Diablo II FAQ/Walkthrough
rate this article  useless not bad informative very informative must read!
: : : : Diablo II FAQ/Walkthrough

Diablo II FAQ/Walkthrough

by atomic potato   Updated on
Last update 8th May 2001.                      

Welcome to my Diablo 2 FAQ

This contains many hints and tips on how to complete the game and train 
a character.
It is designed to help you train and complete the game. It also contains 
some random info
on some stuff.

By atomic:potato. E-mail: cwason@charlyw.freeserve.co.uk

A note to anyone reading from Diablo2.com. E-mail back the recent e-mail 
I sent you. Please. I really need the skill tables. You know it makes 
sense. 

Also, DON'T SEND ME HATE MAIL. It is just a waste of my time and yours. 
I ignore any hatemail I get because if you don't like my FAQ then don't 
read it. If you have ideas of improvement, they would be useful but 
hostility is not neccesary thankyou.
  And another thing that is bothering me. Please don't say "I'm sorry 
for any inconvenience\wasting your time." Number 1, unless you've sent 
me a killer virus that will wipe out my family and blind me for life, 
you're not being inconvenient. Number 2, unless you waffle on for pages 
about tutus or custard colour jumpers, or something else completely 
seperate from Diablo 2, you are not wasting my time. 

REVISION HISTORY:

Febuary 28 2001: I've started the walkthrough. Broke 1k mark.
March 7 2001: I've done the boss list. Broke 100k mark. Thanks to a day 
off school, I had time to e-mail Morquan at Diablo2.com for the skill 
tables. They'll come soon.
March 29 2001: The strategy section was added. I thought I'd put it 
first as it is very important. Dwason Brotemarkle and Peter Judson added 
to the thankyous section. Exp table thingy added. 
28th April 2001: Quick update. Locations table added. Didn't get round 
to mailing it though :P
3rd May 2001: Easter was great, and when I came back I made up for it 
with Solid FAQing. You now have Sorceress, Barbarian and Necromancer 
Skill Descriptions. Paladin will come soon but Amazon might take a while 
(please mail me with any cotributions).
8th May 2001: I've had the coolest idea. I'm going to put an animals 
name then the word doofers. Then I add it to the contents table and you 
can use the find button to get the stuff you want easily! Also, my 
computer says my guide is 223K but gamefaqs.com say it's only 124k. Help 
me please anybody!


-----------------------------------------------------------------------
----------------------------------------------------
THIS FAQ CANNOT BE REPRODUCED BY ANYONE OTHER THAN ME, REID WASON, 
UNLESS THEY E-MAIL ME FIRST. ALSO, YOU MUST GIVE ME THE PROPER
CREDIT FOR CREATING THIS WALKTHROUGH. IF YOU DIASGREE WITH ANY OF THIS, 
STOP READING NOW AND DISCARD ANYTHING AND EVERYTHING THAT IT HAS DONE 
FOR YOU. IF I DO SAY YOU CAN REPRODUCE IT, YOU MUST NOT EDIT IT IN ANY 
WAY UNLESS I AM ASKED BEFORE-HAND. IF YOU DO MAKE MONEY FROM MY FAQ, OR 
PUT IT ON A SITE WITHOUT ASKING ME I WILL TAKE LEGAL ACTION.
-----------------------------------------.------------------------------
-----------------------------------------------------


Sorry about that, but I do know some lousy freeloaders try and sell faqs 
for money. Trust me, I've met them. On that subject, this FAQ can only 
legally be put on the following sites:
www.gamefaqs.com
www.neoseeker.com
www.dhl.net or is it www.dlh.net?
If you got it from anywhere else please e-mail me.

CONTENTS\DOOFER CODE   Contents Doofer Code: Dooferdoofers
1.  Strategies      Stinginthedoofers                
2.  Walkthrough for all quests.
A1Q1                Aardvarkdoofers
A1Q2                Antdoofers  
A1Q3                Helldoofers 
A1Q4                Anteaterdoofers
A1Q5                Deaddoofers
A1Q6                Snakedoofers 
A2Q1                Ratdoofers  
A2Q2P1              Zombifieddoofers
A2Q2P2              Maggotdoofers 
A2Q2P3              Cobradoofers  
A2Q3                Owldoofers  
A2Q4\A2Q5           Magicdoofers 
A2Q6                Scorpiondoofers 
A3Q1                Pheasantdoofers  
A3Q2                Sharpdoofers  
A3Q3P1              Tarantuladoofers
A3Q3P2              Voodoodoofers   
A3Q3P3              Mousedoofers  
A3Q3P4\A3Q5         Macedoofers 
A3Q4                Lostdoofers 
A3Q6                Floatingdoofers
A4Q1                Penguindoofers 
A4Q2                Minotaurdoofers 
A4Q3                Evilcowdoofers 
3.  Items
Weapons             Attackingdoofers  
Head Armour         Noggindoofers
Body Armour         Protectivedoofers
Gloves              Heldhanddoofers 
Belt                Trouserdoofers
Boots               Shoedoofers 
Shields             Arsedoofers 
4.  Character List: Good Guys.
All Acts             Burningdockdoofers 
Multiple Acts        Burningcampdoofers
A1                   Campdoofers
A2                   Jeweldoofers  
A3                   Dockdoofers
A4                   Burningdoofers 
5.  Character List: Not-so-good Guys.
All Acts              Kittyminiondoofers  
Multiple Acts         Corruptedapedoofers
A1                    Corrupteddoofers 
A2                    Kittydoofers
A3                    Apedoofers  
A4                    Miniondoofers 
6.  Character List: Bosses.
A1                    Tictacdoofers 
A2                    Hugescorpiondoofers 
A3                    Sankekurdoofers    
A4                    CowFromHelldoofers  
7.  Training Tips     Strongdoofers   
8.  Maximums          Maximumdoofers 
9.  Amount of Exp per Level table by Jchris Experiencedoofers 
10. Locations guide    WhereamIdoofers   
11. Skill Descriptions (what they do and how to use) Skillfuldoofers
Barbarian   Combat Skills      Meleedoofers
            Combat Masteries   Masterfuldoofers
            Warcry             VERYLOUDdoofers
Necromancer Curses             Weakerdoofers
            Poison\Bone Spells Venomousbonedoofers
            Summoning Spells   Skeletaldoofers
Sorceress   Fire Spells        Flamingdoofers
            Lightning Spells   Zappydoofers
            Ice Spells         Icedoofers

  
STRATEGIES                      Stinginthedoofers

The Hit-And-Run Strategy: 
Fighter Version: Firstly, run in and hit the NME a few times. Don't let 
them get a chance to hit you. If they hit you, run away, use a potion, 
keep running when they get close, and then start attacking them once 
again. Repeat until either of you are dead.
Ranger\Mage Version: Firstly get in their face. Next RUN AWAY VERY 
FAST!!! When you are a fair distance away, you want to use your most 
damaging attack, until they once again come up to you. Repeat until 
dead. If you are a Necromancer cast a spell or curse, then let your army 
do the hard work.

The TP Escape strategy:

OK, firstly cast a TP near where the bad guy appears. Then run to an 
escape (stairs, WP, whatever). Now run to the nearest WP (if you haven't 
already), and when in town simply go through the TP. Doesn't work if you 
HAVE to defeat a bad guy, obviously. This is an escape.

Undead Strategy:

Fighter\Necro Version: Use a mace. This means a wand, hammer, or other 
blunt weapon.
Mage\Ranger Version: Use holy bolt or fire spells (like Fireball or Fire 
Arrow).
Why did I just do that section? The strategy is so blatantly obvious. 
I'll mention it in the walkthrough a lot though ;).

The Daleks Strategy:

EXTERMINATE! It may be your quest but it is easier said than done. Fight 
your NME well, but when you need a potion go up the stairs so they can't 
get you (thus the name Dalek Strategy). When out of potions cast a TP 
back to town, and cheekily re-enter the arena. Nice strategy, shame 
about it not working on Duriel.

The Through-the-wall Strategy:

Now THIS is clever. Shame it doesn't work for some characters. However, 
with an army and Strafe, who needs to do this flash stuff? In order of 
effectiveness:
Sorceress Strategy: When injured while fighting, cast teleport through a 
wall. You should have time to use a potion, and while the clumsy monster 
follows you, missile it when it comes through the door.
Barbarian Strategy: You can jump over almost any liquid and the void in 
A4, plus you can also jump through portcullises in some dungeons. If you 
see it, try jumping it, and wait behind the door for a stupid monster to 
come and hit you.
Paladin Strategy: What you can't see can hurt you. Stand on one side of 
a wall. If there is an NME on the other side Sanctuary will hurt it.

Of course, you could e-mail me if you have any more. 
------------------------------------------------------------------------
----------------------------------------------------
DIABLO 2 WALKTHROUGH
------------------------------------------------------------------------
-----------------------------------------------------
In my walkthrough I will call things by the first time you meet them. 
E.G. I will call Fallen Fallen(1) and Carvers Fallen(2), etc. Most vital 
locations will have "--" both in front and behind them, and be in caps. 
They stand out that way.
Also, here are keys to abbreviations:
TP= Town Portal
WP= Waypoint
A1\A2\A3\A4= Act 1, 2, 3, 4
Q1\Q2\Q3 etc.= Quest 1, 2, 3, etc.
L1\L2 etc.= Levels of a dungeon.
LG= Lut Gholein
KD= Kurast Docks
PF= Pandemonium Fortress
Now lets get started!
 

ACT 1: ROGUE CAMP
------------------------------------------------------------------------
----------------------------------------------------
First things first. Don't worry about the movie at the beginning, it is 
not a vital part of the game and it does not make
sense until the end. Now you have started off, talk to Warriv. Then talk 
to Akara for a quest, and if you are a fighter talk to Charsi. Then go 
out to the --BLOOD MOOR--, and find the --DEN OF EVIL--.
------------------------------------------------------------------------
----------------------------------------------------
ACT 1: QUEST 1: THE DEN OF EVIL        Aardvarkdoofers
------------------------------------------------------------------------
----------------------------------------------------

This is probably one of the easiest quests, especially for a 
necromancer. Just wander around and kill things. The little
red dudes, Fallen(1), have Shamans. Kill the Shaman(1) before you 
attempt to kill the Fallen(1), cos the Shamans(1)
resurrect Fallen(1) and shoot fireballs at you. Zombies(1) are easy 
enough to kill. For a Sorceress, firebolt them, and for
all others, hack at them (or let skells do it for you). Don't waste any 
Javelin em. For the Spikes(1)(quill rats)
simply do whatever you can, avoiding the bolts. BEWARE! There is a 
magical monster called Corpsefire. He will use an elemental
attack on you (that is what Spectral Hit means). He shows up with a 
group of Zombies(1), but should be not much of a prob.
However, you might want to use a ranged attack instead of a melee if you 
can. After you find and kill all the monsters,
right click on the blue scroll in your inventory to warp back to town. 
Go to Akara for an extra skill point, then go to 
Kashya for another quest. She wants you to kill Blood Raven. You can 
find Blood Raven in the --BURIAL GROUNDS--, beyond
the --COLD PLAINS--. Oh yeah. Get the waypoint for Cold plains. If you 
find the --STONY FIELD--, turn back. You don't go
there yet.

------------------------------------------------------------------------
--------------------------------------------------
ACT 1: QUEST 2: BLOOD RAVEN                  Antdoofers
------------------------------------------------------------------------
--------------------------------------------------

In case you're wondering, Blood Raven is the one who is raining arrows 
down on you. She is surrounded by Skeletons(1) and
Zombies(1), who should be a) hacked into a million pieces or b) burnt 
with a fire attack. The Skeletons are like the 
Zombies, but they are MUCH faster. Use an armour defense spell if you 
are a sorceress, or pick em off from a distance if you
are a female character\necro. If you are baba\pala, simply go and hack 
them up. But you need to try and ignore Skeletons 
and zombies for now. Instead, throw whatever you've got at Blood Raven. 
Most Sorceress attacks work well (esp. Fire), and
Amas should be able to use a ranged attack on her, Babas and Palas use 
any fast attack and Necros use Teeth and Skells to
take her down (and golems if you have them). After this return to the --
COLD PLAINS-- waypoint, talk to Kashya, get a
mercenary, talk to Akara, WP back to the --COLD PLAINS--, and find the -
-STONY FIELD-- Waypoint. Then go through the
--UNDERGROUND PASSAGE-- (l2 is optional. Exit is on l1) to the --DARK 
WOOD--.

------------------------------------------------------------------------
--------------------------------------------------
ACT 1: QUEST 3: THE SEARCH FOR CAIN          Helldoofers
------------------------------------------------------------------------
--------------------------------------------------

Now you're in the Dark Wood, right? Good. Find the tree of Inifuss. It 
should have the monster Treehead Woodfist nearby
(he is a Golem(1)). He is extra strong extra fast, so the best thing to 
do is run at him, attack, run off. Or, run away,
attack (with ranged attack) run off again when he gets near. Or use some 
skells. Your choice. Anyway, once he's dead, click
on the Tree of Inifuss and get the scroll. Now look for the --DARK WOOD-
- waypoint and use it to get back to the Roguecamp.
Then talkto Akara, stock up on potions (I really mean that), and wp to 
Stony Field. Once there, find the Cairn Stones, and
kill Rakanishu the Fallen(2). Use ranged attacks or hit-and-runs to kill 
him (or skells, but stand back). Now enter Tristram
by clicking on all of the stones in any order (it doesn't matter what 
order you do them in, but you still have to have
the Scroll. Strange). Now beware. There are Skeleton Mages(1), 
Goatmen(1) or (2) and Fallen\Shaman(1) and (2). Also beware
of Griswold. He is cursed, so he MUST NOT HIT YOU. If he does, run away 
until the curse wears off. To kill the skellmages,
either hit them very hard, chuck things, or use fire\ice (lightning is 
not a very good choice cos they are made of stone).
The goatmen are big and fast, so use close-range attacks(Inferno, Jab, 
Bash, Normal) (or skells) to kill them. Another 
strategy is to find Cain and run away very fast. Somewhere on the map is 
Wirt's Body. Get the gold and his leg(if you want
to do the secret cow level later in the game), unless you're too busy 
running away from Griswold and Goaties. Now use the 
red portal to Stony Field and wp back to the Rogue Camp. Talk to Cain, 
then Akara. By the way, did you find something called
the "Moldy Tome" in the Stony Field? If not, go find it now. You'll 
stumble upon the next quest that way. Afterwards, wp
to the --DARK WOOD--. NOTE: Now you can identify items for FREE!!!!!!

------------------------------------------------------------------------
--------------------------------------------------
ACT 1: QUEST 4: THE FORGOTTEN TOWER               Anteaterdoofers  
------------------------------------------------------------------------
--------------------------------------------------

You find the tower in the --BLACK MARSH-- beyond the --DARK WOOD--. The 
--BLACK MARSH-- waypoint would therefore come in
handy. Now enter the --FORGOTTEN TOWER-- and head for the Tower Cellars. 
On each level, there are a group of monsters and
a magic one. Kill them all, and proceed to the next level. Now repeat 
that until you get to L5. On this level is the 
Countess and a group of Dark Rogues (they might be rangers. I'll check 
that). Best to kill them all, because if you kill the
Countess you get big lots of gold and a completed quest. Now TP back to 
the Rogue Camp and talk to Charsi for Q5. Then use
the WP to get to the --BLACK MARSH-- and proceed to the --TAMOE 
HIGHLAND-- to the --MONASTERY GATE-- to the --OUTER CLOISTER--

------------------------------------------------------------------------
--------------------------------------------------
ACT 1: QUEST 5: THE HORADRIC MALUS                Deaddoofers
------------------------------------------------------------------------
--------------------------------------------------

Well this is hard, eh? I don't know what number Dark Rogues you are 
fighting, but they are very fast. Also beware of the
new edition of the Fallen, Fallen\Shaman(3). Firstly kill everything, 
then go to the corridors left, in front, and right of
the --OUTER CLOISTER-- WP (its not hard to find, believe me). Find the -
-BARRACKS-- and prepare for new editions of the
Goatmen(2?) and Fallen\Shaman(4). Deck everything until you hear someone 
shouting about the Hellforge, or making weapons 
from your bones (charming!). This is your cue to leg it. Run away, using 
cold attacks and skells if you have them to slow
down The Smith. You can stay and fight (baba, pala), but TP (just in 
case, right?). When he's dead, go and grab the
Horadric Malus. Now, while snooping around, you may have found the --
JAIL--. Go back to town (WP or TP), talk to Charsi
or an Imbue (don't use this for a long while. It will pay off.....) and 
then Deckard Cain for the Final Act1 Quest. Then call your lawyer, we're 
going to the --JAIL--.

------------------------------------------------------------------------
--------------------------------------------------
ACT 1: QUEST 6: SISTERS TO THE SLAUGHTER       Snakedoofers
------------------------------------------------------------------------
--------------------------------------------------

Now you're in jail L1, you have a couple of new enemies to square off 
against. Firstly, Ghosts(1). They drain mana, so stay
out of range unless you can do without. There are also Helldogs(1) 
(tainted). These are fast, they have a ranged attack,
they also have good close range abilities. Yikes! Bear in mind that the 
Jail is full of undead, so maces and fire are in
order. Also starring in the Jail are Vampires(1), who shoot fire and 
steal life. They are also undead, so mace\fire them.
Now work your way down to Jail L3 (beware of Pitspawn Fouldog, he's 
magic) and grab the --INNER CLOISTER-- WP and use it 
before you get got by the Spikies(3) who have a magical leader (I have 
forgotten his name.) You can kill them if you feel
like it, or you can leg it over to the --CATHEDRAL-- and kill the 
ghosts, and Boneash (he's magic resistant and stone skin?),
and also the Helldogs and Fallen\Shaman(4). Now get down to the final 
Act1 Dungeon: The Catacombs. On L1 there are a couple
of Ratmen(1), who plague act 3. They are pretty darned fast, so a close 
range attack is order of the day. Also, you might
get ambushed by Helldogs, which you should also kill. Grab the WP on L2, 
and cast a TP before you enter L4. It's time for
the Final Showdown For Act 1: Andariel. She hates fire, and poisons you 
a lot. If you are dead or nearly dead, cast TP
upstairs on L3 where she can't get you :), get healed and re-enter the 
fray. Then start killing her again (the more the
better), and repeat until she's dead. Watch the firestorm, loot her 
corpse, and talk to Warriv to get to A2. You've now
completed A1, and shouldn't ever return unless you want to train.

------------------------------------------------------------------------
------------------------------------------------
ACT 2: LUT GHOLEIN
------------------------------------------------------------------------
------------------------------------------------

Wow, a desert. But it's a fun desert. Talk to everyone in town, 
particularly Fara and Drognan, then go see Atma. She'll 
tell you to go kill Radament. Which is Q1. So go do that.

------------------------------------------------------------------------
------------------------------------------------
ACT 2: QUEST 1: RADAMENT'S LAIR                 Ratdoofers
------------------------------------------------------------------------
------------------------------------------------

Go to the --SEWERS--. OK then, time for some brand new enemies. Firstly, 
the Burning Dead. 
They do fire damage, and are also archers. Secondly, the Mummies, they 
do poison damage when you kill them and when they hit you.
In case you hadn't guessed, use Maces and Fire to kill them all. Get the 
WP on L2, then proceed to L3 and find Radament.
You'll know when he's near cos he hisses at you. Now tempt his minions 
out of his range and kill them. 
Then go in for Radament, with (here we go again) Fire and Maces. He 
shouldn't be much of a problem. 
When you finally do kill him, loot him and look for an enchanted chest. 
Grab the Horadric Scroll from it, and TP to LG.
Talk to Cain. Get Q2.

------------------------------------------------------------------------
-------------------------------------------------
ACT 2: QUEST 2: PART 1: THE HORADRIC STAFF  Zombifieddoofers
------------------------------------------------------------------------
-------------------------------------------------

Step outside of LG, into the --ROCKY WASTE--. This is the second biggest 
quest in the game, so you may stumble upon other
quests as you do it. Anyway, the --ROCKY WASTE-- is basically a practice 
ground, so practice in it. You will meet various
new enemies, such as Leapers(1), Hellcats(1), Vultures(1), and many 
more. Vultures are tricky. They are quite zealous,
so make sure you get first hit, or use a ranged attack. Hellcats come in 
2 forms: Ranged and Melee. The Melee cats are fast,
so beware if you use ranged attacks. The Ranger Cats are also fast, but 
only in their throwing arm. Chuck stuff back, or 
simply hit them very hard, a lot.  The leapers are hard to hit, but keep 
trying and eventually you will be able to hit them.
Once hit, they are slowed down a bit, so hit them lots more. Once you've 
got enough practice, head to the --DRY HILLS--
and get the Waypoint. If you are on Nightmare\Hell, don't bother with 
the --HALLS OF THE DEAD-- and meet me at Part 2 in a minute. If on 
Normal, be prepared. Be very prepared, because this is a very hard level 
if you don't have Fire, Maces, or a lot of life\defence\patience. Well, 
start off by destroying all the monsters you can find. Work down to L2, 
and make sure you have a ranged attack. For Necros, Amas, and Sorcs, 
this isn't a problem, but if you're a Baba or Pala you might want to at 
least get Leap Attack or Charge.
There are Greater Mummies(1) on this floor. They resurrect all undead 
(except each other), so they must be disposed of before you try killing 
the others. They have a Unholy Bolt attack, too, so beware. Anyway, 
after L2, go to L3, and destroy everything down there. There might be 
some kind of boss, it's been a long time since I did this level so I 
can't be sure. Anyway, grab the enchanted chest and inside is.... the 
Horadric Cube!!!! Wayhey!!!! This rather useful tool is good for 
transmuting things to combine them. I will put down known recipes soon. 
Talk to Cain if you want some.

------------------------------------------------------------------------
--------------------------------------------------
ACT 2: QUEST 2: PART 2: THE HORADRIC STAFF  Maggotdoofers
------------------------------------------------------------------------
--------------------------------------------------

Time for A2Q2 part 2: The Staff of Kings. You need to go down the --
MAGGOT LAIR-- in the --FAR OASIS-- for this. The Maggot Lair sure is 
narrow! Beware the Swarms(1): they drain your stamina, and the Big Sand 
Maggots(1)have baby Sand Maggots(1), so you should kill the big ones 
first to prevent them from creating the young. Bearing in mind the 
narrow corridors, some spells are killer here, particularly Blaze, 
Bonespear, and the Amazon's ranged Javelin skills, 
and Whirlwind (For nightmare-ers). Anyway, kill everything on your way 
down to L3. At the end, you'll find millions of Maggots,
Maggot babies, and a Really Big Bad Maggot called Coldworm The Burrower. 
Kill all the baby maggots that chase you,
then kill the big maggots, then start on Coldworm. He can't hurt you, so 
just hack away at him, then get the Staff of Kings.

------------------------------------------------------------------------
--------------------------------------------------
ACT 2: QUEST 2: PART 3: THE HORADRIC STAFF Cobradoofers
------------------------------------------------------------------------
--------------------------------------------------

  Now it's time for A2Q2 part 3: The Claw Viper Amulet\Staff Headpiece. 
This is the smallest part, but it makes up for it
in hardness. It is located in the --CLAW VIPER TEMPLE-- in  --THE VALLEY 
OF THE SNAKES-- beyond the --LOST CITY-- which
has a WP. Also, it combines with A2Q3: Tainted Sun, so I won't have to 
bother writing an entire A2Q3 section. A2Q3 is 
when it becomes eternal night in the Lost City (so a "great hero" must 
break the spell :D). Anywho, in the --CLAW VIPER
TEMPLE--, you meet the Salamanders and the Serpents. One of them (I 
can't remember which) has an ice-charge attack, and the
other a double-swing-zeal kinda thingy. Lost? Me too. Cold resistance 
does help against them, though. So does ChainLightning,
Bash, Jab (or Fend if you have it), Skeleton Magi, Golems, Zeal, Charge, 
Stun, Smite, Inferno and Glacial Spike. Phew! Bad
news for an Ama though. All you need to do is Kill The Whole Damn Lot Of 
Them. Easier said than done, that. Also, I can't 
remember if you meet the ZapBats here. If so, get lightning resist, and 
hit them quickly and strongly. Then go down to L2.
I seem to remember lots of them charging at me, and I got frozen, and 
major ouchies!! I also remember a magic one. Can't
remember what its called, but I can remember it is hard to eliminate. 
Don't worry about mana, just kill them all, and be
quick about it. Then high-tail it over to the Altar, and finish Quest 3 
by clicking on it. Then finish Q2 by nicking the 
Golden Amulet from the Claw Vipers. Then run like there's no tomorrow. 
When back in LG, put the Staff Of Kings and the
Claw Viper Amulet inside the Horadric Cube, press the Transmute button, 
and wolla! One Horadric Staff. What's it useful for?
A2Q6. You've finally done A2Q2! Congratulations!

------------------------------------------------------------------------
---------------------------------------------------
ACT 2: QUEST 3: TAINTED SUN             Owldoofers
------------------------------------------------------------------------
---------------------------------------------------

I've just finished explaining how you do this, but I have to explain 
again now so people don't get lost. First go to the
--LOST CITY--, then the --VALLEY OF THE SNAKES--, then the --CLAW VIPER 
TEMPLE--. Destroy the Altar on L2. Sorted.

------------------------------------------------------------------------
---------------------------------------------------
ACT 2: QUEST 4: ARCANE SANCTUARY and also ACT 2: QUEST 5: THE SUMMONER 
Magicdoofers
------------------------------------------------------------------------
---------------------------------------------------

Now this is a hard quest. You have to run around the Arcane Sanctuary, 
which is infested with Ghosts(2), and Goatmen(2),
and Vampires(2). The walkways are again quite narrow, but they have open 
space on either side this time. Fireballs and
Firewall spells and whatnot can travel across the vacuum. So can jumping 
barbarians and teleporting Sorceresses, not to mention
arrows, javelins and sorc\necro spells. I think Paladin Offensive Auras 
can also travel across, I haven't tried. Ditto Shouts.
but enough about me, lets get on to you, good customer. Go up in 
whatever direction you want, but always do the teleporter
bit last. At one end you should come across The Summoner and Horazon's 
Journal. This is probably obvious, but destroy the
journal and read the summoner. I mean, read the journal and destroy the 
summoner. The Summoner is best dealt with at close 
range, I wouldn't reccomend getting into a fireball ping-pong match with 
him. After he's dead, read the Journal and a portal
will open. Go through it to the --CANYON OF THE MAGI--, and grab the 
waypoint.

------------------------------------------------------------------------
---------------------------------------------------
ACT 2: QUEST 6: THE SEVEN TOMBS Scorpiondoofers
------------------------------------------------------------------------
---------------------------------------------------

Get ready to meet the Wendigo(3). Unless, of course, I've got it wrong 
and it's a Wendigo(2). Anyhow, also beware of the
Hellcats(3 or 4). I REALLY hate them. Oh yeah, there are also a bunch of 
Sand Maggots(3 or 4), for you to kill. But I think
that's about it until you get to the Tombs. Find the True Tomb (it gets 
randomised, but the journal should have told you
which one it is. If not, e-mail Blizzard and complain.) Enter the true 
tomb. Apparently, there is a magic monster called
Ancient Kaa the Soulless down here, but I've never met it. Also there 
are the Death Beetles, which you should run away from
if you have no ranged attacks. Don't even THINK about Whirlwinding 
these. I can tell you that you will kill them, but you'll
die in a way that can cause the game to crash (I call it Double-Death 
Crasher. If you lose double your health, you can die
twice in a second. You can't die while you're still whirlwinding, but if 
you lose double your maximum life your game will
crash). Right, now stick the Staff in the Orifice and watch the wall 
crumble. Go downstairs and say hi to Baal... except
it isn't Baal. It's Duriel, which is probably as bad (or maybe even 
worse). The following spells work well against him:
Jab, Fend, Zeal, Bash, Frenzy, Double Swing, Blaze, Hydra, Golem, 
Charge, Skeleton Magi, Lightning. The following spells
are crap against him: Leap Attack, Cold Attacks, Poison Attacks, Holy 
Bolt, Smite, Stun. All other spells are OK, but the
good ones are the best to use against him. Especially Blaze, which means 
you can do him using no TPs or Potions. He is one
hard nut, though, if you're under level 20\35\55 (depending on 
difficulty level). Once he's dead, steal his stuff, and 
investigate the tomb. You should find Tyrael the Archangel there, who'll 
blabbermouth at you. Then go through the TP, talk
to Meshif, go to A3 (the jungle).

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: KURAST DOCKS
------------------------------------------------------------------------
---------------------------------------------------

Welcome to Magnificent (yeah, and pigs fly) Kurast. Firstly, go out into 
the jungle and start killing things. If you're fast
you can see the Dark Wanderer disappear into a group of Flesh Beasts 
(i.e. Vilekid(1)). Observe the new enemies in A3: The
Treehulk(1-4), which is a big wooden man, who likes to hit any young 
heroes or heroines he finds (doing so increases his
speed in much the same way as a Baba's Frenzy), The Fetishaman(1-4 or 
5), who has a flamethrower (Sorc's Inferno) attack,
and the ability to resurrect Fetish,  The Mosquito(1-2), who drains 
Mana\Stamina, and the Tentacle(1-5), who has a ranged
posion attack and REALLY hates lightning. Anywho, after killing the 
first magic monster, it should drop a Jade Figurine.

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: QUEST 1: THE GOLDEN BIRD Pheasantdoofers
------------------------------------------------------------------------
---------------------------------------------------

Pick up the Jade Figurine and take it to Meshif. He gives you a Golden 
Bird, which you take to Cain, who goes blah-blah-blah,
go see Alkor (I love how he says "DAMNIT!"), get the Potion of Life from 
him, drink it, quest closed. That was short, boring
and pointless. I don't even know why I bothered telling you about such a 
simple, easy quest. Now you need to see Hratli
and Cain (or is it Ormus?) for Quests 2+3.

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: QUEST 3: PART 1: KHALIM'S WILL Tarantuladoofers
------------------------------------------------------------------------
---------------------------------------------------

I know, I know. You probably want to do Q2 first, but seeing as this is 
on the way you might as well do it. Go to the 
--SPIDER FOREST-- and find the --SPIDER CAVERN--. Now kill all you want 
to kill in the Spider Cavern, then go and see the
big, bad, drives-you-mad, Sszarck The Burning. He is quite hard, I 
believe, if you only have melee attacks or a low fire
resistance. On Nightmare, I resorted to TPing near the chest and running 
away to the Spider Forest WP, where I went to KD
and TPed to the chest. Anyway, take the eye from the magical chest after 
killing or fleeing Sszarck (I can't remember the
spelling, somebody please tell me if I'm right), and be on your way.

------------------------------------------------------------------------
--------------------------------------------------
ACT 3: QUEST 3: PART 2: KHALIM'S WILL Voodoodoofers
------------------------------------------------------------------------
--------------------------------------------------

Now here is something funny. Sometimes, if you're especially unlucky, 
the --GREAT MARSH-- will not lead you to the
--FLAYER JUNGLE-- at all! So you will need to fully explore the Flayer 
Jungle and Great Marsh for this one. As soon as you
find the --FLAYER DUNGEON--, go in and look out for SkellFetish(1). 
They're like Fetish(1), except undead. Simply work your
way down to L2, and eventually L3. You should meet a magic Fetishaman(2) 
who I have forgotten the name of, and his gang.
Ranged attacks works best, such as Charge, Leapattack, Whirlwind, Chain 
Lightning (very good for this one), Bone Spear or
Spirit, and Lightning Strike (also very good). Grab the brain and TP out 
of there.

------------------------------------------------------------------------
--------------------------------------------------
ACT 3: QUEST 2: BLADE OF THE OLD RELIGION Sharpdoofers
------------------------------------------------------------------------
--------------------------------------------------

If you haven't already done this, do it now. Explore the Flayer Jungle 
to its full extent, especially the bits which go off
from the main jungle. One of them should have loads of Fetish(2 and 3) 
and their Shamans, also (2) and (3) (Well done for
guessing THAT, Sherlock), which should be done very very recklessly and 
quickly. Once you've worked your way into the little
"pocket" shape on the map, you must simply nick the Gidbinn from the 
fire without being Fetishafied (easier said than done).
Now carry on exploring (unless you already found Lower Kurast) until you 
meet Stormtree. He is a big Treehulk(2) or (3) and
he is lightning enchanted, so he is like Rakanishu's big brother. Try 
and used ranged attacks, especially Fire. Explore this
area until you find --LOWER KURAST--. Your reward for Q2 is a ring from 
Ormus.

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: QUEST 3: PART 3: KHALIM'S WILL Mousedoofers
------------------------------------------------------------------------
---------------------------------------------------

You're in Lower Kurast, right? Get the WP and proceed to --THE KURAST 
BAZAAR--. Now look for the Sewers and enter. I think
it's about this time that you have to go see Alkor for Q4, but I'll do 
that bit in a minute. You must explore the Sewer,
until you find the Sewer Lever, which you pull to go to L2. I don't 
think there's a boss down here, but if there is then
deal with them in the appropriate way. It is time to loot Khalim's 
Heart. Waaaaait! What was Khalim's Heart doing in the
Sewer? Doesn't that strike you as odd when his eye and brain are back in 
the jungle? What is going on? What? On with it? OK,
but only for you, good customer.

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: QUEST 4: LAM ESEN'S TOME Lostdoofers 
------------------------------------------------------------------------
---------------------------------------------------

Before (or after) you find Khalim's Heart in the --SEWERS--, go and see 
Alkor (DAMNIT!). He babbles on and you get Q4. 
Simply lookin all of the 6 Reliquaries, Cathedrals, etc. until you find 
Lam Esen's tome. Your reward? Stats points. 
Yummy stats points.

------------------------------------------------------------------------
---------------------------------------------------
ACT 3: QUEST 3: PART 4: KHALIM'S WILL and also ACT 3: QUEST 5: THE 
BLACKENED TEMPLE Macedoofers
------------------------------------------------------------------------
---------------------------------------------------

This is the first truly hard bit of Diablo 2 I came across. Go to   --
UPPER KURAST-- then --THE KURAST CAUSEWAY-- then
--TRAVINCAL-- (eek!). Kill everything you can, then find the High 
Council. They are Toorc Icefist, Geleb Flamefinger, and
Ismail Vilehand, who you should deal with one at a time with any skill 
you have. Once the first one goes down, he drops 
Khalim's Flail, and the other two also give you some stuff (gave my sorc 
the Bonesnap gold Maul). Thats Q5 done, but to
complete Q3 you must put Khalim's various organs and body parts in the 
Horadric Cube and press the button. That done, go
to where the High Council were before and find the Compelling Orb. Equip 
your new flail and smash up the Compelling Orb.
Now go into the Durance of Hate, and congratulate yourself on completing 
Q3.

------------------------------------------------------------------------
--------------------------------------------------
ACT 3: QUEST 6: THE GUARDIAN Floatingdoofers
------------------------------------------------------------------------
--------------------------------------------------

I hope you like to respawn, because if not, you'll be tearing your hair 
out. Find the --DURANCE OF HATE-- WP on L2, and go
down to L3 when you find it. Kill everything, and don't run away, 
because if you do Mephisto will be even harder. When you
finally meet Mephisto, you should TP before you start fighting him. He 
has a lightning attack, and Bone Spirit, plus the 
all-new, very funny, fart-joke provoking, Poison Nova. I'll check what 
he's weak against soon, but for now cut his life into
pieces, as your first resort! Sorry, I'm listening to my walkman as I'm 
typing. Anywho, when he's dead, go through the 
Infernal gate for the Final Act. Also, the cut-scene is quite a good 
one, if I remember correctly, and it is easily as good
as the A2 one where Tyreal fights the Dark Wanderer, though more gross.

------------------------------------------------------------------------
---------------------------------------------------
ACT 4: THE PANDEMONIUM FORTRESS
------------------------------------------------------------------------
---------------------------------------------------

So, the final act. Your probably thinking "Whoa" or "Uh-oh" or 
something, but once you get the hang, this Act is quite fun.
Definitely the most challenging act, almost all creatures are new to 
you, but the rewards are well worth it. Honest. The
new baddies go like this: Dragon(1-4), is not really a dragon. Has a 
flamethrower attack and is fast, but has a relatively
puny melee attack. Ranged attacks are good, but melee is even better. 
The Strongman(1-4) is similar to the dragon. He is
big and fast, like a dragon, but unlike it his melee attacks are good 
(they stun) and he has no magic attacks. A melee
attack is, once again, the answer. Their are Electricghosts (eghosts(2-
4) from A3, and Leapers (5-6) from A2. But their
is a new type of ghost: The Homingghost (hghosts (1-4), who has homing 
missles that drain mana. They look like burning,
flying, skeletons. Also starring in this Act are the Cannibals(1-3) who 
eat corpses (gross) and spit them back at you
(grosser!), and the powerful UMages(1-2) UFighters (1-2), and UFMs (1-
2). They are like skeleton soldiers, skeleton mages, 
and skeletonfighter-mages (U is for Undead), but about 50 times harder. 
The UFighters have Spectral Hit capabilities,
that do a fair amount of damage, the UMages have some curses (including 
the deadly Iron Maiden), the Bone Spirit spell,
and an elemental missile. The UFMs have both, but they excel at neither, 
making a jack-of-all-trades-master-of-none effect.
Also, a bit later on, you'll find VHags and VKids (V is for Vile). They 
are like bigger, badder, maggots, but they don't
make eggs, the Hags just spit out Kids one at a time.
Go see Tyrael for your first quest.

------------------------------------------------------------------------
---------------------------------------------------
ACT 4: QUEST 1: THE FALLEN ANGEL Penguindoofers
------------------------------------------------------------------------
---------------------------------------------------

Carefully make your way through the --OUTER STEPPES--, and look for some 
more steps down to the --PLAINS OF DESPAIR--. 
These A4 places have very jolly names, huh? Now run around until you 
here someone say "Save your soul!", at which you
run up and hit Izual. Lead him onto the steps if you're a fighter, keep 
running and firing if your a mage\archer, or 
simply kill things and turn them into skeletons if a necro. Once he's 
dead, talk to his soul, then TP and see Tyrael.
Grab the two skill point reward. Congratulations! Now go back through 
the TP and look around for the --CITY OF THE
DAMNED-- (another jolly A4 name). Grab the WP (it should be next to some 
stairs to the --RIVER OF FLAME--

------------------------------------------------------------------------
---------------------------------------------------
ACT 4: QUEST 2: HELL'S FORGE Minotaurdoofers
------------------------------------------------------------------------
---------------------------------------------------

Enter the --RIVER OF FLAME--. I imagine our hero must be feeling pretty 
hot right now :D. Now you want to find the Forge
in one of the pockets of the main path. You'll meet what appears to be 
the Smith, but it's actually Hephasto the Armourer.
I will call him Hep for short. Hep will say "YOUR SOUL WILL FILL THE 
HELLFORGE" or just growl. Either way, you see him, 
baby, and shake that ass. He will follow you. Run and do one of the 
following (for Fighters and Mages respectively)
F) Run, but then when he's coming double back straight at him, and use 
Charge or Leapattack, then Zeal or Frenzy and
whatver you use for a hit-hard attack. 
M) Run, then shoot, then double back on him, then shoot again. Repeat 
until it's the Case of the Ex-Hep. In case your
wondering, I'm listening to my walkman again. Take the Hellforge Hammer 
and click on the Hellforge. Take all the gems that
fall out of the Hellforge. Keep them. PLEASE! IF YOU GET A PERFECT SKULL 
THEN I WILL TRADE IT FOR A SET OF ARMOUR IF YOU
WANT IT! PLEASE! E-MAIL ME IF YOU DO!

------------------------------------------------------------------------
---------------------------------------------------
ACT 4: QUEST 3: TERROR'S END. Evilcowdoofers
------------------------------------------------------------------------
---------------------------------------------------

The final quest means killing the biggest, baddest, hardest, most 
annoying boss. If you're lucky, you'll die about 3 times.
If not (like me) you'll die somewhere between 14-40 times. First, you 
have the Chaos Sanctuary to worry about. It is packed
with UFMs, UMages, UFighters, Hghosts and Cannibals. The bit at the 
beginning with the five-way flame paths should be no
problem for an experienced hero(ine) like you.  A good trick with the 
beginning of the --CHAOS SANCTUARY-- (if you're a
fighter) is to tempt the monsters out and kill them in one of the 
corners of the main gate of the Sanctuary. Now kill all
the others, one way or another, and find the Seals. Touch them in the 
morning! Or last thing at night! Guess what I'm
listening to now? Pop ya collar to kill the 3 sub-bosses:
RIGHT: A gang of Dragons will ambush you. They are extra fast and extra 
strong. The purple one is magic. If you specialise
in ranged attacks, you might have a problem with them surrounding you. 
Fire resistance will help, as will melee attacks
and multiple-hit abilities (like Frenzy, Zeal, Inferno, Chain Lightning, 
Multiple Shot) and escapes (Leapattack, Teleport).
Kill the boss first if you do this last. 
LEFT: A gang of Hghosts will get you. Kill them all, but the red one is 
magic (fire enchanted). These are killer if you
rely on mana. Make sure you use ranged attacks on ALL elementally 
enchanted monsters. Also don't get caught sleeping with
the girl next door while killing the magic one in paticularly.
STRAIGHT ON: I'm sorry Miss Jackson, but this is for reeeeal! You must 
fight the UMages including Lord De Seis the magic
one. I call him Lord Swiss Cheese-head. Run in, kill one, run away. 
Repeat, until all Swissy's men are dead, then go for
him. Then cut The Cheese, or burn it.
  Now that's done, I just want to say good luck and congratulations on 
coming this far. But Diablo will totally redefine
how good you think you are. Don't let him get a shot in, run the HELL 
away from his red-twisty-lightning and fire-trail
attacks (especially if you are a fighter) and TP when you run out of 
potions. Two rather weird tips are: Do not under
estimate him. 2: Listen to classical music while fighting. I know it 
sounds weird, but it really does help. After about
a half-hour of duelling him, he should fall. Be. Very. Careful. Full 
Lightning and Fire resistance will help you kill him.
You're done! The world is saved! HEY! WAIT A SECOND! WHAT ABOUT BAAL!! 
OH NO! Now feel the beat as the Stupid Old Man from
all the cut-scenes appears once again. I still have no idea who he is, 
but you REALLY want to watch this cut-scene as it 
explains why you have to play Nightmare and Hell. SPOILER ALERT! The 
Man-in-black is not Tyrael. It is Baal, who decides
to kill the old man and unleash Terror once again, thus the nightmare 
level.

------------------------------------------------------------------------
--------------------------------------------------
PART 2: ITEM LIST 
------------------------------------------------------------------------
--------------------------------------------------

*=NIGHTMARE\HELL DIFFICULTY ONLY. (Required Level is therefore 25 
normally)

WEAPONS Attackingdoofers

NAME           DAMAGE\HANDS              A BRIEF DESCRIPTION            
REQUIREMENTS    SPEED

*Ancient Axe*  46-74 (2h)                A Super War Axe.               
S125, L25       Slow 
*Arablest*     14-27 (2h)                The first Super Crossbow.      
S52, D61, L25   Normal                
Axe            3-11 (1h)                 The 2nd normal 1h axe.         
D32             "
Balanced Axe   5-10 melee\12-15 throw(1h)Normal Throwing Axe Number 2.  
D57             Fast
Balanced Knife 1-8 melee\6-11 throw(1h)  Normal Throwing Knife Number 
2.D51             V. Fast
*Ballista*     24-45(2h)                 A Super Heavy Crossbow.        
S110, D80, L25  Slow
Bardiche       1-25(2h)                  The 1st polearm.               
S40             Normal
Bastard Sword  20-28(2h)                 2nd best 2h sword.             
S62             "
Battle Axe     12-28(2h)                 The 3rd? 2h axe.               
S54             Slow
Battle Staff   6-13(2h)                  The 2nd 2h staff.              
None            "
*Bearded Axe*  21-42(2h)                 A Super 2h Broad Axe.          
S91, L25        Normal
Blade          4-12(1h)                  The best normal dagger.        
S35, D51        V. Fast
Bone Wand      3-7(1h)                   2nd best wand. Mace class.     
None.           "
Brandistock    7-17(2h)                  A reasonable 3-prong spear.    
S40, D50        Fast
Broad Axe      10-18(2h)                 The 2nd 2h axe.                
S48             Slow
Broad Sword    7-14(1h)                  The 3rd? 1h sword.             
"               Fast
*Cedar Bow*    10-29(2h)                 A Super Long Bow?              
S53, D49, L25   "
*Chu-ko-nu*    14-32(2h)                 A Super Repeating Crossbow.    
S80, D95, L25   V. Fast
*Cinquedas*    8-26(1h)                  A Super Kris.                  
S25, D88        "
Claymore       13-30(2h)                 The 3rd? 2h sword.             
S47             Normal
*Cleaver*      10-29(1h)                 A Super Axe.                   
S68, L25        "
Club           1-6(1h)                   The 1st 1h mace                
None            V. Fast 
Composite Bow  4-8(2h)                   The 2nd Bow. Shoots 2 arws?    
S25, D35        "
Crossbow       9-14(2h)                  The 1st crossbow.              
S40, D33        Slow
*Crowbill*     14-27(1h)                 A Super Military Pick.         
S94, D70, L25   Fast
Crystal Sword  5-15(1h)                  Not durable, 2nd\3rd 1h sword. 
S43             Normal
Dagger         1-4(1h)                   The 1st dagger.                
None            V. Fast
Dirk           3-7(1h)                   The 2nd dagger.                
D25             Fast
Double Axe     5-12(1h)                  The 3rd 1h axe.                
S43             Normal
*Double Bow*    
11-26(2h)      A Super Composite Bow.         S58, D73        V. Fast
Great Maul     The Best 2h Mace          S99, D?   
50-110(2h)(approx)     
Heavy Crossbow 12-20(2h)                 The 4th? Crossbow.             
S60, D40        V. Slow
Hunter's Bow   2-6(2h)                   The 2nd? Bow.                  
D28             Fast
Javelin        1-5 melee\6-14 throw (1h) The 1st Javelin.               
None            "
Kris           2-9(1h)                   The 3rd? Dagger.               
D35             V. Fast
Large Axe      6-13(2h)                  The 1st 2h Axe.                
S35             Fast
*Large Siege Bow*10-42(2h)               A Super Long Battle Bow.       
S80, D95, L25   "
Light Crossbow 6-9(2h)                   The 1st Crossbow.              
S21, S27        Normal
Long Battle Bow3-16(2h)                  The 2nd Best Normal Longbow.   
S40, D50        Fast
Long Bow       3-10(2h)                  The 1st Normal Longbow.        
S22, D19        Normal
Long Staff     2-8(2h)                   The 2nd Staff.                 
None            Fast
Long Sword     3-19(1h)                  The 2nd Best 1h Sword.         
S55, D39        "
Long War Bow   3-23(2h)                  The Best Normal Longbow.       
S50, D65        "
Mace           3-10(1h)                  The 2nd? 1h Mace.              
S27             "
Maul           30-40(2h)                 The 2nd best 2h Mace.          
S69             Slow
*Military Axe* 14-34(2h)                 A Super Large Axe.             
S73             Fast
Military Pick  6-10(1h)                  The 2nd? Best 1h axe.          
S49, D33        "
Morning Star   7-18(1h)                  The 3rd? Best 1h Mace.         
S36             "
*Naga&         18-34(1h)                 A Super War Axe.               
S121            "
Pike           14-65(2h)                 The best? Normal spear.        
S60, D45        Slow
Pilum          4-9 melee\ 7-20 throw(1h) The best? Javelin.             
D45             Fast       
Poignard       6-18(1h)                  The Best Dagger.               
S25             V. Fast
Poleaxe        18-30(2h)                 The 3rd? Polearm.              
S62             Slow      
Razor Bow      8-22(2h)                  A Super Hunter Bow.            
L25             V. Fast 
Repeating Crossbow6-12(2h)               The fasted Normal Crossbow.    
S40, D50        V. Fast
*Rondel*       10-22(1h)                 Super Dirk.                    
S25, D58, L25   Fast
*Rune Bow*     14-35(2h)                 A Super Short Bow.             
S73, D103, L25  "
Sabre          3-8(1h)                   The 3rd? 1h sword.             
S25, D25        "
Scepter        3-8(1h)                   The 1st scepter.               
S25             "
Scimitar       2-6(1h)                   Faster than Short Sword.       
D21             V. Fast
Scythe         8-20(2h)                  The 2nd? Best Polearm.         
D41, S41        Normal
Short Battle Bow5-11(2h)                 The 2nd? Best Shortbow.        
S30, D40        Fast
Short Bow      1-4(2h)                   The 1st Shortbow.              
D15             Normal
*Short Siege Bow*13-30(2h)               A Super Short Battle Bow.      
S65, D80        Fast   
Short Spear    2-13 melee\14-25 throw    The 3rd? Javelin.              
S40, D40        Normal
Short Staff    1-5(2h)                   The 1st Staff. Sorc starter.   
None            Fast
Short Sword    2-7(1h)                   The 1st Sword. Pala starter.   
None            "
Short War Bow  6-14(2h)                  The Best? Shortbow.            
S35, D55        "
*Siege Crossbow*19-35(2h)                A Super Crossbow.              
S80, D70        Slow                                             
*Simbilan*     8-32 melee\ 27-50 throw(1h)A Super Pilum or Short Spear. 
S80, D80.       Normal
Spear          3-15(2h)                  The 3rd? Spear.                
None.           "   
Two-Handed Sword8-16(2h)                 The 1st 2h Sword               
S35, D27        Fast
Voulge         6-20(2h)                 The 2nd? Best Polearm.          
S50             Normal
Wand           2-5(1h)                  The 1st Wand. Necro starter.    
None.           Fast  
War Axe        8-14(1h)                 The best Normal 1h Axe.         
S67             "
War Hammer     11-20(1h)                The best normal 1h Mace.        
S53             Slow
War Javelin    6-19 melee\ 14-32 throw  Super Javelin to the rescue!    
S25, D25        Fast
War Scepter    7-14(1h)                 The best Sceptre :(.            
S55             "
War Scythe     15-32(2h)                The best Polearm.               
S80, D80        Normal
War Staff      12-28(2h)                The best normal Staff.          
None            V. Slow
War Sword      8-21(1h)                 The best normal 1h sword.       
S71, D45        Fast
Wirt's Leg     2-8(1h)                  Crap. Cow level key.            
None            "
Yew Wand       2-8(1h)                  The 2nd wand.                   
None            Normal

BODY ARMOUR in order of quality (well, normals in order of quality, then 
supers in order of quality)Protectivedoofers

NAME                    DEFENSE(roughly)             REQUIREMENTS
Quilted Armour          8-13                         S12   
Leather Armour          12-16	                       S15
Hard Leather Armour     18-24                        S20
Studded Leather         28-34                        S27
Ring Mail               38-46                        S36
Scale Mail              46-57                        S44
Breast Plate            65                           S30 
Chain Mail              67-79                        S48 
Splint Mail             85-95                        S51
Light Plate             90-105                       S41
Field Plate             94-110                       S55
Plate Mail              110-114                      S65
Gothic Plate            130-150                      S70
Full Plate Mail         155-164                      S80  
*Ghost Armour*          110-121                      S38 L25
*Serpentskin Armour*    121-135                      S43 L25  
*Trelissed Armour*      135-150                      S50 L25
*Linked Mail*           169+                         S74 L25   
*Tigulated Mail*        175+                         S86 L25
*Cuirass*               195                          S65 L25
*Mesh Armour*           205                          S92 L25
*Ancient Armour*        210-250                      S100   (also [very 
rarely] seen in normal)
*Russet Armour*         225-245                      S97 L25
*Sharktooth Armour*     240-260                      S103 L25
*Mage Plate*            225-260                      S82 L25                       
*Templar Coat*          250-275                      S118 L25
*Embossed Plate*        280-300                      S125 L25                      
*Chaos Armour*          about 331                    S140 L25 
*Ornate Plate*          415+                         S170 L25


HEAD ARMOUR\HELMETS AND HATS Noggindoofers

These aren't quite in order of quality, as Bone\Grim Helms and 
(Grand)Crowns vary in quality (but are better than the rest)

NAME                          DEFENSE(approx.)
Cap                           2  
Skull Cap                     8
Mask                          12 
Helm                          17 
Full Helm                     20
Great Helm                    30  
Bone Helm                     35 
Crown                         29-40
*War Hat*                     40                   
*Sallet*                      50 
*Death Mask*                  60
*Casque*                      70
*Basinet*                     80 
*Winged Helm*                 85-95 
*Grand Crown*                 90-115  
*Grim Helm*                   60-130

HAND ARMOUR\GLOVES Handhelddoofers

NAME                          DEFENSE (approx.)         REQUIREMENTS 
Leather Gloves                2                         None 
Heavy Gloves                  5                         None 
Chain Gloves                  8                         S25
Light Gauntlets               10                        S45
Gauntlets                     14                        S60
*Demonhide Gloves*            30                        S20 L25
*Sharkskin Gloves             35                        S20 L25
*Heavy Bracers*               40                        S58 L25 
*Battle Gauntlets*            45                        S88 L25
*War Gauntlets*               50                        S110 L25

FOOT ARMOUR\BOOTS Shoedoofers

NAME                         DEFENSE(approx.)           REQUIREMENTS
Leather Boots                2                          None  
Heavy Boots                  5                          S18
Chain Boots                  8                          S30 
Light Plated Boots           10                         S50
Greaves                      12                         S70 
*Demonhide Boots*            30                         S20 L25
*Sharkskin Boots*            35                         S47 L25
*Mesh Boots*                 40                         S65 L25 
*Battle Boots*               45                         S95 25 
*War Boots*                  50                         S125 L25

I know the Boots table is very similar to the Gloves table, but the two 
are indeed very similar. Also, I went to a website
and it said that there are Plate Boots, which are Greaves without any 
requirements. Please e-mail cwason@charlyw.freeserve.co.uk 
if you have any information on them. (sorry about the overhang there on 
the e-mail address)

WAIST ARMOUR\BELTS Trouserdoofers

Again, not quite in order of quality, becuase Battle\Heavy Belts can be 
better than War\Plated Belts (though they rarely 
are)

NAME                     DEFENSE
Sash                     1-3
Light Belt               2-4 
Belt                     4-6 
Heavy Belt               6-10  
Plated Belt              8-12 
*Demonhide Sash*         28-32
*Sharkskin Belt*         32-35 
*Mesh Belt*              35-40 
*Battle Belt*            37-42 
*War Belt*               40-50

ARM ARMOUR\SHIELDS Arsedoofers

I didn't use shields, being a Barbarian, so if I've missed any out e-
mail me (cwason@charlyw.freeserve.co.uk) These are
in rough order. Happy? Feeling glad?

NAME                 DEFENSE              CHANCE TO BLOCK(%)           
REQUIREMENTS
Buckler              4 max                20                           
None
Small Shield         8 max                25                           
None
Large Shield         10                   32                           
S34
Kite Shield          15                   38                           
S47
Bone Shield          20                   50                           
S25
Spiked Shield        22                   40                           
S30 
Tower Shield         30-35                54                           
S75 
Gothic Shield        30-45                41                           
S60 
*Defender*           41-50                25                           
S38 L25
*Round Shield*       45-55                30                           
S53 L25
*Scutum*             50-60                37                           
S71 L25
*Dragon Shield*      60-70                33                           
S91 L25
*Barbed Shield*      70-80                35                           
S65 L25
*Grim Shield*        50-150               45                           
S58 L25
*Pavise*             80-90                49                           
S133 L25  
*Ancient Shield*     80-100               41                           
S110 L25



The Good Guys:


ALL ACTS Burningdockdoofers

Amazon: Amazons are good at both ranged and melee attacks. They have 
skills to do with bows, javelins, spears, and even
other Amazons (like Valkyrie). I personally don't get along with them 
too well, but if you can get the balance between
melee and ranged attacks right you will make a formidable fighter. 

Barbarian: My personal favorite, the Barbarian is a primitive sort of 
fellow. A bit like a Paladin, he can do aura-a-likes
(shouts) for a limited time, is skilled with all melee weapons (except 
daggers), has VERY useful passive abilities (for one
skill point you can up your defence by 30%, or your Resistances by 25%) 
and can hold two weapons at once. He can also hold
two-handed swords in one hand (my baba has a yellow Ancient Sword and a 
yellow Sword in the other). He is
about one thing mainly though: Hitting Things Very Hard.

Necromancer: Necromancers have an army to command, some spells, and the 
ability to weaken an enemy. I love to have them in
my clan, as they overwhelm in number. However, I don't like to play as 
them as they are a bit frail, the armies get in
their way, and the first few spells are useless. But many people find 
this the easiest character to play as, and I say rock
on to them.

Paladin: Picture a Knight off his horse, with a strange light around 
him. I really hate playing as these, because I am used
to the raw power of a Barbarian, but my Dad and others find him quite 
useful, and I can see why. His stats are brilliant
when enhanced by an aura, giving him sheer class, and Zeal and Charge 
are prehaps in the Top 10 Most Useful Skills. However,
they have no passive skills. They can use Salvation, and there NatRes's 
go up, but there damage goes down. With Sword Mastery
and Natural Resistance on Passive, you can have both (though they aren't 
as effective). But choose this guy for a well 
balanced Fightermage.

Sorceress: Quite sexy, unlike the standard blue-eyes-blonde-hair Amazon, 
I wouldn't dare ask her out. Not only can she 
freeze things then melt them with some fire, she can summon Lightning as 
well. However, if a particularly fast monster
(like Hep) decided to attack her, she'd be in trouble. Though she excels 
at ranged magic attacks, her close range spells are
a little feeble. Still, if you can bear running away and clicking 
frantically, she will serve you well.

Deckard Cain: He is a very useful bloke, but don't talk to him unless 
you have to, for he will bore you with several pages
of complete and utter nonsense. Identifies items for free once A1Q3 is 
done. Even if you don't, once you finish A1 he'll
charge you 100 gold per item to identify. Gives you many, many quests.

MULTIPLE ACTS: Burningcampdoofers

Warriv: The portal to A2. Nothing else, really, except a bore.

Meshif: Like Warriv, except the portal to A3. Nothing else of interest 
here, people.

ACT 1: Campdoofers

Akara: Heals. Sells Potions and Mage stuff, plus TPs, IDs, etc. Gives 2 
quests (3 if you don't bother with A1Q3)

Charsi: Sells Fighter\Archer stuff and armour. Gives 1 quest, when 
completed she will imbue an item. DON'T imbue
anything unless you are sure it is the best thing to imbue (personal 
experience from imbueing Chain Gloves <:-(, and also
take off all armour and\or weapons for the best results)

Kashya: The A1 merc-seller. Sells low-quality archers that are hardly 
worthwhile.

Gheed: The gambler. Gamble with him. Sells Fighter stuff, and Keys, but 
for a higher price than Charsi (I think)

ACT 2: Jeweldoofers

Fara: Heals. Sells fighter\archer stuff and armour. Doesn't give quests.

Drognan: Sells potions and Mage stuff. Gives A2Q4 and A2Q5. Nuff said.

Lysander: Sells potions and keys, but that's it.

Atma: Gives A2Q1, upon which you stumble A2Q2.

Geglash: A useless drunken slob.

Greiz: The A2 merc-seller. Sells Spearmen that are handy, but not worth 
$1000.

Elzix: Gheed, except in A2.

Jehryn: Gives A2Q6, and kind of gives you A2Q4 and A2Q5.

Kaelan: Lets you into the palace (or not). Depends on whether A2Q2 is 
complete.

ACT 3: (I hope I haven't missed anyone out) Dockdoofers

Hratli: Sells fighter\archer stuff and armour. Gives A3Q2.

Ormus: Sells potions, mage stuff, and heals.

Alkor: DAMNIT! I WISH YOU PEOPLE WOULD JUST LEAVE ME ALONE! It's Apu 
from the Simpsons! Except instead of beer, he sells
you potions, A3Q4, and A3Q1s reward. IMO, the funniest character in the 
game. Consider talking to him when you have nothing
better to do. Also the gambler.

Natalya: Gives some not-worth-listening to advice. Dissapears after A3Q6 
(?????), but Stinger 3:16 says that she is supposed
to say something like "I've gone to protect my Order in the Barbarian 
mountains now Mephisto has bit the dust," but doesn't
because it got lost on the D2CD.

Asheara: Sells mages. The best kind of mercs. Worthwhile, especially 
when they're Cold Fastcasters.

ACT 4: Burningdoofers

Jamella: Sells archer\mage stuff and potions. Also the gambler. Doesn't 
talk much.

Halbu: Sells fighter stuff and armour. Not a lot else.

Tyrael: Gives A4Q1 and its reward. That's it.

The Not-so-good Guys:

ALL ACTS: Kittyminiondoofers

Booby-trapped treausre chests: If you click on something that normally 
gives treasure and it creaks, run away, because it 
will shoot fire-bolts, poison nova, lightning, or lightning nova you. 
Also sets themselves on fire. Sometimes turns into
a Flying Scimitar, which should be killed quickly.

MULTIPLE ACTS: Corruptapedoofers

Zombies: ZOMBIE! ZOMBIE NATION! These are slow. Kill them with fire or 
maces. Their first appearance is in the Blood Moor, 
and their last is in the A3Sewers. 

Skeletons: BAD TO THE BONE! Bigger, tougher, and more damaging than 
Zombies, they are often imbued with magic. Here's a
table:
FIRE: Burning Dead in A2
COLD: Drowned Carcasses in A3
SHOCK: Horrors in A2 and A3. 

Skeleton Archer: Does pure damage, plus if it's a Burning Dead Archer, 
for example, it will do fire damage as well. A bit
like the...

Skeleton Mage: A Magic Skeleton, who shoots fire, lightning, poison, or 
ice from their hands. Fire should do the trick, or
maces.

Mummy: In A2 and A3, you kill them and they release poison. So fire\mace 
them and then run away. Simple enough, unless 
nearby is a....

Greater Mummy: These shoot Unholy Bolts (I just made that name up!), 
breathe posion, and have an OK melee attack. They
also resurrect Mummies. Therefore, you must kill them with fire and 
maces. I am really getting bored of typing that. They
appear in A2 and A3.

Strongman: Like a Treehulk, but it doesn't frenzy, it does stun. From 
far away, my child. From far, far away. A2 and A4.

Ghost 1(Ghost): It drains mana in A1 and A2.

Ghost 2(Lghost): It drains mana and shoots lightning in A3 and A4.

Ratmen: Although they appear en masse in A3, there are a small number in 
A1. Their shamans only appear in A3, though. Whether
knifing\spearing you up close or running away to blowdart you, these are 
fast and annoying. I reccomend a good strong multiple hit attack.

Spiderdemon: Not the E3 boss of Doom, but a silent killer in A1 and A3. 
They have poison or fire attacks, and if you hit 
them they will run away, casting Web so you are slowed when you follow 
them, at which they come back and gnaw on your 
entrails. To counter them, do your own running away, then hack them 
up\cast blaze\summon a golem\use Immolation Arrow in a narrow corridor.

Swarms: In A2 and A3 they fly around and drain stamina. They need a good 
hacking up, or lightninging.

Maggots\Maggot babies: Kill the big ones first, or kill the little ones 
first and then destroy the big ones before they can
lay more eggs. Kill them with the elements, kill them by melee; it's 
your choice. The big 'uns shoot poison missiles too. 

Um....(flicks through manual)... ah!

Crowdemon: These annoying birds are just excess baggage compared to 
other minions of hell. Although easy to kill, you can find yourself 
swarmed by armies, thanks to the Crow Demon's Nest (which will NOT have 
it's own section). Obviously, destroy the Nest before you start on the 
birds or you could be playing Diablo 2 for the next million years. 
Appears in A1, A2 and A3.

Wendigo (the big golem thing): In A1 and A2 they are big, quick, and a 
real pain in the butt. Wendigos are best dealt with with a melee attack, 
but you can run away and use a good ol' cold attack to slow them down.

Fallen: I bet your thinking "What's he on about? They appear in A1 
only!" Well, you sir (or madam), are wrong. I have met them in A3 on the 
Durance of Hate. They have small knives, cause small damage, and should 
be a small problem. The problem becomes slightly larger if nearby stands 
a Fallen Shaman (A1 only, so look there)

Corrupt Rogues: They appear on A3 as well, not just A1. They come in 3 
flavours: Spearwoman, Swordswoman, and Archer. Show no mercy when you 
kill them, with (rangers) cold to slow them down or (fighters) a quick 
weapon (like a war sword).

Goatmen: Nananananana! Goatman!! They carry large axes, and are quite 
speedy. Easy on their own but can get out of hand in bigger groups upon 
which you use group attacks such as Zeal, Double Swing, Multiple Shot, 
or Blizzard. Necromancers use normal strategy. A1 only? No, they're in 
the Arcane Sanctuary, silly.

Leaper: Like a jumping Barbarian, these need to be countered by dodging, 
then striking as they are vulnerable once again. What? Oh, A2 and A4. Do 
they appear in A3 as well? I'll check.

Vulture: "You can't catch me!"
"Of course not. You're flying. But you can't fly forever!"
"I need a rest!"
"A-HAH! (lets loose with a sword attack, only to
be countered by that pesky zealy beak attack)
"Haha! You can't win!" (your character use a far better ranged 
attack)"Ouch! You....uh....(groan)....(dies)
A2 and A3.

Hell Bovines: Well, I don't know what act you do the Cow Level on. 
However, these cows are fast, travel in groups, and are quite tough. For 
details of how to get to the Cow Level go to the bottom of my FAQ, just 
above the thankyous. Best dealt with with a melee attack, a strong army, 
or a multihit attack (strafe etc.) A gothically themed game featuring an 
army of bipedal cows that have axes. How I laughed. Beware of the boss, 
the Cow King. Shouldn't that be the bull king?

If I've left any out, please e-mail me (cwason@charlyw.freeserve.co.uk).

ACT 1 ONLY: Corruptdoofers

Spikerat: These rats are not hard to kill, for at close range they are 
useless. It really doesn't matter what you use on them, because they 
should die in one hit however you do it.

Fallen Shaman: Revives fallen and shoots fireballs. Counter it with 
anything, because it's so weak you don't need a strategy for it.

ACT 2 ONLY: Kittydoofers

Scarab: An ugly beetle. Shoots charged bolts if you hit it. You need to 
find a spot to hit it in where it does not hurt you very much. Or simply 
use a ranged attack.

Cat1: These giant cats have a whip that they like to use on you. You 
can't use ranged attacks to any effect, but you can use a decent melee 
one and they'll be no trouble.

Cat2: These giant cats have javelins. They will chuck them at you until 
you get close enough (which I recommend doing to use a melee attack) 
when they stab you. The stabs are less damaging than the ranged, so a 
close melee attack is in order. 

Cat3: These giant cats have potions to throw at you. Like Cat2, they are 
best at ranged attacks. Unlike Cat2, they can't stab, and will simply 
run away from you to a better spot for throwing things. A ranged attack 
would be useful, but a quick melee leaves them helpless.

ACT 3 ONLY: Apedoofesr

Mosquito: There's only 1 of these I've ever met. They are quick to fly 
and should be quick to kill if you have fire on your side. If not, 
you'll need to Charge or Leap Attack them, because they drain your 
stamina faster than Swarms. Also, they poison you.

Tentacle: I've no idea how you can melee these, but you can. They have a 
poisonous missile with a knockback side-effect. Lightning is killer 
against these, always attack the head.

Treehulk: These huge wood thingies are found all over the jungle. Fire 
is good against them (well, duh) and so are jumps, charges, arrows, and 
skeleton mages (preferably fire). Their attack makes them faster every 
time they use it, like a Barbarian's frenzy.

Ratshaman: Has a habit of resurrecting fallen Ratmen. If you kill it it 
will turn into a ratman. It has a flamethrower attack, like the 
Sorceress' Inferno. Again, fire does the trick, but so do arrows, leap, 
charge, and bonespear.

Zealot: The foot soldiers of the Church of Zakarum, a religion that's 
modelled on Christianity during the Crusades. These guys have a big axe, 
but they're fast with it, as are they fast in movement. So, a bunch of 
Mini-mes made by Hephasto. Deal with them by using a ranged, preferably 
multi-hit attack. Or simply run away from them, then double back and 
lick arse.

ZMage: Ah, the Zakarumite Magey-healy-zealy dude. Preferably dealt with 
BEFORE you take on a bunch of other dudes. They have Blizzard (I wonder 
why THAT spell got in), Teleport (a classic), Lightninging, and a Heal 
spell for them and others.

ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ.. wha?

Council Members: Heal themselves, so do them all at once. Have a red-
lightning spell that does both fire and lightning damage. Fast. Might 
have a ranged spell (I don't know). Nuff said.

Ape of DOOM!: Currently on vacation in a game called Black and White, 
these guys are fast, travel in packs, and have a powerful melee attack. 
So, that'll be ice for Sorcs, Amas and maybe even Palas, usual for Babas 
and Necros. 


ACT 4 ONLY (there are a lot of these): Miniondoofers

UFighter: A melee attack that does elemental damage. Appears in groups. 
Medium speed, high damage. Best dealt with from a long way away.

UMage: A missile attack that does elemental damage. Appears in groups. 
Low speed, high damage. Also has curses including (I think):
Amplify Damage, Weaken, Iron Maiden, Life Tap, Decripify, and Lower 
Resist. Best dealt with close up and personal.

UFM: See above. See above above. They're a cross between them, but 
better mages than fighters. Best dealt with by doing a high-damage move.

VHag: It's attack is the VKid. Kill these first unless you want to fight 
VKids for the rest of eternity. Ranged attacks aren't as good as melee, 
because the kids often take the bullet.

VKid: A problem is that they swarm round you. This prevents you from 
getting the VHag without Jumping, Teleporting, or killing them all. Just 
clean these up once the hag is dead, using any means possible.

Dragon: Fast. Has an Inferno attack. Can't dish it out or take it 
really, unless your a ranger and your stuck in a swarm of them. I really 
don't know what to do if the latter happens. Maybe you should summon 
something, load up on fire resistance, teleport, or plough through them. 
Just an idea, I only got to A4 with a Baba.

Ghost 3(Hghost): Ah, the homing ghost. Best dealt with with: Fire\Maces. 
The missiles home and drain your mana. Tricky blighters they are, best 
kept at a safe distance and fireballed.

Cannibals: Aren't much of a problem. They are more interested in their 
food than they are in you. Simply kill them using whatever you can, but 
at a safe distance so you have time to dodge.

Is that all of them? E-mail me (see above) for any extra information.

BOSSES:

ACT BOSSES: Tictacdoofers

1: Andariel.
ATTACKS: Poisonous hit, poisonous balls in every direction, poison 
breath.
WEAKNESS: Fire.
STRATEGIES: Hit her with fire. TP upstairs and she can't get you. If you 
don't have fire simply cut her up and run upstairs to the TP when  your 
health gets low. If she uses Poison Breath then give her a tictac :).

2: Duriel. Hugescorpiondoofers
ATTACKS: Holy Freeze aura, Charge, Double swing, Stun.
WEAKNESS: I think it's fire, but I'm told it's lightning by Battle.net.
STRATEGIES: Easy for a Sorceress, because if they run and use Blaze they 
can win the fight without losing any health. Palas and Babas need a 
quick attack like Zeal or Frenzybash combo, plus potions and TPs. Necros 
need a very large army, plenty of mana, and bone spear. Amazons need a 
damaging attack of any kind, plus plenty of speed. Barbar tip: Don't 
even think about jumping over his head.

3: Mephisto Sankekurdoofers 
ATTACKS: Posion Nova, lightning, spectral hit, Summons this pesky ghost 
thing.
WEAKNESS: Lightning, I think.
STRATEGIES: Lightning will be good, as will killing all of the pesky 
council members surrounding him. I found he couldn't get through the 
doors, so if you run through a door and use a potion, you can cheekily 
run back out there. The latest patch might have fixed this though.

4: Diablo CowFromHelldoofers
ATTACKS: Red Twisty Lightning, Fire Trails, Cold hit, Special Bone 
Prison.
WEAKNESS: All resistances are equal, and defense is high.
STRATEGIES: For fighters: Get on his platform using Charge or 
Leapattack. Use your most damaging attack very quickly, but when he 
starts to use his Twisty Lightning attack, GET THE HELL OUT OF THE 
WAY!!! This is very important, as if you don't you'll die. The only way 
to survive it is maximum fire\lightning resist. For mages and rangers: 
Use your most damaging attack on him, but run the hell away from the 
Twisty Lightning attack. Eventually he will drop.
For Both: Cast a TP after doing the seals, go and load up on potions and 
TPs. Cast TP again before fighting him.

QUEST BOSSES:

A1 Tictacdoofers

Blood Raven (A1Q2): An Undead Archer Laydee. Like a cross between a 
Necromancer and an Amazon. Shoots arrows (occasionally fire arrows, the 
saucy mare) and raises undead (occasionally skeletons, the saucy mare). 
Ranged attacks are not effective because of the "Zombie Wall" she has 
(just loads of Zombies surrounding her), so get up close any way you 
can. But then the cheeky girl will run away, so use any means possible 
to follow. Should be no problem for an Amazon with Javelins (using Jabs 
and throwing things). Question. What would you do without me?

Griswold (A1Q3): Charlie, how your angels get down with this? Cos this 
mean lean sour bean is quite a challenge when combined with all his 
homies. Hit him, but run away, saying "It wasn't me!" before you go back 
and hit him once again. Griswold will finally explode. His defeat is not 
neccesary to do Q3.

The Countess(A1Q4): Know this: she not your baby. If mama told you not 
to play with fire, she probably wasn't talking about the EASY boss of 
the Forgotten Tower. Hit her about 3 times with any attack and she'll 
flop. I don't know about you, but I was dissapointed with such an easy 
boss, cos I like boss battles more than anything else in a game. Once 
she dies you get some treasure and Q4 is over.

The Smith(A1Q5): Love it feels so good! Why? Because this is the first 
boss that deserves his own section (I'll do them all, don't worry). Lots 
of fast hits are the order of the day for this boss, and cold attacks 
will slow him down.

Andariel(A1Q6): Look in the boss-of-acts section, you silly little 
monkey.
Giantscorpiondoofers
Radament(A2Q1): ZOMBIE! ZOMBIE NATION! Like a Necromancer, he has an 
army. The best thing to do is lure his army away from him, then deal 
with them in the right way (see the enemy section). Then go in, 
Bimboombam, and Fire\Mace him. If you are low on health, getcha frick on 
out of there (but return. You could say "I'm back. And this t0ime it's 
personal."  This always give me great delight).

The Giant Worm Thing (A2Q2P2): The Maggot at the end of the Maggot Lair 
has just two attacks, one on Norm. Attack one: When killed, the big worm 
will spurt posion out in a dramatic fashion. This is your cue to run. 
Attack two: Quite often he'll make a Maggot Mum for you to kill, should 
be no problem. The real problem is he's magic resistant and might even 
be stone skinned.  

The Summoner(A2Q5): What is the deal with this? You go through Hell Clan 
and high numbers of ghosts and you get this boss! THIS BOSS!! Hit him 
with anything about 5 times and he should die. Do it first time, though, 
or he could kill you. Make sure no skells etc. get in your way. My 
friend Summoner says that he is quite hard. I disagree, so I think he's 
just crap instead (it's easier to believe).

Duriel(A2Q6): Guess what section this is in. That's right, the item list 
:).
Sankekurdoofers
Sszarck the Burning(A3Q3P1): This spider is Fire Enchanted, meaning his 
attacks do fire damage, and he explodes when killed. So high fire 
resistance, then, plus a good healthy dose of Ice.

Witch Doctor Endugu(A3Q3P2): Son-of-a-Witch! I can't remember what he 
does, but stay out of range of his inferno and blast him with fire. 

Geleb Flamefinger(A3Q5\A3Q3P4): TrAvInCaLs OnE aNd OnLy HiGh CoUnCiL. 
BeAt ThEm FoR KhAlImS fLaIl aNd A2Q5 oFf ThE lIsT. This one just happens 
to like Fire (fire FIRE!). He'll burn you. I seem to remember he's a 
Curser, but maybe not. Now get some fire ressie and hack him up. Cold 
will help slow him down, but then he'll summon some Hydras on your @$$.

Toorc Icefist(A3Q5\A3Q3P4): TrAvInCaLs OnE aNd OnLy HiGh CoUnCiL. BeAt 
ThEm FoR KhAlImS fLaIl aNd A2Q5 oFf ThE lIsT. This one just happens to 
like Ice (ice ICE!). He'll frost you. My pala-dad hated him, but he is 
no problem if you have a fast attack (he tries to charge everyone, silly 
pala-head). If your ranged, dance around him in the moonlight (I LOVE 
that song) and shoot missiles by the, um, missile-container load.

Ismail Vilehand(A3Q5\A3Q3P4): NOTE: Woo! It's Friday! I'm very happy!!!. 
On with it? Oh, Kay! TrAvInCaLs OnE aNd OnLy HiGh CoUnCiL. BeAt ThEm FoR 
KhAlImS fLaIl aNd A2Q5 oFf ThE lIsT. I can't remember what he does 
against you. Probably hits you quite hard. Now, my child, either run-
and-missile or run-in-hit-leg-it, depending on if your a Melee-er or a 
Missile-er. :)

Mephisto(A3Q6): Would it insult your intelligence if I told you where to 
find tips on this boss?
CowFromHelldoofers
Izual(A4Q1): The Fallen Angel has Cold Attacks :(!! Well, lure him on to 
the steps and kick his butt. Or run-and-missile. But you'll have to be 
very fast to do the latter. Or have a cold\speed-reducing attack. 
Anyway, A4-Izual=A4Q1 is finished.

Hephasto The Armorer(A4Q2): Crappy American spelling, in my British 
opinon. I call this bloke Hep. Hep is big. Hep is fast. Hep wants to 
kick your arse. Hep curses you. Ranged attacks are best against Hep if 
you can use them (cold him) but if not, melee him. Hit him before he 
hits you, though, cos his Hit Recovery Time isn't too long. Try stunning 
him (that's Smite, Stun, and Telekinesis, silly)

Diablo(A4Q3\Diablo 2 Game): I'm off down the pub. See ya later.

TRAINING TIPS: So you want to fight a monster, but found you're just not 
good enough? Here are some tips for you to digest and use. Strongdoofers
 
1) The best place to train is by far the River of Flame. Your exp goes 
up real fast, but the risks are high, especially on Nightmare and Hell. 
But if you're level 28-35, ROF on normal is a worthwhile place to train. 
If you're level 35-60 then ROF Nightmare is worthwhile too. If you're 
above level 60 then guess what difficulty level you should play ROF on?

2) Some places are good to train in because of the sheer number of 
creatures. Examples are Travincal, The Maggot Lair, Canyon of the Magi, 
Sewers(a3), Arcane Sanctuary, and Halls of the Dead. All are worth a try 
if ROF is too hard for you, which it just might be.

3) If you're playing multiplayer, try and join a game with lots of 
people in it on Normal. Go to A4 and the monsters should be hard enough 
whatever your level. On Nightmare and Hell they'll be practically 
impossible though.

4) If you think you're fighting in a place too hard for your char, don't 
hesitate to stock up on potions and TPs. Also, don't hesitate to retreat 
from monsters harder than you in Nightmare\Hell, and always save and 
exit if you die.

5) Another benefit of training is the treasure you get. Wear a ring that 
increases magic item chances and you should soon reap the rewards, 
especially in A4.

Now in the Walkthrough I told you not to use the Imbue from Charsi. This 
is because if you save it, you could imbue yourself a nice Ornate Plate 
instead of a Ring Mail (probably the best you have at this stage). The 
difference? Ring Mail could have about 100 Def when Imbued. Ornate could 
have 897. Or you could imbue an Ancient Sword instead of a Scimitar. The 
difference in damage is 11-16 to 50-116. I think I have proved my point. 
Mages don't use your imbue until level 30. After that, go nuts. Why? 
Becuase if you use it before you'll probably get +1 to a crappy skill 
like Firebolt. At L30, you could get +1 to Frozen Orb, or Fire Golem, 
etc. I rest my case.

As Summoner so kindly pointed out, I've not told you about the Secret 
Cow Level. Well here is how to get to it. 1) Complete Diablo 2 on normal 
difficulty. 2) Go to Tristram 3) Find Wirt's Body and get Wirt's Leg. 4) 
Transmute Wirt's Leg with a Tome of Town Portal 5) There should now be a 
red portal to the Secret Cow Level waiting.

Maximums Maximumdoofers

Right now, the Resistances go from -50 up to 75, the experience goes up 
to about 3.8 billion, the levels go up to 99. The amount of exp you need 
to level up varies from 500 to 317,253,763 (a MAJOR difference) There is 
no maximum defense, or maximum damage, but once you reach 2000Def or 
600Dam you know you're unlikely to get anything much better. The skill 
levels go up to 20 (I'll introduce tables soon, I have to ask Yegg's 
Tavern if I can borrow their's). Also, you only get 106 skill points, so 
spend wisely. Here is the amount of exp required to do the different 
levels, from Joseph Christopher (thankyou to JC.) Now, the Gap column 
was made by me, but JC did the Level and Exp columns. I also did the 
comments :). 

Experiencedoofers
  |_Level_|_Experience____|Gap________
  |   1   |             0 | N\A                       
  |   2   |           500 |         500                          
  |   3   |         1,500 |       1,000  First 1k gap. First 1k exp.        
  |   4   |         3,750 |       2,250    
  |   5   |         7,875 |       4,125                       
  |   6   |        14,175 |       6,300   First 10k exp.                      
  |   7   |        22,680 |       8,505                       
  |   8   |        32,886 |      10,206   First 10k gap.                     
  |   9   |        44,396 |      11,510                       
  |  10   |        57,715 |      13,319                       
  |  11   |        72,144 |      14,429                       
  |  12   |        90,180 |      18,036                       
  |  13   |       112,725 |      22,545   First 100k exp.                      
  |  14   |       140,906 |      28,181                       
  |  15   |       176,132 |      35,226                       
  |  16   |       220,165 |      44,033                       
  |  17   |       275,207 |      55,042                       
  |  18   |       344,008 |      68,801                       
  |  19   |       430,010 |      90,002                       
  |  20   |       537,513 |     107,503   First 100k gap.                       
  |  21   |       671,891 |     134,378                       
  |  22   |       839,864 |     167,973                       
  |  23   |     1,049,830 |     209,966   First million exp.                      
  |  24   |     1,312,287 |     262,457                      
  |  25   |     1,640,359 |     328,072                       
  |  26   |     2,050,449 |     410,090                      
  |  27   |     2,563,061 |     512,612                      
  |  28   |     3,203,826 |     640,765                      
  |  29   |     3,902,260 |     698,434                      
  |  30   |     4,663,553 |     761,293                      
  |  31   |     5,493,363 |     829,810                      
  |  32   |     6,397,855 |     904,492                      
  |  33   |     7,383,752 |     985,987                      
  |  34   |     8,458,379 |   1,074,267   First million gap.                      
  |  35   |     9,629,723 |   1,171,344                      
  |  36   |    10,906,488 |   1,276,765   First 10mil exp.                     
  |  37   |    12,298,162 |   1,391,674                      
  |  38   |    13,815,086 |   1,516,924                       
  |  39   |    15,468,534 |   1,653,448                      
  |  40   |    17,270,791 |   1,802,257                      
  |  41   |    19,235,252 |   1,964,461                      
  |  42   |    21,376,535 |   2,141,283                      
  |  43   |    23,710,491 |   2,333,596                      
  |  44   |    26,254,525 |   2,544,034                      
  |  45   |    29,027,522 |   2,772,997                      
  |  46   |    32,050,088 |   3,022,566                      
  |  47   |    35,344,386 |   3,294,298                      
  |  48   |    38,935,796 |   3,591,410                     
  |  49   |    42,850,109 |   3,914,313                      
  |  50   |    47,116,709 |   4,266,600                      
  |  51   |    51,767,302 |   4,650,593                      
  |  52   |    56,836,449 |   5,069,147                      
  |  53   |    62,361,819 |   5,525,370                      
  |  54   |    68,384,473 |   6,022,654                      
  |  55   |    74,949,165 |   6,564,692                      
  |  56   |    82,104,680 |   7,155,515                      
  |  57   |    89,904,191 |   7,799,511                      
  |  58   |    98,405,658 |   8,501,467                      
  |  59   |   107,672,256 |   9,255,698   First 100mil exp.                      
  |  60   |   117,772,849 |  10,100,593   First 10mil gap.                      
  |  61   |   128,782,495 |  11,009,646                      
  |  62   |   140,783,010 |  12,000,515                     
  |  63   |   153,863,570 |  13,080,560                     
  |  64   |   168,121,381 |  14,257,811                      
  |  65   |   183,662,396 |  15,541,015                      
  |  66   |   200,602,101 |  16,939,705                      
  |  67   |   219,066,380 |  18,464,279                      
  |  68   |   239,192,444 |  20,126,064                      
  |  69   |   261,129,853 |  21,937,409                      
  |  70   |   285,041,630 |  23,911,777                      
  |  71   |   311,105,466 |  26,063,836                      
  |  72   |   339,515,048 |  28,409,582                      
  |  73   |   370,481,492 |  30,966,444                      
  |  74   |   404,234,916 |  33,753,424                      
  |  75   |   441,026,148 |  36,791,232                      
  |  76   |   481,128,591 |  40,102,443                      
  |  77   |   524,840,254 |  43,711,633                      
  |  78   |   572,485,967 |  47,645,713                      
  |  79   |   624,419,793 |  51,933,826                      
  |  80   |   681,027,665 |  56,607,872                      
  |  81   |   742,730,244 |  61,702,579                      
  |  82   |   809,986,056 |  67,255,812                      
  |  83   |   883,294,891 |  73,308,835                      
  |  84   |   963,201,521 |  79,906,630                      
  |  85   | 1,050,299,747 |  87,098,226  First BILLION exp.                           
  |  86   | 1,248,718,217 | 198,418,470  First 100mil gap.                      
  |  87   | 1,361,512,946 | 112,794,729                     
  |  88   | 1,484,459,201 | 122,946,255                      
  |  89   | 1,618,470,619 | 134,011,418                      
  |  90   | 1,764,543,065 | 146,072,466                      
  |  91   | 1,923,762,030 | 159,218,965                      
  |  92   | 2,097,310,703 | 173,548,673                      
  |  93   | 2,286,478,756 | 189,168,053                      
  |  94   | 2,492,671,933 | 206,193,177                      
  |  95   | 2,717,422,497 | 224,750,564                      
  |  96   | 2,962,400,612 | 244,978,115                      
  |  97   | 3,229,426,756 | 267,026,144                      
  |  98   | 3,520,485,254 | 291,058,498                      
  |  99   | 3,837,739,017 | 317,253,763. 



Part 10: Locations Guide in order. WhereAmIdoofers

You don't know what I'm talking about, do you? Well let me explain. This 
is the way you should come across locations. If you see 2 locations, it 
goes to both. If it's in ALL CAPS, its a Quest Location. If there's a 
star, it has a Waypoint. If there's a number in brackets, its the number 
of levels. As you can see, dungeons are on the right. If there's a WP in 
a dungeon you'll see a number in brackets and a star to indicate which 
level. If there's more than one quest then it'll have (x2) next to it 
(or x3, x4, etc.) Regarding A3Q4,these locations will have $ next to 
them.  To the tablemobile!

Rogue Camp*
Blood Moor 
Cold Plains* DEN OF EVIL(1)
Stony Field* GRAVEYARD
Underground Passage(2) TRISTRAM
Dark Wood*
Black Marsh* FORGOTTEN TOWER(5)
Tamoe Highland
 Outer Cloister*
 BARRACKS
 Jail(3)(1*)
 Inner Cloister*
 Cathedral
 CATACOMBS(4)(2*)
Then you go back to the Rogue Camp and speak to Warriv
Lut Gholein
Rocky Waste SEWERS(3)(2*)
 Dry Hills*
 Far Oasis* HALLS OF THE DEAD(3)(2*)
 Lost City* MAGGOT LAIR(3)
 Valley of the Snakes
 CLAW VIPER TEMPLE(2)
Then you go back to Lut Gholein and speak to Jerhyn
Harem(3)
 Palace Cellar(3)(1*)
 ARCANE SANCTUARY* x2
 Canyon of the Magi*
TAL RASHA'S TOMB
TAL RASHA'S BURIAL CHAMBER
Then you go back to Lut Gholein and speak to Meshif
Kurast Docks*
SPIDER FOREST*
Great Marsh* SPIDER CAVERN(1)
FLAYER JUNGLE*
FLAYER DUNGEON(3)
Lower Kurast*
$Kurast Bazaar*  
$Upper Kurast* SEWERS(2)
$The Kurast Causeway
TRAVINCAL*
DURANCE OF HATE*(3)
Then you go through the Infernal Gate
Pandemonium Fortress
Outer Steppes
PLAINS OF DESPAIR
City of the Damned
RIVER OF FLAME
CHAOS SANCTUARY
The Moo Moo Farm (Secret Cow Level)
Moomoo farm is optional, you only have to do up to Chaos Sanctuary.
The Cow Level: Combine Wirts Leg and a Tome of TP for a portal


Part 11: Skills Skillfuldoofers

The Stars are out of five. I have a Golden Turkey award for the weakest 
skill in each kind of skill. Not the CHARACTERS weakest skill, but the 
KIND of skill (e.g. Sorc Fire Spells, or Baba Warcries). Also, I'll 
probably call it The Weakest Link. Goodbye. Here are the 5 stars 
compared with songs\musicians
*:     Chris De Burgh\N*Sync
**:    Steps\Hear'say\S Club 7
***:   5ive\Toploader\Destiny's Child
****:  Sex Pistols\Madness\The Supremes
*****: Spooks\Daft Punk's Aerodynamic\Modjo "Chillin'"

AMAZON SKILLS:
BOW\CROSSBOW SKILLS:

No info yet due to lack of knowledge :))
Archerdoofers

MAGIC ARROW
REQUIRED LEVEL: 1
BLIZZARD SAYS: Creates an arrow composed entirely from mana. Damages 
starts at the same cost as a normal arrow and increases with higher 
levels of training.
I SAYS: No thankyou. Past Level 2 it gains extra damage, but there are 
far more worthy spells of a heroine like you. I can see, an empty 
quiver, oh-no-no-alternative situations may require this. So ONE level. 
No more or I'll give you a spanking. 
RATING: *

FIRE ARROW
REQUIRED LEVEL: 1
BLIZZARD SAYS: Enchants an arrow with the additional damage of fire.
I SAYS: Yes, another one-level spell here. But don't get me wrong. It's 
just that foxier spells lay just 11 short levels away, such as Exploding 
Arrow, or immolation arrow.
RATING: ** before level 12. No stars afterwards.

COLD ARROW
REQUIRED LEVEL: 6
BLIZZARD SAYS: Enchants an arrow, adding cold damage and slowing your 
enemy.
I SAYS: Good, but only until level 18 this time. So 2 or 3 skill points 
here if you're a bow user.
RATING: *** before level 18. * afterwards. 

MULTIPLE SHOT aka MULTISHOT
REQUIRED LEVEL: 6
BLIZZARD SAYS: Splits one arrow into several
I SAYS: But at no cost to damage. I found this spell to be one of the 
best for an Amazon. Very excellent. However, juggling being a spear and 
bow using Amazon meant that I had to gaze in awe at the Amazons with 20-
arrow multishot online. That means UPGRADE UPGRADE UPGRADE! I haven't 
got strafe yet, though, I hear its excellent. Note to self: Revise this 
section. 
RATING: ****

EXPLODING ARROW
REQUIRED LEVEL: 12
BLIZZARD SAYS: Adds fire damage and explodes on impact
I SAYS: Exploding Arrow is to Fire Arrow what Fire Ball is to Fire Bolt, 
i.e. more damage, bigger range, better. But, don't specialise yet; what 
of Immolation Arrow? If you're willing to wait 18 levels, that is...  
RATING: *** before level 30, ** afterwards.

ICE ARROW
REQUIRED LEVEL: 18
BLIZZARD SAYS: Arrows have cold damage to momentarily freeze a target
I SAYS: Ice Arrow is to Cold Arrow what Ice Ball is to Ice Bolt. I think 
that Blizzard have just nicked spells from the Sorceress, put "arrow" on 
the end, and made them arrows for the Amazon. As I speak, I'm waiting 
for my internet to log on to a website. Oh yeah I haven't got this yet 
but its bloody obvious. Gotta go, funny.com awaits! 
RATING: *** before level 30, ** afterwards 

GUIDED ARROW
REQUIRED LEVEL: 18
BLIZZARD SAYS: Imbues an arrow with the ability to seek its next target.
I SAYS: I have a cool idea that I haven't tested yet. If I were to go 
see Mr D. Ablo, and had this, I bet I could just use this spell over and 
over while out of his range to pick him off with no damage done. 
Actually, I haven't tried this yet, but a homing arrow might be good for 
some situations. Like when those little impy guys in A1 decide to  
bugger off while I try and kill them. I'll do a rating later, ok?
RATING:

STRAFE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

IMMOLATION ARROW
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

FREEZING ARROW
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

AMAZON SKILLS:
PASSIVE AND MAGIC SKILLS:

INNER SIGHT
REQUIRED LEVEL: 1
BLIZZARD SAYS: Illuminates nearby monsters and decreases their ability 
to defend themselves.
I SAYS: Hmm. I'm not so sure. It is certainly useful at certain points, 
kind of like a Necromancer's curse or a Paladin's offensive aura, but it 
costs mana rather quickly and doesn't work on boss monsters. I'd have to 
say use this on large rooms of monsters. Yes, that is good advice. Well 
done me. I award myself employee of the day.
RATING: **1/2

CRITICAL STRIKE
REQUIRED LEVEL: 1
BLIZZARD SAYS: Grants a chance to do double physical damage with range 
and thrust attacks.
I SAYS: 1 skill point= 16% chance of double damage. Gotta be worth it.
RATING: ***

DODGE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

SLOW MISSILES
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

AVOID
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

PENETRATE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

DECOY
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

EVADE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

VALKYRIE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

PIERCE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

AMAZON SKILLS:
SPEAR\JAVELIN SKILLS:

JAB
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

POWER STRIKE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

POISON JAVELIN
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

IMPALE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

LIGHTNING BOLT
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CHARGED STRIKE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

PLAGUE JAVELIN
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

FEND
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

LIGHTNING STRIKE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

LIGHTNING FURY
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:




BARBARIAN SKILLS: Meleedoofers
COMBAT SKILLS:

BASH
REQUIRED LEVEL: 1
BLIZZARD SAYS: A powerful smashing blow that knocks the target back
I SAYS: TOP Skill. Not only does this add damage and accuracy to your 
normal attack, it costs a small amount of mana and knocks enemies back, 
possibly into a corner, and they're stunned for a second. Combined with 
Frenzy later on, it can almost instantly kill any normal monster with a 
decent weapon.
RATING: ****

LEAP 
REQUIRED LEVEL: 6
BLIZZARD SAYS: Barbarian jumps and knocks back enemies where he lands
I SAYS: This is not a good skill. You jump a small distance, and you 
don't damage anyone, and it probably won't even escape anyway. I suppose 
with enough skill points you could jump pretty far, but you should only 
give it 1 skill point to allow the far superior Leap Attack. Yup, this 
is the weakest link people. Don't even go there. Goodbye.
RATING: *

DOUBLE SWING
REQUIRED LEVEL: 6
BLIZZARD SAYS: A quick double attack that can damage 2 nearby enemies
I SAYS: Only one skill point here. Though this is unquestionably a 
useful skill, the upgrade is not worth a precious Point of Skill. It 
very rarely gets 2 of them at once, but even if it doesn't it'll 
probably instantly kill one NME.
RATING: ***

STUN
REQUIRED LEVEL: 12
BLIZZARD SAYS: A successful attack briefly stuns the NME
I SAYS: Blizzard are right. Briefly. Veeeeerrry briefly. It starts at 
about a second, and I'm not even sure that stunning does anything 
anyway. Some find this a good skill, but Bash does more damage (most of 
the time). Definitely not the Weakest Link, but it comes close.
RATING: *

DOUBLE THROW
REQUIRED LEVEL: 12
BLIZZARD SAYS: Throws two weapons.
I SAYS: If you like this skill, play as an Amazon. If you don't, then 
you're like me. You can throw two weapons at once, which I suppose can 
be useful, if you have chosen Throwing Weapons mastery as well. So use 
only if you are a thrower.
RATING: **** if you do throwing weapons, 1/2* if you don't.

LEAP ATTACK
REQUIRED LEVEL: 18
BLIZZARD SAYS: Leaps onto a target and attacks while landing
I SAYS: You'll leap onto a target, and attack while you're landing. Also 
useful for jumping the rivers in A3, and some doors can be jumped. 
However, your online adversaries are smart enough to dodge it. So don't 
try it on them
RATING: ***

CONCENTRATE
REQUIRED LEVEL: 18
BLIZZARD SAYS: An uninterruptile attack that also temporarily improves 
your defence
I SAYS: Blizzard speak the truth (No bull!). I found this a Most 
Excellent skill, but it seems to take a while to do. Maybe you should 
get this for online and Bash for single player. You will love the extra 
defence bonus when you hit, and the damage is better than average. I 
can't think of anything else to say, so here's the rating. 
RATING: ***1/2

FRENZY
REQUIRED LEVEL: 24
BLIZZARD SAYS: Every successful hit increases your velocity and attack 
speed.
I SAYS: WOW! This is a Most Excellent skill as well! It is basically 
Double Swing, but it increases the attack speed AND it is worth 
upgrading! I like it a lot, especially when I use Bash or Concentrate 
straight afterwards! I give it...
RATING: ****1/2

WHIRLWIND
REQUIRED LEVEL: 30
BLIZZARD SAYS: A fierce spinning attack.
I SAYS: First of all, here is how you use this. You wait until a whole 
pile of enemies are chasing you. Then you click in there direction as 
far away as possible. You'll just cut through everything in your way. 
But you DON'T click on an enemy and use it like that or it will be 25+ 
mana down the drain. 
RATING: ***

BESERK
REQUIRED LEVEL: 30
BLIZZARD SAYS: A powerful attack that leads the Barbarian more 
vulnerable.
I SAYS: No no no no no. I don't care how powerful the attack is, if it 
leaves me defenceless I don't want it. The only thing saving it from 
being the Weakest Link is it does more damage than Leap.
RATING: *1/2
 
BARBARIAN SKILLS: Masterfuldoofers
COMBAT MASTERIES:

SWORD MASTERY
REQUIRED LEVEL: 1
BLIZZARD SAYS: Increased Damage and Attack Rating while using swords
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

AXE MASTERY
REQUIRED LEVEL: 1
BLIZZARD SAYS: Increased Damage and Attack Rating while using axes
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

MACE MASTERY
REQUIRED LEVEL: 1
BLIZZARD SAYS: Increased Damage and Attack Rating while using maces
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

POLEARM MASTERY
REQUIRED LEVEL: 6
BLIZZARD SAYS: Increased Damage and Attack Rating while using poelarms
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

THROWING MASTERY
REQUIRED LEVEL: 6
BLIZZARD SAYS: Increased Damage and Attack Rating while using thrown 
weapons
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

SPEAR MASTERY
REQUIRED LEVEL: 6
BLIZZARD SAYS: Increased Damage and Attack Rating while using spears
I SAYS: One of the combat masteries. Choose two, then you have multiple 
options.
RATING: ****

I cut-and-pasted that bit, so it is a bit boring I know. I just had to 
modify the word "sword" into whatever it was I was doing (and the level 
to 6 for the last 3). Not sure what the req levels are for the rest.

INCREASED STAMINA 
REQUIRED LEVEL: 12?
BLIZZARD SAYS: Increases stamina and stamina recovery rate.
I SAYS: I'm not sure about this one. OK, stamina is useful, but it's not 
worth a skill point. But I think its worth a level here because then 
you'll get increased speed afterwards (wayhey!). But judging on the fact 
it is pretty crap, it is the weakest link. Goodbye.
RATING: **

IRON SKIN
REQUIRED LEVEL: 18?
BLIZZARD SAYS: Hi, we're Blizzard. I mean, Improves overall defence.
I SAYS: Well, this is pretty good I think. One skill point for an extra 
30% in defence? Good deal. 
RATING: ****

INCREASED SPEED
REQUIRED LEVEL: 24?
BLIZZARD SAYS: Increases walk and run speed.
I SAYS: Must I state the obvious? Levelling up in this is probably well 
worth it, though I've only got level 1 in it myself. I actually quite 
like this one, it makes you pretty turbo charged.
RATING: ****

NATURAL RESISTANCE (nat res)
REQUIRED LEVEL: 30
BLIZZARD SAYS: Increases resistances to elemental damage.
I SAYS: Increases your resistance to poison, lightning, cold, and fire. 
Not on-off like the Paladins Salvation. Therefore, this is Quite Good.
RATING: ****

BARBARIAN SKILLS: VERYLOUDdoofers
WARCRIES:

HOWL
REQUIRED LEVEL: 1
BLIZZARD SAYS: Frightens monsters into retreating...
I SAYS: ...although it doesn't very often. And why would you want to 
send the monsters away anyway? You use close-range, don't you? 
RATING: *

FIND POTION
REQUIRED LEVEL: 1
BLIZZARD SAYS: Grants a chance a potion wil come from a corpse.
I SAYS: I don't like the idea of clicking on every single corpse. Worth 
it if you really, really, don't have any gold.
RATING: *1/4

TAUNT
REQUIRED LEVEL: 6
BLIZZARD SAYS: Taunts a monster into fighting you.
I SAYS: Now this is more like it. You can attract hoards of monsters and 
then kill them all with a few bashes\whirlwind. Pretty good, no? Problem 
is most monsters are melee, so telling them to come close would be a 
waste on them.
RATING: ***

SHOUT
REQUIRED LEVEL: 6
BLIZZARD SAYS: Increases the defence of friendly units.
I SAYS: All you paladins: SHUT UP. This is the best a Barbarian can do 
to compete with Defiance. Yours might last forever and cost no mana, but 
the Barbarians is a slightly more cumbersome version. And they all love 
it.
RATING: ***1/2

FIND ITEM
REQUIRED LEVEL: 12
BLIZZARD SAYS: Grants a chance to find an item from a corpse.
I SAYS: I've had no experience of this whatsoever, but I suppose it 
means more Unique Items. So it is probably quite good.
RATING: ***

BATTLECRY
REQUIRED LEVEL: 18
BLIZZARD SAYS: Frightens nearby enemies and lowers their defence.
I SAYS: Yes, Blizzard. Nearby. VERY nearby. Small range, although 
potentially devastating effect, especially to Sorcs online. I only say 
Sorcs because I can't spell the long version without tripping over the 
S's. So, in summary, use after taunt for best effect, but before Bash.
RATING: **1/2

GRIM WARD 
REQUIRED LEVEL: 24
BLIZZARD SAYS: Turns a corpse into a fetish that frightens monsters 
away.
I SAYS: Sounds crap. Probably is, too. Why do I want them to go, 
Blizzard? Eh? I don't. I'm a Barbarian. If I were an Amazon, that'd be 
different. Weakest Link. Get lost.
RATING: 1/2*

WAR CRY
REQUIRED LEVEL: 30
BLIZZARD SAYS: Temporarily increases the skills of party members.
I SAYS: One skill point for one extra skill point in everything when it 
is active. Two skill points, bad deal. A bit like the Synthetic Heart 
ability in Deus Ex. Seems a good deal to me.
RATING: ***1/2

NECROMANCER SKILLS: 
CURSES: Weakerdoofers

AMPLIFY DAMAGE
REQUIRED LEVEL: 1
BLIZZARD SAYS: Increases the amount of damage received.
I SAYS: Use on the harder enemies for best results. That way, you'll do 
more damage. It is quite good, therefore.
RATING: ***1/2

DIM VISION
REQUIRED LEVEL: 6
BLIZZARD SAYS: Decreases radius of awareness.
I SAYS: I can't see why this would be useful. In fact, I don't think it 
would be.
RATING: *

WEAKEN
REQUIRED LEVEL: 6
BLIZZARD SAYS: Decreases the damage a target can do.
I SAYS: Like Amplify Damage, use on hard enemies. Wonder if 2 curses at 
once works? Have to ask Summoner that.
RATING: ***1/2

IRON MAIDEN
REQUIRED LEVEL: 12
BLIZZARD SAYS: Damage dealt is damage recieved
I SAYS: AAAAARRRRRRGGGGGGHHHH! If it is being used on you.
MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! If you're using it on someone.
That must be good.
RATING: *****

TERROR
REQUIRED LEVEL: 12 or 18
BLIZZARD SAYS: Cursed monsters run in fear.
I SAYS: Not good online, probably quite useful in game if you want them 
all to run off. However, only 1 at a time can be cursed which means a 
LOT of mana is used.
RATING: **1/2

CONFUSE (like me)
REQUIRED LEVEL: 12 or 18
BLIZZARD SAYS: Cursed monsters attack randomly
I SAYS: Not as good as Attract, but still pretty useful, and neccessary 
for it.
RATING: ***

LIFE TAP
REQUIRED LEVEL: 18
BLIZZARD SAYS: Attacking a cursed soul gives you health.
I SAYS: No, attacking a cursed MONSTER gives you health. Because it is 
hell that kills the soul. Still pretty useful, attacking monsters and 
getting health in return.
RATING: ***

ATTRACT
REQUIRED LEVEL: 24
BLIZZARD SAYS: Causes other monsters to target your enemy.
I SAYS: Other monsters? That implies the hero is a monster. Anyhow, this 
is just like the Paladin's conversion spell. In fact, on Chaos 
Sanctuary, I suppose you could go outside and get all the monsters on 
your side, then charge in and overwhelm Big D. Very Necromancer-style.
RATING: ****

DECREPIFY
REQUIRED LEVEL: 24
BLIZZARD SAYS: Slows speed of the cursed
I SAYS: Yes, I see. Good against melee monsters, because they rush you. 
Good against rangers, it is not. But most monsters are melee.
RATING: ***

LOWER RESIST
REQUIRED LEVEL: 30
BLIZZARD SAYS: Elemental attacks do more damage to a cursed monster.
I SAYS: It is a shame the Necromancer only has poison spells, and this 
doesn't get lowered. But it does make a mage army much more effective. 
So I suppose it is good.
RATING: ***1/2

NECROMANCER SKILLS: Venomousbonedoofers
POISON\BONE SPELLS

TEETH
REQUIRED LEVEL: 1
BLIZZARD SAYS: Summons multiple projectiles that damage enemies...
I SAYS: ...although not very much. DON'T level up in this. DO get it, 
cos it is required for most other stuff.
RATING: *

BONE ARMOUR
REQUIRED LEVEL: 1
BLIZZARD SAYS: A protective shiled that absorbs damage.
I SAYS: Defence bonus. Wayhey!
RATING: ***1/2

POSION DAGGER
REQUIRED LEVEL: 6
BLIZZARD SAYS: Adds poison damage to dagger
I SAYS: I'm not fond of poison, whatever way you look at it, and I'm not 
fond of daggers, whatever way you look at it. And I'm not fond of this 
spell. Whatever way you look at it.
RATING: 1/2*.

CORPSE EXPLOSION
REQUIRED LEVEL: 6
BLIZZARD SAYS: Targeted corpse explodes, damaging nearby enemies.
I SAYS: Good range, good damage, good idea. Only problem is you have to 
kill the monster in the first place, so don't charge in with this 
selected.
RATING: ****

BONE WALL
REQUIRED LEVEL: 12
BLIZZARD SAYS: Creates a barrier of bone.
I SAYS: Send in the skells, then blockade yourself so as not to get 
hurt. Nice strategy. Problem is, wall is quite weak.
RATING: **1/2

POISON EXPLOSION
REQUIRED LEVEL: 12 or 18
BLIZZARD SAYS: Releases a cloud of posionous gas from a corpse.
I SAYS: I can't judge this, I've never used it or seen it used.
RATING: ?

BONE SPEAR
REQUIRED LEVEL: 18
BLIZZARD SAYS: Summons a magical missile of bone. 
I SAYS: I like this. A good, strong, ranged attack. Shame it isn't 
homing like the Bone Spirit one, but it does go through multiple 
enemies. Like an Amazon attack, except it doesn't take up an arrow. 
RATING: ****

BONE PRISON
REQUIRED LEVEL: 24
BLIZZARD SAYS: Summons a ring of bone to surround a target
I SAYS: Why would I want to blockade my enemies in? Answer: I wouldn't. 
Then I wouldn't be able to attack them, or let my skells do it.
RATING: *

POISON NOVA
REQUIRED LEVEL: 30
BLIZZARD SAYS: A ring of poison explodes from the necromancer.
I SAYS: AMAZING comic potential. Oops, I farted. LOL. And I think it is 
quite effective, too. 
RATING: Comedy: ****. Usefulness: ***1/2

BONE SPIRIT
REQUIRED LEVEL: 30
BLIZZARD SAYS: Spirit tracks down a target, or tracks down one of its 
own.
I SAYS: A homing bone spear. Therefore, it gets an extra 1/2 star.
RATING: ****1/2

NECROMANCER SKILLS: Skeletaldoofers
SUMMONING SPELLS:

RAISE SKELETON
REQUIRED LEVEL: 1
BLIZZARD SAYS: Raises one skeleton per skill level to fight for you.
I SAYS: The main staple of the army. Shame skeletons look considerably 
smaller under the shadow of Hephasto. Best coupled with Skell Mastery 
(and a lot of it), then.
RATING: **, plus an extra 1/2 star for every 2 points in Skeleton 
mastery.

SKELETON MASTERY
REQUIRED LEVEL: 1
BLIZZARD SAYS: Improved quality of skells, magi, and revived.
I SAYS: For every one point you put into skeleton\mage\revive, put one 
in here. That way it'll balance out between quality and number.
RATING: ****

CLAY GOLEM
REQUIRED LEVEL: 6
BLIZZARD SAYS: Raises a Golem from the earth to fight for you.
I SAYS: Golems are strong but slow. You can only have one Golem. Try to 
improve them lots with Golem Mastery (and a lot of it). 
RATING: **, plus an extra 1/2 star for every 2 points in Golem mastery.

GOLEM MASTERY
REQUIRED LEVEL: 12
BLIZZARD SAYS: Enhances speed and life of golems
I SAYS: They're right. And it's worth it. For every one point you put 
into Golem\Bloodgolem\Irongolem\Firegolem, put one here. That way it'll 
balance out between quality and number.  
RATING: ****

SKELETON MAGE
REQUIRED LEVEL: 12
BLIZZARD SAYS: Raises a skeletal mage that fights for you with an 
elemental attack.
I SAYS: Cold is the best, then fire, then poison. I've never seen one do 
lightning. I like this spell quite a bit.
RATING: **1/2, plus an extra 1/2 star for every bit of Skeleton Mastery.

BLOOD GOLEM
REQUIRED LEVEL: 18	
BLIZZARD SAYS: Summons a golem that is linked to the casters health
I SAYS: A Clay Golem, but linked to you in health. That means you use a 
potion and it benefits as well. That also means if it gets hurt then so 
do you. So, some people will like having a healable golem, but others 
will despise the extra pain they give to you.
RATING: **, plus an extra 1/2 star for every bit of Golem Mastery.

SUMMON RESIST
REQUIRED LEVEL: 9,999,999. Oh, ok. 18.
BLIZZARD SAYS: Raises the elemental resistances of your minions.
I SAYS: Since when were they minions? Well, get a level in this before 
fighting Diablo, so your army will be STRONGER! THAN YESTERSAY! IT'LL BE 
NOTHING BUT YOUR WAY! DAMN, I've got Britney on the brain. The more you 
put in this, the more resisant your minions are to the elements (please 
tell me if this includes poison). 
RATING: ***

IRON GOLEM
REQUIRED LEVEL: 24
BLIZZARD SAYS: Summons a golem from a metal item. The golem gains the 
properties of that item.
I SAYS: Varying quality here. If you chose a Short Sword, you'd be a bit 
of a plonker. If you chose a Unique Executioner Sword, you'd still be a 
plonker because you could make millions selling it. So best to chose 
something in between that is not good enough to sell. 
RATING: That depends on the item doesn't it?

FIRE GOLEM
REQUIRED LEVEL: 30
BLIZZARD SAYS: A golem of fire that uses fire damage to heal itself.
I SAYS: Summoner tells of the time he used this on a Sorceress who had 
level 20 fire skills. How he did laugh. And me too. This spell is 
excellent, and well worth its (quite large) mana cost. This is the daddy 
of all golems, and it kills anyone near it. It is totally excellent on 
Blood Raven on Nightmare. 
RATING: ***1/2, plus an extra 1/4 star for every Golem Mastery skill 
point. 
 
REVIVE
REQUIRED LEVEL: 30
BLIZZARD SAYS: Resurrects a monster to fight for you. 
I SAYS: Does exactly what it says on the skillbox. If you revive a bunch 
of Fetish and a Fetish Shaman or two, nice move. However, crap like 
Zombies are better turned into standard skells. Like Iron Golem, it 
depends how you use it. So let me tell you, revive strong monsters, and 
revive resurrectable armies (fallen etc.)

PALADIN SKILLS: Holybashdoofers
COMBAT SKILLS:

SACRIFICE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

SMITE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

HOLYBOLT
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

ZEAL
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CHARGE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

VENEGANCE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

BLESSED HAMMER
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CONVERSION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

HOLY SHIELD
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

FIST OF THE HEAVENS
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

PALADIN SKILLS:
AURAS (OFFENSIVE): Badsmelldoofers

MIGHT
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

HOLY FIRE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

THORNS
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

BLESSED AIM
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CONCENTRATION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

HOLY FREEZE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

HOLY SHOCK
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

SANCUARY
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

FANATICISM
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CONVICTION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

PALADIN SKILLS: Aromatherapydoofers
AURAS(DEFENSIVE)

PRAYER
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

RESIST FIRE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

DEFIANCE
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

RESIST COLD
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

CLEANSING
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

RESIST LIGHTNING
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

VIGOR
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

MEDITATION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

REDEMPTION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

SALVATION
REQUIRED LEVEL
BLIZZARD SAYS:
I SAYS:
RATING:

SORCERESS SKILLS: Flamingdoofers
FIRE SPELLS:

FIREBOLT
REQUIRED LEVEL: 1
BLIZZARD SAYS: Creates a bolt of fire
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: The basic ranged 
attack for fire spells. The reason you do not upgrade this is because at 
L12 you can get Fireball which is Much Better. I think this is rubbish 
because you get better quickly and the damage is just "A scratch! A 
scratch, dearest Romeo!" Who said you can't play computer games and be 
smart at the same time?
RATING: *

WARMTH
REQUIRED LEVEL: 1
BLIZZARD SAYS: Increases your mana recovery rate.
I SAYS: If you think this is crap you are not right. Because, you see, 
this spell strenghtens the Sorceress in a unique way; her mana recovery 
rate. The more you put in here, the longer you can stay out there. 
Almost compulsory, I feel.
RATING: ****

INFERNO
REQUIRED LEVEL: 6
BLIZZARD SAYS: A spout of flame that burns your enemies.
I SAYS: As we all know (or if we don't, we're stupid), Sorceressesses
are good at ranged attacks. So what if a big fat meleemonster or 
Barbarian gets in her face and she is weak? Well, this is the First 
Alternative. It is the Flamethrower from Deus Ex we have here; it burns 
ammo and enemies quickly. Speaking of Deus Ex, it is an excellent game. 
RATING: ***

BLAZE
REQUIRED LEVEL: 12
BLIZZARD SAYS: Leaves a wall of fire in your footsteps
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: A rather nifty little 
spell. Instead of merely running away when health is low, consider 
Blazing them. This works especially well when you run through doors, 
narrow corridors; places where you can't dodge. I've done two semicolons 
so far today; I must be on a roll. 
RATING: ***1/2

FIREBALL
REQUIRED LEVEL: 12
BLIZZARD SAYS: Creates a ball of fire that explodes on impact
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: A souped up Firebolt. 
It has the multihit capability (like the well known Barbarian Double 
Swing attack) and more damage. Nice. Maybe even worth a few upgrades. 
For its tidying-up of previous efforts, I give it an extra 2 stars.
RATING: ***

FIREWALL
REQUIRED LEVEL: 18
BLIZZARD SAYS: Creates a wall of fire.
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: A wall of the stuff. 
The problem is, unlike a wall, it can be walked through, it dissapears 
after a second, it isn't big enough to seriously damage NMEs, and it 
costs 30 mana. So some might say it is a bit rubbish. But definitely 
twice as good as Firebolt.
RATING: **

ENCHANT
REQUIRED LEVEL: 18
BLIZZARD SAYS: Temprorarily adds fire damage to a weapon...
I SAYS: ... though this does not apply to spells cast from it. Which is 
kind of the whole point of being a Sorceress, rather than hitting 
enemies with your large stick, which is similar to the point of being  a 
Barbarian. . 
RATING: *

METEOR
REQUIRED LEVEL: 24
BLIZZARD SAYS: Draws a meteor down from the heavens to smash your 
enemies.
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: A slow but heavy fire 
spell. The Poleaxe of fire spells. This takes a little while to come 
down, but when it does, OUCH! say the enemies, and YES! shouts the Sorc. 
I have to take 1 and a half stars off it for its "speed" though.
RATING: ***1/2

FIRE MASTERY
REQUIRED LEVEL: 30
BLIZZARD SAYS: Increases the damage done by your fire spells.
I SAYS: Sounds useful. No experience in this, however, so you'll have to 
ask someone else. What about JChris? He knows lots.

HYDRA
REQUIRED LEVEL: 30
BLIZZARD SAYS: Creates a multi-headed beast that attacks your enemy with 
bolts of fire.
I SAYS: I AM THE GOD OF HELL FIRE! AND I GIVE YOU: That joke is 
beginning to wear off, isn't it? Well this multi-headed beast attacks 
your enemy with bolts of fire. It is a shame that, once summoned, this 
can't move. THe best thing to do is run, use a mana potion, then summon 
a whole load of them while your enemies chase you. However, the mana 
cost makes it impractical for single enemies. Unless they're bosses you 
want to surround. Like Diablo, or Hep. 
RATING: ****

SORCERESS SKILLS: Zappydoofers
LIGHTNING SPELLS:

Can I use this oppurtunity to say: You know that song, Snoop Dogg? Is it 
my imagination, or does he at some point say "Me and my partner, and my 
impala"? Send your answers to cwason@charlyw.freeserve.co.uk marked 
Snoop Dogg

CHARGED BOLT
REQUIRED LEVEL: 1
BLIZZARD SAYS: Fires multiple, jumping bolts of electricity.
I SAYS: Best shot into a whole pile of monsters, because these bolts are 
not very accurate. They just, well, fly very slowly in one direction, 
hoping to hit something. How sad. If you use it on one enemy, providing 
they're reasonably skinny, it'll miss them and hit something behind 
them. So I think, on those grounds, this is reasonably useless.
RATING: *

STATIC FIELD
REQUIRED LEVEL: 6
BLIZZARD SAYS: Every enemy in a radius around you loses a quarter of 
their health.
I SAYS: A good thing to start a boss off with, as it doesn't kill in 
four, it does a quarter of their current life. Use Frost Nova, this, 
this, Inferno, for best results against Andariel at least (not so far 
with my Sorc yet...)
RATING: ***1/2

TELEKINESIS
REQUIRED LEVEL: 6
BLIZZARD SAYS: Allows you to pick up items, trigger objects, and attack 
others from a distance.
I SAYS: Doesn't work on looting yourself. Can't see any other reason 
you'd want to use this. Damage almost non-exsistent. Stun length not 
long. Weakest Link. Bye.
RATING: 1/2*.

NOVA
REQUIRED LEVEL: 12
BLIZZARD SAYS: Creates an expanding ring of electricity that does 
massive damage.
I SAYS: Not massive, but certainly a significant amount of damage. If 
you're fighting an angry swarm of melee attackers, Frost Nova, then 
repeat Nova a few times before Infernoing them. Worked for me.
RATING: ****

LIGHTNING
REQUIRED LEVEL: 12
BLIZZARD SAYS: Casts a bolt of lightning
I SAYS: ZAP! This reminds me of the fight I put up with Pokemon fans on 
the fact that thunder is just a loud noise, and can never harm anyone, 
its the lightning that kills. And it does kill. Big time. Its like ZAP! 
BAP! I TAKE NO CRAP! (my version of wam bam thankyou ma'am). However, 
there's a butt. Though it kicks it, don't upgrade, because there is the 
small improvement that is Chain Lightning. See the appropriate section 
for that. So I have to give this 3 stars so I can give Chain 4 stars.
RATING: ***

CHAIN LIGHTNING
REQUIRED LEVEL: 18
BLIZZARD SAYS:  Casts a bolt of lightning that jumps through multiple 
targets.
I SAYS: Zaps one, zaps another, zaps one more before finally 
dissapearing. That means, it is about 60 damage to all of those suckers 
in the way. It hits more than Lightning, it hits more targets than 
lightning, and it does more damage than Lightning (I think). High 
quality stuff. Possibly the best Lightning spell.
RATING: ****

TELEPORT
REQUIRED LEVEL: 18
BLIZZARD SAYS: Instantly transports you between two points.
I SAYS: "Lets get her!"
"Help! I'm about to be eaten by the Salamanders!"
"You can't escape!"
"Thats where you're wrong" 
(uses teleport)
"Now you're trapped, you can't cross that river."
"Wrong again!"
(teleports across the river, wiping brow and sipping potion, thanking 
the day she got this spell and thinking that its an all-purpose evasion 
dream)
RATING: ****

THUNDERSTORM
REQUIRED LEVEL: 24
BLIZZARD SAYS: Summons a thunderstorm that periodically blasts nearby 
enemies with bolts of lightning
I SAYS: That means that when Mr(s) NME comes near, he'll get zapped. 
Great, because you can just run around with this on and zapzapzap. Luvly 
jubly. Except it costs quite a bit. And with the word "thunder" in the 
attack I can't help thinking Nintendo are out to get me.
RATING: ****

ENERGY SHIELD aka the golden malteaser
REQUIRED LEVEL: 30
BLIZZARD SAYS: Absorbs magical and some physical damage to mana instead 
of life.
I SAYS: As if you don't have not enough mana already. Geez, a double 
negative. First semicolons, now this. Mood swing or what? :). Well, this 
summons a golden malteaser which for SOME REASON makes damage go to mana 
and not life. I suppose this varies on which you have more: mana or 
life. Choose accordingly. Mmm, sweet malteaser...
RATING: 1/2* if you have less mana than life.
        *** stars if you have less life than mana. 

LIGHTNING MASTERY
REQUIRED LEVEL: 30
BLIZZARD SAYS: Reduces the mana cost of lightning spells.
I SAYS: If you use lightning a lot and constanstly run out of mana, get 
this. If you're a cold or hot person, don't because then this skill will 
be Quite Crap.
RATING: * if you don't use lightning much, **** if you do

SORCERESS SPELLS: Icedoofers
COLD SPELLS:

ICEBOLT
REQUIRED LEVEL: 1
BLIZZARD SAYS: Shoots a bolt of ice that slows your victim.
I SAYS: The best L1 spell. Slows an NME to stop them getting to you in 
time. Use this then Firebolt, then they're probably history. Don't 
upgrade, save it for Glacial Spike.
RATING: *** 

FROZEN ARMOUR
REQUIRED LEVEL: 1
BLIZZARD SAYS: Gives a defensive bonus any melee attackers that hit you.
I SAYS: I don't think it actually freezes them, it just slows them down 
a lot. Don't upgrade, wait for Shiver Armour because that is clearly 
better.
RATING: ***

FROST NOVA
REQUIRED LEVEL: 6
BLIZZARD SAYS: Creates an expanding ring of ice and frost that damages 
and slows enemies.
I SAYS: Exceedingly good. So much so I still use it in A4. It basicallly 
means no melee attacker need ever hit you again. Damage is also good.
RATING: ****1/2

ICEBLAST
REQUIRED LEVEL: 6
BLIZZARD SAYS: Creates a bolt of ice that completely freezes a target.
I SAYS: Brrrrr, chilly. Super Icebolt simply means increased damage. Not 
worth upgrading, because you should save it for Glacial Spike if you 
like this.
RATING: ***1/2

SHIVER ARMOUR
REQUIRED LEVEL: 12
BLIZZARD SAYS: Defense bonus, plus any melee attacker that hits you 
takes damage and gets slowed.
I SAYS: A quick note. I'm British. I spell Armour with a U and there's 
nothing you can do about it. Now, this spell is Frozen ArmoUr plus it 
does damage. Well done, have an extra half-star. Also, occasionaly a 
spark thing will fly off and slow an opponent. Also damages. An extra 
halfstar for the spark as well. So no melees again for Sorceresses. Talk 
about compensation for weaknesses :).
RATING: ****

GLACIAL SPIKE
REQUIRED LEVEL: 18
BLIZZARD SAYS: A shard of ice that inflicts massie cold damage and 
explodes to freeze nearby enemies.
I SAYS: I'm with Blizzard, this kicks ass. Good damage, and freezes. 
Followed by Chain Lightning; deadly!
RATING: *****

BLIZZARD
REQUIRED LEVEL: 24
BLIZZARD SAYS: A spell named after us! I mean, summons an ice storm to 
rain cold death onto your enemies.
I SAYS: Hello NMEs! I have a new spell! Now stay still, oh. You're dead? 
You too? You too? Sorry, I'm not allowed to play with the dead. I'll 
have that Thawing Potion though. You needed it! Now, I can kill lots of 
enemies and freeze survivors with one spell! Hoorah!
RATING: ****1/2

CHILLING ARMOUR
REQUIRED LEVEL: 24
BLIZZARD SAYS: Creates a defensive bonus and launches an ice bolt 
against ranged attackers.
I SAYS: I realise I've been generous with the Cold Spell marks. This 
only gets 2 and a half because it seems to me that there are better 
things to do than icebolt ranged enemies. And I know its an instant 
action, and it might be useful to some, but I don't like it because it 
seems too flimsy. Not completely useless, mind.
RATING: **1/2

FROZEN ORB
REQUIRED LEVEL: 30
BLIZZARD SAYS: A pulsating orb that shreds an area with icebolts.
I SAYS: I haven't actually used this spell, but I've seen it and it is 
DEVASTATING! It kills anything on screen (except the Sorc). I like this 
a lot, but the mana cost is too high to use on more than, ooh, 5 normal 
enemies.
RATING: *****

COLD MASTERY
REQUIRED LEVEL: 30
BLIZZARD SAYS: Pierces the cold resistance of enemies.
I SAYS: A rather dramatic approach too making attacks more effective is 
to lower your enemeies' cold resistance. It is also a good way of doing 
it. Basically, with enough skill here, you can completely ignore cold 
resistance and get back to the hammering.
RATING: ****1/2

Thankyou to: 

My parents, for buying me the compuer I typed this on.
Yegg's Tavern, for helping me with the items' lists (I was sure I'd miss 
some out)
Battle.net, for providing me with a decent place to get items and stuff 
from.
Blizzard, for making such a brilliant game.
Stinger 3:16, JChristopher, Spider0 and BobDaMunky, for inspiring me to 
write this FAQ.
Me, for writing this FAQ.
You, for reading this FAQ.
Sony, for making my Walkman, and my aunt, for buying it for me.
Microsoft, for creating Word and Calculator programs, and Windows ME.
Kiss 100 FM, 95.8 capital FM, and Radio 1, for playing great songs I 
listen to while typing FAQs.
Shiny and Interplay, for making Sacrifice, the game I played when I 
wasn't typing this.
Irrational Studios and Looking Glass for making System Shock 2 that had 
me quaking in my boots (shivers).
Summoner, for testing this FAQ and giving his opinions.
GameFAQs.com and Neoseeker.com for putting this on their site.
Chris Moyles (spelt right?), for making me laugh while I'm FAQing	
Paramount Comedy Channel and the PText Ed for giving me the doofercodes 
idea.
Funny.com, for, I'm sorry, HAHAHAHAHAAHAHAHAAAAAAAAAAAAAAAAAAA!

Plus everyone who has e-mailed me. Here's the list:
Dwason Brotemarkle
Paul Judson
Bernd Wolfgramm	
Robert Heva
Stephen Wack
Ten Grants
Bart Van Coenen


Have you met me? I'm [dc]ap, Lancelot, and Megabitch on Battle.net.

If you're reading this from the end, here is my legal statement once 
again.

-----------------------------------------------------------------------
----------------------------------------------------
THIS FAQ CANNOT BE REPRODUCED BY ANYONE OTHER THAN ME, REID WASON, 
UNLESS THEY E-MAIL ME FIRST. ALSO, YOU MUST GIVE ME THE PROPER
CREDIT FOR CREATING THIS WALKTHROUGH. IF YOU DIASGREE WITH ANY OF THIS, 
STOP READING NOW AND DISCARD ANYTHING AND EVERYTHING THAT IT HAS DONE 
FOR YOU. IF I DO SAY YOU CAN REPRODUCE IT, YOU MUST NOT EDIT IT IN ANY 
WAY UNLESS I AM ASKED BEFORE-HAND. IF YOU DO MAKE MONEY FROM MY FAQ, OR 
PUT IT ON A SITE WITHOUT ASKING ME I WILL TAKE LEGAL ACTION.
-----------------------------------------.------------------------------
-----------------------------------------------------






















 






(0.0757/d/web6)