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		<updated>2026-09-24T04:55:43Z</updated>
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		<title>Sockets</title>
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				<updated>2010-07-15T09:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item_navbox}}Some Diablo II [[items]] have '''sockets''', in which magically infused [[gem]]s, [[jewel]]s or [[rune]]s can be inserted to induce their magic powers to that item. These items will on themselves not provide any bonuses to a character.&lt;br /&gt;
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==Introduction==&lt;br /&gt;
Socketed Items can be complicated, mainly in the number of sockets and how to add sockets to existing items. There are three [[Cube recipes]] to add them, as well as the socket quest in [[Act IV]]. Also items can generate with a variable number of sockets, and how many depends on the monster that drops them, the item type, and much more.&lt;br /&gt;
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You can ''never add a socket to an item that already has one or more sockets'', with any recipe or the socketing quest reward. The only partial exception is the 3 chipped [[gem]]s + 1 magical weapon recipe, which will create a magical weapon with new properties and 1-2 sockets. This doesn't add sockets to the existing weapon though, since it is rolling new mods on the weapon, so is essentially random.&lt;br /&gt;
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'''Rare/Set/Unique/Crafted Items''': The Socketing quest adds 1 and only 1 Socket to any of these types. Rares may spawn with 1-2 sockets from the Mechanic's prefix, and some sets and uniques have sockets inherently, and can't have more added. You will never get more than 1 socket added using the socketing quest on any of these items. Rare items can also have a socket added by a [[Cube_Recipes| Horadric Cube Recipe]]. This requires 1 Stone of Jordan + 3 Perfect Skulls + One Rare Item. It's basically the same as putting that Rare item in the socketing quest reward. It can't be used on an item with sockets already.&lt;br /&gt;
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'''Magical Items''': Magical items can have 1-4 sockets, depending on the prefixes and the item type, and you can never add more to those. For magical items without sockets, using them in the socket quest reward will add 1 or 2 sockets, with equal chance at either. It's entirely luck if you get 1 or 2 on them, so cross your fingers.&lt;br /&gt;
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'''Chipped Gems''': There is a recipe for magical weapons. 3 chipped gems + 1 magical weapon = magical weapon of the same type, with 1-2 sockets and an item level of 25. This results in a magical, socketed weapon that can be rerolled again with chipped, normal or flawless gems as many times as desired. Weapons which cannot have sockets (like throwing weapons) won't get any socket and those with a maximum of 1 socket (like a few daggers and wands) have no chance for two of them. The issue of possible affixes (or bonuses to single skills on wands, orbs etc.) is beyond the scope of this article. It follows the normal rules for the generation of magical items, see the [[Item Generation Tutorial]] for details.&lt;br /&gt;
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===How to Find Socketed/Socketable Items===&lt;br /&gt;
To find socketed items you want to kill a lot of [[monster]]s while wearing as little [[Magic Find]] % as possible. &lt;br /&gt;
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The key is to not have any [[Magic Find]], since the more of that you have the more likely items dropped will be [[magic]]al or better ([[Rare]], [[Set]], [[Unique]]). Zero [[MF]] is best for finding socketed items, but if you can't avoid a small % bonus, it won't make much of a difference. The best characters for this are probably [[Sorc]]s for the high-level areas in hell mode and [[Javazons]] for the Cow level, where each can kill at a tremendous pace.&lt;br /&gt;
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You want to be in as big a multi-player game as possible, so more items will drop, though this can be taken too far.  If you don't have a power character and it's taking you much longer to kill in an 8-player, you could drop down to a 3-5 player and still have lots of items dropping, while killing so much faster that you actually got more items than you would taking twice as long in an 8 player game.&lt;br /&gt;
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'''Normal Items''': Normal items can have from 1-6 sockets. How many a given item can get is random for most item types, but the maximum is always limited by the [[mlvl]] of the monster that drops the item, item type and in the case of naturally spawning sockets the difficulty level. Items can only naturally spawn with a maximum of 3 sockets on normal difficulty, 4 sockets on nightmare and 6 sockets on hell.  This limitation only applies to sockets that are spawn naturally, not ones which are added through the cube recipe or socket quest.  Check the master table below, or the individual [[Armor]] and [[Weapon]]s pages for info on how many sockets are possible on given item types.&lt;br /&gt;
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The number of sockets from the [[socket quest]] is not affected by the difficulty level, only by the [[ilvl]] of the item, which is based on the [[mlvl]] of the monster that drops it. '''Your [[Clvl]] and the difficulty level of the quest reward has nothing to do with the number of sockets you get.''' You can use the [[Normal]] quest reward on a Crystal Sword and get 6 sockets, or the [[Hell]] quest reward and get 3, depending on the ilvl of the swords used.&lt;br /&gt;
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There are rumours of the quest reward varying the number of sockets further but these rumours are completely unfounded. Its likely that minions on a borderline area level dropped a white item that was thought to have a lower ilvl. The number of sockets from a quest reward is always the maximum possible based on the ilvl and item type (assuming its a white item).&lt;br /&gt;
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If you need a number of sockets that [[Lazurk]] won't provide, then you'll have to try the [[cube recipes]] which adds a random number of sockets or find that item with the number of sockets you want. The cube recipe has equal chances of adding 1 to 6 sockets on an item, with any socket count exceeding the maximum sockets available being bumped back down to the max.  You cannot use the socket recipe on low quality items.&lt;br /&gt;
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Trade for it if you have to, or ask in games, most people don't save socketed items, so you might ask as soon as you join, say you'll make 100k for a 5-socket [[Ogre Maul]], for example, or trade more if someone drives a hard bargain. If they aren't keeping it, they'll only get 35k at most for the sale, so shouldn't be too greedy.&lt;br /&gt;
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==Sockets by Number==&lt;br /&gt;
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{|&lt;br /&gt;
! Item&lt;br /&gt;
! Ilvl 1-25&lt;br /&gt;
! Ilvl 26-40&lt;br /&gt;
! Ilvl 41+&lt;br /&gt;
|-&lt;br /&gt;
| Bone Knife&lt;br /&gt;
| 1&lt;br /&gt;
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| 1&lt;br /&gt;
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| Buckler&lt;br /&gt;
| 1&lt;br /&gt;
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| 1&lt;br /&gt;
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| Burnt Wand&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
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| Defender&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
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| Dirk&lt;br /&gt;
| 1&lt;br /&gt;
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| Mithril Point&lt;br /&gt;
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| Poignard&lt;br /&gt;
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| 1&lt;br /&gt;
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| Circlet&lt;br /&gt;
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| Coronet&lt;br /&gt;
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| Diadem&lt;br /&gt;
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| Walking Stick&lt;br /&gt;
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| Zombie Head&lt;br /&gt;
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| Bone Visage&lt;br /&gt;
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| Corona&lt;br /&gt;
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| Crown&lt;br /&gt;
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| Death Mask&lt;br /&gt;
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| Demonhead&lt;br /&gt;
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| Grand Crown&lt;br /&gt;
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| Great Helm&lt;br /&gt;
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| Mask&lt;br /&gt;
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| Spired Helm&lt;br /&gt;
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| Winged Helm&lt;br /&gt;
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| Alpha Helm&lt;br /&gt;
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| Antlers&lt;br /&gt;
| 2&lt;br /&gt;
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| Assault Helmet&lt;br /&gt;
| 2&lt;br /&gt;
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| Avenger Guard&lt;br /&gt;
| 2&lt;br /&gt;
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| Blade Talons&lt;br /&gt;
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| Blood Spirt&lt;br /&gt;
| 2&lt;br /&gt;
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| Carnage Helm&lt;br /&gt;
| 2&lt;br /&gt;
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| Cinquedeas&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
| Claws&lt;br /&gt;
| 2&lt;br /&gt;
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| Conquerer Crown&lt;br /&gt;
| 2&lt;br /&gt;
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| Destroyer Helm&lt;br /&gt;
| 2&lt;br /&gt;
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| Dream Spirit&lt;br /&gt;
| 2&lt;br /&gt;
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| Earth Spirit&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Falcon Mask&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Fanged Helm&lt;br /&gt;
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| Fanged Knife&lt;br /&gt;
| 2&lt;br /&gt;
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| Feral Claws&lt;br /&gt;
| 2&lt;br /&gt;
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| Fury Visor&lt;br /&gt;
| 2&lt;br /&gt;
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| Greater Claws&lt;br /&gt;
| 2&lt;br /&gt;
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| Greater Talons&lt;br /&gt;
| 2&lt;br /&gt;
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| Griffon Headress&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
| Guardian Crown&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Hawk Helm&lt;br /&gt;
| 2&lt;br /&gt;
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| Horned Helm&lt;br /&gt;
| 2&lt;br /&gt;
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| Hunter's Guise&lt;br /&gt;
| 2&lt;br /&gt;
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| Jawbone Cap&lt;br /&gt;
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| Jawbone Visor&lt;br /&gt;
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| Kriss&lt;br /&gt;
| 2&lt;br /&gt;
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| Lion Helm&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Quhab&lt;br /&gt;
| 2&lt;br /&gt;
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| Rage Mask&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Runic Talons&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Sacred Feathers&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Savage Helmet&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Scissors Katar&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Scissors Quhab&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Scissors Suwayyah&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sky Spirit&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Slayer Guard&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Spirit Mask&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sun Spirit&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Suwayyah&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Totemic Mask&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Wolf Head&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Wrist Sword&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Clasped Orb&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Cloudy Sphere&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline Globe&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Demon Heart&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Dimensional Shard&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Stone&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Eagle Orb&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Eldritch Orb&lt;br /&gt;
| 2&lt;br /&gt;
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| 3&lt;br /&gt;
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| Glowing Orb&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Heavenly Stone&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sacred Globe&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Smoked Sphere&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sparkling Ball&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Swirling Crystal&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Orb&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Arbalest&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Barbed Club&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Bardiche&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Blade Barrier&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Breast Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Cuirass&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Devil Star&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Edge Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Espadon&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Grand Scepter&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water Sprinkler&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hyperion&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hyperion Spear&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Jagged Star&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| KhalimFlail&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Kite Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Large Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Legend Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Light Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Light Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Linked Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Lochaber Axe&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Long Staff&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Mage Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Mesh Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Morning Star&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Mythical Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Ogre Axe&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Pavise&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Pellet Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Ring Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Russet Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Scutum&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Seraph Rod&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sharktooth Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Short Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Spider Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Stalagmite&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| SuperKhalimFlail&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Templar Coat&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Tigulated Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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| Tower Shield&lt;br /&gt;
| 3&lt;br /&gt;
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| Troll Nest&lt;br /&gt;
| 3&lt;br /&gt;
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| Two-Handed Sword&lt;br /&gt;
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| Tyrant Club&lt;br /&gt;
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| War Spear&lt;br /&gt;
| 3&lt;br /&gt;
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| War Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Wirt's Leg&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Aegis&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
| Monarch&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
| Ward&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
| Aerin Shield&lt;br /&gt;
| 3&lt;br /&gt;
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| 4&lt;br /&gt;
|-&lt;br /&gt;
| Akaran Rondache&lt;br /&gt;
| 3&lt;br /&gt;
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| 4&lt;br /&gt;
|-&lt;br /&gt;
| Akaran Targe&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
| Ancient Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Kurast Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Archon Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Balrog Blade&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Balrog Skin&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Battle Hammer&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Battle Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Bill&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Blade Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Boneweave&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Champion Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Claymore&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Colossus Voulge&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Conquest Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Crown Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Cryptic Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Dacian Falx&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Diamond Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Double Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Dusk Shroud&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Embossed Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Full Plate Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Fuscina&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Giant Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Gorgon Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Great Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Great Hauberk&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Guilded Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Hellforged Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Heraldic Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Highland Blade&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Hunter's Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Kraken Shell&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Lacquered Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Legendary Mallet&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Loricated Mail&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Ornate Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Protector Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Razor Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Rondache&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Royal Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Rune Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Sacred Armor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Sacred Rondache&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Sacred Targe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Scarab Husk&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Plate&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Siege Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Pike&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Targe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Trident&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Tusk Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Voulge&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Wire Fleece&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Wyrmhide&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Zakarum Shield&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Ashwood Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Battle Scythe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Brandistock&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Cedar Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Chu-Ko-Nu&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Cryptic Axe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Demon Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Diamond Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Flail&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Flamberge&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Hellforge Hammer&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Knout&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Long Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Mancatcher&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Matriarchal Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Partizan&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Poleaxe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Repeating Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Rune Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Scourge&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Scythe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Short Battle Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Short Siege Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Short War Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Stag Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Thresher&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| War Fork&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Ward Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Zweihander&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Grand Matron Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Balista&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Bec-de-Corbin&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial Pike&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial Spear&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Colossus Blade&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Colossus Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Crusader Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Dimensional Blade&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Executioner Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Spear&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Giant Thresher&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Great Maul&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Great Poleaxe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Great Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Grim Scythe&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Crossbow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Hydra Bow&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
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| Lance&lt;br /&gt;
| 3&lt;br /&gt;
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| Long Battle Bow&lt;br /&gt;
| 3&lt;br /&gt;
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| Long Siege Bow&lt;br /&gt;
| 3&lt;br /&gt;
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| Long War Bow&lt;br /&gt;
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| Maiden Pike&lt;br /&gt;
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| Maiden Spear&lt;br /&gt;
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| Martel de Fer&lt;br /&gt;
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| Matriarchal Pike&lt;br /&gt;
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| Matriarchal Spear&lt;br /&gt;
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| Maul&lt;br /&gt;
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| Ogre Maul&lt;br /&gt;
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| Phase Blade&lt;br /&gt;
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| Pike&lt;br /&gt;
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| Spetum&lt;br /&gt;
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| Thunder Maul&lt;br /&gt;
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| War Club&lt;br /&gt;
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| War Pike&lt;br /&gt;
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| War Scythe&lt;br /&gt;
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| Yari&lt;br /&gt;
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| Caduceus&lt;br /&gt;
| 3&lt;br /&gt;
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| Divine Scepter&lt;br /&gt;
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| War Scepter&lt;br /&gt;
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| Axe&lt;br /&gt;
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| Battle Staff&lt;br /&gt;
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| Cedar Staff&lt;br /&gt;
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| Cleaver&lt;br /&gt;
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| Elder Staff&lt;br /&gt;
| 4&lt;br /&gt;
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| Feral Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Gnarled Staff&lt;br /&gt;
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| Gothic Staff&lt;br /&gt;
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| Large Axe&lt;br /&gt;
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| Military Axe&lt;br /&gt;
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| Shillelah&lt;br /&gt;
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| Small Crescent&lt;br /&gt;
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| Battle Axe&lt;br /&gt;
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| Bearded Axe&lt;br /&gt;
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| Broad Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Decapitator&lt;br /&gt;
| 4&lt;br /&gt;
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| Double Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Ettin Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Silver Edged Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Tabar&lt;br /&gt;
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| Twin Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Ancient Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Berserker Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Champion Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Crowbill&lt;br /&gt;
| 4&lt;br /&gt;
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| Giant Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Glorious Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Gothic Axe&lt;br /&gt;
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| Great Axe&lt;br /&gt;
| 4&lt;br /&gt;
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| Military Pick&lt;br /&gt;
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| Naga&lt;br /&gt;
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| War Spike&lt;br /&gt;
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| Archon Staff&lt;br /&gt;
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! Item&lt;br /&gt;
! Ilvl 1-25&lt;br /&gt;
! Ilvl 26-40&lt;br /&gt;
! Ilvl 41+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=19545</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=19545"/>
				<updated>2010-07-15T09:40:17Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* Runeword Preparation Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}The '''Horadric Cube''' is a quest item you must have to complete the main quests in Act Two and Act Three.  However it's much more than just a quest item, it has a ton of other cool features that make it useful throughout the entire game.&lt;br /&gt;
* See the [[Crafting Cubing and Socketing Guide]] for very detailed information and strategies on all in-game item improvement recipes and techniques.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cube Operation==&lt;br /&gt;
[[Image:horadric-cube.gif|frame]]To use the Horadric Cube, simply drag and drop items on it. They will automatically be positioned within the cube, assuming there's enough free space for them to fit. To open the cube, right click on it, then click and drag to move items between the cube and your inventory. Dropping the cube will instantly move everything from the cube to your inventory, with anything you lack space for dropping to the ground. The cube can be held in your inventory or your town stash.  To convert items in the cube, click the transmute button, visible only when the cube is open. If invalid items are in the cube or the recipe is not possible for some reason, your character will say, &amp;quot;I can't do that.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* Items will be Identified by Cain while inside the Horadric Cube.&lt;br /&gt;
* Only one Horadric Cube can be picked up by the same character, and it's impossible to place one cube inside another one.&lt;br /&gt;
* Cubes can be passed down to characters who have not found one yet, such as &amp;quot;mule&amp;quot; characters who want them for extra storage.&lt;br /&gt;
** If a cube is lost, a new one can be retrieved from level 3 of the Halls of the Dead, in Act Two, or If you dont have one when The Council is killed, ( Act 3, Quest 5 ) another one will drop.&lt;br /&gt;
* The Horadric Cube is required to create [[Crafted Items]], as well as the following recipes.&lt;br /&gt;
&lt;br /&gt;
This page lists all working recipes for the Horadric Cube. New recipes are frequently added in patches, and the function of some existing recipes are tweaked for better game balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secret Cow Level==&lt;br /&gt;
[[Image:Cube-convert.gif]]Wirt's Leg + A Tome of Town Portal --&amp;gt; Red Portal to the Secret Cow Level&lt;br /&gt;
* The recipe must be performed in the Rogue Camp (Act One Town).  &lt;br /&gt;
* A character must first defeat Diablo (in D2C) or Baal (in D2X) on that difficulty level to open the portal. &lt;br /&gt;
* Characters who have received credit for killing the Cow King on that difficulty level may not open the portal (but may pass through it if someone else does).&lt;br /&gt;
&lt;br /&gt;
See the [[Secret Cow Level]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pandemonium Event==&lt;br /&gt;
See the [[Pandemonium Event]] page for details on these recipes and the quest they are part of.&lt;br /&gt;
* These recipes must be executed in Harrogath (Act Five Town) in a Hell difficulty game on the Battle.net Realms. They do not work in single player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Key of hate + Key of Terror + Key of Destruction --&amp;gt; Red Portal to either the Matron's Den, Furnace of Pain, or Forgotten Sands. (Which of the 3 portals opens is random, but they will not repeat if opened in the same game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Baal's Eye + Diablo's Horn + Mephisto's Brain --&amp;gt; Red Portal to Uber Tristram&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrade Recipes==&lt;br /&gt;
One of the most useful features of the cube is its ability to upgrade simple items into more powerful ones. Gems, runes, potions, and various other small objects can be combined and improved in the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
[[Gem]]s can be upgraded from chipped all the way to perfect. Three of the same kind and quality will yield one of the same kind of the next higher quality. This works for '''all seven types of gems'''. Skulls included. For example:&lt;br /&gt;
* 3 chipped topaz --&amp;gt; 1 flawed topaz&lt;br /&gt;
* 3 flawed topaz --&amp;gt; 1 topaz&lt;br /&gt;
* 3 topaz --&amp;gt; 1 flawless topaz&lt;br /&gt;
* 3 flawless topaz --&amp;gt; 1 perfect topaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Runes===&lt;br /&gt;
Much like gems, [[rune]]s can be upgraded to higher quality, burning three to create one of the next type. Check the [[Rune list]] for full details.&lt;br /&gt;
* 3 [[El|El Rune]]s --&amp;gt; 1 [[Eld|Eld Rune]]&lt;br /&gt;
* 3 [[Eld|Eld Rune]]s --&amp;gt; 1 [[Tir|Tir Rune]]&lt;br /&gt;
* 3 [[Tir|Tir Rune]]s --&amp;gt; 1 [[Nef|Nef Rune]]&lt;br /&gt;
* 3 [[Nef|Nef Rune]]s --&amp;gt; 1 [[Eth|Eth Rune]]&lt;br /&gt;
* 3 [[Eth|Eth Rune]]s --&amp;gt; 1 [[Ith|Ith Rune]]&lt;br /&gt;
* 3 [[Ith|Ith Rune]]s --&amp;gt; 1 [[Tal|Tal Rune]]&lt;br /&gt;
* 3 [[Tal|Tal Rune]]s --&amp;gt; 1 [[Ral|Ral Rune]]&lt;br /&gt;
* 3 [[Ral|Ral Rune]]s --&amp;gt; 1 [[Ort|Ort Rune]]&lt;br /&gt;
* 3 [[Ort|Ort Rune]]s --&amp;gt; 1 [[Thul|Thul Rune]]&lt;br /&gt;
&lt;br /&gt;
That was as far as Runes could be upgraded until the v1.10 patch added the following recipes. (They do not work in v1.09 or earlier patches.)&lt;br /&gt;
* 3 [[Thul|Thul Rune]]s + 1 [[Topaz|Chipped Topaz]] --&amp;gt; 1 [[Amn|Amn Rune]]&lt;br /&gt;
* 3 [[Amn|Amn Rune]]s + 1 [[Amethyst|Chipped Amethyst]] --&amp;gt; 1 [[Sol|Sol Rune]]&lt;br /&gt;
* 3 [[Sol|Sol Rune]]s + 1 [[Sapphire|Chipped Sapphire]] --&amp;gt; 1 [[Shael|Shael Rune]]&lt;br /&gt;
* 3 [[Shael|Shael Rune]]s + 1 [[Ruby|Chipped Ruby]] --&amp;gt; 1 [[Dol|Dol Rune]]&lt;br /&gt;
&lt;br /&gt;
Higher level runes can also be upgraded, but only in v1.10 and later and only by single-player, realm, or ladder characters. &lt;br /&gt;
* 3 [[Dol|Dol Rune]]s + 1 [[Emerald|Chipped Emerald]] --&amp;gt; 1 [[Hel|Hel Rune]]&lt;br /&gt;
* 3 [[Hel|Hel Rune]]s + 1 [[Diamond|Chipped Diamond]] --&amp;gt; 1 [[Io|Io Rune]]&lt;br /&gt;
* 3 [[Io|Io Rune]]s + 1 [[Topaz|Flawed Topaz]] --&amp;gt; 1 [[Lum|Lum Rune]]&lt;br /&gt;
* 3 [[Lum|Lum Rune]]s + 1 [[Amethyst|Flawed Amethyst]] --&amp;gt; 1 [[Ko|Ko Rune]]&lt;br /&gt;
* 3 [[Ko|Ko Rune]]s + 1 [[Sapphire|Flawed Sapphire]] --&amp;gt; 1 [[Fal|Fal Rune]]&lt;br /&gt;
* 3 [[Fal|Fal Rune]]s + 1 [[Ruby|Flawed Ruby]] --&amp;gt; 1 [[Lem|Lem Rune]]&lt;br /&gt;
* 3 [[Lem|Lem Rune]]s + 1 [[Emerald|Flawed Emerald]] --&amp;gt; 1 [[Pul|Pul Rune]]&lt;br /&gt;
* 2 [[Pul|Pul Rune]]s + 1 [[Diamond|Flawed Diamond]] --&amp;gt; 1 [[Um|Um Rune]]&lt;br /&gt;
* 2 [[Um|Um Rune]]s + 1 [[Topaz]] --&amp;gt; [[Mal|Mal Rune]]&lt;br /&gt;
* 2 [[Mal|Mal Rune]]s + 1 [[Amethyst]] --&amp;gt; [[Ist|Ist Rune]]&lt;br /&gt;
* 2 [[Ist|Ist Rune]]s + 1 [[Sapphire]] --&amp;gt; [[Gul|Gul Rune]]&lt;br /&gt;
* 2 [[Gul|Gul Rune]]s + 1 [[Ruby]] --&amp;gt; [[Vex|Vex Rune]]&lt;br /&gt;
* 2 [[Vex|Vex Rune]]s + 1 [[Emerald]] --&amp;gt; [[Ohm|Ohm Rune]]&lt;br /&gt;
* 2 [[Ohm|Ohm Rune]]s + 1 [[Diamond]] --&amp;gt; [[Lo|Lo Rune]]&lt;br /&gt;
* 2 [[Lo|Lo Rune]]s + 1 [[Topaz|Flawless Topaz]] --&amp;gt; [[Sur|Sur Rune]]&lt;br /&gt;
* 2 [[Sur|Sur Rune]]s + 1 [[Amethyst|Flawless Amethyst]] --&amp;gt; [[Ber|Ber Rune]]&lt;br /&gt;
* 2 [[Ber|Ber Rune]]s + 1 [[Sapphire|Flawless Sapphire]] --&amp;gt; [[Jah|Jah Rune]]&lt;br /&gt;
* 2 [[Jah|Jah Rune]]s + 1 [[Ruby|Flawless Ruby]] --&amp;gt; [[Cham|Cham Rune]]&lt;br /&gt;
* 2 [[Cham|Cham Rune]]s + 1 [[Emerald|Flawless Emerald]] --&amp;gt; [[Zod|Zod Rune]]&lt;br /&gt;
&lt;br /&gt;
A handy way to remember which gems are required for the upgrades past Ort is by using the acronym TASRED. As in, &amp;quot;Don't taze me, dude.&amp;quot; (&amp;quot;[http://en.wikipedia.org/wiki/Taser Tasered]&amp;quot; is the correct spelling, but that would repeat the &amp;quot;E&amp;quot;.) Each gem except the skull: Topaz, Amethyst, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Thul is T (to make Amn), Amn is A(to make Sol), Sol is S (to make Shael), etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Potions===&lt;br /&gt;
Any quality of healing or mana potion can be used in the following recipes. Any type of gem (including skulls) can be used as well.&lt;br /&gt;
&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 [[Gems|chipped gem]] --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 [[Gems|normal quality gem]] --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
* 3 partial rejuvenation potions --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runeword Preparation Recipes==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Hel|Hel Rune]] + Scroll of Town Portal + Any Socketed Item --&amp;gt; Remove items from sockets&lt;br /&gt;
* Removes the jewels, gems, or runes from the sockets in an item.&lt;br /&gt;
* The items in the sockets are destroyed, and all bonuses granted by those items are removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Eld|Eld Rune]] + 1 [[Gems|Chipped Gem]] + Low Quality Weapon --&amp;gt; Normal Quality Weapon of same type&lt;br /&gt;
* ilvl = 1&lt;br /&gt;
** This recipe is useful to upgrade a low quality weapon to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[El|El Rune]] + 1 [[Gems|Chipped Gem]] + Low Quality Armor --&amp;gt; Normal Quality Armor of same type&lt;br /&gt;
* ilvl = 1.&lt;br /&gt;
** This recipe is useful to upgrade a low quality armor to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Topaz|Perfect Topaz]] + Normal Body Armor --&amp;gt; Socketed Body Armor of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the armor, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. Armor that can only have up to 2 sockets would therefore have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Amethyst|Perfect Amethyst]] + Normal Weapon = Socketed Weapon of same type&lt;br /&gt;
* This recipe adds 1-6 sockets to the weapon, making it potentially useful for a [[runeword]].&lt;br /&gt;
* The game rolls for up to 6 sockets with this recipe. If a weapon can not have 6 sockets, then the number is capped to the maximum for that particular item after the roll. A weapon with 3 sockets maximum would have 1/6 chance for 1, 1/6 chance for 2, and 4/6 chance for 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Sapphire|Perfect Sapphire]] + Normal Helm --&amp;gt; Socketed Helm of same type&lt;br /&gt;
* This recipe adds 1-3 sockets to the helm, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A helm type that only allows 2 sockets would have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Ruby|Perfect Ruby]] + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
==Item Upgrades==&lt;br /&gt;
Various recipes to upgrade the quality of uniques and rares. Will not work on crafted items or runewords. These recipes do not alter the modifiers on items; they merely upgrade the base item type, from normal to exceptional, or exceptional to elite, enabling greater damage or higher defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 [[Skulls|Perfect Skulls]] + 1 Rare Item + [[Stone of Jordan]] --&amp;gt; Add 1 Socket To a Rare Item&lt;br /&gt;
* Only one socket will be added.&lt;br /&gt;
* Will not add a socket to an item that already has one.&lt;br /&gt;
* Does not work on items that can not have sockets, such as throwing items, boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Sol|Sol Rune]] + 1 [[Emerald|Perfect Emerald]] + Normal Unique Weapon --&amp;gt; Exceptional Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Shael|Shael Rune]] + 1 [[Diamond|Perfect Diamond]] + Normal Unique Armor --&amp;gt; Exceptional Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defence.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
* Works on all types of armor, not just body armor. Helms, boots, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Lum|Lum Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Emerald|Perfect Emerald]] + Exceptional Unique Weapon --&amp;gt; Elite Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ko|Ko Rune]] + 1 [[Lem|Lem Rune]] + 1 [[Diamond|Perfect Diamond]] + Exceptional Unique Armor --&amp;gt; Elite Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ort|Ort Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Sapphire|Perfect Sapphire]] + Normal (Basic) Rare Weapon --&amp;gt; Exceptional Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Amethyst|Perfect Amethyst]] + Normal (Basic) Rare Armor --&amp;gt; Exceptional Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Fal|Fal Rune]] + 1 [[Um|Um Rune]] + 1 [[Sapphire|Perfect Sapphire]] + Exceptional Rare Weapon --&amp;gt; Elite Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ko|Ko Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Amethyst|Perfect Amethyst]] + Exceptional Rare Armor --&amp;gt; Elite Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repairs and Recharges==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ort|Ort Rune]] + Weapon --&amp;gt; Fully Repaired Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some weapons that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]1 [[Ral|Ral Rune]] + Armor --&amp;gt; Fully Repaired Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ort|Ort Rune]] + 1 [[Gems|Chipped Gem]] (any kind) + Weapon --&amp;gt; Fully Repaired and Recharged Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Gems|Flawed Gem]] (any kind) + Armor --&amp;gt; Fully Repaired and Recharged Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armor that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
* Works on every type of armor: boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Foraging Recipes===&lt;br /&gt;
Useful tricks to quickly turn junk into something you need right then and there, usually to save a trip back to town. Any quality or type of item may be used in the following recipes.&lt;br /&gt;
* 2 Quivers of Bolts --&amp;gt; 1 Quiver of Arrows (random quantity)&lt;br /&gt;
* 2 Quivers of Arrows --&amp;gt; 1 Quiver of Bolts (random quantity)&lt;br /&gt;
* 1 Spear + 1 Quiver of Arrows --&amp;gt; 1 Stack of Javelins (non-magical, random quantity)&lt;br /&gt;
* 1 Axe + 1 Dagger  --&amp;gt; A stack of throwing axes (non-magical, random quantity)&lt;br /&gt;
* 1 Strangling Gas Potion + 1 Healing Potion --&amp;gt; 1 Antidote Potion&lt;br /&gt;
&lt;br /&gt;
==Recycling Recipes==&lt;br /&gt;
These useful recipes allow methodical players to turn their junk into treasure, with enough attempts and some good luck on the item generation roll.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Amulets --&amp;gt; 1 Magic Ring&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The ring is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 ring, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Rings --&amp;gt; 1 Random Magic Amulet&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The amulet is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 amulet, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
** +2 to a character's skills is a lvl 90 modifier, so can not be achieved with this recipe (level 99 char = ilvl 74 amulet)&lt;br /&gt;
*** +3 to a given skill mods are lvl 60, and can be achieved with this recipe, providing the rings and the character are fairly high level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 [[Skulls|Perfect Skulls]] + 1 Rare Item --&amp;gt; 1 Random Low Quality Rare Item of the same type&lt;br /&gt;
* ilvl = int(.4 * clvl) + int(.4 * ilvl) &lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level is lowered, but can still be fairly high, if the item and the character rolling it are high level. (Level 80 character and level 80 item would turn into 32 + 32 = ilvl 64.)&lt;br /&gt;
**Note that the cube is only 12 spaces in size, and with 6 perfect skulls there's no room for 2x4 items such as large bows/xbows, polearms, spears, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Skulls|Perfect Skull]] + 1 Rare Item + [[Stone of Jordan]] --&amp;gt; 1 High Quality New Rare Item of the same type&lt;br /&gt;
* ilvl = int(.66 * clvl) + int(.66 * ilvl)&lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level can remain quite high, or even increase, allowing higher level modifiers to occur.&lt;br /&gt;
** Example: a level 80 character with a lvl 80 item = 52.8 + 52.8 = 105.6. This would allow any modifier in the game to spawn on the item. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 [[Gems|Perfect Gems]] (of any type, including Skulls) + 1 Magic Item --&amp;gt; 1 New Random Magic Item of the Same Type&lt;br /&gt;
* The magic item is rerolled, with all stats reset. The ilvl is the same, so it's as if the same monster dropped it again.&lt;br /&gt;
* All magical items can be used, including charms, jewels, and jewelry.&lt;br /&gt;
&lt;br /&gt;
==Magical Item Creation==&lt;br /&gt;
The most useful item creation is to make [[Crafting Recipes|Crafted Items]], which are listed on a separate page. The following recipes are oddly-inventive, but are only of use to low level characters, since the items aren't very powerful. &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 4 Health Potions (of any type) + [[Ruby]] (any type) + Magical Sword --&amp;gt; A Magic Sword of the Leech&lt;br /&gt;
* ilvl = 30. (Quite low.)&lt;br /&gt;
** The sword must be magical, and this recipe will reset the stats, always granting &amp;quot;of the Leech&amp;quot; suffix (4-5% Life Stolen Per Hit).&lt;br /&gt;
** There is a chance of getting a random prefix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 [[Gems|Perfect Gems]] (1 of each type) + 1 Amulet (Magic) --&amp;gt; Magic Prismatic Amulet&lt;br /&gt;
* ilvl = 50.&lt;br /&gt;
** The amulet will always have the Prismatic prefix (All Resistances +16-20).&lt;br /&gt;
** There is a chance at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Emerald|Perfect Emerald]] + 1 Antidote Potion --&amp;gt; 1 Jade Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Jade prefix (21-30% poison resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Ruby|Perfect Ruby]] + 1 Exploding Potion --&amp;gt; 1 Garnet Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Garnet prefix (21-30% fire resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Topaz|Perfect Topaz]] + 1 Rejuvenation Potion --&amp;gt; 1 Coral Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Coral prefix (21-30% lightning resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Sapphire|Perfect Sapphire]] + 1 Thawing Potion --&amp;gt; 1 Cobalt Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Cobalt prefix (21-30% cold resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 [[Skulls]] (any quality) --&amp;gt; Magic Shield of Spikes&lt;br /&gt;
* ilvl=30.&lt;br /&gt;
** Rerolls the mods on a given type of shield, yielding a magic shield with the &amp;quot;of Spikes&amp;quot; suffix (Attacker Takes Damage of 4-6).&lt;br /&gt;
** A random prefix may occur as well.&lt;br /&gt;
** Can be used on any type of shield, including Paladin and Necromancer class items, which may spawn with their usual bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Diamond]] + 1 Staff + 1 Kris + 1 Belt --&amp;gt; Savage Polearm Class Weapon&lt;br /&gt;
* ivl = 50.&lt;br /&gt;
** Creates a polearm class weapon with the Savage prefix (66-80% Enhanced Damage).&lt;br /&gt;
** May spawn with a random suffix as well.&lt;br /&gt;
** The polearm type will randomly choose from a Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, or War Scythe.&lt;br /&gt;
&lt;br /&gt;
==Low Quality Item Rerolls==&lt;br /&gt;
These can be used multiple times on the same weapon, which allows one to re-do the roll if the new weapon is not of the desired quality or has only one socket.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 [[Gems|Chipped Gems]] + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 25.&lt;br /&gt;
** This recipe rerolls the stats on a magical weapon, setting it with new, random modifiers and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 [[Gems|Standard Gems]] + 1 Socketed Weapon --&amp;gt; 1 Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Any type of gems may be used, but they must be normal (between flawed and flawless) in quality.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 [[Gems|Flawless Gems]] + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
==Stat Resets==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 of each essences --&amp;gt; Reset of stats&lt;br /&gt;
*In v1.13 a new choice was added, you could reset your stats by talking to Akara once in each difficulty by completing the Den of Evil quest in act 1.&lt;br /&gt;
**In that same version, after using all of the stat resets, if you're still un-happy with your build, you could go out and defeat each end bosses of each act in Hell difficulty to receive an essence. &lt;br /&gt;
**They are just a bit more rare than keys are to complete the pandemonium event.&lt;br /&gt;
**Only works in v1.13 or later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horadric Cube]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_August_1999&amp;diff=13423</id>
		<title>Fotds: August 1999</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_August_1999&amp;diff=13423"/>
				<updated>2009-07-06T10:45:48Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* August 26, 1999 */  - fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 2, 1999==&lt;br /&gt;
::''Blizzard is a Clvl 20 Sorceress spell.  The title is interesting, obviously the same as the company, but also the same as a spell in Warcraft 2, that works somewhat the same.  Blizzard is much like Ice Storm, which has been shown in a couple of gameplay movies so far.  Basically ice hailing down on an area, much like the spell Blizzard in Warcraft 2.  The difference between Blizzard and Ice Storm seems to be that Blizzard &amp;quot;Clouds monster vision and destroys missiles&amp;quot; as the in-game description read.  Probably this does something like blind the monsters, as they look rather disoriented in the screenshot we have of Blizzard in action.&lt;br /&gt;
&lt;br /&gt;
Ice Storm was eventually removed, and Frozen Orb took its place in the skill tree.  Blizzard did basically the same thing, just with less damage, so both would have been redundant.  Blizzard used to be more than damage, as you see by the quoted skill description in the FotD, it was somewhat of a defensive skill, destroying missiles and packing some sort of Dim Vision-like monster effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 4, 1999==&lt;br /&gt;
::''Energy Shield is a Clvl 20 Sorceress Spell.  It shares an icon with Mana Shield from Diablo, and the function is somewhat similar.  It diverts some of the damage the Sorceress takes to her mana, but instead of taking 100% of all damage, as Mana Shield did in Diablo, Energy Shield is said to take all magical damage, and 1/2 of physical damage.  So as long as you keep your Sorceress out of the thick of the melee, it can be nearly as useful as Mana Shield was.&lt;br /&gt;
&lt;br /&gt;
The function of Energy Shield changed over time, as you can read here.  The little gold dot was always thought to be a place holder, until Bliz could come up with something more visually striking, but either the graphic grew on them, or they just never got around to it.  Clvl 20 became Clvl 24 when the level progressions changed from 5's to 6's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 6, 1999==&lt;br /&gt;
::''Shout is a Clvl 1 Barbarian Skill.  From the War Cry Skill Tab, Shout sends out an expanding ring of yellow light, much like a Nova.  The range is much smaller though, extending only 3 or 4 spaces away from the Barbarian.  Shout adds to the Barbarian's Armor Class, and also extends this benefit to other players within the range of the skill.  Exactly how much of an AC boost, what duration the benefit last for, and how it is graphically indicated on the effected characters is not yet known.  Shout was recently [[:Image:1999-august06.jpg|featured in a screenshot]], the first War Cry to be shown.&lt;br /&gt;
&lt;br /&gt;
The screenshot is live, but looks about the same as the skill graphic looks now.  It's unclear how large the radius of the skill actually was back then, if it was full screen like in D2X, or much smaller, and thus harder to share with others in the party.  We also didn't see the glowing aura-like underfoot graphic for a long time, so speculation about how Warcries looked once cast ran wild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 8, 1999==&lt;br /&gt;
::''Frozen Armor is a Clvl 1 Sorceress skill.  This is a sort of protection spell for the weak and lightly-armored Sorceress.  It works like a defensive aura, increasing her Armor Class, as well as dealing some cold damage to melee attackers.  It is unknown if this skill can be cast on other characters.  Higher levels of the skill will increase the duration, cold damage, and armor class.  Keep in mind that all skill info can and probably will change before the final game, so as Blizzard often says, &amp;quot;Nothing is final until the game is in the box.&amp;quot; and even then there could be patches. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 11, 1999==&lt;br /&gt;
::''Reanimate is a Clvl 1 Necromancer skill, in the Summoning and Control Skill Tree.  This skill is used to raise skeletons up from the corpses of monsters.  These skeletons will then fight for the Necromancer, though as this is only a Clvl 1 skill, they won't be too mighty.  It is not known how many can be summoned at a time.  A recent screenshot showed two, along with a Clay Golem, so there will likely be more than two allowed in the final game, but the number will probably depend on a number of variables, including the skill level, the Necromancer's Clvl, and possibly what other creatures he has summoned already.&lt;br /&gt;
&lt;br /&gt;
This skill's name was changed to the more obvious but less interesting &amp;quot;Raise Skeleton&amp;quot; later in development.  Lots of skill names changed, but few were for the better, though most did at least make their function clearer in meaning.  The screenshot is the first ever screenie of a Necromancer with a summon other than Clay Golem, so check it out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 13, 1999==&lt;br /&gt;
::''Familiar is a Clvl 1 Necromancer skill in the Summoning and Control Skill Tab.  This skill works as a scouting device, sending out a large, glowing white sort of jellyfish-looking creature.  The player controls it, leaving the Necromancer standing still, and sees what's on the screen with the Familiar as it moves around wherever the cursor is pointed.  Monsters will probably not see or react to the Familiar.  After a few seconds, the screen will snap back to the Necromancer.  He's helpless for the duration of the skill, so use with caution.&lt;br /&gt;
&lt;br /&gt;
A skill that didn't make it in any form to the final game, likely since in play testing Blizzard realized that there wasn't any real use for such a skill. The Familiar graphic we saw at E3 in 1999, but it was never in a screenshot or seen anywhere, until now. It looked like a jelly fish, large, maybe the size of a Bone Spirit, but with long wavy tentacles, as best I remember from almost 3 years ago.  The icon was in a couple of screenshots, but never with the skill being used.&lt;br /&gt;
&lt;br /&gt;
Check out [[:Image:Familiar.gif|this animation]] extracted from the unused game art and sent in by Caerlink and Bard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 15, 1999==&lt;br /&gt;
::''One major change in Diablo II is how dying is handled.   In Diablo, death to a monster resulted in your character falling to the ground, and a veritable fountain of gold spewing from them, along with all of your equipped items.  In Diablo II, the amount of gold you drop upon death has not been determined yet, but the biggest change is in your equipment.  It will stay on your corpse, where only you, or a character you have set to &amp;quot;friend&amp;quot; can loot it.  Items in your inventory will still be there when you restart in town.&lt;br /&gt;
&lt;br /&gt;
This was a radical concept back then, after the total item loss risk of Diablo.  There was no corpse at all in D1, you could see dead bodies, character and monster, but they could not be clicked on for any reason, they were just ground decoration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 17, 1999==&lt;br /&gt;
::''Items will be much different in Diablo II. In addition to several new types of weapons and armor, including crossbows, belts, polearms, boots, and wands, there will be many more types of body and head armor, varying ranges for different melee weapons, tons of new prefixes and suffixes, and modifiers more closely-related to the item they occur on. (Such as boots that increase walking or running speed.)  See a [[:Image:1999-march26.jpg|new item in a screenshot here]].&lt;br /&gt;
&lt;br /&gt;
The link goes to the shot from March 22's FotD, the oldest known shot of the Character Inventory.  It's weird and frightening.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 19, 1999==&lt;br /&gt;
::''The Diablo II Beta test will begin around the 1st of September, and run for 2 or 3 months.  1000 lucky souls will be in it from the start, with possibly more being added later, and there will be several hundred spots available to win as part of a semi-random drawing. The beta will consist of all five characters, most of Act One, most of the skills, and lots of MP Bnet features.&lt;br /&gt;
&lt;br /&gt;
Bit of an optimistic start date, since the actual beta didn't get going until around March 2000.  Blizzard kept saying the game would be out Xmas 1999, and since we knew the beta would have to run at least 2 months, that meant it had to start in Sept or Oct at the absolute latest.  When the beta did begin, it ran much as predicted here, at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 24, 1999==&lt;br /&gt;
::''Eye of Zeus, a Clvl One Amazon skill, is an interesting toy.  Though it reuses the Infravision icon from Diablo, it works very little like that spell.   Eye of Zeus pops up a small, glowing star near each monster it effects, lighting them up and basically making easier targets of them, as can be seen here.  It also apparently &amp;quot;Makes them easier to hit.&amp;quot; though whether this is because they are more easily seen, or due to some reduction in a stat, such as AC, is not yet known. [[:Image:1999-august24.jpg|Example here]].&lt;br /&gt;
&lt;br /&gt;
The caption on this screenie is pretty amusing, for the lack of knowledge we had about things at the time. Many of the Amazon skills changed names, and we liked the initial names more than the final ones.  Eye of Zeus became Inner Sight, and she had several other Greek God themed skill names that all went away.  You'll see others elsewhere in these FotD archives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 26, 1999==&lt;br /&gt;
::''Previously known as the Reaper, the Greater Mummy, revealed in name by the [[:Image:Mons 43lrg.jpg|recently released picture]] of its namesake action figure, is known to feature a short range poison breath attack in addition to a melee attack using its vicious bladed arm.  Most intriguing, however, is its ranged attack in which it shoots out writhing snake-like projectiles. No word yet from Blizzard on whether the magical snake &amp;quot;bolts&amp;quot; are poisonous&lt;br /&gt;
&lt;br /&gt;
If you've never looked at the action figure artwork, those little black holy bolt things Greater Mummies use for projectiles are meant to be wiggling balls of snakes, fired from the nest of them in its abdomen.  They aren't poisonous, as we know now.&lt;br /&gt;
&lt;br /&gt;
==August 28, 1999==&lt;br /&gt;
::''The Cinematics in Diablo II will be vastly improved over the ones from Diablo.  Much longer movies to watch, and they will be tightly integrated with the plot.  There will be a 4-5 minute movie as an intro to the game, and then after each of the three acts and the finale.  As a bonus, once you have defeated the entire game, all the movies, plus some short connecting portions, can be watched as one twenty-five minute mini-movie.&lt;br /&gt;
&lt;br /&gt;
The plan to tie all of the cinematics together into one long movie, with some added transition scenes, never came together, mostly due to changes in the game plot requiring edits and changes in the cinematics, from how they were originally storyboarded out.  Also the length changed, with a longer movie at the start and shorter ones in between the acts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 30, 1999==&lt;br /&gt;
::''Fallen Shaman - Noted to have a fireball ranged attack and usually found in packs, accompanied by lesser Fallen, the Shaman also possess the ability to resurrect their freshly-killed brethren. It therefore becomes imperative that they be eliminated early in any engagement so as to avoid fighting endless battles with resurrected Fallen warriors. In gameplay videos when the Fallen Shaman is killed, the rest of the pack immediately exhibit the flight response typical of the Fallen from the original Diablo.&lt;br /&gt;
&lt;br /&gt;
Fallen had all of their tricks even way back then, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_December_2001&amp;diff=13418</id>
		<title>Fotds: December 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_December_2001&amp;diff=13418"/>
				<updated>2009-07-05T08:25:16Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD December 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==December 9, 2001==&lt;br /&gt;
::''Some items seem to turn up nearly every game in D2X, due to how the game picks items to drop.   One of the most common (and hated) item types is Breast Plate, especially in [[:Unique_Body_Armor#Normal|Venom Ward]] and [[:Isenhart's_Armory|Isenhart's Case]] forms. Why?   Armor 18 is a very commonly-dropped Treasure Class, especially by Act Bosses. The five items in it are Antlers, Breast Plate, Heraldic Shield, Horned Helm, and Unraveller Head. Class specific items (other than Claws) are 1/3 as likely to drop as normal items, so Breast Plate will drop 3/7 of the time Armor 18 is picked, and with good MF, set or unique is quite likely.   Thanks to [[:stats.diabloii.net|oneko]]. &lt;br /&gt;
 &lt;br /&gt;
As the joke goes, &amp;quot;Rare Breastplate&amp;quot; is an oxymoron.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Oneko had mentioned this to me in an email, and I thought it was interesting.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 15, 2001==&lt;br /&gt;
::''Setting a level limit when you create a game on Battle.net is very easy.   Just check the box, and select a number for the +/- limit.   This is useful to keep high level chars from coming in and pk'ing everyone in low level character games, or especially to keep very low level exp-leeches from clogging up your Bloody Run or Cow level games.   Set it to keep chars lower than 50 out, and the level will be cleared much faster. &lt;br /&gt;
 &lt;br /&gt;
There were actually nasty emails about this, obviously from people who made a living stealing their experience and were angry that anyone might not be happy to let them continue doing so.   If you compare the time in a big Bloody or Cow run with 8 Clvl 70+ chars Vs the time for one with three sub-level 30 leeches, it's pretty obvious why you want to have all big players in the game.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 19, 2001==&lt;br /&gt;
::''Blizzard produced a number of TV commercials for D2X. You probably saw one or more, with the standard scenes from the cinematics, ominous narrator's voice, exciting music, etc. There was another commercial made but never shown on TV, and it's worth a look and a laugh.   It's Everywhere features a man seeing characters from the game everywhere, in his real life. You can see this commercial on your D2X cd (in the root &amp;quot;D2com_01.exe&amp;quot;), and it's also on the [[:cinematics.shtml|D2 cinematics page]].&lt;br /&gt;
 &lt;br /&gt;
This one got a lot of mails, and it turns out that file is not on the Diablo II CD in non-English language versions.   Readers from Sweden, Spain, Mexico, and elsewhere mailed to say they didn't have it.   So nice that Bliz put it on their website, so players can at least download it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; There were also a few mails insisting that they had seen that ad on TV, but since Bliz told us that they'd never aired it anywhere, I assume those emailers are just confusing the normal D2 cinematic-showing commercials for this funny one.   Or they hadn't read the whole FotD or seen the file, and didn't understand.   We get a lot of mails from people with that problem. ;)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 24, 2001==&lt;br /&gt;
::''The Friends List on Battle.net is a helpful way to keep in touch with numerous people.   One convenient command is &amp;quot;/f m&amp;quot; which will send a message to everyone on your list at once.   If you are trying to organize private cow runs, or find someone to mule items with, or brag about the Shako you just found, this is a fast way to do it.   It's a good practice to make it clear that your message is to everyone though.&lt;br /&gt;
 &lt;br /&gt;
This one got a lot of mails mostly from people who had never heard of the friend's list thing and wanted to know more about it.   Bliz didn't exactly publicize it, though it was in a Bnet Status Forum post at one point.   There isn't anything in their [[:support|www.battle.net/support]] pages now though, that I've been able to find.   There are a few other less well known friends commands we'll be running in January.   I got the idea to write some of them up one day, but didn't want to do 3 or 4 in a row on the same topic, especially one of no interest to players who aren't on Battle.net.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Type &amp;quot;/help friends&amp;quot; on Battle.net to get a nearly-complete list of the friends options.   You'll have to experiment with them somewhat to get the hang of them, the help info isn't exactly comprehensive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 27, 2001==&lt;br /&gt;
::''Experience Shrines make all monsters killed by the one enjoying the shrine effect worth 50% more experience. This is on top of any monster bonuses for additional players in the game, and adds to the experience your merc gains as well. There is no truth to the rumor that clicking an Exp shrine always sets the nearest boss monster to Cursed, though it seems that way at times. &lt;br /&gt;
 &lt;br /&gt;
This is sort of odd if you think about it, since the exp for monsters is otherwise set when they are spawned.   It seems like that would be how it's always done, but of course it can't be with Experience Shrines.   We considered that maybe an Exp shrine set bonus exp on everything spawned then, which would have called for some mad running and spawning tactics, but they don't work like that.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; It was going to start this one off with, &amp;quot;Summon Cursed Boss Shrines (AKA Exp Shrines) ...&amp;quot; but thought that was a bit much.   It's just superstition to think that more Cursed bosses appear after you get an Exp shrine, you just notice it more when you lose that shrine bonus than you do other times, but that doesn't make it any less annoying.   I've gotten to where I'll never open an Evil Urn with an Exp shrine on, since I just know I'll lose it if I do.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 30, 2001==&lt;br /&gt;
::''The friends list on Battle.net is a very useful feature, enabling you to see where you friends are playing, and show then were you are.  One sneaky way to use the list is to add a PK who tried to get you.  You can track their entire account and see if they are on with another, lower level character, and then go after that one for revenge. Not that we recommend that sort of thing, of course.&lt;br /&gt;
&lt;br /&gt;
Another in the friends list info series. This one generated the following charming email:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ok I would just like to say who ever wrote the little article one diabloii front page is a complete f***ing moron. No you can't use the friend list to seek out players in the manner stated in the article the only way that would work is if the player add you to his f list also then you would be able to know what game he was in. If he didn't all you would know if he came onto bnet and is in a private game you bounch of f***ing morons get your s*** straight before you put this s*** online you dumb s***s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- OOoDArKMAgiKoOo&lt;br /&gt;
&lt;br /&gt;
Yes, we added the ***'s here.  Surprising that someone could figure out the FotD email, while not knowing to call it an &amp;quot;FotD&amp;quot; rather than a &amp;quot;little article&amp;quot;. I'm sure there's no way you could possibly guess his ISP, given the quality of writing and obvious intelligence, but I'll give you a hint, it's an American on line service.&lt;br /&gt;
&lt;br /&gt;
There were a few others who didn't understand the FotD, but none in such a disastrously idiotic fashion as OOo here.  He's wrong of course, or choosing to misinterpret the FotD.&lt;br /&gt;
&lt;br /&gt;
The way the /f list works with a non-mutual friend is that you don't get the green text whispers when they join a game, but you can see what game they are in, if it's not private, when you type &amp;quot;/f list&amp;quot;.  This is a lot faster, especially if you have multiple accounts you want to check on.  It wouldn't matter if they were mutual anyway, you don't get the password for private games in any event, and if it's someone you are chasing with murder in mind, they certainly aren't going to tell you.&lt;br /&gt;
&lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_November_2001&amp;diff=13417</id>
		<title>Fotds: November 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_November_2001&amp;diff=13417"/>
				<updated>2009-07-05T08:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD November 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow month.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==November 6 , 2001==&lt;br /&gt;
::''When checking for [[:Item_quality|Item Quality]] on drops, D2X checks in order, Unique &amp;amp;gt; Set &amp;amp;gt; Rare &amp;amp;gt; Magical &amp;amp;gt; normal.   If you successfully roll a Unique, but there is none of that item type, it will drop a Rare with with more durability than normal for that item type.   If you roll a Set, and there isn't one, it will drop a magical item with the bonus durability. Since most Elite items have no Unique or Set, you will often have a 45% or so chance getting a Rare, whether you want one or not.&lt;br /&gt;
 &lt;br /&gt;
This was a change in D2X, initially the order went Unique, Rare, Set, Magical.   The failed drop item was changed also, since it initially went in that order, which made Elite Sets very hard to find, since when Unique failed for that item, it would always drop a Rare with bonus defense.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==November 16, 2001==&lt;br /&gt;
::''Blizzard's [[:prizes.shtml|10th Anniversary Contest]] ran during February of this year, and there were some very nice prizes.   The [[:day26.shtml|26th day prize pack]] was one of the best, with a grab bag of D2 goodies, including the prize of having your name on an item in D2X. The winner was a lucky fellow named Gray Ginther, and his name did indeed turn up in D2X on the [[:Unique_Swords#Exceptional_One-Handed|Unique Exceptional Dimensional Blade]]. &lt;br /&gt;
 &lt;br /&gt;
This had been a frequently asked question, with people remembering that there was that prize, but not if it had actually been done.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==November 22 , 2001==&lt;br /&gt;
::''Barbarians looking for the highest possible defense should focus their points on the WarCry [[:Barbarian_Warcries#Shout|Shout]], rather than [[:Barbarian_Combat_Masteries#Iron_Skin#Ironskin|Iron Skin]].   Iron Skin adds passively, just put the points in and they always work, while Shout has to be cast frequently to keep it active, but Shout is worth 70% more defense at the same Slvl.   If you can remember to refresh it often enough, Shout is much more defense. &lt;br /&gt;
 &lt;br /&gt;
As was pointed out by a site reader (whose email I can't find now, so no name credit, sorry) this isn't exactly true.   The percentages listed are accurate, but this FotD assumes you have one or the other, which no one does.   If you have both, each point added to Shout or Iron Skin adds 10% to your defense, so you get the same benefit from either of them.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The determining factor then is whether you can remember to cast Shout and keep it active, and if you want to share with your party.   If you can remember, then Shout is better, since more points = longer duration, and also it shares to others.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==November 29, 2001==&lt;br /&gt;
::''Monster hit points and the exp they'll be worth when killed are set at the time they are spawned, based on the number of players in the game at that time.   The items they drop are calculated at the time they are killed, with a bonus to quantity of items based on the characters in the game when they die.   A good way to get more exp is to run around a level (such as the Cow level) while the game is full, spawning all the monsters, then killing them at your leisure, getting the big exp bonus even if everyone else leaves the game, though you'll only get solo amounts of item drops. &lt;br /&gt;
 &lt;br /&gt;
This was a strategy I was employing a lot at the time to really up my Cow Level experience, and so shared the useful idea through the FotD.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2001&amp;diff=13416</id>
		<title>Fotds: August 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2001&amp;diff=13416"/>
				<updated>2009-07-05T08:05:22Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD August 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
August continued much like July, with with tons of site work, tons of traffic, a dozen news items a day sometimes... and very few FotDs.   There was just so much more to do, we forgot about them and they were hardly noticed by visitors with always new news and a game to explore.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
==August 6, 2001==&lt;br /&gt;
::''A new type of fun for Necromancers, Iron Golems made from Ethereal items are transparent in the Expansion.   It looks nifty, at least, and is something to do with the low-sell price Ethereal stuff you find.   Also on Iron Golems, in v1.09 they will probably be improved to transfer between games, so if you make one from a really nice item, you could keep it until it died.  &lt;br /&gt;
 &lt;br /&gt;
The v1.09 change did indeed come about, and you can make an Iron Golem last multiple games now, if you are careful with it.   They are the best golems now, in most cases, since Iron Maiden is so much less effective. High level Iron Golem with a Thorns merc and Amp Damage is the only effective way to get monsters to beat themselves to death anymore.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 14, 2001==&lt;br /&gt;
::''An interesting bug (?) with SuperUnique monsters that generate with a random &amp;quot;Aura-Enchanted&amp;quot; modifier in D2X is that you can change their aura.   You just need to leave the area with a town portal, and when you return the monster will have a different aura.   This can be very useful if you get some boss with Holy Freeze or some other very annoying aura. &lt;br /&gt;
 &lt;br /&gt;
This still works and isn't well known.   If you get Shenk with Decrepify or something annoying, and there aren't any players near him for a bit, the game puts monsters that aren't active right then due to player proximity into a sort of storage sleep, to save on system resources.   When you return to activate the Aura-Enchanted monster again, they keep on being Aura-Enchanted, but the aura is rerolled.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This only works with Super Uniques, not random boss monsters, for some reason.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
==August 23, 2001==&lt;br /&gt;
::''A new command available for off-Realm play in v1.09 is &amp;quot;players X&amp;quot;.   This will simulate the number of players in the game that you say, with 2-64 valid options. Each additional player doubles monster base hit points, adds .67 to the exp they give, and causes them to drop more items.   Just start a game, then have your player say &amp;quot;players 8&amp;quot; (without the quotes) for example.   Nothing will happen other than your character saying that, but you should notice the monster hit points are much improved as soon as you leave town.   [[:v109-changes.shtml|More details here]]. &lt;br /&gt;
 &lt;br /&gt;
We still get emails about this all the time.   The valid options are 2-64, though past 8 the increased experience drops off very sharply.   &amp;quot;Players 64&amp;quot; gives you about the same experience as 10 players would, if the ratio kept increasing at the same rate, so 8 is the optimum if you are going for the bigger experience and don't want monsters to have almost infinite hit points.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This is a very popular feature addition, since before this it was virtually impossible to level up past 50 or so single player, and very slow to there.   It also adds some challenge to the game.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 28, 2001==&lt;br /&gt;
::''Amplify Damage is especially useful in D2X on Hell difficulty, where it amounts to triple damage.   If you do 100 physical damage, all monsters in hell have at least 50% physical damage, so you'll only do 50.   However if they are Amp'ed, they lose 100% resistance, so will go from 50% to -50%, and your 100 damage will actually do 150.   This makes a fast weapon with 5% Amp on it better in many cases than one with far more damage but no Amp in Hell. &lt;br /&gt;
 &lt;br /&gt;
This is still not known by many players, but since hardly anyone plays Necromancers anymore (they are just too weak in Hell) it's not surprising.   Amplify damage on items is tremendously valuable, and was much sought after early in in D2X, before most had Burizas and Baranar's Stars and Cruel Colossus Blades.   I can remember how much improved my early Bowazon was when she went from a 180 damage Cruel Rune bow to a 156 Blood Crafted Grand Matron, that had 5% Amp Damage on it.   Of course these aren't even very good Merc weapons now, with so many better bows found.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Amp damage with an Iron Golem is a much better Necro tactics than high level Iron Maiden on any type of golem, since the Amp Damage cuts through the 50% physical resistance much better.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2001&amp;diff=13415</id>
		<title>Fotds: May 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2001&amp;diff=13415"/>
				<updated>2009-07-05T08:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD May 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The D2X Beta was growing closer at this time, and there were lots of previews coming out, with much more info on the Expansion, so our FotDs began to more often discuss things in the Expansion, or if they mentioned Diablo II stuff it would include a preview of what changes might be made to it in the Expansion.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Most of the FotDs this month are strictly about the Expansion.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
==May 3, 2001==&lt;br /&gt;
::''Hired mercenaries in Diablo II: Lord of Destruction are much improved from the weak, quickly-dead mercs in Diablo II.   Improvements include the ability to feed them healing potions and equip them with a better weapon, shield, helm, and armor.   They also have an [[:2001-may03.shtml|Inventory window]] that displays their resistances, damage, Str, Dex, and more.   They will also follow you between acts, difficulty levels and can be resurrected.&lt;br /&gt;
 &lt;br /&gt;
The screenshot is the first ever look at the Merc's window, and it's unchanged in the final game, though the merc in it has one difference in their properties.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 7, 2001==&lt;br /&gt;
::''There are a lot of changes to how gambling works in the Expansion.   It's much more convenient now, every time you click the NPC they re-spawn their inventory, so no more running out of town, and they always have at least one ring and amulet.   You also can gamble exceptional and elite items if you are high enough level (you see normal item in the gamble window).   Prices increase for most things based on your Clvl, and you can &amp;lt;b&amp;gt;not &amp;lt;/b&amp;gt;gamble any set or unique items ever.&lt;br /&gt;
 &lt;br /&gt;
The possibility to gamble Set and Unique items was added back in a patch, but the odds to do so are so astronomically remote that it's hardly worth considering.   The changes to item spawning is nice, D2X players have trouble remembering that they had to run in and out of town every single time to get new items to show up on the gamble NPC.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 9, 2001==&lt;br /&gt;
::''A very nice change in the Expansion is somewhat unrealistic, but we'll still give it a gold star.   Your minions of every type (Merc, Valk, Revived, Golem, etc) no longer bump into you or other players at all.   You can walk right through each other, so it's much easier and smoother and no de-synch walking around.   Necros can even go into town in Act Three now! &lt;br /&gt;
 &lt;br /&gt;
This was a great change, making it much easier to play with minions, especially in tight spaces like the Maggot Lair.   Of course Necros were ruined in the Expansion so now no one without a lot of free time or a Masochistic streak, but at least you don't get stuck behind your own worthless minions anymore.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 11, 2001==&lt;br /&gt;
::''There are new titles in the Expansion, bestowed when you defeat Baal on each difficulty.   There is a new [[:a5-q6-congrats.htm|congrats screen]] as well, at which time your softcore character becomes a   Slayer  (normal),   Champion  (NM),   Matriarch  or   Patriarch  on Hell, depending on character gender. For Hardcore you are a  Destroyer,  Conqueror  (NM), and congrats to  Guardian  Zen, 89 Necro, for being the first and so far only Hell/HC winner.   Unknown if there is a female title for Hell/HC yet.&lt;br /&gt;
 &lt;br /&gt;
We found out soon afterwards that Guardian was the female HC Hell title also.   In the beta Hell Baal seemed terribly fearsome, even with very good equipment.   His elemental attacks did hundreds of points of damage, and he seemed to duplicate the minute you entered his level.   Blizzard toned him down a lot in testing, probably too much, since most characters walk all over him in Hell now.   He's certainly much easier than Diablo.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 14, 2001==&lt;br /&gt;
::''Gold sharing is enhanced in the beta.   All gold picked up shares to the party members in the area, but you also share gold received from NPCs for your item sales. You can actually lose money selling items now, if you repair them first, since you pay the full repair cost, but then share in a % of the gold for selling it. 60/40 with 2 players, even if they are in the dungeon.   This may yet change, however. &lt;br /&gt;
 &lt;br /&gt;
Gold sharing on item sales was enormously unpopular, and Blizzard removed it in a patch, after a month of near-unanimous negative feedback.   Gold sharing on ground pick ups in parties is a decent feature, it's just annoying if someone in the party is too lazy to pick up gold, knowing that others will and they'll get the same share either way.   The person who picks it up should probably get the majority of it as a reward for bending over.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
==May 18, 2001==&lt;br /&gt;
::''The greater resolution of 800x600 added as an option in the Expansion is great.   It's hard to stand the game in 640x480 after you run a game in 800x600, you get used to the size so quickly. The game works the resolution size totally on your end.   The game works just the same for both resolutions, sending the same info, and all of the interface windows (Inv, Char, Skills, etc) are identical, it's just that more of the area is seen .   You just see more of the screen in 800x600, and the game windows have a border around them.   Comparison of resolution size [[:assy-053super.shtml|seen here]]. &lt;br /&gt;
 &lt;br /&gt;
The screenshot was the first 800x600 shot released, and the comparison is interesting to see, how much less screen there is.   By the time of this FotD the beta had been going for a while, and we were speaking from experience about the superiority of the higher resolution.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 21, 2001==&lt;br /&gt;
::''The characters on the Beta Realm are copies of all characters on USWest at the time it was cloned to the Beta Realm in late April, and new characters created since then.   The Beta Realm exists only for the beta test though, it and all the characters on it will be wiped when the beta ends, and no, there's no way to convert characters or save items from Beta to any other Realms. &lt;br /&gt;
 &lt;br /&gt;
People often ask about Betas if the testers get a head start and get their characters saved, and the answer is always no, since it wouldn't be fair to others who didn't get into the beta.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 24, 2001==&lt;br /&gt;
::''Characters converted to the Expansion transfer exactly as they are, including quest status, so yes, you can transfer a character with Imbues and still have them in the Expansion.   Higher level characters can also go back and do all of Act Five on Normal and Nightmare at any time, earning the [[:act-five.shtml|tasty quest rewards ]]for that act.&lt;br /&gt;
 &lt;br /&gt;
This was a commonly-asked question, at the time.   Most converted characters were worthless in the Expansion, due to skill changes making them high-level mules, but were helpful to get the extra socket quests to improve your converted items.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; One funny thing were all of the players who made Imbue chars in D2, with Normal and Nightmare at Clvl 29, ready to Imbue Elite weapons in D2X, thinking that would be the best way to get big weapons in D2X, as it was in D2.   When of course Rare weapons are worthless in D2X, and lower level chars can't get much of use on Imbues either.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==May 30, 2001==&lt;br /&gt;
::''While there haven't been any changes to how hostility works in the Expansion, there are some improvements to the Party window.   The hostile button is over the to far left now, so no more accidental clicks of it aiming for loot or squelch.   There is no more &amp;quot;loot&amp;quot; button for Softcore characters, and the ability to use to hostile and party invite buttons to spam has been fixed as well.   Comparison of the D2 and D2X [[:2000-may30.shtml|party windows here]]. &lt;br /&gt;
 &lt;br /&gt;
The windows are interesting to compare side by side.   Which is of course why we did the screenshot.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_March_2001&amp;diff=13414</id>
		<title>Fotds: March 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_March_2001&amp;diff=13414"/>
				<updated>2009-07-05T07:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD March 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The D2X Beta was growing closer at this time, and there were lots of previews coming out, with much more info on the Expansion, so our FotDs began to more often discuss things in the Expansion, or if they mentioned Diablo II stuff it would include a preview of what changes might be made to it in the Expansion.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 1, 2001==&lt;br /&gt;
::''Monsters killed over open spaces in Diablo II will never drop an item or any gold.   This is most often seen with flying monsters over (or in) rivers, over the black space in the Arcane, or the glowing cliffs in Act Four. Generally this isn't a big deal, but if you have a boss very low, you might want to wait and let them move over land, so you don't lose whatever they are going to drop. &lt;br /&gt;
 &lt;br /&gt;
Knockback attacks can cost you many an item drop this way, and it's sort of a pain for Druids who use Grizzlies for their minion in D2X, knocking back Succubi over the rivers in the Act 5 ice caves and such.   Knockback bows are annoying for the same reason.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==March 4, 2001==&lt;br /&gt;
::''The Barbarian's [[:Barbarian_Warcries#Find_Item|Find Item ]]skill isn't needed to survive, but it can be fun and quite profitable.   Using it on corpses in Act Four uncovers an incredible amount of additional staves, scepters, and wands, which sell for a ton, and it's also very useful on nightmare and hell difficulties to find socketed exceptional items, and is the only way to get low quality exceptional items, if you for some reason wanted some. &lt;br /&gt;
 &lt;br /&gt;
In the old days Magic Find didn't work with this skill, and it couldn't be used on bosses, so the odds of finding anything magical or better were very poor.   It's been vastly improved in D2X.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==March 9, 2001==&lt;br /&gt;
::''The quests in Diablo II   were initially much more difficulty to complete, for example, the task of discovering which was the correct tomb of Tal Rasha required you to view the [[:act2-016.htm|six glowing symbols]] after killing the Summoner, and figuring which one was &amp;lt;b&amp;gt;not &amp;lt;/b&amp;gt;pictured, and knowing that it was the true tomb.   In the final game this has been made so easy by the true symbol being shown in the Quest window that most players have never even noticed the six symbols by the Summoner, or the explanation in the book. &lt;br /&gt;
 &lt;br /&gt;
There are other quests like this, initially Act Three you were going to have to search out all the parts of Khalim with very few clues as to where they were located, and would have had to find the various things in Act One to save Cain, etc.   In play testing people found them hard, and Blizzard realized the fun of the game was in killing things and getting items, not in solving elaborate riddle quests.   Some RPGs are like that, with very complicated quests and much NPC talking, but they are always less popular than the more action-oriented ones.   Some prefer the more cerebral, work for your reward style, but generally instant gratification is more popular, in life.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==March 15, 2001==&lt;br /&gt;
::''The keyboard keys for all functions in Diablo II are fully-customizable.   This includes all 8 skill hotkeys (there will be 16 in the Expansion), as well as the various window-opening keys (Character, Inventory, Quests, Party, etc) and even the 1-4 keys most use for their belt. You can set them to anything you like, including letters, as you see in [[:xitems-001.htm|this shot]] that a lot of people have asked about. &lt;br /&gt;
 &lt;br /&gt;
We'd never done any straight out Expansion only FotDs yet, but many of them around this time and in the months to come were about current Diablo II features, and included a remark on how they might be altered in the Expansion, which was due in just a few months from this date.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The screenshot linked to was the first ever in our x-items section, which grew to well over 200 pics, with all of the shots of new items in the beta.   These were enormously popular.   Site visitors were much more interested in seeing the new items and possible mods than in seeing monsters and action shots from Act Five.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==March 23, 2001==&lt;br /&gt;
::''Elite Items are one of the most anticipated features in the Expansion Pack.   Elites are a new type of item, a step up from Exceptional items, with higher damage or defense than anything to be found in Diablo II. Elite items can only be found on Hell difficulty, and in addition to their very high Str and Dex reqs, they will all require a character be Clvl 50 or even higher to equip them.   [[:i_elite.shtml|Full info here]]. &lt;br /&gt;
 &lt;br /&gt;
The requirements for Elite items were changed a lot during the Beta.   Initially they were all much higher Clvl reqs than they are in the final game, and all of the Str and Dex requirements were determined with a simple formula, based on the Str/Dex the base item of that type required.   Everything was tweaked and customized quite a bit before the game was released though, and then much more in the patches once the game was out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_January_2001&amp;diff=13413</id>
		<title>Fotds: January 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_January_2001&amp;diff=13413"/>
				<updated>2009-07-05T07:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD January 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 6, 2001==&lt;br /&gt;
::''A change in the v1.04 patch has improved the Barbarian's [[:Barbarian_Warcries#Battle_Orders|Battle Orders WarCry]].   While the skill's effects and stats remain unchanged, (it adds a substantial % to the hit points, mana, and stamina of the Barbarian and all friendly players) recasting the skill no longer resets the benefits, as it did previous to v1.04.   Read full details about the improvement in a new [[:teron-battleorders.shtml|Barbarian Quick Tip]]. &lt;br /&gt;
 &lt;br /&gt;
Prior to v1.04 Battle Orders was a total pain to use, since it always reset to your normal max hps/mana, and had to be filled to the BO-added max with leech or potions.   This patch helped it become the extremely useful and popular skill is it today.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The key to it since then is to recast it at the same (or a higher) level, before the duration runs out. If you have 1000 hps, and Slvl 20 BO (92%) is cast, you'll go to 1920 HPs maximum.   You'll stay at 1000 currently, but if you gain 920 you'll be full again. This lasts for 144 seconds at Slvl 20. If you have Slvl 20 or higher BO cast again before the 144 seconds are up, you'll stay where you are, or your maximum will increase a bit if the Slvl is higher. But if it's lower level then you'll reset to your normal max hps, 1000, and your maximum will go to the new lower amount.   If it's Slvl 18 (85%) then you'll have 1000/1850 hps, and can fill that up again. This is why the player with the highest level of BO should always cast it for the whole party.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 12, 2001==&lt;br /&gt;
::''Items in Diablo II can have up to +4 minimum and +20 maximum damage from various affixes.   This occasionally creates an item with more added to min than max, which can [[:flipped-damage2.htm|look somewhat odd]].   It's not a bug, just a chance event, and no matter how much you boost your minimum damage ([[:Unique_Gloves|Bloodfist]], +on jewelry, etc) you'll always do 1 more max than min damage.   A 1-6 damage sword with +10 min would be 11-12 damage. &lt;br /&gt;
 &lt;br /&gt;
This was/is another ridiculously-frequently asked question, with someone sending in a screenshot of their sword with +3-2 damage just about every day, and never thinking it through for themselves, since the solution isn't all that complicated.   In D2X items with +damage to both min and max generally list both, thus keeping people from this confusion, and us from the endless emails.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 16, 2001==&lt;br /&gt;
::''Cursed monsters always have [[:Necromancer_Curses#Amplify_Damage|Amplify Damage]], and the curse takes effect 50% of the time when they land a successful hit on your character. A nasty bonus is that if the Cursed monster hits one of your minions, you are immediately Cursed as well, no matter how far away from the action you are standing. (Whether or not the same 50% chance of Cursing effects minions is debated.   It often seems more like 100%.)&lt;br /&gt;
 &lt;br /&gt;
This is definitely 50% now, in D2X.   The monster hitting your minion has a 50% chance to curse them, and if they get cursed, you and all the rest of your minions get cursed.   You can cast a new minion, such as a Valk, and they'll be curse-free until someone gets hit again and it re-curses you.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; One annoying feature is if the monster has an aura that shares to you, such as Holy Freeze or Conviction, when it does the Aura always will as well, whether they hit you or not.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 18, 2001==&lt;br /&gt;
::''In Diablo II, two much suffixes that are much sought after by spell-casters are &amp;quot;of the apprentice&amp;quot; = fast cast, and &amp;quot;of the magus&amp;quot; = fastest cast.   Prior to v1.04 a number of uniques, including Magefist and Ume's Lament, had a &amp;quot;faster cast&amp;quot; property.   This was identical to &amp;quot;fastest cast&amp;quot;, and the wording on those uniques has now been changed to &amp;quot;fastest cast&amp;quot;, to be more consistent. Full info on the Sorc's benefits of fast/fastest cast can [[:sorc-casting-speed.shtml|be seen here]]. &lt;br /&gt;
 &lt;br /&gt;
Most players didn't really notice if they actually got an increase in casting rate from every single item of faster cast gear they had on in D2.   The in game description for faster cast (and faster run, and faster attack speed) makes it sound like everything boost you the percent listed, when that's not true.   You only increase in speed to the various things at set intervals, when you get enough of a boost to drop to the next lower frame.   The link there goes to a page we did long ago with the frame breaks for Sorceresses and all other characters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; As most Sorcs learned in D2, you only gained a frame in your casting speed at 10, 20, 30, 50, 60, 80% faster cast.   So if you had 30%, and added a fast cast ring for 10%, it made no actual difference in your total speed.   Wise players planned their equipment to get to 50, or 60, or 80, right to where a frame was gained.   No point in going to a 10% faster ring instead of an SoJ if it didn't actually gain you a frame, after all.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Casting rates are somewhat altered in D2X, there are a lot more ways to increase your casting rate (90% was the most possible in D2) but in general fast casting isn't as popular a need, since things like Firewall, Hydra, Inferno, Frozen Orb, and many others have their own built in delays, and Static is no longer the most important skill due to the caps on how much it can reduce monsters to in Nightmare and Hell.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 22, 2001==&lt;br /&gt;
::''Every type of red and blue [[:potions.shtml|potion]] in Diablo II takes just over 5 seconds to deliver its full effect. The fill rate is different for every grade of potion, since it's the total red/blue averaged over the 5.12 seconds.   If you drink a 200 hps potion, you'll gain around 40 points per second for 5 seconds.   If you drink a 40 hps potion, you'll gain around 8 hps per second for 5 seconds. Drinking more than one at a time stacks, so if you drink a 200 and a 40 at once, you will get 240 over 10 seconds, or 24 per second.   For this reason you do not want to mix lesser with greater potions, if you are in a hurry to enjoy their benefits. Thanks to Jarulf for the info. &lt;br /&gt;
 &lt;br /&gt;
This info is still accurate in D2X.   Check that potions page for more details, and also the interesting info about where your odds are best for the potion you drink to do double the listed amount.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 26, 2001==&lt;br /&gt;
::''The rings given as quest rewards by Akara and Ormus are generated at a pre-set level.   Your Clvl at the time you complete the quest or get the ring is irrelevant.   The levels are, Akara: Normal 7, Nightmare 28, Hell 49.   Ormus: Normal 21, Nightmare 35, Hell 65.   All rings are rare, other than Akara on Normal.   The modifiers are up to +2, so you can get any lvl 30 or lower affix on the ring from Akara on Nightmare, for example. Check our [[:Prefixes|Prefixes]] and [[:Suffixes|Suffixes ]]pages to see the level of every affix in the game.  &lt;br /&gt;
 &lt;br /&gt;
This info was new and a surprise to most at the time.   Conventional wisdom held that you should wait on doing the quests as long as possible to get higher quality rings, but that is not the case.   These numbers are unchanged in D2X, as far as we know, though the odds of getting a ring that's actually useful seems to be much lower, with no more mana leech, and so many added crappy mods (charges of useless skills) cutting your chances of getting 3 or 4 good ones on the same item.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Tons of the prefixes and suffixes have changed levels however, so the old levels pages that were linked to here won't help you much now.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==January 26, 2001==&lt;br /&gt;
::''A good Rare item is generally the best of any type of item.   The affixes you see on Rares are regimented. You can get at most six affixes: three each of prefixes and suffixes, and only one from each family of affixes.   So just one type of +strength, or +max damage, for example.   Sometimes a rare will look to have more than six properties, but this is when one property (like Prismatic) shows on several lines, or there are added skills on a wand/scepter/staff.   See Rares galore on Best of Diablo II. &lt;br /&gt;
 &lt;br /&gt;
Rares were the best items in D2, but they are far from that now in D2X, especially on weapons, other than possibly orbs and wands.   The Best of Diablo II was a site we hosted for Diablo II, that had pictures of great Rares sent in by readers, and ranked the very best ones.   It was fascinating to view them, but there was no real way to tell if they weren't hacked open items, or altered screenshots, and with Rares destined to be crappy in D2X, the site closed down before the Expansion was released.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_February_2001&amp;diff=13412</id>
		<title>Fotds: February 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_February_2001&amp;diff=13412"/>
				<updated>2009-07-05T07:22:59Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD February 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
==February 1, 2001==&lt;br /&gt;
::''Bone Spirits fired by monsters have some odd properties. They home in on whatever they were aimed at, and if the target vanishes (most often seen when the targeted Valk or Decoy or Revived dies or is recast) the Bone Spirit will continue in a straight line off the screen, not homing in on another target.   Also, if the Oblivion Knight that fired them is killed, the Bone Spirit and any elemental shots will vanish instantly.&lt;br /&gt;
 &lt;br /&gt;
These are handy things to know in the Chaos Sanctuary.   Many times I've had a Valk or Decoy between me and De Seis' mob, and recast it, and panicked when about a dozen Bone Spirits suddenly came right at me, then realized as I ran a few steps to the side that they wouldn't have hit me anyway, since they'd been fired at my vanished minion, and could only have hit her anyway.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==February 4, 2001==&lt;br /&gt;
::''The Unique amulet [[:Unique_Amulets|Eye of Etlich]] has some very nice stats, including cold damage, life steal, and +1 to all skills.   It also has a hidden modifier for freezing time that is not displayed in the game, and can only be discovered by testing.   The freezing time ranges from 2-12 seconds, is generated upon item creation, and is always the same on a given Eye.   Freezing time from items and skills stacks, and is cut by 1/2 on Nightmare and 1/4 on Hell.&lt;br /&gt;
 &lt;br /&gt;
This was an odd little feature on the amulet.   Many of the Uniques in D2X have variable stats on them, but very few did in D2, and this was certainly the only one with a hidden property that varied.   It did complicate trading, since there wasn't any way to test the time until you had the item, and if someone claimed theirs froze for 10 seconds and it only did for 3, you'd not know until after the trade, and you would be angry.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==February 8, 2001==&lt;br /&gt;
::''+damage items, especially +minimum damage, found on weapons, as well as jewelry and a number of uniques, add substantially more damage than their listed value. This is due to the added damage being calculated in your total damage, and modified by skills as well as Str for melee or Dex for bow attacks.   By lvl 25, the +5 minimum from [[:Unique_Gloves| Bloodfist]] can be adding 20 or more to your total minimum damage, and this amount will only increase as your stats increase. There are, unfortunately, numerous bugs with this, most often seen when using bows.&lt;br /&gt;
&lt;br /&gt;
For a long time no +damage on any other items would work on bows, due to how their two-handed damage was calculated.  Fortunately this is all fixed now.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==February 12, 2001==&lt;br /&gt;
::''[[:Open_Wounds|Open Wounds]] is a generally useless modifier found only on a few unique items.   It works like poison, causing a very slight hit point drain for a few seconds, and doesn't stack, though it will stack with poison. The actual damage is 20/256 hps per frame, with the duration determined by level: (2xClvl+100).   This works out to a bit less than 2 hps per second, and can last up to 11 seconds if you are Clvl 99. It will be improved/modified in the [[:expansion|Expansion]]. &lt;br /&gt;
 &lt;br /&gt;
It wasn't really improved enough to bother with.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==February 15, 2001==&lt;br /&gt;
::''It is possible to cast most any spell/skill in Diablo  II well off the visible screen.   You need merely lock onto a monster (or player, in PVP) and keep your (right, usually) mouse button depressed, while switching hotkeys as need be.   This gets the skills out faster than clicking repeatedly, and works even if the target has moved far away, as long as you have a direct line of sight to them.   You can Curse, fire spells or arrows, or even summon minions 3 or 4 screens away, especially against running monsters, or teleporting bosses. &lt;br /&gt;
 &lt;br /&gt;
This is a very handy technique that many people still don't know about.   Once you lock onto a monster, keep the mouse down and and you can keep sticking spells right on top of it.   This works very well with Teleporting monsters, as you can keep summoning Hydra or Meteor right on them even if they are well off your visible screen.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; It doesn't work well with movement skills, you can't Teleport or Leap Attack 5 screens to a running target, even if you do have it locked on, and you can't fire arrows or throw javelins that far.   They'll head towards the target, but run our of juice well short, when they reach their normal range limit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==February 18, 2001==&lt;br /&gt;
::''While poison resistance is clearly the least important of the four types of resistance, what about the [[:Suffixes#Poison_Length_Reduced_by|Poison Length Reduction ]]affixes?   These are helpful, especially against Andariel and in parts of Act Two, and come in 75%, 50%, and 25% flavors, but they stack oddly.   Rather than adding up (which could give you more than 100% reduction) the effect is cumulative, where if you have a 75%, and a 50%, the actual reduction is 87.5%.   Adding another 50% would reduce the 12.5% by half, etc.   Resist Poison Shrines are 100% length reduction, however. &lt;br /&gt;
 &lt;br /&gt;
This is still the case, so one 75% reduction is the same as two 50% reduction items, and one 50% item does more than two 25% items.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==February 22, 2001==&lt;br /&gt;
::''In order to create a Hardcore character, you must first beat Diablo with a normal character on the same account.   It does not have to be on the same Realm; you can beat D on USWest and create HC chars on that account on East and Europe, for example. Once you have created a HC character, you can delete the normal character and put 8 HC's on each Realm on that account if you wish, but you must create at least one HC before you delete the normal char, or you'll have to do it all over again. &lt;br /&gt;
&lt;br /&gt;
This is unchanged to this day.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==February 27, 2001==&lt;br /&gt;
::''While [[:Sorceress_Lightning_Spells#Energy_Shield|Energy Shield ]]is generally considered an essential skill, most Sorcs bemoan the three wasted pre-req points in Charged Bolt, Lightning, and Chain Lightning (TK and Teleport are also pre-reqs, but are worth having). A clever way to save three pre-req skill points is to shop for a staff with +3 Energy Shield, and carry it in your cube or stash.   Equip it to cast Energy Shield, then go back to your normal wand/shield equipment.   The Energy Shield will remain for the [[:lightning-based-stats.shtml| duration of the skill]].  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This no longer works, if you cast a skill from an item, and then remove the item, the skill effect might remain visible, but the bonuses will go away.  There were crash bugs early in D2X from this sort of thing, mostly Druids who would transform to either fur-form, and then remove the item that let them do so.  This crashed anyone on their screen out of the game, for some reason, and set off a cheating pk'ing frenzy for some time, until Blizzard fixed it. &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_December_2000&amp;diff=13409</id>
		<title>Fotds: December 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_December_2000&amp;diff=13409"/>
				<updated>2009-07-04T11:44:21Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD December 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==December 6, 2000==&lt;br /&gt;
::''The last surface area of Act Two, the Canyon of the Magi, has the same layout every game, including the location of the seven tombs. Which tomb is the correct one, with the entrance to Tal Rasha's Tomb and Duriel inside varies, and you must defeat the Summoner to find the correct symbol, but the symbols are all in the same locations every time.   You can see a screenshot with a cool mini-map of the fixed tomb locations [[:canyon-tombs.htm|right here]]. &lt;br /&gt;
 &lt;br /&gt;
Something that lots of people don't know is that the Summoner's final area shows you which tomb.   There are always six glowing symbols there, and the one that's not shown is the true tomb.   Initially Blizzard was going to just have that, and players would have to figure which one wasn't shown, and go to it.   However they made all of the quests much easier in testing, until in the final game you just had to enter the Canyon and then check the Quests menu to have it tell you which tomb to enter.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 9, 2000==&lt;br /&gt;
::''A feature of Diablo II that some people don't know about is that many quest items can be gotten again, after they are initially awarded.   If you lose your Horadric Cube, one of the Zakarum High Council in Travincal [[:cube-travincal.htm|will drop one]] so you can use it to transmute Khalim's relics. In Act Four, Cain will give you a new Soulstone every game (if you don't have one) when he gives you the Hellforge quest, until you complete the quest. &lt;br /&gt;
 &lt;br /&gt;
Cain seems to have an endless supply of Mephisto's Soulstones.   This was something Blizzard added in when in testing people would often not pick up their soulstone from Mephisto's corpse, or else would lose it or drop it before they got to the Hellforge, and then be unable to complete that quest reward.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The reward was often skipped in D2, since it was just gems which everyone had tons of after a little while.   It's much tastier in D2X with the random mid to high level Rune on Nightmare and Hell.   Most players have gotten a lot of their best Runes from this quest.   I've seen as high as Lo, #28, on Hell, and you can get Um, Ist, Lum, and all the other useful ones as well.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 19, 2000==&lt;br /&gt;
::''A useful bug/feature of Diablo II is that quest items aren't in any way marked or tagged with the difficulty level they are earned on.   This keeps you from having two of the same quest item at a time, but it can be somewhat exploited by saving a quest item, such as the Horadric Staff or Khalim's Will, and using it later on a higher difficulty level.&lt;br /&gt;
 &lt;br /&gt;
This is now common practice, with most players skipping the Act Three Book quest in normal or Nightmare, the once they reach hell going back and doing it, and bringing the book to Hell, since that's much easier than entering the often stair-trapped Ruined Temple in the Kurast Bazaar.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; You can also save the staff in Act Two, if you are in a party and more than one person has it, all will vanish when they socket it in the orifice, so mule it off to another character, and get it back for Hell to save time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==December 28, 2000==&lt;br /&gt;
::''There are three quests in Act Four, but you only need to complete the 3rd one, killing Diablo.   Killing Izual is a popular one as well, for the big 2 skill point reward, but many people dread the Hellforge quest, especially on Nightmare or Hell, where Hephasto can be the most dangerous monster in the entire game.   That quest is fully optional, if you don't want gems you can freely skip it, though Hadriel suggests you do it if you click on him.&lt;br /&gt;
 &lt;br /&gt;
Hadriel is the angel you see just before entering the River of Fire causeway, on the way to the Chaos Sanctuary.   Hephasto was a terror in D2, with his extra strong hits doing massive damage.   He could routinely do 800 dmg on Hell, and with most characters having fewer hit points than that, a one hit death was very possible.   Teleporting Hephasto was just not done, other than by some very big hps Barbarians, or brave Bowazons.   Extra Fast Hephasto was a death wish also, as he could usually outrun you.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_November_2000&amp;diff=13408</id>
		<title>Fotds: November 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_November_2000&amp;diff=13408"/>
				<updated>2009-07-04T11:41:59Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD November 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No notes in the temporary archives I've kept all along of the old FotDs, but clearly there was some sort of major loss this month, with just one FotD saved.   At least it's an interesting one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;   &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==November 16, 2000==&lt;br /&gt;
::''There are a were a lot of icons used early on in Diablo II's development that didn't make it into the final game. Artwork was modified or changed completely, and some skills were changed or removed.  The icon to the left was for one of the Sorceress' Cold Armor skills.   The three of them in the final game changed names and functions and icons many times. The right icon was for Familiar, a Necromancer scouting skill that didn't make the final game.&lt;br /&gt;
 &lt;br /&gt;
Even in late 2000 people were interested in changes that were made in the game before it was released, since even with all the pre-game excitement for Diablo II, most people didn't really pay it much attention until the beta, or the final release.   So any of the changed/old stuff was news to the majority.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_October_2000&amp;diff=13407</id>
		<title>Fotds: October 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_October_2000&amp;diff=13407"/>
				<updated>2009-07-04T11:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD October 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 1, 2000==&lt;br /&gt;
::''In Diablo II, there is no way to see if some other character is allowing you to loot their corpse (unless they are dead).   You see a message if someone else allows you, but they can immediately turn it off, and you get no message about that, and there isn't any way to check it on the Party menu.   Many PKs in HC games do this, trying to trick others into allowing them to loot, before they try to backstab. Check our [[:warnings.shtml|Warnings! ]]section for many other such things to watch out for. &lt;br /&gt;
 &lt;br /&gt;
Fortunately, in D2X Blizzard finally added in a notification when looting was disallowed, and you can also hover on another player's name in the party menu to see what their looting status is to you.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==October 10, 2000==&lt;br /&gt;
::''There are lots of bits of art left on the Diablo II CD; items that didn't make the final game, quest objects, bits of bone, and other small and generally unidentifiable things.   People like to extract them and put them into screenshots, and then claim they've found something secret.   One of the most popular is the Black Tower key, which you can see in the shot to the left, and see in a game shot, with more info about it, [[:bugs-037.htm|right here]].&lt;br /&gt;
 &lt;br /&gt;
This is probably the most often asked about thing in the entire game.   We've gotten hundreds of emails about it, mostly from people who saw it in an Open Game, or heard some absurd rumor about it, secret levels, secret quest rewards.   We posted news about it a few times, and put it into several FotDs, as well as the screenshot linked to here, and the FAQ, but people keep asking.   Fortunately it's not often seen now in D2X.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The items in the little shot here are all unused artwork, the orange potion was some early explosive potion artwork.   The white candle is unknown, the little red/white/blue chips are unknown, and so is the pile of bone, though it's probably some sort of reagent.   The star-spangled potion is an elixir, they were in the game early on (we saw them at E3 1999) before Blizzard decided to remove them along with removing all hard caps on stats.   There are lots of other unused reagents, (from when Convert was in) a few of which show up as parts of Khalim's body on the Act Three quest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==October 18, 2000==&lt;br /&gt;
::''Lord De Seis, formerly the only monsters in the game with Thief as a magical property, no longer has that to set him apart. &amp;quot;Thief&amp;quot; has been removed from the game on the Realms, and it's unknown if v1.04 will restore it, or remove it from offline play as well.  We suspect it's going to go away completely. We'd heard of a few bugs with the Thief property, and in fact that's why it was removed, due to it just not working properly.  See De Seis [[:act4-088.htm|with]] and [[:act4-087.htm|without]] it, and a [[:act4-089.htm|great new shot]] of Thief actually working.&lt;br /&gt;
&lt;br /&gt;
Thief was a sneaky property, it made one random potion pop out of your belt each time De Seis hit you.  Obviously if you needed healing or rejuv potions to stay alive, suddenly not having any was a bad thing.  The bugs were when he'd use it and the belt wasn't accessible, such as on a Barbarian doing a WW or Leap Attack.  The game tended to crash then, and there were some other bugs, as well as Blizzard just deciding they didn't like it so much.&lt;br /&gt;
&lt;br /&gt;
The third linked shot is a really great look at it, sent in by a site viewer after this FotD had gone up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 24, 2000==&lt;br /&gt;
::''Natalya, Act Three NPC and sneak preview of the Assassin, has a speech that you can't normally hear in the game, since she's gone after you beat Mephisto. The speech has info about the Expansion Pack, and Blizzard North removed it (by removing her) shortly before the game went final.  You can see info about [[:Natalya|Natayla here]], on our Townsfolk Page.  The new info in this FotD is that you actually can see this removed speech in the game.  To see a shot of it, and learn how to do it yourself, [[:bugs-076.htm|click here]].  Thanks to Keseph for the info.&lt;br /&gt;
&lt;br /&gt;
This was new info when we posted this FotD.   Blizzard had officially announced the Expansion at ECTS in September 2000, but no one was exactly surprised to hear the news.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Blizzard North started a few people working on the Expansion while they were still finishing Diablo II, but they had nothing more than basic models and ideas for the Assassin and Druid skills, and some ideas for the setting of Act Five, and the plot.   Rumors about the Assassin and Druid being totally finished and held out of Diablo II are just not accurate.   There were some very early and rough descriptions of their skills left on the Beta CD by accident, but virtually none of them at all resembles what their skills are like in the final game.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; If the Asn and Druid had been done a year in advance, the D2X team would have had plenty of time to get other features, like Guild Halls or Arena Games in, with just the items and Act Five quests and monsters and such to finish.   It was easy to see numerous changes to the Asn and Druid skills as they Expansion Pack progressed, icons changing, skill names changing, skill descriptions changing, etc, so they clearly weren't all done well in advance.   And Diablo II was released 18 months after their earliest projected release date (1998), and 6 months from the second firmer date (Xmas 1999), so obviously they didn't have two other characters all finished and ready to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 24, 2000==&lt;br /&gt;
::''Lightning Enchanted &amp;amp; Multiple Shots: An extremely dangerous Boss combination that you can find on any ranged attacking monster on Nightmare or Hell difficulties. The reason it's so deadly is because the Multiple Shots multiplies the charges emitted when the monster takes damage.   They will emit 5x more on Nightmare, and 7x more lightning on Hell, doing that much more damage. If you hit hard and fast from close range, such as with Jab or WW, you can be [[:57_PigSticker_III.html|dead in a blink]]. &lt;br /&gt;
 &lt;br /&gt;
MSLE is now well known to pretty much everyone, as a boss to really watch out for.   Back then they weren't so notorious, and as this was my highest level HC char at the time (I used to have an inevitably suicidal fetish for Jabazons.) I certainly learned the lesson the hard way.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; These are even worse in D2X, since now other mods stack their damage on the MSLE, so you can get FE or CE or Extra Strong or Might or others, and the bolts will add the fire or cold or extra damage on top of them.   Of course there are also now lightning absorb items, the potential for much higher hit points and leech, etc, so maybe it balances out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==October 30, 2000==&lt;br /&gt;
::''Perhaps the most-eagerly awaited change in v1.04 Diablo II is the fix to a problem that now prevents four exceptional items from dropping.   The War Club, Grim Helm, Holy Water Sprinkler, and Lance are impossible to obtain in v1.03 Diablo, but all four will be enabled in with the next patch.   More info and screenshots of the stats of all four are just [[:excep-items.htm|a click away]].&lt;br /&gt;
 &lt;br /&gt;
For a long time these four Exceptional items weren't possible to find.   Lances were the biggest one, in terms of game usage, since after they were enabled the Lance Barb using WW became the real dominant character in big hell games, able to kill at a colossal rate in Hell, with the massive damage and no speed check on the slow slow lance, as you get with WW in D2X.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_July_2000&amp;diff=13406</id>
		<title>Fotds: July 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_July_2000&amp;diff=13406"/>
				<updated>2009-07-04T11:23:02Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* July 30, 2000 */ - Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==July 2, 2000==&lt;br /&gt;
::''Chilling Armor is a Clvl 24 skill from the Sorceress' Cold Spells Skill Tab.   This defensive skill creates a protective swirl of icy particles around her, that provides the Sorceress with a bonus to her Defense, and also launches an Ice Bolt attack against any attackers melee or ranged attackers.   It is not known if this works against magical, or just physical attacks. &lt;br /&gt;
 &lt;br /&gt;
Of course the skill does work against magical projectiles.   This FotD was posted long before the funny display of [[:chilling-armor2.shtml|Sorceress pong ]]was discovered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 3, 2000==&lt;br /&gt;
::''Life Tap (formerly known as Reverse Vampire) is a Clvl 18 skill from the Necromancer's Curses Skill Tab.   One of the few healing skills in the game, this one allows the Necromancer to gain life as the cursed monster takes damage.   It is not yet known exactly how this skill works when used in conjunction with minions, or in parties with multiple players.&lt;br /&gt;
 &lt;br /&gt;
We knew what all the skills did, but they hadn't all been tested extensively yet.   The game came out in late June, so at this point no one had played more than 4 or 5 days, and many people didn't even have a copy yet, especially outside of the US.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 7, 2000==&lt;br /&gt;
::''The Secret Cow Level is not just a joke in Diablo II.   You can get there in a SP or MP game, and it's quite easy.   Stick Wirt's Leg and a Town Portal book into the Horadric Cube, stand in the Rogue Encampment &amp;lt;b&amp;gt;after &amp;lt;/b&amp;gt;you've finished the game, Transmute them, and *poof* a red portal appears.   Our page with all sorts of info and images from TSCL can be seen [[:secret-cow-level.shtml|here]]. &lt;br /&gt;
 &lt;br /&gt;
The revelation that there really was a Secret Cow Level made quite a sensation at the time.   No one could quite believe it, and early screenshots of it were thought to be a joke or hoax, after there were endless hoaxes and jokes about secret levels in Diablo, none of which actually existed.   The Cow Level was mostly a novelty in Diablo, something fun to do once in a while, but never a place to level.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; That's very changed in D2X, and now you generally see more big public Cow games than Bloody Runs, as of late December, 2001.   Cows are worth a bit less experience than the monsters on Bloody Runs, but there are more cows in a smaller area, and any sort of mass attack kills them very fast, for they have no real resistances and no immunities.   Javazons are the clear rulers of the Cow Level, and there are more high level Javazons than any other character now, because of this.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 15, 2000==&lt;br /&gt;
::''Battlecry is a Clvl 18 Skill from the  Barbarian's Warcries Skill Tab.   This one casts with a rather  small radius, but has a potent effect, as it lowers the Defense and damage  dealt by all afflicted monsters for a short duration.   At Slvl 1 the  Duration is 12 seconds, Defense is lowered by 50%, and Damage dealt by  25%.   More points in this skill add only slightly to the benefits.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==July 22, 2000==&lt;br /&gt;
::''Raise Skeletal Mage is a Clvl 12 skill from the Necromancer's Summoning Skill Tab.   This skill summons forth skeletal mages from monster corpses, in four flavors; Cold, Fire, Ice, and Poison.   Which type you get is random.   The Mages have 61 hit points, and you can have one for the cost of 8 mana at Slvl 1. Full stats can be seen here, and see mages in action [[:raise-skeletal-mage.shtml|here]]. &lt;br /&gt;
 &lt;br /&gt;
We were so happy to have actual stats to post, rather than just &amp;quot;they are sorta weak&amp;quot; type analysis.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
==July 25, 2000==&lt;br /&gt;
::''Flavie, the NPC Rogue you encounter in Act One where the Blood Moor meets the Cold Plains, is a helpful character.   She doesn't move a step, but she will fire her bow at any monsters within her range.   The one problem with this is that anything that dies on the screen with her will drop nothing, even bosses and champions, and even if you do all the damage to them.&lt;br /&gt;
 &lt;br /&gt;
This bug/feature with no monsters dropping anything or giving any experience if Flavie had shot them or was in sight when they died has since been fixed/changed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 30, 2000==&lt;br /&gt;
::''Charge is a Clvl 12 skill from the Paladin's [[:Paladin_Combat_Skills#Charge|Combat Skills Tree]].   A very fun skill when used properly, with Charge the Paladin can do a quick dashing attack towards any enemy, hitting them with his weapon and doing a knock back, with a substantial damage and AR bonus.   It is possible to use Charge repeatedly on one monster, pushing them back as long as they have hit points and don't run into a wall to stop the knock back.   Very useful on Nightmare or in MP games. &lt;br /&gt;
 &lt;br /&gt;
Few players had characters in Hell yet, at least not doing very well there, so most discussion of the game was what to do on Normal, or when your character got into the 30's or 40's in Nightmare.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2000&amp;diff=13405</id>
		<title>Fotds: August 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2000&amp;diff=13405"/>
				<updated>2009-07-04T11:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* August 17, 2000 */ - Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
August was another slow month for the number of FotDs, with so much content on the site and the game just out.   There are some missing from the archives as well.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Some interesting finds were made this month though, with the change to how Piercing worked, and also the unique ring/amulet item drop order stuff that Jarulf found out.   That one really revolutionized how the game was played, since it enabled SoJs to be found (gambled) somewhat at will, and started the hording of them, which lead to them becoming the currency, much to the chagrin of most players, it seems.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 6, 2000==&lt;br /&gt;
::''Corpse  Explosion is a Clvl 6 skill from the Necromancer's Poison  and Bone Skill Tab.   Formerly one of the most powerful skills in  the game, CE allows you to target any corpse, and detonate it in a [[:act2-038.htm|lovely  spray of giblets]], dealing 60-100% of the monster's full living hit  points to anything within range.   In the v1.03 patch, this skill  had the radius decreased, and more importantly, the damage no longer  increases proportionally to the monster hit points in a multi-player game.  &lt;br /&gt;
 &lt;br /&gt;
Nice screenie there.   For a while in D2 the most fun to be had was to detonate a room full of corpses, just to see the blood fly.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 14, 2000==&lt;br /&gt;
::''Pierce is a Clvl 30 skill from the Amazon's Passive and Magic Skill Tab.   Always very useful with normal arrow attacks, or Strafe or Multishot, this skill was improved in the recent v1.03 patch.   Elemental skills now work on anything they strike, so if you fire an Immolation Arrow into a pack, and Pierce works twice, you will have three separate pyres burning. &lt;br /&gt;
 &lt;br /&gt;
Initially Immolation Arrow, Freezing Arrow, Lightning Fury, etc only trigged on the first thing they hit.   If Pierce worked the arrow/bolt/javelin would continue and might hit several other targets, but the skill's elemental bonus wouldn't work on anything other than the first target.   This change made a lot of skills much more useful.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 17, 2000==&lt;br /&gt;
::''Berserk is  a Clvl 30 skill from the Barbarian's [[:Barbarian_Combat_Skills|Combat Skills Tab]]. While extremely powerful, Berserk is not used that much, as  it is difficult to properly balance the huge damage increase with the  decreased defense it also creates. Each point into Berserk ups the Barb's  damage and AR, while decreasing the duration of the benefit. A strategy  detailing some tips for surviving with this skill can be seen [[:dala-berserk_barb.shtml|here]].&lt;br /&gt;
 &lt;br /&gt;
Berserk wasn't seen as much use in D2.   It was very buggy, the physical damage didn't convert to magical damage as it was supposed to, and the AC penalty from it was very buggy, it tended to keep multiplying your penalty every use, and would get to -56000 and then flip over, so you could make yourself invulnerable, then next swing it would flip back to negative, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; In D2X Berserk is tremendously powerful, and is probably the most overpowered Barbarian skill, enabling a Barb with a good weapon to kill any PI (Physical Immune) monster in a Hell game in just a few swings, much to the envy of Paladins and especially Druids, who have no useful skills against PIs.   It's such a massive damage and AR bonus that Berserk is nice for killing any single target, while Whirlwind is better for mobs where you can get multiple hits on multiple targets.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==August 26, 2000==&lt;br /&gt;
::''Finding Uniques in Diablo II is both simpler and more complicated than previously thought.   In new info unearthed by Jarulf, and [[:gambling.shtml|posted about]] by Bliz as well, it turns out that unique items of the same type (rings, amulets, etc) will only generate in a certain order, and that you (or someone else in your game) must have the first (and second) items in order to get the third.  More testing is needed to determine exactly how this works in terms of gambling and also monster-dropped items. &lt;br /&gt;
 &lt;br /&gt;
We describe exactly how this method worked on our [[:armor-rings.shtml|Uniques Rings ]]pages now, but the method no longer works in D2 after v1.07, and it never worked in D2X.   The discovery of this was quite a change, since it made gambling SoJs not all that hard, and started the real hording of them, which lead to them eventually becoming the currency of the realm.   The same technique worked on Unique Amulets, but no one valued those as much, and Eye of Etlich (the most desired one) required only a Nokozan in your stash.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 28, 2000==&lt;br /&gt;
::''Three modifiers found only on Unique and Set Items are commonly asked about.   &amp;quot;Deadly Strike&amp;quot; is a chance of doing double damage with any weapon attack. It is calculated after all other damage, including Critical Strike but not elemental damage. &amp;quot;Crushing Blow&amp;quot; is a chance of reducing the monster's remaining health by 50%. This one doesn't seem to work on big bosses though. &amp;quot;Open Wounds&amp;quot; is much like a poison attack; it causes a continual life drain to the target.   Full modifiers info can [[:special-modifiers.shtml|be seen here]].&lt;br /&gt;
 &lt;br /&gt;
The page linked to has been updated many times since then, and now has all sorts of odd D2X stuff like Absorbs and Demon Heal and such.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2000&amp;diff=13404</id>
		<title>Fotds: September 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2000&amp;diff=13404"/>
				<updated>2009-07-04T11:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* September 18, 2000 */ - Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 4, 2000==&lt;br /&gt;
::''There  are a number of display errors with the Character window in Diablo II,  mostly caused by the code that generates the numbers in the window  differing from the code that actually determines the values in the  game.   The most notable is in the &amp;quot;% to be hit&amp;quot; value that  you get by hovering on your Defense.   This number is actually 1/4 the  actual value, and has the effect of making your Defense look much more  effective than it actually is, especially on NM and Hell diff levels.&lt;br /&gt;
 &lt;br /&gt;
The 1/4 monster AR display bug was a big deal at the time, and was widely disbelieved at the time, with people swearing they only got hit the 65% or whatever their window said.   In a later patch Blizzard fixed the display error, which of course set off a huge round of, &amp;quot;why did Bliz nerf my defense!&amp;quot; when they didn't, they just fixed the display to show the correct value.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 11, 2000==&lt;br /&gt;
::''The [[:cottage1.htm| cottages ]] you see in act one usually have a chest in them, but for a bit more gold or maybe an item, you can click on the bed.   There is no hover text, you just have to know you can do it.   The beds are just like another chest, kicking out gold or an item, and they can be trapped as well.   Watching a zombie or skeleton appear out of the floor next to a bed is always interesting.   Thanks to Barbacry for the suggestion.&lt;br /&gt;
 &lt;br /&gt;
The beds in the Harem in Act 2 can be clicked also, with the same result.   Not the ones you see on the first level below the Palace, those can't be clicked.   There are others, usually round, found on the lower levels, that can be.   They are just glorified chests, don't expect anything great, but they are fun to click.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The link is live, it goes to a very high quality shot of a cottage, part of an [[:david_glenn-pg1.shtml|interview]] we did with Blizzard North artist David Glenn.   It's amazing how good the game looks in his screenshots, with his graphics card and super quality computer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 18, 2000==&lt;br /&gt;
::''Doomslinger and Ichorsting, both [[:Unique_Crossbows|Unique Crossbows]], are about to become extremely popular with Sorcs.   Why?   It has just been discovered that the Pierce they grant applies to her projectile skills, as well as any arrows she might fire with it.   Piercing Glacial Spikes or Fireballs sound appealing?   This one works with some other char skills as well, but not with Bone Spirit, since it is coded differently.   So no pinball with Bone Spirit for the Necro.   Thanks to The_Raven42 for first noticing this.&lt;br /&gt;
 &lt;br /&gt;
There had been rumors about this for a while, but it was finally confirmed, and set off a brief flurry of piercing xbow using Sorceresses.   After a while people realized that piercing mid-damage spells were no comparison to non-piercing high damage spells, but it was fun to add some variety for a while.   Blizzard fixed this bug in a later patch.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==September 25, 2000==&lt;br /&gt;
::''Evade is a Clvl 24 skill from the Amazon's Passive and Magic Skill Tree.   This skill allows the Amazon to dodge a % of attacks she would otherwise be hit by while she is walking or running.   Such attacks are 95% likely to hit you, unless you have a shield equipped, but her avoiding them isn't always a good thing, since she'll sometimes she'll pause to to do the Evade motion, which lets pursuing monsters or projectiles catch her.   This is most noticeable when running from Diablo's [[:act4-064.htm|pink lightning attack]].&lt;br /&gt;
 &lt;br /&gt;
The &amp;quot;Evadelock&amp;quot; problem is mostly fixed in D2X, and it was never that much of a problem for most in D2, but some people absolutely hated Evade since they got it all the time.    &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 28, 2000==&lt;br /&gt;
::''Howl is a Clvl 1 skill from the Barbarian's Warcries Skill Tab.   This defensive skill hits every monster in range with a Terror-like effect, causing them to flee for several seconds. This skill can be will work as long as Clvl + Howl Slvl + 1 &amp;amp;gt; Mlvl.  So your Clvl + the Slvl of Howl, +1, must be higher than the Mlvl of the monster for it to work.  &lt;br /&gt;
&lt;br /&gt;
This is why Howl becomes useless later in the game, unless your character is very high level.  Nothing will run from it if you don't have a ton of points in Howl (which no one does) or your Barb is very high level.  This formula is unchanged in D2X, as far as we know.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2000&amp;diff=13403</id>
		<title>Fotds: September 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2000&amp;diff=13403"/>
				<updated>2009-07-04T11:18:37Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD September 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 4, 2000==&lt;br /&gt;
::''There  are a number of display errors with the Character window in Diablo II,  mostly caused by the code that generates the numbers in the window  differing from the code that actually determines the values in the  game.   The most notable is in the &amp;quot;% to be hit&amp;quot; value that  you get by hovering on your Defense.   This number is actually 1/4 the  actual value, and has the effect of making your Defense look much more  effective than it actually is, especially on NM and Hell diff levels.&lt;br /&gt;
 &lt;br /&gt;
The 1/4 monster AR display bug was a big deal at the time, and was widely disbelieved at the time, with people swearing they only got hit the 65% or whatever their window said.   In a later patch Blizzard fixed the display error, which of course set off a huge round of, &amp;quot;why did Bliz nerf my defense!&amp;quot; when they didn't, they just fixed the display to show the correct value.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 11, 2000==&lt;br /&gt;
::''The [[:cottage1.htm| cottages ]] you see in act one usually have a chest in them, but for a bit more gold or maybe an item, you can click on the bed.   There is no hover text, you just have to know you can do it.   The beds are just like another chest, kicking out gold or an item, and they can be trapped as well.   Watching a zombie or skeleton appear out of the floor next to a bed is always interesting.   Thanks to Barbacry for the suggestion.&lt;br /&gt;
 &lt;br /&gt;
The beds in the Harem in Act 2 can be clicked also, with the same result.   Not the ones you see on the first level below the Palace, those can't be clicked.   There are others, usually round, found on the lower levels, that can be.   They are just glorified chests, don't expect anything great, but they are fun to click.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The link is live, it goes to a very high quality shot of a cottage, part of an [[:david_glenn-pg1.shtml|interview]] we did with Blizzard North artist David Glenn.   It's amazing how good the game looks in his screenshots, with his graphics card and super quality computer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 18, 2000==&lt;br /&gt;
::''Doomslinger and Ichorsting, both [[:weapons_crossbows.shtml|Unique Crossbows]], are about to become extremely popular with Sorcs.   Why?   It has just been discovered that the Pierce they grant applies to her projectile skills, as well as any arrows she might fire with it.   Piercing Glacial Spikes or Fireballs sound appealing?   This one works with some other char skills as well, but not with Bone Spirit, since it is coded differently.   So no pinball with Bone Spirit for the Necro.   Thanks to The_Raven42 for first noticing this.&lt;br /&gt;
 &lt;br /&gt;
There had been rumors about this for a while, but it was finally confirmed, and set off a brief flurry of piercing xbow using Sorceresses.   After a while people realized that piercing mid-damage spells were no comparison to non-piercing high damage spells, but it was fun to add some variety for a while.   Blizzard fixed this bug in a later patch.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 25, 2000==&lt;br /&gt;
::''Evade is a Clvl 24 skill from the Amazon's Passive and Magic Skill Tree.   This skill allows the Amazon to dodge a % of attacks she would otherwise be hit by while she is walking or running.   Such attacks are 95% likely to hit you, unless you have a shield equipped, but her avoiding them isn't always a good thing, since she'll sometimes she'll pause to to do the Evade motion, which lets pursuing monsters or projectiles catch her.   This is most noticeable when running from Diablo's [[:act4-064.htm|pink lightning attack]].&lt;br /&gt;
 &lt;br /&gt;
The &amp;quot;Evadelock&amp;quot; problem is mostly fixed in D2X, and it was never that much of a problem for most in D2, but some people absolutely hated Evade since they got it all the time.    &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==September 28, 2000==&lt;br /&gt;
::''Howl is a Clvl 1 skill from the Barbarian's Warcries Skill Tab.   This defensive skill hits every monster in range with a Terror-like effect, causing them to flee for several seconds. This skill can be will work as long as Clvl + Howl Slvl + 1 &amp;amp;gt; Mlvl.  So your Clvl + the Slvl of Howl, +1, must be higher than the Mlvl of the monster for it to work.  &lt;br /&gt;
&lt;br /&gt;
This is why Howl becomes useless later in the game, unless your character is very high level.  Nothing will run from it if you don't have a ton of points in Howl (which no one does) or your Barb is very high level.  This formula is unchanged in D2X, as far as we know.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2000&amp;diff=13402</id>
		<title>Fotds: August 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_August_2000&amp;diff=13402"/>
				<updated>2009-07-04T11:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD August 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
August was another slow month for the number of FotDs, with so much content on the site and the game just out.   There are some missing from the archives as well.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Some interesting finds were made this month though, with the change to how Piercing worked, and also the unique ring/amulet item drop order stuff that Jarulf found out.   That one really revolutionized how the game was played, since it enabled SoJs to be found (gambled) somewhat at will, and started the hording of them, which lead to them becoming the currency, much to the chagrin of most players, it seems.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==August 6, 2000==&lt;br /&gt;
::''Corpse  Explosion is a Clvl 6 skill from the Necromancer's Poison  and Bone Skill Tab.   Formerly one of the most powerful skills in  the game, CE allows you to target any corpse, and detonate it in a [[:act2-038.htm|lovely  spray of giblets]], dealing 60-100% of the monster's full living hit  points to anything within range.   In the v1.03 patch, this skill  had the radius decreased, and more importantly, the damage no longer  increases proportionally to the monster hit points in a multi-player game.  &lt;br /&gt;
 &lt;br /&gt;
Nice screenie there.   For a while in D2 the most fun to be had was to detonate a room full of corpses, just to see the blood fly.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 14, 2000==&lt;br /&gt;
::''Pierce is a Clvl 30 skill from the Amazon's Passive and Magic Skill Tab.   Always very useful with normal arrow attacks, or Strafe or Multishot, this skill was improved in the recent v1.03 patch.   Elemental skills now work on anything they strike, so if you fire an Immolation Arrow into a pack, and Pierce works twice, you will have three separate pyres burning. &lt;br /&gt;
 &lt;br /&gt;
Initially Immolation Arrow, Freezing Arrow, Lightning Fury, etc only trigged on the first thing they hit.   If Pierce worked the arrow/bolt/javelin would continue and might hit several other targets, but the skill's elemental bonus wouldn't work on anything other than the first target.   This change made a lot of skills much more useful.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 17, 2000==&lt;br /&gt;
::''Berserk is  a Clvl 30 skill from the Barbarian's [[:combat-skills.shtml|Combat Skills Tab]]. While extremely powerful, Berserk is not used that much, as  it is difficult to properly balance the huge damage increase with the  decreased defense it also creates. Each point into Berserk ups the Barb's  damage and AR, while decreasing the duration of the benefit. A strategy  detailing some tips for surviving with this skill can be seen [[:dala-berserk_barb.shtml|here]].&lt;br /&gt;
 &lt;br /&gt;
Berserk wasn't seen as much use in D2.   It was very buggy, the physical damage didn't convert to magical damage as it was supposed to, and the AC penalty from it was very buggy, it tended to keep multiplying your penalty every use, and would get to -56000 and then flip over, so you could make yourself invulnerable, then next swing it would flip back to negative, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; In D2X Berserk is tremendously powerful, and is probably the most overpowered Barbarian skill, enabling a Barb with a good weapon to kill any PI (Physical Immune) monster in a Hell game in just a few swings, much to the envy of Paladins and especially Druids, who have no useful skills against PIs.   It's such a massive damage and AR bonus that Berserk is nice for killing any single target, while Whirlwind is better for mobs where you can get multiple hits on multiple targets.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 26, 2000==&lt;br /&gt;
::''Finding Uniques in Diablo II is both simpler and more complicated than previously thought.   In new info unearthed by Jarulf, and [[:gambling.shtml|posted about]] by Bliz as well, it turns out that unique items of the same type (rings, amulets, etc) will only generate in a certain order, and that you (or someone else in your game) must have the first (and second) items in order to get the third.  More testing is needed to determine exactly how this works in terms of gambling and also monster-dropped items. &lt;br /&gt;
 &lt;br /&gt;
We describe exactly how this method worked on our [[:armor-rings.shtml|Uniques Rings ]]pages now, but the method no longer works in D2 after v1.07, and it never worked in D2X.   The discovery of this was quite a change, since it made gambling SoJs not all that hard, and started the real hording of them, which lead to them eventually becoming the currency of the realm.   The same technique worked on Unique Amulets, but no one valued those as much, and Eye of Etlich (the most desired one) required only a Nokozan in your stash.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==August 28, 2000==&lt;br /&gt;
::''Three modifiers found only on Unique and Set Items are commonly asked about.   &amp;quot;Deadly Strike&amp;quot; is a chance of doing double damage with any weapon attack. It is calculated after all other damage, including Critical Strike but not elemental damage. &amp;quot;Crushing Blow&amp;quot; is a chance of reducing the monster's remaining health by 50%. This one doesn't seem to work on big bosses though. &amp;quot;Open Wounds&amp;quot; is much like a poison attack; it causes a continual life drain to the target.   Full modifiers info can [[:special-modifiers.shtml|be seen here]].&lt;br /&gt;
 &lt;br /&gt;
The page linked to has been updated many times since then, and now has all sorts of odd D2X stuff like Absorbs and Demon Heal and such.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_July_2000&amp;diff=13401</id>
		<title>Fotds: July 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_July_2000&amp;diff=13401"/>
				<updated>2009-07-04T10:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD July 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==July 2, 2000==&lt;br /&gt;
::''Chilling Armor is a Clvl 24 skill from the Sorceress' Cold Spells Skill Tab.   This defensive skill creates a protective swirl of icy particles around her, that provides the Sorceress with a bonus to her Defense, and also launches an Ice Bolt attack against any attackers melee or ranged attackers.   It is not known if this works against magical, or just physical attacks. &lt;br /&gt;
 &lt;br /&gt;
Of course the skill does work against magical projectiles.   This FotD was posted long before the funny display of [[:chilling-armor2.shtml|Sorceress pong ]]was discovered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 3, 2000==&lt;br /&gt;
::''Life Tap (formerly known as Reverse Vampire) is a Clvl 18 skill from the Necromancer's Curses Skill Tab.   One of the few healing skills in the game, this one allows the Necromancer to gain life as the cursed monster takes damage.   It is not yet known exactly how this skill works when used in conjunction with minions, or in parties with multiple players.&lt;br /&gt;
 &lt;br /&gt;
We knew what all the skills did, but they hadn't all been tested extensively yet.   The game came out in late June, so at this point no one had played more than 4 or 5 days, and many people didn't even have a copy yet, especially outside of the US.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 7, 2000==&lt;br /&gt;
::''The Secret Cow Level is not just a joke in Diablo II.   You can get there in a SP or MP game, and it's quite easy.   Stick Wirt's Leg and a Town Portal book into the Horadric Cube, stand in the Rogue Encampment &amp;lt;b&amp;gt;after &amp;lt;/b&amp;gt;you've finished the game, Transmute them, and *poof* a red portal appears.   Our page with all sorts of info and images from TSCL can be seen [[:secret-cow-level.shtml|here]]. &lt;br /&gt;
 &lt;br /&gt;
The revelation that there really was a Secret Cow Level made quite a sensation at the time.   No one could quite believe it, and early screenshots of it were thought to be a joke or hoax, after there were endless hoaxes and jokes about secret levels in Diablo, none of which actually existed.   The Cow Level was mostly a novelty in Diablo, something fun to do once in a while, but never a place to level.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; That's very changed in D2X, and now you generally see more big public Cow games than Bloody Runs, as of late December, 2001.   Cows are worth a bit less experience than the monsters on Bloody Runs, but there are more cows in a smaller area, and any sort of mass attack kills them very fast, for they have no real resistances and no immunities.   Javazons are the clear rulers of the Cow Level, and there are more high level Javazons than any other character now, because of this.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 15, 2000==&lt;br /&gt;
::''Battlecry is a Clvl 18 Skill from the  Barbarian's Warcries Skill Tab.   This one casts with a rather  small radius, but has a potent effect, as it lowers the Defense and damage  dealt by all afflicted monsters for a short duration.   At Slvl 1 the  Duration is 12 seconds, Defense is lowered by 50%, and Damage dealt by  25%.   More points in this skill add only slightly to the benefits.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==July 22, 2000==&lt;br /&gt;
::''Raise Skeletal Mage is a Clvl 12 skill from the Necromancer's Summoning Skill Tab.   This skill summons forth skeletal mages from monster corpses, in four flavors; Cold, Fire, Ice, and Poison.   Which type you get is random.   The Mages have 61 hit points, and you can have one for the cost of 8 mana at Slvl 1. Full stats can be seen here, and see mages in action [[:raise-skeletal-mage.shtml|here]]. &lt;br /&gt;
 &lt;br /&gt;
We were so happy to have actual stats to post, rather than just &amp;quot;they are sorta weak&amp;quot; type analysis.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
==July 25, 2000==&lt;br /&gt;
::''Flavie, the NPC Rogue you encounter in Act One where the Blood Moor meets the Cold Plains, is a helpful character.   She doesn't move a step, but she will fire her bow at any monsters within her range.   The one problem with this is that anything that dies on the screen with her will drop nothing, even bosses and champions, and even if you do all the damage to them.&lt;br /&gt;
 &lt;br /&gt;
This bug/feature with no monsters dropping anything or giving any experience if Flavie had shot them or was in sight when they died has since been fixed/changed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==July 30, 2000==&lt;br /&gt;
::''Charge is a Clvl 12 skill from the Paladin's [[:combat-skills.shtml#Charge|Combat Skills Tree]].   A very fun skill when used properly, with Charge the Paladin can do a quick dashing attack towards any enemy, hitting them with his weapon and doing a knock back, with a substantial damage and AR bonus.   It is possible to use Charge repeatedly on one monster, pushing them back as long as they have hit points and don't run into a wall to stop the knock back.   Very useful on Nightmare or in MP games. &lt;br /&gt;
 &lt;br /&gt;
Few players had characters in Hell yet, at least not doing very well there, so most discussion of the game was what to do on Normal, or when your character got into the 30's or 40's in Nightmare.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_June_2000&amp;diff=13400</id>
		<title>Fotds: June 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_June_2000&amp;diff=13400"/>
				<updated>2009-07-04T10:40:34Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
June has about the most missing FotDs, for some reason.   We probably didn't post that many with the Stress Test ongoing and much news of the game coming up.   If there are 10 news items a day, changing the FotD doesn't seem so necessary.   But we surely did more than the few we have preserved here.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==June 5, 2000==&lt;br /&gt;
::''Vigor is a Clvl 18 skill from the Paladin's Defensive Auras Skill Tree.   This aura isn't one you'll want to specialize in, but it will come in handy at times, as it boosts your max stamina, stamina recovery rate, and also your foot speed.   Very convenient if you have a long distance to travel, or need to run from some of the stamina-draining monsters you'll run into in the later acts. &lt;br /&gt;
 &lt;br /&gt;
Stamina drain was thought likely to be a big deal late in the game, but of course it turns out to be something you can pretty much ignore.   High level characters hardly ever have any stamina problems, unless you are playing something like a low hps Sorcy with plate mail on.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==June 9, 2000==&lt;br /&gt;
::''Lightning Fury is a Clvl 30 skill from the Amazon's Spear and Javelin Skill Tab.   This skill, formerly known as Zeus Bolt, is used with a throw javelin-class weapon, and is rather devastating.   The javelin turns into a lightning bolt as it flies towards the target, and upon impact it releases numerous bolts of lightning that will crackle through any nearby monsters. A very effective attack on a pack of enemies. &lt;br /&gt;
 &lt;br /&gt;
Another Amazon skill that got a name change to something less interesting.   There were several older skill names with Greek god themes, and all got changed to blander descriptions of the skill.   Since Amazons in the game mythology have no connection to Amazons of history, this is understandable, but still the new names are boring.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The [[:2000-june09.shtml|screenshot here ]]was taken long after this FotD was done, but you should check out Lightning Fury as it was in Diablo 2 if you've not seen it.   It was an amazingly cool-looking skill, far nicer than it is in D2X.   But of course it was so machine load heavy back then that it was virtually unusable, certainly not in a party.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==June 20, 2000==&lt;br /&gt;
::''Evade is a Clvl 24 skill from the Amazon's Passive and Magic Skill Tab.   This very useful skill enables her to not be hit by melee or missile attacks while she is running.   But only while running, Dodge and Avoid come into play when she's standing still.   Since while running your character's Defense drops to zero, and nearly every attack will hit you if it is in range, this skill gives the Amazon a big advantage in that area.&lt;br /&gt;
 &lt;br /&gt;
Evade lock turned out to be a pain in the ass in D2, but other than that it was a good skill.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_June_2000&amp;diff=13399</id>
		<title>Fotds: June 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_June_2000&amp;diff=13399"/>
				<updated>2009-07-04T10:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD June 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
June has about the most missing FotDs, for some reason.   We probably didn't post that many with the Stress Test ongoing and much news of the game coming up.   If there are 10 news items a day, changing the FotD doesn't seem so necessary.   But we surely did more than the few we have preserved here.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==June 5, 2000==&lt;br /&gt;
::''Vigor is a Clvl 18 skill from the Paladin's Defensive Auras Skill Tree.   This aura isn't one you'll want to specialize in, but it will come in handy at times, as it boosts your max stamina, stamina recovery rate, and also your foot speed.   Very convenient if you have a long distance to travel, or need to run from some of the stamina-draining monsters you'll run into in the later acts. &lt;br /&gt;
 &lt;br /&gt;
Stamina drain was thought likely to be a big deal late in the game, but of course it turns out to be something you can pretty much ignore.   High level characters hardly ever have any stamina problems, unless you are playing something like a low hps Sorcy with plate mail on.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==June 9, 2000==&lt;br /&gt;
::''Lightning Fury is a Clvl 30 skill from the Amazon's Spear and Javelin Skill Tab.   This skill, formerly known as Zeus Bolt, is used with a throw javelin-class weapon, and is rather devastating.   The javelin turns into a lightning bolt as it flies towards the target, and upon impact it releases numerous bolts of lightning that will crackle through any nearby monsters. A very effective attack on a pack of enemies. &lt;br /&gt;
 &lt;br /&gt;
Another Amazon skill that got a name change to something less interesting.   There were several older skill names with Greek god themes, and all got changed to blander descriptions of the skill.   Since Amazons in the game mythology have no connection to Amazons of history, this is understandable, but still the new names are boring.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The [[:2000-june09.shtml|screenshot here ]]was taken long after this FotD was done, but you should check out Lightning Fury as it was in Diablo 2 if you've not seen it.   It was an amazingly cool-looking skill, far nicer than it is in D2X.   But of course it was so machine load heavy back then that it was virtually unusable, certainly not in a party.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==June 20, 2000==&lt;br /&gt;
::''Evade is a Clvl 24 skill from the Amazon's Passive and Magic Skill Tab.   This very useful skill enables her to not be hit by melee or missile attacks while she is running.   But only while running, Dodge and Avoid come into play when she's standing still.   Since while running your character's Defense drops to zero, and nearly every attack will hit you if it is in range, this skill gives the Amazon a big advantage in that area.&lt;br /&gt;
 &lt;br /&gt;
Evade lock turned out to be a pain in the ass in D2, but other than that it was a good skill.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2000&amp;diff=13398</id>
		<title>Fotds: May 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2000&amp;diff=13398"/>
				<updated>2009-07-04T10:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Beta test continued in May, but was close to wrapping up so that the Stress Test could being.   This was basically an online demo, with just a bit of Act One, the Barbarian, and only his Clvl 1 skills to use.   The idea was to get as many people on Battle.net at once as possible, to stress test the servers (they of course got 10x as many people the first month of D2, which caused huge lag problems until Bliz could get more servers online).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The Stress Test was a 100meg download, and it was mirrored in many places, but to actually play on Battle.net you had to have a registration code, and Blizzard only gave those out in email (Max Schaefer gave out quite a few in our chat room.) to selected testers, with more added every week or so.   So anyone could DL the program, but you had to have an active code to play it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; With there not all that much to the Stress Test, lots of players got tired of it after trying it out for a week or two, and we ran a very active key exchange program, where players would mails us their keys if they weren't going to play anymore, and we'd give them out to people who mailed asking for them.   Hundreds of codes came in and went out so other players could try it.   Blizzard loved the idea, since they wanted the most people on as possible, and didn't care how they got their codes.   Towards the end of the Stress Test they removed the registration code requirement, trying to get a huge surge of users at the very end to prepare for the game launch.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; There are more holes in the archives in this month, mostly just sloppy record keeping.   I'd write the FotD's on the spot, put them on the main page, and then write another one a couple of days later, and not always remember/bother to paste them into the archive page.     Since early 2001 they are written in advance on an archive page, and pasted to the main page from there, so we don't lose them anymore.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
==May 2, 2000==&lt;br /&gt;
::''Frozen Armor is Clvl One skill from the Sorceress' Cold Spells Skill Tab.   A very useful skill for the Sorceress, this one causes any melee attacker who strikes her to freeze in place for a short time, allowing her to escape, or fight back.   It also raises her Defense rating, and even has a cute swirling sparkly look around her body.   See it here. &lt;br /&gt;
 &lt;br /&gt;
The screenie looks just like it does now, in this shot from the beta.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 4, 2000==&lt;br /&gt;
::''Double Throw is a Clvl 12 skill from the Barbarian's Warcries Skill Tab.   This one doesn't seem like that much at first glance, since it just enables the Barb to equip and throw items in each hand.   However upon testing it in the beta, we've found it to be a very cool skill.   His throwing rate with it is very fast, and with a point in throwing Mastery, he adds around 30% to his damage and Attack Rating.   Excellent for dealing with ranged attackers, it [[:2000-may04.shtml|looks cool]], and the mana cost is very low also. &lt;br /&gt;
 &lt;br /&gt;
Throw Barbs were awesome in the beta, if you had enough gold to buy the weapons you went through so quickly.   We figured they'd be good in the final game also, but of course they proved inadequate for bigger games and especially on higher difficulties.   Weapons weren't sufficient, small stacks, no repairing weapons, no magical throwing weapons, etc.   Most of which are fixed in D2X.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 7, 2000==&lt;br /&gt;
::''Shiver Armor is a Clvl 12 skill from the Sorceress' [[:cold-based.shtml|Cold Spells Tab]].   A step up from Frozen Armor, this one protects the Sorceress by raising her Armor a substantial percentage (45% at Slvl 1), and chilling (4 sec at Slvl 1) any melee attackers that land a successful hit on you, giving the Sorc time to move away, or blast them.   See the Stats up to Slvl 10, and a cool animation showing off the light radius boost.&lt;br /&gt;
&lt;br /&gt;
This was the called the &amp;quot;Popcorn Armor&amp;quot; in the beta, due to the way the ingame graphics send little splashes of cold dust up into the air over her head constantly.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 14, 2000==&lt;br /&gt;
::''Revive is a Clvl 30 skill from the Necromancer's Summoning Skill Tree. Revive requires the Necromancer to target a corpse, and from it resurrects the monster to serve the Necromancer.   The Revived creature is black in color, as you can see [[:2000-may14.shtml|here]], and has a substantial hit point bonus; 200% at Slvl 1.   The AI is rather lacking though, and Revived's are clearly the stupidest of all the Necromancer's minions; slow to attack, and requiring the Necromancer to often wait for them to keep up.&lt;br /&gt;
 &lt;br /&gt;
The screenshot link is live.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Revive wasn't available in the beta, of course (no one got to Clvl 30 anyway) but we were all eager to try it out, though enthusiasm was somewhat tempered by our reports that they were very slow and dumb from seeing them at Blizzard North.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==May 26, 2000==&lt;br /&gt;
::''Valkyrie is a Clvl 30 skill from the Amazon's Passive and Magic Skill Tree.   This one works much like a golem, creating a powerful warrior to fight along side the Amazon.   She looks just like an Amazon in gold plate mail, is always armed with a spear, and does substantial melee damage.   With a lot of hit points and, she is excellent at &amp;quot;tanking&amp;quot;, drawing the attacks of the monsters, freeing up the Amazon to heal or murder them from a distance.   Valkyrie [[:ama-ss1.htm|in action]]. &lt;br /&gt;
 &lt;br /&gt;
The semi-ugly icon here is a result of us making it ourselves.   There had never been a Valkyrie icon shown, but we remembered more of less what it looked like from seeing it at Blizzard North, so we did what we could.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This is an odd screenshot, it's either evidence of two Decoys at a time, or else a Valkyrie that changed headgear to match the player, way back when.   We don't know which at this point. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==May 29, 2000==&lt;br /&gt;
::''Duplicate, formerly known as Dopplezon, is a Clvl 24 skill from the Amazon's Passive and Magic Skill Tree.   This skill is essential, as a pre-requisite to enabling the extremely useful Valkyrie, at Clvl 30, but it's useful in its own right.   It creates an exact duplicate of the Amazon, mirroring her current equipment.   The duplicate lasts for a set amount of time, or as long as its hit points last, if it is attacked.   It can not move or fight, but is useful to distract the monsters from the Amazon, letting her heal or fire on them from a safe distance.&lt;br /&gt;
 &lt;br /&gt;
The name changed a lot, since it's Decoy in the final game.  I still prefer Dopplezon myself.  A &amp;quot;doppleganger&amp;quot; is a &amp;quot;ghostly counterpart of a living person&amp;quot;, which certainly is an appropriate name for this skill, but Blizzard probably thought not enough people would know what it meant and be confused by the skill name.  Not that that ever stopped them on the Curses or Auras, which have effects that are hardly ever anticipated by their names.  Basically Amazon skill names got cheesed.&lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2000&amp;diff=13397</id>
		<title>Fotds: May 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_May_2000&amp;diff=13397"/>
				<updated>2009-07-04T10:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD May 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
The Beta test continued in May, but was close to wrapping up so that the Stress Test could being.   This was basically an online demo, with just a bit of Act One, the Barbarian, and only his Clvl 1 skills to use.   The idea was to get as many people on Battle.net at once as possible, to stress test the servers (they of course got 10x as many people the first month of D2, which caused huge lag problems until Bliz could get more servers online).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The Stress Test was a 100meg download, and it was mirrored in many places, but to actually play on Battle.net you had to have a registration code, and Blizzard only gave those out in email (Max Schaefer gave out quite a few in our chat room.) to selected testers, with more added every week or so.   So anyone could DL the program, but you had to have an active code to play it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; With there not all that much to the Stress Test, lots of players got tired of it after trying it out for a week or two, and we ran a very active key exchange program, where players would mails us their keys if they weren't going to play anymore, and we'd give them out to people who mailed asking for them.   Hundreds of codes came in and went out so other players could try it.   Blizzard loved the idea, since they wanted the most people on as possible, and didn't care how they got their codes.   Towards the end of the Stress Test they removed the registration code requirement, trying to get a huge surge of users at the very end to prepare for the game launch.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; There are more holes in the archives in this month, mostly just sloppy record keeping.   I'd write the FotD's on the spot, put them on the main page, and then write another one a couple of days later, and not always remember/bother to paste them into the archive page.     Since early 2001 they are written in advance on an archive page, and pasted to the main page from there, so we don't lose them anymore.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
==May 2, 2000==&lt;br /&gt;
::''Frozen Armor is Clvl One skill from the Sorceress' Cold Spells Skill Tab.   A very useful skill for the Sorceress, this one causes any melee attacker who strikes her to freeze in place for a short time, allowing her to escape, or fight back.   It also raises her Defense rating, and even has a cute swirling sparkly look around her body.   See it here. &lt;br /&gt;
 &lt;br /&gt;
The screenie looks just like it does now, in this shot from the beta.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 4, 2000==&lt;br /&gt;
::''Double Throw is a Clvl 12 skill from the Barbarian's Warcries Skill Tab.   This one doesn't seem like that much at first glance, since it just enables the Barb to equip and throw items in each hand.   However upon testing it in the beta, we've found it to be a very cool skill.   His throwing rate with it is very fast, and with a point in throwing Mastery, he adds around 30% to his damage and Attack Rating.   Excellent for dealing with ranged attackers, it [[:2000-may04.shtml|looks cool]], and the mana cost is very low also. &lt;br /&gt;
 &lt;br /&gt;
Throw Barbs were awesome in the beta, if you had enough gold to buy the weapons you went through so quickly.   We figured they'd be good in the final game also, but of course they proved inadequate for bigger games and especially on higher difficulties.   Weapons weren't sufficient, small stacks, no repairing weapons, no magical throwing weapons, etc.   Most of which are fixed in D2X.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 7, 2000==&lt;br /&gt;
::''Shiver Armor is a Clvl 12 skill from the Sorceress' [[:cold-based.shtml|Cold Spells Tab]].   A step up from Frozen Armor, this one protects the Sorceress by raising her Armor a substantial percentage (45% at Slvl 1), and chilling (4 sec at Slvl 1) any melee attackers that land a successful hit on you, giving the Sorc time to move away, or blast them.   See the Stats up to Slvl 10, and a cool animation showing off the light radius boost.&lt;br /&gt;
 &lt;br /&gt;
size=&amp;quot;2&amp;quot; face=&amp;quot;Verdana&amp;quot;&amp;gt;This was the called the &amp;quot;Popcorn Armor&amp;quot; in the beta, due to the way the ingame graphics send little splashes of cold dust up into the air over her head constantly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==May 14, 2000==&lt;br /&gt;
::''Revive is a Clvl 30 skill from the Necromancer's Summoning Skill Tree. Revive requires the Necromancer to target a corpse, and from it resurrects the monster to serve the Necromancer.   The Revived creature is black in color, as you can see [[:2000-may14.shtml|here]], and has a substantial hit point bonus; 200% at Slvl 1.   The AI is rather lacking though, and Revived's are clearly the stupidest of all the Necromancer's minions; slow to attack, and requiring the Necromancer to often wait for them to keep up.&lt;br /&gt;
 &lt;br /&gt;
The screenshot link is live.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Revive wasn't available in the beta, of course (no one got to Clvl 30 anyway) but we were all eager to try it out, though enthusiasm was somewhat tempered by our reports that they were very slow and dumb from seeing them at Blizzard North.  &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13270</id>
		<title>Fotds: September 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13270"/>
				<updated>2009-06-28T10:17:37Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* September 17, 2001 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 6, 2001==&lt;br /&gt;
::''Shopping is quicker in v1.09, with automatic fill ups of potions, scrolls, and keys.&amp;lt;br&amp;gt; Just visit the NPC merchant, and right click on the item you want to stack while holding &amp;quot;shift&amp;quot;, and you will automatically fill a stack Scrolls will fill the book to 20, potions will fill all available belt slots, and keys will fill a stack to 12. &lt;br /&gt;
 &lt;br /&gt;
Back in the old days, we had to click 20 times on a scroll.  The time-saving technique then was when they offered you a book with 4 or 5 charges, and you'd buy a few of them, and then stack them up in your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 11, 2001==&lt;br /&gt;
::''In the Expansion, you can join games of the next difficulty level (by typing in the name of an active one) once you beat Diablo, but you must beat Baal to see them in the Join menu, or to create them.&amp;lt;br&amp;gt; So you can get to Act 5 in Normal or Nightmare, then join a game of the next diff level, move all the way through it, and never have done Baal on the lower diff level. It's not known if this is feature or bug. &lt;br /&gt;
 &lt;br /&gt;
This was a feature, so that characters who had beaten Diablo on various difficulty levels in D2 could join higher difficulty level games in D2X.&amp;lt;br&amp;gt; For a time in D2X you could do this with new characters as well, but it appears to have been fixed as of v1.09d.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September 17, 2001==&lt;br /&gt;
::''The [[:act-five-pg2.shtml#q4|Act Five quest]] that requires you to kill Nihlathak is very dangerous, and the quest reward isn't anything great.&amp;lt;br&amp;gt; Nihlathak is the highest level monster in the entire game, other than Baal, so he can drop big, but it's not worth the risk.&amp;lt;br&amp;gt; A further problem is that once you complete the quest, in games you create on that difficulty level Anya will not open the red portal, so you can't pop over to the zombie garden and get the quick Super Unique kill in Pindleskin and the easy experience there.&lt;br /&gt;
 &lt;br /&gt;
As several people pointed out in emails, the red portal goes away once you kill Nihlathak, AND find the waypoint in the Halls.&amp;lt;br&amp;gt; You can kill Nihlathak and still do quick Pindleskin runs as long as you don't get the waypoint. &lt;br /&gt;
&lt;br /&gt;
And yes, you can still do Pindleskin even without the red portal, but you'll have to find the stairs up on two very large levels, which defeats the whole &amp;quot;quick run&amp;quot; purpose of it. &lt;br /&gt;
&lt;br /&gt;
Nihlathak is actually Mlvl 95, the same as Baal, but he can't drop everything due to how the Treasure Classes work.  The only item they could drop that nothing else could would be the Constricting Ring, which isn't enabled anyway.&lt;br /&gt;
&lt;br /&gt;
Everyone, especially Hardcore characters, by now knows how deadly Nihlathak is, and he's very seldom toyed with.  Those 1500+ damage instant death from a full screen away Corpse Explosions aren't much fun.&lt;br /&gt;
&lt;br /&gt;
==September , 2001==&lt;br /&gt;
::''Lightning-Enchanted monsters are even nastier in v1.09 D2X than they were in the past.&amp;lt;br&amp;gt; Just normal LE's aren't changed, but many other mods will stack damage on top of the LE bolts, including Cold Enchanted and Fire Enchanted, and Conviction now lowers resistance as it should, so you'll take more elemental damage when a boss has it.&amp;lt;br&amp;gt; Be very careful with LE's, and just imagine the horror of an [[:83_bulbul_xulf.htm|MSLECE with Conviction]]?&lt;br /&gt;
 &lt;br /&gt;
My Barb, pictured in the Graveyard here, had recently croaked to this, so my tragedy turned into an FotD for everyone!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13269</id>
		<title>Fotds: September 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13269"/>
				<updated>2009-06-28T10:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 6, 2001==&lt;br /&gt;
::''Shopping is quicker in v1.09, with automatic fill ups of potions, scrolls, and keys.&amp;lt;br&amp;gt; Just visit the NPC merchant, and right click on the item you want to stack while holding &amp;quot;shift&amp;quot;, and you will automatically fill a stack Scrolls will fill the book to 20, potions will fill all available belt slots, and keys will fill a stack to 12. &lt;br /&gt;
 &lt;br /&gt;
Back in the old days, we had to click 20 times on a scroll.  The time-saving technique then was when they offered you a book with 4 or 5 charges, and you'd buy a few of them, and then stack them up in your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 11, 2001==&lt;br /&gt;
::''In the Expansion, you can join games of the next difficulty level (by typing in the name of an active one) once you beat Diablo, but you must beat Baal to see them in the Join menu, or to create them.&amp;lt;br&amp;gt; So you can get to Act 5 in Normal or Nightmare, then join a game of the next diff level, move all the way through it, and never have done Baal on the lower diff level. It's not known if this is feature or bug. &lt;br /&gt;
 &lt;br /&gt;
This was a feature, so that characters who had beaten Diablo on various difficulty levels in D2 could join higher difficulty level games in D2X.&amp;lt;br&amp;gt; For a time in D2X you could do this with new characters as well, but it appears to have been fixed as of v1.09d.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September 17, 2001==&lt;br /&gt;
::''The [[:act-five-pg2.shtml#q4|Act Five quest]] that requires you to kill Nihlathak is very dangerous, and the quest reward isn't anything great.&amp;lt;br&amp;gt; Nihlathak is the highest level monster in the entire game, other than Baal, so he can drop big, but it's not worth the risk.&amp;lt;br&amp;gt; A further problem is that once you complete the quest, in games you create on that difficulty level Anya will not open the red portal, so you can't pop over to the zombie garden and get the quick Super Unique kill in Pindleskin and the easy experience there.&lt;br /&gt;
 &lt;br /&gt;
As several people pointed out in emails, the red portal goes away once you kill Nihlathak, AND find the waypoint in the Halls.&amp;lt;br&amp;gt; You can kill Nihlathak and still do quick Pindleskin runs as long as you don't get the waypoint. And yes, you can still do Pindleskin even without the red portal, but you'll have to find the stairs up on two very large levels, which defeats the whole &amp;quot;quick run&amp;quot; purpose of it. Nihlathak is actually Mlvl 95, the same as Baal, but he can't drop everything due to how the Treasure Classes work.  The only item they could drop that nothing else could would be the Constricting Ring, which isn't enabled anyway. Everyone, especially Hardcore characters, by now knows how deadly Nihlathak is, and he's very seldom toyed with.  Those 1500+ damage instant death from a full screen away Corpse Explosions aren't much fun.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September , 2001==&lt;br /&gt;
::''Lightning-Enchanted monsters are even nastier in v1.09 D2X than they were in the past.&amp;lt;br&amp;gt; Just normal LE's aren't changed, but many other mods will stack damage on top of the LE bolts, including Cold Enchanted and Fire Enchanted, and Conviction now lowers resistance as it should, so you'll take more elemental damage when a boss has it.&amp;lt;br&amp;gt; Be very careful with LE's, and just imagine the horror of an [[:83_bulbul_xulf.htm|MSLECE with Conviction]]?&lt;br /&gt;
 &lt;br /&gt;
My Barb, pictured in the Graveyard here, had recently croaked to this, so my tragedy turned into an FotD for everyone!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13268</id>
		<title>Fotds: September 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13268"/>
				<updated>2009-06-28T10:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: /* September 6, 2001 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 6, 2001==&lt;br /&gt;
::''Shopping is quicker in v1.09, with automatic fill ups of potions, scrolls, and keys.&amp;lt;br&amp;gt; Just visit the NPC merchant, and right click on the item you want to stack while holding &amp;quot;shift&amp;quot;, and you will automatically fill a stack Scrolls will fill the book to 20, potions will fill all available belt slots, and keys will fill a stack to 12. &lt;br /&gt;
 &lt;br /&gt;
Back in the old days, we had to click 20 times on a scroll.  The time-saving technique then was when they offered you a book with 4 or 5 charges, and you'd buy a few of them, and then stack them up in your inventory.&lt;br /&gt;
&lt;br /&gt;
==September 11, 2001==&lt;br /&gt;
::''In the Expansion, you can join games of the next difficulty level (by typing in the name of an active one) once you beat Diablo, but you must beat Baal to see them in the Join menu, or to create them.&amp;lt;br&amp;gt; So you can get to Act 5 in Normal or Nightmare, then join a game of the next diff level, move all the way through it, and never have done Baal on the lower diff level. It's not known if this is feature or bug. &lt;br /&gt;
 &lt;br /&gt;
This was a feature, so that characters who had beaten Diablo on various difficulty levels in D2 could join higher difficulty level games in D2X.&amp;lt;br&amp;gt; For a time in D2X you could do this with new characters as well, but it appears to have been fixed as of v1.09d.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September 17, 2001==&lt;br /&gt;
::''The [[:act-five-pg2.shtml#q4|Act Five quest]] that requires you to kill Nihlathak is very dangerous, and the quest reward isn't anything great.&amp;lt;br&amp;gt; Nihlathak is the highest level monster in the entire game, other than Baal, so he can drop big, but it's not worth the risk.&amp;lt;br&amp;gt; A further problem is that once you complete the quest, in games you create on that difficulty level Anya will not open the red portal, so you can't pop over to the zombie garden and get the quick Super Unique kill in Pindleskin and the easy experience there.&lt;br /&gt;
 &lt;br /&gt;
As several people pointed out in emails, the red portal goes away once you kill Nihlathak, AND find the waypoint in the Halls.&amp;lt;br&amp;gt; You can kill Nihlathak and still do quick Pindleskin runs as long as you don't get the waypoint. And yes, you can still do Pindleskin even without the red portal, but you'll have to find the stairs up on two very large levels, which defeats the whole &amp;quot;quick run&amp;quot; purpose of it. Nihlathak is actually Mlvl 95, the same as Baal, but he can't drop everything due to how the Treasure Classes work.  The only item they could drop that nothing else could would be the Constricting Ring, which isn't enabled anyway. Everyone, especially Hardcore characters, by now knows how deadly Nihlathak is, and he's very seldom toyed with.  Those 1500+ damage instant death from a full screen away Corpse Explosions aren't much fun.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September , 2001==&lt;br /&gt;
::''Lightning-Enchanted monsters are even nastier in v1.09 D2X than they were in the past.&amp;lt;br&amp;gt; Just normal LE's aren't changed, but many other mods will stack damage on top of the LE bolts, including Cold Enchanted and Fire Enchanted, and Conviction now lowers resistance as it should, so you'll take more elemental damage when a boss has it.&amp;lt;br&amp;gt; Be very careful with LE's, and just imagine the horror of an [[:83_bulbul_xulf.htm|MSLECE with Conviction]]?&lt;br /&gt;
 &lt;br /&gt;
My Barb, pictured in the Graveyard here, had recently croaked to this, so my tragedy turned into an FotD for everyone!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13267</id>
		<title>Fotds: September 2001</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_September_2001&amp;diff=13267"/>
				<updated>2009-06-28T10:01:08Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD September 2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==September 6, 2001==&lt;br /&gt;
::''Shopping is quicker in v1.09, with automatic fill ups of potions, scrolls, and keys.&amp;lt;br&amp;gt; Just visit the NPC merchant, and right click on the item you want to stack while holding &amp;quot;shift&amp;quot;, and you will automatically fill a stack Scrolls will fill the book to 20, potions will fill all available belt slots, and keys will fill a stack to 12. &lt;br /&gt;
 &lt;br /&gt;
Back in the old days, we had to click 20 times on a scroll.&amp;lt;br&amp;gt; The time-saving technique then was when they offered you a book with 4 or 5 charges, and you'd buy a few of them, and then stack them up in your inventory.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September 11, 2001==&lt;br /&gt;
::''In the Expansion, you can join games of the next difficulty level (by typing in the name of an active one) once you beat Diablo, but you must beat Baal to see them in the Join menu, or to create them.&amp;lt;br&amp;gt; So you can get to Act 5 in Normal or Nightmare, then join a game of the next diff level, move all the way through it, and never have done Baal on the lower diff level. It's not known if this is feature or bug. &lt;br /&gt;
 &lt;br /&gt;
This was a feature, so that characters who had beaten Diablo on various difficulty levels in D2 could join higher difficulty level games in D2X.&amp;lt;br&amp;gt; For a time in D2X you could do this with new characters as well, but it appears to have been fixed as of v1.09d.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September 17, 2001==&lt;br /&gt;
::''The [[:act-five-pg2.shtml#q4|Act Five quest]] that requires you to kill Nihlathak is very dangerous, and the quest reward isn't anything great.&amp;lt;br&amp;gt; Nihlathak is the highest level monster in the entire game, other than Baal, so he can drop big, but it's not worth the risk.&amp;lt;br&amp;gt; A further problem is that once you complete the quest, in games you create on that difficulty level Anya will not open the red portal, so you can't pop over to the zombie garden and get the quick Super Unique kill in Pindleskin and the easy experience there.&lt;br /&gt;
 &lt;br /&gt;
As several people pointed out in emails, the red portal goes away once you kill Nihlathak, AND find the waypoint in the Halls.&amp;lt;br&amp;gt; You can kill Nihlathak and still do quick Pindleskin runs as long as you don't get the waypoint. And yes, you can still do Pindleskin even without the red portal, but you'll have to find the stairs up on two very large levels, which defeats the whole &amp;quot;quick run&amp;quot; purpose of it. Nihlathak is actually Mlvl 95, the same as Baal, but he can't drop everything due to how the Treasure Classes work.  The only item they could drop that nothing else could would be the Constricting Ring, which isn't enabled anyway. Everyone, especially Hardcore characters, by now knows how deadly Nihlathak is, and he's very seldom toyed with.  Those 1500+ damage instant death from a full screen away Corpse Explosions aren't much fun.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==September , 2001==&lt;br /&gt;
::''Lightning-Enchanted monsters are even nastier in v1.09 D2X than they were in the past.&amp;lt;br&amp;gt; Just normal LE's aren't changed, but many other mods will stack damage on top of the LE bolts, including Cold Enchanted and Fire Enchanted, and Conviction now lowers resistance as it should, so you'll take more elemental damage when a boss has it.&amp;lt;br&amp;gt; Be very careful with LE's, and just imagine the horror of an [[:83_bulbul_xulf.htm|MSLECE with Conviction]]?&lt;br /&gt;
 &lt;br /&gt;
My Barb, pictured in the Graveyard here, had recently croaked to this, so my tragedy turned into an FotD for everyone!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_April_2000&amp;diff=12843</id>
		<title>Fotds: April 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_April_2000&amp;diff=12843"/>
				<updated>2009-05-08T06:01:53Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD April 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 1, 2000==&lt;br /&gt;
::''Shimmy is a newly-added Clvl 30 skill from the Amazon's Passive and Magic Skill Tab.  The most powerful skill in the Dodge/Avoid/Evade famlly, Shimmy grants the Amazon a higher % chance of not being hit by melee or projectile weapons when she is walking, but not while standing still or running.  It has a potent PvP effect as well, causing Barbarians and Paladins to remove their most valuable piece of jewelry and give it to the Amazon.  Necromancers are of course immune to this skill&lt;br /&gt;
&lt;br /&gt;
Yes, the April 1st FotD strikes again.  The icon is the abandoned Necro skill &amp;quot;Familiar&amp;quot; turned upside down and with the little dots around it added, that I took from a submitted FSotW and used here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Necros are gay&amp;quot; jokes were always amusing back then, mostly because so many of the most rabid, younger D2 fans had sold their souls to the Necromancer fan club, and any suggestion of him being less than Uber and l33t and all of that was met with outrage.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer guild (that we hosted!) posted a petition and did a lot of forum spamming about how we were discriminating against the Necro and posting less info on him than the other characters, after our Blizzard North visit.&lt;br /&gt;
&lt;br /&gt;
Nevermind that we'd have no reason to do that, and ignore the fact that we posted our Necromancer gameplay report first of all the character reports from the visit.  No one got all that worked up over or emotionally tied to the Druid or Assassin pre-D2X, which is either a relief or a disappointment, depending on how you look at it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 2, 2000==&lt;br /&gt;
::''Sacrifice is a Clvl One skill from the Paladin's Combat Skills tree. A dangerous combat skill, this one provides the Paladin with a very damaging attack, but at a price.  The damage at just [[:Image:Pal-sacrifice-beta.jpg|Slvl One]] is impressive, with a 20% bonus to/hit, and a 180% bonus to damage.  The painful part is that it costs the Paladin 8% of his total hit points per use.   However it doesn't cost any mana, so it seems like a nice combination with Prayer.&lt;br /&gt;
&lt;br /&gt;
Leeching was a new concept, after being in Diablo, but only on a very few items. So it wasn't really understood at this point how easy it was to fill up your hit points while killing things, if you had some decent equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 3, 2000==&lt;br /&gt;
::''There will be three difficulty levels in Diablo II, just as there were in Diablo, and currently they share the same names; Normal, Nightmare, and Hell. Playing on a higher diff level will allow players to &amp;quot;raise the bar,&amp;quot; so to speak, and make the game harder for higher level characters. Also, there will be very high quality items, uniques, and modifiers that can only be found on the highest difficulty level, so you will be rewarded for taking the biggest risks. There will be some exp loss for death on Nightmare and Hell, and thinking about playing Hell solo? It's said to be balanced towards &amp;quot;suicidal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Blizzard insisted all along that Hell would be incredibly difficult, virtually impossible to do solo, and that careful party play would be required.  They lowered the diff a bit in later testing, but mostly just underestimated the quality of equipment players would accumulate.  In their internal higher difficulty testing (which they admittedly didn't do much of) they tended to have hacked Clvl 60 or 70 characters, who didn't have that much good equipment or what we'd consider good skill distribution now (it took a while for the concept of 20 points in one or two killing skills to become prevalent) so of course it was hard.&lt;br /&gt;
&lt;br /&gt;
Players were generally shocked upon reaching Hell in D2 and finding that it wasn't really much harder than Nightmare.  D2X hell was much harder initially, until players found bigger weapons and ways to overcome the 50% physical resistance on the monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 4, 2000==&lt;br /&gt;
::''Defiance is a Clvl 6 skill from the Paladin's Defensive Auras Skill Tab.  This aura adds substantially to the Paladin's defense (Armor Class), and is very useful in melee situations.  It adds 70% at Slvl one, and improves from there.  While useful at lower levels, it could be extremely useful once the Paladin had high AC, as it would boost it through the roof.&lt;br /&gt;
&lt;br /&gt;
Blizzard had said all through development that AC would be important, and it was important in Diablo, so we all figured we'd need it now.  Of course it turned out to be needless for most characters; Bowazons put on Greyform at Clvl 1, and still had it on at Clvl 80 in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 6, 2000==&lt;br /&gt;
::''Multi-shot arrow is a Clvl 6 skill from the Amazon's Bow and Crossbow Skill Tab.  This skill enables her to fire one arrow that splits into many, 2 at Slvl 1, and up from there to 8 at Slvl 7.  The spread of the arrows is controlled by how far from the Amazon you aim them, and hitting the same target with four or more arrows is quite possible.  Each one does the full normal arrow damage, and each one has a chance of hitting for double damage with Critical Strike.  An extremely effective skill. &lt;br /&gt;
&lt;br /&gt;
With the beta in hand, we could actually test out things in detail before posting them.  MS arrow did work like this early in the beta, where you could hit the same target with multiple shots.  According to Blizzard it was an accident, they had it like that early in testing but found it was way too powerful and changed it, but somehow the older skill code got into the first build of the beta.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 8, 2000==&lt;br /&gt;
::''Auras are not just for the Paladin and his friends in Diablo II.  Monsters can have auras as well, and when a monster with an aura gets near other monsters, they will share in the effect, just as other players share in the Paladin's auras.  Thus far only a few of the weaker Offensive Auras have been seen on monsters, but it is possibly they will have Defiance or Warmth or Thorns or other auras later in the game.  Lovely shot of aura-packing monsters can be seen [[:Image:2000-apr08-a1.jpg|here]].&lt;br /&gt;
&lt;br /&gt;
The screenie link is good, the shot resurrected from our D2 beta archives, which have literally hundreds, maybe close to a thousand shots that we posted in the month or so the beta ran. That is Holy Fire there, looking a bit different than it does in the final game.  I liked that look better, now it's too hard to tell from Might, but of course then it was very hard to tell from thorns.  The two half-circles rotated around your character's (or the monster's) feet.&lt;br /&gt;
&lt;br /&gt;
Actually seeing Auras was a revelation, since in screenshots they just look like lights on the ground, and it was amazing to see how they moved and pulsed and vibrated, like graphics on a scoreboard at a sporting event. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 10, 2000==&lt;br /&gt;
::''Frozen Armor is a Clvl 1 skill from the Sorceress' Cold Spells Tab.  A defensive skill, this one is quite effective early on, causing any melee attacker who successfully lands a hit on the Sorceress to be frozen in their tracks for a short time.  A great aid to the Sorceress if she's fighting melee, or just trying to run back from an attacker to get some space for her next spell.  Slvl 1: +30 Defense, 120 sec duration, Freezes for 1.2sec, costs 7 mana.&lt;br /&gt;
&lt;br /&gt;
Having actual spell stats to post was such fun, after months and years of conjecture about such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 18, 2000==&lt;br /&gt;
::''Lightning Javelin is a Clvl 12 skill from the Amazon's Spear and Javelin Skill Tab. A ranged attack, this one only works with a Javelin.  It adds a substantial lightning attack to your spear, and the damage increases quickly with more skill points. You can see it in flight [[:Image:2000-apr18-a1.jpg|here]]. &lt;br /&gt;
&lt;br /&gt;
The screenshot link works here; another old beta shot restored.  The graphics are slightly more detailed for lightning in these old shots, compared to the low-machine-load look it has in D2X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 22, 2000==&lt;br /&gt;
::''Increased Stamina, from the Barbarian's Combat Masteries skill tab,  is possibly the only skill in the beta that no one has ever actually put a point into yet. Actually, someone surely has, but it certainly isn't at the top of anyone's &amp;quot;gotta try it out&amp;quot; list.  By Clvl 12 most Barbarians have more stamina than they know what to do with.  However there are no plate armors in the Beta, and running while wearing plate mail causes rapid stamina drain, so perhaps this skill will look more attractive, later in the game.&lt;br /&gt;
&lt;br /&gt;
Or perhaps it will be a pre-req for a skill every Baba really wants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 25, 2000==&lt;br /&gt;
::''Frozen Orb is an awesome Clvl 30 skill from the Sorceress' Cold Spells Skill Tab.  When casting this spell, she emits a blue puffy cloud that moves forward at about walking speed, hovering at around her head height.  The Frozen Orb appears to spin, and sends out a spiral pattern of deadly Frost Spikes, which freeze their target, and deal heavy damage.  See it in action here.&lt;br /&gt;
&lt;br /&gt;
The screenie looks just like it does now, so no need to pull it out.  The beta capped skills at Clvl 12, so we didn't get to see it there, but during the beta a number of D2 previews were posted by sites that got to visit Blizzard and see the full game at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==April 27, 2000==&lt;br /&gt;
::''Chain Lightning, from the Sorceress' Lightning Spells Skill Tab, is a skill that dates way back to Diablo I, but it has been much changed in function and appearance in Diablo II.  And even in the icon graphic, as you can see here.  This one is more appropriate to how the skill works in Diablo II, since it now sends out just a few bolts, which arc from target to target.  You can see it at work with the new icon and the [[:Image:1999-july22.jpg|old one]]. &lt;br /&gt;
&lt;br /&gt;
The new one is here, to see the old one (which was used in Diablo as well) click the link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:1999-july22.jpg&amp;diff=12842</id>
		<title>File:1999-july22.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:1999-july22.jpg&amp;diff=12842"/>
				<updated>2009-05-08T06:00:53Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act One, beside the river.  The Sorceress here cutting loose with a gorgeous display of Chain Lightning, and just routing some Fallen.  This is not at all how Chain Lightining looked at E3, as we described it in the recent Uber Report.  This looks much more like the new and very impressive Lightning spell, which shoots out devastating bolts of destruction, far more effective and graphically impressive than the spell was in Diablo. You get a nice look at how the Chain works here, as it slices up to the top of the screen, and jumps from one Fallen to the next, curving a bit as it goes.  I would think that this is a petty high level of this spell, since it's far more powerful-looking here than it was at E3, though they've changed the graphic completely.  I put it up to lvl eight at E3 and it still would not send out more than one bolt at a time, not matter how surrounded I was.  But yes, this looks a lot more like what we would expect from Chain Lightning.  As for other thigns in the shot, note the glowing golden orb over the Sorceress' head?  I would assume that this is the first ever shot of Energy Shield, her Diablo II version of Mana Shield.  However, lots of things in Diablo II create a glowing icon over the character's head, including other spells and various types of herbs, so that's not confirmed just yet.  It also looks a bit like a test graphic to me, as it's not real visible or visually impressive.&lt;br /&gt;
&lt;br /&gt;
The best thing here?  The falling Fallen to the lower left of the Sorceress.  Look at him, stiff and straight falling backwards, with the blood gushing and the lighting wrapping around him.  Pity this isn't a night time shot to really see the pretty glowing colors.  Also, note the Fallen on the lower left, second from the bottom.   He's spurting blood also, but appears to be clear of the lightning, so speculate about that if you like.  Maybe a quick charge hit him and it's already dissipated by the time of this shot?  Lastly, note that the Sorceress has 100% full mana, yet she's obviously used a spell right here.  Probably a cheat mode for testing purposes, unless she drank on from her belt an instant before this shot was taken. -- 3D-enhanced shot, 6/99&lt;br /&gt;
&lt;br /&gt;
[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:1999-july22.jpg&amp;diff=12841</id>
		<title>File:1999-july22.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:1999-july22.jpg&amp;diff=12841"/>
				<updated>2009-05-08T06:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Act One, beside the river&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act One, beside the river&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-apr18-a1.jpg&amp;diff=12840</id>
		<title>File:2000-apr18-a1.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-apr18-a1.jpg&amp;diff=12840"/>
				<updated>2009-05-08T05:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning javelin in use, streaking towards an unsuspecting zombie.  Of course they have the AI of a toaster oven, so &amp;quot;unsuspecting&amp;quot; pretty well sums them up in all situations.  As you can see, this is a Lightning attack, which can deal quite high damage right from Slvl One, more than enough to sizzle this Zombie.  And it even has a lovely graphic.&lt;br /&gt;
&lt;br /&gt;
[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-apr18-a1.jpg&amp;diff=12839</id>
		<title>File:2000-apr18-a1.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-apr18-a1.jpg&amp;diff=12839"/>
				<updated>2009-05-08T05:56:27Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Lightning javelin in use, streaking towards an unsuspecting zombie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning javelin in use, streaking towards an unsuspecting zombie&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-apr08-a1.jpg&amp;diff=12838</id>
		<title>File:2000-apr08-a1.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-apr08-a1.jpg&amp;diff=12838"/>
				<updated>2009-05-08T05:52:21Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One more of the aura monster pack in the last shot.  Here the Sorceress has run around them, all the better to get another screenshot.  You can see the blue skeleton is still frozen a few seconds later, and it's not turned around, like the rest of them have.  Their fireballs aren't that fast, so aren't very hard to run and dodge.   But of course you have to stop at some point to target them, and when you do, they will start nailing you.  All the gold on the floor is because this is a small treasure sort of room.  When facing minion packs like this, it's generally best to try and kill off all the minions first, since they will die much more easily than the boss, and with them all gone you can deal with the boss one on one.&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-apr08-a1.jpg&amp;diff=12837</id>
		<title>File:2000-apr08-a1.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-apr08-a1.jpg&amp;diff=12837"/>
				<updated>2009-05-08T05:51:25Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: One more of the aura monster pack in the last sho&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One more of the aura monster pack in the last sho&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Pal-sacrifice-beta.jpg&amp;diff=12836</id>
		<title>File:Pal-sacrifice-beta.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Pal-sacrifice-beta.jpg&amp;diff=12836"/>
				<updated>2009-05-08T05:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill Level One Sacrifice Skill from the Beta&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Pal-sacrifice-beta.jpg&amp;diff=12835</id>
		<title>File:Pal-sacrifice-beta.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Pal-sacrifice-beta.jpg&amp;diff=12835"/>
				<updated>2009-05-08T05:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Skill Level One Sacrifice Skill from the Beta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill Level One Sacrifice Skill from the Beta&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_March_2000&amp;diff=12834</id>
		<title>Fotds: March 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_March_2000&amp;diff=12834"/>
				<updated>2009-05-08T05:37:19Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD March 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 1, 2000==&lt;br /&gt;
::''Charge is a Clvl 12 skill from the Paladin's Combat Skills Tab.  This skill enables him to rush at a target, and deliver a smashing attack with his weapon (or even bare-fisted) that knocks the target back and stuns them as well.  There is even a cool animation for it, with transparent images of the Paladin left behind as he runs.  The drawbacks to this skill are that the Charging speed isn't any faster than a normal running speed, and that it costs 9 mana per use, which is high for a Paladin skill. You can see it in use here, minus the cool graphics. &lt;br /&gt;
&lt;br /&gt;
This was a cool one, we posted the FotD, which is basically as you see it here, but had said it was a shield bash sort of skill.  We got an email from Kelly Johnson, Blizzard North artist and Paladin designer/tester informing us of an error in it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was just reading your &amp;quot;Fact of the Day&amp;quot;, I think you may be misleading your readers about Charge skill and its effectiveness. First of all its not a shield based attack, the shield has nothing to do with Charge. When you &amp;quot;Charge&amp;quot; an enemy the weapon is used to smack the opponent and not the shield. Charge works with any melee weapon and your bare fists. Charge is one of the Paladins best damage dealing attacks, it gives the same damage bonus as Sacrifice, only Vengeance gives you more bonus damage. The only drawback of Charge is the high mana cost, 9 points per use.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
So we updated the FotD with this more accurate info, and left it up a day longer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 3, 2000==&lt;br /&gt;
::''Cleansing is a Clvl 12 skill from the Paladin's Defensive Auras Skill Tab.  A very defensive aura, Cleansing's only function is to reduce the duration of poison.  This will come in handy, since poison attacks in Diablo II do initial poison damage (based on the attack and your poison resistance) but also have a lingering effect, which causes a steady hit point drain, and also turns your health bulb green, and causes your light radius to turn green and shrink as well.  It is not known if Cleansing adds to your poison resistance, but apparently it does not.&lt;br /&gt;
&lt;br /&gt;
Unknown if the lowering duration of Curses property of Cleansing was in at this time and we didn't know about it, or if that was added later.  Likely we just didn't know about it, since it wasn't in the skill hover info at that time.  It seemed odd then that it didn't do poison resistance, since there were Cold/Fire/Lightning resistance auras, but no poison.  Should have been a tip off to how unimportant poison res really is in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 4, 2000==&lt;br /&gt;
::''Increased Speed is a Clvl 24 passive skill from the Barbarian's Combat Masteries Skill Tab.  This skill is said to boost the Barbarians foot speed, for both running and walking. Exactly how much of a change in velocity this allows is unknown.   Also, with fast walk boots a relatively recent addition to the game, this skill seems prime to be altered or removed completely. &lt;br /&gt;
&lt;br /&gt;
Yes, there weren't always faster run/walk boots.  Decreased stamina use as a modifier was in for a long time, one of the oldest previews has Blizzard talking about likely magical modifiers, and &amp;quot;of the horse&amp;quot; is mentioned as one that will occur on boots and cut stamina drain.  But nothing about faster running was known at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 5, 2000==&lt;br /&gt;
::''Several Paladins in the same friendly party can work together very well, since their auras will stack.  Picture a mixture of Offensive and Defensive Auras, such as Holy Fire, Holy Shock, and Prayer all at work at the same time, dealing fire and lightning damage to the monsters, while all the Paladins are healing, and taking turns running Prayer, so no one gets too low on mana.   One balancing factor is that auras of the same type can not stack, so no triple-fast healing, or triple-Fanaticism for an Attack Rate near the speed of light.&lt;br /&gt;
&lt;br /&gt;
Having not played Paladins yet we didn't know how weak the three auras we listed in our example were. ;)  Yes, the stacking same aura question was asked just about every day back then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 7, 2000==&lt;br /&gt;
::''Single-player and Multi-player characters are very similar in Diablo II.  So much so that telling an SP game from a solo-MP game could be difficult. They have the same quests, difficulty levels, prices in town, number and difficulty of monsters, etc. The added bonus in Diablo II is that single-player characters can be played online, as &amp;quot;open&amp;quot; multi-player characters.  The only real difference between playing a multi-player character offline and a single player character is that presumably you'll be able to save the game at any time you like in single-player, and restore from a save if you crash or have some bad luck. &lt;br /&gt;
&lt;br /&gt;
As we know now, you can't save the game any time.  Blizzard wanted that option, but with such massive game worlds they couldn't get a workable save game size finished and not buggy.  So they just worked the save waypoints from multi to single.&lt;br /&gt;
&lt;br /&gt;
The lack of a SP save game feature was one of the biggest complaints about D2 by game reviewers and early non-online players, who were used to pure SP RPG games that could save at any point, anywhere. Playing until you finished a quest or found a waypoint, then quitting so you could start up right at that point next game wasn't a popular alternative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 7, 2000==&lt;br /&gt;
::''Guild Halls will provide great places to meet and chat with others in your guild, but there won't be any sparring allowed there, nor spell-casting.  This was something the Diablo II Development Team wanted to allow, but with so many characters allowed into a Guild Hall at once, (The number is not yet finalized, but will be at least 30 or 40.) letting there be combat or spell-casting would have been impossibly-taxing on the computers and internet connections of everyone in the room, not to mention the Bnet servers. &lt;br /&gt;
&lt;br /&gt;
As you know by now, Guild Halls didn't make the final game.  Mostly because Blizzard just didn't have time to work on them and get them to a final state, but also the main benefit of one was storage space for items and gold, and with the late addition of the stash covering much of that benefit, Guild Halls didn't seem as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 10, 2000==&lt;br /&gt;
::''Masteries are passive skills (meaning they are always in effect; they don't need to be clicked or selected to work) that tend to effect how a number of other skills or abilities work. More information on them can be found in our Character Section.  For example, Skeleton Mastery increases the hit points and damage dealt by all of the Necromancer's Raised skeletons or Revived creatures.  Fire Mastery increases the damage of all of the Sorceress' fire spells.  There are many others, with a variety of effects, including the Barbarian's six Combat Masteries.&lt;br /&gt;
&lt;br /&gt;
FotDs were often just basic game info in a condensed form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 11, 2000==&lt;br /&gt;
::''Realms are the term Blizzard North is currently using as a synonym for &amp;quot;servers&amp;quot;, the actual computers that you connect to to play Diablo II over Battle.net. Each realm can host thousands of games of Diablo II simultaneously, and the &amp;quot;Closed&amp;quot; Battle.net-only characters are stored on the Realms.  &amp;quot;Open&amp;quot; non-Battle.net characters can play online over Battle.net also, but they are not restricted to it or stored anywhere besides your hard drive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 12, 2000==&lt;br /&gt;
::''Hardcore characters are a new type in Diablo II that you can only play after you finish the game with a closed character. There are many interesting features to them, but the major difference is that they are mortal.   No resurrection or restarting in town upon death; if you die that's it.  Dead HC chars may still enter Bnet chat rooms, but they can not enter games, and they look like ghosts in the Battle.net chat. HC chars can not mix with normal chars ever, in any way.  They also have their own ladders, different colored names on Bnet, and special titles. &lt;br /&gt;
&lt;br /&gt;
HC was just announced around this time, right before the beta, and was a very hot topic at the time.  Immediately there were people springing up with &amp;quot;HC only!&amp;quot; slogans, and insulting others who didn't pledge to play HC only forever and ever.  The concept of permanent character death was relatively shocking then, and it's still pretty rare, with most online RPGs having guarantees that you'll never even lose any of your equip when you die, much less your character entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 13, 2000==&lt;br /&gt;
::''Town Portals exist in Diablo II, and they work more or less the same way they did in Diablo.  Changes now include the much spiffier graphic, the requirement that you cast it from a scroll, and the fact that the portal appears right where you are standing when you cast it, rather than being targetable, as it was in Diablo.  A nice addition is that when hovered on, the portal says where it is going to take you, as well as the name of the person who cast it.  Best of all, travel time with a portal is almost zero, another benefit of the background level loading&lt;br /&gt;
&lt;br /&gt;
The screenshot is interesting, one of the earliest PVP shots, not at all focused on the Town Portal, but as it was one of the few shots with the new TP graphics, we linked to it from this FotD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 14, 2000==&lt;br /&gt;
::''There are no penalties upon death in Diablo II, no stat or equipment loss, and not even any dropped equipment. No items are dropped at all, whether you are killed by a player or a monster. The only loss is to the gold in your inventory, since you drop all of it.  Half vanishes completely, and the other half lies there in a pile, where any other player can pick it up if they beat you to it.  PK'ed characters will drop an ear, or some other token of their demise, however.&lt;br /&gt;
&lt;br /&gt;
How much gold you dropped upon death was changed several times, with Blizzard lowering their initial &amp;quot;all of it&amp;quot; penalty concept.  Death penalties were a hot topic for a long time, with many players advocating some sort of penalty, since after all, death is in theory a bad thing.  Less skillful players, casual players, and those with bad machines or internet connections were a lot less enthusiastic about death penalties, and everyone agreed there needed to be some sort of work around to it so players could duel without such penalties.&lt;br /&gt;
&lt;br /&gt;
What exactly the PK'ed token would be was debated for a long time, with Blizzard saying and hinting that it would be different than the ear of D1, but in the end they went with that, probably just from a lack of thinking of anything else/better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 15, 2000==&lt;br /&gt;
::''NPCs have improved AI for better realism in Diablo II  Instead of just standing on one spot forever, the NPCs move around, though the merchants are restricted to the area around their shops.  They also have varied animation routines, where they go about restocking shelves or sharpening swords or other more natural activities. Other NPC's can be seen just milling around the town to add realism.  You can not interact with the non-essential NPCs. NPCs with something important to tell you about a quest will have an &amp;quot;!&amp;quot; over their heads.&lt;br /&gt;
&lt;br /&gt;
The link is live to one of the Blizzard magazine ads, with our added caption.  The shot of Lut Gholein is interesting, for the layout is totally different from the final game.  Likely it was just modified for the magazine shot, to put the most interesting features all in sight, rather than the palace being that close to the gate at some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 16, 2000==&lt;br /&gt;
::''Melee weapons in Diablo II all have different ranges. A polearm will hit an enemy farther away than a sword would, and the sword will have greater reach than a dagger, for example. You can actually hit a monster on the other side of a friendly player, or hit a dangerous monster behind a less-dangerous one, if you have a weapon that will reach them.  It is unknown if any characters will have greater range/longer arms than the others, but it seems unbalanced, and therefore unlikely.&lt;br /&gt;
&lt;br /&gt;
Typical of the old FotDs, some known fact and then some speculation about things never yet revealed.  We were right, in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 18, 2000==&lt;br /&gt;
::''A 3D card for Diablo II allows you to enjoy the parallax effect.  This is a 3D effect in which objects in the background are smaller, and objects in the foreground are larger, and therefore appear to be closer to the eye. When walking or running sideways, distant objects will scroll across the field of view more slowly than ones below your character.  Parallax gives the game a sort of &amp;quot;fisheye lens&amp;quot; effect, and looks great. It is demonstrated very clearly in one sequence in the Necromancer gameplay movie.&lt;br /&gt;
&lt;br /&gt;
This was a very new concept back then, and hard to imagine without seeing it in action.  You see it most clearly in D2X looking off the top of the Arreat Plateau, where you fight the Ancients, but the Necromancer AVI had a nice demo of it with the Necro walking along in town in Act 3, moving from by Alkor down towards the stash, and passing behind the cobra head carving on top of the temple in town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 20, 2000==&lt;br /&gt;
::''The Diablo II beta testers will be chosen from a random list sorted to cover a wide number of U.S./Canadian locations, and a variety of system set-ups.  Signups run from 12:01am Monday, March 20th, 2000 to 11:59pm tonight.  23:58 of beta goodness.  All applicants will be placed in a giant hat, and specially-engineered Blizzard robo-chimps will be lowered in, where they will pick 1000 winners, based on their computer system, location, and good luck.  Announcement of the winners is expected in about a week. &lt;br /&gt;
&lt;br /&gt;
People were absolutely giddy with glee over the beta sign up.  We were of course joking in this FotD, Blizzard discontinued their robo-chimps after the Starcraft beta.  They use robo-baboons now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 21, 2000==&lt;br /&gt;
::''&amp;quot;Closed&amp;quot; characters are the new type of character Blizzard North has created for Diablo II to add security to the game.   They will be stored on the Battle.net servers, are only playable online, are intended to be hack-proof, and can only interact (play, trade, Guild Hall) with other &amp;quot;closed&amp;quot; characters. 'Open&amp;quot; characters are like Diablo multi-player characters.  They can be played on Bnet or offline, over a LAN, modem, Kali, etc. Single-player characters can be played as open multi-player characters.&lt;br /&gt;
&lt;br /&gt;
Interesting thing about this one is that even in late March, at the time of the Beta sign up, Blizzard still hadn't ruled out Guild Halls (at least not publicly).  They were planning on slapping them together at the last minute, since they had most of the concept and art work done, but they just ran out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 22, 2000==&lt;br /&gt;
::''Axe Mastery is a Clvl 1 mastery from the Barbarian's Combat Masteries Skill Tab.  Like the other five weapon masteries, Axe Mastery will increase the Barbarian's skill with an axe, adding substantially to his damage and Attack Rating.  The improvement is said to be around 25% at Slvl one, and slightly less with each additional skill point.  In terms of throwing axes, axe mastery works for the melee attack with them, but not for throwing.   Throwing Mastery takes precedence there, and the masteries do not stack.&lt;br /&gt;
&lt;br /&gt;
We didn't want to do FotDs for all six of the Weapon Masteries, since they are all basically identical, but whenever we'd do one people would email or post in forums asking if Mace or Sword or Polearm worked the same as Throw or Axe, etc.  That and if we were pressed for time, we could change 3 words and the icon and have a new FotD!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 23, 2000==&lt;br /&gt;
::''Ice Blast is a Clvl six spell from the Sorceress' Cold Spells Tab.  One of the more powerful Clvl 6 spells in the game, this one works like Ice Bolt, shooting forth a small cold projectile, but instead of just chilling the target, it freezes then, stopping them in their tracks, as well as doing more damage.   The freeze doesn't last very long, just a second or two at Slvl One, but it's very useful for the Sorceress, giving her time to attack with a more damaging spell, or to run. Useful in a party as well.&lt;br /&gt;
&lt;br /&gt;
Back in the old days, we assumed character growth would be much slower than it actually is.  Blizzard was saying characters took days to work through all 4 acts, and to get to lvl 30+ was a project.  So it seemed that skills of every level would be of use.  That was the case for some time after the release, but after a month or two people were getting the hang of the game and storing up good equipment, and taking a brand new character to lvl 40 or 50 in a couple of days, blowing the whole leveling curve.&lt;br /&gt;
&lt;br /&gt;
Of course in D2X with the party exp sharing, it's possible to level 10x faster than it was playing solo in D2.  People have reached Clvl 99 in less than two days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 25, 2000==&lt;br /&gt;
::''Characters in Diablo II will gain titles for finishing the game.  All male characters and both female characters share a six titles, three for Hardcore and three for Normal, one for each diff level, though it is hoped that class-specific titles will be implemented before the game is released.  For normal characters they are:  Sir/Dame for normal, Baron/Baroness for nightmare, and Duke/Duchess for hell.  For HC characters, the titles are: Lord/Lady for normal, Count/Countess for nightmare, and King/Queen for hell.&lt;br /&gt;
&lt;br /&gt;
Blizzard considered doing different titles for each class, there are a few of them in the game files, but they never came up with all the names needed and abandoned it.  For a while after the announcement of different titles, we had numerous posts in our suggestions forum with everyone adding their list of possible titles.  There was a link to one from this FotD, but it's long long gone now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 27, 2000==&lt;br /&gt;
::''Guild support is out of Diablo II.  Blizzard North had long planned to include Guild Halls, and with them special tags, color schemes, and more.  Unfortunately, due to time constraints these features had to be dropped from the game.  They were too complicated, and there just was not time to get them all balanced and working in bulletproof fashion.  The Diablo II Dev Team hopes to add some sort of guild support after the release. &lt;br /&gt;
&lt;br /&gt;
Blizzard finally admitted that Guild Halls wouldn't be in, and there was great sorrow.  I don't recall anyone saying they wouldn't buy the game since Guild support wasn't in, but there was quite a bit of tooth-gnashing and lamentation.  Everyone assumed they'd get them in for the Expansion, and Blizzard initially said they would (when they announced the Expansion months later, though everyone was expecting one all along), but they ran out of time on it there also.&lt;br /&gt;
&lt;br /&gt;
I don't think they are all that missed now, it would be sorta cool to have them on Battle.net, where you could meet up with your friends or your guild mates if you are actually in a guild, but the only real benefit was going to be storage space, and Blizzard added in the Stash for that, partially due to Guild Halls being removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 28, 2000==&lt;br /&gt;
::''Mace Mastery is a Clvl 1 mastery from the Barbarian's Combat Masteries Skill Tab.  Like the other five weapon masteries, Mace Mastery will increase the Barbarian's skill with an axe, adding substantially to his damage and Attack Rating.  The improvement is said to be around 25% at Slvl one, and slightly less with each additional skill point.  Maces come in one and two-handed models in Diablo II, and do extra damage against the undead.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 29, 2000==&lt;br /&gt;
::''Dodge is a passive Clvl 6 skill from the Amazon's Passive and Magic Skill Tab, is the weakest of the Amazon's three &amp;quot;you can't hit me&amp;quot; skills.  The other two, Avoid and Evade, have distinct properties of their own, and all three are useful in certain situations.  Dodge specifically allows the Amazon a % chance of not being struck by a melee attack, as long as she's not walking or running.  Higher Slvls allow a higher % chance of dodging the strike, so a great skill to boost for anyone who plans a toe to toe battle'zon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==March 31, 2000==&lt;br /&gt;
::''The Diablo II closed beta test has begun!  Beta CDs were mailed yesterday, via Federal Express overnight delivery, and should be arriving in the US and Canada later today. Overseas testers will probably have to wait a few days longer, due to customs and distance.  The closed beta is the full Act One, no special gameplay modifications were made for the beta.  All five characters are available, and all Clvl 1, 6, and 12 skills are enabled, as well as all quests, monsters, items, etc that you would normally find in Act One.  Tons more info on it will be posted here soon.&lt;br /&gt;
&lt;br /&gt;
The D2 beta began very soon after the sign up, probably since it was just the lower level skills and Act 1, all things Blizzard had been working on for a long time and had quite polished.  They were still hard at work on other game issues, getting Act Four finished, tweaking the higher level skills, etc.&lt;br /&gt;
&lt;br /&gt;
The D2X beta started months after the sign up, rather than a couple of weeks, since it was the whole game, basically.  Blizzard had to get everything near final, though they did a lot of tweaking during and after the beta, changing skill damages and item stats and such.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_February_2000&amp;diff=12833</id>
		<title>Fotds: February 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_February_2000&amp;diff=12833"/>
				<updated>2009-05-07T05:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD February 2008&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 2, 2000==&lt;br /&gt;
::''Frenzy is a Clvl 24 skill from the Barbarian's Combat Skills Tab. A clever skill, this one allows the Barbarian to strike the same target with increasing rapidity with each successful hit. With a high Attack Rating (to/hit), a Barbarian can belabor the same target with blows of such rapidity that the monster or character would have no chance to strike back. Sounds quite useful for targets with high hit points, such as bosses or monster generators.&lt;br /&gt;
&lt;br /&gt;
The early info about Berserk sounded like you'd have to start it up from scratch again every target, and we figured that on normal monsters they'd be dead by the time the increase speed started to help, so you'd want it for big things.  The six second timer we see on Frenzy in the final game was likely a later addition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 3, 2000==&lt;br /&gt;
::''Warcry is a Clvl 30 skill from the Barbarian's Warcries Skill Tab.  One of the more powerful attack Warcries, this one &amp;quot;Injures and stuns all nearby enemies.&amp;quot; Very useful for a Barbarian needing to make an escape from a tight spot, or if he wants to take a monster one on one and dispatch of it quickly.&lt;br /&gt;
&lt;br /&gt;
Another one we'd never seen in action, other than a quick experiment at Blizzard North on our visit in Dec 1999.  We also had all of the skill hover descriptions from noting them while playing at Blizzard North, so those are all quoted.&lt;br /&gt;
&lt;br /&gt;
The FotDs went over about every skill in the game at this time, with much more info about all of them than we'd ever had before, and the skills coming along more towards the final game form also, with the beta on the horizon. &lt;br /&gt;
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==February 4, 2000==&lt;br /&gt;
::''Double Throw is a Clvl 12 skill from the Barbarian's Combat Skills Tab.  With this skill the Barbarian is able to throw two items in very rapid succession, providing he has them dual wielded at the time.  Much like Double Swing, where the advantage is a faster than usual attack with both hands.  Likely there will be some sort of bonus to damage and accuracy at higher Slvls as well.&lt;br /&gt;
&lt;br /&gt;
Good guess.&lt;br /&gt;
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==February 5, 2000==&lt;br /&gt;
::''Battle Orders is a Clvl 24 skill from the Barbarian's Warcries Skill Tab.  Another of his quite useful party skills, Battle Orders adds to his friends' hit points, mana, and stamina.  Not as powerful as Battle Command, but certainly useful before or during a major battle.  As with Battle Command, it is not known for sure that this works on the Barbarian as well as his friends, but it seems likely.&lt;br /&gt;
&lt;br /&gt;
This turned out to be by far the most useful Barbarian skill in a party, and probably the best party skill in the game.  Nothing was known of the duration, or how it would reset if you waited too long to refresh it way back then.&lt;br /&gt;
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==February 6, 2000==&lt;br /&gt;
::''Berserk is a Clvl 30 skill from the Barbarian's Combat Skills Tab.   This skill enables him to deliver a very powerful attack, but leaves him open to taking damage as well.  Probably the math is something like +damage and -Defensive Rating, but it will need to be tested to see what exactly it does.&lt;br /&gt;
&lt;br /&gt;
As with so many other higher level skills, we'd seen it very briefly at Blizzard North, and had the description, but knew nothing more.  Most of these FotDs were brand new info at the time, from high level skills that had been known only by their name and a picture of an icon in some screenshot.&lt;br /&gt;
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==February 7, 2000==&lt;br /&gt;
::''Whirlwind is a Clvl 30 skill from the Barbarian's Combat Skills Tab.   AKA the Tasmanian Devil Skill, this one is fun to see.  The Barbarian targets a monster, and with a right click, whirls into action.  Holding his weapons extended, he spins rapidly around, plowing through any number of monsters on the way to his target before coming to a halt, ready to continue the fight.  The skill is not without danger, for the Barbarian can take damage while chewing up his enemies.&lt;br /&gt;
&lt;br /&gt;
We actually weren't that impressed with how well Whirlwind worked in our quick testing at Blizzard North.  It was cool to see, but we just had a single player game with a Clvl 35 demo character, and with no mana leech, we'd do two of these, kill everything with one hit, and then stand there.  It wasn't until the game was out and players got to try this out in big Hell games that the true power of it was seen.  The D2 Team nerfed the damage and AR of this one a couple of times, and added in weapon speed in the form of fewer to/hit checks per target in D2X, and it's still one of the best attack skills in the game.&lt;br /&gt;
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==February 8, 2000==&lt;br /&gt;
::''Battle Command is a Clvl 30 skill from the Barbarian's Warcries Skill Tab.  This very powerful skill will be quite popular when playing with friends, as it will temporarily increase their skill levels across the board.  This would allow all of their attack skills to do greater damage, increase the effectiveness of all passive skills, let a Necromancer raise additional skeletons, etc. &lt;br /&gt;
&lt;br /&gt;
At the time we figured it would add more points at higher levels, and didn't realize the duration would be so short, so this seemed like a really great skill.  It's useful in the final game, but with the D2 team limiting the bonus to 1 level, and keeping the duration short, it's far less powerful than it initially was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 9, 2000==&lt;br /&gt;
::''Battlecry is a Clvl 18 Skill from the Barbarian's Warcries Skill Tab.  Triggering this skill causes the Barbarian to throw his head back and emit a roar as energy surges out from him in a Nova-like blast.   All monsters in the radius of effect will be struck and have their defensive rating reduced, as well as their damage lowered. &lt;br /&gt;
&lt;br /&gt;
We all thought this sort of thing would be mandatory in Hell, since the monsters were supposed to be so much nastier in D2.  Oh well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 10, 2000==&lt;br /&gt;
::''Sword Mastery is a Clvl 1 mastery from the Barbarian's Combat Masteries Skill Tab.  Like the other five weapon masteries, Sword Mastery will increase the Barbarian's skill with a sword, adding substantially to his damage and Attack Rating.  The improvement is said to be around 25% at Slvl one, and slightly less with each additional skill point.&lt;br /&gt;
&lt;br /&gt;
At one point Blizzard was planning diminishing returns on Weapon Masteries, as there are on the similar Amazon skills.  However they at some point changed that to a flat increase forever, much to the delight of Barbarian players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 11, 2000==&lt;br /&gt;
::''Find Item is a Clvl 12 skill from the Barbarian's Warcries Skill Tab.  A potentially very useful skill, this one works like Find Health Potion, where the Barb targets a corpse and clicks the spell, and with a splat the body explodes, and an item pops out, if he's successful.  Higher Slvl increases the % of finding an item.  This skill is currently considered to be somewhat unbalancing, since it allows the Barb lots more good items, and far more gold from selling them than the other characters. This one seems mandatory to use on any boss monster as well.&lt;br /&gt;
&lt;br /&gt;
Find Health Potion was changed eventually to just Find Potion, when it became possible to Hork up purple and blue, as well as red pots.  Find Item probably is unbalancing, though since Barbs can kill so much faster than most other characters, it's just icing on the cake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 12, 2000==&lt;br /&gt;
::''Natural Resistance is a Clvl 30 passive skill from the Barbarian's Combat Masteries Skill Tab.  A useful skill, especially on higher levels, this one does what it sounds like it would do.  It adds resistance across the board: +9% resistance to Fire, Lightning, Poison and Cold at Slvl 1, and more at higher Slvls.&lt;br /&gt;
&lt;br /&gt;
Natural Res was improved since the early look at it, adding more at Slvl 1 and more per level as well.  It's one of the Barbarian's best skills, especially Hardcore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 14, 2000==&lt;br /&gt;
::''Cold Mastery is a Clvl 30 passive skill from the Sorceress' Cold Spells Tab.  It has no pre-requisites except for the Clvl one, and has a very interesting effect.  This skill lowers the cold resistance of all monsters the Sorceress encounters, including cold immune monsters.  So with this one enabled, the Sorceress will never have anything impervious to her cold spells.&lt;br /&gt;
&lt;br /&gt;
Cold Mastery was massive in D2, with nothing Cold Immune.  In D2X it did initially break cold immunity, but this was changed during the beta.  The icon for this skill, and most of the skills in this tree, changed several times.  The current cold mastery icon is one that was juggled between the various types of cold armor during development.  It's certainly more suggestive of cold than the pointy thing used here.&lt;br /&gt;
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==February 16, 2000==&lt;br /&gt;
::''Multi-shot Arrow is a Clvl 6 skill from the Amazon's Bow and Crossbow Skill Tab.  A very useful lower level skill, this one enables the Amazon to fire numerous arrows in a fan pattern.  At higher levels this can be an incredibly powerful skill, as you can see [[:Image:2000-feb16-a3.jpg|here]].   An additional bonus is that each use of this skill requires only one arrow or bolt.   It is magically split into as many projectiles as the skill allows.  Higher Slvl = more shots, of course, starting off small. &lt;br /&gt;
&lt;br /&gt;
This screenshot is an interesting one, both for the obscene number of arrows (30+) being fired, but also for the weird curse on the monsters in it.  Check it out for the caption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 18, 2000==&lt;br /&gt;
::''Holy Freeze is a Clvl 18 skill from the Paladin's Offensive Auras Skill Tab.  A very useful protection aura, this one freezes any monsters that get too close, allowing the Paladin more time to deal with them.  The length of time they remain frozen is unknown, but it most likely won't be that long, since this would be an incredibly powerful skill if they were locked up very long.&lt;br /&gt;
&lt;br /&gt;
It was assumed that &amp;quot;Holy Freeze&amp;quot; meant &amp;quot;frozen&amp;quot;, and we couldn't quite believe that, since it would have been the most powerful skill in the game.  And of course it doesn't freeze, it chills.  But &amp;quot;Holy Slow&amp;quot; or &amp;quot;Holy Chill&amp;quot; doesn't sound as cool.  (Pun intended.)&lt;br /&gt;
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==February 20, 2000==&lt;br /&gt;
::''Fist of Heavens is a Clvl 30 skill from the Paladin's Combat Skills Tab.  Formerly known as &amp;quot;Hand of God&amp;quot;, this skill is one of the more powerful in the game.  When the Paladin clicks on the targeted creature or player, a cylinder of light comes down from above, instantly covering the target and dealing massive lightning damage.  An instant later, four Holy Bolts shoot out in an &amp;quot;X&amp;quot; or &amp;quot;+&amp;quot; shape, dealing heavy damage to any undead they happen to strike. This skill can strike any monster on the screen, regardless of how well they might be surrounded by minions, which adds to its use greatly.&lt;br /&gt;
&lt;br /&gt;
We'd seen this one briefly at Blizzard North, but hadn't been able to check the damage or how well it actually worked.  So everyone expected this to be pretty cool, as the Paladin's only real attack spell, and him supposed to be a hybrid warrior/spellcaster.  The worthlessness of the skill when players finally got to try it in the final game was a surprise.&lt;br /&gt;
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==February 22, 2000==&lt;br /&gt;
::''Defiance is a Clvl 6 skill from the Paladin's Defensive Auras Skill Tab.  As the in-game hover description tells us: &amp;quot;Aura boosts armor.&amp;quot;  This aura adds to the Armor Class of the Paladin, and all others he shares it with, of course. How much of a boost is not known, but it will of course be more effective at higher Slvls. &lt;br /&gt;
&lt;br /&gt;
Works as advertised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 23, 2000==&lt;br /&gt;
::''Meditation is a Clvl 24 skill from the Paladin's Defensive Auras Skill Tab.  This aura allows the Paladin and anyone sharing it to regenerate their mana more quickly.  Obviously of great use to a Sorceress, and other characters could benefit from it as well.  This icon, like many other Paladin Aura Icons, has been changed a number of times, and will probably be different in the final game. &lt;br /&gt;
&lt;br /&gt;
The icon did change.  This one has no real indication of what the skill does, but then neither does the final one, the magical finger gesture.  That was Blessed Aim for a while; this tree had a lot of icon changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 24, 2000==&lt;br /&gt;
::''Salvation is a Clvl 30 skill from the Paladin's Defensive Auras Skill Tab.  A resistance boosting aura, Salvation provides added resistance to all forms of magical attack, and will come in very handy against monster mages.  In a recent change to the structure of the Defensive Aura skill tree, this skill, and the Paladin's other resistance skills, have had all their prerequisite skills removed, and now require only a certain Clvl to be reached in order to enable them. &lt;br /&gt;
&lt;br /&gt;
The pre-req changes made Salvation 10x more viable, since previously you had to waste points in Resist Cold, Fire, and Lightning before you could enable Salvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 25, 2000==&lt;br /&gt;
::''Conversion is a Clvl 24 skill from the Paladin's Combat Skills Tab.   Not much is known about this one other than the hover description, which tells us that it &amp;quot;Converts monsters to fight evil&amp;quot;. So sounds something like a Mind Control sort of skill, which isn't exactly the first thing one thinks of when thinking of the Paladin.  It will be interesting to see this one in action, if it makes the cut for the final game. &lt;br /&gt;
&lt;br /&gt;
Convert was a very useful skill early in D2, but they % chance to convert has been steadily nerfed, and the dangers of converted monsters with Thorns on them are so high that few players will risk this skill with that aura.  The improved mercs of D2X make this one largely useless, especially with the very low % chance to convert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 27, 2000==&lt;br /&gt;
::''The Necromancer and Barbarian have a number of &amp;quot;corpse skills&amp;quot; in Diablo II, and some other chars might as well, but none are known at this time.  Corpse skills are called that since they are used on and actually require a corpse to function.  These are very important to the Necromancer, for summoning skeleton minions, as well as attacking with Corpse and/or Poison Explosion.  Not all corpses can be used, however: Player corpses are not usable, and neither are dead minions.  When you have a corpse skill readied, corpses will highlight and pop up a name when hovered on. &lt;br /&gt;
&lt;br /&gt;
This was a cool new concept in D2, after corpses were non-interactive in D1.  Just floor decoration no more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==February 28, 2000==&lt;br /&gt;
::''Skill points: You may place a skill point into any skill in any of your three skill trees, providing you meet the prerequisites.  Skill pre-reqs are a Clvl, and usually some other skill or skills lower in the tree. You can save skill points up, but you can not dump more than one into a skill as soon as it becomes available. This is to prevent the cheese of getting to Clvl 12, and putting 5 points into Fireball, for instance. You can only put one point into a skill for each Clvl you are over that skill's pre-req level.  So you'll need to be Clvl 20 to have 3 points in a Clvl 18 skill, for example, and you could put them in one each level, or all 3 at Clvl 20. &lt;br /&gt;
&lt;br /&gt;
This was a very commonly debated issue, and generally the first question anyone asked after they first learned about the skill trees and Clvl reqs to enable a skill.  Everyone thought about it and then figured, &amp;quot;Hey, I'll just save 10 points and load up on skill X the minute it's available!&amp;quot; and was then shocked when they found out Blizzard had anticipated that and taken steps against it right from the start.&lt;br /&gt;
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[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-feb16-a3.jpg&amp;diff=12832</id>
		<title>File:2000-feb16-a3.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-feb16-a3.jpg&amp;diff=12832"/>
				<updated>2009-05-07T05:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act Three, jungle wilderness.   The Amazon here, showing off an amazingly high level of Multi-shot Arrow.   This is just one shot of the skill, and there look to be 36 or more arrows here. Must be cheat code in testing, to get such a level. ;)  There are a number of shots in the front of her that have vanished from hitting the blue Fetish.  Three at least are dying right in front of her.  The small flash of light just in front of her is an indication that her Critical Strike skill was activated.  It is passive and adds a % chance of any attack doing double damage. The dead monsters are Fetish, and you can see two colors of them here, with a few Blue ones still alive behind her.  There is a Shaman to the top left, just at the edge of the arrows, his mask is on the ground and he has an orange skirt on, and a big spear lying next to him. One of the live Fetish has some sort of orange glow over its head, and this was seen on Fetish in another shot, so apparently this is some sort of property they can control. It looks like a curse, Amplify Damage, but as there isn't any sign of a Necromancer here, we aren't sure what causes this effect.  Note the healing potion to the far left, and a cute green snake to the far right.  Ambient life. -- 3D-enhanced, January 2000&lt;br /&gt;
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[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-feb16-a3.jpg&amp;diff=12831</id>
		<title>File:2000-feb16-a3.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-feb16-a3.jpg&amp;diff=12831"/>
				<updated>2009-05-07T05:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Act Three, jungle wilderness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act Three, jungle wilderness&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fotds:_January_2000&amp;diff=12829</id>
		<title>Fotds: January 2000</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fotds:_January_2000&amp;diff=12829"/>
				<updated>2009-05-07T05:10:19Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: FOTD January 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information presented in these archived FotDs is now outdated, but that's often the most interesting thing about them, seeing how much the game has changed from then to now.&lt;br /&gt;
&lt;br /&gt;
The original FotDs are indented and italicized. Explanatory comments below them were written by Flux at the time the FotDs were archived, usually a couple/few months after the original FotDs had been presented.&lt;br /&gt;
&lt;br /&gt;
* [[Fact of the day|FotD archives main page]].&lt;br /&gt;
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==January 3, 2000==&lt;br /&gt;
::''Decrepify is a Clvl 24 skill from the Necromancer's Curses Skill Tab.  It slows down the footspeed and attack speed of the monsters it is cast upon, allowing the Necromancer and his minions to score numerous additional hits on the afflicted monsters.&lt;br /&gt;
&lt;br /&gt;
Decrepify does more than this, but no one knew about that until after the game was finished and released.  It was never seen in pre-game screenshots of gamot to try out every skill (briefly) during our visit in December 1999, but 5 minutes per character eplay movies, we just knew about it (and most higher level skills) from what info Blizzard released through previews.  Also we gisn't enough to test out the intricacies of higher level curses.&lt;br /&gt;
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==January 4, 2000==&lt;br /&gt;
::''Bone Prison is a newly-added Clvl 24 skill, that replaces &amp;quot;Spike Field&amp;quot; in the Necromancer's Poison and Bone Skill Tab.  Bone Prison works like an encircling Bone Wall. It pops up five bone stakes, surrounding the targeted area, with just enough room for one monster (or character) inside.  They must beat down the wall, or wait for the spell to dissipate.&lt;br /&gt;
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==January 5, 2000==&lt;br /&gt;
::''Summon Resistance is a Clvl 24 skill from the Necromancer's Summoning Skill Tab.  This is a mastery skill, and it raises the resistance of all of the Necromancer's summoned creatures, including Golems, Skeletons, and Revived minions.  The amount of resistance it provides them increases with the skill level.&lt;br /&gt;
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==January 5, 2000==&lt;br /&gt;
::''Bone Spirit, which you can see [[:Image:2000-jan06.jpg|here]], is a Clvl 30 skill from the Necromancer's Poison and Bone Skill Tab.  The most powerful of his direct attack skills, Bone Spirit sends forth a glowing white skeletal head projectile that will home in on the target, dealing substantial damage.&lt;br /&gt;
&lt;br /&gt;
An old shot with a tremendous amount of speculation about things, most of it incorrect, in hindsight.  But the Bone Spirit graphic looks just the same over time.&lt;br /&gt;
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==January 7, 2000==&lt;br /&gt;
::''Bone Wall is a Clvl 12 skill from the Necromancer's Poison and Bone Skill Tab. This skill works much like Firewall, but instead of flames, it creates a wall of bone, that acts as a physical obstacle, trapping the monsters, or keeping them from approaching the Necromancer.  The wall has hit points and a duration, both of which increase with higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Fresh from our Blizzard North visit, the clamoring for more Necromancer info was loud (especially since we didn't play him all that much on our visit) so it was all Necro FotDs for a time.&lt;br /&gt;
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==January 8, 2000==&lt;br /&gt;
::''Blood Golem is an interesting Clvl 18 skill from the Necromancer's Summoning Skill Tab. The in-game info describes it as, &amp;quot;A golem that shares health and damage&amp;quot;.  This means that the Necromancer can lose some hit points if the golem is being beaten badly, but he will also gain some if it is doing a lot of damage.  The exact formula for these effects is not known.&lt;br /&gt;
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==January 9, 2000==&lt;br /&gt;
::''Charged Strike is a Clvl 18 skill from the Amazon's Javelin and Spear Skill Tree.  This melee skill works with a spear or javelin, and hits the monster with added damage and accuracy, as well as lightning damage, and it releases Charged Bolts upon impact, which will strike other monsters, though not for huge damage.  Higher Slvls allow bigger damage, and more Charged Bolts, there are only two at Slvl one.&lt;br /&gt;
&lt;br /&gt;
Another skill that had never been demonstrated at the time, but we knew about it from seeing it at Blizzard North.&lt;br /&gt;
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==January 11, 2000==&lt;br /&gt;
::''Fend is a Clvl 24 skill from the Amazon's Javelin and Spear Skill Tree.  This melee attack allows the Amazon to execute several stabbing attacks in rapid succession, auto-targeting all adjacent monsters, hitting each of them for big damage.  It is obviously best used in a crowd.&lt;br /&gt;
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==January 12, 2000==&lt;br /&gt;
::''Dispel Minion is a newly added Necromancer skill. This is not one on his Summoning Skill Tab, but is rather an intrinsic ability, like Kick or Throw, but one that is exclusive to the Necromancer. Dispel Minion enables him to fire a magical projectile, much like Heal Minion, but this one dispatches the summoned creature it strikes. This is a needed addition, since with numerous Minions, it is possible for the Necromancer to get stuck in a narrow hallway, or be unable to get past to go through a doorway.&lt;br /&gt;
&lt;br /&gt;
The skill was simplified to just striking down the targeted creature anywhere on the screen, with no projectile involved.&lt;br /&gt;
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==January 13, 2000==&lt;br /&gt;
::''Fire Wall is a Clvl 18 skill from the Sorceress' Fire Spells Skill Tab.  This skill works much like it did in Diablo.  You click on the spot you wish it to grow from, and that becomes the midpoint, with the fire running out to each side from there.  The length of the firewall, as well as the damage it deals and the duration is lasts all increase with more skill points.&lt;br /&gt;
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==January 14, 2000==&lt;br /&gt;
::''Fire Golem is a Clvl 30 skill from the Necromancer's Summoning Skill Tab.  The most powerful of the Golems, Fire Golem looks very impressive as it burns and glows, and it does more damage and has more hit points than any other Golem skill.  There is no reagent required to cast it.&lt;br /&gt;
&lt;br /&gt;
Pre our visit to Blizzard North, there was intense speculation about what sort of reagent would be required to cast a Fire Golem, since all of them but Clay were supposed to require one.  Initially Blood cost hit points as well as mana to cast.  There was wide-spread disappointment when we found that Fire Golem had no reagent needed to cast it.  People were hoping the Necromancer would need to be near fire of some sort, apparently, while realizing that might be impractical, but hoping the Fire Golem's power would make up for it.  Oh well.&lt;br /&gt;
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==January 15, 2000==&lt;br /&gt;
::''You see friendly players on your [[:Image:Act1_136lrg.jpg|overlay map]], and also the [[:Image:Mini-belt-map-lrg.jpg|small belt map]], as green &amp;quot;+&amp;quot; signs.  Enemy characters show up red, NPCs are white, you are blue, your own hirelings or minions or those of a friendly player are teal, and if you die your corpse is hot pink.  You can see friendly players a great distance away, while NPCs are not visible on the map more than about two screens away, and enemy players need to be nearly on the screen to appear.&lt;br /&gt;
&lt;br /&gt;
Check out that shot of the mini belt map, it was only in the game for a short time.  You can see why it didn't last, it's just way too small to be of much use, and it's relatively ugly.  Blizzard did add the small corner of the screen mapping option in, and once you get used to that it's much better than the full screen, which can be hard to see through in some places.  Especially in some areas of Act 5, where it's very heavy, to be visible over the light ground, such as in the ice caves.&lt;br /&gt;
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==January 16, 2000==&lt;br /&gt;
::''Zeus Bolt, a Clvl 30 skill is the most powerful of the Amazon's Javelin and Spear skills.  This awesome attack fires a lightning-enchanted javelin at the target, which does huge damage upon impact, and also shoots out four streams of lightning, forming a sort of &amp;quot;X&amp;quot; shaped pattern.  These streams will deliver high damage to any monsters they strike.  Very useful thrown into a crowd.&lt;br /&gt;
&lt;br /&gt;
This skill became Lightning Fury, but it worked very differently early on. Each throw sent out an X of lightning bolts, regardless of how many or how few monsters were in the area.  Much less effective than Lightning Fury's targeting everything in range, and sending dozens of bolts at times.  However the X-shaped Zeus Bolts moved a bit more slowly, almost like a lightning firewall, as they moved out from the impact point. This skill was never seen in a screenshot or gameplay movie, however the effect is very similar to the lightning portion of the Assassin's Phoenix Strike skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 17, 2000==&lt;br /&gt;
::''Confuse is a Clvl 18 skill from the Necromancer's Curses Skill Tab. This curse causes the afflicted monsters to lose their direction, and they will run at random angles, or stand still, breaking off their attack, unless directly confronted again.  Useful with ranged attacks, or to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 18, 2000==&lt;br /&gt;
::''Impale is a Clvl 12 skill from the Amazon's Javelin and Spear Skill Tree.  This skill adds accuracy and substantial damage to a melee attack with a spear or javelin, at the potential cost of a large durability drop to the weapon.  Useful when trying to get a kill very quickly, or if your weapon is down very low on durability already, and you want to go out with a bang.&lt;br /&gt;
&lt;br /&gt;
Earlier versions of Impale were for javelins only, when thrown.  Blizzard changed it to be a better damage attack for spears, but with Jab so much faster and not all that much less damage, Impale had almost no use in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 19, 2000==&lt;br /&gt;
::''Lower Resist is a Clvl 30 skill from the Necromancer's Curses Skill Tab.  This curse causes the afflicted monster or character to lose some % of their resistance to all forms of magic. The actual amount is 53% at Slvl One, and it increases with higher levels.  You can see the actual in game hover info [[:Image:Necro-lower-res.jpg|here]].&lt;br /&gt;
&lt;br /&gt;
One of the digicam shots taken during our visit to Blizzard North.  Yes, it's blurry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 20, 2000==&lt;br /&gt;
::''Attract is a Clvl 24 skill from the Necromancer's Curses Skill Tab.  This curse causes the afflicted monster to become a magnet for the attacks of the other monsters, damaging and probably killing it, and also giving the Necromancer and his minions a break.  The afflicted monster should keep coming after the Necromancer though, or it might fight back against the monsters attacking it. Not yet know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 22, 2000==&lt;br /&gt;
::''Revive is a Clvl 30 skill from the Necromancer's Summoning Skill Tab.  Revive, seen in an animation here, allows the Necromancer to target a monster corpse, and and resurrect the monster, to serve his will.  The monster will have a black/blue coloration, and a few hit points more than it did in life.  The number of skill points in Revive determine how many may be Revived at once, and also Skeleton Mastery aids them.&lt;br /&gt;
&lt;br /&gt;
Revive was much anticipated, and the first reports of how it actually worked (very stupid monsters) were greeted with dismay after I experimented with the skill at E3.  Max Schaefer was in our chat room some time after that and the vast Necromancer-fan club grilled him medium-rare over it.  Revives were a bit faster/smarter in the final game, so Blizzard must have found them a bit too dumb in testing, and improved their speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 24, 2000==&lt;br /&gt;
::''Many of the basic &amp;quot;physics&amp;quot; in Diablo II are different than they were in Diablo.  Attacking and blocking and damage are calculated differently, and some of the basic terminology has changed.  Armor Class = Defense Rating. To/hit = Attack Rating.  Magic = Energy. And these aren't just renamed, they are largely modified in function as well. [[:Image:Char-inv.jpg|Screenshot evidence]].&lt;br /&gt;
&lt;br /&gt;
The Character window display hasn't changed any since December 1999, not even the fonts or point sizes, in over two years.  Added info would be nice, such as displays for: physical resistance, physical/magical damage reduction, and magic/gold find percent.  There could even be info on your Increased Attack Speed percent increases, run/walk speed bonuses, or attack speed in frames, but don't hold your breath.&lt;br /&gt;
&lt;br /&gt;
Blizzard said initially that things like stamina, hit points, mana, etc would be based on more than one stat.  That there would be more interdependence between stats and other character properties, so you couldn't just load up 300 vitality and have a ton of hit points.  Obviously they changed their minds on that one at some point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 26, 2000==&lt;br /&gt;
::''The various Skill Trees have undergone many changes in the course of Diablo II's development.   The Necromancer's Summoning Tab, for example, was previously called Summoning and Mind Control  and had a Mind Control  skill, along with Familiar  and Homunculus.   These two were replaced with Skeleton  and Golem Mastery, Mind Control  became Summon Resistance, and the tab was renamed Summoning.  Then Heal Minion  replaced Golem Mastery, for a couple of months.  Now Golem Mastery  is back, at the expense of Heal Minion.  Of course the pre-req arrows and icons have changed with every skill change; and the game isn't finished yet...&lt;br /&gt;
&lt;br /&gt;
This was one of the more changed skill trees, or at least one we knew most of the details of the changes.  Others probably changed just as much, but were more behind the scenes.  Blizzard never revealed anything about what Homunculus did.  Mind Control seemed to be a sort of Convert, like the Paladin skill, or more like the Assassin's Mind Blast, in the Expansion. We have no idea of the duration or if there was a % check on it based on the Slvl or anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 27, 2000==&lt;br /&gt;
::''Jab is a Clvl 1 skill from the Amazon's Javelin and Spear Skill Tab. A very useful early skill, Jab allows the Amazon to strike a target three times in rapid succession, much faster than three normal attacks. At Slvl one the three attacks have less accuracy and damage than normal attacks, but with more skill points the Amazon gains a damage and to/hit bonus with the attacks.  All three have a chance of picking up a Critical Strike bonus as well.&lt;br /&gt;
&lt;br /&gt;
We were obviously in a skill-intensive FotD stretch, with lots of info about the skills from playing them at Bliz North, and skills were more desired info at the time than general game play mechanics stuff.  Those sorts of things are harder to fit into the FotD space limitations anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 28, 2000==&lt;br /&gt;
::''Pierce (passive) is a Clvl 30 skill from the Amazon's Passive and Magic Skill Tab.  A very useful skill with projectile attacks, Pierce allows arrows and javelins to hit a monster and keep on going, possibly hitting several in a row, boosting and spreading the damage widely.  Very useful against crowds, or in narrow corridors.&lt;br /&gt;
&lt;br /&gt;
If we remember correctly, Pierce used to have a +damage bonus on it, rather than just allowing multiple hits, as it does in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 30, 2000==&lt;br /&gt;
::''There will be difficulty levels in Diablo II, though it is not yet known how many, or what they will be called.  Going up to a higher difficulty level will only be allowed once you have beaten the full game on the previous level, and there may be a Clvl requirement also.  Waypoints and quests must all be done again each time you go up a difficulty level, but you will get all of the quest rewards again also.&lt;br /&gt;
&lt;br /&gt;
The idea of doing all of the quests on each difficulty level, and getting all of the rewards three times was very exciting way back when.  Blizzard kept saying they were looking for better names than Normal/Nightmare/Hell again, and probably they were, but evidently they never came up with any.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==January 31, 2000==&lt;br /&gt;
::''Corpse Explosion is a Clvl 6 skill from the Necromancer's Poison and Bone Skill Tab.  AKA &amp;quot;The greatest skill ever.&amp;quot; Corpse Explosion is a messy, nasty, joy to behold.  Dealing big physical damage, every Necromancer will want to take advantage of this one.  You merely target a corpse, or near a corpse, and click, and for some mana the body blows up in a shower of blood and bone, dealing from 60-100% of the hit points the corpse had when it was full health and alive. Obviously if there is a choice of corpses, you would want to blow up the most powerful monster corpse for the most damage.  Higher Slvl increases the radius of blast damage.&lt;br /&gt;
&lt;br /&gt;
We'd done another Corpse Explosion FotD not that long ago, but it was a very discussed skill, and by the time of FotD we'd learned the actual damage range and seen it in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Fact of the Day]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Char-inv.jpg&amp;diff=12828</id>
		<title>File:Char-inv.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Char-inv.jpg&amp;diff=12828"/>
				<updated>2009-05-07T05:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shot from one of our characters at Blizzard North.  This is a Clvl 11 Amazon, with a crossbow and bolts equipped, along with numerous spare quivers in the inventory.  The narrow white potions are poison antidotes, the orange is an exploding throwing potion, and the green is a gas throwing potion. Also the crossbow there is gemmed with red, white and blue gems, dealing fire, lightning, and cold damage.  The cold one is why the xbow is such a dark blue color, but there should be visible circles with gems in them on the item, it's just hard to see in this low-quality digicam shot.&lt;br /&gt;
&lt;br /&gt;
::*The Strength, Dexterity, Vitality, and Energy are all white, meaning unmodified by any items.  And there are no elixirs now, so these stats will stay much lower than they were in Diablo.&lt;br /&gt;
&lt;br /&gt;
::*Attack Damage = damage dealt with the left click attack item.&lt;br /&gt;
&lt;br /&gt;
::*Fire Arrow Damage = This is the damage that the skill set to the right click does.  It changes with each spell/skill you have set there, of course.&lt;br /&gt;
&lt;br /&gt;
::*Attack Rating = Ths is the to/hit rating with the plain attack, or whatever skill you have selected to the left click.  If you hover on this box, it will give you a read out of your actual to/hit against the monsters you are most recently fighting.  Something like &amp;quot;Actual to/hit vs. Lvl 26 monsters = 71%&amp;quot;  The level of the monsters has nothing to do with your character level, it's an intrinsic property of the monsters, in the game code that determines where they appear and what they drop.  And how hard they are to hit.&lt;br /&gt;
&lt;br /&gt;
::*There is no listed Secondary Attack Rating, since the Fire Arrow has the same to/hit as a normal arrow.  If she had a skill selected that boosted her to/hit, such as strafing arrow, there would be a higher number here than in the Primary Attack Rating box.&lt;br /&gt;
&lt;br /&gt;
::*Defensive Rating is what &amp;quot;Armor Class&amp;quot; is now called.  Items have more variety in their DR now, so higher level characters will probably have much higher numbers in this box than they did in Diablo.  However it's all scaled relatively, so that doesn't mean they'll be impossible to hit.  And we do not know the exact formula for this, or what it gives you, if it means harder to hit or take less damage from hits or what.&lt;br /&gt;
&lt;br /&gt;
::* We don't know the exact formula to determins Stamina, but it is thought to be related mostly to strength and dexterity, with vitality factoring in as well.  It is full, 84/84 points, and it is also displayed in the yellow bar on the belt interface.&lt;br /&gt;
&lt;br /&gt;
::* Life is determined by Character Level, Character Cclass, and Vitality, and it's unmodified by any items at this time.&lt;br /&gt;
&lt;br /&gt;
::* Mana is determined by Character Level, Character Class, and Energy, and it is being currently boosted by some equipped item, since it's blue.&lt;br /&gt;
&lt;br /&gt;
::*The resistances are to Fire, Cold, Lightning, and Poison and this Amazon has a few points in fire and poison, from her equipment. There are a number of skills that can raise resistances, temporarily or long term, though the Amazon doesn't have any of them in effect right now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Char-inv.jpg&amp;diff=12827</id>
		<title>File:Char-inv.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Char-inv.jpg&amp;diff=12827"/>
				<updated>2009-05-07T05:03:24Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: A shot from one of our characters at Blizzard North.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shot from one of our characters at Blizzard North.&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-lower-res.jpg&amp;diff=12826</id>
		<title>File:Necro-lower-res.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-lower-res.jpg&amp;diff=12826"/>
				<updated>2009-05-07T04:59:52Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A digicam shot of a typical skill display.  This is for a Clvl 30 Necromancer Curse, Lower Resist.  As you can see, you get a lot of info displayed, including name, description, level requirement, and then specific info on the skill in question.   Curses all display their radius, duration, and mana cost, and also information specific to each curse, such as the &amp;quot;Resist All: -5 Percent&amp;quot; here.  Keep in mind that the actual function of skill is still quite subject to change, especially the Clvl 24 and 30 ones. - Blizzard North Trip, 12/99&lt;br /&gt;
&lt;br /&gt;
[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Necro-lower-res.jpg&amp;diff=12825</id>
		<title>File:Necro-lower-res.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Necro-lower-res.jpg&amp;diff=12825"/>
				<updated>2009-05-07T04:58:43Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: A digicam shot of a typical skill display.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A digicam shot of a typical skill display.&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Act1_136lrg.jpg&amp;diff=12824</id>
		<title>File:Act1 136lrg.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Act1_136lrg.jpg&amp;diff=12824"/>
				<updated>2009-05-07T04:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act One, Rogue Encampment.  We have a great view here of the Rogue Encampment, all mapped out.  The new mini map is much improved, showing important features, and geography as well.  You can see the Sorceress is where the blue plus sign is, near the white plus sign to the left of the mapped area.  The big blue rectangle is the river with the bridge across it, well off to the lower right of this screenshot.  Large buildings are displayed as well.  The lighter grey markings are where the paths are, and the plus signs mark important spots, probably all various NPC stands.  The NPC here is Gheed, who sells and buys nearly everything.  The rogue encampment is in this shape every game, with some random changes to the arrangement of things inside it, but it's always surrounded on all sides by walls, with the one entrance/exit.  Outside of the encampment is of course the wilderness, which has fewer features in it, just things like dirt paths and walls and shrines show up on the map.  This Sorceress has not been outside around the back of the camp at all yet, as it is totally unmapped.  -- 3dfx enhanced 9/99.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Act1_136lrg.jpg&amp;diff=12823</id>
		<title>File:Act1 136lrg.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Act1_136lrg.jpg&amp;diff=12823"/>
				<updated>2009-05-07T04:52:56Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: Act One, Rogue Encampment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act One, Rogue Encampment&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Mini-belt-map-lrg.jpg&amp;diff=12822</id>
		<title>File:Mini-belt-map-lrg.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Mini-belt-map-lrg.jpg&amp;diff=12822"/>
				<updated>2009-05-07T04:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A digicam shot of the Amazon standing in Act One, with the new mini-map in the belt visible. This is a feature that has just been added in to the game, and has never been seen before.  It is on a very small scale, as you can see, hardly more than dots on the map.  But it could be useful for finding other characters in the vicinity, especially if you don't like the overlay map.- Blizzard North Trip, 12/99.&lt;br /&gt;
&lt;br /&gt;
[[Category: Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Mini-belt-map-lrg.jpg&amp;diff=12821</id>
		<title>File:Mini-belt-map-lrg.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Mini-belt-map-lrg.jpg&amp;diff=12821"/>
				<updated>2009-05-07T04:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: A digicam shot of the Amazon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A digicam shot of the Amazon&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:2000-jan06.jpg&amp;diff=12820</id>
		<title>File:2000-jan06.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:2000-jan06.jpg&amp;diff=12820"/>
				<updated>2009-05-07T04:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;Orphan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act One, Wilderness.  The Necromancer here showing off a new and unknown spell.  What skill is it? Well, we first thought that the icon had been surgically removed, but news from Mike Huang of Blizzard North, the man who took these shots, is that there was no alteration of the shots.  In the current pre-beta build, they are changing the art for the icons, and this is how it looks in the game now.  Just a blank square.  On this spell effect in particular, it's very pretty.  A human head, with open mouth and long lower jaw. Looks male.  Also note where the cursor is right now.  Directly in a line from the Necromancer through the spell effect.  So it is something sort of like BloodStar from Diablo.  No doubt the light in the spell cascades and shines and the tentacles wave about.  Very odd that it doesn't have a light radius.  Also, our first thought, that this was some sort of scouting spell similar to Familiar, is ruled out by the fact that the screen is centered on the Necromancer, not the spell. So our best guess at this point is Mind Control.&lt;br /&gt;
&lt;br /&gt;
Why?   Well, we have to make an assumption right off the bat, and that is that the spell in use here is the same one that hit the two motionless Fallen on the screen.  We have no proof of that, but it's our only way to speculate at all.  Something has clearly effected the Fallen.  Both are within visual range of the Necromancer, but neither is attacking him.  Neither do they seem to be running away, as they do when one of their fellows dies.  We don't know of any Necromancer spells that could do this to monsters, but the ones that have the most likely names are Mind Control, Dim Vision, and Confuse.  Others, like Iron Maiden, Decrepify, Spike Field, and Homunculus, Blizzard North just hasn't released any info about yet, so we just have to go by the names (which can and will probably still change) to guess here.&lt;br /&gt;
&lt;br /&gt;
Anyway, Dim Vision and Confuse are both curses, and from what we've seen of the graphics of curses (we saw two or three of them at E3) they are all sort of a sparkling cloud that appears where you click the pointer.  Nothing like this floating head graphic.  Our guess is Mind Control, since it appears that the Fallen are not attacking, and what would Mind Control look like?  Unknown, but shooting out some sort of projectile to strike the target seems like a possible way to cast it.  More realistic than just pointing out the monster, like Stone Curse or something.  So you shoot this glowing, hovering head at the monster, and whatever it hits is Mind Controlled?  Maybe.  Of course the question then is why shoot out a 3rd one when the two monsters on the screen are already under wraps?  Um, cause it's pretty?  No, we are not convinced either, but the beta should be underway in 4 weeks or so, and hopefully all of these questions will be answered around that time.&lt;br /&gt;
&lt;br /&gt;
One other thing to notice here is the Necromancer's posture.  He's got his right arm behind his back, and is actually holding the shaft of a large scythe here.  You can see the shine of the curved blade between his legs. Cool pose he has assumed after casting the spell. -- 3d-enhanced shot, 8/99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Alpha_Diablo_II_Images]]&lt;/div&gt;</summary>
		<author><name>Orphan</name></author>	</entry>

	</feed>