Difference between revisions of "Diablo Characters"
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Revision as of 01:47, 22 August 2008
There are three characters in Diablo, the Rogue, Sorcerer, and Warrior, and three more were added in the Hellfire expansion pack, the Monk, Bard, and Barbarian. This page provides basic information about the characters. This information can also be found on the individual character pages, along with more context and discussion of their relative strengths and weaknesses.
Contents
[hide]Starting/Max Stats
The characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up. All attributes, life, and mana can be vastly increased with equipment. Each level up also provides 5 attribute points to distribute as you see fit.
- All four attributes, life, and mana are listed with their starting / maximum values.
- Attributes turn golden when they have reached their maximum values; life and mana never turn golden.
- The maximum life and mana values in this table are for a naked character.
- Characters do not gain their life/mana bonus for reaching level 50.
Class | Strength | Magic | Dexterity | Vitality | Life | Mana | Level up Bonus |
---|---|---|---|---|---|---|---|
Warrior | 30 / 250 | 10 / 50 | 20 / 60 | 25 / 100 | 70 / 316 | 10 / 98 | +2 life, +1 mana |
Rogue | 20 / 55 | 15 / 70 | 30 / 250 | 20 / 80 | 45 / 201 | 22 / 173 | +2 life, +2 mana |
Sorcerer | 15 / 45 | 35 / 250 | 15 / 85 | 20 / 80 | 30 / 138 | 70 / 596 | +1 life, +2 mana |
Monk | 25 / 150 | 15 / 80 | 25 / 150 | 20 / 80 | 45 / 201 | 22 / 183 | +2 life, +2 mana |
Bard | 20 / 120 | 20 / 120 | 25 / 120 | 20 / 100 | 45 / 221 | 35 / 231 | +2 life, +2 mana |
Barbarian | 40 / 255 | 0 / 0 | 20 / 55 | 25 / 150 | 70 / 416 | 0 / 0 | +2 life, +0 mana +1% resistance to all |
Max Stats with Equipment
Maximum stats with equipment. Diablo / Hellfire stats listed for the Warrior, Rogue, and Sorcerer (unique rings were added in HF that allowed greater stat boosts than in D1). These figures do not include the two pieces of unique jewelry that move a % of life/mana to each other.
Class | Strength | Magic | Dexterity | Vitality | Life | Mana |
---|---|---|---|---|---|---|
Warrior | 425 / 485 | 225 / 285 | 225 / 285 | 265 / 325 | 796 / 916 | 533 / 568 |
Rogue | 230 / 290 | 245 / 305 | 415 / 475 | 245 / 305 | 681 / 741 | 690 / 718 |
Sorcerer | 220 / 280 | 425 / 485 | 250 / 310 | 245 / 305 | 618 / 618 | 1196 / 1216 |
Monk | 385 | 315 | 375 | 305 | 741 | 728 |
Bard | 370 | 360 | 360 | 340 | 761 | 865 |
Barbarian | 490 | 235 | 280 | 375 | 1091 | 470 |
Attributes
The characters derive different benefits from the points they add to their various attributes. For example, Warriors get more life per vitality point than Sorcerers, who get more mana per magic point than do Warriors. Attribute points from leveling up and elixirs are treated the same as points added by equipment.
- The Barbarian can not add any magic points, but can gain magic from equipment. The mana he derives from his magic points is the same as a warrior's, in that regard.
- The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC as high as the other characters. His highest AC still comes from high defense plate, but his AC will be much lower than any other character's in the same chain or plate armor equipment. (Though much higher when naked or in light armor).
- Unique armor plate is counted as mail, and unique mail as leather, in this penalty calculation.
- Barbarians only receive half AC from their shields.
Class | from Vitality | from Magic | Armor Class |
---|---|---|---|
Warrior | 2 life per vit | 1 mana per magic | Dex/5 + AC (items) |
Rogue | 1.5 life per vit | 1.5 mana per magic | Dex/5 + AC (items) |
Sorcerer | 1 life per vit | 2 mana per magic | Dex/5 + AC (items) |
Monk | 1.5 life per vit | 1.5 mana per magic | Plate: Dex/5 + AC (items) Mail: Dex/5 + AC (items) + .5 x Clvl Light: Dex/5 + AC (items) + 2 x Clvl Naked: Dex/5 + AC (items) + 2 x Clvl |
Bard | 1.5 life per vit | 1.75 mana per magic | Dex/5 + AC (items) |
Barbarian | 2.5 vit per life | 1 mana per magic | Dex/5 + AC (items) + Clvl / 4 Shield AC counts 50%. |
Max Attainable Attributes
255 magic is required to read higher than level 5 or 6 in most spells. Rogues and Warriors can not attain that in Diablo, but can in Hellfire, with the right equipment.
Class |
Max AC (naked) |
Max AC (maxed stats) |
Max AC | Max to/hit (naked) |
Max to/hit (maxed stats) |
Max to/hit |
---|---|---|---|---|---|---|
Warrior | 12 | 45 / 57 | 349 / 401 | 80 | 162 / 192 | 392 |
Rogue | 50 | 83 / 95 | 385 / 425 | 175 | 257 / 287 | 487 |
Sorcerer | 17 | 50 / 62 | 350 / 390 | 92 | 175 / 205 | 405 |
Monk | 130 | 175 | 419 | 125 | 237 | 437 |
Bard | 24 | 72 | 413 | 110 | 230 | 565 |
Barbarian | 23 | 56 | 370 | 77 | 190 | 390 |
To Hit
Being able to hit your target is of the utmost importance in Diablo and Hellfire. Adding dexterity (and leveling up) helps with this for combat characters, and putting more points into magic (and leveling up) helps with spells. Some characters have hidden bonuses to various types of attack; see below.
- To/hit calculations:
- Character screen: 50 + Dex/2 + to hit from items
- Melee: 50 + Dex/2 + to hit from items + Clvl + bonus
- Arrow: 50 + Dex/2 + to hit from items + Clvl + bonus - distance x damage / 2
- Magic: PvM: 50 + Mag - 2 x Mlvl + bonus
- Magic: PvP: 50 + Mag - 2 x Clvl (of the target) + bonus
- To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30)
- (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.)
Hidden Hit/Block Modifiers
Hidden to/hit modifiers are always in effect, but are never displayed in the character window.
- Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays.
Class |
Melee | Arrow | Magic | Blocking* |
---|---|---|---|---|
Warrior | 20 | 10 | -- | 30 |
Rogue | -- | 20 | -- | 20 |
Sorcerer | -- | -- | 20 | 10 |
Monk | -- | -- | -- | 25 |
Bard | -- | 10 | 10 | 25 |
Barbarian | -- | -- | -- | 30 |
Blocking and hit recovery
Blocking refers to how much time must pass between hits for another successful block to take place. The blocking animation will not always display when you block successfully, though there is usually a sound heard. Characters can not block while walking. Characters can block while in mid-attack or spell-casting animation, but will not show the blocking animation.
Class |
Blocking | Fast Block* | Hit Recovery | of balance | of stability | of harmony |
---|---|---|---|---|---|---|
Warrior | 0.10 | 0.10 | 0.30 | 0.25 | 0.20 | 0.15*** |
Rogue | 0.20 | 0.10 | 0.35 | 0.30 | 0.25 | 0.20*** |
Sorcerer | 0.30 | 0.10 | 0.40 | 0.35 | 0.30 | 0.25*** |
Monk | 0.15 | 0.10 | 0.30 | 0.25 | 0.20 | 0.15 |
Bard | 0.20 | 0.10 | 0.35 | 0.30 | 0.25 | 0.20 |
Barbarian | 0.10 | 0.10 | 0.30 (0.20)** | 0.25 (0.20)** | 0.20 | 0.15 |
- * Fast block = unique items with fast blocking, or magical shields with the "of blocking" suffix.
- ** The Barbarian has an inherently property that's equivalent to a character using the "of stability" suffix when he equips an axe or a club. Therefore, items "of balance" or "of stability" will drop him to 0.20 recovery time when wielding an axe or club. ("of harmony" will take him down to 0.15 in that situation).
- *** In Diablo (but not HF) simultaneously equipping one or more items of all 3 modifiers: "of balance," "of stability," and "of harmony," reduces hit recovery times to 0.05 faster than harmony alone. Warrior 0.10, Rogue 0.15, and Sorcerer 0.20.
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