Character Related

Spell Theory 101

Perhaps the most important aspect of playing a mage is wise selection of spells as you develop your character. The following is a list of "high priority" spells. At low levels, the most important strategy is to develop one offensive spell at a high level (preferably firebolt or lightning). This will enable your character to throw many spells in succession and not have to engage in melee combat. The Firewall spell is THE most efficient bang-for-your-mana spell in the game; a few well placed firewalls will wipe out a room of 30+ monsters. Get that firewall as soon as you can! If you haven't learned lightning by dungeon level 7 or so, you're in some pretty serious trouble. At this point firebolt becomes too weak as a primary single enemy offensive spell, and you probably don't have the mana to be tossing fireballs at everything that moves quite yet. In general, if you get to about level 5 and don't have lightning, it's time to see that witch more often! The same goes for fireball: if you don't know that one by the time you get to level 11 or so, forget it. The Elemental spell is a tremendous weapon, but is too mana inefficient for general use. A staff of elemental, however, is a deadly weapon for the level 15-25 mage. Open a door, and before those monsters move send the deluge of elementals in; they'll be fried before they can look at you. A level 22 mage of mine once took out two warriors (lv 24 + 25) in a duel with his staff of elemental, and I've been singing this spell's praises ever since. Guardian and Stone Curse are the next most important spells for general use (not to mention their creative applications in multi), but the capper is teleport. A mage above level 20 with teleport will NEVER lose a fight to a real character of any other class--that's just all there is to it. Chain lightning is invaluable if you're ever planning on being alone in hell/hell, but don't worry about building it up too much until after you've gotten the spells above. Good luck, and happy hunting! Alan
Dexterity
Now we're talking about people who play the game for the real sense of accomplishment it brings, not your run-of-the-mill show-off. But my discovery, after being forced to rebuild my characters from scratch more than once, is that of all the attributes Dexterity matters most. Why? Well it's simple. What are the two most important parts of battle? Hitting the foe, and not being hit by the foe (please, no "duh's" from the peanut gallery. karate instructors say the same thing). What does Dexterity do? It 1) Improves your chance to hit the foe, and 2) Improves your chance to avoid being hit by the foe. All warfare boils down to these two things. Even main battle tanks rely on not being hit to survive, not on the density of their armour or the punch of their weapons So my suggestion, with two TOTALLY legit characters (and a host of semi-legitimate characters) regularly slaying Diablo without a scratch is: Before going for strength or vitality or magic, get a 60 in dexterity (or maybe a little better, if you are a Rogue). That, and eat your Puppy Chow... - Whipwillow
Warrior fitness
1) You need bows (yes, bows):
Bow is long range firepower, and that means you don't have to go up close and personal with the critters you are going after. While sometimes that's good, other times the chase may bring even more bad guys. Ever chased a couple goatmen archers into a room only to find over a dozen more of them pouring arrows into you while you can't even land ONE blow on ONE of them? That's the time to use arrows. (same with Snow witch, succubi, etc.) When combined with spells like firewalls, this will cut down that herd that's chasing you to a trickle that you can easily deal with.
Sometimes, it's best just to stand in the open and take the damage while dealing out some in reply with bows. This is esp true with long-distance-attack-and-runs-away type enemies such as goatmen archers, snow witch/succubi/hellspawn etc. If you chase them god knows what you'll run into.

2) Spells are good:
Keep a few of those "of wizardry" stuff around. You need them to read books. Fighters are inherently short-range attack, and thus need some long range offense to complement. Bows are nice but one must open inventory, then switch weapons, put the old weapon back... While spells are almost IMMEDIATE. Just cast away and poof! Firewalls, Holy Bolts, and Fireballs are great weapons, so is lightning and chain lightning, if you have enough mana to cast them.
This also means that you MAY want to hold on to some of the spell staffs you find around. I found an elemental staff around Lazurus' Lair, so I armed myself with firewalls and lots of mana potions, then went down and cast firewalls into the room, then used elementals to chase down any one not burned. Only got hit with a few fireballs. You can even sell the staff for more money later. Of course, this won't work if you can't use the staff.

3) When in doubt, retreat:
Not sure if you can take out that bunch of blood knights? RETREAT! Six to eight blood knights are deadly, but two to four are just troublesome, and one is piece of cake. If you retreat, you may get out of range of some, thus reducing the immediate number you will be facing. This also forces them to break up their "formation". Retreating also gives you time to rearm yourself, cast some healing spells, use that healing scroll instead of the less potent potions, etc. Perhaps change to a more appropriate weapons, like a sword instead of a bow or axe.

4) Use thy terrain General:
Around a corner you know to be clear is a good place to regroup if you are ambushed. It gives you time to switch weapons, cast heal spells, rearrange potions on belt, etc. Never allow yourself to be surrounded unless you know you won't be damaged. Fight your way out. When you are getting hit you won't be doing any hitting, and if you are surrounded that just means you will getting hit more instead of MAKING the hits. Church:
In the church, there are frequently those fence-like closures that you can shoot through. As most baddies at this time don't open doors, if you have a bow you have a perfect shooting gallery. You may find similar structures in caves, but those bad guys may open doors. Such places are also good HIDING places if you run into too many critters. Catacombs:
The rooms (open or doored) can be death traps if one is not careful. Have plenty of firewall spells ready to roast any inhabitants. Consider open the door and lure the baddies out into corridors to fight in smaller bunches. (Corridors aren't that wide) Caves:
some sections are hard to get to, which means you may have problems when you run into a lot of long-range attackers like magma demons, vortex lords, acid beasts, etc who will shoot at you across the lava river. Hell:
Circular corridors with side rooms, dangerous since the large areas means large concentration of enemies. Walking slow is essential and retreat frequent.

5) Know thy enemy:
their strengths and weaknesses. The enemies roughly fall into the following types: Up-close-and-personal -- charges into point-blank range, usually armed with only melee weapons
ex: Skeletons, Overlords, blood knights, etc..
deal with them at a distance or trade blow for blow Melee combat, runs away when hurt -- comes at you and fight, but if hurt, runs away to recuperate
ex: Unseen, gargoyles.
kill them the first time. Fast hit will stop them from getting away. Long distance attack, stand their ground -- fires at you when you come into range, stays still like a turret
ex: skeleton archers (not all).
Get out of range or wade through their fire and kill them . Long distance attack, close to melee combat -- fires a few shots at you but also chases you down to melee.
ex: Vortex lord, magma demons, acid spitters.
Chase them down first. They are eaiser to kill in melee and your approach may also make them miss their shots. Long distance attack, stays out of range -- attacks you from a distance, tries to stay out of melee range by running away if you approach
ex: goatmen archers, snow witch, advocates, etc. 1) stand your ground and use bows and trade blow by blow, supplement with magic like firewalls 2) chase them down , vary your approach so you trap them in corners so you can kill them with repeated blows - Changon

Tip for Newbie Sorcerors
This is something all good sorcerors will have figured out but you should always make sure you're using the right spell for the creature you're attacking. Certain creatures are resistant to either fire or lighting (such as fire-clan which resist fire). Keep your favourite spells of both types on function keys and swap between them depending on who's attacking. It's also helpful to have quick access to Stone Curse in case you find a unique monster that's causing you problems. - FloYd
Rules of Sorcery
1) MANA SHIELD Yes, obvious, yet required. A high-leveled sorceror could probably ahve only 250- hit points and 500+ mana. With Mana Shield, the enemies will have an extra 500+ hit points before they can kill you. Without it, your sorceror won't last long. DISADVANTAGE: Using your spells is now considered using up your Hit Points. 2) SWORDS AND SHIELDS Hold a good sworld and shield in your inventory. Some enemies down in hell are immune to most spells, and your sorcror will be forced to fight in close combat. A sword and a shield would be real helpful in such a situation. DISADVANTAGE: Sorceror sucks at fighting. 3) FASTER ATTACKS The sorceror has a special "fast attack" ability if he is equipped with only a shield. You may want to equip only a shield for attacking faster. Another advantage to this is changing from a staff (assuming you are equipped with one) to a shield is faster than changing to sword and shield. DISADVANTAGE: Takes too long to kill enemy. 4) SPELL HOTKEYS Set three of your spell hotkeys to the three category of spell magic: LIGHTNING, FIRE, MAGIC. Most hell enemies are immune to 2/3 of the spell category. You can switch quickly to the vulnerable spell and cast it quickly. DISADVANTAGE: Leaves only one spot for other spells such as "heal" and "teleport". 5) TELEPORT Set one of your spell hotkeys to "teleport". If surrounded by enemies, you now have a way of escaping. Also, you can leave some enemies in disarray by teleporting into walled rooms. DISADVANTAGE: If you follow Rule #4, you now have no hotkeys left. 6) AIMING Learn how to aim. Wasting mana by shooting mid-air is not a good way of killing (good way of killing yourself if you follow Rule #1). Learn to aim at moving enemies by placing yourself into the angle at which the enemy is heading. DISADVANTAGE: None 7) LEARN THE ENEMY'S WEAKNESS Some enemies are immune to some spells. Learn which spells to use against them. It'll also save you mana. DISADVANTAGE: None - Edge
Get Your Mage to Retirement Age
Do Unto Others - In the combined arms world of Diablo, the wizards are the artillery. The warriors are the infantry. Those poor warriors, slogging through the dungeons and hewing about with mighty blades, sometimes feel that they don't get enough respect. Put yourself in their boots for a second. There they are, running from monster to monster, trying their best to rack up experience, kill after tedious kill. They often need to chase 'em down (Ever gone on a solo goat hunt as a warrior? Those archers are tedious to kill). Then, after all of this, in swaggers (or more likely, teleports) you, the wizard. You toss a few spells around, and maybe unleash a golem to do by remote control what the warrior has to do by hand. You get loads of experience, scoop up the treasure, and bask in the glory. Well, good wizard, let me encourage you to be nice to warriors. They are your best friends. Warriors can do what you can't - beat the snot out of the bad guys, toe to toe. The just love keeping a bunch of monsters busy while you ready your next pretty pyrotechnic display. So, in return for their help, be nice to them. In the heat of battle, cast "heal other" on a wounded warrior. Warriors should not need to use bunches of heal potions if you have bunches of mana available. Help out the guys with swords by making liberal use of stone curse. When things get really hairy, cast a golem just behind the monsters beating on your warrior buddies, to take some of the heat off of them. If you do this often enough, we can reduce the number of people who say ,"Oh no, not a wizard! I hate playing with wizards." If you get a rep as a good wizard, folks will line up to play with you. - Ridicully
Starting Charactors: The Mage
So, after hearing all about those lvl 20 fireballs and 800+ mana, you have decided to start a Mage. When you go about starting a Mage, however, you will notice that it is a bit harder than that Warrior you blasted through the church with. The first problem that most begining Mages have is that they will buy the wrong things in town. Sure, that robe (75 gold and 5-7 ac) looks nice. Then you can buy a hat as well, but you need your gold so leave them alone. Buy a club (1-6 dam, 20 gold) and a heal potion to start you with. that will leave you with 30 gold, which you will nead later. When you get your first few level ups, don't put them into magic. You have plenty of that. Instead, put 2 into vitality, 2 into strength, and 1 into dexterity. You start with 30 HP, and you need to wield more powerfull weopens (str and vit). Free AC also comes in handy (dex). After dungeon delving a while, you will notice that that free staff just wasn't enough and that you have used all your potions for mana (fire bolt) and you needed that heal. here is where the club comes in. It swings faster than your staff, does more damage, and you can even hold a buckler (oh boy!) Go and kill stuff until you either are low on health with no way to heal or when your stuff starts to fall apart. Remember to bring everything you find to town to sell, you will need the gold. Fix anything that is on the verge of falling apart (not expensive to do) and then go to the witch. Hopefully you will have enough cash to recharge your stave, and if you have enough, do so. If not, go buy a heal and use your club :-) One last note: Do level one until it becomes easy, then do level two. When level 2 gets easy, do 3... Etc. Just remeber to pump vitality until it is AT LEAST 60 (unless you get early mana shield :), and strength until it is 40 or so. Once that is done, you will be on your path to becoming one of the great, lvl 20 fireball spewing Mages. Just don't cheat to do it, please. - Dark_One
Rogue Usage
Rogues are great characters. Warriors are best with close melee and Mages can sling from a distance. However, no other class can do as much damage as quickly and from a distance, as a Rogue. Well, ok yes, fireball and flame wave do plenty of damage, but plucking yew isn't gonna cost you mana. Now, enough of me advocating the class.. on to usage.

You don't need a great or unique bow. Just look for one that does the most damage possible (such as a deadly bow of power which I curretly use, no windforce yet..damn). At highger levels when you do enough damage by virtue of strength and dexterity, a fast attack bow like the needler is nice (even if 1-3 on the damage, your natural +dam will be enough if you're going multi warhead style). But any bow with dex and str will do the job. With a normal bow, my level 25 rogue was doing 30-35 points damage per shot.

Use of your bow. When you don't know what's in a room or you kow it's fulla nasties, stay out of range/sight of the monsters and pluck a few arrows into the room to activate a choice one or two. Easier to pick off one blood knight than diablo's whole horde. If you do find a whole horde of nasties coming at you, stone curse the front line, that will slow the onslaught while you pick off half of them. Also, don't be afraid to run. Going around corners is good, it forces the monsters to go single file and you can pop 'em one by one. Another note, using shift-fire makes you less accurate. your character only shoots in the direction you're firing and takes a while to acquire the target you've been pointing to. If you need to drop them quick, don't bother shift, and after the monster dies, keep firing and hit shift, you'll stop dead in your tracks instead of running into oblivion.

For running around hell, you're screwed hand to hand chasing down those advocates and witches. Just load up on resistace items (obsidian amulate or ring with the steel veil works nicely) ad those little spell flingers barely tickle you while you unload volleys of 30-40 point damage arrows into their ranks. I've cleared whole levels of hell without needing to chug a potion because of resistances.

Play your rogue for what she is. A fine piece of artillery. Just keep on the move, keep the arrows flying and make sure you max out dex ASAP and you'll life a long, lucrative life. - Faeder

Make your Rogue Rock.
My Level 26 Rogue is now feared in even the darkest parts of hell thanks to careful planning and decent attack strategies. Here is what I have found works well for the Rogue. ONE: USE A BOW! Sometime the urge to use a hand to hand weapon will arise. Find that King's Sword of Haste? Trade it to a Warrior friend. The Rogue's biggest strength is the ability to spit arrows like nobody's business, and the motto 'hit them before they get to y ou' is one you should follow at all times. TWO: PICK THEM OFF ONE AT A TIME. If you're by yourself, you have to keep a horde of monsters from getting to you before you can turn 'em into swiss cheese. In order to do this you have to keep too many of them from attacking at once, and you can do this in two ways. The first is to only release a few at a time. Walk slowly and pick off any awakened monsters before you move any farther. Avoid the temptation to run up and grab that treasure! You'll release a bunch of critters that will squash you before you can get away. If you re lease a few too many for you likeing, run around a corner and pick them off as they come around. The other way is to cast a golem into a horde of monsters and support him with your bow. (This also works if you have a warrior friend in multiplayer). Not e that if you're playing with a warrior friend running around a corner won't work because they'll all go after your friend and he'll get pissed because you left him alone to die. Just watch your aim. THREE: DEFENSE IS SECONDARY. The Rogue should not be concerned with being able to take a beating. That's the warrior's department. With that in mind pump Dexterity as much as possible, without neglecting Strength or Magic. Strength so you can use those really big bows and dexte rity boosting armor that you find, and Magic because you would like to be able to cast the odd healing/golem/guardian spell without downing potions like beer on St. Patrick's Day (cause they're not green!). Vitality is not as important because you don't expect to get hit, remember? My level 26 Rogue has about 30 base vitality and still survives nicely in hell. FOUR: CHECK EVERYTHING FOR TRAPS. The Rogue's ability is unique in that it causes no permanent damage to your equipment, unlike the Warrior and Sorceror. When playing in multiplayer, remember to let the rogue check all chests/doors for traps before you try to open them. The lower lev els of hell are full of nova spell trapped chests, and letting one of these loose with your friends around is NEVER a good plan. Let the rogue try to disarm it (if you're feeling brave) or open it from a distance or around a corner with a telekenisis spe ll, and you should be able to avoid the embarassment of getting fried by a trap. Remember these things and your Rogue will soon be able to rock the known universe. Oh, one more thing. A rogue works much better with a warrior than with a Sorceror. Happy Hunting and See You In Hell.