision.jpg&lt;br /&gt;
Image:dimvision2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Amplify_Damage&amp;diff=15302</id>
		<title>Amplify Damage</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Amplify_Damage&amp;diff=15302"/>
				<updated>2009-11-19T01:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Amplify Damage==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Amplify damage greatly increases the physical damage taken by any afflicted target.  Use this on monsters that are being beaten on by minions or other players. It's of less use for the [[Necromancer]] himself since his {{iw|melee melee}} and bow attacks are so weak. (Some rare melee Necromancer builds not withstanding.)&lt;br /&gt;
* Amplify Damage lowers the targets resistance to physical damage by 100%.&lt;br /&gt;
* Amplify Damage will &amp;quot;break&amp;quot; physical immunity in almost all cases.&lt;br /&gt;
* Amplify Damage teams nicely with [[Corpse Explosion]], since that spell deals 50% fire and 50% physical damage.&lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!'''Physical Resistance Reduction:'''&lt;br /&gt;
| -100%&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Radius &amp;lt;small&amp;gt;(yards)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 2.0&lt;br /&gt;
| 2.6&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.0&lt;br /&gt;
| 4.6&lt;br /&gt;
| 5.3&lt;br /&gt;
| 6.0&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8.0&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10.0&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12.0&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14.0&lt;br /&gt;
| 14.6&lt;br /&gt;
|header2=Duration &amp;lt;small&amp;gt;(seconds)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 17&lt;br /&gt;
| 20&lt;br /&gt;
| 23&lt;br /&gt;
| 26&lt;br /&gt;
| 29&lt;br /&gt;
| 32&lt;br /&gt;
| 35&lt;br /&gt;
| 38&lt;br /&gt;
| 41&lt;br /&gt;
| 44&lt;br /&gt;
| 47&lt;br /&gt;
| 50&lt;br /&gt;
| 53&lt;br /&gt;
| 56&lt;br /&gt;
| 59&lt;br /&gt;
| 62&lt;br /&gt;
| 65&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Amplifydamage.jpg&lt;br /&gt;
Image:Amplifydamage2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Weaken&amp;diff=15301</id>
		<title>Weaken</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Weaken&amp;diff=15301"/>
				<updated>2009-11-19T01:03:08Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weaken==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Amplify Damage]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Lowers the [[physical]] damage the target inflicts by 33%.&lt;br /&gt;
* This spell has no effect on [[elemental]] attacks from monsters or other players in [[PVP]] mode; only physical damage. &lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|4&lt;br /&gt;
!'''Target Damage Reduction'''&lt;br /&gt;
|-33%&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Radius &amp;lt;small&amp;gt;(yards)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 6.0&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8.0&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10.0&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12.0&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14.0&lt;br /&gt;
| 14.6&lt;br /&gt;
| 15.3&lt;br /&gt;
| 16.0&lt;br /&gt;
| 16.6&lt;br /&gt;
| 17.3&lt;br /&gt;
| 18.0&lt;br /&gt;
| 18.6&lt;br /&gt;
|header2=Duration&lt;br /&gt;
| 14.0&lt;br /&gt;
| 16.4&lt;br /&gt;
| 18.8&lt;br /&gt;
| 21.2&lt;br /&gt;
| 23.6&lt;br /&gt;
| 26.0&lt;br /&gt;
| 28.4&lt;br /&gt;
| 30.8&lt;br /&gt;
| 33.2&lt;br /&gt;
| 35.6&lt;br /&gt;
| 38.0&lt;br /&gt;
| 40.4&lt;br /&gt;
| 42.8&lt;br /&gt;
| 45.2&lt;br /&gt;
| 47.6&lt;br /&gt;
| 50.0&lt;br /&gt;
| 52.4&lt;br /&gt;
| 54.8&lt;br /&gt;
| 57.2&lt;br /&gt;
| 59.6&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:weaken.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Weaken&amp;diff=15300</id>
		<title>Weaken</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Weaken&amp;diff=15300"/>
				<updated>2009-11-19T01:01:08Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: bugfix for curses page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' [[Amplify Damage]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Lowers the [[physical]] damage the target inflicts by 33%.&lt;br /&gt;
* This spell has no effect on [[elemental]] attacks from monsters or other players in [[PVP]] mode; only physical damage. &lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|4&lt;br /&gt;
!'''Target Damage Reduction'''&lt;br /&gt;
|-33%&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Radius &amp;lt;small&amp;gt;(yards)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 6.0&lt;br /&gt;
| 6.6&lt;br /&gt;
| 7.3&lt;br /&gt;
| 8.0&lt;br /&gt;
| 8.6&lt;br /&gt;
| 9.3&lt;br /&gt;
| 10.0&lt;br /&gt;
| 10.6&lt;br /&gt;
| 11.3&lt;br /&gt;
| 12.0&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.3&lt;br /&gt;
| 14.0&lt;br /&gt;
| 14.6&lt;br /&gt;
| 15.3&lt;br /&gt;
| 16.0&lt;br /&gt;
| 16.6&lt;br /&gt;
| 17.3&lt;br /&gt;
| 18.0&lt;br /&gt;
| 18.6&lt;br /&gt;
|header2=Duration&lt;br /&gt;
| 14.0&lt;br /&gt;
| 16.4&lt;br /&gt;
| 18.8&lt;br /&gt;
| 21.2&lt;br /&gt;
| 23.6&lt;br /&gt;
| 26.0&lt;br /&gt;
| 28.4&lt;br /&gt;
| 30.8&lt;br /&gt;
| 33.2&lt;br /&gt;
| 35.6&lt;br /&gt;
| 38.0&lt;br /&gt;
| 40.4&lt;br /&gt;
| 42.8&lt;br /&gt;
| 45.2&lt;br /&gt;
| 47.6&lt;br /&gt;
| 50.0&lt;br /&gt;
| 52.4&lt;br /&gt;
| 54.8&lt;br /&gt;
| 57.2&lt;br /&gt;
| 59.6&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:weaken.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox necromancer}}&lt;br /&gt;
[[Category:Curses skills]]&lt;br /&gt;
[[Category:Necromancer skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=15129</id>
		<title>User talk:Leord</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=15129"/>
				<updated>2009-11-04T20:42:48Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, &lt;br /&gt;
I like to help out when I see something I know isn't quite correct, after all, we're all here for the same reason. I've noticed there's a couple of items missing that I might try and add at some point (one of the unique sorceress wands is one, I can't remember the other right now). --(20:57, 21 August 2008 [[User:Luthor|Luthor]]).&lt;br /&gt;
&lt;br /&gt;
: Hi Luthor, I made a reply [http://www.diablowiki.net/User_talk:Leord here]. =) --[[User:Leord|Leord]] 16:01, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hi Leord, thanks for the greets.  This is not my first wiki experience - i've worked on plenty of others including the big one - but I had just re-started my D2 career after a prolonged absence.  Back when I used to rule the world, diabloii.net was the place to go for info.  Now it's diii.net, and diablowiki is just linked off of it - fine and dandy.  Hope I can contribute some more. --[[User:Denzera|Denzera]] 00:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== thanks :) ==&lt;br /&gt;
&lt;br /&gt;
Hello, thanks for the greeting :)&lt;br /&gt;
&lt;br /&gt;
Yes, I saw your message on the calculations talk page, many thanks. I went to the forum, but I admit to not really feeling like giving a real mail address to register - I like my anonymity, which I think I don't abuse ^_-&lt;br /&gt;
&lt;br /&gt;
I do have some experience on wikis. I'm not sure how much I'll contribute here, though, my first goal is trying to figure out calculations formulas :)&lt;br /&gt;
&lt;br /&gt;
[[User:Crazy Dropper|Crazy Dropper]] 22:59, 30 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your talk page. =) --[[User:Leord|Leord]] 15:34, 3 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
::Hello. Yes I do read my talk page, but I don't necessarily reply :)&lt;br /&gt;
::As for levels and such, my suggestion would be to do small basic templates that could be substitued to fast-start a page (I copied from Tristam for the Chaos Sanctuary).&lt;br /&gt;
::[[User:Crazy Dropper|Crazy Dropper]] 15:11, 9 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Moved your comment over to your page, so let's keep this topic there! =) --[[User:Leord|Leord]] 15:24, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== hi ==&lt;br /&gt;
Hi. &amp;lt;br&amp;gt;&lt;br /&gt;
I´m havin no previous experience in dia wiki. Thought I´ll be learning on the way... :D &amp;lt;br&amp;gt;&lt;br /&gt;
And yes I´m from Finland. Dominic isn´t the real name of mine.&amp;lt;br&amp;gt;&lt;br /&gt;
18:14, 9 February 2009 DominicFIN&lt;br /&gt;
: Oki, I'm replying on your page =) --[[User:Leord|Leord]] 15:26, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== re greeting ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the greeting (which is pretty much what everyone else seems to be saying). No, it's not my first edit in a wiki. I used to be quite active on the Guild Wars wiki, and I've changed my share of words on Wikipedia, as well.&lt;br /&gt;
&lt;br /&gt;
I haven't had time to look, but, for instance, on items pages, there's a block of repeated information. Is it templated? [[User:MarauderIIC|MarauderIIC]] 05:28, 18 February 2009 (CET)&lt;br /&gt;
:I see they haven't. Templated all the set items! Feel free to spread the word about/be aware of [[Template:All Set Notes]], [[Template:Armor Notes]], [[Template:Weapon Notes]],  [[Template:Shield Notes]], and [[Template:General Item Notes]] since you seem to be on top of things around here. :) [[User:MarauderIIC|MarauderIIC]] 09:01, 18 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Just in case you go here for your updates, I replied on your page, and we can keep the discussion in one page =) --[[User:Leord|Leord]] 15:21, 26 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Re: Greeting ==&lt;br /&gt;
Hope this isn't some kind of faux-pas. &amp;lt;br&amp;gt;&lt;br /&gt;
Taking my cues from MarauderIIC, this is a quick &amp;quot;received, responding&amp;quot;, and referring you to my full reply [http://www.diablowiki.net/User_talk:Sing_in_Silence here].&lt;br /&gt;
&lt;br /&gt;
Hello, and thanks for the greeting. &amp;lt;br&amp;gt;&lt;br /&gt;
This is (was?) my first wiki edit, anywhere, so I've got a lot to learn (about the etiquette, syntax, interface, etc.) (Edit: Timestamp.)  --[[User:Sing in Silence|Sing in Silence]] 03:35, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your page =) --[[User:Leord|Leord]] 13:38, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (standard greeting thanks response) ==&lt;br /&gt;
Yes I do have wiki experience. To be honest what I did was just a copy/paste job so it wasn't much. I'm back after a very long absence do D2X and basically am just trying to figure out what I can make with my crappy low-level runes. I'll probably do the rest of them this weekend. --[[User:Danco|Dan]]&lt;br /&gt;
:Haha, contrary to what you might believe, I don't have a standard response. I just often write very similar, so it has been kind of ingrained in me =) Really glad to have another experienced wiki user here, regardless, have you done it in DW before, or wikipedia, or the like? --[[User:Leord|Leord]] 15:43, 2 April 2009 (CEST)&lt;br /&gt;
::Corporate wikis --[[User:Danco|Dan]]&lt;br /&gt;
:::Ah, that makes sense. I assume the style might be a bit different? Two things I thought about: Could you do the full signature, so date also is added? and it's usually custom to keep a discussion where it started, like, I could keep the discuttion at your page if someone posted there =) I spend many hours making the help section, and the [[Help:Talk]] is usefull for all the quirks of the DiabloWiki =)&lt;br /&gt;
&lt;br /&gt;
::: Got any new project brewing? --[[User:Leord|Leord]] 17:23, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
Hey Leord,&lt;br /&gt;
&lt;br /&gt;
I looked into the changes you'd like for the skill progression template (D3 support, 5 lvl vs 20 lvl skills).  It is possible and fairly easy, however, you would have to install a couple extensions to mediawiki and be running v1.14 or later (I'm assuming you're using 2.0).  &lt;br /&gt;
&lt;br /&gt;
http://www.mediawiki.org/wiki/Extension:Loops&lt;br /&gt;
&lt;br /&gt;
This extension would allow loop programming logic, so combine that with #if and #switch and the sky is the limit.  It does also require the variable extension to be installed for it to work.  If you're able to get these installed let me know and I can update the templates to support D3 (and probably be able to create some other pretty cool features).  [[User:JMJimmy|JMJimmy]] 18:33, 26 October 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Oh, awesome! Will talk to Rushster, the Diii.net admin, who also adds things to DW :) --[[User:Leord|Leord]] 18:35, 26 October 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
::Any word? [[User:JMJimmy|JMJimmy]] 21:42, 4 November 2009 (CET)&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=15128</id>
		<title>User talk:Leord</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=15128"/>
				<updated>2009-11-04T20:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, &lt;br /&gt;
I like to help out when I see something I know isn't quite correct, after all, we're all here for the same reason. I've noticed there's a couple of items missing that I might try and add at some point (one of the unique sorceress wands is one, I can't remember the other right now). --(20:57, 21 August 2008 [[User:Luthor|Luthor]]).&lt;br /&gt;
&lt;br /&gt;
: Hi Luthor, I made a reply [http://www.diablowiki.net/User_talk:Leord here]. =) --[[User:Leord|Leord]] 16:01, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hi Leord, thanks for the greets.  This is not my first wiki experience - i've worked on plenty of others including the big one - but I had just re-started my D2 career after a prolonged absence.  Back when I used to rule the world, diabloii.net was the place to go for info.  Now it's diii.net, and diablowiki is just linked off of it - fine and dandy.  Hope I can contribute some more. --[[User:Denzera|Denzera]] 00:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== thanks :) ==&lt;br /&gt;
&lt;br /&gt;
Hello, thanks for the greeting :)&lt;br /&gt;
&lt;br /&gt;
Yes, I saw your message on the calculations talk page, many thanks. I went to the forum, but I admit to not really feeling like giving a real mail address to register - I like my anonymity, which I think I don't abuse ^_-&lt;br /&gt;
&lt;br /&gt;
I do have some experience on wikis. I'm not sure how much I'll contribute here, though, my first goal is trying to figure out calculations formulas :)&lt;br /&gt;
&lt;br /&gt;
[[User:Crazy Dropper|Crazy Dropper]] 22:59, 30 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your talk page. =) --[[User:Leord|Leord]] 15:34, 3 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
::Hello. Yes I do read my talk page, but I don't necessarily reply :)&lt;br /&gt;
::As for levels and such, my suggestion would be to do small basic templates that could be substitued to fast-start a page (I copied from Tristam for the Chaos Sanctuary).&lt;br /&gt;
::[[User:Crazy Dropper|Crazy Dropper]] 15:11, 9 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Moved your comment over to your page, so let's keep this topic there! =) --[[User:Leord|Leord]] 15:24, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== hi ==&lt;br /&gt;
Hi. &amp;lt;br&amp;gt;&lt;br /&gt;
I´m havin no previous experience in dia wiki. Thought I´ll be learning on the way... :D &amp;lt;br&amp;gt;&lt;br /&gt;
And yes I´m from Finland. Dominic isn´t the real name of mine.&amp;lt;br&amp;gt;&lt;br /&gt;
18:14, 9 February 2009 DominicFIN&lt;br /&gt;
: Oki, I'm replying on your page =) --[[User:Leord|Leord]] 15:26, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== re greeting ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the greeting (which is pretty much what everyone else seems to be saying). No, it's not my first edit in a wiki. I used to be quite active on the Guild Wars wiki, and I've changed my share of words on Wikipedia, as well.&lt;br /&gt;
&lt;br /&gt;
I haven't had time to look, but, for instance, on items pages, there's a block of repeated information. Is it templated? [[User:MarauderIIC|MarauderIIC]] 05:28, 18 February 2009 (CET)&lt;br /&gt;
:I see they haven't. Templated all the set items! Feel free to spread the word about/be aware of [[Template:All Set Notes]], [[Template:Armor Notes]], [[Template:Weapon Notes]],  [[Template:Shield Notes]], and [[Template:General Item Notes]] since you seem to be on top of things around here. :) [[User:MarauderIIC|MarauderIIC]] 09:01, 18 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Just in case you go here for your updates, I replied on your page, and we can keep the discussion in one page =) --[[User:Leord|Leord]] 15:21, 26 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Re: Greeting ==&lt;br /&gt;
Hope this isn't some kind of faux-pas. &amp;lt;br&amp;gt;&lt;br /&gt;
Taking my cues from MarauderIIC, this is a quick &amp;quot;received, responding&amp;quot;, and referring you to my full reply [http://www.diablowiki.net/User_talk:Sing_in_Silence here].&lt;br /&gt;
&lt;br /&gt;
Hello, and thanks for the greeting. &amp;lt;br&amp;gt;&lt;br /&gt;
This is (was?) my first wiki edit, anywhere, so I've got a lot to learn (about the etiquette, syntax, interface, etc.) (Edit: Timestamp.)  --[[User:Sing in Silence|Sing in Silence]] 03:35, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your page =) --[[User:Leord|Leord]] 13:38, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (standard greeting thanks response) ==&lt;br /&gt;
Yes I do have wiki experience. To be honest what I did was just a copy/paste job so it wasn't much. I'm back after a very long absence do D2X and basically am just trying to figure out what I can make with my crappy low-level runes. I'll probably do the rest of them this weekend. --[[User:Danco|Dan]]&lt;br /&gt;
:Haha, contrary to what you might believe, I don't have a standard response. I just often write very similar, so it has been kind of ingrained in me =) Really glad to have another experienced wiki user here, regardless, have you done it in DW before, or wikipedia, or the like? --[[User:Leord|Leord]] 15:43, 2 April 2009 (CEST)&lt;br /&gt;
::Corporate wikis --[[User:Danco|Dan]]&lt;br /&gt;
:::Ah, that makes sense. I assume the style might be a bit different? Two things I thought about: Could you do the full signature, so date also is added? and it's usually custom to keep a discussion where it started, like, I could keep the discuttion at your page if someone posted there =) I spend many hours making the help section, and the [[Help:Talk]] is usefull for all the quirks of the DiabloWiki =)&lt;br /&gt;
&lt;br /&gt;
::: Got any new project brewing? --[[User:Leord|Leord]] 17:23, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
Hey Leord,&lt;br /&gt;
&lt;br /&gt;
I looked into the changes you'd like for the skill progression template (D3 support, 5 lvl vs 20 lvl skills).  It is possible and fairly easy, however, you would have to install a couple extensions to mediawiki and be running v1.14 or later (I'm assuming you're using 2.0).  &lt;br /&gt;
&lt;br /&gt;
http://www.mediawiki.org/wiki/Extension:Loops&lt;br /&gt;
&lt;br /&gt;
This extension would allow loop programming logic, so combine that with #if and #switch and the sky is the limit.  It does also require the variable extension to be installed for it to work.  If you're able to get these installed let me know and I can update the templates to support D3 (and probably be able to create some other pretty cool features).  [[User:JMJimmy|JMJimmy]] 18:33, 26 October 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Oh, awesome! Will talk to Rushster, the Diii.net admin, who also adds things to DW :) --[[User:Leord|Leord]] 18:35, 26 October 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
::Any word?&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Things_you_should_know_about_Diablo_2&amp;diff=14931</id>
		<title>Things you should know about Diablo 2</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Things_you_should_know_about_Diablo_2&amp;diff=14931"/>
				<updated>2009-10-28T04:58:15Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* How can I stop monsters from regenerating? */ PMH merc bug added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This massive FAQ-like compilation of interesting D2 tidbits was put together by Ernir and posted on the old Battle.net forums. ([http://classic.battle.net/forums/thread.aspx?fn=d2-general&amp;amp;t=1312543 Source].) The version here in this wiki is reformatted and has had numerous links added to additional information and images.&lt;br /&gt;
&lt;br /&gt;
=How do Traps and Rainbow Facets work together?=&lt;br /&gt;
&lt;br /&gt;
The -res% and +damage% on [[Griffon's Eye]] and [[Facets]] do not add to trap damage. With the exceptions of Fire Blast and Shock Web, the Assassin Traps are considered minions by the game. Your minions do not benefit from any -res% or +damage% your character has.&lt;br /&gt;
&lt;br /&gt;
Note that Sorceress Hydras benefit from both Fire Mastery and Facets. This exception is explained by T-Hawk:&lt;br /&gt;
&lt;br /&gt;
::The missiles fired by Hydra have a special-case check of their caster's &amp;quot;+% Fire Skill Damage&amp;quot; ability. That's why Hydra works with Fire Mastery and Facets. This check was added in version 1.05; before that, Fire Mastery didn't boost Hydra damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Can immunities be removed?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. [[Monsters]] immune to a damage type are classified as monsters with 100 or more percentage resistance to the damage type in question. If you lower the monster's resistance below 100%, you can damage the monster.&lt;br /&gt;
&lt;br /&gt;
There are only two things that can remove elemental immunities: The Paladin's Conviction aura, and the Necromancer's Lower Resist curse. Conviction Aura also doesn't affect Poison resistance. The Necromancer curses Amplify damage and Decrepify can remove physical immunity.&lt;br /&gt;
&lt;br /&gt;
All other types of -resist (Facets, Cold Mastery, Griffon's Eye) do NOT have an effect on immune monsters.&lt;br /&gt;
&lt;br /&gt;
Also, all the spells mentioned above work at 20% efficiency when dealing with immune monsters. Example: A hell Doom Knight has 110% Fire resist, meaning it is immune to fire. That Doom Knight is hit by a level 3 Conviction Aura, which under normal circumstances would lower the monster's fire resistance by 40%. However, since the monster is immune, the Conviction aura only works at 20% efficiency, making those 40% in effect only 8%. The calculation is: 110 - 40*0.2 = 102 fire res, making the monster still immune.&lt;br /&gt;
&lt;br /&gt;
This fact makes it much harder to break immunities. There are monsters whose immunities are simply impossible to break. Hell Oblivion Knights, for example, have 180% cold resist. Doesn't matter what you throw at it, it is impossible to break.&lt;br /&gt;
&lt;br /&gt;
Even though you can combine Lower Resist and Conviction (the resist reduction percentages are simply lumped together and the combined number reduced to 20%), any resist &amp;gt;= 145 can not be broken, even with a Level 25 Conviction (-150% Resist All) and a Level 60 Lower Resist (-70% Resist All). Thanks to Technomage-C01 and BIGeyedBUG for pointing that out, and Tommi and Adeyke for the information.&lt;br /&gt;
&lt;br /&gt;
-res from items and other skills are not completely useless when dealing with immune monsters, though, because once the immunity has been broken, these items take effect.&lt;br /&gt;
&lt;br /&gt;
Physical immune monsters are monsters with a physical resistance of 100 or more. This immunity can (as mentioned above) be removed using the curses Amplify damage (which gives -100% physical resist) or Decrepify (which gives -50% physical resist). Again, the same penalties apply to Amplify Damage and Decrepify as to the elemental immunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do I spend my stat points for build x?=&lt;br /&gt;
&lt;br /&gt;
For 95% of post-1.10 character builds, this is the recommended stat distribution:&lt;br /&gt;
* Strength - enough for gear.&lt;br /&gt;
* Dexterity - enough for gear or a block rate of 75% should you choose to.&lt;br /&gt;
* Vitality - everything else.&lt;br /&gt;
* Energy - in most cases nothing. Extremely mana-hungry casters may want to spend some here, but at the cost of the life vitality provides.&lt;br /&gt;
&lt;br /&gt;
Thanks to Posterboy: Major exceptions from this rule include &amp;quot;glass cannon&amp;quot; Bowazons and Energy Shield Sorceresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do I get to Über Tristram/what do the Keys do/what are the &amp;quot;Übers&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
* [[Pandemonium Event]] quest details.&lt;br /&gt;
&lt;br /&gt;
Loosely based on a post made by Armaege:&lt;br /&gt;
&lt;br /&gt;
The 1.11 patch added to the game a so called &amp;quot;Pandemonium Event&amp;quot; available ONLY on the realms, in hell difficulty.&lt;br /&gt;
To trigger the event, you must collect items called keys. There are three types. The Countess drops the Key of Terror, the false Summoner drops the Key of Hate, and Nihlathak drops the Key of Destruction.&lt;br /&gt;
&lt;br /&gt;
When you have collected three keys, go anywhere in the town of Harrogath in Act 5 and transmute these three keys together in the Horadric Cube. One of three portals will open, to the Furnace of Pain, the Matron's Den, or the Forgotten Sands, in which you will fight Über-Izual, an Andariel-like creature called Lilith and Über Duriel respectively.&lt;br /&gt;
&lt;br /&gt;
Each of these bosses drops one of the Prime Evil's relics, Lilith drops &amp;quot;Diablo's Horn&amp;quot;, Über Duriel drops Baal's Eye, and Über Izual drops Mephisto's Brain.&lt;br /&gt;
&lt;br /&gt;
When you have collected all three relics (a.k.a. body parts) you must go back to Harrogath, and transmute the three relics. This will open a portal to Über Tristram, where you will fight improved versions of the Prime Evils all at once - the Übers. Prepare for the hardest fight of your D2 career.&lt;br /&gt;
&lt;br /&gt;
The last of the Prime Evils you kill will drop a large charm called the Hellfire Torch. It gives 3+ to the skill levels of a random character class, 10-20 to all resistances and attributes, a chance to cast Diablo's Firestorm on striking, 8+ to light radius and Hydra charges. This is your reward for all the trouble of collecting keys, relics, and killing the Übers.&lt;br /&gt;
&lt;br /&gt;
The last Über that goes down also drops a &amp;quot;Standard of Heroes&amp;quot;, one for each player in the game. These do not do anything, as far as anyone knows. They are trophies, nothing more.&lt;br /&gt;
&lt;br /&gt;
=What does Standard of Heroes do?=&lt;br /&gt;
&lt;br /&gt;
I repeat, there is no known use for the Standard of Heroes small charm. On this matter, I am going to quote the Blizzard forum moderator MicahW.&lt;br /&gt;
&lt;br /&gt;
::''The Standard of Heroes is a trophy you get for having completed the patch 1.11 world event.&lt;br /&gt;
&lt;br /&gt;
And if you don't believe MicahW, Blizzard forum moderator NickJS said this:&lt;br /&gt;
&lt;br /&gt;
::''They are merely trophies. If we ever release a future patch hopefully we implement a &amp;quot;trophy case&amp;quot; to put these in. Available in Maple or Oak. You could have your friends over and show them off!&lt;br /&gt;
&lt;br /&gt;
There is absolutely nothing that suggests it has a function besides looking pretty. All rumours that say otherwise are products of someone's overactive imagination, or a pitiful scam attempt. Why it has a level requirement is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How frequently do &amp;quot;the Keys&amp;quot; drop?=&lt;br /&gt;
&lt;br /&gt;
Adeyke had this to say on the matter:&lt;br /&gt;
&lt;br /&gt;
::''Key of Terror has a 1/14 chance of dropping per kill in a 1-player game. Key of Hate has a 1/11 chance, while Key of Destruction has a 1/12 chance&lt;br /&gt;
You can get two, three, or possibly even more keys from a single drop.&lt;br /&gt;
&lt;br /&gt;
These keys are nonmagical and your chance to find magic items does NOT have an effect on their drop rate. However, having more players in the game will increase your chances.&lt;br /&gt;
&lt;br /&gt;
Note that even though you can find the keys in Single Player, they do not do anything there. The Pandemonium Event is exclusive to the Realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why do the Vipers in the Halls of Vaught kill my GOSU char in one hit?=&lt;br /&gt;
Explanation by Gta-maloy]:&lt;br /&gt;
&lt;br /&gt;
::A percentage of their charge damage is included in the secondary cloud of poison. The AoE cloud. This means that you could avoid the initial poison from the spear but still get the physical + poison damage of the cloud should you run into it.&lt;br /&gt;
&lt;br /&gt;
::THE CLOUD IS NOT VISIBLE. This is why many people think they get killed by something that isn't really there. The cloud will stay about five seconds AFTER the initial spear's cloud vanishes. If you do not move in this time, the second cloud will not effect you. Getting knocked back will also not trigger the second cloud. You will get poisoned by the viper and get a nice percentage of life taken away from you but it won't be over time.&lt;br /&gt;
&lt;br /&gt;
;;Best thing to do is stand still when they fire or run past them at high velocity. The cloud will only form a second or two after the spear is thrown, this gives more than enough time for a character to run past them. Should you need to stop... stop and don't run or walk until five seconds after all the clouds have gone.&lt;br /&gt;
&lt;br /&gt;
As for whether or not this is a bug; Blizzard forum moderator MicahW made the following statement:&lt;br /&gt;
&lt;br /&gt;
Wheres the fix on those pesky Tomb Viper in Nihlathak place?&lt;br /&gt;
&lt;br /&gt;
::Working as intended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does Über Mephisto's Conviction aura work?=&lt;br /&gt;
&lt;br /&gt;
Exactly like the corresponding Paladin aura. Über Mephisto's Conviction is level 20, and lowers your resistances to fire, lightning and cold by 125%. There are two very popular ways to get around that:&lt;br /&gt;
&lt;br /&gt;
1) Stack your resists. Even though they are &amp;quot;capped&amp;quot; at 75% all resist, anything above 75% still gets counted when your resistances are lowered. If your resists are stacked more than 125% over your max, Mephisto's Conviction will do you no harm.&lt;br /&gt;
&lt;br /&gt;
2) Override the effect of Mephisto's Conviction by using a higher level Conviction aura yourself. Yes, that's right. If the level of your Conviction aura is 21 or higher, Mephisto's Conviction will not affect you. Your hirelings, minions, and party members, however, will still take full penalty from the aura, so this is really a selfish but easy way to get rid of his aura.&lt;br /&gt;
&lt;br /&gt;
Note on overriding Conviction - According to Sol1's and The_Terror_Lord's testing, both auras &amp;quot;work&amp;quot; if the skill levels are equal, meaning both you and Über Mephisto suffer the resistance and defense penalties. You need a higher level aura to override the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Do mercenaries hired at lower levels gain better stats?=&lt;br /&gt;
&lt;br /&gt;
No. No matter what you may have heard until now, the level at which the merc is hired is completely irrelevant. What does matter is the difficulty in which it was originally hired. A merc hired in normal has better stats than the same type of merc hired in nightmare, and a merc hired in nightmare has better stats than the same type of merc hired in hell. You should always hire your mercs in normal unless you need a specific aura from a nightmare act 2 merc.&lt;br /&gt;
* [[Mercenaries]] basic information.&lt;br /&gt;
* Hugely detailed [[Mercenary Guide]] with strategy, skill levels, and tons more information about mercs.&lt;br /&gt;
&lt;br /&gt;
=Can socketed runes poof?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. Socketing a dupe protects it from &amp;quot;Passive Ruststorm&amp;quot; which is run when you enter and exit games. There is, however, nothing that can be done to save your precious dupes from the wrath of the Full Ruststorm. If your duped Enigma did survive, you were simply lucky, or you were on non-ladder where Full Ruststorm has never been run.&lt;br /&gt;
&lt;br /&gt;
Ortliebj said it best:&lt;br /&gt;
&lt;br /&gt;
::Full Ruststorm v2.5 will delete &amp;quot;dirty&amp;quot; items, even if they are components of other items. Full Ruststorm was last run in August of last year (2nd week, iirc).&lt;br /&gt;
&lt;br /&gt;
::It will also delete items that have been tampered with in attempts to fool the Ruststorm process. In other words, personalizing your Engima won't help, so don't even try it. All eleven different attempts/strategies of which I am aware to try and circumvent this process have failed.&lt;br /&gt;
&lt;br /&gt;
::When a full active Ruststorm is actually run, illegitimate items of types you've never even dreamed about will be deleted and/or invalidated. &lt;br /&gt;
&lt;br /&gt;
If you have had an item disappear from your inventory, it most likely was a dupe that Ruststorm caught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is the &amp;quot;strength bug&amp;quot;, and how does it work?=&lt;br /&gt;
&lt;br /&gt;
There are two glitches commonly referred to as the &amp;quot;strength bug&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one is rather harmless. When you don't have the base stats needed to equip an item, other players will not see the item, even though they are there and take full effect. This can be quite humorous when a &amp;quot;naked&amp;quot; barbarian stands in the middle of a monster pack and &amp;quot;punches&amp;quot; them to death. Another example is when Amazons throw Lightning Furies with their bare hands. This is not a hack, merely a display issue.&lt;br /&gt;
&lt;br /&gt;
The second glitch is somewhat more serious. This is when you do not have the base OR end stats to equip an item that has +stats, making the item sustain itself. Example:&lt;br /&gt;
&lt;br /&gt;
Your character has 150 strength after all gear, excluding the shield. You want to equip a Stormshield. In order to reach the 156 strength required, you put a charm in your inventory that gives you +6 to strength, giving you 156 strength, enough for Monarchs. You can now equip the shield. This brings your total strength to 186 with the strength bonus from the Stormshield. Now this is where the glitch comes is: You can now remove the charm from your inventory, but the +strength from the shield will still be enough to equip the shield. The shield is now, in effect, supporting itself. This is an extremely dangerous practise, because if you die, you will not be able to reequip all of your gear, so if you die again, you will be left with multiple corpses. Since only one corpse (the one with the most valuable items... in gold) will be transferred to the next game you enter, abusing this glitch to save stat points is an excellent way to lose your gear. Excepted from this are hardcore players, who lose all their gear anyway when they die.&lt;br /&gt;
&lt;br /&gt;
On a related note, using +stats from items to equip other items is not a &amp;quot;glitch&amp;quot;. This is perfectly natural. However, doing this can sometimes result in needing to click your corpse multiple times to get all your gear back, and having to pick up and reequip items when you enter a game. The order that items are respawned on your character was provided by Ortliebj:&lt;br /&gt;
# Head&lt;br /&gt;
# Neck&lt;br /&gt;
# Torso&lt;br /&gt;
# Right Hand *&lt;br /&gt;
# Left Hand&lt;br /&gt;
# Right Ring&lt;br /&gt;
# Left Ring&lt;br /&gt;
# Belt&lt;br /&gt;
# Feet&lt;br /&gt;
# Gloves&lt;br /&gt;
# Inventory (meaning charms, etc.)&lt;br /&gt;
* * Right hand from the character's perspective, so glove side and then boot side.&lt;br /&gt;
&lt;br /&gt;
Ruvunal discovered the initial order of item pickup upon corpse retrieval. He tested, verified and updated it after 1.09 and 1.10.&lt;br /&gt;
&lt;br /&gt;
Meaning... if your helm provides you with the stats you need to equip your armor, you will only need to click your corpse once. However, if your armor provides you with the strength you need to equip your helm, you will have to click twice, as the helm is left on the ground the first time you click.&lt;br /&gt;
&lt;br /&gt;
Using +stats CAN cause you to lose items if you are killed the moment you are clicking to pick up your items and the order doesn't match with the strength requirements of the items. This is no where near as dangerous as glitch-equipping your gear, but it is nevertheless something to keep in mind.&lt;br /&gt;
&lt;br /&gt;
Addition pointed out by Bonkshasa - if you have enough room in your backpack to pick up all your items, you won't lose them, even if you are not able to equip them right away. This is rarely the case these days (when PvPing your inventory is full of charms, and in PvM the potions from your belt probably filled up any available space already), but this could very well be the difference between losing your Crown of Ages or keeping it.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The factual accuracy of the item pickup order is currently under dispute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does the +damage from Grief and Astreon's work? And why does it look so low on the character screen?=&lt;br /&gt;
&lt;br /&gt;
In most cases, the +damage from weapons such as Grief, Astreon's Iron Wand, and Stonecrusher adds directly to the weapon's base damage, meaning it is multiplied by pretty much everything. This is what can easily make a good Grief the most damaging one-hand weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this bonus to the base damage does not show up on the Lying Character Screen, not correctly at any rate. That is simply because it is out of date. I don't think the LCS has been fully updated for LoD yet.&lt;br /&gt;
&lt;br /&gt;
To see your REAL damage, use [http://baronsbazaar.invisionzone.com/ppr PPR's Weapon Damage Calculator].&lt;br /&gt;
&lt;br /&gt;
Note that there are exceptions from this rule. Vengeance, for example, does not seem to use the added +damage as base weapon damage. Mikeandroe performed a series of tests on how the Vengeance damage is calculated, and the results can [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=50089 be found here]. &lt;br /&gt;
&lt;br /&gt;
On the other hand, when Smite is used, the +damage is added directly to the shield's base damage. Because the most damaging Paladin shield in the game deals 46.5 average damage, the +damage makes a HUGE difference. This is why Grief and Astreon's IW are so popular (and possibly unbalancing) for Smiters.&lt;br /&gt;
The [[Smite FAQ]] by Oramin and Bloodshrike explains Smite in detail.&lt;br /&gt;
&lt;br /&gt;
The Assassin kick attacks do not benefit from +damage in any way. Blade Fury and Blade Sentinel also do not benefit from it, although the display is incorrect. Thanks to BIGeyedBUG for bringing it to my attention, and adeyke for the information.&lt;br /&gt;
&lt;br /&gt;
=How much dexterity do I need to reach max block at level x with shield y with character z?=&lt;br /&gt;
&lt;br /&gt;
[http://baronsbazaar.invisionzone.com/ppr PPR's Block Calculator] can answer that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How can I stop monsters from regenerating?=&lt;br /&gt;
&lt;br /&gt;
There are three ways:&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prevent Monster Heal&amp;quot; mod. It prevents all monsters except the Pandemonium Übers from regenerating. The Übers have been specifically made immune. Mercenaries do not apply &amp;quot;Prevent Monster Heal&amp;quot; effect, regardless of equipment.&lt;br /&gt;
&lt;br /&gt;
Poison. Monsters do not regenerate while poisoned. Once the poison wears off, however, they start regenerating again.&lt;br /&gt;
&lt;br /&gt;
Open Wounds. Being affected by open wounds automatically sets the monsters' regeneration rate to a negative value.&lt;br /&gt;
&lt;br /&gt;
Also note that these methods only negate natural regeneration. Things such as healing spells, the Prayer aura, healing potions and life leech should still work.&lt;br /&gt;
&lt;br /&gt;
=How can upgraded items get a lower Defense than the item had before?=&lt;br /&gt;
&lt;br /&gt;
Upgrading items does not guarantee higher stats. All it does is take a normal base item to exceptional status, or an exceptional item to elite status. The end stats depend on the stats of the upgraded base item. Vampire Gaze is probably the most famous example.&lt;br /&gt;
&lt;br /&gt;
Grim helms have a defense range of 60-125. All Vampire Gaze Grim Helms have a defense of 252. This is due to the fact that when armors spawn with the enhanced defense mod, the defense is invariably set at max +1. When we are dealing with a Vampire Gaze, the base item's defense of 126 receives a 100% bonus = 252 defense.&lt;br /&gt;
&lt;br /&gt;
However, when the item is upgraded, the base defense is rerolled. The defense range of Bone Visages is 100-157. Which means that a Vampire Gaze with a base item defense of 126 has a very good chance of being turned into a Bone Visage with a lower defense. In case of the worst roll imaginable, your 252 defense Vampire Gaze would go down to 200. Not good.&lt;br /&gt;
&lt;br /&gt;
[http://www.cs.colostate.edu/%7Edeykea/d2armours.html Adeyke's upgrade calculator] shows how upgrading will affect the various unique items.&lt;br /&gt;
&lt;br /&gt;
Note that in the 1.10 patch, ethereal armors would lose their ethereal defense bonus when upgraded, in addition to having their defense rerolled. This is no longer the case, ethereal items now retain their defense bonus (although the hack fix implemented had most unfortunate side effects). Adeyke's page still shows ethereal upgraded items with the same defense as non-ethereal ones, but nevertheless, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What level requirement will my upgraded rare item get?=&lt;br /&gt;
&lt;br /&gt;
Syrith had this to say:&lt;br /&gt;
&lt;br /&gt;
::Upgrading rare/unique from normal to exceptional: +5 levels to base req&lt;br /&gt;
::Upgrading rare/unique from exceptional to elite: +7 levels to base req&lt;br /&gt;
::Upgrading rare/unique from normal to elite: +12 levels to base req&lt;br /&gt;
&lt;br /&gt;
Examples by Daten (slightly modified to represent updated information):&lt;br /&gt;
&lt;br /&gt;
::If the item that will be upgraded has a Level Req. higher than the upgraded base item, it will get +5 Req. Example: Rare Long Sword (Lev 48 Req (the Level is determined by the Mods on the Sword)) upgrade to Rare Rune Sword (Lev 53 Req)&lt;br /&gt;
&lt;br /&gt;
::If the requirements are lower than the Base Item Requirements, the upgraded Item will get: Requirement on upgraded Base Item + 5.&lt;br /&gt;
&lt;br /&gt;
::Rare Sharkskin Boots (Lev 25 Req (Level is determined by the Base Item Requirements)) upgrade to Scarabshell Boots (Lev 56 Req (Scarabshell Boots = 49, +7))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Can +to Holy Shield spawn on white scepters in 1.10/1.11?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. They are obscenely rare, but they can. Normally, Holy Shield is not allowed to spawn on sceptres. However, if the game has failed six times in finding an &amp;quot;allowed staffmod&amp;quot; for the sceptre, it picks the one that was rolled last, regardless of whether or not it is on the &amp;quot;allowed list&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you do not want to take my word for it, here is [http://img.photobucket.com/albums/v153/Ernir/bnetmoment/HolyShield.jpg a screenshot of one], provided by Nucularterraist. It was taken in early ladder season three.&lt;br /&gt;
&lt;br /&gt;
It has not been altered in any way. I didn't even crop the image to remove the sophisticated background chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What runes can you get from the Hellforge Quest on each difficulty level?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Normal: El - Amn&lt;br /&gt;
* Nightmare: Sol - Um&lt;br /&gt;
* Hell: Hel - Gul&lt;br /&gt;
&lt;br /&gt;
Notes: You get exactly one rune only per quest completion. There is an equal chance (1/11) of getting each rune available. Having more players in your party when you complete the quest does not increase the number of runes (although you do get more gems). So it is generally a good idea to unparty/leave the game if more than one person needs to complete the quest.&lt;br /&gt;
&lt;br /&gt;
Also note that Gul is the highest rune that can drop from the Hellforge on any difficulty. The runes from Vex-Zod are impossible to get from the Forge. If someone claims they got a rune above Gul from the Forge, that person is either lying or suffers from an overactive imagination. Hephasto the Armorer can drop any rune in the game, but the Forge itself can only drop up to Gul.&lt;br /&gt;
&lt;br /&gt;
* [[Rune Finder Guide by Urlik|Urlik's massive rune finding guide]].&lt;br /&gt;
* [[Level_1_Rushing|Level 1 rune rushing guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=My Merc wears an Infinity Polearm, will the -55% Light Res work for my Sorceress/Trapsin/Tesladin?=&lt;br /&gt;
&lt;br /&gt;
No it won't. -x% Elemental Damage (Cold,Fire,Lightning,Poison), as well as +x% Elemental Damage work like Sorceress Masteries. Both modifiers are only applied for attacks dealt by the Player that wears the Item (since Traps and Skeletal Mages are treated as Minons, this won't increase their Damage (see 1.)! Having the Item with the -x%/+x% Damage on the Weapon-Switch won't help either.&lt;br /&gt;
&lt;br /&gt;
+x% Fire/Light/Cold Damage is added to the Sorcs Fire-, Cold- or Lightmastery. A Lightsorc with lev 31 Lightning Mastery (+410%) will only get a tiny damage Boost from a +5% Lightfacet (415%). That's why Cold Sorcs look for +5%/-x% Facets and Fire/Lightsorcs prefer +x%/-5% Facets.&lt;br /&gt;
&lt;br /&gt;
To get back to the original Question: A lot of Builds that rely on Elemental Damage equip their Merc with an Infinity Polearm because of the Conviction Aura, not because of the -x% Lightning Resistance.&lt;br /&gt;
&lt;br /&gt;
The above section was provided by Daten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why do people talk about the &amp;quot;Lying Character Screen&amp;quot;, or LCS?=&lt;br /&gt;
&lt;br /&gt;
Because the screen flat out LIES about many important stats. Meaning that the numbers you see on the character screen are not the numbers the game actually uses. I do not think it has had any major updates since 1.06, so things like +damage modifiers, off-weapon ED%, etc. are NOT displayed correctly, if at all.&lt;br /&gt;
&lt;br /&gt;
Gta-maloy] had this to say about it:&lt;br /&gt;
::That screen, in many circumstances, only properly shows resistances, the character's level, the experience gained and the damage dealt for the first two levels.&lt;br /&gt;
&lt;br /&gt;
::After that is done, it sucks.&lt;br /&gt;
&lt;br /&gt;
::Once you die, the Anya bug is not listed. (interjection: I, Ernir, will discuss the Anya bug below)&lt;br /&gt;
&lt;br /&gt;
::Masteries and synergies are not properly multiplied together, damage modifiers are completely ignored, the equations used for AR and damage are outdated....&lt;br /&gt;
&lt;br /&gt;
::The chance to block seems alright though&lt;br /&gt;
&lt;br /&gt;
Ortliebj added this:&lt;br /&gt;
&lt;br /&gt;
::It is broken by the time you reach a place called the &amp;quot;Den of Evil&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::There's even an old bug where your name can be displayed incorrectly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is the &amp;quot;Anya bug&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
Those who have finished the game know that when you have rescued Anya in act 5, Malah gives you a Scroll of Resistance that &amp;quot;permanently&amp;quot; increases your resistances to the elements. But we also know that Malah did not make it past Firebolt casting 101. That shoddy little scroll does not work quite the way it is supposed to.&lt;br /&gt;
&lt;br /&gt;
When the scroll is cast, it does increase your resistances. But when you die, that bonus is lost, even though it does is not displayed on the Lying Character Screen. The bonus is regained when you reenter the game, but for the rest of the game in which you died, your resists are really 10% lower for each Malah scroll you used - up to 30%. That is quite a difference. Your paladin may not have 90% resist all, maybe he has 60% all res.&lt;br /&gt;
&lt;br /&gt;
This is of special concern to duelers, who often die multiple times in each game - and it also means that if you lose to an elemental attack once, you are likely to keep losing.&lt;br /&gt;
&lt;br /&gt;
In turn, hardcore players don't have to worry about this bug at all, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=22. What runes can the Countess Drop?=&lt;br /&gt;
&lt;br /&gt;
I will address this very briefly and in the most simple way I can think of. The countess has two separate &amp;quot;ways to drop items&amp;quot;. A normal drop, and a special rune drop. The rune drop is what people are looking for when they run the Countess (along with Terror keys). The &amp;quot;normal drop&amp;quot; can give you runes up to Lo in hell difficulty. However, your chances to get a Lo from her are not really any better than from any other monster.&lt;br /&gt;
&lt;br /&gt;
The Rune drop can drop up to Ist in hell. The possibility of getting higher runes from this drop are far greater than from the normal drop. Again, this drop is what you are looking for.&lt;br /&gt;
&lt;br /&gt;
The runes that [[the Countess]] can drop in each difficulty are:&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
* Normal drop - Nef&lt;br /&gt;
* Rune drop - Ral&lt;br /&gt;
&lt;br /&gt;
Nightmare:&lt;br /&gt;
* Normal drop - Ko&lt;br /&gt;
* Rune drop - io (eye-o)&lt;br /&gt;
&lt;br /&gt;
Hell:&lt;br /&gt;
* Normal drop - Lo (ell-o)&lt;br /&gt;
* Rune drop - Ist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What level requirement will my crafted item get?=&lt;br /&gt;
&lt;br /&gt;
Gta had this to say:&lt;br /&gt;
&lt;br /&gt;
::For crafted items.....figure out the highest level requirement from all affixes on the item, add ten and add three for every affix other than the set ones.&lt;br /&gt;
&lt;br /&gt;
::So a ring with 6% mana leech (level req of 74) and 4 affixes (including the mana leech, excluding the life leech, str and life provided by the cast) will get +22 (10 from the cast, 12 from teh affixes). There is a rlvl 98 cap, certain charges like Lightning Strike and Freezing arrow can provoke up to rlvl 108...but this is now remedied in 1.11 and brought down to rlvl 98. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Is there a &amp;quot;cap&amp;quot; on Crushing Blow, Open Wounds, or Deadly Strike?=&lt;br /&gt;
&lt;br /&gt;
The only cap is the logical cap of 100%. You can not get these to go off more than 100% of the time you hit an enemy. Percentages over 100% (Headstriker on a high level char, for example) do not help at all. You have no chance for a double crushing blow, double bleed, 4x damage or whatever you may think that 100%+ may do.&lt;br /&gt;
&lt;br /&gt;
There is a persistent rumor about these being capped at 95%. I guess this originates from the fact that you can usually only deal these out 95% of the time you attack, since the maximum chance to hit with attack-rating based attacks is 95%, but these will still go off 100% of the time you actually hit an enemy.&lt;br /&gt;
&lt;br /&gt;
Short: They are all capped at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What does &amp;quot;damage reduced&amp;quot; or &amp;quot;DR&amp;quot; mean?=&lt;br /&gt;
&lt;br /&gt;
The Damage Reduced by x% mod, which is found on items such as Stormshield, Shaftstop, Verdungo's Hearty Cord and Harlequin Crest, reduces the physical damage you take by increasing your physical resistance. This has no effect on any type of magical damage.&lt;br /&gt;
&lt;br /&gt;
Your physical resistance is not displayed on the character screen. Unmodified the resistance is 0%. The beforementioned items (and several more things) can bring this resistance up to 50%. 50% is the cap for physical resistance, both in PvP and PvM.&lt;br /&gt;
&lt;br /&gt;
This resistance works exactly the same as elemental resistances. Example: If you are hit by a physical attack that does 100 damage and you have a total of 20% damage resistance, the damage you take will be 100-(0.20*100)= 80 damage taken.&lt;br /&gt;
&lt;br /&gt;
Note that there is also a mod called &amp;quot;Damage Reduced By X&amp;quot;, found on items like Gladiator's Bane and Nature's Peace. Note the lack of the percentage symbol. This reduces the damage you take by a fixed amount, not a percentage of the attack damage.&lt;br /&gt;
&lt;br /&gt;
Example: You are hit by a physical attack that does 50 damage and your total Damage Reduced By 30. The attack's damage would be 50-30 = 20 damage to you.&lt;br /&gt;
&lt;br /&gt;
This type of damage reduction does NOT have a cap. Also, this mod is capable of negating ALL damage you take. If the example above had been with a 25 damage attack, no damage would have been taken at all.&lt;br /&gt;
&lt;br /&gt;
And which type is better? Both. DR% has an advantage when it comes to heavy hits, and DR when it comes to multiple light hits. You decide which you want.&lt;br /&gt;
&lt;br /&gt;
=What is the difference between &amp;quot;Ignore Target's Defense&amp;quot; and &amp;quot;Always Hits&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
The following section was mostly provided by Posterboy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ignore Target's Defense&amp;quot; is not the same thing as &amp;quot;Always Hits.&amp;quot; &amp;quot;Ignore Target's Defense&amp;quot; simply means that the targets defense rating will be set to zero in the To Hit calculation. From the Arreat Summit: &amp;quot;This ability will not work on Unique Monsters, Super Unique Monsters, Hirelings, other players, and Act-end bosses.&amp;quot; Player/monster level still plays a part in the equation, and the is a min/max cap of 5%/95% chance to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Always Hits&amp;quot; means that this attack will bypass the To Hit formula altogether. Guided Arrow, Smite, and most spells are &amp;quot;Always Hits,&amp;quot; although some, like Guided Arrow, can be blocked. That means if you had a level 2 Paladin with one point in Smite you can hit a monster like Hell Diablo consistently. Also note that &amp;quot;Always Hits&amp;quot; does not necessarily mean that you will literally always hit because there is still shield blocking, Zon Dodge/Avoid/Evade, and Assassin claw-blocking to consider, not to mention manually dodging an attack.&lt;br /&gt;
Note that the Assassin's claw block can block many things that ordinary shields can't.&lt;br /&gt;
&lt;br /&gt;
Range is also a considerable factor when discussing attacks that always hit. Smite, for example, depends on weapon range. If the target is farther away than the weapon range allows, the animation is shown, but the opponent is not hit. This is why skilled melee characters using range 3-5 weapons can often beat Smiters that use a cookie-cutter range 2 Grief Phase Blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do synergies and +skills work together?=&lt;br /&gt;
&lt;br /&gt;
There are so called &amp;quot;soft&amp;quot; skill points, and &amp;quot;hard&amp;quot; skill points. Hard skill points are the points you gain from leveling up and from quests. Soft skill points are skill points you gain from ANY gear, including charms, weapons, armor, whatever.&lt;br /&gt;
&lt;br /&gt;
When calculating the level of a skill, both the soft and hard skill points are taken into account. However, when calculating how great the skill benefits from synergies, only the hard points you spend in the synergizing skill are counted in for the benefit of the synergized skill.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
You have spent 20 hard points in Blessed Hammer, and 20 points in Blessed Aim. You also have a helmet that gives 2+ to all skill levels. The displayed levels of the skills are now 22 for BH, and 22 for BA as well.&lt;br /&gt;
But when the game calculates the benefit Blessed Hammer recieves from Blessed Aim, it applies the benefit from a level 20 Blessed Aim skill to the level 22 Blessed Hammer skill.&lt;br /&gt;
&lt;br /&gt;
Exceptions from this rule include the Necromancer summon masteries and the Sorceress elemental masteries. These are not actual synergies, but rather skills whose only function is to enhance other skills. When the benefit from these is calculated, both hard and soft points are counted. The Druid summon cross-bonuses work that way as well, according to MMAgCh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How can I find skillers/what is the first, or best place to find skillers?=&lt;br /&gt;
&lt;br /&gt;
[[Skillers]], or Grand Charms with +to a character skill tab, require an item level of at least 50 in order to spawn. The first area in which all dropped grand charms have an item level of 50+ is the nightmare Great Marsh.&lt;br /&gt;
&lt;br /&gt;
In order to maximize your chances of finding a skiller, you want the item level to be as close to 50 as possible. Why is that? Because when affixes are selected, they are chosen from all available affixes. Having a GC with an ilevel of exactly 50 is the best in this regard because they do have the possibility of getting a skiller, while the possibilities of other affixes are being kept to a minimum.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternate approach. Items dropped from Hell Baal have an item level of 99, and items dropped from Hell Nihlathak have an item level of 95. Grand charms dropped from these two bosses can spawn with very, very high life, namely the 41-45 to life vita suffix. Grand charms that both have +to a skill tab and high life can trade for astronomical values. However, due to the high item level, most any affix can spawn. Your chances of getting a skiller from an ilvl 95+ Grand Charms are very slim, and the chances of getting that Grand Charm to spawn with the desired 40+ life are even slimmer. However, the time and effort needed to aquire these are worth it to some.&lt;br /&gt;
&lt;br /&gt;
There is a way to significantly shorten the amount of time needed to find a skiller compared to just hunting the most likely drop zones over and over. This is referred to as &amp;quot;rerolling&amp;quot; or simply &amp;quot;rolling&amp;quot;. This is done by placing a Grand Charm and three perfect gems in the Horadric cube, and transmuting. This will reroll the mods on the charm, but preserving the item level. This means that if you have a Grand Charm with that perfect ilevel of 50, but it has useless mods, you can reroll it into a useful skiller. In effect, it drops the item again at the cost of three perfect gems. Be prepared to spend a lot of perfect gems, but it can be worth it.&lt;br /&gt;
&lt;br /&gt;
Note that this formula works on all magical items, but it is typically used the most on Grand Charms due to the high usefulness of blue Charms compared to the usefulness of blue equippable items.&lt;br /&gt;
&lt;br /&gt;
Footnote: I must admit that I slightly lied about the first place you can get a skiller the first place would be normal Baal. The items he drops have an ilevel of 60, more than enough to get a skiller. But the nightmare Great Marsh is the first area in which every monster has the possibility of dropping a skiller.&lt;br /&gt;
&lt;br /&gt;
A common misconception is that MF increases the chance of getting skillers. That is simply not true. This lies in how MF works, and I direct you to Gta's Guide to all that is items again for explanation.&lt;br /&gt;
&lt;br /&gt;
Good areas to hunt for skillers and rerollable Grand Charms include:&lt;br /&gt;
* The nightmare Great Marsh the first place they can drop, the area level is 50.&lt;br /&gt;
* The nightmare Flayer Jungle run more often than the Great Marsh due to the number of Flayers, which can all drop ilevel 50 Grand Charms.&lt;br /&gt;
* Nightmare Cows there is a very large number of easily killable cows here, and the charms they drop have a decent chance of becoming a skiller.&lt;br /&gt;
* Nightmare City of the Damned there is a lot of Wraith-class monsters here.&lt;br /&gt;
* Hell Diablo, hell Nihlathak and hell Baal all three (and those three only) have the capability to drop skillers with 41-45 to life.&lt;br /&gt;
&lt;br /&gt;
=How does Magic Find work with minions?=&lt;br /&gt;
&lt;br /&gt;
When a minion or mercenary makes a kill, the minions MF percentage is added to your MF percentage. However, if you make a kill while one of your minions has MF, only your MF is used. It was probably made this way to allow minion characters (Summoners, Trapassins) to hunt for items effectively, while keeping the game as balanced as possible for characters that do not depend on mercenaries or minions for the kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Is there a way to resist &amp;quot;pure&amp;quot; magical damage from other players?=&lt;br /&gt;
&lt;br /&gt;
Pure magical damage, such as the damage from the Barbarians Berserk, the Paladins Blessed Hammer, and the Necromancer bone spells is mostly unresistable. There are some ways to reduce the damage, but no really effective ones. The main methods are:&lt;br /&gt;
# There is a mod called &amp;quot;Magic Resistance&amp;quot; on crafted safety shields. This is only 5-10%, though.&lt;br /&gt;
# Integer magic absorb. This is found on the runewords Spirit, Oath and Crescent Moon.&lt;br /&gt;
# Integer magic damage reduction. This is probably the most effective thing you can do to protect yourself against magical damage. This is found on Dwarf Star rings, the String of Ears Demonhide Sash, and Skin of the Vipermagi Serpentskin Armor to name a few. It wont do much against a 10000+ damage Blessed Hammer directed at your face, but it could mean the difference between surviving 2-3 hammers or 3-4.&lt;br /&gt;
&lt;br /&gt;
These means of course also counteract the magical damage that monsters deal, such as the hell and nightmare guest Viper Bone Spears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How come my Blessed Hammers can damage monsters immune to magic?=&lt;br /&gt;
&lt;br /&gt;
It simply lies in the nature of the Blessed Hammer skill to completely ignore the magical resistances of both Demon and Undead class monsters. This is part of what makes Hammerdins (Paladins that use the Blessed Hammer skill) so ridiculously powerful, the ability to pierce the resistances of virtually any monster in the game is unmatched, anywhere. The only monster types that Blessed Hammers can not damage are monsters that are both immune to magic, and of the Animal class.&lt;br /&gt;
&lt;br /&gt;
As of now, there is only one monster that meets both classifications. That is the Wailing Beast in an act 3 hell Kurast Temple. Aside from that single type of monster, Blessed Hammers can damage absolutely everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does Venom work?=&lt;br /&gt;
&lt;br /&gt;
Poison damage in-game is always listed as X damage over Y seconds. Unfortunately, this isn't how the game calculates it. The damage per second is X/Y. The value you should be concerned about is the damage per frame (aka bitrate), which is X/(25*Y). Most of the time when poison sources are combined (not when Venom is concerned), your bitrates are added, and your durations are averaged. In order to achieve the highest possible bitrate, you want the highest possible poison damage over the smallest possible duration.&lt;br /&gt;
&lt;br /&gt;
Maximizing your final damage output involves getting the highest bitrate possible, and being able to re-apply the poison damage before the duration timer runs out.&lt;br /&gt;
&lt;br /&gt;
The strength of the Assassins Venom skill does not lie in a huge displayed damage number, but rather the short duration, which can be applied multiple times in very short succession. The relatively modest displayed damage is much more effective than it looks. Lets say Venom does 400 damage over 0.4 seconds. That damage is really 1000 damage per second if you manage to constantly keep the poison up (which can be done with a speedy kick attack, for example).&lt;br /&gt;
&lt;br /&gt;
A slightly worse thing about Venom is that it effectively ruins all other sources of poison on your equipment that you may have. If you have Venom active, all poison attacks are scaled down to fit the short duration of Venom. Lets say you have a charm in your inventory that does 100 poison damage over 5 seconds = 20 damage per second. Having Venom active does not actually lower the bitrate of the charm, but rather shortens the duration. When Venom is active, that charm deals 20 damage per second over 0.4 seconds = only 8 total damage for each attack. Most unimpressive.&lt;br /&gt;
&lt;br /&gt;
This is why poison charms and other poison sources work very badly with Venom. If you intend to use Venom, avoid using equipment for the sole reason of added poison damage. It won't hurt you, but it won't help you (much) either.&lt;br /&gt;
&lt;br /&gt;
In order to maximize your Venom damage, do three things:&lt;br /&gt;
# Have Venom as high of a level as possible when casting&lt;br /&gt;
# Have as much +% Poison Skill Damage on your gear as possible when casting and attacking&lt;br /&gt;
# Lower your target's Poison Resistance as much as possible&lt;br /&gt;
&lt;br /&gt;
Thanks to Ilkori for updating this section. Poison is not my forte.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I am a hardcore player. How can I avoid being killed by malicious players?=&lt;br /&gt;
&lt;br /&gt;
Before we begin, there are two acronyms that need to be understood:&lt;br /&gt;
&lt;br /&gt;
PK: Player killer. It can be used as a verb also; Im going to PK you, noob. The term is not to be confused with actual dueling. Duels are mutually agreed upon. Player Killers dont ask for permission.&lt;br /&gt;
&lt;br /&gt;
TPPK: A number of methods that involve setting up some sort of a deathtrap, going to town, and hostiling another player in rapid succession. The goal is to catch the victim/the PKed by surprise and kill him in the process.&lt;br /&gt;
&lt;br /&gt;
On how to avoid being PKed, I am simply going to quote the celebrated forum troll and TPPKer 2_Much_4_U.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wow, okay. First off, don't feel too bad about having some lowbies ganked. Happens all the time.&lt;br /&gt;
&lt;br /&gt;
To help you avoid further happenings, let me run down a couple of things to look for.&lt;br /&gt;
&lt;br /&gt;
1.) Paladins with red armor, red helms, and a two-handed weapon are going to pk you. Especially if you are playing in a Tomb Run game.&lt;br /&gt;
&lt;br /&gt;
2.) Sorcs who tell you to leave town for an enchant could very well be baiting you to set you up for an orb tppk.&lt;br /&gt;
&lt;br /&gt;
3.) Never trust necromancers, no matter what they say their build is.&lt;br /&gt;
&lt;br /&gt;
4.) Level 16 characters of any type who wear Twitchthroe (you can tell they are wearing it if they have dark green, nearly black studded leather graphic armor) are at the very least llds. Some of these people like to pk in pubby games.&lt;br /&gt;
&lt;br /&gt;
5.) Characters with funny, stupid, or hostile names will often be pkers. The mentality of most pks is that you kill for laughs, and a good name such as AnInnocentChild makes a funny screenshot:&lt;br /&gt;
&lt;br /&gt;
''Noob was slain by AnInnocentChild.&lt;br /&gt;
&lt;br /&gt;
6.) Make passworded games and set the character limit to one.&lt;br /&gt;
&lt;br /&gt;
7.) Don't get rushed. Some pro pks like to help people level so the ear is higher when they kill you. Sometimes if you Baal with people they will talk to you, get to know you a little, maybe even befriend you, then they will fire an Ice Blast up your ass.&lt;br /&gt;
&lt;br /&gt;
8.) Set level restrictions on all nightmare level games and above. This won't keep you from getting killed by the pros, but you will avoid sucker clans like IceNine.&lt;br /&gt;
&lt;br /&gt;
9.) Be aware of the pk clans on your realm, know who the most active pks are, and never group with people who can one-shot champion monsters.&lt;br /&gt;
&lt;br /&gt;
10.) Look for people using +damage gear like wands and circlets. You can never be certain that necro is a tppker, but if he has blue leather armor, doesn't display a helm graphic, and carries a plain-colored wand, he is likely using White, +3 PnB circlet, and Vipermagi. Cheap but powerful gear with very little in the way of survivability mods. Pks are built for damage, not for duels, and as such their gear will usually be easily and cheaply replaced.&lt;br /&gt;
&lt;br /&gt;
11.) If you decide, against my advice, to join a pub game, be aware that the good pkers won't attack immediately. Amazons wait until a monster procs amp on you, sorcs wait until you fight a conviction aura'd mob. A good necro will use his bone walls to corral you in, or if you are melee he will wait until you are in the thick of battle and you aren't paying attention to him. Also of note, if the necro has a lot of skeles, mages, and revives, yet they all seem to die fast, he is probably a pk. Experienced nec pks will use the massive lag caused by bone structures and summons to execute you.&lt;br /&gt;
&lt;br /&gt;
12.) Escape up enter is your best friend. I can do it so fast that it looks like disconnect.&lt;br /&gt;
&lt;br /&gt;
13.) Set up your belt to have a full slot of major rejuvs, a full slot of town portals, and two slots of minor rejuvs. Guzzle those potes like kool-aid, they are free after all and will save your life many times.&lt;br /&gt;
&lt;br /&gt;
14.) Buff your cold and poison resist. You can do this by drinking thawing potions and antidote potions. Drink the thaws so a cold sorc can't wtfown you in one shot. Drink the antis so you won't be low on health when you least expect it from poison procing mobs.&lt;br /&gt;
&lt;br /&gt;
15.) Put every point you possess into vitality. You don't need anything else. My untwinked bear druid had more than 1000 life at level 18. Invest in getting lower level life scs, which you can farm on the way to Countess in Normal.&lt;br /&gt;
&lt;br /&gt;
16.) If you are in a game full of tagged people, and they start moving away from you, leave the game.&lt;br /&gt;
&lt;br /&gt;
17.) If a player opens a tp anywhere near you, hit your tp hotkey and leave the area.&lt;br /&gt;
&lt;br /&gt;
18.) Don't start NM until level 45. Don't start Hell until level 80.&lt;br /&gt;
&lt;br /&gt;
19.) Be a nice person. If you piss somebody off, they can easily put a bounty on your head and have someone smoke your ass. Ask Hurricane_Ivan, RazzerFraz, Mithrandirr, Yeti, or any of the many infamous pks just how much their ears have been worth over the years. A successful kill on a rich person's enemy can snag you upwards of a Gul rune, which is worth a lot more in hc than it is in sc.&lt;br /&gt;
&lt;br /&gt;
20.) If somebody follows you around in town, they are most likely weighing you in the balance. Don't be found lacking. They will gauge your gear, how much life they think you have, and what your likely resists are. They won't attack you unless they think they can one- or two-shot you. My personal best has been two people killed with a tornado volley. I have heard of and seen screenshots of five people being killed in a single attack.&lt;br /&gt;
&lt;br /&gt;
21.) Avoid wps, public portals, and starting areas.&lt;br /&gt;
&lt;br /&gt;
22.) Play with friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where is the &amp;quot;Reziarfg&amp;quot; monster?=&lt;br /&gt;
&lt;br /&gt;
The Reziarfg monster does not exist. If you take a careful look at the spelling of its name, you will see that is in fact the name of Geoff Fraizer, a member of the Blizzard web team, spelled backwards. The monster is a joke, nothing more. It is not found in any game file, not even a hint. If it were there, the experienced modders would have found out long ago. There simply is no monster called Reziarfg in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What does the chat gem do?=&lt;br /&gt;
&lt;br /&gt;
[[The Chat Gem]] does not have a purpose. It changes colour, and sends messages like Gem Activated, Perfect Gem Activated and Mooooo. Nothing else. People use it as a marker for their channel conversations, but the gem does not affect gameplay in any way whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you like clicking the thing, go ahead. But know that any change you notice is a result of good-old chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What are &amp;quot;Stacked Resists&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, players resistances to fire, cold, lightning and poison are capped at a maximum of 75%. Using certain items and skills you can boost the maximum resistance cap up to 95%, but no further. Therefore you can not make yourself immune to an element by boosting your maximum resistances up to 100%. When you have hit the final cap allowed by your gear and skills, the resistances will show up in golden letters on your character screen.&lt;br /&gt;
Whatever resistances you may have that surpass this cap are not calculated when hit with regular attacks.&lt;br /&gt;
&lt;br /&gt;
However, having resistances above your displayed cap can come in handy. They will play a large role when you are affected by resistances, such as the ones from the Conviction Aura or other players Rainbow Facets. When these resistances come into effect, they start with subtracting from the resists you have over your displayed cap.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
We have player A, whose items give a total of 150% resistance to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
And player B, whose items give a total of 75% resistance to fire.&lt;br /&gt;
&lt;br /&gt;
Player A is hit by a Fireball that does 200 damage. Player As resistances hit the cap at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Player B is hit by a Fireball that does 200 damage. Player Bs resistances hit the cap precisely at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In this case, the stacked resistances were useless. But when that Fireball also lowers the targets resistances, the situation changes greatly.&lt;br /&gt;
&lt;br /&gt;
Player A is hit by a Fireball that does 200 damage and lowers the players resistances by 50%. The Fireball starts with affecting stacked resistances, bringing them down to a total of 100%. The players resistances still manage to hit the cap at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Player B is hit by the same Fireball that also reduces the players resistances by 50%. The Fireball can now directly lower the resistances in use, bringing the total resistance down to 25%. The player takes 75% of the damage = 150 damage, which is three times the damage player A suffered. Resists can make a HUGE dent in anyones life bowl unless properly countered. The next section will demonstrate this.&lt;br /&gt;
&lt;br /&gt;
If you expect anyone is going to attempt to lower your resists, stacking them is generally a good idea if you wish to live. Cold Sorceresses, Über Mephisto and Avenger Paladins are all infamous for their ability to lower resistances. Dont be caught off guard.&lt;br /&gt;
&lt;br /&gt;
Physical resistance has its own cap too, which is at 50%. But unlike elemental resistances, this resistance is not displayed on the character screen, and is not affected by the nightmare and hell resistance penalties as far as I know. This is what is generally referred to as Damage Reduced %. Stacking this resistance against the Necromancer curses Amplify damage and Decrepify is not advisable due to how difficult it is to gain a respectable amount of this rare resist.&lt;br /&gt;
&lt;br /&gt;
Resistance to pure magical damage (Blessed Hammers, Bone Spells, Berserk) is almost impossible to resist. See section 31 for the reasons. This resistance most likely has a cap, although it is absolutely impossible to hit it.&lt;br /&gt;
&lt;br /&gt;
=What is the effectiveness of resistances compared to +damage%?=&lt;br /&gt;
&lt;br /&gt;
This has been slightly addressed before in sections 2 and 19, but only as side points.&lt;br /&gt;
&lt;br /&gt;
Many seem to think that reducing an enemy's resistances by some percentage is roughly the same as increasing your own damage by that same percentage. This is not true. When the damage is calculated, -resist% &amp;quot;nearly always&amp;quot; come out on top. The effectiveness of -resist% relies completely on the defender's resistance. For example, if a defender has 95% resistance to the damage type in question and no stacked resists, the -5% would DOUBLE the damage output. Also, if the defender has maxed resistance stacked 5% or more over the cap, -5% would do absolutely nothing. The reasons for this are purely mathematical.&lt;br /&gt;
&lt;br /&gt;
For an everyday example, let's assume an attack does 200 damage, and it is applied to a target with 50% resistance to the element in question. The damage output would be 200 * 0.50 = 100 damage.&lt;br /&gt;
&lt;br /&gt;
If that attack also lowered the resistance by 5%, the damage we are looking at is 200 * 0.55 = 110 damage. A 10% increase in damage. Directly increasing damage by 5% would obviously only increase damage by 5%. Oddly enough, in this case -5% &amp;gt; +5% applies.&lt;br /&gt;
&lt;br /&gt;
Examples when resist% do NOT improve your overall damage more than +damage% are few, but they include:&lt;br /&gt;
&lt;br /&gt;
A) When the target already has negative resists. Basically, -x% enemy resist is more effective against a target with positive resists, and +x% skill damage is more effective against a target with negative resists (assuming the same value of x, of course). So in other words, if you had to make a choice between a -5%/+3% facet and a -3%/+5% facet, you should know the resists of your target first and make a choice depending on whether it's positve or negative (after taking Conviction, Lower Resist, Cold Mastery, etc. into consideration.) Thanks to Posterboy for the explanation.&lt;br /&gt;
&lt;br /&gt;
B) When the target already has -100% negative resists, -resist% is completely pointless. You can never reduce someone's resists below -100%.&lt;br /&gt;
&lt;br /&gt;
C) When the target is using Cyclone Armor or Energy Shield. These are applied before resistances, so resist% does nothing at all until the shield has been broken.&lt;br /&gt;
&lt;br /&gt;
D) In many cases, Cold Sorceresses already have more than enough resist% from their Cold Mastery skill, making +damage% more desirable.&lt;br /&gt;
&lt;br /&gt;
E) When the target has enough stacked resists to completely negate your resist%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does the &amp;quot;Eth Glitch&amp;quot; work?=&lt;br /&gt;
&lt;br /&gt;
In Diablo 2 version 1.11 and 1.11b, there is a bug regarding the socketing of ethereal armors. Ethereal armors are assigned a 50% bonus to their base defense rating when dropped. This is normal. What is not normal is the fact that when sockets are added to an ethereal armor using the Horadric Cube, that ethereal defense bonus is applied again. The result is an armor with an absolutely impossible defense rating. Enhanced defense modifiers are then added to that base defense rating, so the difference in end defense is rather huge.&lt;br /&gt;
&lt;br /&gt;
This bug appeared as a side-effect when the 1.10 ethereal armor upgrade bug was fixed (the bug is described in section 14). In order to fix that bug, a defense bonus of 50% was simply crammed into the ethereal unique armor upgrade formula. Unfortunately that fix also affected the ethereal armor socketing formula, making armors now gain a second defense bonus when socketed.&lt;br /&gt;
&lt;br /&gt;
The use of this bug is very controversial, and that is the reason I haven't added this section earlier. The overwhelming number of questions asked about this forced me to make up my mind.&lt;br /&gt;
&lt;br /&gt;
It is not debatable whether this is a &amp;quot;bug&amp;quot; or an &amp;quot;undocumented feature&amp;quot;. It is obviously a result of a programming flaw, making it a bug. Ask anyone who has looked at the code, ethereal armors gaining defense when socketed is NOT intentional. Not a chance.&lt;br /&gt;
&lt;br /&gt;
However, the community is split regarding the practical use of this bug. One half argues that since Blizzard hasn't removed the bug, they intend it to stay, and that they need the bugged armors to stay competent when compared to those who do use the bugged armors. The other half considers the use of any ingame bugs to their advantage to be cheating. Personally, I agree with the second group, and suggest that anyone who wants to consider oneself a legitimate gamer to avoid this bug until fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do Energy Shield and &amp;quot;Damage taken goes to Mana&amp;quot; work together?=&lt;br /&gt;
&lt;br /&gt;
I didn't add this section until now simply because I do not use the Energy Shield spell on any of my characters, so I have no practical experience with it. It is correct on technical issues, however. Thanks to Gta-maloy] for confirming it.&lt;br /&gt;
&lt;br /&gt;
First of all, the &amp;quot;damage taken goes to mana&amp;quot; mod found on items is NOT the same as the ES damage conversion. &amp;quot;Damage taken goes to mana&amp;quot; modifiers add to your mana pool a percentage of the damage you take.&lt;br /&gt;
Example: A character with a &amp;quot;10% damage taken goes to mana&amp;quot; mod is hit with an attack doing 50 damage. 50 health points will be removed from your health pool. 10% of those 50 points will now add to your mana pool.&lt;br /&gt;
&lt;br /&gt;
End result: Life -50, mana +5.&lt;br /&gt;
&lt;br /&gt;
However, when a Sorceress using ES is hit, some of the damage is subtracted from your mana pool instead of your health pool. The percentage of the total damage converted to the mana pool is dependant on your ES level, and it maxes out at 95%, at ES slevel 40. The ratio at which the damage is converted depends on points spent in Telekinesis. The base ratio is 200%, or 2:1. With no points in TK, every health damage point converted spends 2 mana. Each point spent in TK decreases that ratio by 6.25%, bringing it down to 100% = 1:1 at level 16. Notice that the TK bonus is a synergy bonus, only hard points will work.&lt;br /&gt;
&lt;br /&gt;
Which means that if a Sorceress using a level 40 ES with 16 hard points in TK is hit for 100 damage, her mana will absorb 95% of the damage, while the health pool absorbs 5%.&lt;br /&gt;
&lt;br /&gt;
End result: Life -5, mana -95.&lt;br /&gt;
&lt;br /&gt;
If that Sorceress also had 20% damage taken goes to mana from gear, 20% of those 5 points that were actually removed from her health pool would be added to her mana pool. That's one point. Not very impressive.&lt;br /&gt;
&lt;br /&gt;
End result: Life -5, mana -94.&lt;br /&gt;
&lt;br /&gt;
You can see that making an &amp;quot;immortal Sorceress&amp;quot; by combining &amp;quot;damage taken goes to mana&amp;quot; and Energy Shield is impossible.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous information about Energy Shield:&lt;br /&gt;
&lt;br /&gt;
ES is not affected by resistances, it takes 100% damage at all times, no more or less. That can be good, and bad. Its good in the way that you don't have to worry about maxing your resistances as much as most other character types, and enemies that depend on the ability to lower your resistances will be sent home crying. It is bad in the way that you can not raise the resistances of your ES above 0%.&lt;br /&gt;
&lt;br /&gt;
Note that ES does not stop poison damage. The negative regeneration rate from the Open Wounds modifier can not be absorbed either. Be careful when those are around.&lt;br /&gt;
&lt;br /&gt;
And to quote PeterPaulRubens:&lt;br /&gt;
:the real bummer of combing DTM and ES is that DTM's mana boost is applied to your mana BEFORE the mana loss from ES is calculated. In other words, your mana can still be reduced to zero by a hit. DTM won't ever save you from having NO mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What makes Anya's Red Portal go away?=&lt;br /&gt;
&lt;br /&gt;
Rather simple. The Red Portal closes when you have killed [[Nihlathak]] AND gotten the [[Halls of Pain]] waypoint. As long as you don't do both, the portal stays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where is the Pit, and why does it drop good items?=&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.10 were several areas with very high area levels. Everything can drop from the champions and unique monsters in these areas. Please correct me if I am wrong, but I can not name a single thing that can not drop in there, excluding things like the 1.11 charms and keys, Annihilus and quest items, of course.&lt;br /&gt;
&lt;br /&gt;
This of course makes the areas very powerful places in which to MF. The Pit is often favoured because:&lt;br /&gt;
# It is easy to find. Go to the Outer Cloister waypoint and follow the road that splits to a cave (the other leading to the Black Marsh). That cave is the Pit.&lt;br /&gt;
# The monsters in there are relatively easy to kill for most characters.&lt;br /&gt;
# Aside from the drops, it offers good experience to characters in their low and mid 80s.&lt;br /&gt;
# The area is big, meaning lots of monsters. More monsters mean you can spend more time killing them, not finding the Pit.&lt;br /&gt;
# There is a sparkly-chest at the bottom of it.&lt;br /&gt;
&lt;br /&gt;
When item hunting in high level areas, always kill everything.&lt;br /&gt;
&lt;br /&gt;
The AreaLevel 85 areas are:&lt;br /&gt;
# The Pit, levels 1 and 2&lt;br /&gt;
# The Mausoleum next to Blood Raven. NOT the Crypt. Easy area, but does not have very many monsters.&lt;br /&gt;
# The Maggot Lair, level 3 only. Difficult to get to, difficult to navigate. Rarely used.&lt;br /&gt;
# The Ancient Tunnels, found in the Lost City. Not very easy to find since there is no road leading up to it, but it doesn't have any cold immunes at all. Cold Sorceresses love it.&lt;br /&gt;
# The Sewers in act 3, level 2. Where you find Khalim's Brain. Horrible access, tiny area. I've never heard of anyone using it.&lt;br /&gt;
# The Forgotten Temple, The Ruined Fane, and The disused Reliquary. All easily found temples in act 3, but the areas are small.&lt;br /&gt;
# The River of Flame. It's a relatively large area, lots of monsters, fine experience. It is however a fairly difficult area for poorly equipped characters, which is probably why it isn't used more often.&lt;br /&gt;
# The Chaos Sanctuary. Same as the River of Flame, but with the mercinary-slaughtering Iron-Maiden.&lt;br /&gt;
# The Worldstone Keep levels 1-3, and The Throne of Destruction. They are perfect in all regards but one - they are the most difficult normal areas in the game.&lt;br /&gt;
&lt;br /&gt;
This is of course all assuming hell difficulty.&lt;br /&gt;
&lt;br /&gt;
* Complete list of [[Level 85 Areas]], plus strategy info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is NextDelay, and why is it so bad?=&lt;br /&gt;
&lt;br /&gt;
I will simply quote the diabloii.net Assassin FAQ on this matter:&lt;br /&gt;
&lt;br /&gt;
::NextDelay is a property that activates a hidden &amp;quot;hit timer&amp;quot; that limits how often any attack from that group (i.e. all the skills listed here) can damage a single target. This works similarly to the infamous spell timer, which limits how often any spell in that group can be cast. The difference is that the hit timer doesn't prevent you from attacking, it just sets everyone's (includes you, your minions/merc, other players(hostile/neutral/allied), and their minions/mercs) chance-to-hit that monster (with a hit timer attack) at zero until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
Here's a list of skills that are affected by NextDelay, and the lengths of them:&lt;br /&gt;
&lt;br /&gt;
25-Frame Delay (1 second)&lt;br /&gt;
* Shock Web&lt;br /&gt;
* Blade Sentinel&lt;br /&gt;
* Twister&lt;br /&gt;
* Tornado&lt;br /&gt;
&lt;br /&gt;
10-Frame Delay (0.4 seconds)&lt;br /&gt;
* Volcano (initial eruption)&lt;br /&gt;
&lt;br /&gt;
6-Frame Delay (0.24 seconds)&lt;br /&gt;
* War Cry&lt;br /&gt;
* Grim Ward&lt;br /&gt;
&lt;br /&gt;
5-Frame Delay (0.2 seconds)&lt;br /&gt;
* Fissure&lt;br /&gt;
* Volcano (small fireball)&lt;br /&gt;
&lt;br /&gt;
4-Frame Delay (0.16 seconds)&lt;br /&gt;
* Multi Shot&lt;br /&gt;
* Strafe&lt;br /&gt;
* Lightning Strike&lt;br /&gt;
* Chain Lightning&lt;br /&gt;
* Nova&lt;br /&gt;
* Frost Nova&lt;br /&gt;
* Poison Nova&lt;br /&gt;
* Shock Wave&lt;br /&gt;
* Fist of Heavens (Holy Bolts)&lt;br /&gt;
* Wake of Fire&lt;br /&gt;
* Claws of Thunder (only 2nd and 3rd charge charges have Next Delay. 1st charge does not trigger Next Delay)&lt;br /&gt;
* Phoenix Strike (only 2nd Chain Lightning and 3rd Chaos Orb charge have Next Delay. 1st charge does not trigger Next Delay)&lt;br /&gt;
* Dragon Flight&lt;br /&gt;
* Battle Cry&lt;br /&gt;
* Battle Command&lt;br /&gt;
* Battle Orders&lt;br /&gt;
&lt;br /&gt;
So, the moment a certain skill from the list damages a monster, it prevents every other skill on the list from hitting the said monster for the original skill's NextDelay duration (whether from you or any other character).&lt;br /&gt;
&lt;br /&gt;
=What is the difference between a damage spell and an attack?=&lt;br /&gt;
&lt;br /&gt;
There is no single, easy way to seperate skills from attacks. In some cases the difference is obvious, as in a Sorceress Fireball is obviously a spell, while a Paladin Zeal is obviously an attack. There are a number of abilities which walk on the edge of the definition by having an attack component and a spell component as well. A few elements that seperate spells from attacks include:&lt;br /&gt;
# An attack uses a weapon of some type to calculate its damage, while a spell's damage is based entirely on skill level and skill damage modifiers.&lt;br /&gt;
# The time it takes to perform attacks is typically decided by increased attack speed modifiers (IAS), while spells' casting speed is typically decided by faster cast rate modifiers (FCR).&lt;br /&gt;
# Most attacks can be blocked with a shield, while spells can not. Exceptions include the Paladin's Smite skill, which can not be blocked even though it is an attack. Also, the Assassin claw block is unique in being able to block some spells.&lt;br /&gt;
# Attacks can return mana and life through&lt;br /&gt;
# An attack allows leeching, while spells do not.&lt;br /&gt;
# Some attacks can set off &amp;quot;procs&amp;quot;, spells can not.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the damage type is a bad way to distinguish skills and attacks. For example, War Cry is a spell that deals physical damage, while Berserk is an attack that deals magical damage.&lt;br /&gt;
&lt;br /&gt;
The tricky part is when you have a skill with both an attack and a spell component. In general, these fall into two categories.&lt;br /&gt;
# Attack with an additional Spell damage&lt;br /&gt;
# Spell that enhances an attack (usually by adding non-physical damage)&lt;br /&gt;
&lt;br /&gt;
For a basic list, there are: Assassin Venom(2) and elemental charge-ups(1), Amazon elemental attacks (bow and spear/javelin) (most are 1), Druid Fireclaws(1)/Rabies(2), Paladin Holy Fire/Freeze/Shock(mostly 2), Sorceress Enchant(2), and Necromancer Poison Dagger(2). The (1) or (2) indicates which cateogry it falls into. The mechanics of each skill is specific, and a few have some odd quirks attached to them.&lt;br /&gt;
&lt;br /&gt;
An even worse case is the Assassin Dragon Tail which falls into a category of its own, since the Fire splash damage actually depends on how much physical kick damage is dealt to the target.&lt;br /&gt;
&lt;br /&gt;
=What is the difference between a ranged and melee attack?=&lt;br /&gt;
&lt;br /&gt;
These two types of attacks are very similar, but have some important differences. Disclaimer - This is intended to help distinguish game mechanics. These distinctions have nothing to do with PvP rules which are based on what players agree on.&lt;br /&gt;
&lt;br /&gt;
The Assassin kicks, Paladin's Smite, and Amazon's Guided Arrow all have some exceptions to the general rules for attacks. Kicks have a different damage formula, Guided Arrow is always-hit, and the Paladin's Smite is always-hit, ignores shield blocking, and follows a different damage formula. There are also a number of odd idiosyncrasies with other skills, such as the ED on Vengeance providing elemental damage, Berserk converting the physical damage to Magic damage, and several attacks having movement involved as part of the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a list of the different abilities and what category they are in. After that is the list of differences between ranged and melee attacks. Anything not listed is the same for both.&lt;br /&gt;
&lt;br /&gt;
Ranged Attacks&lt;br /&gt;
* Bow or XBow attacks (except Wereform attacks with a bow/xbow)&lt;br /&gt;
* Throw attacks available with javelins, and throwing axes/knives (except potions)&lt;br /&gt;
* Assassin's Blade Fury and Blade Sentinal&lt;br /&gt;
* Amazon's Bow/Xbow tree&lt;br /&gt;
* The physical portion of the Amazon's Plague Javelin, Poison Javelin, Lightning Bolt, and Lightning Fury&lt;br /&gt;
* Barbarian's Double Throw (except when using a potion)&lt;br /&gt;
&lt;br /&gt;
Melee Attacks&lt;br /&gt;
* The &amp;quot;Normal&amp;quot; attack with anything but a bow or xbow&lt;br /&gt;
* Barbarian Combat Skills (except Double Throw)&lt;br /&gt;
* Paladin's Sacrifice, Zeal, Vengeance, Charge, and Conversion&lt;br /&gt;
- Druid's Wereform Attacks&lt;br /&gt;
- Assassin's Martial Arts&lt;br /&gt;
- Amazon's Jab, Impale, Fend, and the physical portion of Power Strike, Charged Strike, and Lightning Strike&lt;br /&gt;
- Necromancer's Poison Dagger&lt;br /&gt;
&lt;br /&gt;
Differences&lt;br /&gt;
# Crushing Blow and Open Wounds work at half-effectiveness with ranged attacks.&lt;br /&gt;
# Attack Rating% bonuses listed on some ranged skills are not actually applied (for example all Amazon Bow skills).&lt;br /&gt;
# The mod +X damage (Grief, Asteron's) is not calculated in ranged attacks.&lt;br /&gt;
# Iron Maiden only affects Melee attacks.&lt;br /&gt;
# +% &amp;lt;element&amp;gt; damage applies once to melee and zero to ranged, despite the LCS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does &amp;quot;Absorb&amp;quot; really work?=&lt;br /&gt;
&lt;br /&gt;
The basic idea of absorb is rather simple, it couses portions of attacks that would normally damage you to heal you instead. There are a few points regarding it that cause confusion, however.&lt;br /&gt;
&lt;br /&gt;
There is a difference between percentage absorb and integer absorb. It is basically the same as the difference between DR% and DR (see section 25). Percentage absorb heals you by a fraction of the damage dealt, while integer absorb heals you by a fixed amount. For item examples we have Blackhorns Face with integer absorb, and Dwarf Star with percentage absorb.&lt;br /&gt;
&lt;br /&gt;
Absorb does not save you from one-hit KOs. The damage affects your health pool before absorb is applied. If the attack reduces your life to zero, you will die.&lt;br /&gt;
&lt;br /&gt;
Damage is applied in a predetermined order. It is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1) XvX penalty (for example Player vs. Player = -5/6)&amp;lt;br&amp;gt;&lt;br /&gt;
2) Sorceress Energy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
3) Necromancer Bone Armor and/or Druid Cyclone Armor&amp;lt;br&amp;gt;&lt;br /&gt;
4) Integer DR/MDR&amp;lt;br&amp;gt;&lt;br /&gt;
5) Percentage resists (including DR%)&amp;lt;br&amp;gt;&lt;br /&gt;
6) Percentage absorb&amp;lt;br&amp;gt;&lt;br /&gt;
7) Integer absorb&lt;br /&gt;
&lt;br /&gt;
This is relevant, because it helps you decide what type of damage reduction modifier will serve you best. Consult LanderZs damage calculator for further information: http://www.poweradvantage.net/d2dmgcalc.html&lt;br /&gt;
# Percentage absorb can never heal you on its own. It is capped at 40%, meaning that even if you have maximum percentage absorb, you will still take damage. Integer absorb does not suffer from this penalty.&lt;br /&gt;
# Absorb actually heals you two times the listed amount both to negate the damage and to heal by the same amount.&lt;br /&gt;
# The &amp;quot;magic absorb&amp;quot; modifier found on safety shields and Spirit Runewords (for example) only affects &amp;quot;pure&amp;quot; magical damage, such as the Necromancer bone spells. Elemental damages like Fire damage are not affected. This has been tested by Oramin.&lt;br /&gt;
&lt;br /&gt;
Most of the information used in this thread came from Tommi Gustafsson's site, which is now defunct. Most of its content can now be accessed on b_77's site:&lt;br /&gt;
http://www.brentmcclintock.net/diablo/index.aspx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What are &amp;quot;procs&amp;quot; and how do they work?=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Proc&amp;quot; is a collective word for all sorts of effects that can happen on striking and attacking. If an item you are using contains a line that looks similar to &amp;quot;X% chance to do Y when Z happens&amp;quot;, odds are that item contains a &amp;quot;proc&amp;quot;. A good example of a proc would be &amp;quot;5% Chance To Cast Level 10 Life Tap On Striking&amp;quot; found on Dracul's grasp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A member of my party is using Ondal's Wisdom. Is he stealing my experience?=&lt;br /&gt;
&lt;br /&gt;
No, not at all. It is one of the more persistent rumours, but it is not true. As confirmed by Ortliebj, the &amp;quot;+x% To Experience Gained&amp;quot; modifier found on the staff and the popular Annihilus charm is applied after the experience has been split among the party members. It has no effect on anyone but the user.&lt;br /&gt;
&lt;br /&gt;
The rumour probably originated when players using Ondal's Wisdom were called &amp;quot;leechers&amp;quot; in party games. It would be a reference to the Ondal user's reduced ability to help the party, not an experience stealing modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What kinds of life bonuses are affected by Battle Orders?=&lt;br /&gt;
&lt;br /&gt;
If you are asking this sort of a question, you have probably heard that not all life is multiplied by Battle Orders and other percentage-based life boosters. This is true.&lt;br /&gt;
&lt;br /&gt;
When it comes to calculating your final life, there are effectively three factors you need to consider. These factors could be called &amp;quot;Boostable life&amp;quot;, &amp;quot;Non-boostable life&amp;quot; and &amp;quot;Percentage boosts&amp;quot;.&lt;br /&gt;
# Boostable life is life gained from spent vitality points, life naturally gained per level up, +life bonuses on items, and life gained from quest rewards.&lt;br /&gt;
# Non-boostable life is life gained from &amp;quot;soft&amp;quot; vitality points on items, life gained from life per level bonuses on items and life gained from vitality per level bonuses on items.&lt;br /&gt;
# Percentage boosts are the life% bonuses that can (for examples) be seen on the skills Battle Orders, Oak Sage or Lycanthropy, and items such as Doombringer or Jah runes in armor.&lt;br /&gt;
&lt;br /&gt;
For the actual calculation, add together all your boostable life sources, and calculate your life. Then add together all percentage boosts to form a single percentage, and apply it as a bonus to your boostable life. After that, add the non-boostable life.&lt;br /&gt;
&lt;br /&gt;
This information would be best displayed by an equation:&lt;br /&gt;
Final life = Boostable_Life * (100% + Boost%)/100% + nonboostable_Life&lt;br /&gt;
&lt;br /&gt;
Mana calculations follow the same equation and mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=If I create an Iron Golem from an &amp;quot;indestructible&amp;quot; item, will the golem be invulnerable to damage?=&lt;br /&gt;
&lt;br /&gt;
No. Basically, the &amp;quot;indestructible&amp;quot; modifier that can be found on items like Phase Blades or items that have been socketed with a Zod rune has to do with durability. It does not literally mean that the item can not be destroyed.&lt;br /&gt;
Iron Golems do not seem to be affected by durability in any way. The Golem's summoning item being indestructible changes nothing for the Golem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How are the elemental masteries applied to attacks?=&lt;br /&gt;
&lt;br /&gt;
The following section was written by Oramin.&lt;br /&gt;
&lt;br /&gt;
There are 3 basic rules to determine how Elemental Masteries (e.g. Fire Mastery) increase a character's damage.&lt;br /&gt;
&lt;br /&gt;
# The Elemental Masteries apply to Skills at the time of casting/application to weapons.&lt;br /&gt;
# They amplify Melee attacks.&lt;br /&gt;
# They do *not* amplify Ranged attacks.&lt;br /&gt;
&lt;br /&gt;
This means that if you were to cast Enchant then Fire Mastery would apply at the time of casting (and this is already shown in your displayed Enchant damage). Holy Shock would also be amplified by Lightning Mastery when the bonus Lightning damage is applied to the weapon.&lt;br /&gt;
&lt;br /&gt;
If you do a Melee attack, the Fire/Lightning damages from Enchant/Holy Shock will be boosted again by whatever the levels of FM/LM happen to be at the time of attack. You get no additional damage if you choose to do a Ranged attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Assume you are a Sorceress with level 20 Fire Mastery, level 20 Enchant, level 20 Lightning Mastery, and a &amp;quot;Dream&amp;quot; helm which gives level 15 Holy Shock. Further assume that you have charms which add 1-100 Lightning damage and 1-100 Fire damage and that you are using an ordinary javelin.&lt;br /&gt;
&lt;br /&gt;
Level 20 Enchant (including the single point in Warmth) does 74-97 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When we include level 20 Fire Mastery (+163% damage), the displayed damage at the time of casting becomes 196-256. This Fire damage is added to the weapon. The 1-100 Fire damage from the Charms is not Skill based damage so it is not amplified by Fire Mastery when applied to the weapon. The total Fire damage on the weapon is now 197-356.&lt;br /&gt;
&lt;br /&gt;
Level 15 Holy Shock does 1-648 damage. At the time of application to the weapon, the level 20 Lightning Mastery (+278% damage) will amplify it causing 3-2449 Lightning damage to be added to the weapon. The 1-100 Lightning damage from the Charms is not Skill based damage so it is not amplified by Lightning Mastery when applied to the weapon. The total Lightning damage on the weapon is now 4-2549.&lt;br /&gt;
&lt;br /&gt;
Fire damage: 197-356&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning damage: 4-2549&lt;br /&gt;
&lt;br /&gt;
If you were throwing the javelin, the above would be the correct totals.&lt;br /&gt;
&lt;br /&gt;
However, if you do a Melee attack with the javelin instead then Lightning Mastery and Fire Mastery would amplify the damages giving the following damages:&amp;lt;br&amp;gt;&lt;br /&gt;
Fire damage: (197-356) * (1 + 1.63) = 518-936&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning damage: (4-2549) * (1 + 2.78) = 15-9635&lt;br /&gt;
&lt;br /&gt;
Note1: Due to the LCS (Lying Character Screen) you will see Ranged attacks receiving the same amplification as Melee attacks this is *not* correct.&lt;br /&gt;
&lt;br /&gt;
Note2: We were not able to determine precisely how/if FM affects the bonus Fire damage from Explosive Bolts/Arrows but as the inherent damage is negligible, don't worry about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where can I find wands with charges of Amplify Damage?=&lt;br /&gt;
&lt;br /&gt;
Nowhere. Amplify Damage charges can not spawn as a random affix. The only item in the game that has Amplify Damage charges is the unique Martel de Fer, The Gavel of Pain. It has three charges of level 8 Amplify Damage. If you want a non-Necromancer character to use Amplify Damage, your best option is to get an item that procs (see section 45) the curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What types of +skills work with mercenaries?=&lt;br /&gt;
&lt;br /&gt;
The following quote on how the various types of +skills work when applied to mercenaries was stolen from adeyke:&lt;br /&gt;
&lt;br /&gt;
* +X to all skills works.&lt;br /&gt;
* +X to fire skills works for the mercs with fire skills.&lt;br /&gt;
* +X to a specific skill the merc already has (e.g. +X to bash (barbarian only) for barb mercs, +X to inferno (sorceress only) for fire iron wolves) also works.&lt;br /&gt;
* +X to a specific skill the merc doesn't already have doesn't work. Barb mercs will gain nothing from +X to natural resistance (barbarian only), for example. Mercs also don't use any oskills.&lt;br /&gt;
* +X to skill tabs doesn't work for any merc.&lt;br /&gt;
* +X to class skills (e.g. +X to barbarian skills, +X to sorceress skills) doesn't work for any merc.&lt;br /&gt;
&lt;br /&gt;
=What decides the Assassin's Trap laying speed?=&lt;br /&gt;
&lt;br /&gt;
The trap laying speed of Assassins is decided like most attack speeds. That means it is affected by things like gear-based increased attack speed (IAS) and the weapon speed modifier (abbreviated WSM, also often called &amp;quot;base weapon speed&amp;quot;). The diablo2.ingame.de [http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english weapon speed calculator] can calculate your trap laying speed.&lt;br /&gt;
&lt;br /&gt;
The Faster Cast Rate modifier (FCR) has no effect on trap laying speed. When Assassins emphasise FCR, it is usually to speed up their casting of Mind Blast, which is affected by the Faster Cast Rate modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How long do items stay if left on the ground?=&lt;br /&gt;
&lt;br /&gt;
This section belongs to Posterboy, who originally poked the information my way, and Antitrust who re-confirmed it for 1.11 and wrote the contents of the following quote:&lt;br /&gt;
&lt;br /&gt;
* Socketed items, Ethereal items, Equipable White items, Runewords, Keys, Quivers, Potions, Scrolls/Tomes - vanish in 10 minutes&lt;br /&gt;
* Runes, Gems, Magic Items (including charms) - vanish in 20 minutes&lt;br /&gt;
* Rares, Uniques (including charms), Sets - vanish in 30 minutes&lt;br /&gt;
* Gold, Horadric cube (the only quest item I tested) - last for at least 2 hours and 36 minutes (at which point I stopped)&lt;br /&gt;
&lt;br /&gt;
This was tested in Single Player. Results on the realms may be (and I actually suspect that they are) different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Does poison cancel Deadly Strike, Critical Strike, or Crushing Blow?=&lt;br /&gt;
&lt;br /&gt;
No, it does not. There seems to be a glitch when it comes to displaying the associated &amp;quot;puffs&amp;quot; when the target is poisoned, but it is purely graphical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acknowledgments=&lt;br /&gt;
&lt;br /&gt;
Big thanks to the posters I have shamelessly exploited and plagiarized in order to make this thread grow:&lt;br /&gt;
2_Much_4_U, adeyke, Antitrust, Chaotix, Daten, Gta-maloy], Ilkori, TommiG, Oramin, Ortliebj, PeterPaulRubens and Posterboy.&lt;br /&gt;
&lt;br /&gt;
And thanks to everyone who pointed out missing things and possible additions, bumped this thread, made comments, or just generally helped me in some way whether they know it or not:&amp;lt;br&amp;gt;&lt;br /&gt;
Armaege, BIGeyedBUG, Bonkshasa, Dargad, Derisive, LaughingBuddha, MicahW, MMAgCh, NickJS, Nucularterraist (Nucnuc), Orphan, sambo., Sarrick, Sol1, Technomage-C01, The_Terror_Lord, T-hawk, Veneteaou and WizAdept.&lt;br /&gt;
&lt;br /&gt;
Technomage-C01 deserves special mention for keeping the thread from being munched by the B.Net Gameplay Discussion forum for more than a year and a half. And the most special thanks of all go to Ortliebj for inspiring me to make this thread. Thanks to all of you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FAQs]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guide:Mercenary_Guide_v1.10&amp;diff=14930</id>
		<title>Guide:Mercenary Guide v1.10</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guide:Mercenary_Guide_v1.10&amp;diff=14930"/>
				<updated>2009-10-28T03:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Merc Stats and Leveling Mercs */ no link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers everything a player might want to know about mercs. See the [[Mercenaries]] page for additional general information about hirelings. &lt;br /&gt;
&lt;br /&gt;
'''Strategy guide info:'''&lt;br /&gt;
* '''Version:''' v1.10+&lt;br /&gt;
* '''Game type:''' PvM and PvP&lt;br /&gt;
* '''Character:''' All&lt;br /&gt;
* '''Author:''' Various&lt;br /&gt;
&lt;br /&gt;
''Adapted from the original as written by Darkness on the DiabloII.Net Single Player Forums (and - in his own words - 'pretty much everyone else on earth I've been able to pump for information'). Updated by Sunbearie and Team (many, many, many people)&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
For three of the character classes, the Barbarian, Sorceress and Paladin, the only support they're going to see throughout an SP game is that of a mercenary (a.k.a. moron) who, for reading purposes, will be referred to as a merc throughout this document. Mercs are useful little things and since the release of the expansion they have gone from being the most unused feature of my D2 games, to a key part of my gaming strategy.&lt;br /&gt;
&lt;br /&gt;
They can also be slightly annoying. Mercs will run off and attack monsters that your character cannot currently see on screen, which can bring a whole load of trouble down on your head as well. Playing with a merc changes the tempo of the game and is something worth bearing in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenary Names==&lt;br /&gt;
&lt;br /&gt;
First thing you'll notice is that when you go to hire your merc there are a number of mercs available with different names. Their various stats and levels will be covered later in the FAQ, but at this moment you may well be blindsided by a merc with a cool name such as Azrael or amused to find mercs called Elly, Gaile and Flux. A complete list of merc names can be seen on the [[mercenaries]] page.&lt;br /&gt;
&lt;br /&gt;
The merc names are randomly assigned each time you visit the merc leader on each trip to town. If you want a particular name for your merc, say you want an Act 2 offensive merc on Nightmare diff called Azrael, just keep revisiting town until the merc with the name you are after appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merc Stats and Leveling Mercs==&lt;br /&gt;
&lt;br /&gt;
When you are being shown mercs to hire, the game lists the merc's name and type, along with cost, defense &amp;amp; life.&lt;br /&gt;
&lt;br /&gt;
The defense shown is the base defense WITHOUT the dexterity bonus. Once you have purchased the merc, you will immediately see that the listed defense is higher than that which was shown. Thanks to Badf00d for this info.&lt;br /&gt;
&lt;br /&gt;
In the section dealing with each Merc group I have listed the bonuses to the stats they obtain as they level up. I'd like to thank Jude for this idea.&lt;br /&gt;
&lt;br /&gt;
At each difficulty level (hence referred to as diff.), the mercs you can hire will be of a higher experience level than those of the previous diff., however their stats will be lower when compared to a merc from the previous diff. who has reached the same level of experience. In short, leveling up your normal diff. merc is better than hiring a new one at a higher difficulty level.&lt;br /&gt;
&lt;br /&gt;
Note: The actual difference in the physical stats of a normal diff. merc and nightmare diff. merc isn't tremendous and there are only a few levels of difference in their skills. To give an example, at level 80, a normal rogue merc has 1290 life and 199 dexterity (dexterity). A nightmare rogue merc would have 1256 and 194 dexterity.&lt;br /&gt;
&lt;br /&gt;
In short, it won't make a tremendous difference to your PvM (player vs. monster) game if you hire a merc in hell diff. Only Act II nightmare diff mercs are really affected by this. If you wish to have those particular auras then you are going to have to settle for slightly lower stats.&lt;br /&gt;
&lt;br /&gt;
===The mercs' levels per group and difficulty setting are as follows:===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Mercenary&lt;br /&gt;
! Normal&lt;br /&gt;
! Nightmare&lt;br /&gt;
! Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Rogue Scout'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 67-71&lt;br /&gt;
|-&lt;br /&gt;
| '''Desert Warrior'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-13&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44-47&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75-79&lt;br /&gt;
|-&lt;br /&gt;
| '''Eastern Sorcerer'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15-19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 49-53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 79-83&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 59-62&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80-84&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The levels seem to follow a trend as you progress through the acts and the difficulty settings. Also note that if you go to an act before you are at the maximum level of the mercs in that act (level 13 in act 2 normal, level 19 in act 3 normal, etc.), the only mercenary that you will be able to hire are those that are equal to your level.&lt;br /&gt;
&lt;br /&gt;
Mercs get the most experience when you are fighting monsters of a similar level to that of the merc. If you've just hired a new merc and want to level them to the same level as your character, compare their level to that of monsters in different parts of the game and fight in that area. You can find the data here . With players 8 active, the merc will level up pretty quickly.&lt;br /&gt;
&lt;br /&gt;
Mercs also get more experience for monsters they kill themselves, rather than the XP they get when your character kills monsters. Assist your merc by lowering monster HP for and backing off, or using spells/skills that effect whole groups of monsters to weaken them and allow your merc to finish them off. Try to pick monsters that are unlikely to hit your merc hard and often, e.g.. Frenzytaurs in the Ancients way. These monsters are very likely to take your merc apart quite quickly. Places like the Arcane Sanctuary, where your merc can take on monsters without being swamped are ideal.&lt;br /&gt;
&lt;br /&gt;
However the area in question might not have the best experience for your character and may also have pretty lame item drops. Taking your merc to Act V of normal or nightmare diff (depending where you character is in the game) works almost just as well. Alternatively, running places with many boss packs near a WP such as the temples in Act III or Shenk/Eldritch in Act V may speed up the leveling process.&lt;br /&gt;
&lt;br /&gt;
Note that in 1.10, act V is now populated with several nasty monsters including Oblivion Knights in the Worldstone Keep or several archer-type monsters in the bloody highlands so it is a lot harder to keep your mercenary alive. Basically a trade-off between experience and survivability.&lt;br /&gt;
&lt;br /&gt;
In v.1.09 and 1.10, Mercs do not lose experience when they are killed in Nightmare and Hell diff. Under 1.08 they did.&lt;br /&gt;
&lt;br /&gt;
Mercs cannot be a higher level than your character and when a merc reaches the same level as the player character they cease to gain any experience until the player character levels up again. So when your character reaches level 99, your merc will remain at level 98 forever as they cannot gain anymore experience.&lt;br /&gt;
&lt;br /&gt;
The required experience for each level is given by the equation:&lt;br /&gt;
* experience_function(level) = (Exp/Lvl) * (level+1) * level ^ 2&lt;br /&gt;
&lt;br /&gt;
===The base experience/level by mercenary type and recruitment difficulty:===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Mercenary&lt;br /&gt;
! '''Normal'''&lt;br /&gt;
! '''Nightmare'''&lt;br /&gt;
! '''Hell'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Rogue Scout, Fire'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
|-&lt;br /&gt;
| '''Rogue Scout, Ice'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 115&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 125&lt;br /&gt;
|-&lt;br /&gt;
| '''Desert Warrior'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
|-&lt;br /&gt;
| '''Eastern Sorcerer, Fire'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
|-&lt;br /&gt;
| '''Eastern Sorcerer, Lightning'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
|-&lt;br /&gt;
| '''Eastern Sorcerer, Cold'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 140&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
In essence, Barbarians are the hardest to level as they have the highest EXP required to level, also, the mercs you pick up from later difficulties have larger level requirements. So, not only do the normal difficulty mercs have higher skills than their counterparts at high levels, but they have lower experience requirements to level too. Again thanks to Badf00d for this information.&lt;br /&gt;
&lt;br /&gt;
==Mercenary Equipment==&lt;br /&gt;
&lt;br /&gt;
With the additional elites uniques and rune words from 1.10, a list and comparison of great items to use on your merc would probably be longer than this guide itself. If you're not a keen MF-er of have not been playing the game long, then you're not likely to have a huge list of unique, rare and set equipment, and with the rarity of higher runes, rune words. You don't really need the godly items, to be honest, and a merc can be perfectly viable with items that you can buy from shops, take from monster corpses or from crafting/gambling. Whenever possible, I would try to list an example of an equipment that is often used for the modifications described (e.g.. Shaftstop for physical damage resistance). It is merely an example and obviously in many situations, might not be the best item for your merc.&lt;br /&gt;
&lt;br /&gt;
The most important mod to have on your merc equipment is Life Steal. While other mods (extra resists, faster attack, enhanced damage, damage reduction) are important, life steal and (to a lesser extent) life replenish will stop your merc requiring a rejuvenation every 5 minutes. As they cannot heal themselves using potions (and their life regen often isn't fast enough to survive heavy combat), the life steal will help a melee merc keep tanking for far longer. As a merc grows in experience and does more damage, the life steal will keep a merc near max health during most fights. The Barbarian is a minor exception to this rule in that as long as he isn't poisoned he will fully regenerate his life in 12.7 seconds compared to the others mercs who take 47 seconds to fully heal. A &amp;quot;cheap&amp;quot; source of equipment would be blood crafted helms/armours which come with in-built life leech although it wouldn't be very hard to find better equipment.&lt;br /&gt;
&lt;br /&gt;
Life Leech is completely useless for Act III mercs though, as they hardly ever use their swords to hit anything. As a result life leech is not a practical mod to have on their equipment. Give them a caster type weapon (e.g.. Culwen's Point, unique War Sword) instead or a 6-socketed sword having jewels with useful mods (+life/res), or if you're the richer type, Rainbow Facet jewels. Items with -% to elemental resistance would be excellent.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;brother&amp;quot; mod of Life Leech is &amp;quot;Increased Attack Speed&amp;quot;. Outside of life steal on weapons, try to give your mercs the fastest attack weapons you can that won't sacrifice their damage too much. As there are few equipment slots on a merc to store IAS items (and no inventory for charms), you need to focus on the speed of the weapon. A slow attacking merc is really, really slow and very vulnerable to monster attacks. They will not get the most benefit from their life steal as the monsters will get more hits in on them, than they will on the monsters. If you have spare IAS jewels, Shael runes and a socketing quest, it can be just as worthwhile increasing the speed of your mercs weapon via socketing as it would your own. You can check the amount of IAS required off the mercenary section on Dii.net here&lt;br /&gt;
&lt;br /&gt;
Crushing blow and open wounds have changed dramatically in 1.10, especially crushing blow, which is now one of the ultimate boss killers. Whenever possible, try to have such mods on your melee merc as well.&lt;br /&gt;
&lt;br /&gt;
Mana leech is completely useless to mercs, even the magic using ones. Don't bother with mana leech when choosing equipment for your merc because they do not have a mana pool.&lt;br /&gt;
&lt;br /&gt;
Because mercs naturally get quite high resistances, resist gear is not as useful to a very high level merc and it can be worthwhile equipping them with damage reducing gear instead. Shaftstop (and the Leviathan Kraken Shell) obviously comes to mind here.&lt;br /&gt;
&lt;br /&gt;
Naturally any spare uniques you have lying around that could be used by your merc are probably best placed on your merc. If you've got it, use it!!! There is no point in equipping a merc with magical gear from Larzuk when you have spare Shaftstops and Vampire Gazes on a mule somewhere. Stick them on your merc and you'll instantly notice an improvement in their longevity.&lt;br /&gt;
&lt;br /&gt;
The same applies to rune words/rares and any cruel weapons that might be appropriate. If the Cruel Colossus Blade you just made doesn't have the 40% IAS and 300% ED that you were hoping for, socket it with an Amn rune and give it your barb merc (or your low 300% Breath of the Dying Colossus Blade :rolleyes: ).&lt;br /&gt;
&lt;br /&gt;
Slow target items for mercs are excellent, nearly as good as damage reduction items. A slowed creature can hit the merc less frequently and is therefore easier for the merc to fight. This mod can be very useful against the Frenzytaurs of Act 5 as well as all the act bosses. Mercs can also make use of faster run/walk items which can provide your merc with much greater mobility, allowing them to get into and out of trouble faster.&lt;br /&gt;
&lt;br /&gt;
Mercs also make a good home for any Ethereal unique items that you have, since ethereal items do not lose durability when equipped on a merc.&lt;br /&gt;
&lt;br /&gt;
Merc also get the benefits of the partial bonuses of Set Items as well. Sadly, most set items consist of too many parts un-equippable by the merc for them to get the full set bonuses.&lt;br /&gt;
&lt;br /&gt;
In short, treat equipping a merc like you would your character. Try and give them the best gear you can spare. More equipment details may be found in the sections pertaining to the specific merc.&lt;br /&gt;
&lt;br /&gt;
Also, chance to cast (CTC) items, especially curses or static field, are extremely useful to put on your mercenary. Items that come to mind are Crescent Moon, Delirium, and the Reaper's Toll. The Viperfork is also useful if you're in an undead-infested area and want to get rid of all the corpses before they get reanimated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking Auras==&lt;br /&gt;
&lt;br /&gt;
Items that come with auras were introduced in 1.10 and in some cases, render the Act II merc redundant.. Here is a list of possible auras that can be found on items used on mercs.&lt;br /&gt;
&lt;br /&gt;
Holy Freeze: found on 'Doom' rune word for pole arms (Act II mercs only)&lt;br /&gt;
Holy Fire: found on 'Hand of Justice' rune word for all weapons.&lt;br /&gt;
Thorns: found on 'Bramble' rune word for armours.&lt;br /&gt;
Sanctuary: found on Azurewrath, unique phase blade. (act III/VI mercs only)&lt;br /&gt;
&lt;br /&gt;
Plus to Skills Items &amp;amp; Mercenaries&lt;br /&gt;
&lt;br /&gt;
What + to skills items do mercs benefit from? is a commonly asked question. Furthermore what is the effect of the bonus skills when the item is equipped?&lt;br /&gt;
&lt;br /&gt;
For all mercs, only the mod &amp;quot;+X to all skills&amp;quot; will work by raising their existing skill level by the equivalent of X entire levels of the equivalent player characters skill. While merc skills do improve with each level, it isn't in the same way as that of player characters, so + to skills can really benefit mercs. E.g.. the Iron Wolves magical skills are capped at lvl 18 so + to skills here can lead to a significant improvement.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.09, mercs benefited from +skills of the individual trees (e.g.. An Act III cold merc would benefit from +3 Amazon Spear &amp;amp; Javelin skills). Sadly, this feature has been removed in 1.10.&lt;br /&gt;
&lt;br /&gt;
In 1.09, Rogues benefit the most with a huge array of skills available and these have been comprehensively listed on Diabloii. Unfortunately, this feature is also disabled in 1.10&lt;br /&gt;
&lt;br /&gt;
In short, for 1.10, the general rule is only &amp;quot;+ to all skills&amp;quot; would have an effect on the merc skills. The sole exception would be the barb merc. Wearing a helm with +skills to Bash/Stun would work as the barb uses such skills in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries and Magic Find Equipment==&lt;br /&gt;
&lt;br /&gt;
When a merc is wearing MF gear, the value of that MF is added to the value of the MF your character is equipped with, but only when the merc makes a kill.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Merc as 100% MF&lt;br /&gt;
* Character has 300% MF.&lt;br /&gt;
&lt;br /&gt;
Whenever the merc kills something his MF is treated as being 400%. This does not apply in reverse however and a Mercs MF does not add to characters. So if you're out MFing with your merc, make sure he/she gets the last hit in on whatever Boss or Unique you're attempting to MF from. Practically speaking though, with the high HP of 1.10 Hell Act bosses on players 8, you should consider whether the time taken for the merc to kill the boss could be used on another MF run!&lt;br /&gt;
&lt;br /&gt;
Apparently % increase gold drop now works then same way as % magic find. It only applies when the merc kills something.&lt;br /&gt;
&lt;br /&gt;
Note: in 1.09, any +% gold find equip that a merc is carrying apparently does add to any increased % gold drop that the player character is carrying. If you're into gambling in a big way, load down your merc with extra gold items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merc Healing==&lt;br /&gt;
&lt;br /&gt;
Use rejuvenation potions wherever possible to heal your merc. As per your character, regular potions take time to effect a merc and if you're healing them in the heat of battle, odds are a regular potion will not stop them from being killed. Use the Horadric cube to create rejuvenation potions via the following recipes:&lt;br /&gt;
&lt;br /&gt;
    3 Health Potions + 3 Mana Potions + 1 chipped gem ==&amp;gt; 1 Partial Rejuvenation Potion&lt;br /&gt;
    3 Partial Rejuvenation Potions ==&amp;gt; 1 Full Rejuvenation Potion&lt;br /&gt;
    3 Health Potions + 3 Mana Potions + 1 Gem (normal)==&amp;gt; 1 Full Rejuvenation Potion&lt;br /&gt;
&lt;br /&gt;
Also, when healing your merc, hold down &amp;quot;shift&amp;quot; and right click on a potion in your belt rather than dragging the potion over to your merc. The first method is quicker and removes all the fumbling that can occur when you're trying to get an antidote potion to them in a hurry. Alternatively hold down shift and hitting 1, 2, 3 ,4 (for your belt slot) to heal your merc. This is even quicker and requires no mouse movement!&lt;br /&gt;
&lt;br /&gt;
Incidentally, the duration of thawing and antidote potions now stack. Hence feeding your merc several of such potions before any killing session basically gives you a merc highly resistant to poison and cold. This is especially useful in the undead-heavy areas like Act II where the merc just can't seem to stop themselves from walking through poison clouds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merc Resurrection==&lt;br /&gt;
&lt;br /&gt;
If your merc dies you can visit the leaders of the merc groups in each act and pay a sum of money for your merc to be resurrected. In act 4, Tyrael performs this role. The cost of resurrection increases as your merc levels off, but peaks at the princely sum of 50,000 gold when your merc reaches around level 80. You can revive your merc at any time, even if you start a new game in a different difficulty setting.&lt;br /&gt;
&lt;br /&gt;
To date there is only one instance where a merc cannot be revived and it only occurs in version 1.07/1.08 of Diablo 2/LOD. The Corpse Spitters in Act 4 will devour your mercs corpse rendering them unressurectable. If you are playing version 1.07/1.08 and your merc dies in act 4 either a) get back to town ASAP a resurrect them or b) kill all the corpse spitters in the vicinity. If you don't you will lose your merc and all the gear that is on them.&lt;br /&gt;
&lt;br /&gt;
==Mercs Versus Bosses==&lt;br /&gt;
&lt;br /&gt;
In 1.10 now, if you're facing an act boss for the first time, then odds are your Merc is going to get killed in fairly short order thanks to the x2 damage done by the bosses, including normal boss monsters (such as Griswold). In addition, the 1.10 patch reduced the amount of damage mercs could do to bosses. Mercs now do - 50% damage against bosses in normal, 35% in nightmare (40% in 1.09), and 25% in hell difficulties.&lt;br /&gt;
&lt;br /&gt;
While its down to the individual whether they want to use up an entire belt of rejuvenation potions keeping their merc going, I would suggest its not worth the bother especially if your character can manage to fight on alone. After all, if you've used them all up on your merc, what're you going to drink? Then there's the resurrection costs. Do you really want to throw thousands of GP away to keep your merc up through a fight?&lt;br /&gt;
&lt;br /&gt;
However, if you are one of those magic finders, then there are several combinations to be used against the act bosses. For example, hitting hell difficulty Baal with a Kelpie Snare (slow) will make sure that he doesn't make any powerful attacks. And if you are capable of dispatching the other four act bosses quickly enough (sorceresses with static field and a strong elemental attack), then that spear will be all you need in order to keep a mercenary alive. Furthermore, the decrepify curse from the Reaper's Toll will make act bosses attack at half the speed with half the damage, hence quadrupling your mercenary's survival rate. Add in a Shaftstop and a vampire gaze (or crown of ages if you have one), and your mercenary will probably be able to last up to a whole minute. If you're a melee-based character, stepping closer seems to attract the boss's attention and focus his/her attack on your character instead, leaving the mercenary in one piece.&lt;br /&gt;
&lt;br /&gt;
It's not as cut and dried as that, the ranged attack Mercs (Acts I &amp;amp; III) can survive a boss fight if you position yourself careful and keep the act bosses attention. This leaves the Merc free to throw ranged attacks at the boss until they are dead.&lt;br /&gt;
&lt;br /&gt;
Mercs can be useful against an act boss though as they can buy precious seconds worth of distraction before they die, allowing you to get the first few hits in on the boss and develop a bit of momentum. Against the Ancients they can help distract one or two of them and allow you to lead the third away to a corner for a private pummeling. When you enter Tal Rasha's chamber in Act II, Duriel will invariably charge at your merc rather than you, thus you avoid the hideous amount of damage that the initial charge attack can do to you (note that in 1.10, Duriel no longer has his nasty charge attack). If you're lucky, the merc might even still be alive and forcing a quick Full Rejuvenation potion down his/her throat will give you an added source of damage in the fight.&lt;br /&gt;
Here's a list of boss monsters in 1.10:&lt;br /&gt;
* Blood Raven&lt;br /&gt;
* Griswold&lt;br /&gt;
* Andy&lt;br /&gt;
* Radament&lt;br /&gt;
* Summoner &lt;br /&gt;
* Duriel&lt;br /&gt;
* Mephisto&lt;br /&gt;
* Izual&lt;br /&gt;
* Diablo&lt;br /&gt;
* Nihlathak&lt;br /&gt;
* Defilers&lt;br /&gt;
* Baal&lt;br /&gt;
* Baal clone&lt;br /&gt;
* Diablo Clone&lt;br /&gt;
&lt;br /&gt;
==Boss Fight Tips==&lt;br /&gt;
&lt;br /&gt;
A basic rule of thumb I've noticed in boss fights is that the boss monster will go for the nearest character. If you want to keep your merc alive this is worth bearing in mind, though this can be quite an easy decision if you are playing a melee character and have hired an Act 1 or Act3 merc. An interesting point is that when the Boss focuses an attack on you, if you run away before the attack is executed, the Boss would often pursue your char, completely ignoring your mercenary. If that happens, you would need to tank the Boss while it completes its attack, then run away before it begins the next one.&lt;br /&gt;
&lt;br /&gt;
==Melee Character + Ranged Merc==&lt;br /&gt;
&lt;br /&gt;
In this instance, where the player character is melee and the merc is ranged, simply go toe to toe with your boss monster and this should keep your merc out of harms way. The only stumbling blocks for this strategy are Diablo, the ancients and Baal. Diablo is a big hurty thing and its not always advisable to go to toe to toe with him, especially on Hell diff, some running around is usually called for and a stray Pink Lightning Bolt from him, or his fire attacks, will waste your merc in next to no time.&lt;br /&gt;
&lt;br /&gt;
With the Ancients, there are three of them. One of them will usually find the time to attack your merc, which is usually a pretty short conflict, especially on Hell diff. This is especially true if Korlic, the leaper, decides to leap attack your merc.&lt;br /&gt;
&lt;br /&gt;
The problem with Baal is his tentacles. Whilst they don't hurt the player character much, they can surround and wear down a merc very quickly (thanks to the extra damage). As the tentacles attack when you character and merc are a distance away from Baal, ranged mercs will often fall victim to them.&lt;br /&gt;
&lt;br /&gt;
==Melee Character + Melee Merc==&lt;br /&gt;
&lt;br /&gt;
Where both the character and merc are melee based I've noticed that the boss concentrates on the character that hits hardest. Not the most often, but the character that does the most damage in a single attack. If this is the character then the boss will focus its efforts on you, if its your merc the same rule applies.&lt;br /&gt;
&lt;br /&gt;
Invariably the player character is better suited to surviving a boss encounter at melee range and if the primary reason for having a merc is to take advantage of their aura effects it can be worth your while substituting their current weapon for something that does slightly less damage then your character does. Thus the boss will focus on you.&lt;br /&gt;
&lt;br /&gt;
This strategy is pretty sound against all the boss monsters (especially Duriel if you have a fat purple handy to help them survive the initial charge) except for Diablo as his big hurty fire attacks are something that you don't want to experience at close range (especially on Hell diff), and the Ancients, because there are three of them. At least at melee range against the ancients, Korlic is unlikely to use his leap attack which does reduce a potential source of huge damage from these monsters.&lt;br /&gt;
&lt;br /&gt;
==Ranged Character + Melee Merc==&lt;br /&gt;
&lt;br /&gt;
Without insufficient support, often the merc simply charges into the fray and invariably dies. It does depend on the boss monster in question and a melee merc will have an easier time surviving Andariel and Duriel at close range than they will against Mephisto or Diablo. Mephisto's melee attack is just too powerful for mercs to stand up to very long and Diablo's attacks (especially fire and lightning) are lethal.&lt;br /&gt;
&lt;br /&gt;
In the case of the Ancients, it is highly likely that your merc will be mobbed by them in the opening seconds of the fight while your character is going to range.&lt;br /&gt;
&lt;br /&gt;
==Ranged Character + Ranged Merc==&lt;br /&gt;
&lt;br /&gt;
The rule of the closet character applies here if the monster is going to melee attack you. If both characters are equidistant, then I guess the rule of most damaging applies. However, if you're not too concerned about your merc surviving the fight, tool 'em up to them max, send them into the fray and get ready to resurrect them after the fight is over.&lt;br /&gt;
&lt;br /&gt;
Something to note is that ranged mercs tend to move away from monsters if they are too close. A tricky but possible way to keep your range merc (and yourself) alive would be to constantly run between the boss and your merc constantly shooting away.&lt;br /&gt;
&lt;br /&gt;
==Melee Mercs Versus Lightning Enchanted Monsters (from Drandimere)==&lt;br /&gt;
&lt;br /&gt;
Two characteristics of LE monsters are that the more they get hit, the more sparks they generate. The type of damage you are inflicting also makes a difference - cold damage generates more sparks than fire. At times the damage you are dealing out may kick up so many sparks that your merc can't life leech it back fast enough (at low and mid levels), especially if you are dealing elemental damage. Therefore, it may help prolong the life of your merc if you back off for a moment and just let the merc take care of the LE while you handle its buddies. Yes, he is still causing sparks to fly from his weapon, but he is also leeching it back with each hit and thus doesn't die.&lt;br /&gt;
&lt;br /&gt;
In addition to this, I have also noticed that if your merc is equipped with an item which freezes the target then Lightning Enchanted monsters tend not to throw out less lightning bolts. In act 2 I have noticed this to be especially pronounced on the Scarabs.&lt;br /&gt;
&lt;br /&gt;
==The Mercenary Groups==&lt;br /&gt;
&lt;br /&gt;
Act 1 Merc: The Rogues of the Sisterhood of the Sightless Eye&lt;br /&gt;
&lt;br /&gt;
*Hire from: Kashya upon reaching clvl 8 or receive as a quest reward after Blood Raven is defeated.&lt;br /&gt;
*Can equip: Bows (with unlimited arrows), except crossbows&lt;br /&gt;
*Level up: +1 Strength, +2 Dexterity, +6.5 Defense, +1.5 Resistances, +8 Life&lt;br /&gt;
&lt;br /&gt;
These feisty lovelies become available once you've defeated Blood Raven and can be very helpful. They are restricted to using bows, but require no arrows in order to fire them.&lt;br /&gt;
&lt;br /&gt;
===Fire vs. Cold===&lt;br /&gt;
&lt;br /&gt;
With ranged attacks, the Rogue makes good back up for a melee character freezing the incoming monsters, or thinning out the herd to ease the pressure on a Necro's minions, while at the same time staying out of trouble herself. Her inner sight ability allows the merc to start picking off monsters off screen which can be useful, but can also bring a Unique and his minions down on you when you least expect it. However with a decent bow (good damage + high speed) you could probably leave your Rouge to cut those monsters down by herself. This has the added bonus of thinning out packs of monsters that you might run into later. Inner Sight also has the ability to reduce a monster's defense by a fixed amount, hence being of some use to melee characters.&lt;br /&gt;
&lt;br /&gt;
The key disadvantage of the Rogue is her low strength. She won't be wearing high def armour anytime real soon and if she is attacked, is likely to be hit and downed quite quickly as she doesn't have a great deal of health either.&lt;br /&gt;
&lt;br /&gt;
Another big disadvantage is the AI for the Rogue. The way they move to target monsters often involves her being a distance away from the player, where she is a) unprotected and b) likely to attract more monsters to her position. This happens a lot and if the rogue does get surrounded she will be cut down in short order if she can't shoot her way free and your character is engaged in melee elsewhere. In such an instance a melee character will have to break off from the monster they are fighting to assist the Rogue. Ranged characters have an easier time by simply diverting their fire in the mercs direction for a few seconds, thinning the herd and allowing the Rogue to give them covering fire in return.&lt;br /&gt;
&lt;br /&gt;
Also Rogues, having targeted a monster, they tend not to move until they have killed it, which means that if they are about to be surrounded the usual trick of running the player character about to get her to move won't work until she's picked off her foe. You have to run a long way to get her to move.&lt;br /&gt;
&lt;br /&gt;
Finally Rogues have a bias for elemental attacks. Which means in Hell, she's good against PIs, but there will be large groups of monsters which she can't kill thus hampering her effectiveness. In addition to this elemental attacks will effect her ability to life leech thus making her less self sustaining in some instances. This also applies to any bow that fires magical or explosive arrows (which currently only do fire damage in 1.09) and equipping a merc with such a weapon will also effect her leeching.&lt;br /&gt;
&lt;br /&gt;
When you first get the rogue merc she will be heavily biased towards using her regular attack over her fire or cold arrow attack. As she levels she will use the cold or fire attack more often, until at level 25 she gets the following probabilities of using her various skills:&lt;br /&gt;
&lt;br /&gt;
* 75 in 154 chance to use her regular&lt;br /&gt;
* 10 in 154 chance to cast inner sight&lt;br /&gt;
* 69 in 154 chance to use her mercenary type specific fire or cold arrow attack.&lt;br /&gt;
&lt;br /&gt;
Essentially a 50/50 split between using normal arrows and invoking her cold / fire arrow attack with a smallish chance to cast inner sight. Obviously, if you have equipped any + to all or + to Amazon skills items she will alternate between the special skill and her normal cold/fire arrow skill. (1.09 and before).&lt;br /&gt;
&lt;br /&gt;
A number of unique bows spawn with mods like &amp;quot;fires explosive arrows&amp;quot; (e.g.. Kuko) or fires &amp;quot;magic arrows&amp;quot; (e.g.. Witchwild String). This would count as the rogue's normal attack (no explosive damage is done) and would not activate during the fire/cold arrow attack.&lt;br /&gt;
&lt;br /&gt;
Note: for 1.09 and before, if you have given your merc any +skills items you will prevent the bow from firing the stated arrows as the merc will never be using the bows regular attack.&lt;br /&gt;
&lt;br /&gt;
In choosing equipment, consider getting mods such as knock back and chance to cast monster flee (Rattlecage). These would noticeably improve her survivability.&lt;br /&gt;
&lt;br /&gt;
Side note: the cold arrows seem to have a shorter range than the fire arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act II Mercs: Desert Warriors==&lt;br /&gt;
&lt;br /&gt;
*Hire from: Greiz&lt;br /&gt;
*Can equip: Spears and Pole arms (and Javelins, but with no throwing ability)&lt;br /&gt;
*Level up: +1.5 Strength, +1.5 Dexterity, +9.5 Defense, +1.5 Resistances, +10 Life&lt;br /&gt;
&lt;br /&gt;
These guys are possibly the most used Mercs in the game thanks to their auras.&lt;br /&gt;
&lt;br /&gt;
The Merc's aura is dependant on the difficulty you get them from. The Merc auras all have level restrictions with the exception of the Might Merc aura. The formula for calculating the level of an aura is:&lt;br /&gt;
&lt;br /&gt;
* 10/32 of a level per level of the hirling (hlvl). So a level 98 might merc aura would be 10/32*98 = level 30 might aura.&lt;br /&gt;
&lt;br /&gt;
The level caps for the aura's are dependant on the difficulty from which you hire them and can be seen below:&lt;br /&gt;
&lt;br /&gt;
===Normal Difficulty===&lt;br /&gt;
* Combat Prayer (hlvl 9 = alvl 3, max. alvl = 18)&lt;br /&gt;
* Defensive Defiance (hlvl 9 = alvl 3, max. alvl = 18)&lt;br /&gt;
* Offensive Blessed Aim (hlvl 9 = alvl 3, max. alvl = 18)&lt;br /&gt;
&lt;br /&gt;
===Nightmare Difficulty===&lt;br /&gt;
* Combat Thorns (hlvl 31 = alvl 9, max. alvl = 17)&lt;br /&gt;
* Defensive Holy Freeze (hlvl 31 = alvl 9, max. alvl = 17)&lt;br /&gt;
* Offensive Might (hlvl 31 = alvl 8, There is no cap on Might level )&lt;br /&gt;
&lt;br /&gt;
===Hell Difficulty===&lt;br /&gt;
* Combat Prayer (hlvl 55 = alvl 18, max. alvl = 16)*&lt;br /&gt;
* Defensive Defiance (hlvl 55 = alvl 18, max. alvl = 16)*&lt;br /&gt;
* Offensive Blessed Aim (hlvl 55 = alvl 18, max. alvl = 15)*&lt;br /&gt;
&lt;br /&gt;
The figures for hell diff show that where the same merc hired from normal diff, they would have an aura level (alvl) of 18 when they reached hlvl 55 but the max aura a Hell diff merc can have is 16. Hence if you want a higher lvl aura, hire a merc from a lower difficulty.&lt;br /&gt;
&lt;br /&gt;
===Normal &amp;amp; Hell Mercenary Skills===&lt;br /&gt;
&lt;br /&gt;
====Offensive - Blessed Aim====&lt;br /&gt;
&lt;br /&gt;
Not the most popular aura for many characters, as most of the melee characters have sufficient skills to raise their AR and the Sorceress doesn't really need much AR as she hits with her magical attacks. However for variant builds such as the Melee Sorc, Ranger (bow/crossbow Paladin) and Meleemancer (melee Necro) where AR is of critical importance, the blessed aim merc can be very useful. This merc can also be very helpful to Werebears who also suffer from AR problems. With the introduction of several new uniques items which grant AR (eh. Charges of enchant, zeal etc) in 1.10 though, the actual usefulness of such mercs has been somewhat diminished.&lt;br /&gt;
&lt;br /&gt;
====Defensive - Defiance====&lt;br /&gt;
&lt;br /&gt;
A high level Merc with this aura, and good equip, is very hard to hit, even in Hell diff. So a character who has hired such a merc is equally difficult to hit. The advantages of this are straightforward to any character, you'll get hit less often, therefore be less likely to die. This aura has a pronounced effect on the longevity of a Necro's minions, even when the Merc is of a low level. This aura is often a &amp;quot;must-have&amp;quot; for characters aiming to have a huge defence stat i.e. Ironman barbarians or for hardcore players. Just bear in mind that several of the monsters in 1.10 now have attacks that completely ignore defense.&lt;br /&gt;
&lt;br /&gt;
====Combat - Prayer====&lt;br /&gt;
&lt;br /&gt;
The life regeneration that this aura provides is probably only of use to most characters as a way to ignore the effects of poison or of life draining items (Malice rune word for example). However to characters with life steal and high resists, this aura is going to prove to be of little use, and if the merc himself has a life stealing weapon, then the aura won't be of too much use to him. It is probably best used for characters with no form of life leech (i.e. casters). Still, it is probably better to just drink a potion.&lt;br /&gt;
&lt;br /&gt;
This aura is of some limited use to the Necromancer and his minions as the continual life replenish will help keep them alive for much longer. In 1.10, the minions actually heal by themselves. In 1.09, Necro minions can only be healed via wells or a priest in town.&lt;br /&gt;
&lt;br /&gt;
===Act 2 Nightmare Mercenary Skills===&lt;br /&gt;
&lt;br /&gt;
====Offensive - Might====&lt;br /&gt;
&lt;br /&gt;
A very popular aura for almost any character, as additional damage is always useful. The Merc himself will be doing a godly amount of damage at higher levels and quite happily tank for himself and for those who think that &amp;quot;the best defense is a good offense&amp;quot; this is the way to go.&lt;br /&gt;
&lt;br /&gt;
This aura is probably of least use to a Sorceress as it does not add any benefit to her magical attacks, but should she run low of mana and be caught in a corner with only a melee weapon then, this aura will give her a chance of fighting her way free.&lt;br /&gt;
&lt;br /&gt;
The effect of this aura on a Necro's minions can create a virtual wall of death to descend upon the ranks of Diablo minions. A few revived Frenzytaurs or raised skeletal warriors with a might aura on them can easily sway the tide of battle in the favour of the Necromancer.&lt;br /&gt;
&lt;br /&gt;
A point to note is that even if you have a might merc whose lvl is sufficient to provide 100% extra damage this won't automatically double the damage of your character. The formula below from Nikodemous from the Paladin forum explains how your might mercs aura factors into your damage.&lt;br /&gt;
&lt;br /&gt;
Lets say your weapon does 100 points of average damage. (that being the average of the minimum and maximum shown directly on the weapon). You have +100% damage from WW&lt;br /&gt;
&lt;br /&gt;
* 200 strength = +200% damage&lt;br /&gt;
and the might merc has lvl 7 might, which gives (40+6*10) 100% bonus.&lt;br /&gt;
&lt;br /&gt;
Total damage is:&lt;br /&gt;
* (100 * (100 [base] + 200 [strength] + 100 [ww] + 100 [might]))/100 = 500 average damage&lt;br /&gt;
All elemental damage is added to the total, with no % bonuses on top.&lt;br /&gt;
&lt;br /&gt;
====Combat - Thorns====&lt;br /&gt;
&lt;br /&gt;
The essential problem with Thorns is that you have to be hit for it to take effect, though admittedly the effect at high levels can kill many normal monsters outright. In 1.10, with the high ratio of monster HP as compared to the damage they do, thorns is more or less reduced to a novelty aura. It is nice to have around but not entirely useful.&lt;br /&gt;
&lt;br /&gt;
The Necromancer Overlord is the character build that can make best use of this aura. With many minions running around the map all effected by thorns and with the possibility of an Amp Damage curse as well, this can create havoc for boss monsters that use physical attacks i.e. Hephasto the Armourer, Duriel and the Ancients. By wading through the thorns-aura'd minions to get to the player character, these boss monsters will take an awful lot of damage.&lt;br /&gt;
&lt;br /&gt;
====Defensive - Holy Freeze====&lt;br /&gt;
&lt;br /&gt;
Another very useful for aura for any player character, more so for the slowing effect on monsters than any damage done. The only other choice besides defiance for hardcore player, this aura, at high levels, will bring many enemies to a near stop. Demon Imps stop teleporting all of the place, flayers slow right down and explody-headed Slayers are easily avoided. For characters using thrown weapons, bows or magic, the slowed monsters make ideal targets.&lt;br /&gt;
&lt;br /&gt;
The Necromancer Overlord (or a Corpse Explosion Necro) is the class most disadvantaged by this aura, as the increased number of bodies that shatter upon death greatly reduces the Necro's potential revive, summon or corpse explosion fodder.&lt;br /&gt;
&lt;br /&gt;
On Hell diff, cold immune monsters will still be slowed by this aura.&lt;br /&gt;
&lt;br /&gt;
Important Note on Holy Freeze:&lt;br /&gt;
&lt;br /&gt;
It seems that not all monsters are affected by this aura. Blood Lords, Moon Lords and Death Lords of act 5 seem resistant to its slowing effects. The Frenzytaurs are immune to freezing. So do not rely on your merc to slow these monsters down. Also its good to take into account the relatively small range of holy freeze e.g.. archers shooting at you from the edge of the screen is unlikely to be affected.&lt;br /&gt;
&lt;br /&gt;
===Act 2 Merc Aura Activation===&lt;br /&gt;
&lt;br /&gt;
Act 2 Merc auras do not automatically activate when you hire them, or do they become active when you leave town. The Desert Warrior requires a little stimulus to use his aura and this means getting him involved in the action.&lt;br /&gt;
&lt;br /&gt;
Basically, the Act II merc will only activate his aura when he has to pick an attack. The chance of activating his aura decreases every level up, to around 2.5% at lvl90+. So if your character kills everything before the merc gets a look in, the aura won't activate.&lt;br /&gt;
&lt;br /&gt;
It can be a little more complicated than what is stated above and there do seem to be instances where a hired mercs aura will simply not turn on, or at least take a very long time to do so. Simply returning to town and then letting your merc kill more monsters should normally solve such problems.&lt;br /&gt;
&lt;br /&gt;
===Multiplaying Tip for Act 2 Mercs===&lt;br /&gt;
&lt;br /&gt;
Don't all hire the same merc in a MP game if you're all using Act 2 mercs. If you have 6 players with 6 mercs, all with the same aura, all the game will do is cycle through the aura effects for each merc. While the radius of effect may be huge (6 might mercs supporting 6 Zookeeper Necros would be a frightening sight) its not the best use of the abilities available. If you have 6 mercs all with different auras you'll have an entire party of hard hitting, life replenishing, accurate, difficult to hit characters, versus a load of monsters who are moving slowly and that get hurt whenever they hit your characters.&lt;br /&gt;
&lt;br /&gt;
Desert Warriors use Pole arms, Javelins (but with no throwing ability) or Spears (no Amazon-specific spears) and can therefore do a lot of damage. They attack using the Amazon &amp;quot;Jab&amp;quot; attack which under 1.09 no longer ignores weapon speed. A Might aura merc can do a phenomenal amount of damage with such a weapon and can quite happily cut down any monster that crosses his path. The non-might mercs still do an impressive amount of damage and with a decent exceptional or elite pole arm/spear, can easily top 1000pts of damage. They are also strong enough to wear heavy armour and can survive in the middle of a melee for some time. In addition they get a fair few hit points to boot.&lt;br /&gt;
&lt;br /&gt;
Their AI is more focused on staying within aura effecting distance of the player, but as they level up and the range of their aura grows the distance they are inclined to wander for a fight grows. Even high level Act II mercs have less of a lemming tendency than the other mercs and will retreat quite quickly if your character decides to leg it.&lt;br /&gt;
&lt;br /&gt;
The obvious disadvantage of the act II mercs is that when they die, outside of losing your support you also lose the aura effects a few seconds later. This can turn the tide of battle against your character very quickly.&lt;br /&gt;
&lt;br /&gt;
The more damaging Pole arms/Spears are usually quite slow. More than any other merc there needs to be a trade off between speed and power here in choice of weapon. In addition the weapon needs to have some elemental damage attached to it otherwise the merc will be useless against PIs on hell diff. This Merc, unless totally overwhelmed, can survive quite well in hell diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act III Mercs: The Iron Wolves==&lt;br /&gt;
&lt;br /&gt;
* Hire from: Asheara&lt;br /&gt;
* Can equip: Swords and Shields&lt;br /&gt;
* Level up: +1.5 Strength, +1.5 Dexterity, +4.5 Defense, +1.5 Resistances, +6 Life&lt;br /&gt;
&lt;br /&gt;
The Iron Wolves are all sorcerers who come in 3 flavours, fire, ice or lightning with the following spells.&lt;br /&gt;
* Lightning: Charged Bolt and Lightning&lt;br /&gt;
* Cold: Glacial Spike or Ice Blast with Frozen Armour&lt;br /&gt;
* Fire: Inferno and Fireball&lt;br /&gt;
&lt;br /&gt;
Their spells reach the following levels as the mercs experience lvl increases.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | '''Eastern Sorcerer - Fire'''&lt;br /&gt;
|-&lt;br /&gt;
| Exp Level&lt;br /&gt;
| 15&lt;br /&gt;
| 37&lt;br /&gt;
| 61&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| Inferno&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Fire Ball&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | '''Eastern Sorcerer - Cold'''&lt;br /&gt;
|-&lt;br /&gt;
| Exp Level&lt;br /&gt;
| 15&lt;br /&gt;
| 37&lt;br /&gt;
| 61&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| Glacial Spike&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| Frozen Armor&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Ice Blast&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | '''Easter Sorcerer - Lighting'''&lt;br /&gt;
|-&lt;br /&gt;
| Exp Level&lt;br /&gt;
| 15&lt;br /&gt;
| 37&lt;br /&gt;
| 61&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| Charged Bolt&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Lightning&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 17&lt;br /&gt;
| 28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They can equip shields and swords, but, only use the sword in rare circumstances (such as when they are being mobbed) so it is worthwhile equipping them with a decent weapon. Ideally a sword with +1 to all skills or faster cast would be of most benefit to them. Life leech is less of an issue here, due to the infrequency of melee attacks that these mercs make.&lt;br /&gt;
&lt;br /&gt;
Base cast rates for Act 3 mercs are (fast cast = FC) (Thanks to corax for the date)&lt;br /&gt;
&lt;br /&gt;
* 0% FC - 18FPS&lt;br /&gt;
* 10%FC - 17FPS&lt;br /&gt;
* 15%FC - 16FPS&lt;br /&gt;
* 30%FC - 15FPS&lt;br /&gt;
* 40%FC - 14FPS&lt;br /&gt;
* 60%FC - 13FPS&lt;br /&gt;
* 90%FC - 12FPS&lt;br /&gt;
* 140%FC - 11FPS&lt;br /&gt;
&lt;br /&gt;
Like the Rogue these are ranged combatants and can provide useful back-up for a melee character. Again the cold mercs attacks will help against crowds of monsters but freezing them solid or slowing the monsters down.&lt;br /&gt;
&lt;br /&gt;
Although they can use a shield, they cannot block. Thus a shield will only help with their defence and also their resists if you give them a good unique/rare shield. They are strong enough to wear heavy armour and use large shields, which is useful as their defence increase per level is pitiful. The cold sorc has an advantage here in that he also casts frozen armour which confers a defense bonus. Thus he can actually serve as a limited tank compared to the other two.&lt;br /&gt;
&lt;br /&gt;
Their magic attack is also very useful against PI's in Hell and Nightmare, just so long as the PI is not immune to the Sorcs chosen element or is magic immune as well. This is particularly useful for those character classes that do not have a strong attack for dealing with PIs i.e. Werewolf Druids. The added elemental damage from the Mercs attack can assist whatever damage the WW has on his weapons.&lt;br /&gt;
&lt;br /&gt;
Sorcs suffer from the same AI problem as Rogues though, they back off to range, target something and keep firing until its dead, irrespective of whether 20 Flayers have just run onto the screen next to them and are currently turning the merc into Swiss cheese. Again once this process has started it is very difficult to get the merc to move away. The shield will help the merc survive for a bit, but their low hp means that will be killed sooner rather than later, unless the player character has the opportunity to thin out the mob somewhat.&lt;br /&gt;
&lt;br /&gt;
As these mercs only attack very rarely with their melee weapon the amount of damage these Mercs do isn't very great. This means they can't fight their way out of a scrape very quickly and on hell diff it takes an age for them to hurt anything. Add in the existence of elemental immunities on Hell diff and this mercs use becomes severely limited. This lack of damage can be compensated for if the Merc is accompanying a Paladin that uses the conviction aura.&lt;br /&gt;
&lt;br /&gt;
However, because the Act III merc's damage is mostly unaffected by the equipment they use, there is an ideal niche for them to fill. Magic Finding. Its easy to equip these mercs with up 300% MF and because they tend not to go, toe to toe with monsters, you can shield them with your character while they get the last shot in on a boss monster. For the dedicated Mfer, this can be worthwhile niche to exploit.&lt;br /&gt;
&lt;br /&gt;
Another feature in 1.10 is the introduction of unique items with the mod &amp;quot;-% to enemy resistance&amp;quot; (Griffon's Eye) and &amp;quot;+% to elemental skill&amp;quot; (Ormus Robes). Equipping such items would improve the damage done by the Act III merc.&lt;br /&gt;
&lt;br /&gt;
In addition the cold merc is often in danger of trapping you or himself when surrounded. Because he's targeting a monster a distance away, he will fire at it regardless of what's in his way. This can mean that you can find your retreat blocked by frozen, or chilled monsters, or him surrounded by a crowd of frozen enemies from which he cannot retreat.&lt;br /&gt;
He will use his sword to fight his way out of these situations, but is unlikely to escape when surrounded by monsters. The cold merc is also of least use to a Necro Overlord as the frozen corpses which shatter into nothingness are no use to the Necro for summoning or reviving.&lt;br /&gt;
&lt;br /&gt;
===Getting your Act III Merc to Move (a tip from Pantin)===&lt;br /&gt;
&lt;br /&gt;
When my mercenary starts getting hit too often for its own good, I start running in a big circle from where I was to where I was with a radius just a bit smaller than half the screen's height. So I always end up exactly where I left off, and with some speed the monsters almost don't move from where they were.&lt;br /&gt;
&lt;br /&gt;
The main GOOD thing is that the mercenary stops firing and actually moves back to follow you. But when you go back and restart fighting it stops where it is, usually half a screen behind you, safely placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act V Mercs: The Barbarians==&lt;br /&gt;
&lt;br /&gt;
* Hire from: Qual-Kehk&lt;br /&gt;
* Can equip: Swords (only one at a time)&lt;br /&gt;
* Level up: +2 Strength, +1.5 Dexterity, +7.5 Defense, +1.5 Resistances, +12 Life&lt;br /&gt;
&lt;br /&gt;
These guys really are tanks. They are stronger than the other mercs and therefore capable of wearing heavy armour and wielding big swords.&lt;br /&gt;
&lt;br /&gt;
Unlike the other mercs, barb mercs can wear class specific items which can greatly increase their strength. They are also affected by +skills to bash or stun available on such helms. Wielding big swords and doing lots of damage coupled with either the barb skill stun, or bash, they are very keen to get into a fight. Fast attack on the swords is of great use to these mercs. The barb gets great strength and life increases as he levels up.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Mercenaries' Skills===&lt;br /&gt;
&lt;br /&gt;
The Barbarians have three attacks which they use as and when they feel like:&lt;br /&gt;
&lt;br /&gt;
Normal Attack: The barb merc hits twice when doing his normal attack.&lt;br /&gt;
&lt;br /&gt;
Bash: This is the more useful of the 2 other skills to choose from. Outside of doing more damage and having increased AR the attack knocks the monster away, thus buying the barb and the player character extra breathing room. This is especially useful for when fighting through a doorway.&lt;br /&gt;
&lt;br /&gt;
Stun: The stun is quite useful because it leaves monsters standing around looking stupid for 2 seconds or so, giving free hits and preventing the monsters from swarming the merc and the player character.&lt;br /&gt;
&lt;br /&gt;
Conversely monsters with stun attacks are bad news for mercs because stun effect leaves the merc unable to keep the monsters off balance and is liable to get swarmed. Against a pack of Urdars in Hell, even a very tough well equipped merc (irrespective of which Act the come from) is likely to be killed in short order.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of the barb merc is their enthusiasm for getting into a fight. Of all the mercs they have the greatest tendency to run off at speed to kill a nearby monster, irrespective of how many there may be. This does help to keep monsters away from the player character (useful if they happen to be a Sorc or Necro) but invariably gets the barb killed. The barb has good defence (not as good as the Desert Warrior) but its not good enough to survive repeat attacks on nightmare or hell difficulties. If you can back your merc up though, his Bash attack will keep the monsters at bay and give you room to kill monsters at a more leisurely pace.&lt;br /&gt;
&lt;br /&gt;
Barb mercs don't work well if your playing style is to stand around and pick through chests, study you gear or think about where you're going next. Odds are he's already decided where you're going and has shot off after the nearest monster. Sticking close to your barb merc does up the tempo of the game somewhat. However, if you give your barb a fast attacking weapon, with big damage and life steal you shouldn't have to worry about them too much.&lt;br /&gt;
&lt;br /&gt;
A hidden trait of the barbarian merc is that he comes with an in-built addition 70% resistance to poison. Thus he is a possible candidate for running Andariel.&lt;br /&gt;
&lt;br /&gt;
The barb merc should also have some elemental/magical damage on their weapon if you wish for them to be of use against PIs. An alternative would be to equip them with swords that has a chance to cast amp damage which would remove the immunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Specific Tips==&lt;br /&gt;
&lt;br /&gt;
===Ranger Merc Tip from Wassup===&lt;br /&gt;
&lt;br /&gt;
The Blessed Aim merc is especially useful to the Shock Ranger should you fail to find a weapon that shoots fire, explosive, or magical arrows (these special arrows have the side effect of always hitting) since you'll be using Holy Shock as your main aura and use Normal Attack to shoot arrows, you'll suffer from serious Attack Rating problems rather quickly. also when facing Lightning Immune/Lightning Enchanted bosses, I found the following tactic useful - turn on Fanatism/Salvation for Lightning Immune/Enchanted bosses respectively and shoot arrows at the boss with him and knock back (thus requiring Knock back equipment) into a wall. with the boss in constant stun lock, you merc can then do the actual damage to the boss (given he's not Physical Immune as well, in which case you should just leg it).&lt;br /&gt;
&lt;br /&gt;
Note: In 1.10, general bow skills such as fire, explosive and magical arrow are now dependent on attack rating to hit. The sole exception is Guided Arrow (provided by Widowmaker).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assassin &amp;amp; Might Merc Tip from bablyon_f===&lt;br /&gt;
&lt;br /&gt;
One thing to be aware of using Might Merc with an Assassin is that your Shadow Master companion becomes a bit of a liability.&lt;br /&gt;
&lt;br /&gt;
The Shadow Master seems to spam Mind Blast all the time &amp;amp; converts some monsters, these then pickup the Might aura from your Merc. This is all very nice until they go hostile again and KEEP the Might aura for a while (5 secs-ish). This is normally more than enough time to completely annihilate your Merc who isn't clever enough to get out of the way &amp;amp; can even be nasty for yourself if your not watching closely!! The only answer is to keep a close watch &amp;amp; run as soon as conversion ends - this gets very boring very quickly though.&lt;br /&gt;
&lt;br /&gt;
A similar effect can occur with a Paladin, Thorn's merc and a conversion aura. When the conversion wear's off the monsters will still be affected by thorns for a few seconds afterwards. Be very careful with melee attacks at this time. - Thanks to Psychotron for this tip.&lt;br /&gt;
&lt;br /&gt;
Note: this feature no longer happens in 1.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
===Which melee merc to use, Act II or Act V?===&lt;br /&gt;
&lt;br /&gt;
Obviously the Act II merc is always favored for their auras. However, in cases where you don't exactly need the aura anyway, notably sorceresses and barbarians, a barb merc can be a fine companion. They also have the slight advantage where they can stun monsters completely including bosses, and replenish life faster than their Act II counterparts.&lt;br /&gt;
&lt;br /&gt;
===Which act II merc is the best, HF, Defiance or Might?===&lt;br /&gt;
&lt;br /&gt;
I don't have a proper answer for this age-old debate. Basically, if you have no problems with crowd control, you can use might. Between Defiance and Holy Freeze, it comes down to playing style (being hit less or the chance not to be hit at all). Do bear in mind that normally you would need to equip at least a decent (i.e.. elite) armour to have a viable defense while holy freeze has a limited range.&lt;br /&gt;
&lt;br /&gt;
===Who would actually use an act III merc and why?===&lt;br /&gt;
&lt;br /&gt;
Well, I would for one, my cold merc works fine with my lightning Amazon and the fire/lightning merc adds some fireworks for my frost zealot. Ultimately, it is all about the style points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:d2 strategy]]&lt;br /&gt;
[[category:d2 pvm strategy]]&lt;br /&gt;
[[category:d2 pvp strategy]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Things_you_should_know_about_Diablo_2&amp;diff=14929</id>
		<title>Things you should know about Diablo 2</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Things_you_should_know_about_Diablo_2&amp;diff=14929"/>
				<updated>2009-10-28T02:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: /* Do mercenaries hired at lower levels gain better stats? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This massive FAQ-like compilation of interesting D2 tidbits was put together by Ernir and posted on the old Battle.net forums. ([http://classic.battle.net/forums/thread.aspx?fn=d2-general&amp;amp;t=1312543 Source].) The version here in this wiki is reformatted and has had numerous links added to additional information and images.&lt;br /&gt;
&lt;br /&gt;
=How do Traps and Rainbow Facets work together?=&lt;br /&gt;
&lt;br /&gt;
The -res% and +damage% on [[Griffon's Eye]] and [[Facets]] do not add to trap damage. With the exceptions of Fire Blast and Shock Web, the Assassin Traps are considered minions by the game. Your minions do not benefit from any -res% or +damage% your character has.&lt;br /&gt;
&lt;br /&gt;
Note that Sorceress Hydras benefit from both Fire Mastery and Facets. This exception is explained by T-Hawk:&lt;br /&gt;
&lt;br /&gt;
::The missiles fired by Hydra have a special-case check of their caster's &amp;quot;+% Fire Skill Damage&amp;quot; ability. That's why Hydra works with Fire Mastery and Facets. This check was added in version 1.05; before that, Fire Mastery didn't boost Hydra damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Can immunities be removed?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. [[Monsters]] immune to a damage type are classified as monsters with 100 or more percentage resistance to the damage type in question. If you lower the monster's resistance below 100%, you can damage the monster.&lt;br /&gt;
&lt;br /&gt;
There are only two things that can remove elemental immunities: The Paladin's Conviction aura, and the Necromancer's Lower Resist curse. Conviction Aura also doesn't affect Poison resistance. The Necromancer curses Amplify damage and Decrepify can remove physical immunity.&lt;br /&gt;
&lt;br /&gt;
All other types of -resist (Facets, Cold Mastery, Griffon's Eye) do NOT have an effect on immune monsters.&lt;br /&gt;
&lt;br /&gt;
Also, all the spells mentioned above work at 20% efficiency when dealing with immune monsters. Example: A hell Doom Knight has 110% Fire resist, meaning it is immune to fire. That Doom Knight is hit by a level 3 Conviction Aura, which under normal circumstances would lower the monster's fire resistance by 40%. However, since the monster is immune, the Conviction aura only works at 20% efficiency, making those 40% in effect only 8%. The calculation is: 110 - 40*0.2 = 102 fire res, making the monster still immune.&lt;br /&gt;
&lt;br /&gt;
This fact makes it much harder to break immunities. There are monsters whose immunities are simply impossible to break. Hell Oblivion Knights, for example, have 180% cold resist. Doesn't matter what you throw at it, it is impossible to break.&lt;br /&gt;
&lt;br /&gt;
Even though you can combine Lower Resist and Conviction (the resist reduction percentages are simply lumped together and the combined number reduced to 20%), any resist &amp;gt;= 145 can not be broken, even with a Level 25 Conviction (-150% Resist All) and a Level 60 Lower Resist (-70% Resist All). Thanks to Technomage-C01 and BIGeyedBUG for pointing that out, and Tommi and Adeyke for the information.&lt;br /&gt;
&lt;br /&gt;
-res from items and other skills are not completely useless when dealing with immune monsters, though, because once the immunity has been broken, these items take effect.&lt;br /&gt;
&lt;br /&gt;
Physical immune monsters are monsters with a physical resistance of 100 or more. This immunity can (as mentioned above) be removed using the curses Amplify damage (which gives -100% physical resist) or Decrepify (which gives -50% physical resist). Again, the same penalties apply to Amplify Damage and Decrepify as to the elemental immunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do I spend my stat points for build x?=&lt;br /&gt;
&lt;br /&gt;
For 95% of post-1.10 character builds, this is the recommended stat distribution:&lt;br /&gt;
* Strength - enough for gear.&lt;br /&gt;
* Dexterity - enough for gear or a block rate of 75% should you choose to.&lt;br /&gt;
* Vitality - everything else.&lt;br /&gt;
* Energy - in most cases nothing. Extremely mana-hungry casters may want to spend some here, but at the cost of the life vitality provides.&lt;br /&gt;
&lt;br /&gt;
Thanks to Posterboy: Major exceptions from this rule include &amp;quot;glass cannon&amp;quot; Bowazons and Energy Shield Sorceresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do I get to Über Tristram/what do the Keys do/what are the &amp;quot;Übers&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
* [[Pandemonium Event]] quest details.&lt;br /&gt;
&lt;br /&gt;
Loosely based on a post made by Armaege:&lt;br /&gt;
&lt;br /&gt;
The 1.11 patch added to the game a so called &amp;quot;Pandemonium Event&amp;quot; available ONLY on the realms, in hell difficulty.&lt;br /&gt;
To trigger the event, you must collect items called keys. There are three types. The Countess drops the Key of Terror, the false Summoner drops the Key of Hate, and Nihlathak drops the Key of Destruction.&lt;br /&gt;
&lt;br /&gt;
When you have collected three keys, go anywhere in the town of Harrogath in Act 5 and transmute these three keys together in the Horadric Cube. One of three portals will open, to the Furnace of Pain, the Matron's Den, or the Forgotten Sands, in which you will fight Über-Izual, an Andariel-like creature called Lilith and Über Duriel respectively.&lt;br /&gt;
&lt;br /&gt;
Each of these bosses drops one of the Prime Evil's relics, Lilith drops &amp;quot;Diablo's Horn&amp;quot;, Über Duriel drops Baal's Eye, and Über Izual drops Mephisto's Brain.&lt;br /&gt;
&lt;br /&gt;
When you have collected all three relics (a.k.a. body parts) you must go back to Harrogath, and transmute the three relics. This will open a portal to Über Tristram, where you will fight improved versions of the Prime Evils all at once - the Übers. Prepare for the hardest fight of your D2 career.&lt;br /&gt;
&lt;br /&gt;
The last of the Prime Evils you kill will drop a large charm called the Hellfire Torch. It gives 3+ to the skill levels of a random character class, 10-20 to all resistances and attributes, a chance to cast Diablo's Firestorm on striking, 8+ to light radius and Hydra charges. This is your reward for all the trouble of collecting keys, relics, and killing the Übers.&lt;br /&gt;
&lt;br /&gt;
The last Über that goes down also drops a &amp;quot;Standard of Heroes&amp;quot;, one for each player in the game. These do not do anything, as far as anyone knows. They are trophies, nothing more.&lt;br /&gt;
&lt;br /&gt;
=What does Standard of Heroes do?=&lt;br /&gt;
&lt;br /&gt;
I repeat, there is no known use for the Standard of Heroes small charm. On this matter, I am going to quote the Blizzard forum moderator MicahW.&lt;br /&gt;
&lt;br /&gt;
::''The Standard of Heroes is a trophy you get for having completed the patch 1.11 world event.&lt;br /&gt;
&lt;br /&gt;
And if you don't believe MicahW, Blizzard forum moderator NickJS said this:&lt;br /&gt;
&lt;br /&gt;
::''They are merely trophies. If we ever release a future patch hopefully we implement a &amp;quot;trophy case&amp;quot; to put these in. Available in Maple or Oak. You could have your friends over and show them off!&lt;br /&gt;
&lt;br /&gt;
There is absolutely nothing that suggests it has a function besides looking pretty. All rumours that say otherwise are products of someone's overactive imagination, or a pitiful scam attempt. Why it has a level requirement is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How frequently do &amp;quot;the Keys&amp;quot; drop?=&lt;br /&gt;
&lt;br /&gt;
Adeyke had this to say on the matter:&lt;br /&gt;
&lt;br /&gt;
::''Key of Terror has a 1/14 chance of dropping per kill in a 1-player game. Key of Hate has a 1/11 chance, while Key of Destruction has a 1/12 chance&lt;br /&gt;
You can get two, three, or possibly even more keys from a single drop.&lt;br /&gt;
&lt;br /&gt;
These keys are nonmagical and your chance to find magic items does NOT have an effect on their drop rate. However, having more players in the game will increase your chances.&lt;br /&gt;
&lt;br /&gt;
Note that even though you can find the keys in Single Player, they do not do anything there. The Pandemonium Event is exclusive to the Realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why do the Vipers in the Halls of Vaught kill my GOSU char in one hit?=&lt;br /&gt;
Explanation by Gta-maloy]:&lt;br /&gt;
&lt;br /&gt;
::A percentage of their charge damage is included in the secondary cloud of poison. The AoE cloud. This means that you could avoid the initial poison from the spear but still get the physical + poison damage of the cloud should you run into it.&lt;br /&gt;
&lt;br /&gt;
::THE CLOUD IS NOT VISIBLE. This is why many people think they get killed by something that isn't really there. The cloud will stay about five seconds AFTER the initial spear's cloud vanishes. If you do not move in this time, the second cloud will not effect you. Getting knocked back will also not trigger the second cloud. You will get poisoned by the viper and get a nice percentage of life taken away from you but it won't be over time.&lt;br /&gt;
&lt;br /&gt;
;;Best thing to do is stand still when they fire or run past them at high velocity. The cloud will only form a second or two after the spear is thrown, this gives more than enough time for a character to run past them. Should you need to stop... stop and don't run or walk until five seconds after all the clouds have gone.&lt;br /&gt;
&lt;br /&gt;
As for whether or not this is a bug; Blizzard forum moderator MicahW made the following statement:&lt;br /&gt;
&lt;br /&gt;
Wheres the fix on those pesky Tomb Viper in Nihlathak place?&lt;br /&gt;
&lt;br /&gt;
::Working as intended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does Über Mephisto's Conviction aura work?=&lt;br /&gt;
&lt;br /&gt;
Exactly like the corresponding Paladin aura. Über Mephisto's Conviction is level 20, and lowers your resistances to fire, lightning and cold by 125%. There are two very popular ways to get around that:&lt;br /&gt;
&lt;br /&gt;
1) Stack your resists. Even though they are &amp;quot;capped&amp;quot; at 75% all resist, anything above 75% still gets counted when your resistances are lowered. If your resists are stacked more than 125% over your max, Mephisto's Conviction will do you no harm.&lt;br /&gt;
&lt;br /&gt;
2) Override the effect of Mephisto's Conviction by using a higher level Conviction aura yourself. Yes, that's right. If the level of your Conviction aura is 21 or higher, Mephisto's Conviction will not affect you. Your hirelings, minions, and party members, however, will still take full penalty from the aura, so this is really a selfish but easy way to get rid of his aura.&lt;br /&gt;
&lt;br /&gt;
Note on overriding Conviction - According to Sol1's and The_Terror_Lord's testing, both auras &amp;quot;work&amp;quot; if the skill levels are equal, meaning both you and Über Mephisto suffer the resistance and defense penalties. You need a higher level aura to override the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Do mercenaries hired at lower levels gain better stats?=&lt;br /&gt;
&lt;br /&gt;
No. No matter what you may have heard until now, the level at which the merc is hired is completely irrelevant. What does matter is the difficulty in which it was originally hired. A merc hired in normal has better stats than the same type of merc hired in nightmare, and a merc hired in nightmare has better stats than the same type of merc hired in hell. You should always hire your mercs in normal unless you need a specific aura from a nightmare act 2 merc.&lt;br /&gt;
* [[Mercenaries]] basic information.&lt;br /&gt;
* Hugely detailed [[Mercenary Guide]] with strategy, skill levels, and tons more information about mercs.&lt;br /&gt;
&lt;br /&gt;
=Can socketed runes poof?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. Socketing a dupe protects it from &amp;quot;Passive Ruststorm&amp;quot; which is run when you enter and exit games. There is, however, nothing that can be done to save your precious dupes from the wrath of the Full Ruststorm. If your duped Enigma did survive, you were simply lucky, or you were on non-ladder where Full Ruststorm has never been run.&lt;br /&gt;
&lt;br /&gt;
Ortliebj said it best:&lt;br /&gt;
&lt;br /&gt;
::Full Ruststorm v2.5 will delete &amp;quot;dirty&amp;quot; items, even if they are components of other items. Full Ruststorm was last run in August of last year (2nd week, iirc).&lt;br /&gt;
&lt;br /&gt;
::It will also delete items that have been tampered with in attempts to fool the Ruststorm process. In other words, personalizing your Engima won't help, so don't even try it. All eleven different attempts/strategies of which I am aware to try and circumvent this process have failed.&lt;br /&gt;
&lt;br /&gt;
::When a full active Ruststorm is actually run, illegitimate items of types you've never even dreamed about will be deleted and/or invalidated. &lt;br /&gt;
&lt;br /&gt;
If you have had an item disappear from your inventory, it most likely was a dupe that Ruststorm caught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is the &amp;quot;strength bug&amp;quot;, and how does it work?=&lt;br /&gt;
&lt;br /&gt;
There are two glitches commonly referred to as the &amp;quot;strength bug&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one is rather harmless. When you don't have the base stats needed to equip an item, other players will not see the item, even though they are there and take full effect. This can be quite humorous when a &amp;quot;naked&amp;quot; barbarian stands in the middle of a monster pack and &amp;quot;punches&amp;quot; them to death. Another example is when Amazons throw Lightning Furies with their bare hands. This is not a hack, merely a display issue.&lt;br /&gt;
&lt;br /&gt;
The second glitch is somewhat more serious. This is when you do not have the base OR end stats to equip an item that has +stats, making the item sustain itself. Example:&lt;br /&gt;
&lt;br /&gt;
Your character has 150 strength after all gear, excluding the shield. You want to equip a Stormshield. In order to reach the 156 strength required, you put a charm in your inventory that gives you +6 to strength, giving you 156 strength, enough for Monarchs. You can now equip the shield. This brings your total strength to 186 with the strength bonus from the Stormshield. Now this is where the glitch comes is: You can now remove the charm from your inventory, but the +strength from the shield will still be enough to equip the shield. The shield is now, in effect, supporting itself. This is an extremely dangerous practise, because if you die, you will not be able to reequip all of your gear, so if you die again, you will be left with multiple corpses. Since only one corpse (the one with the most valuable items... in gold) will be transferred to the next game you enter, abusing this glitch to save stat points is an excellent way to lose your gear. Excepted from this are hardcore players, who lose all their gear anyway when they die.&lt;br /&gt;
&lt;br /&gt;
On a related note, using +stats from items to equip other items is not a &amp;quot;glitch&amp;quot;. This is perfectly natural. However, doing this can sometimes result in needing to click your corpse multiple times to get all your gear back, and having to pick up and reequip items when you enter a game. The order that items are respawned on your character was provided by Ortliebj:&lt;br /&gt;
# Head&lt;br /&gt;
# Neck&lt;br /&gt;
# Torso&lt;br /&gt;
# Right Hand *&lt;br /&gt;
# Left Hand&lt;br /&gt;
# Right Ring&lt;br /&gt;
# Left Ring&lt;br /&gt;
# Belt&lt;br /&gt;
# Feet&lt;br /&gt;
# Gloves&lt;br /&gt;
# Inventory (meaning charms, etc.)&lt;br /&gt;
* * Right hand from the character's perspective, so glove side and then boot side.&lt;br /&gt;
&lt;br /&gt;
Ruvunal discovered the initial order of item pickup upon corpse retrieval. He tested, verified and updated it after 1.09 and 1.10.&lt;br /&gt;
&lt;br /&gt;
Meaning... if your helm provides you with the stats you need to equip your armor, you will only need to click your corpse once. However, if your armor provides you with the strength you need to equip your helm, you will have to click twice, as the helm is left on the ground the first time you click.&lt;br /&gt;
&lt;br /&gt;
Using +stats CAN cause you to lose items if you are killed the moment you are clicking to pick up your items and the order doesn't match with the strength requirements of the items. This is no where near as dangerous as glitch-equipping your gear, but it is nevertheless something to keep in mind.&lt;br /&gt;
&lt;br /&gt;
Addition pointed out by Bonkshasa - if you have enough room in your backpack to pick up all your items, you won't lose them, even if you are not able to equip them right away. This is rarely the case these days (when PvPing your inventory is full of charms, and in PvM the potions from your belt probably filled up any available space already), but this could very well be the difference between losing your Crown of Ages or keeping it.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The factual accuracy of the item pickup order is currently under dispute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does the +damage from Grief and Astreon's work? And why does it look so low on the character screen?=&lt;br /&gt;
&lt;br /&gt;
In most cases, the +damage from weapons such as Grief, Astreon's Iron Wand, and Stonecrusher adds directly to the weapon's base damage, meaning it is multiplied by pretty much everything. This is what can easily make a good Grief the most damaging one-hand weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this bonus to the base damage does not show up on the Lying Character Screen, not correctly at any rate. That is simply because it is out of date. I don't think the LCS has been fully updated for LoD yet.&lt;br /&gt;
&lt;br /&gt;
To see your REAL damage, use [http://baronsbazaar.invisionzone.com/ppr PPR's Weapon Damage Calculator].&lt;br /&gt;
&lt;br /&gt;
Note that there are exceptions from this rule. Vengeance, for example, does not seem to use the added +damage as base weapon damage. Mikeandroe performed a series of tests on how the Vengeance damage is calculated, and the results can [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=50089 be found here]. &lt;br /&gt;
&lt;br /&gt;
On the other hand, when Smite is used, the +damage is added directly to the shield's base damage. Because the most damaging Paladin shield in the game deals 46.5 average damage, the +damage makes a HUGE difference. This is why Grief and Astreon's IW are so popular (and possibly unbalancing) for Smiters.&lt;br /&gt;
The [[Smite FAQ]] by Oramin and Bloodshrike explains Smite in detail.&lt;br /&gt;
&lt;br /&gt;
The Assassin kick attacks do not benefit from +damage in any way. Blade Fury and Blade Sentinel also do not benefit from it, although the display is incorrect. Thanks to BIGeyedBUG for bringing it to my attention, and adeyke for the information.&lt;br /&gt;
&lt;br /&gt;
=How much dexterity do I need to reach max block at level x with shield y with character z?=&lt;br /&gt;
&lt;br /&gt;
[http://baronsbazaar.invisionzone.com/ppr PPR's Block Calculator] can answer that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How can I stop monsters from regenerating?=&lt;br /&gt;
&lt;br /&gt;
There are three ways:&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prevent Monster Heal&amp;quot; mod. It prevents all monsters except the Pandemonium Übers from regenerating. The Übers have been specifically made immune.&lt;br /&gt;
&lt;br /&gt;
Poison. Monsters do not regenerate while poisoned. Once the poison wears off, however, they start regenerating again.&lt;br /&gt;
Open Wounds. Being affected by open wounds automatically sets the monsters' regeneration rate to a negative value.&lt;br /&gt;
&lt;br /&gt;
Also note that these methods only negate natural regeneration. Things such as healing spells, the Prayer aura, healing potions and life leech should still work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How can upgraded items get a lower Defense than the item had before?=&lt;br /&gt;
&lt;br /&gt;
Upgrading items does not guarantee higher stats. All it does is take a normal base item to exceptional status, or an exceptional item to elite status. The end stats depend on the stats of the upgraded base item. Vampire Gaze is probably the most famous example.&lt;br /&gt;
&lt;br /&gt;
Grim helms have a defense range of 60-125. All Vampire Gaze Grim Helms have a defense of 252. This is due to the fact that when armors spawn with the enhanced defense mod, the defense is invariably set at max +1. When we are dealing with a Vampire Gaze, the base item's defense of 126 receives a 100% bonus = 252 defense.&lt;br /&gt;
&lt;br /&gt;
However, when the item is upgraded, the base defense is rerolled. The defense range of Bone Visages is 100-157. Which means that a Vampire Gaze with a base item defense of 126 has a very good chance of being turned into a Bone Visage with a lower defense. In case of the worst roll imaginable, your 252 defense Vampire Gaze would go down to 200. Not good.&lt;br /&gt;
&lt;br /&gt;
[http://www.cs.colostate.edu/%7Edeykea/d2armours.html Adeyke's upgrade calculator] shows how upgrading will affect the various unique items.&lt;br /&gt;
&lt;br /&gt;
Note that in the 1.10 patch, ethereal armors would lose their ethereal defense bonus when upgraded, in addition to having their defense rerolled. This is no longer the case, ethereal items now retain their defense bonus (although the hack fix implemented had most unfortunate side effects). Adeyke's page still shows ethereal upgraded items with the same defense as non-ethereal ones, but nevertheless, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What level requirement will my upgraded rare item get?=&lt;br /&gt;
&lt;br /&gt;
Syrith had this to say:&lt;br /&gt;
&lt;br /&gt;
::Upgrading rare/unique from normal to exceptional: +5 levels to base req&lt;br /&gt;
::Upgrading rare/unique from exceptional to elite: +7 levels to base req&lt;br /&gt;
::Upgrading rare/unique from normal to elite: +12 levels to base req&lt;br /&gt;
&lt;br /&gt;
Examples by Daten (slightly modified to represent updated information):&lt;br /&gt;
&lt;br /&gt;
::If the item that will be upgraded has a Level Req. higher than the upgraded base item, it will get +5 Req. Example: Rare Long Sword (Lev 48 Req (the Level is determined by the Mods on the Sword)) upgrade to Rare Rune Sword (Lev 53 Req)&lt;br /&gt;
&lt;br /&gt;
::If the requirements are lower than the Base Item Requirements, the upgraded Item will get: Requirement on upgraded Base Item + 5.&lt;br /&gt;
&lt;br /&gt;
::Rare Sharkskin Boots (Lev 25 Req (Level is determined by the Base Item Requirements)) upgrade to Scarabshell Boots (Lev 56 Req (Scarabshell Boots = 49, +7))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Can +to Holy Shield spawn on white scepters in 1.10/1.11?=&lt;br /&gt;
&lt;br /&gt;
Yes, they can. They are obscenely rare, but they can. Normally, Holy Shield is not allowed to spawn on sceptres. However, if the game has failed six times in finding an &amp;quot;allowed staffmod&amp;quot; for the sceptre, it picks the one that was rolled last, regardless of whether or not it is on the &amp;quot;allowed list&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you do not want to take my word for it, here is [http://img.photobucket.com/albums/v153/Ernir/bnetmoment/HolyShield.jpg a screenshot of one], provided by Nucularterraist. It was taken in early ladder season three.&lt;br /&gt;
&lt;br /&gt;
It has not been altered in any way. I didn't even crop the image to remove the sophisticated background chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What runes can you get from the Hellforge Quest on each difficulty level?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Normal: El - Amn&lt;br /&gt;
* Nightmare: Sol - Um&lt;br /&gt;
* Hell: Hel - Gul&lt;br /&gt;
&lt;br /&gt;
Notes: You get exactly one rune only per quest completion. There is an equal chance (1/11) of getting each rune available. Having more players in your party when you complete the quest does not increase the number of runes (although you do get more gems). So it is generally a good idea to unparty/leave the game if more than one person needs to complete the quest.&lt;br /&gt;
&lt;br /&gt;
Also note that Gul is the highest rune that can drop from the Hellforge on any difficulty. The runes from Vex-Zod are impossible to get from the Forge. If someone claims they got a rune above Gul from the Forge, that person is either lying or suffers from an overactive imagination. Hephasto the Armorer can drop any rune in the game, but the Forge itself can only drop up to Gul.&lt;br /&gt;
&lt;br /&gt;
* [[Rune Finder Guide by Urlik|Urlik's massive rune finding guide]].&lt;br /&gt;
* [[Level_1_Rushing|Level 1 rune rushing guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=My Merc wears an Infinity Polearm, will the -55% Light Res work for my Sorceress/Trapsin/Tesladin?=&lt;br /&gt;
&lt;br /&gt;
No it won't. -x% Elemental Damage (Cold,Fire,Lightning,Poison), as well as +x% Elemental Damage work like Sorceress Masteries. Both modifiers are only applied for attacks dealt by the Player that wears the Item (since Traps and Skeletal Mages are treated as Minons, this won't increase their Damage (see 1.)! Having the Item with the -x%/+x% Damage on the Weapon-Switch won't help either.&lt;br /&gt;
&lt;br /&gt;
+x% Fire/Light/Cold Damage is added to the Sorcs Fire-, Cold- or Lightmastery. A Lightsorc with lev 31 Lightning Mastery (+410%) will only get a tiny damage Boost from a +5% Lightfacet (415%). That's why Cold Sorcs look for +5%/-x% Facets and Fire/Lightsorcs prefer +x%/-5% Facets.&lt;br /&gt;
&lt;br /&gt;
To get back to the original Question: A lot of Builds that rely on Elemental Damage equip their Merc with an Infinity Polearm because of the Conviction Aura, not because of the -x% Lightning Resistance.&lt;br /&gt;
&lt;br /&gt;
The above section was provided by Daten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why do people talk about the &amp;quot;Lying Character Screen&amp;quot;, or LCS?=&lt;br /&gt;
&lt;br /&gt;
Because the screen flat out LIES about many important stats. Meaning that the numbers you see on the character screen are not the numbers the game actually uses. I do not think it has had any major updates since 1.06, so things like +damage modifiers, off-weapon ED%, etc. are NOT displayed correctly, if at all.&lt;br /&gt;
&lt;br /&gt;
Gta-maloy] had this to say about it:&lt;br /&gt;
::That screen, in many circumstances, only properly shows resistances, the character's level, the experience gained and the damage dealt for the first two levels.&lt;br /&gt;
&lt;br /&gt;
::After that is done, it sucks.&lt;br /&gt;
&lt;br /&gt;
::Once you die, the Anya bug is not listed. (interjection: I, Ernir, will discuss the Anya bug below)&lt;br /&gt;
&lt;br /&gt;
::Masteries and synergies are not properly multiplied together, damage modifiers are completely ignored, the equations used for AR and damage are outdated....&lt;br /&gt;
&lt;br /&gt;
::The chance to block seems alright though&lt;br /&gt;
&lt;br /&gt;
Ortliebj added this:&lt;br /&gt;
&lt;br /&gt;
::It is broken by the time you reach a place called the &amp;quot;Den of Evil&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::There's even an old bug where your name can be displayed incorrectly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is the &amp;quot;Anya bug&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
Those who have finished the game know that when you have rescued Anya in act 5, Malah gives you a Scroll of Resistance that &amp;quot;permanently&amp;quot; increases your resistances to the elements. But we also know that Malah did not make it past Firebolt casting 101. That shoddy little scroll does not work quite the way it is supposed to.&lt;br /&gt;
&lt;br /&gt;
When the scroll is cast, it does increase your resistances. But when you die, that bonus is lost, even though it does is not displayed on the Lying Character Screen. The bonus is regained when you reenter the game, but for the rest of the game in which you died, your resists are really 10% lower for each Malah scroll you used - up to 30%. That is quite a difference. Your paladin may not have 90% resist all, maybe he has 60% all res.&lt;br /&gt;
&lt;br /&gt;
This is of special concern to duelers, who often die multiple times in each game - and it also means that if you lose to an elemental attack once, you are likely to keep losing.&lt;br /&gt;
&lt;br /&gt;
In turn, hardcore players don't have to worry about this bug at all, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=22. What runes can the Countess Drop?=&lt;br /&gt;
&lt;br /&gt;
I will address this very briefly and in the most simple way I can think of. The countess has two separate &amp;quot;ways to drop items&amp;quot;. A normal drop, and a special rune drop. The rune drop is what people are looking for when they run the Countess (along with Terror keys). The &amp;quot;normal drop&amp;quot; can give you runes up to Lo in hell difficulty. However, your chances to get a Lo from her are not really any better than from any other monster.&lt;br /&gt;
&lt;br /&gt;
The Rune drop can drop up to Ist in hell. The possibility of getting higher runes from this drop are far greater than from the normal drop. Again, this drop is what you are looking for.&lt;br /&gt;
&lt;br /&gt;
The runes that [[the Countess]] can drop in each difficulty are:&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
* Normal drop - Nef&lt;br /&gt;
* Rune drop - Ral&lt;br /&gt;
&lt;br /&gt;
Nightmare:&lt;br /&gt;
* Normal drop - Ko&lt;br /&gt;
* Rune drop - io (eye-o)&lt;br /&gt;
&lt;br /&gt;
Hell:&lt;br /&gt;
* Normal drop - Lo (ell-o)&lt;br /&gt;
* Rune drop - Ist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What level requirement will my crafted item get?=&lt;br /&gt;
&lt;br /&gt;
Gta had this to say:&lt;br /&gt;
&lt;br /&gt;
::For crafted items.....figure out the highest level requirement from all affixes on the item, add ten and add three for every affix other than the set ones.&lt;br /&gt;
&lt;br /&gt;
::So a ring with 6% mana leech (level req of 74) and 4 affixes (including the mana leech, excluding the life leech, str and life provided by the cast) will get +22 (10 from the cast, 12 from teh affixes). There is a rlvl 98 cap, certain charges like Lightning Strike and Freezing arrow can provoke up to rlvl 108...but this is now remedied in 1.11 and brought down to rlvl 98. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Is there a &amp;quot;cap&amp;quot; on Crushing Blow, Open Wounds, or Deadly Strike?=&lt;br /&gt;
&lt;br /&gt;
The only cap is the logical cap of 100%. You can not get these to go off more than 100% of the time you hit an enemy. Percentages over 100% (Headstriker on a high level char, for example) do not help at all. You have no chance for a double crushing blow, double bleed, 4x damage or whatever you may think that 100%+ may do.&lt;br /&gt;
&lt;br /&gt;
There is a persistent rumor about these being capped at 95%. I guess this originates from the fact that you can usually only deal these out 95% of the time you attack, since the maximum chance to hit with attack-rating based attacks is 95%, but these will still go off 100% of the time you actually hit an enemy.&lt;br /&gt;
&lt;br /&gt;
Short: They are all capped at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What does &amp;quot;damage reduced&amp;quot; or &amp;quot;DR&amp;quot; mean?=&lt;br /&gt;
&lt;br /&gt;
The Damage Reduced by x% mod, which is found on items such as Stormshield, Shaftstop, Verdungo's Hearty Cord and Harlequin Crest, reduces the physical damage you take by increasing your physical resistance. This has no effect on any type of magical damage.&lt;br /&gt;
&lt;br /&gt;
Your physical resistance is not displayed on the character screen. Unmodified the resistance is 0%. The beforementioned items (and several more things) can bring this resistance up to 50%. 50% is the cap for physical resistance, both in PvP and PvM.&lt;br /&gt;
&lt;br /&gt;
This resistance works exactly the same as elemental resistances. Example: If you are hit by a physical attack that does 100 damage and you have a total of 20% damage resistance, the damage you take will be 100-(0.20*100)= 80 damage taken.&lt;br /&gt;
&lt;br /&gt;
Note that there is also a mod called &amp;quot;Damage Reduced By X&amp;quot;, found on items like Gladiator's Bane and Nature's Peace. Note the lack of the percentage symbol. This reduces the damage you take by a fixed amount, not a percentage of the attack damage.&lt;br /&gt;
&lt;br /&gt;
Example: You are hit by a physical attack that does 50 damage and your total Damage Reduced By 30. The attack's damage would be 50-30 = 20 damage to you.&lt;br /&gt;
&lt;br /&gt;
This type of damage reduction does NOT have a cap. Also, this mod is capable of negating ALL damage you take. If the example above had been with a 25 damage attack, no damage would have been taken at all.&lt;br /&gt;
&lt;br /&gt;
And which type is better? Both. DR% has an advantage when it comes to heavy hits, and DR when it comes to multiple light hits. You decide which you want.&lt;br /&gt;
&lt;br /&gt;
=What is the difference between &amp;quot;Ignore Target's Defense&amp;quot; and &amp;quot;Always Hits&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
The following section was mostly provided by Posterboy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ignore Target's Defense&amp;quot; is not the same thing as &amp;quot;Always Hits.&amp;quot; &amp;quot;Ignore Target's Defense&amp;quot; simply means that the targets defense rating will be set to zero in the To Hit calculation. From the Arreat Summit: &amp;quot;This ability will not work on Unique Monsters, Super Unique Monsters, Hirelings, other players, and Act-end bosses.&amp;quot; Player/monster level still plays a part in the equation, and the is a min/max cap of 5%/95% chance to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Always Hits&amp;quot; means that this attack will bypass the To Hit formula altogether. Guided Arrow, Smite, and most spells are &amp;quot;Always Hits,&amp;quot; although some, like Guided Arrow, can be blocked. That means if you had a level 2 Paladin with one point in Smite you can hit a monster like Hell Diablo consistently. Also note that &amp;quot;Always Hits&amp;quot; does not necessarily mean that you will literally always hit because there is still shield blocking, Zon Dodge/Avoid/Evade, and Assassin claw-blocking to consider, not to mention manually dodging an attack.&lt;br /&gt;
Note that the Assassin's claw block can block many things that ordinary shields can't.&lt;br /&gt;
&lt;br /&gt;
Range is also a considerable factor when discussing attacks that always hit. Smite, for example, depends on weapon range. If the target is farther away than the weapon range allows, the animation is shown, but the opponent is not hit. This is why skilled melee characters using range 3-5 weapons can often beat Smiters that use a cookie-cutter range 2 Grief Phase Blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do synergies and +skills work together?=&lt;br /&gt;
&lt;br /&gt;
There are so called &amp;quot;soft&amp;quot; skill points, and &amp;quot;hard&amp;quot; skill points. Hard skill points are the points you gain from leveling up and from quests. Soft skill points are skill points you gain from ANY gear, including charms, weapons, armor, whatever.&lt;br /&gt;
&lt;br /&gt;
When calculating the level of a skill, both the soft and hard skill points are taken into account. However, when calculating how great the skill benefits from synergies, only the hard points you spend in the synergizing skill are counted in for the benefit of the synergized skill.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
You have spent 20 hard points in Blessed Hammer, and 20 points in Blessed Aim. You also have a helmet that gives 2+ to all skill levels. The displayed levels of the skills are now 22 for BH, and 22 for BA as well.&lt;br /&gt;
But when the game calculates the benefit Blessed Hammer recieves from Blessed Aim, it applies the benefit from a level 20 Blessed Aim skill to the level 22 Blessed Hammer skill.&lt;br /&gt;
&lt;br /&gt;
Exceptions from this rule include the Necromancer summon masteries and the Sorceress elemental masteries. These are not actual synergies, but rather skills whose only function is to enhance other skills. When the benefit from these is calculated, both hard and soft points are counted. The Druid summon cross-bonuses work that way as well, according to MMAgCh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How can I find skillers/what is the first, or best place to find skillers?=&lt;br /&gt;
&lt;br /&gt;
[[Skillers]], or Grand Charms with +to a character skill tab, require an item level of at least 50 in order to spawn. The first area in which all dropped grand charms have an item level of 50+ is the nightmare Great Marsh.&lt;br /&gt;
&lt;br /&gt;
In order to maximize your chances of finding a skiller, you want the item level to be as close to 50 as possible. Why is that? Because when affixes are selected, they are chosen from all available affixes. Having a GC with an ilevel of exactly 50 is the best in this regard because they do have the possibility of getting a skiller, while the possibilities of other affixes are being kept to a minimum.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternate approach. Items dropped from Hell Baal have an item level of 99, and items dropped from Hell Nihlathak have an item level of 95. Grand charms dropped from these two bosses can spawn with very, very high life, namely the 41-45 to life vita suffix. Grand charms that both have +to a skill tab and high life can trade for astronomical values. However, due to the high item level, most any affix can spawn. Your chances of getting a skiller from an ilvl 95+ Grand Charms are very slim, and the chances of getting that Grand Charm to spawn with the desired 40+ life are even slimmer. However, the time and effort needed to aquire these are worth it to some.&lt;br /&gt;
&lt;br /&gt;
There is a way to significantly shorten the amount of time needed to find a skiller compared to just hunting the most likely drop zones over and over. This is referred to as &amp;quot;rerolling&amp;quot; or simply &amp;quot;rolling&amp;quot;. This is done by placing a Grand Charm and three perfect gems in the Horadric cube, and transmuting. This will reroll the mods on the charm, but preserving the item level. This means that if you have a Grand Charm with that perfect ilevel of 50, but it has useless mods, you can reroll it into a useful skiller. In effect, it drops the item again at the cost of three perfect gems. Be prepared to spend a lot of perfect gems, but it can be worth it.&lt;br /&gt;
&lt;br /&gt;
Note that this formula works on all magical items, but it is typically used the most on Grand Charms due to the high usefulness of blue Charms compared to the usefulness of blue equippable items.&lt;br /&gt;
&lt;br /&gt;
Footnote: I must admit that I slightly lied about the first place you can get a skiller the first place would be normal Baal. The items he drops have an ilevel of 60, more than enough to get a skiller. But the nightmare Great Marsh is the first area in which every monster has the possibility of dropping a skiller.&lt;br /&gt;
&lt;br /&gt;
A common misconception is that MF increases the chance of getting skillers. That is simply not true. This lies in how MF works, and I direct you to Gta's Guide to all that is items again for explanation.&lt;br /&gt;
&lt;br /&gt;
Good areas to hunt for skillers and rerollable Grand Charms include:&lt;br /&gt;
* The nightmare Great Marsh the first place they can drop, the area level is 50.&lt;br /&gt;
* The nightmare Flayer Jungle run more often than the Great Marsh due to the number of Flayers, which can all drop ilevel 50 Grand Charms.&lt;br /&gt;
* Nightmare Cows there is a very large number of easily killable cows here, and the charms they drop have a decent chance of becoming a skiller.&lt;br /&gt;
* Nightmare City of the Damned there is a lot of Wraith-class monsters here.&lt;br /&gt;
* Hell Diablo, hell Nihlathak and hell Baal all three (and those three only) have the capability to drop skillers with 41-45 to life.&lt;br /&gt;
&lt;br /&gt;
=How does Magic Find work with minions?=&lt;br /&gt;
&lt;br /&gt;
When a minion or mercenary makes a kill, the minions MF percentage is added to your MF percentage. However, if you make a kill while one of your minions has MF, only your MF is used. It was probably made this way to allow minion characters (Summoners, Trapassins) to hunt for items effectively, while keeping the game as balanced as possible for characters that do not depend on mercenaries or minions for the kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Is there a way to resist &amp;quot;pure&amp;quot; magical damage from other players?=&lt;br /&gt;
&lt;br /&gt;
Pure magical damage, such as the damage from the Barbarians Berserk, the Paladins Blessed Hammer, and the Necromancer bone spells is mostly unresistable. There are some ways to reduce the damage, but no really effective ones. The main methods are:&lt;br /&gt;
# There is a mod called &amp;quot;Magic Resistance&amp;quot; on crafted safety shields. This is only 5-10%, though.&lt;br /&gt;
# Integer magic absorb. This is found on the runewords Spirit, Oath and Crescent Moon.&lt;br /&gt;
# Integer magic damage reduction. This is probably the most effective thing you can do to protect yourself against magical damage. This is found on Dwarf Star rings, the String of Ears Demonhide Sash, and Skin of the Vipermagi Serpentskin Armor to name a few. It wont do much against a 10000+ damage Blessed Hammer directed at your face, but it could mean the difference between surviving 2-3 hammers or 3-4.&lt;br /&gt;
&lt;br /&gt;
These means of course also counteract the magical damage that monsters deal, such as the hell and nightmare guest Viper Bone Spears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How come my Blessed Hammers can damage monsters immune to magic?=&lt;br /&gt;
&lt;br /&gt;
It simply lies in the nature of the Blessed Hammer skill to completely ignore the magical resistances of both Demon and Undead class monsters. This is part of what makes Hammerdins (Paladins that use the Blessed Hammer skill) so ridiculously powerful, the ability to pierce the resistances of virtually any monster in the game is unmatched, anywhere. The only monster types that Blessed Hammers can not damage are monsters that are both immune to magic, and of the Animal class.&lt;br /&gt;
&lt;br /&gt;
As of now, there is only one monster that meets both classifications. That is the Wailing Beast in an act 3 hell Kurast Temple. Aside from that single type of monster, Blessed Hammers can damage absolutely everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does Venom work?=&lt;br /&gt;
&lt;br /&gt;
Poison damage in-game is always listed as X damage over Y seconds. Unfortunately, this isn't how the game calculates it. The damage per second is X/Y. The value you should be concerned about is the damage per frame (aka bitrate), which is X/(25*Y). Most of the time when poison sources are combined (not when Venom is concerned), your bitrates are added, and your durations are averaged. In order to achieve the highest possible bitrate, you want the highest possible poison damage over the smallest possible duration.&lt;br /&gt;
&lt;br /&gt;
Maximizing your final damage output involves getting the highest bitrate possible, and being able to re-apply the poison damage before the duration timer runs out.&lt;br /&gt;
&lt;br /&gt;
The strength of the Assassins Venom skill does not lie in a huge displayed damage number, but rather the short duration, which can be applied multiple times in very short succession. The relatively modest displayed damage is much more effective than it looks. Lets say Venom does 400 damage over 0.4 seconds. That damage is really 1000 damage per second if you manage to constantly keep the poison up (which can be done with a speedy kick attack, for example).&lt;br /&gt;
&lt;br /&gt;
A slightly worse thing about Venom is that it effectively ruins all other sources of poison on your equipment that you may have. If you have Venom active, all poison attacks are scaled down to fit the short duration of Venom. Lets say you have a charm in your inventory that does 100 poison damage over 5 seconds = 20 damage per second. Having Venom active does not actually lower the bitrate of the charm, but rather shortens the duration. When Venom is active, that charm deals 20 damage per second over 0.4 seconds = only 8 total damage for each attack. Most unimpressive.&lt;br /&gt;
&lt;br /&gt;
This is why poison charms and other poison sources work very badly with Venom. If you intend to use Venom, avoid using equipment for the sole reason of added poison damage. It won't hurt you, but it won't help you (much) either.&lt;br /&gt;
&lt;br /&gt;
In order to maximize your Venom damage, do three things:&lt;br /&gt;
# Have Venom as high of a level as possible when casting&lt;br /&gt;
# Have as much +% Poison Skill Damage on your gear as possible when casting and attacking&lt;br /&gt;
# Lower your target's Poison Resistance as much as possible&lt;br /&gt;
&lt;br /&gt;
Thanks to Ilkori for updating this section. Poison is not my forte.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I am a hardcore player. How can I avoid being killed by malicious players?=&lt;br /&gt;
&lt;br /&gt;
Before we begin, there are two acronyms that need to be understood:&lt;br /&gt;
&lt;br /&gt;
PK: Player killer. It can be used as a verb also; Im going to PK you, noob. The term is not to be confused with actual dueling. Duels are mutually agreed upon. Player Killers dont ask for permission.&lt;br /&gt;
&lt;br /&gt;
TPPK: A number of methods that involve setting up some sort of a deathtrap, going to town, and hostiling another player in rapid succession. The goal is to catch the victim/the PKed by surprise and kill him in the process.&lt;br /&gt;
&lt;br /&gt;
On how to avoid being PKed, I am simply going to quote the celebrated forum troll and TPPKer 2_Much_4_U.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wow, okay. First off, don't feel too bad about having some lowbies ganked. Happens all the time.&lt;br /&gt;
&lt;br /&gt;
To help you avoid further happenings, let me run down a couple of things to look for.&lt;br /&gt;
&lt;br /&gt;
1.) Paladins with red armor, red helms, and a two-handed weapon are going to pk you. Especially if you are playing in a Tomb Run game.&lt;br /&gt;
&lt;br /&gt;
2.) Sorcs who tell you to leave town for an enchant could very well be baiting you to set you up for an orb tppk.&lt;br /&gt;
&lt;br /&gt;
3.) Never trust necromancers, no matter what they say their build is.&lt;br /&gt;
&lt;br /&gt;
4.) Level 16 characters of any type who wear Twitchthroe (you can tell they are wearing it if they have dark green, nearly black studded leather graphic armor) are at the very least llds. Some of these people like to pk in pubby games.&lt;br /&gt;
&lt;br /&gt;
5.) Characters with funny, stupid, or hostile names will often be pkers. The mentality of most pks is that you kill for laughs, and a good name such as AnInnocentChild makes a funny screenshot:&lt;br /&gt;
&lt;br /&gt;
''Noob was slain by AnInnocentChild.&lt;br /&gt;
&lt;br /&gt;
6.) Make passworded games and set the character limit to one.&lt;br /&gt;
&lt;br /&gt;
7.) Don't get rushed. Some pro pks like to help people level so the ear is higher when they kill you. Sometimes if you Baal with people they will talk to you, get to know you a little, maybe even befriend you, then they will fire an Ice Blast up your ass.&lt;br /&gt;
&lt;br /&gt;
8.) Set level restrictions on all nightmare level games and above. This won't keep you from getting killed by the pros, but you will avoid sucker clans like IceNine.&lt;br /&gt;
&lt;br /&gt;
9.) Be aware of the pk clans on your realm, know who the most active pks are, and never group with people who can one-shot champion monsters.&lt;br /&gt;
&lt;br /&gt;
10.) Look for people using +damage gear like wands and circlets. You can never be certain that necro is a tppker, but if he has blue leather armor, doesn't display a helm graphic, and carries a plain-colored wand, he is likely using White, +3 PnB circlet, and Vipermagi. Cheap but powerful gear with very little in the way of survivability mods. Pks are built for damage, not for duels, and as such their gear will usually be easily and cheaply replaced.&lt;br /&gt;
&lt;br /&gt;
11.) If you decide, against my advice, to join a pub game, be aware that the good pkers won't attack immediately. Amazons wait until a monster procs amp on you, sorcs wait until you fight a conviction aura'd mob. A good necro will use his bone walls to corral you in, or if you are melee he will wait until you are in the thick of battle and you aren't paying attention to him. Also of note, if the necro has a lot of skeles, mages, and revives, yet they all seem to die fast, he is probably a pk. Experienced nec pks will use the massive lag caused by bone structures and summons to execute you.&lt;br /&gt;
&lt;br /&gt;
12.) Escape up enter is your best friend. I can do it so fast that it looks like disconnect.&lt;br /&gt;
&lt;br /&gt;
13.) Set up your belt to have a full slot of major rejuvs, a full slot of town portals, and two slots of minor rejuvs. Guzzle those potes like kool-aid, they are free after all and will save your life many times.&lt;br /&gt;
&lt;br /&gt;
14.) Buff your cold and poison resist. You can do this by drinking thawing potions and antidote potions. Drink the thaws so a cold sorc can't wtfown you in one shot. Drink the antis so you won't be low on health when you least expect it from poison procing mobs.&lt;br /&gt;
&lt;br /&gt;
15.) Put every point you possess into vitality. You don't need anything else. My untwinked bear druid had more than 1000 life at level 18. Invest in getting lower level life scs, which you can farm on the way to Countess in Normal.&lt;br /&gt;
&lt;br /&gt;
16.) If you are in a game full of tagged people, and they start moving away from you, leave the game.&lt;br /&gt;
&lt;br /&gt;
17.) If a player opens a tp anywhere near you, hit your tp hotkey and leave the area.&lt;br /&gt;
&lt;br /&gt;
18.) Don't start NM until level 45. Don't start Hell until level 80.&lt;br /&gt;
&lt;br /&gt;
19.) Be a nice person. If you piss somebody off, they can easily put a bounty on your head and have someone smoke your ass. Ask Hurricane_Ivan, RazzerFraz, Mithrandirr, Yeti, or any of the many infamous pks just how much their ears have been worth over the years. A successful kill on a rich person's enemy can snag you upwards of a Gul rune, which is worth a lot more in hc than it is in sc.&lt;br /&gt;
&lt;br /&gt;
20.) If somebody follows you around in town, they are most likely weighing you in the balance. Don't be found lacking. They will gauge your gear, how much life they think you have, and what your likely resists are. They won't attack you unless they think they can one- or two-shot you. My personal best has been two people killed with a tornado volley. I have heard of and seen screenshots of five people being killed in a single attack.&lt;br /&gt;
&lt;br /&gt;
21.) Avoid wps, public portals, and starting areas.&lt;br /&gt;
&lt;br /&gt;
22.) Play with friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where is the &amp;quot;Reziarfg&amp;quot; monster?=&lt;br /&gt;
&lt;br /&gt;
The Reziarfg monster does not exist. If you take a careful look at the spelling of its name, you will see that is in fact the name of Geoff Fraizer, a member of the Blizzard web team, spelled backwards. The monster is a joke, nothing more. It is not found in any game file, not even a hint. If it were there, the experienced modders would have found out long ago. There simply is no monster called Reziarfg in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What does the chat gem do?=&lt;br /&gt;
&lt;br /&gt;
[[The Chat Gem]] does not have a purpose. It changes colour, and sends messages like Gem Activated, Perfect Gem Activated and Mooooo. Nothing else. People use it as a marker for their channel conversations, but the gem does not affect gameplay in any way whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you like clicking the thing, go ahead. But know that any change you notice is a result of good-old chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What are &amp;quot;Stacked Resists&amp;quot;?=&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, players resistances to fire, cold, lightning and poison are capped at a maximum of 75%. Using certain items and skills you can boost the maximum resistance cap up to 95%, but no further. Therefore you can not make yourself immune to an element by boosting your maximum resistances up to 100%. When you have hit the final cap allowed by your gear and skills, the resistances will show up in golden letters on your character screen.&lt;br /&gt;
Whatever resistances you may have that surpass this cap are not calculated when hit with regular attacks.&lt;br /&gt;
&lt;br /&gt;
However, having resistances above your displayed cap can come in handy. They will play a large role when you are affected by resistances, such as the ones from the Conviction Aura or other players Rainbow Facets. When these resistances come into effect, they start with subtracting from the resists you have over your displayed cap.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
We have player A, whose items give a total of 150% resistance to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
And player B, whose items give a total of 75% resistance to fire.&lt;br /&gt;
&lt;br /&gt;
Player A is hit by a Fireball that does 200 damage. Player As resistances hit the cap at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Player B is hit by a Fireball that does 200 damage. Player Bs resistances hit the cap precisely at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In this case, the stacked resistances were useless. But when that Fireball also lowers the targets resistances, the situation changes greatly.&lt;br /&gt;
&lt;br /&gt;
Player A is hit by a Fireball that does 200 damage and lowers the players resistances by 50%. The Fireball starts with affecting stacked resistances, bringing them down to a total of 100%. The players resistances still manage to hit the cap at 75%, and the player takes 25% of the damage = 50 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Player B is hit by the same Fireball that also reduces the players resistances by 50%. The Fireball can now directly lower the resistances in use, bringing the total resistance down to 25%. The player takes 75% of the damage = 150 damage, which is three times the damage player A suffered. Resists can make a HUGE dent in anyones life bowl unless properly countered. The next section will demonstrate this.&lt;br /&gt;
&lt;br /&gt;
If you expect anyone is going to attempt to lower your resists, stacking them is generally a good idea if you wish to live. Cold Sorceresses, Über Mephisto and Avenger Paladins are all infamous for their ability to lower resistances. Dont be caught off guard.&lt;br /&gt;
&lt;br /&gt;
Physical resistance has its own cap too, which is at 50%. But unlike elemental resistances, this resistance is not displayed on the character screen, and is not affected by the nightmare and hell resistance penalties as far as I know. This is what is generally referred to as Damage Reduced %. Stacking this resistance against the Necromancer curses Amplify damage and Decrepify is not advisable due to how difficult it is to gain a respectable amount of this rare resist.&lt;br /&gt;
&lt;br /&gt;
Resistance to pure magical damage (Blessed Hammers, Bone Spells, Berserk) is almost impossible to resist. See section 31 for the reasons. This resistance most likely has a cap, although it is absolutely impossible to hit it.&lt;br /&gt;
&lt;br /&gt;
=What is the effectiveness of resistances compared to +damage%?=&lt;br /&gt;
&lt;br /&gt;
This has been slightly addressed before in sections 2 and 19, but only as side points.&lt;br /&gt;
&lt;br /&gt;
Many seem to think that reducing an enemy's resistances by some percentage is roughly the same as increasing your own damage by that same percentage. This is not true. When the damage is calculated, -resist% &amp;quot;nearly always&amp;quot; come out on top. The effectiveness of -resist% relies completely on the defender's resistance. For example, if a defender has 95% resistance to the damage type in question and no stacked resists, the -5% would DOUBLE the damage output. Also, if the defender has maxed resistance stacked 5% or more over the cap, -5% would do absolutely nothing. The reasons for this are purely mathematical.&lt;br /&gt;
&lt;br /&gt;
For an everyday example, let's assume an attack does 200 damage, and it is applied to a target with 50% resistance to the element in question. The damage output would be 200 * 0.50 = 100 damage.&lt;br /&gt;
&lt;br /&gt;
If that attack also lowered the resistance by 5%, the damage we are looking at is 200 * 0.55 = 110 damage. A 10% increase in damage. Directly increasing damage by 5% would obviously only increase damage by 5%. Oddly enough, in this case -5% &amp;gt; +5% applies.&lt;br /&gt;
&lt;br /&gt;
Examples when resist% do NOT improve your overall damage more than +damage% are few, but they include:&lt;br /&gt;
&lt;br /&gt;
A) When the target already has negative resists. Basically, -x% enemy resist is more effective against a target with positive resists, and +x% skill damage is more effective against a target with negative resists (assuming the same value of x, of course). So in other words, if you had to make a choice between a -5%/+3% facet and a -3%/+5% facet, you should know the resists of your target first and make a choice depending on whether it's positve or negative (after taking Conviction, Lower Resist, Cold Mastery, etc. into consideration.) Thanks to Posterboy for the explanation.&lt;br /&gt;
&lt;br /&gt;
B) When the target already has -100% negative resists, -resist% is completely pointless. You can never reduce someone's resists below -100%.&lt;br /&gt;
&lt;br /&gt;
C) When the target is using Cyclone Armor or Energy Shield. These are applied before resistances, so resist% does nothing at all until the shield has been broken.&lt;br /&gt;
&lt;br /&gt;
D) In many cases, Cold Sorceresses already have more than enough resist% from their Cold Mastery skill, making +damage% more desirable.&lt;br /&gt;
&lt;br /&gt;
E) When the target has enough stacked resists to completely negate your resist%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does the &amp;quot;Eth Glitch&amp;quot; work?=&lt;br /&gt;
&lt;br /&gt;
In Diablo 2 version 1.11 and 1.11b, there is a bug regarding the socketing of ethereal armors. Ethereal armors are assigned a 50% bonus to their base defense rating when dropped. This is normal. What is not normal is the fact that when sockets are added to an ethereal armor using the Horadric Cube, that ethereal defense bonus is applied again. The result is an armor with an absolutely impossible defense rating. Enhanced defense modifiers are then added to that base defense rating, so the difference in end defense is rather huge.&lt;br /&gt;
&lt;br /&gt;
This bug appeared as a side-effect when the 1.10 ethereal armor upgrade bug was fixed (the bug is described in section 14). In order to fix that bug, a defense bonus of 50% was simply crammed into the ethereal unique armor upgrade formula. Unfortunately that fix also affected the ethereal armor socketing formula, making armors now gain a second defense bonus when socketed.&lt;br /&gt;
&lt;br /&gt;
The use of this bug is very controversial, and that is the reason I haven't added this section earlier. The overwhelming number of questions asked about this forced me to make up my mind.&lt;br /&gt;
&lt;br /&gt;
It is not debatable whether this is a &amp;quot;bug&amp;quot; or an &amp;quot;undocumented feature&amp;quot;. It is obviously a result of a programming flaw, making it a bug. Ask anyone who has looked at the code, ethereal armors gaining defense when socketed is NOT intentional. Not a chance.&lt;br /&gt;
&lt;br /&gt;
However, the community is split regarding the practical use of this bug. One half argues that since Blizzard hasn't removed the bug, they intend it to stay, and that they need the bugged armors to stay competent when compared to those who do use the bugged armors. The other half considers the use of any ingame bugs to their advantage to be cheating. Personally, I agree with the second group, and suggest that anyone who wants to consider oneself a legitimate gamer to avoid this bug until fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How do Energy Shield and &amp;quot;Damage taken goes to Mana&amp;quot; work together?=&lt;br /&gt;
&lt;br /&gt;
I didn't add this section until now simply because I do not use the Energy Shield spell on any of my characters, so I have no practical experience with it. It is correct on technical issues, however. Thanks to Gta-maloy] for confirming it.&lt;br /&gt;
&lt;br /&gt;
First of all, the &amp;quot;damage taken goes to mana&amp;quot; mod found on items is NOT the same as the ES damage conversion. &amp;quot;Damage taken goes to mana&amp;quot; modifiers add to your mana pool a percentage of the damage you take.&lt;br /&gt;
Example: A character with a &amp;quot;10% damage taken goes to mana&amp;quot; mod is hit with an attack doing 50 damage. 50 health points will be removed from your health pool. 10% of those 50 points will now add to your mana pool.&lt;br /&gt;
&lt;br /&gt;
End result: Life -50, mana +5.&lt;br /&gt;
&lt;br /&gt;
However, when a Sorceress using ES is hit, some of the damage is subtracted from your mana pool instead of your health pool. The percentage of the total damage converted to the mana pool is dependant on your ES level, and it maxes out at 95%, at ES slevel 40. The ratio at which the damage is converted depends on points spent in Telekinesis. The base ratio is 200%, or 2:1. With no points in TK, every health damage point converted spends 2 mana. Each point spent in TK decreases that ratio by 6.25%, bringing it down to 100% = 1:1 at level 16. Notice that the TK bonus is a synergy bonus, only hard points will work.&lt;br /&gt;
&lt;br /&gt;
Which means that if a Sorceress using a level 40 ES with 16 hard points in TK is hit for 100 damage, her mana will absorb 95% of the damage, while the health pool absorbs 5%.&lt;br /&gt;
&lt;br /&gt;
End result: Life -5, mana -95.&lt;br /&gt;
&lt;br /&gt;
If that Sorceress also had 20% damage taken goes to mana from gear, 20% of those 5 points that were actually removed from her health pool would be added to her mana pool. That's one point. Not very impressive.&lt;br /&gt;
&lt;br /&gt;
End result: Life -5, mana -94.&lt;br /&gt;
&lt;br /&gt;
You can see that making an &amp;quot;immortal Sorceress&amp;quot; by combining &amp;quot;damage taken goes to mana&amp;quot; and Energy Shield is impossible.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous information about Energy Shield:&lt;br /&gt;
&lt;br /&gt;
ES is not affected by resistances, it takes 100% damage at all times, no more or less. That can be good, and bad. Its good in the way that you don't have to worry about maxing your resistances as much as most other character types, and enemies that depend on the ability to lower your resistances will be sent home crying. It is bad in the way that you can not raise the resistances of your ES above 0%.&lt;br /&gt;
&lt;br /&gt;
Note that ES does not stop poison damage. The negative regeneration rate from the Open Wounds modifier can not be absorbed either. Be careful when those are around.&lt;br /&gt;
&lt;br /&gt;
And to quote PeterPaulRubens:&lt;br /&gt;
:the real bummer of combing DTM and ES is that DTM's mana boost is applied to your mana BEFORE the mana loss from ES is calculated. In other words, your mana can still be reduced to zero by a hit. DTM won't ever save you from having NO mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What makes Anya's Red Portal go away?=&lt;br /&gt;
&lt;br /&gt;
Rather simple. The Red Portal closes when you have killed [[Nihlathak]] AND gotten the [[Halls of Pain]] waypoint. As long as you don't do both, the portal stays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where is the Pit, and why does it drop good items?=&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.10 were several areas with very high area levels. Everything can drop from the champions and unique monsters in these areas. Please correct me if I am wrong, but I can not name a single thing that can not drop in there, excluding things like the 1.11 charms and keys, Annihilus and quest items, of course.&lt;br /&gt;
&lt;br /&gt;
This of course makes the areas very powerful places in which to MF. The Pit is often favoured because:&lt;br /&gt;
# It is easy to find. Go to the Outer Cloister waypoint and follow the road that splits to a cave (the other leading to the Black Marsh). That cave is the Pit.&lt;br /&gt;
# The monsters in there are relatively easy to kill for most characters.&lt;br /&gt;
# Aside from the drops, it offers good experience to characters in their low and mid 80s.&lt;br /&gt;
# The area is big, meaning lots of monsters. More monsters mean you can spend more time killing them, not finding the Pit.&lt;br /&gt;
# There is a sparkly-chest at the bottom of it.&lt;br /&gt;
&lt;br /&gt;
When item hunting in high level areas, always kill everything.&lt;br /&gt;
&lt;br /&gt;
The AreaLevel 85 areas are:&lt;br /&gt;
# The Pit, levels 1 and 2&lt;br /&gt;
# The Mausoleum next to Blood Raven. NOT the Crypt. Easy area, but does not have very many monsters.&lt;br /&gt;
# The Maggot Lair, level 3 only. Difficult to get to, difficult to navigate. Rarely used.&lt;br /&gt;
# The Ancient Tunnels, found in the Lost City. Not very easy to find since there is no road leading up to it, but it doesn't have any cold immunes at all. Cold Sorceresses love it.&lt;br /&gt;
# The Sewers in act 3, level 2. Where you find Khalim's Brain. Horrible access, tiny area. I've never heard of anyone using it.&lt;br /&gt;
# The Forgotten Temple, The Ruined Fane, and The disused Reliquary. All easily found temples in act 3, but the areas are small.&lt;br /&gt;
# The River of Flame. It's a relatively large area, lots of monsters, fine experience. It is however a fairly difficult area for poorly equipped characters, which is probably why it isn't used more often.&lt;br /&gt;
# The Chaos Sanctuary. Same as the River of Flame, but with the mercinary-slaughtering Iron-Maiden.&lt;br /&gt;
# The Worldstone Keep levels 1-3, and The Throne of Destruction. They are perfect in all regards but one - they are the most difficult normal areas in the game.&lt;br /&gt;
&lt;br /&gt;
This is of course all assuming hell difficulty.&lt;br /&gt;
&lt;br /&gt;
* Complete list of [[Level 85 Areas]], plus strategy info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What is NextDelay, and why is it so bad?=&lt;br /&gt;
&lt;br /&gt;
I will simply quote the diabloii.net Assassin FAQ on this matter:&lt;br /&gt;
&lt;br /&gt;
::NextDelay is a property that activates a hidden &amp;quot;hit timer&amp;quot; that limits how often any attack from that group (i.e. all the skills listed here) can damage a single target. This works similarly to the infamous spell timer, which limits how often any spell in that group can be cast. The difference is that the hit timer doesn't prevent you from attacking, it just sets everyone's (includes you, your minions/merc, other players(hostile/neutral/allied), and their minions/mercs) chance-to-hit that monster (with a hit timer attack) at zero until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
Here's a list of skills that are affected by NextDelay, and the lengths of them:&lt;br /&gt;
&lt;br /&gt;
25-Frame Delay (1 second)&lt;br /&gt;
* Shock Web&lt;br /&gt;
* Blade Sentinel&lt;br /&gt;
* Twister&lt;br /&gt;
* Tornado&lt;br /&gt;
&lt;br /&gt;
10-Frame Delay (0.4 seconds)&lt;br /&gt;
* Volcano (initial eruption)&lt;br /&gt;
&lt;br /&gt;
6-Frame Delay (0.24 seconds)&lt;br /&gt;
* War Cry&lt;br /&gt;
* Grim Ward&lt;br /&gt;
&lt;br /&gt;
5-Frame Delay (0.2 seconds)&lt;br /&gt;
* Fissure&lt;br /&gt;
* Volcano (small fireball)&lt;br /&gt;
&lt;br /&gt;
4-Frame Delay (0.16 seconds)&lt;br /&gt;
* Multi Shot&lt;br /&gt;
* Strafe&lt;br /&gt;
* Lightning Strike&lt;br /&gt;
* Chain Lightning&lt;br /&gt;
* Nova&lt;br /&gt;
* Frost Nova&lt;br /&gt;
* Poison Nova&lt;br /&gt;
* Shock Wave&lt;br /&gt;
* Fist of Heavens (Holy Bolts)&lt;br /&gt;
* Wake of Fire&lt;br /&gt;
* Claws of Thunder (only 2nd and 3rd charge charges have Next Delay. 1st charge does not trigger Next Delay)&lt;br /&gt;
* Phoenix Strike (only 2nd Chain Lightning and 3rd Chaos Orb charge have Next Delay. 1st charge does not trigger Next Delay)&lt;br /&gt;
* Dragon Flight&lt;br /&gt;
* Battle Cry&lt;br /&gt;
* Battle Command&lt;br /&gt;
* Battle Orders&lt;br /&gt;
&lt;br /&gt;
So, the moment a certain skill from the list damages a monster, it prevents every other skill on the list from hitting the said monster for the original skill's NextDelay duration (whether from you or any other character).&lt;br /&gt;
&lt;br /&gt;
=What is the difference between a damage spell and an attack?=&lt;br /&gt;
&lt;br /&gt;
There is no single, easy way to seperate skills from attacks. In some cases the difference is obvious, as in a Sorceress Fireball is obviously a spell, while a Paladin Zeal is obviously an attack. There are a number of abilities which walk on the edge of the definition by having an attack component and a spell component as well. A few elements that seperate spells from attacks include:&lt;br /&gt;
# An attack uses a weapon of some type to calculate its damage, while a spell's damage is based entirely on skill level and skill damage modifiers.&lt;br /&gt;
# The time it takes to perform attacks is typically decided by increased attack speed modifiers (IAS), while spells' casting speed is typically decided by faster cast rate modifiers (FCR).&lt;br /&gt;
# Most attacks can be blocked with a shield, while spells can not. Exceptions include the Paladin's Smite skill, which can not be blocked even though it is an attack. Also, the Assassin claw block is unique in being able to block some spells.&lt;br /&gt;
# Attacks can return mana and life through&lt;br /&gt;
# An attack allows leeching, while spells do not.&lt;br /&gt;
# Some attacks can set off &amp;quot;procs&amp;quot;, spells can not.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the damage type is a bad way to distinguish skills and attacks. For example, War Cry is a spell that deals physical damage, while Berserk is an attack that deals magical damage.&lt;br /&gt;
&lt;br /&gt;
The tricky part is when you have a skill with both an attack and a spell component. In general, these fall into two categories.&lt;br /&gt;
# Attack with an additional Spell damage&lt;br /&gt;
# Spell that enhances an attack (usually by adding non-physical damage)&lt;br /&gt;
&lt;br /&gt;
For a basic list, there are: Assassin Venom(2) and elemental charge-ups(1), Amazon elemental attacks (bow and spear/javelin) (most are 1), Druid Fireclaws(1)/Rabies(2), Paladin Holy Fire/Freeze/Shock(mostly 2), Sorceress Enchant(2), and Necromancer Poison Dagger(2). The (1) or (2) indicates which cateogry it falls into. The mechanics of each skill is specific, and a few have some odd quirks attached to them.&lt;br /&gt;
&lt;br /&gt;
An even worse case is the Assassin Dragon Tail which falls into a category of its own, since the Fire splash damage actually depends on how much physical kick damage is dealt to the target.&lt;br /&gt;
&lt;br /&gt;
=What is the difference between a ranged and melee attack?=&lt;br /&gt;
&lt;br /&gt;
These two types of attacks are very similar, but have some important differences. Disclaimer - This is intended to help distinguish game mechanics. These distinctions have nothing to do with PvP rules which are based on what players agree on.&lt;br /&gt;
&lt;br /&gt;
The Assassin kicks, Paladin's Smite, and Amazon's Guided Arrow all have some exceptions to the general rules for attacks. Kicks have a different damage formula, Guided Arrow is always-hit, and the Paladin's Smite is always-hit, ignores shield blocking, and follows a different damage formula. There are also a number of odd idiosyncrasies with other skills, such as the ED on Vengeance providing elemental damage, Berserk converting the physical damage to Magic damage, and several attacks having movement involved as part of the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a list of the different abilities and what category they are in. After that is the list of differences between ranged and melee attacks. Anything not listed is the same for both.&lt;br /&gt;
&lt;br /&gt;
Ranged Attacks&lt;br /&gt;
* Bow or XBow attacks (except Wereform attacks with a bow/xbow)&lt;br /&gt;
* Throw attacks available with javelins, and throwing axes/knives (except potions)&lt;br /&gt;
* Assassin's Blade Fury and Blade Sentinal&lt;br /&gt;
* Amazon's Bow/Xbow tree&lt;br /&gt;
* The physical portion of the Amazon's Plague Javelin, Poison Javelin, Lightning Bolt, and Lightning Fury&lt;br /&gt;
* Barbarian's Double Throw (except when using a potion)&lt;br /&gt;
&lt;br /&gt;
Melee Attacks&lt;br /&gt;
* The &amp;quot;Normal&amp;quot; attack with anything but a bow or xbow&lt;br /&gt;
* Barbarian Combat Skills (except Double Throw)&lt;br /&gt;
* Paladin's Sacrifice, Zeal, Vengeance, Charge, and Conversion&lt;br /&gt;
- Druid's Wereform Attacks&lt;br /&gt;
- Assassin's Martial Arts&lt;br /&gt;
- Amazon's Jab, Impale, Fend, and the physical portion of Power Strike, Charged Strike, and Lightning Strike&lt;br /&gt;
- Necromancer's Poison Dagger&lt;br /&gt;
&lt;br /&gt;
Differences&lt;br /&gt;
# Crushing Blow and Open Wounds work at half-effectiveness with ranged attacks.&lt;br /&gt;
# Attack Rating% bonuses listed on some ranged skills are not actually applied (for example all Amazon Bow skills).&lt;br /&gt;
# The mod +X damage (Grief, Asteron's) is not calculated in ranged attacks.&lt;br /&gt;
# Iron Maiden only affects Melee attacks.&lt;br /&gt;
# +% &amp;lt;element&amp;gt; damage applies once to melee and zero to ranged, despite the LCS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How does &amp;quot;Absorb&amp;quot; really work?=&lt;br /&gt;
&lt;br /&gt;
The basic idea of absorb is rather simple, it couses portions of attacks that would normally damage you to heal you instead. There are a few points regarding it that cause confusion, however.&lt;br /&gt;
&lt;br /&gt;
There is a difference between percentage absorb and integer absorb. It is basically the same as the difference between DR% and DR (see section 25). Percentage absorb heals you by a fraction of the damage dealt, while integer absorb heals you by a fixed amount. For item examples we have Blackhorns Face with integer absorb, and Dwarf Star with percentage absorb.&lt;br /&gt;
&lt;br /&gt;
Absorb does not save you from one-hit KOs. The damage affects your health pool before absorb is applied. If the attack reduces your life to zero, you will die.&lt;br /&gt;
&lt;br /&gt;
Damage is applied in a predetermined order. It is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1) XvX penalty (for example Player vs. Player = -5/6)&amp;lt;br&amp;gt;&lt;br /&gt;
2) Sorceress Energy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
3) Necromancer Bone Armor and/or Druid Cyclone Armor&amp;lt;br&amp;gt;&lt;br /&gt;
4) Integer DR/MDR&amp;lt;br&amp;gt;&lt;br /&gt;
5) Percentage resists (including DR%)&amp;lt;br&amp;gt;&lt;br /&gt;
6) Percentage absorb&amp;lt;br&amp;gt;&lt;br /&gt;
7) Integer absorb&lt;br /&gt;
&lt;br /&gt;
This is relevant, because it helps you decide what type of damage reduction modifier will serve you best. Consult LanderZs damage calculator for further information: http://www.poweradvantage.net/d2dmgcalc.html&lt;br /&gt;
# Percentage absorb can never heal you on its own. It is capped at 40%, meaning that even if you have maximum percentage absorb, you will still take damage. Integer absorb does not suffer from this penalty.&lt;br /&gt;
# Absorb actually heals you two times the listed amount both to negate the damage and to heal by the same amount.&lt;br /&gt;
# The &amp;quot;magic absorb&amp;quot; modifier found on safety shields and Spirit Runewords (for example) only affects &amp;quot;pure&amp;quot; magical damage, such as the Necromancer bone spells. Elemental damages like Fire damage are not affected. This has been tested by Oramin.&lt;br /&gt;
&lt;br /&gt;
Most of the information used in this thread came from Tommi Gustafsson's site, which is now defunct. Most of its content can now be accessed on b_77's site:&lt;br /&gt;
http://www.brentmcclintock.net/diablo/index.aspx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What are &amp;quot;procs&amp;quot; and how do they work?=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Proc&amp;quot; is a collective word for all sorts of effects that can happen on striking and attacking. If an item you are using contains a line that looks similar to &amp;quot;X% chance to do Y when Z happens&amp;quot;, odds are that item contains a &amp;quot;proc&amp;quot;. A good example of a proc would be &amp;quot;5% Chance To Cast Level 10 Life Tap On Striking&amp;quot; found on Dracul's grasp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A member of my party is using Ondal's Wisdom. Is he stealing my experience?=&lt;br /&gt;
&lt;br /&gt;
No, not at all. It is one of the more persistent rumours, but it is not true. As confirmed by Ortliebj, the &amp;quot;+x% To Experience Gained&amp;quot; modifier found on the staff and the popular Annihilus charm is applied after the experience has been split among the party members. It has no effect on anyone but the user.&lt;br /&gt;
&lt;br /&gt;
The rumour probably originated when players using Ondal's Wisdom were called &amp;quot;leechers&amp;quot; in party games. It would be a reference to the Ondal user's reduced ability to help the party, not an experience stealing modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What kinds of life bonuses are affected by Battle Orders?=&lt;br /&gt;
&lt;br /&gt;
If you are asking this sort of a question, you have probably heard that not all life is multiplied by Battle Orders and other percentage-based life boosters. This is true.&lt;br /&gt;
&lt;br /&gt;
When it comes to calculating your final life, there are effectively three factors you need to consider. These factors could be called &amp;quot;Boostable life&amp;quot;, &amp;quot;Non-boostable life&amp;quot; and &amp;quot;Percentage boosts&amp;quot;.&lt;br /&gt;
# Boostable life is life gained from spent vitality points, life naturally gained per level up, +life bonuses on items, and life gained from quest rewards.&lt;br /&gt;
# Non-boostable life is life gained from &amp;quot;soft&amp;quot; vitality points on items, life gained from life per level bonuses on items and life gained from vitality per level bonuses on items.&lt;br /&gt;
# Percentage boosts are the life% bonuses that can (for examples) be seen on the skills Battle Orders, Oak Sage or Lycanthropy, and items such as Doombringer or Jah runes in armor.&lt;br /&gt;
&lt;br /&gt;
For the actual calculation, add together all your boostable life sources, and calculate your life. Then add together all percentage boosts to form a single percentage, and apply it as a bonus to your boostable life. After that, add the non-boostable life.&lt;br /&gt;
&lt;br /&gt;
This information would be best displayed by an equation:&lt;br /&gt;
Final life = Boostable_Life * (100% + Boost%)/100% + nonboostable_Life&lt;br /&gt;
&lt;br /&gt;
Mana calculations follow the same equation and mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=If I create an Iron Golem from an &amp;quot;indestructible&amp;quot; item, will the golem be invulnerable to damage?=&lt;br /&gt;
&lt;br /&gt;
No. Basically, the &amp;quot;indestructible&amp;quot; modifier that can be found on items like Phase Blades or items that have been socketed with a Zod rune has to do with durability. It does not literally mean that the item can not be destroyed.&lt;br /&gt;
Iron Golems do not seem to be affected by durability in any way. The Golem's summoning item being indestructible changes nothing for the Golem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How are the elemental masteries applied to attacks?=&lt;br /&gt;
&lt;br /&gt;
The following section was written by Oramin.&lt;br /&gt;
&lt;br /&gt;
There are 3 basic rules to determine how Elemental Masteries (e.g. Fire Mastery) increase a character's damage.&lt;br /&gt;
&lt;br /&gt;
# The Elemental Masteries apply to Skills at the time of casting/application to weapons.&lt;br /&gt;
# They amplify Melee attacks.&lt;br /&gt;
# They do *not* amplify Ranged attacks.&lt;br /&gt;
&lt;br /&gt;
This means that if you were to cast Enchant then Fire Mastery would apply at the time of casting (and this is already shown in your displayed Enchant damage). Holy Shock would also be amplified by Lightning Mastery when the bonus Lightning damage is applied to the weapon.&lt;br /&gt;
&lt;br /&gt;
If you do a Melee attack, the Fire/Lightning damages from Enchant/Holy Shock will be boosted again by whatever the levels of FM/LM happen to be at the time of attack. You get no additional damage if you choose to do a Ranged attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Assume you are a Sorceress with level 20 Fire Mastery, level 20 Enchant, level 20 Lightning Mastery, and a &amp;quot;Dream&amp;quot; helm which gives level 15 Holy Shock. Further assume that you have charms which add 1-100 Lightning damage and 1-100 Fire damage and that you are using an ordinary javelin.&lt;br /&gt;
&lt;br /&gt;
Level 20 Enchant (including the single point in Warmth) does 74-97 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When we include level 20 Fire Mastery (+163% damage), the displayed damage at the time of casting becomes 196-256. This Fire damage is added to the weapon. The 1-100 Fire damage from the Charms is not Skill based damage so it is not amplified by Fire Mastery when applied to the weapon. The total Fire damage on the weapon is now 197-356.&lt;br /&gt;
&lt;br /&gt;
Level 15 Holy Shock does 1-648 damage. At the time of application to the weapon, the level 20 Lightning Mastery (+278% damage) will amplify it causing 3-2449 Lightning damage to be added to the weapon. The 1-100 Lightning damage from the Charms is not Skill based damage so it is not amplified by Lightning Mastery when applied to the weapon. The total Lightning damage on the weapon is now 4-2549.&lt;br /&gt;
&lt;br /&gt;
Fire damage: 197-356&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning damage: 4-2549&lt;br /&gt;
&lt;br /&gt;
If you were throwing the javelin, the above would be the correct totals.&lt;br /&gt;
&lt;br /&gt;
However, if you do a Melee attack with the javelin instead then Lightning Mastery and Fire Mastery would amplify the damages giving the following damages:&amp;lt;br&amp;gt;&lt;br /&gt;
Fire damage: (197-356) * (1 + 1.63) = 518-936&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning damage: (4-2549) * (1 + 2.78) = 15-9635&lt;br /&gt;
&lt;br /&gt;
Note1: Due to the LCS (Lying Character Screen) you will see Ranged attacks receiving the same amplification as Melee attacks this is *not* correct.&lt;br /&gt;
&lt;br /&gt;
Note2: We were not able to determine precisely how/if FM affects the bonus Fire damage from Explosive Bolts/Arrows but as the inherent damage is negligible, don't worry about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Where can I find wands with charges of Amplify Damage?=&lt;br /&gt;
&lt;br /&gt;
Nowhere. Amplify Damage charges can not spawn as a random affix. The only item in the game that has Amplify Damage charges is the unique Martel de Fer, The Gavel of Pain. It has three charges of level 8 Amplify Damage. If you want a non-Necromancer character to use Amplify Damage, your best option is to get an item that procs (see section 45) the curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What types of +skills work with mercenaries?=&lt;br /&gt;
&lt;br /&gt;
The following quote on how the various types of +skills work when applied to mercenaries was stolen from adeyke:&lt;br /&gt;
&lt;br /&gt;
* +X to all skills works.&lt;br /&gt;
* +X to fire skills works for the mercs with fire skills.&lt;br /&gt;
* +X to a specific skill the merc already has (e.g. +X to bash (barbarian only) for barb mercs, +X to inferno (sorceress only) for fire iron wolves) also works.&lt;br /&gt;
* +X to a specific skill the merc doesn't already have doesn't work. Barb mercs will gain nothing from +X to natural resistance (barbarian only), for example. Mercs also don't use any oskills.&lt;br /&gt;
* +X to skill tabs doesn't work for any merc.&lt;br /&gt;
* +X to class skills (e.g. +X to barbarian skills, +X to sorceress skills) doesn't work for any merc.&lt;br /&gt;
&lt;br /&gt;
=What decides the Assassin's Trap laying speed?=&lt;br /&gt;
&lt;br /&gt;
The trap laying speed of Assassins is decided like most attack speeds. That means it is affected by things like gear-based increased attack speed (IAS) and the weapon speed modifier (abbreviated WSM, also often called &amp;quot;base weapon speed&amp;quot;). The diablo2.ingame.de [http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english weapon speed calculator] can calculate your trap laying speed.&lt;br /&gt;
&lt;br /&gt;
The Faster Cast Rate modifier (FCR) has no effect on trap laying speed. When Assassins emphasise FCR, it is usually to speed up their casting of Mind Blast, which is affected by the Faster Cast Rate modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How long do items stay if left on the ground?=&lt;br /&gt;
&lt;br /&gt;
This section belongs to Posterboy, who originally poked the information my way, and Antitrust who re-confirmed it for 1.11 and wrote the contents of the following quote:&lt;br /&gt;
&lt;br /&gt;
* Socketed items, Ethereal items, Equipable White items, Runewords, Keys, Quivers, Potions, Scrolls/Tomes - vanish in 10 minutes&lt;br /&gt;
* Runes, Gems, Magic Items (including charms) - vanish in 20 minutes&lt;br /&gt;
* Rares, Uniques (including charms), Sets - vanish in 30 minutes&lt;br /&gt;
* Gold, Horadric cube (the only quest item I tested) - last for at least 2 hours and 36 minutes (at which point I stopped)&lt;br /&gt;
&lt;br /&gt;
This was tested in Single Player. Results on the realms may be (and I actually suspect that they are) different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Does poison cancel Deadly Strike, Critical Strike, or Crushing Blow?=&lt;br /&gt;
&lt;br /&gt;
No, it does not. There seems to be a glitch when it comes to displaying the associated &amp;quot;puffs&amp;quot; when the target is poisoned, but it is purely graphical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acknowledgments=&lt;br /&gt;
&lt;br /&gt;
Big thanks to the posters I have shamelessly exploited and plagiarized in order to make this thread grow:&lt;br /&gt;
2_Much_4_U, adeyke, Antitrust, Chaotix, Daten, Gta-maloy], Ilkori, TommiG, Oramin, Ortliebj, PeterPaulRubens and Posterboy.&lt;br /&gt;
&lt;br /&gt;
And thanks to everyone who pointed out missing things and possible additions, bumped this thread, made comments, or just generally helped me in some way whether they know it or not:&amp;lt;br&amp;gt;&lt;br /&gt;
Armaege, BIGeyedBUG, Bonkshasa, Dargad, Derisive, LaughingBuddha, MicahW, MMAgCh, NickJS, Nucularterraist (Nucnuc), Orphan, sambo., Sarrick, Sol1, Technomage-C01, The_Terror_Lord, T-hawk, Veneteaou and WizAdept.&lt;br /&gt;
&lt;br /&gt;
Technomage-C01 deserves special mention for keeping the thread from being munched by the B.Net Gameplay Discussion forum for more than a year and a half. And the most special thanks of all go to Ortliebj for inspiring me to make this thread. Thanks to all of you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FAQs]]&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=14893</id>
		<title>User talk:Leord</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Leord&amp;diff=14893"/>
				<updated>2009-10-26T17:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Looked into template question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Templates ==&lt;br /&gt;
&lt;br /&gt;
Hey Leord,&lt;br /&gt;
&lt;br /&gt;
I looked into the changes you'd like for the skill progression template (D3 support, 5 lvl vs 20 lvl skills).  It is possible and fairly easy, however, you would have to install a couple extensions to mediawiki and be running v1.14 or later (I'm assuming you're using 2.0).  &lt;br /&gt;
&lt;br /&gt;
http://www.mediawiki.org/wiki/Extension:Loops&lt;br /&gt;
&lt;br /&gt;
This extension would allow loop programming logic, so combine that with #if and #switch and the sky is the limit.  It does also require the variable extension to be installed for it to work.  If you're able to get these installed let me know and I can update the templates to support D3 (and probably be able to create some other pretty cool features).  [[User:JMJimmy|JMJimmy]] 18:33, 26 October 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
Hi, &lt;br /&gt;
I like to help out when I see something I know isn't quite correct, after all, we're all here for the same reason. I've noticed there's a couple of items missing that I might try and add at some point (one of the unique sorceress wands is one, I can't remember the other right now). --(20:57, 21 August 2008 [[User:Luthor|Luthor]]).&lt;br /&gt;
&lt;br /&gt;
: Hi Luthor, I made a reply [http://www.diablowiki.net/User_talk:Leord here]. =) --[[User:Leord|Leord]] 16:01, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hi Leord, thanks for the greets.  This is not my first wiki experience - i've worked on plenty of others including the big one - but I had just re-started my D2 career after a prolonged absence.  Back when I used to rule the world, diabloii.net was the place to go for info.  Now it's diii.net, and diablowiki is just linked off of it - fine and dandy.  Hope I can contribute some more. --[[User:Denzera|Denzera]] 00:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== thanks :) ==&lt;br /&gt;
&lt;br /&gt;
Hello, thanks for the greeting :)&lt;br /&gt;
&lt;br /&gt;
Yes, I saw your message on the calculations talk page, many thanks. I went to the forum, but I admit to not really feeling like giving a real mail address to register - I like my anonymity, which I think I don't abuse ^_-&lt;br /&gt;
&lt;br /&gt;
I do have some experience on wikis. I'm not sure how much I'll contribute here, though, my first goal is trying to figure out calculations formulas :)&lt;br /&gt;
&lt;br /&gt;
[[User:Crazy Dropper|Crazy Dropper]] 22:59, 30 January 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your talk page. =) --[[User:Leord|Leord]] 15:34, 3 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
::Hello. Yes I do read my talk page, but I don't necessarily reply :)&lt;br /&gt;
::As for levels and such, my suggestion would be to do small basic templates that could be substitued to fast-start a page (I copied from Tristam for the Chaos Sanctuary).&lt;br /&gt;
::[[User:Crazy Dropper|Crazy Dropper]] 15:11, 9 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Moved your comment over to your page, so let's keep this topic there! =) --[[User:Leord|Leord]] 15:24, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== hi ==&lt;br /&gt;
Hi. &amp;lt;br&amp;gt;&lt;br /&gt;
I´m havin no previous experience in dia wiki. Thought I´ll be learning on the way... :D &amp;lt;br&amp;gt;&lt;br /&gt;
And yes I´m from Finland. Dominic isn´t the real name of mine.&amp;lt;br&amp;gt;&lt;br /&gt;
18:14, 9 February 2009 DominicFIN&lt;br /&gt;
: Oki, I'm replying on your page =) --[[User:Leord|Leord]] 15:26, 11 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== re greeting ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the greeting (which is pretty much what everyone else seems to be saying). No, it's not my first edit in a wiki. I used to be quite active on the Guild Wars wiki, and I've changed my share of words on Wikipedia, as well.&lt;br /&gt;
&lt;br /&gt;
I haven't had time to look, but, for instance, on items pages, there's a block of repeated information. Is it templated? [[User:MarauderIIC|MarauderIIC]] 05:28, 18 February 2009 (CET)&lt;br /&gt;
:I see they haven't. Templated all the set items! Feel free to spread the word about/be aware of [[Template:All Set Notes]], [[Template:Armor Notes]], [[Template:Weapon Notes]],  [[Template:Shield Notes]], and [[Template:General Item Notes]] since you seem to be on top of things around here. :) [[User:MarauderIIC|MarauderIIC]] 09:01, 18 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Just in case you go here for your updates, I replied on your page, and we can keep the discussion in one page =) --[[User:Leord|Leord]] 15:21, 26 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Re: Greeting ==&lt;br /&gt;
Hope this isn't some kind of faux-pas. &amp;lt;br&amp;gt;&lt;br /&gt;
Taking my cues from MarauderIIC, this is a quick &amp;quot;received, responding&amp;quot;, and referring you to my full reply [http://www.diablowiki.net/User_talk:Sing_in_Silence here].&lt;br /&gt;
&lt;br /&gt;
Hello, and thanks for the greeting. &amp;lt;br&amp;gt;&lt;br /&gt;
This is (was?) my first wiki edit, anywhere, so I've got a lot to learn (about the etiquette, syntax, interface, etc.) (Edit: Timestamp.)  --[[User:Sing in Silence|Sing in Silence]] 03:35, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I made a reply on your page =) --[[User:Leord|Leord]] 13:38, 2 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (standard greeting thanks response) ==&lt;br /&gt;
Yes I do have wiki experience. To be honest what I did was just a copy/paste job so it wasn't much. I'm back after a very long absence do D2X and basically am just trying to figure out what I can make with my crappy low-level runes. I'll probably do the rest of them this weekend. --[[User:Danco|Dan]]&lt;br /&gt;
:Haha, contrary to what you might believe, I don't have a standard response. I just often write very similar, so it has been kind of ingrained in me =) Really glad to have another experienced wiki user here, regardless, have you done it in DW before, or wikipedia, or the like? --[[User:Leord|Leord]] 15:43, 2 April 2009 (CEST)&lt;br /&gt;
::Corporate wikis --[[User:Danco|Dan]]&lt;br /&gt;
:::Ah, that makes sense. I assume the style might be a bit different? Two things I thought about: Could you do the full signature, so date also is added? and it's usually custom to keep a discussion where it started, like, I could keep the discuttion at your page if someone posted there =) I spend many hours making the help section, and the [[Help:Talk]] is usefull for all the quirks of the DiabloWiki =)&lt;br /&gt;
&lt;br /&gt;
::: Got any new project brewing? --[[User:Leord|Leord]] 17:23, 2 April 2009 (CEST)&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14890</id>
		<title>Template:Table headers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14890"/>
				<updated>2009-10-26T17:19:12Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;! '''{{{index|&amp;amp;nbsp;}}}'''&lt;br /&gt;
{{#if:{{{1|}}}|!'''{{{1|ns:0}}}'''}}{{{{#if:{{{1|}}}|nln|ns:0}}|}}{{#if:{{{2|}}}|!'''{{{2|ns:0}}}'''}}{{{{#if:{{{2|}}}|nln|ns:0}}|}}{{#if:{{{3|}}}|!'''{{{3|ns:0}}}'''}}{{{{#if:{{{3|}}}|nln|ns:0}}|}}{{#if:{{{4|}}}|!'''{{{4|ns:0}}}'''}}{{{{#if:{{{4|}}}|nln|ns:0}}|}}{{#if:{{{5|}}}|!'''{{{5|ns:0}}}'''}}{{{{#if:{{{5|}}}|nln|ns:0}}|}}&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14889</id>
		<title>Template:Table headers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14889"/>
				<updated>2009-10-26T17:17:51Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;! '''{{{index|{{ns:0}}}}}'''&lt;br /&gt;
{{#if:{{{1|}}}|!'''{{{1|ns:0}}}'''}}{{{{#if:{{{1|}}}|nln|ns:0}}|}}{{#if:{{{2|}}}|!'''{{{2|ns:0}}}'''}}{{{{#if:{{{2|}}}|nln|ns:0}}|}}{{#if:{{{3|}}}|!'''{{{3|ns:0}}}'''}}{{{{#if:{{{3|}}}|nln|ns:0}}|}}{{#if:{{{4|}}}|!'''{{{4|ns:0}}}'''}}{{{{#if:{{{4|}}}|nln|ns:0}}|}}{{#if:{{{5|}}}|!'''{{{5|ns:0}}}'''}}{{{{#if:{{{5|}}}|nln|ns:0}}|}}&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14888</id>
		<title>Template:Table headers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14888"/>
				<updated>2009-10-26T17:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;!'''{{{index|{{ns:0}}}}}'''&lt;br /&gt;
{{#if:{{{1|}}}|!'''{{{1|ns:0}}}'''}}{{{{#if:{{{1|}}}|nln|ns:0}}|}}{{#if:{{{2|}}}|!'''{{{2|ns:0}}}'''}}{{{{#if:{{{2|}}}|nln|ns:0}}|}}{{#if:{{{3|}}}|!'''{{{3|ns:0}}}'''}}{{{{#if:{{{3|}}}|nln|ns:0}}|}}{{#if:{{{4|}}}|!'''{{{4|ns:0}}}'''}}{{{{#if:{{{4|}}}|nln|ns:0}}|}}{{#if:{{{5|}}}|!'''{{{5|ns:0}}}'''}}{{{{#if:{{{5|}}}|nln|ns:0}}|}}&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14887</id>
		<title>Template:Table headers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14887"/>
				<updated>2009-10-26T17:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;!'''{{{index}}}'''&lt;br /&gt;
{{#if:{{{1|}}}|!'''{{{1|ns:0}}}'''}}{{{{#if:{{{1|}}}|nln|ns:0}}|}}{{#if:{{{2|}}}|!'''{{{2|ns:0}}}'''}}{{{{#if:{{{2|}}}|nln|ns:0}}|}}{{#if:{{{3|}}}|!'''{{{3|ns:0}}}'''}}{{{{#if:{{{3|}}}|nln|ns:0}}|}}{{#if:{{{4|}}}|!'''{{{4|ns:0}}}'''}}{{{{#if:{{{4|}}}|nln|ns:0}}|}}{{#if:{{{5|}}}|!'''{{{5|ns:0}}}'''}}{{{{#if:{{{5|}}}|nln|ns:0}}|}}&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14886</id>
		<title>Template:Skill Progression</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14886"/>
				<updated>2009-10-26T17:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
{{table headers&lt;br /&gt;
|index=[[Slvl]]&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{table headers&lt;br /&gt;
|index=[[Slvl]]&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{table headers&lt;br /&gt;
|index=[[Slvl]]&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{table headers&lt;br /&gt;
|index=[[Slvl]]&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|{{{1|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{21|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{41|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{61|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{81|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14885</id>
		<title>Template:Table headers</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Table_headers&amp;diff=14885"/>
				<updated>2009-10-26T17:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: adding index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;!'''{{{index}}}'''{{#if:{{{1|}}}|!'''{{{1|ns:0}}}'''}}{{{{#if:{{{1|}}}|nln|ns:0}}|}}{{#if:{{{2|}}}|!'''{{{2|ns:0}}}'''}}{{{{#if:{{{2|}}}|nln|ns:0}}|}}{{#if:{{{3|}}}|!'''{{{3|ns:0}}}'''}}{{{{#if:{{{3|}}}|nln|ns:0}}|}}{{#if:{{{4|}}}|!'''{{{4|ns:0}}}'''}}{{{{#if:{{{4|}}}|nln|ns:0}}|}}{{#if:{{{5|}}}|!'''{{{5|ns:0}}}'''}}{{{{#if:{{{5|}}}|nln|ns:0}}|}}&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14884</id>
		<title>Template:Skill Progression Test</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14884"/>
				<updated>2009-10-26T17:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
{{column contents&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_navbox&amp;diff=14882</id>
		<title>Template:Skill navbox</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_navbox&amp;diff=14882"/>
				<updated>2009-10-26T17:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Curses fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;| [[Skills]] Navigation &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_navbox&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;[[Skill]]s - [[Rune|Skill runes]] - [[Active skill]]s - [[Passive skill]]s - [[Signature skill]]s&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Amazon]]'''&amp;lt;/u&amp;gt; ([[Amazon Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Bow_and_Crossbow_Skills|Bow &amp;amp; X-Bow]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Javelin_and_Spear_Skills|Javelin &amp;amp; Spear]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Amazon_Passive_and_Magic_Skills|Passive &amp;amp; Magic]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Assassin]]'''&amp;lt;/u&amp;gt; ([[Assassin Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Martial Arts|Martial Arts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Shadow Disciplines|Shadow Discip.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Assassin Traps|Traps]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Barbarian]]'''&amp;lt;/u&amp;gt; ([[Barbarian Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Combat_Masteries|Combat Masters]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Combat_Skills|Combat Skills]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Barbarian_Warcries|Warcries]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Druid]]'''&amp;lt;/u&amp;gt; ([[Druid Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Elemental Skills|Elemental]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Shape Shifting Skills|Shape Shift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Druid Summoning Skills|Summoning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Necromancer]]'''&amp;lt;/u&amp;gt; ([[Necromancer Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Curses|Curses]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Poison and Bone|Poison &amp;amp; Bone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Necromancer Summoning|Summoning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Paladin]]'''&amp;lt;/u&amp;gt; ([[Paladin Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Combat Skills|Combat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Defensive Auras|Def. Auras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Paladin Offensive Auras|Off. Auras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;u&amp;gt;'''[[Sorceress]]'''&amp;lt;/u&amp;gt; ([[Sorceress Skills|skill]])&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Cold Spells|Cold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Fire Spells|Fire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
• [[Sorceress Lightning Spells|Lightning]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navboxes]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14880</id>
		<title>Template:Skill Progression</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14880"/>
				<updated>2009-10-26T17:02:21Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Streamlining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|{{{1|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{21|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{41|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{61|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{81|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14875</id>
		<title>Template:Skill Progression Test</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14875"/>
				<updated>2009-10-26T16:56:09Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|{{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|{{{header2|{{ns:0}}}}}&lt;br /&gt;
|{{{header3|{{ns:0}}}}}&lt;br /&gt;
|{{{header4|{{ns:0}}}}}&lt;br /&gt;
|{{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|{{{1|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{21|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{41|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{61|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{81|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14874</id>
		<title>Template:Skill Progression Test</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression_Test&amp;diff=14874"/>
				<updated>2009-10-26T16:50:35Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|{{{1|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{21|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{41|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{61|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{81|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14873</id>
		<title>Template:Skill Progression</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Skill_Progression&amp;diff=14873"/>
				<updated>2009-10-26T16:48:10Z</updated>
		
		<summary type="html">&lt;p&gt;JMJimmy: Applying abstraction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
![[Skill level|Skill Level]] Progression &amp;lt;span style=&amp;quot;font-size: 80%; font-weight: normal;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://diablo2.diablowiki.net/Template:Skill_Progression&amp;amp;action=edit e]&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;tablebox&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
!'''[[Slvl]]'''&lt;br /&gt;
{{table headers&lt;br /&gt;
|1={{{header|&amp;amp;mdash;}}}&lt;br /&gt;
|2={{{header2|{{ns:0}}}}}&lt;br /&gt;
|3={{{header3|{{ns:0}}}}}&lt;br /&gt;
|4={{{header4|{{ns:0}}}}}&lt;br /&gt;
|5={{{header5|{{ns:0}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|{{{1|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{21|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{41|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{61|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{81|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!6&lt;br /&gt;
|{{{6|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{26|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{46|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{66|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{86|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!11 &lt;br /&gt;
|{{{11|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{31|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{51|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{71|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{91|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!16 &lt;br /&gt;
|{{{16|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{36|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{56|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{76|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{96|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|{{{2|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{22|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{42|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{62|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{82|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!7&lt;br /&gt;
|{{{7|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{27|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{47|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{67|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{87|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!12&lt;br /&gt;
|{{{12|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{32|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{52|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{72|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{92|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!17&lt;br /&gt;
|{{{17|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{37|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{57|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{77|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{97|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|{{{3|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{23|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{43|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{63|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{83|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!8  &lt;br /&gt;
|{{{8|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{28|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{48|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{68|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{88|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!13&lt;br /&gt;
|{{{13|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{33|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{53|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{73|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{93|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!18 &lt;br /&gt;
|{{{18|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{38|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{58|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{78|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{98|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!4 &lt;br /&gt;
|{{{4|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{24|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{44|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{64|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{84|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!9&lt;br /&gt;
|{{{9|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{29|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{49|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{69|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{89|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!14&lt;br /&gt;
|{{{14|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{34|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{54|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{74|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{94|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!19&lt;br /&gt;
|{{{19|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{39|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{59|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{79|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{99|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|-&lt;br /&gt;
!5 &lt;br /&gt;
|{{{5|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{25|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{45|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{65|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{85|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!10 &lt;br /&gt;
|{{{10|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{30|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{50|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{70|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{90|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!15 &lt;br /&gt;
|{{{15|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{35|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{55|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{75|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{95|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
!20&lt;br /&gt;
|{{{20|&amp;amp;mdash;}}}{{#if:{{{header2|}}}|{{!}}{{{40|&amp;amp;mdash;}}}}}{{{{#if:{{{header2|}}}|nln|ns:0}}|}}{{#if:{{{header3|}}}|{{!}}{{{60|&amp;amp;mdash;}}}}}{{{{#if:{{{header3|}}}|nln|ns:0}}|}}{{#if:{{{header4|}}}|{{!}}{{{80|&amp;amp;mdash;}}}}}{{{{#if:{{{header4|}}}|nln|ns:0}}|}}{{#if:{{{header5|}}}|{{!}}{{{100|&amp;amp;mdash;}}}}}{{{{#if:{{{header5|}}}|nln|ns:0}}|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JMJimmy</name></author>	</entry>

	</feed>