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Grubbmin
เข้าร่วมเมื่อ 11 มี.ค. 2024
I play a lot of retro games.
Diablo 1 Ep. 6 Blind Playthrough, No Hellfire, Warrior Build
Played with DevilutionX v1.4.1
Broadcasted live on Twitch -- Watch live at www.twitch.tv/grubbmin
Broadcasted live on Twitch -- Watch live at www.twitch.tv/grubbmin
มุมมอง: 125
วีดีโอ
Diablo 1 Ep.5 Blind Playthrough, No Hellfire, Warrior Build
มุมมอง 4819 ชั่วโมงที่ผ่านมา
Played with DevilutionX v1.4.1 Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Diablo 1 Ep.3 Blind Playthrough, No Hellfire, Warrior Build
มุมมอง 6121 ชั่วโมงที่ผ่านมา
Played with DevilutionX v1.4.1 Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Diablo 1 Ep.4 Blind Playthrough, No Hellfire, Warrior Build
มุมมอง 5621 ชั่วโมงที่ผ่านมา
Played with DevilutionX v1.4.1 Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Diablo 1 Ep.2 Blind Playthrough, No Hellfire, Warrior Build
มุมมอง 6921 ชั่วโมงที่ผ่านมา
Played with DevilutionX v1.4.1 Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Diablo 1 Ep.1 Blind Playthrough, No Hellfire, Warrior Build
มุมมอง 9221 ชั่วโมงที่ผ่านมา
Played with DevilutionX v1.4.1 Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Halo 1 campaign w/ @skittlepiddle
มุมมอง 2614 วันที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Resident Evil 1996: Tryin to beat this bad boy in one sitting (or else) (Part 2/3)
มุมมอง 2328 วันที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Ep 2 Continuing Deadwood, Nightmare Blind Chillaxin
มุมมอง 23หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Darkwood blind nightmare mode
มุมมอง 85หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Ep 3 Darkwood Blind Nightmare Mode Chillaxin
มุมมอง 8หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Blind Playthrough Shovelin pt 3 w/ @Duferawyn featuring @sageofsun commentary
มุมมอง 10หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Blind Playthrough Shovelin pt 2 w/ @Duferawyn
มุมมอง 7หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Shovelin the Knight w/ Duferawyn
มุมมอง 10หลายเดือนก่อน
Broadcasted live on Twitch Watch live at www.twitch.tv/grubbmin
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt5
มุมมอง 35 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt5
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt3
มุมมอง 45 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt3
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt4
มุมมอง 55 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt4
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt2.5
มุมมอง 15 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt2.5
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt2
มุมมอง 35 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™ pt2
Dino Crisis 2 Blind Playthrough Extraordinaire™
มุมมอง 115 หลายเดือนก่อน
Dino Crisis 2 Blind Playthrough Extraordinaire™
Highlight: Grubb's KongQuest: pt7 the Tragedy of the Toxic Tower™
มุมมอง 25 หลายเดือนก่อน
Highlight: Grubb's KongQuest: pt7 the Tragedy of the Toxic Tower™
for diablo 1 classic (non-hellfire) spells: ---------- (some spells CAN be blocked with your physical shield blocking: standing still and not attacking, in order to block with shield) ---------- also, diablo 1 has a sprite limit for what can be on the screen at a time, if the sprite limit is reached, you’ll usually still see yourself casting spells, but actually, they don’t exist despite the visual, as the engine can’t handle them, so be careful with using some (and especially with spamming some) spells (fire wall, chain lighting, charged bolt, and maybe hydra and maybe inferno too, you’ll have to wait until enough of the sprites/spells vanish/end, before you can cast spells that actually exist and do their damage to the monsters) ------------ a good tip: always be looking out for +mag equipment, and create a pile for it and/or put it into storage, as you can use it to learn spells and/or increase their slvls ----------- enchanted shrines: dlvls: 1-8 (church: dlvls 1-4, catacombs: dlvls 5-8) +1 slvl to all known/learned spells (except for the randomly chosen spell), but -1 slvl to a randomly chosen spell (if the randomly chosen spell is slvl 15, then it's -2 slvls to it) farming for enchanted shrines, is the only way for the rogue and warrior to get all of their spells to slvl 15 -------- max slvl: 15 // (and with +slvl equipment, a total of +5 slvl, for slvl 20) archangel's (magical/blue) staff: +2 slvls // or: dreamflange (unique/bronze, 1-handed, able to use shield) mace/flail/blunt: +1 slvls thinking (unique/bronze) cap: +2 slvls // it comes with 1 max durability, so you'll need to farm hidden shrines to increase its max durability up, so that you can actually use it naj's (unique/bronze) light plate: +1 slvl --------- physical spells: 1. golem (blockable) (damage is based upon slvl) // creates a minion golem (like the golems in D2), can only have 1 at a time, and it can be useful, but it can also get destroyed easy, especially from damage spells by monsters/bosses 2. apocalypse (blockable) (damage based upon clvl) // can be very OP/"cheap"/"cheating" as it hits all monsters on the screen, but can only use it via a staff (in diablo 1 classic/non-hellfire), unfortunately (lots of trips to town to recharge staff, and is very expensive too) -------- holy spells: (only damages undead, but there's no resistance and no immunity to it) 1. holy bolt (damage is based upon clvl, and I think slvl too but maybe not) --------- fire spells: 1. fire bolt (blockable) (damage based upon slvl and MAG) // your "bread and butter" fire spell, until you get the far superior fireball 2. inferno (stackable) (damage based upon clvl) // it might be decent (fire) damage, but it's just never used by anyone (as there's other/better fire spells), and fireball simply is outright superior/best for fire damage 3. fire wall (stackable) (damage is based upon clvl, can be very useful, tactical/situational, but it is hard to aim well, as it makes the wall PERPENDICULAR TO THE DIRECTION THAT YOUR CHARACTER IS FACING) 4. guardian (this is the hydra spell in D2) (stackable) (blockable) (damage is based upon your fire bolt spell damage, can be very useful, tactical/situational) 5. flame wave (blockable) (damage is based upon clvl) (glitchy, so it really doesn’t work very well, and fireball is just outright superior) 6. elemental (blockable) (damage based upon slvl and clvl, but fireball is just outright superior) 7. fireball (blockable) (damage based upon slvl and clvl, simply the outright best fire spell, aside from firewall and/or guardian, in some situations/tactical usage) ------- lightning (“lit”) spells: 1. charged bolt (blockable) (damage based upon MAG) // this can be very damaging, especially to the larger monsters/bosses and/or nice for clearing a room/area, but only with the sorcerer, as it's damage is based on the mag stat, which only the sorcerer can get truly/most high/massive in the mag stat, but again, beware of the sprite limit, so don't get too crazy with it, but for the warrior and rogue, this is not that great of a spell 2. lightning (stackable) (damage is based upon clvl) // it does deceptively a lot of damage with a few rapid casts, as it stacks up, as it acts like a moving firewall, basically 3. chain lightning (stackable) (damage based upon clvl) // the greatest AoC spell in the game, but have to be careful with the sprite limit, don't get too crazy with it and learn to cast it properly too 4. nova (damage based upon clvl) // very good adjacent (lit) damage, but can only use it via a staff (in diablo 1 classic/non-hellfire), unfortunately (lots of trips to town to recharge staff, and is very expensive too) -------- magical spells: 1. flash (damage based upon slvl and clvl) // unfortunately this is bugged, and so only a few certain adjacent squares/tiles will cause damage to the monsters, but if you know which ones and where to position yourself, you can then use this spell viably 2. blood star (blockable) (damage based upon: slvl and MAG) 3. bone spirit (blockable) (damage is 1/3 of target's current HP/life) EDIT: bone spirit is indeed ‘magical’, I have wrongly thought and said it being ’special’ damage, elsewhere, my bad. So, any magical resistances/immunity will effect bone spirit ------ restoration spells: 1. healing (life/HP restored is based upon clvl and slvl) 2. heal other (MP only) (life/HP restored is based upon clvl and slvl) 3. resurrect (MP only) (revived with minimum HP/life) ------ utility spells: 1. identify 2. town portal 3. infravision // highlights all monsters (ignores barriers/walls/objects), it can be useful to see what's ahead, so you can plan/prepare for it 4. mana shield // uses mana pool as life pool (ends when mana hits zero, and of course when changing dvls via stairs, or a TP to town, always try to remember to recast it as the sorcerer, whenever you go back into the dungeon from town and/or go to a new dlvl, lol, while it's usage is really more of a detriment for the warrior as he needs his precious mana for other things/spells, and for the rogue, there's pros and cons of using it, too) 5. phasing // random teleport, but it's faster than teleport // for emergency (hopeful) escape if surrounded 6. teleport // moves you to location that you click on, but it's a bit slower than using phasing 7. stone curse // disables (can't move and can't attack you) monsters, their AC goes to zero too, making them easier to hit with weapons (melee/bow) 8. telekinesis // able to do various stuff (pick up some stuff from a distance and/or interact with some objects, and maybe also does a knockback and tiny damage to monsters as well, if remember right) ------------- standard hotkey setup: "bread and butter" spells: F5 (fire): firebolt -> fireball F6 (lit): (charged bolt / lightning) -> lightning whatever other spells: F7: healing / chain lightning (lit) / firewall (fire) / guardian (fire) / flash (magical) / blood star (magical) / teleport / phasing / town portal / telekinesis / stone curse / mana shield / charged bolt (lit) / holy bolt (holy) / golem (physical) F8: healing / chain lightning (lit) / firewall (fire) / guardian (fire) / flash (magical) / blood star (magical) / teleport / phasing / town portal / telekinesis / stone curse / mana shield / charged bolt (lit) / holy bolt (holy) / golem (physical)
hellfire is the official xpac/dlc for diablo 1, but it was "outsourced/licensed" to sierra, so, it wasn't created by blizzard, and there's nothing wrong with it either, it's a typical xpac/dlc, just adding some new stuff and also changing a bit of stuff up, which does change the gameplay/mechanics a bit from that of diablo 1 classic, that some people like, and some people don't like, obviously --------------------- as for the negative affixes (the modifiers on equipment) in the game... just legacy from AD&D rpg stuff that was used for many computer/video/console rpgs (and likely other rpg type of board games too) you can only get the negative affixes from low mlvls/dlvls, so only like dlvls ~ 1-3, on normal difficulty, so they really aren't that big of a deal, and back in the day, they were used to make the game even more challenging ("beyond n'k'd ironman" challenges: what's worse then no equipment using? using the lowest quality type of equipment with the negatives affixes, which lower/weaken your stats and etc), for the really hardcore veteran players of the game always, identify stuff before you sell it (as the identified affixes are factors of the equipment's value/price), as even with the chance of getting the negatives affixes for dlvls 1-3 (along with its low gold amount drops), causing the equipment to sell for 1 gold (100 gold for identify: 100 - 1 = 99 lost gold), you'll still always get a net profit, from the other equipment that you identify and sell, it'll always exceed the few losses from having/identifying the equipment with the negative affixes (as you don't know what affixes you got until/unless you identify it)
Diablo 1 classic (non-xpac/non-dlc/non-hellfire) ---------------- controls: (press the key again, to close out of the window/menu, or press the 'SPACEBAR' key) F1: help menu = controls key/legend screen (scroll down/up using up/down arrow keys to see more stuff) C: character/stat screen I: inventory/equipment screen B: spell book screen (spell info screen, and there's 4-5 tabs/"pages" for holding/showing all of the spells you got, and if you click on the pic box, it sets that as your current spell being used, I think) S: speed spell selection (mouse over spell and press F5-F8 to assign hotkeys to them, then you can press F5-F8 to switch between them as you play, and you can just left click on one of them, to set it as your current spell being used too) Z: zoom in/out (good for trying to see/find items on the ground, or for us guys, to good a better look at those succubi monster sprites, laughs) Q: quest log screen V: game version and character name and clvl SHIFT: hold shift key to hold you in place (enables you to attack without moving and/or just prevents movement) SPACEBAR: clears any/all text and menus/windows up on the screen TAB: toggles map on/off (you can press the arrow keys to scroll the map) 1-8 (top row of numbers on keyboard): using your belt’s items/potions F5-F8: switch between hot-keyed spells (to assign these hotkeys to spells, open up the speed spell selection via ’S’ key, and then press F5-F8 on the spells you want) you can use the keyboard (up/down arrow keys, ‘return/enter’ key, and ‘esc’ key) for the shop/etc menus, it speeds it up a lot faster than in trying to use the mouse clicking, lol) left click: attack with weapon, you can either click on the monster, or, while holding the 'SHIFT' key (to stay in place), click on the ground/space in front or behind the monster (as sometimes it's hard to click on the desired monster when its clumped up with other monsters, especially at the doorways), to attack in that direction. Also it picks ups items/equipment/etc for moving them around or putting them wherever right click: use/cast spell/ability or use/read/etc item/scroll/potion/spellbook, or etc --------------- there's NO 'run' feature in diablo 1 classic (non-hellfire/non-xpac/non-dlc), but in the hellfire version, you got a 'run' feature while in town only there's NO highlighting of items on the ground feature in diablo 1 classic (non-hellfire/non-xpac/non-dlc), you just got to scour around with the mouse pointer and/or use the 'Z' key (zoom in), but in hellfire, I think you get a spell that helps with finding items ---------------- you can drop stuff on the ground (both in town and in the dungeon), as it never disappears, but, do note that in SP/offline, you do have to manually save your game obviously, and if/when you do a 'create new game', it generates/regenerates the entire game/dungeon, but your character's gold, exp, clvl, stats, spells, slvls, equipped equipment, belt, and inventory is preserved, so anything left on the ground is lost when you do 'create new game' (and in SP/offline, obviously you got to manually save your game in the new game created, to lose the old game with your stuff on the ground, else if you go to load, then you go back to your old game with your stuff still on the ground, as that was your last save), as for MP/online, it autosaves the game, but am not sure if its by interval or only when you quit the game, not tested it out, but its otherwise the same for a MP/online game/character, with leaving stuff on the ground, it remains within that created game, but once you 'create a new game', then the stuff on the ground is lost forever, as that old game is lost forever whenever you 'create a new game', it generates/regenerates the entire game/dungeon, so this is why there's no RNG-manipulating with save-load of SP/offline with getting drops in the dungeon and/or with most of the shop-vendor-npc wares, aside from with adria (her wares do get generated/regenerated by/with loading the game in SP/offline) ---------------- unfortunately, this game has permanent negative effects (some m'r0n on their game development team thought this was a good idea, lol): black deaths are the glowing yellow zombies that randomly spawn on dlvls 3-5, if they hit you, you permanently lose -1 maximum life each time. Kill from afar (spells or bow). Warrior should keep around a bow for them, and/or try to get some spells (especially, holy bolt, though many/any other spells work good too, especially firewall, guardian, etc to hit the black deaths around corners and/or doorways) never touch these: goat shrines and cauldrons: randomly select a shrine effect (only can touch these on single player, due to being able to save first, and load game if its one of the permanent negative shrine effects) fascinating shrine effect: permanent -10% maximum mana, +2 firebolt // (the +2 slvl is meaningless, the -10% max mana is fatal) ornate shrine effect: permanent -10% maximum mana, +2 holy bolt // (the +2 slvl is meaningless, the -10% max mana is fatal) sacred shrine effect: permanent -10% maximum mana, +2 charged bolt // (the +2 slvl is meaningless, the -10% max mana is fatal) --------------- max clvl (character level): 50 // (don’t get +life and +mana when leveling up from clvl 49 to clvl 50) (clvls make a big difference in especially diablo 1, as nearly every equation/mechanic/formula/calculation uses 'clvls', often using difference of 'clvl' to the 'mlvl' = monster level, warrior is the most dependent upon clvl, and equipment) max slvl (spell levels): 15 // (+spell equipment will boost spells over slvl 15, max possible is +5 total slvls from equipment, for max of slvl 20) max resist: 75% hard-coded max final accuracy: 95% hard-coded min final accuracy: 5% mana shield: -33% damage taken final weapon accuracy: self weapon accuracy (your ’to hit %’ in character screen) - target AC (armor class) // hard-coded final max/min accuracies: 95% max and 5% min, will over-ride the final weapon accuracy if under 5% or over 95% // note that the accuracy equation/formula/mechanic is a bit more complicated as it also uses clvl vs mlvl within it as well too spells have accuracy as well too (clvl vs mlvl, mag, slvl, distance, and 'see: ENGINE PROJECTILE ACCURACY section below') bow accuracy: dex, distance, to hit % - monster AC, clvl vs mlvl, and 'see: ENGINE PROJECTILE ACCURACY section below' (there is NO 'blocking' mechanic for the monsters/bosses, only for you, when got a shield equipped) block chance: clvl (and maybe dex too) -------------- weapon types: swords: x1.5 damage to animals, x0.5 damage to undead, x1.0 damage to demons maces (clubs, cudgels, mauls, flails, battle hammers, morning stars, etc): x1.5 damage to undead, x0.5 damage to animals, x1.0 damage to demons bows, axes, staffs, daggers, shields, and unarmed: x1.0 damage to undead, x1.0 damage to animals, x1.0 damage to demons ----------- monster/boss types: 1. undead: skeletons (melee and archers), zombies, and king leoric (there are NO undead in the caves region: dlvls 9-12, and nor in the hell region: dlvl 13-16, undead are only found in the church region: dlvls 1-4 and the catacombs region: dlvls 5-8) 2. animals (it’s hard to tell some monsters in whether they’re animals or demons, got to look them up or memorize them) 3. demons (it’s hard to tell some monsters in whether they’re animals or demons, got to look them up or memorize them) ---------- damage types: physical (weapons: melee and bow, and, two spells: apocalypse and golem): nothing is resistant/immune to physical damage holy: holy bolt spell (only damages undead, but also, there’s no undead monster/boss with resistance/immunity to holy damage) special: bone spirit: always does 1/3 damage based on current life of monster/boss elemental damage types: fire: fire bolt, inferno, fire wall, fire ball, flame wave, elemental, guardian lightning (lit): charged bolt, lightning, chain lightning, nova magical: flash, blood star, and bone spirit too // (think of ‘magical’ as ‘cold’ damage from diablo 2, but without the chilling/frozen/etc effects, of course)
continued... ------------------------ the dungeon levels: town: dlvl 0: the surface (town), there's a stairs entrance/exit to each: dlvl 1, dlvl 5, dlvl 9, and dlvl 13 dungeon: dlvls (dungeon levels): 1-16 church region: dlvl 1: stairs entrance/exit to town dlvl 2 dlvl 3 dlvl 4: lore book catacombs region: dlvl 5: shortcut stairs entrance/exit to town dlvl 6 dlvl 7 dlvl 8: lore book caves region: dlvl 9: shortcut stairs entrance/exit to town dlvl 10 dlvl 11 dlvl 12: lore book hell region: dlvl 13: shortcut stairs entrance/exit to town dlvl 14 dlvl 15 dlvl 16: diablo ------- good stat shrine effects (permanent): creepy: +2 STR abandoned: +2 DEX eerie: +2 MAG quiet: +2 VIT enchanted: +1 slvl to all spells (except the randomly chosen spell that gets lowered), but randomly -1 slvl to one spell (-2 slvl if the randomly selected spell is at slvl 15) hidden: read up on how it works, but it allows for you to increase the maximum durability of equipment (mainly for sorcerer in raising up the unique thinking cap from 1 maximum durability, but can be useful for all equipment too, not sure if you raise durability high enough, if it become indestructible or not, meh) ---------------- stats: STR: weapon damage (melee and bow), requirement for most/all equipment, and helps with causing stun/stagger lock on monsters/bosses too (your damage vs their life) MAG: mana pool, damage for some specific spells, spell accuracy, mana pot usage, spell book learning requirement DEX: armor class (AC), weapon accuracy (melee and bow), [for rogue only: weapon damage (melee and bow)], blocking chance, requirement for some equipment (some swords, and of course, for bows) VIT: life pool, life pot usage, and prevents getting stun/stagger locked (your life vs monster/boss damage) ----------- ENGINE PROJECTILE ACCURACY: the game engine uses actual real-time/clock-time (for the arrows/spells vs monsters' movement speed vs distance of the grid tiles vs character movement speed) for its projectiles (bows/arrows and spells), so this is why you'll always miss a moving target, unless its walking towards or away from you in a NW/NE/SW/SE/N/S line as well as all of the other accuracy factors also involved too (the trick with the 'circling' AI behavior'ed monsters/bosses: you just have to wait until they're up in your face or you walk up in their face, before you shoot your bow or fire your spell at them, as you literally just 99% of the time won't ever hit them, if you try to shoot your arrows or fire your spells while they moving/circling around you, lol) ----------------- Warrior: critical hit chance (melee only): clvl +20 modifier for melee accuracy +10 modifier for bow accuracy has fastest natural blocking speed has fastest natural hit recovery speed fastest natural weapon speed with swords/maces (swords/maces are faster weapon speed than axes) fastest natural weapon speed with axes (swords/maces are faster weapon speed than axes) slowest natural cast speed (fast block affix doesn’t make blocking faster/better for the warrior, as his natural block speed is already at/the-same-as the maximum block speed) initial/starting stats: STR: 30 MAG: 10 DEX: 20 VIT: 25 life: 70 (+2 at level up) (+2 for each pt into VIT) mana: 10 (+1 at level up) (+1 for each pt into MAG) maximum stats (naked / no equipment): STR: 250 MAG: 50 DEX: 60 VIT: 100 life: 316 (clvl 50, with presumably maxed out stats/VIT, and being, naked / no equipment) mana: 98 (clvl 50, with presumably maxed out stats/MAG, and being, naked / no equipment) warrior skill: repair equipment free/unlimited usage, but it lowers the equipment's maximum durability each time, so this is good for "junk" equipment to save time (and gold) not having to go back to town to get your equipment repaired at griswald for a price/cost/fee, but if it's good equipment, then you DO want to repair at griswald's in town, as you don't want to be lowering the equipment's maximum durability (when you repair equipment at griswald in town, it costs gold, but it does NOT lower the equipment's maximum durability) ------------------- Rogue: +20 modifier for bow accuracy fastest natural weapon speed with bows slowest natural blocking speed initial/starting stats: STR: 20 MAG: 15 DEX: 30 VIT: 20 life: 45 (+2 at level up) (+1 for each pt into VIT) mana: 22 (+2 at level up) (+1 for each pt into MAG) maximum stats (naked / no equipment): STR: 55 MAG: 70 DEX: 250 VIT: 80 life: 201 (clvl 50, with presumably maxed out stats/VIT, and being, naked / no equipment) mana: 173 (clvl 50, with presumably maxed out stats/MAG, and being, naked / no equipment) rogue skill: disarm trap free/unlimited usage, the chance of success is based (its equation/formula/calculation) upon your DEX stat --------------------- Sorcerer: +20 modifier for spell accuracy has slowest natural blocking speed has slowest natural hit recovery speed slowest natural weapons (all weapons) speed fastest natural cast speed initial/starting stats: STR: 15 MAG: 35 DEX: 15 VIT: 20 life: 30 (+1 at level up) (+1 for each pt into VIT) mana: 70 (+2 at level up) (+2 for each pt into MAG) maximum stats (naked / no equipment): STR: 45 MAG: 250 DEX: 85 VIT: 80 life: 138 (clvl 50, with presumably maxed out stats/VIT, and being, naked / no equipment) mana: 596 (clvl 50, with presumably maxed out stats/MAG, and being, naked / no equipment) sorcerer skill: recharge staff free/unlimited usage, but it lowers the staff's maximum charge amount/value each time, so this is good for "junk" staffs to save time (and gold) not having to go back to town to get your staff recharged at adria for a price/cost/fee, but if it's a good staff, then you DO want to get it recharged at adria's in town, as you don't want to be lowering your staff's maximum charge amount/value ------- hellfire can generate better gear in shops (and I think from dungeon drops as well too), as you can hold more gold, to buy the better gear
Diablo 1 holds up surprisingly well, even if not as well as Diablo 2 - well played!
Totally, I'm surprised It aged this well. I wasn't sure if id like it enough to beat it before I played but now that I did I'm sure Ill do a mage run after this.
Ffwd to 30 min and still running mouth
Yeah I don't edit or trim the fat so much of this first vid is just yapping lol.
I checked the box on twitch telling it to break this upload into 12 minute segments. Guess we'll add this to the list of things twitch doesn't care enough about to make actually work.
Residential Grubb (rising) [or else]
Well, after watching the whole video, you can't reach the computer after all.
That's true, bro. You just simply can't.
I’m watching this again and I’m actually quite comforted by it.
I know right! It's super comfy actually.
E too early forthis
sneakin up on ya, quiet as a grubb
GRUBB RISING !!!
SageofCom(munism)
I broke ground with my shovel in my backyard yesterday. Guess what I found? A GRUBB
Grubb comes to all who dig!
Que hace la cara de Don Cangrejo en la caja de atras del escenario del final boss xD
No puedo dejar de verlo ahora XD ¿POR QUÉ ESTÁ AHÍ?
DK JR drops his 6th consecutive triple grubble to win the NBA finals. Dixie is in shambles
Grubbmin are a sub-species of Bulbmin.
Correct, not all Bulbmins are Grubbmins but all Grubbs are Bulbs.
grubb life and kong life are synonymous