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D1 Spellbooks

9,314 bytes added, 01:24, 20 June 2013
Added Hellfire page.
Unlike Diablo II with its skill trees of unique abilities for each character, Diablo featured no special attack skills at all. In Diablo and Hellfire all of the characters can cast the same spells from scrolls, charges on staffsstaves, or from memory, after learning the spells by reading spell books.
==Spell Basics==
** Reading a spell book adds a small amount of mana to the available pool. (The amount is equal to the magical requirement to read level 1 of that book.)
* Casting spells costs mana, an amount that's different for every spell, and which (generally) decreases (to a pre-set hard cap) at higher levels of the spell.
** Casting spells from scrolls and charges on items does not cost mana.
* Spell levels max out at 15 from reading books.
** Various unique and magical items add 1 or 2 to all spell levels.
*** The most possible with legitimate equipment is +5, and the highest possible spell level is 20. +1 [[D1 Unique Armor|Naj's Light Plate]], +2 [[D1 PrefixesD1_Modifiers#.2B_Spell_Levels|Archangel's]] Staff, +2 [[D1 Unique Helms|Thinking Cap]].)* Most spells can be found on scrolls, which have magic requirements to cast, but do not cost mana. Casting a spell from a scroll casts it at the level your character has learned up to (or level 1 if it's not a spell you have read a book for). Scroll magic requirements are always the same, regardless of what level the spell is being cast at.
** Some spells can only be found on scrolls and not in spell books.
** Casting a spell from a scroll casts it at the level your character has learned up to (or level 1 if it's not a spell you have read a book for). ** The magic required to read a scroll is always the same no matter your level in that spell. ***The magic requirement to read a scroll is generally about 20% lower than the requirement to read the level 1 book in that skill. [[D1_Spellbooks#Mana_Costs_for_Spells|Values listed below]].* Most spells can be found in charges on items; on staffs staves and some unique items. Some Hellfire spells can only be found on staffsstaves.
==The Spellbook==
| Flame Wave
| Bone Spirit
| Berserk
|-
| Heal Other
| Flash
| Chain Lightning
| Blood Star
| Ring of Fire
|-
| Stone Curse
| Guardian
| --Etherealize
| Search
|}
 
[[Image:Spell_book_page_1.png]] [[Image:Spell_book_page_2.png]]
 
[[Image:Spell_book_page_3.png]] [[Image:Spell_book_page_4.png]]
 
 
5th page appears only in [[Hellfire]].
 
[[Image:Spell_book_page_5.png]]
* Only found in multiplayer games: Heal Other, Resurrect.
* Scrolls only: Identify, Infravision.
* Scrolls/Staffs Staves only: Resurrect, Apocalypse, Nova. (Apocalypse and Nova exist in book form in Hellfire.)
* Spells added in Hellfire: Lightning Wall, Immolation, Warp, Reflect, Berserk, Ring of Fire, Search, Jester, Magi, Mana.
** Staffs Staves only: Jester, Magi, Mana.
==Character Inherent Skills==
# x = 2·Dex - 5·dlvl
# if x > Rnd[100], trap is disarmed
 
===Sorcerer===
If max durability reaches 0, the item is destroyed.
 
===Bard===
The Bard can use the Identify skill inherently, with no mana cost. She thus saves herself ever having to pay Deckard Cain 100 gold, and need not stay a while and listen at any time, other than when she needs his interaction to further a quest.
 
===Barbarian===
# For 12 more seconds, during a lethargy phase, it decreases Strength, Dexterity and Vitality by the same amount (counted from normal values).
# Afterwards you lose 2·Vit life. There is a bug however so if you click on any item in your inventory your life is restored.
 
===Monk===
Casting spells from scrolls and staff charges does not cost any mana, but there are magic requirements.
* StaffsStaves: Magic requirement is equal to the magic required to read the level 1 book. * Scrolls: Magic req is usually lower than staffsstaves/book reading.
==Magic Requirements for Spellbooks==
A handy chart from Jarulf's Guide. This lists the magic required to read every level of spellbook in Diablo and Hellfire. The formula is very simple: books have a set amount at level 1, which then increases 20% per level. Any values over 213 212 are automatically set to 255. (The initial amount is also how much mana the blue bulb fills up when a character reads a book of that type.)
In Diablo, Rogues and Warriors can not achieve 255 magic no matter what equipment they assemble, (Rogues can get to 245, Warriors to 225) so can not read higher level spellbooks and must hunt for [[D1 Shrines|Enchanted Shrines]] to boost their spells to 15. In Hellfire all of the characters except the Barbarian can theoretically get to over 255 magic, thanks to some of the new uniques. (In practice this is unattainable, since [[D1_Unique_Jewelry#Xorine.27s_Ring|Xorine's Ring]] is virtually unfindable due to a bug in the item generation routine.) See all the [[Diablo_Characters#Max_Stats_with_Equipment|max possible attributes here]].
{| width="100%"
* '''Speed: '''Hits everything in range when cast.
* '''Blockable: '''Yes
* '''Available: '''Scrolls and staffs staves only in Diablo. On books as well in Hellfire, but the only way to get a book is to kill Na-Krul.
===Blood Star===
[[Image:D1-icon-blood-star.gif|frame]]
A projectile spell most commonly seen being cast by Witches. Each Blood Star moves relatively slowly and in a straight line. There is no splash damage. This  Blood Star is the only viable, magic-type skill to kill targets at a distance, but the fact that it does so much less damage than comparable fire or lightning spells means it is very seldom used, except in special circumstances. (There In Diablo, there are no monsters who are immune to Fire and Lightning in but not Magic in Diablo. There , however there are a few such enemies in Hellfire. Bloodstar could in theory be useful, in combination with [[D1_Spellbooks#Bone_Spirit|Bone Spirit]] to kill fire- and lightning-resistant monsters in Hellfire, with Bone Spirit to weaken the target and Blood Star to finish it. However, brute force often proves a more efficient follow-up to Bone Spirit, either using a [[D1_Spellbooks#Golem|Golem]] or a bow.)
Blood Star has a special extra cost to cast; draining 5 life along with the mana cost. When cast with a Mana Shield active, it costs 5 extra mana. This cost is applied even if it's cast from charges.
===Charged Bolt===
[[Image:D1-icon-charged-bolt-sp.gif|frame]]
Charged Bolt sends out several small squares of electricity per use. These squares move semi-randomly in the direction the caster is facing, spreading out and usually bouncing off of walls. They are not especially damaging, but can be useful to "wake up" all of the non-lightning immune monsters in a room, bringing them out to fight while leaving the other monsters in the area undisturbed. This spell is especially useful against fast-moving monsters such as [[Balrog| Balrogs]] or lightning-sensitive[[D1_Succubus| Witches]]. In Normal -aka Wimp- mode, a medium-level sorcerer with a reasonable level in Charged Bolt (10-15) and Magic (150-200) can wipe an entire level populated by Vortex Lords and Soul Burners in mere minutes while suffering little damage, using Charged Bolt only (tested by yours truly on dlvl 14 with a level 24 mage, 182 Magic and Charged Bolt level 14. It took 15 minutes and 2 mana potions, and felt waaayyy overkill).
This spell can be quite annoying when used by mages; not for the tiny damage, but because it causes characters with a shield to stop to block.
* '''Blockable: '''Yes
See the [[Charged Bolt Tutorial]] for very detailed information about and strategy tips for using this spell.
===Elemental===
===Golem===
[[Image:D1-icon-golem.gif|frame]]
A summonable stone man, the Golem is a slow moving but fairly damaging companion, most commonly used by sorcerers against triple immune monsters. Golems can also be helpful to distract enemies, and to kill targets on the other side of a wall. They benefit greatly from the stone curse spell, since if their targets are stationary and helpless, the golem hits with every strike and takes no damage during the battle. Without backup Golems are not useful against higher level melee monsters, who will kill them quickly. A single golem can terrorize entire levels in the Church, though. Think of Golems more as bodyguards than as scouts: they will happily take a hit for you or cover your retreat, but keep them backed up if you want them to last as on their own they will be helpless against powerful melee fighters, mobs, or fast-moving ranged attackers. They do regenerate HP though, and they will do a nice job at securing areas for you once the bulk of the opposition has been cleared so that they can regenerate between engagements. Artillery mages might also like having a Golem on their side when facing [[Hidden]] or "immune" ennemies.
Golems are primarily most useful against Advocates, since they can withstand a lot of damage from Flash spells, and are not touched by the Advocates' Fireballs. They are less successful against Witches, and take damage from Bloodstar. Also, due to a bug in the Golem's light radius (it's set to infinite) every witch on the level sees the golem the moment he's cast, and will fire at him if they have a line of sight(yes, that can be useful to take a pack of witches off your back). Golems home in on nearby enemies. If nothing is nearby, they will walk in the direction their caster is facing.
Only one golem may be active at once. If the spell is cast again, an active golem will crumble to gravel. Players gain full experience for kills made by their golem. Golems are hostile to each other, and will fight if there are two of them (from two players) in the same area. Yes, this can be funny to watch.
===Healing===
[[Image:D1-icon-healing.gif|frame]]
An essential skill for all non-mana shield using characters, and even those types enjoy it, from time to time. Higher levels (Slvl and Clvl) lower the mana cost and increase the healing, so it's useful to build this one up even for Warriors, Barbarians, and other rock-headed melee fighters. Reading lots of Healing books is mandatory for Barbarians, since the cost of Healing increases with the hit points of the characterCharacter Level. As these screenshots illustrate, a level 29 Barbarian with typical equipment can't even come close to casting a Healing spell, at [[:Image:D1-barb-healing-cost2.gif|level 3]] or even [[:Image:D1-barb-healing-cost1.gif|level 6]], since his high hit points make level makes the spell cost far more mana than he can scratch up.
Healing is cast when the spell is triggered, but only grants the healing effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation.
===Identify===
[[Image:D1-icon-identify.gif|frame]]
In Diablo and Hellfire, items can be equipped and used without being identified(magic/unique items must be identified in Diablo II before usage). However, all  All magical and unique items found in the dungeons or given as quest rewards are unidentified, and must be identified (by this spell or by Deckard Cain) before their special properties become active.  It is not recommended to always identify items. For instance, identifying the [[D1_Unique_Helms#Gotterdammerung|Gotterdammerung]] activates the ''All resistance equals 0'', which could make the item detrimental depending on your character and build. Note that items that have only [[D1_Modifiers|negative modifiers]] would be worth less ''after'' being identified (plus you also wasted the 100 gold for the Identify scroll or Cain's service), indeed such an item is more effective when not identified. If you plan to keep the item for while, repair it first before identifying it; once an item has been identified the selling and repair costs go up considerably (assuming overall positive modifiers).
Identify is not found on spellbooks, and can only be cast from staff charges or scrolls.
 
===Inferno===
A powerful lightning spell, Nova sends out an explosion of lighting in an expanding circle; albeit one riddled with gaps. Nova is more useful than Chain Lightning only when totally surrounded by monsters, when the sprite limits would cut Chain Lightning's effectiveness.
Nova is only found on scrolls and staffs staves in Diablo. In Hellfire it can be found in book form.
* '''Spell: '''Nova
* '''Type:''' lightning
[[Image:D1-icon-town-portal.gif|frame]]
Players create a blue portal that can be stepped into to return instantly to town. Town Portals remain open indefinitely, until the character who cast it uses it to return to the dungeon from town. If two or more players cast town portals, they can keep them open forever by only returning via the portal cast by the other player. Each character can have only one active Town Portal, and if a second is cast the first will vanish.
 
An open Town Portal also increase the light radius in the dungeon.
==Hellfire Spells==
Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. Some existing Diablo spells were also modified in Hellfire, as noted in the above section. Apocalypse and Nova are findable in book form in Hellfire, when they were only scrolls/staff charges in Diablo.
 
Lore from the Hellfire manual is included when available. (Only some Hellfire spells were described thusly.)
 
::''As the eternal struggle between the forces of Light and Darkness rages on, all of the powers in the universe bend and twist in the storm of their conflict. The realms of the physical plane warp and merge with the planes of the ethereal, and chaos grows stronger while magical essence seeps into every corner of reality. In the past, those who studied the arts of magical and wielded the forces of the arcane were capable of learning and retaining only four pages of spells, and thsi only through tremendous difficulty and long hours of study. Now, as more spells and sources of Mana are created or unearthed from ancient places of power, many magic users have found that they can obtain and remember a fifth page.
 
===Berserk===
Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked.
 
::''The use and control of the magical forces of Mana have many manifestations, almost all of which involved channeling this etheral energy into concentrated and focused forms, such as the many spells realted to Fire or Lightning. However, as the Horadrim experimented and mastered the arcane powers, they discoverd that nearly any forces could be controlled and reshaped or re-oriented, including mental and bodily energy.
 
::''With this understanding, they soon created spells to influence the thoughts and actions of other creatures. The most aggressive of those magics caused a target creature to gain a burst of great strength and go made with rage. Frenzied with blood lust, the creature willing attacks any nearby living being, whether friend or foe. Entities with natural evil intent and weak minds ended to fall under the influence of this spell easily, and the Horadrim had great success using this maddening incantation to incite Demons and other foul creatures of blackness to blindy attack one another during the heat of combat. A warning to novices seeking to use this dangerous spell: the fury of an affected creature knows no bounds, and if not careful or safely distant, the caster of this spell may very well end up being the target of the berserk creature's rage.
 
===Immolation===
* '''Number of bolts:''' 92
* '''Speed: '''16 + slvl
 
::''Harnessing the forces of Mana and converting their energy into the form of Fire has been a skill long practiced by even the most inexperienced of magic-users. Absolute control and manipulation of the magical Fire is another matter entirely, and only the most learned of the great mages have attained such ability. Of the many spells that channel flame into the form of a weapon, the most effective, perhaps, is Immolation. Radiating outward from the caster, multitudes of Fireballs tear through the air, forming a circular swath of destruction as they explode on impact and burn any creatures in their paths.
===Jester===
[[Image:D1-icon-jester.jpg|frame]]
Jester is only found on staffsstaves. Jester staffs staves will cast a semi-random spell each time the charges are used. Spells are fired at the character's appropriate Slvl, or at level 1 if the character has not yet read a book for that spell.
Spells included are:
* '''Firebolt: '''20%
Like Firewall, Lightning Walls work best when cast in a straight line, rather than diagonal, since there are gaps between the active sprites on diagonal walls. Lightning Wall deals double the damage of a Firewall, but it seems to have more gaps and spaces, since monsters are more likely to walk right through it.
Unlike most spells, Lightning Wall can damage the player who casts it, and this damage is treated as fire lightning from a trap (thus "of thieves" item will half it). Each space in the flame charges hits every .05 second for the duration.
* '''Spell: '''Lightning Wall
* '''Type: '''lightning
* '''Number of bolts: '''11
* '''Blockable: '''No
 
::''The electrical energy of Lighting, when channeled by an able magic user, is a deadly and powerful weapo,. Shaping this dramatic force of nature into the form of a barrier wall requires great concentration, but can be used as an extremely effective defense against an onslaught of murderous foes. As understanding and control of this spell grows, the endurance of the wall can be increased, providing the caster with longer periods of protection.
===Magi===
[[Image:D1-icon-mana.jpg|frame]]
Found only in charges on staffsstaves, the Magi charges work like drinking a full mana potion. They completely refill the mana of the caster, unlike the partial mana fill granted by the Mana charges.
===Mana===
* '''Duration: '''slvl·clvl hits. Or until you leave the current dungeon level.
::''By nature, magic users are usually not gifted in physical skills such as hand-to-hand combat, focusing rather on mental discipline in order to further their understanding and control of mystic powers. However, even the most adept of mages often find themselves sin great physical danger while exploring savage places searching for arcane knowledge.
 
::''To compensate for this vulnerability, the Vizjerei developed a form of telekinetic magic that bends the force of a physical attack back onto the attackers. Aided by this reflective spell, even the meager melee combat skills of a mage can prove to be quite effective. An aggressive creature becomes the victim of not only the mage's blows, but also of its own.
* '''Number of flames: '''22
* '''Blockable: '''No
 
* '''Duration:''' 12.25 + 10·slvl + clvl seconds
::''Over the ages, many mystical cultures have delved into the nature of matter and energy while exploring the manifestations of magic. Out of this research came the ability to attain heightened perceptions, and, for those individuals of appropriate mental and spiritual discipline, this ability has proved to be a tremendous asset. For instance, the Monks of the Brotherhood of the Bough learned to focus their perceptions and concentration to such an extent that they could clearly see almost any visible object, no matter how distant, camouflaged, or obscured. The Vizjerei studied and learned from these people, and managed to bend the arcane forces into spells that could mimic their fine mental disciplines. Thus, magic users can include in their arcane arsenal the spell of Search, which, which invoked, makes clear to the caster all items and objects lying about. This spell has often proved to be invaluable to the adventurer wandering through dark, cluttered places eking treasures.
The key to using it well in that way is to get away from the stairs going up. Teleport or hustle to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down, if they're closer than the ones you started from. If you return to the starting spot, then run in a different direction and try it again.
::''In ancient times the Horadrim built many magical gateways, and though the secret of their construction is long lost, many uses and manipulations of these portals have evolved over the centuries. Akin to the spell of Town Portal is the spell of Warp, though far less versatile as a means of exact teleportation between two specific destinations.Rather, Warp sends the caster on a one way trip to teh nearest exit from a place. Immediately thereafter, the portal is closed and dissipated, leaving the traveler with only conventional means with which to return to the point of casting. Limited as a means of travel, this spell can, however, prove to be extremely useful in finding an exit when the caster is lost or besieged in a dark and dangerous place such as a dungeon or cave. Unfortunately, the forces drawn upon by the warp sell make no distinction between types of exits, since they merely focus their energies on the nearest at hand. As often as not, the caster is sent to an exit downward, which almost always leads to even greater perils.
==Diablo Demo Spells==
Many of the spells in the demo were unbalanced and buggy, but they had some interesting effects not found in the final game. We don't have full stats for these, just the icons and a quick description of how they worked. Thanks to [http://www.ladyofthecake.com/diablo/spells.htm Lady of the Cake] and [http://www.diablo-evolution.com/index.php4?pageid=spells Diablo Evolution] for most of the info in this section. The following skills were only found in the demo, and are not in the final game, though a few of the icons were eventually reused.
===Blood Boil===
[[Image:D1-icon-blood-boil.gif|frame]]An odd sort of proximity-based magical attack. When cast with enemies nearby, they would take huge damage, as though their blood was boiling from within. Presumably it did not work on undead, since skeletons pretty clearly lack blood. In the PR demo, apparently the spell was changed to (or first implemented as) a point and click spell. It would blow up the target from within, killing it instantly and dealing damage to the caster equal to (100 -(12,5*slvl))% of the target's maximum hp. Mana cost started at 18 and decreased by 2 per level.
===Blood Ritual===
[[Image:D1-icon-blood-ritual.gif|frame]]A spell-casters aid, this one transferred health points to mana points. It's interesting to think who would use this in was taken out because the mana bonus was higher than the final game. Sorcerers wouldn't much botherhealth cost, since they have such high which meant it could be used together with Heal to give a character infinite health and mana and low hit points anyway. Rogues, before going into mini-mage mode? Bards?
===Doom Serpents===
[[Image:D1-icon-doom-serpent.gif|frame]]A projectile spell that shot a missile consisting of two snakes corkscrewing around each other. This one summoned would home in on a target, possibly hitting two serpents from out of the groundtargets much like Elemental, which then slithered over to attack nearby targets. They but did not attack the Undeadappear without a valid target. The graphics were not finished, It damaged only beasts (and it's hard to see who would have found this useful in the final game, when so many spells do the same thing, but more quickly, and against Undead as wellButcher).
===Ethereal===
[[Image:D1-icon-ethereal.gif|frame]]A precursor to Stone Curse, this one Temporarily turned living things solida character invulnerable. It did not work on Graphics were a gold ring that fit exactly around the UndeadMana Shield orb.
===Invisibility===
[[Image:D1-icon-invisible.gif|frame]]
From an early vision of Diablo, when stealth and tactics were part of the plan, rather than massive brute force destruction. If the icon looks familiar, it was used for the Sorceress' teleport skill in ''Diablo II''.
 {{template:Diablo itemsD1 masternav|Basics}}
[[Category:D1 Basics]]
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