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 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
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.