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Greetings, I-uh-new to this particular franschise. I've dabbled in this genre with games like Path of Exiles. I do know some things about this game, as from watching KBash's video on it. I wanted to start the series from the beginning and see if it was worth my time getting into the games. I do know about the games rather harsh difficulty curve, emphasis on certain builds, and the... odd RNG system in place.

But I wasnted to ask for help anyways in hopes that you veterans could give me some more helpful pointers. Such as what class I should play on my first playthrough, any small or nusance michanics I should be aware of. That sort of thing. Also, Diablo is my first game on GOG and the reason I downloaded it, so feel free to take from that what you will.

I do hope I hear some helpful advice.
Warriors are probably the easiest class to start. Sorcerers start out the weakest, but once properly developed, are the fastest and most efficient class. With careful play and good tactics, any of the classes can do fine. If you like statistics, download Jarulf's Guide. It is not a gameplay guide. It is a collection of facts and figures about the game. From it, you can learn the maximum statistics of each class, the damage formulas for everything, the to-hit formulas, etc.

Move slowly. Wake monsters in small groups, then let them come to you. If they won't come, fall back and try to lure them in, to separate them from other not yet woken monsters.

If you play a warrior, stick to melee weapons and maximize your dexterity as soon as possible. Always wear a shield.

If you play a rogue, stay with a bow until the mid-game. Rogues can be decent melee fighters, but their raw melee damage will never match a warrior. Rogues remain effective with bows at all levels.

If you play a sorcerer, stay out of melee as much as you can. Life gets much easier once you have Mana Shield and the spell points to maintain it.
I wanted to add from my experience that warrior may be an easy class to play at the first levels especially against the butcher (if you receive the quest for him) but becomes more tedious to play later on ( caves level ) when you will be outranged and you must carry always a bow at your inventory..
I would suggest the rogue to start as I played Diablo after 20 years with this class and finished the game rather easily ..
With ranged classes as rogue and sorcerer you can use the trick of "closed doors" and fire through barriers at the first levels..Whatever you choose though is a great game,I am playing with sorcerer right now (haven't played with this class yetall these years >_< )
One obvious tip if you're playing Diablo without mods.

If you are on levels 3-5 (second half of the Cathedral and beginning of the Cataconbs), watch out for yellow-colored zombies called Black Deaths.

When a Black Death hits you, it will reduce your max life by 1 permanently! It's best to kill these enemies from a distance.

In Belzebub mod, this enemy has been weakened and his attack only acts as a curse, and you will regain your life back after five minutes.
Post edited April 25, 2020 by JamesBond007
Make sure to avoid hitting the negative shrines... GainTrain does a good job going over this in his article:

https://d1legit.com/2019/03/23/diablo-1-comprehensive-shrine-guide-dos-and-donts/

The TLDR version is avoid the following:

Fascinating Shrine, Ornate Shrine, Sacred Shrine, Tainted Shrine, Goat Shrines, Cauldrons

Also as Mr.Bond pointed out, make sure to not allow black deaths to hit you. If your building a warrior make sure to pump dexterity until it is around 40-45 points and then start to bump the rest of your stats.
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Gemsona15: Greetings, I-uh-new to this particular franschise. I've dabbled in this genre with games like Path of Exiles. I do know some things about this game, as from watching KBash's video on it. I wanted to start the series from the beginning and see if it was worth my time getting into the games. I do know about the games rather harsh difficulty curve, emphasis on certain builds, and the... odd RNG system in place.

But I wasnted to ask for help anyways in hopes that you veterans could give me some more helpful pointers. Such as what class I should play on my first playthrough, any small or nusance michanics I should be aware of. That sort of thing. Also, Diablo is my first game on GOG and the reason I downloaded it, so feel free to take from that what you will.

I do hope I hear some helpful advice.
Greetings! Warrior class is for new comers, Rouge is for players who are decent, and Sorcerer are for players who really knows the game. Each comes with different skill level.

Here's a great link to answer all your questions and worries. This site keeps up with the game and have legit information on what's in the game. How it works and so forth. Long ago this was to go to site for guides and Blizzard support it. https://diablo.fandom.com/wiki/Difficulty

When going down in levels always avoid level 2 and level 3 bosses since they're way too strong for early character levels. Playing in multiplayer/LAN Level 3 boss Skeleton King will be free to roam around and located randomly. In single player story he's always in the same spot. Both story and not he's in with his bow men while at times his sword men. If you see many of them with a white light on the ground in the middle of them that's where the skeleton king is at.

In early levels the undead can be nasty since they can reduce block chance and keep hitting you. They can also get a critical hit on you and you be stun so they can hit again. Skeleton creatures and zombies will do this. Pay attention to the color of them since each color represent something different. In a way it also represent how strong they're.

Mid levels contains bowmen of several kinds each making it hard to engage. Watch out for the acid spinsters and the ghouls who walks out of the darkness to fade back in. There you will get most of your spells to level up.

Caves is open area where any projectile will fly right at you. Then stair way is along the walls so you have to search for it.

Hell is where the strongest roams. Usually it contains succubus, metalloard, serpents, and warlocks. Depending on your resistance the enemy will change and how many of them. Once at the last level you will be ambush most of the time when you step away from the stair case so be warn.
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Devin_Rasmussen: Greetings! Warrior class is for new comers, Rouge is for players who are decent, and Sorcerer are for players who really knows the game. Each comes with different skill level.
I thought Rouge was for ladies who were not happy with the natural color of their face.

I suppose your post proves that the old lurking bot is no longer operational, or it would have made its stock retort about "knowing a lot about rouge and nothing about rogues." :)
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Devin_Rasmussen: Here's a great link to answer all your questions and worries. This site keeps up with the game and have legit information on what's in the game. How it works and so forth. Long ago this was to go to site for guides and Blizzard support it. https://diablo.fandom.com/wiki/Difficulty
It may be a decent documentation site, but I must doubt that Blizzard supported it. According to Wikipedia, Fandom was only founded in October 2004, well after Blizzard lost interest in supporting Diablo 1. I don't see any sign that the site even mirrors Bolty's High Level Warrior Guide, which makes me doubt whether it's a good resource. It does seem to have appropriated (without attribution) parts of Jarulf's Guide, though.
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Devin_Rasmussen: In early levels the undead can be nasty since they can reduce block chance and keep hitting you.
Please explain this. Monsters cannot reduce your dexterity, nor otherwise degrade a character's chance to block. Some monsters may have unusually favorable chance for you to fail to block them, but that does not degrade your blocking ability long term.
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Devin_Rasmussen: They can also get a critical hit on you and you be stun so they can hit again.
Monsters do not receive critical hits, regardless of whether the player is wearing a helmet. Only the Warrior can get a critical hit, and that is dependent on his character level.

Stun (commonly, "hit recovery") is not dependent on a critical hit. It is dependent on whether you take damage that is greater than or equal to your character level (2.2.1, page 9). (For barbarians, use 1.25 * clvl.)
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Devin_Rasmussen: Watch out for the acid spinsters and the ghouls who walks out of the darkness to fade back in. There you will get most of your spells to level up.
I suppose spinsters might develop an acidic tongue if they were particularly bitter about being unwed. Ghouls are a type of Zombie, and cannot fade out. Were you thinking of The Hiddens (Hidden, Stalker, Unseen, Illusion Weaver)?
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Devin_Rasmussen: Depending on your resistance the enemy will change and how many of them. Once at the last level you will be ambush most of the time when you step away from the stair case so be warn.
Player resistance has no impact on what enemies spawn, or on how they act.
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Devin_Rasmussen: Greetings! Warrior class is for new comers, Rouge is for players who are decent, and Sorcerer are for players who really knows the game. Each comes with different skill level.
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advowson: I thought Rouge was for ladies who were not happy with the natural color of their face.

I suppose your post proves that the old lurking bot is no longer operational, or it would have made its stock retort about "knowing a lot about rouge and nothing about rogues." :)
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Devin_Rasmussen: Here's a great link to answer all your questions and worries. This site keeps up with the game and have legit information on what's in the game. How it works and so forth. Long ago this was to go to site for guides and Blizzard support it. https://diablo.fandom.com/wiki/Difficulty
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advowson: It may be a decent documentation site, but I must doubt that Blizzard supported it. According to Wikipedia, Fandom was only founded in October 2004, well after Blizzard lost interest in supporting Diablo 1. I don't see any sign that the site even mirrors Bolty's High Level Warrior Guide, which makes me doubt whether it's a good resource. It does seem to have appropriated (without attribution) parts of Jarulf's Guide, though.
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Devin_Rasmussen: In early levels the undead can be nasty since they can reduce block chance and keep hitting you.
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advowson: Please explain this. Monsters cannot reduce your dexterity, nor otherwise degrade a character's chance to block. Some monsters may have unusually favorable chance for you to fail to block them, but that does not degrade your blocking ability long term.
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Devin_Rasmussen: They can also get a critical hit on you and you be stun so they can hit again.
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advowson: Monsters do not receive critical hits, regardless of whether the player is wearing a helmet. Only the Warrior can get a critical hit, and that is dependent on his character level.

Stun (commonly, "hit recovery") is not dependent on a critical hit. It is dependent on whether you take damage that is greater than or equal to your character level (2.2.1, page 9). (For barbarians, use 1.25 * clvl.)
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Devin_Rasmussen: Watch out for the acid spinsters and the ghouls who walks out of the darkness to fade back in. There you will get most of your spells to level up.
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advowson: I suppose spinsters might develop an acidic tongue if they were particularly bitter about being unwed. Ghouls are a type of Zombie, and cannot fade out. Were you thinking of The Hiddens (Hidden, Stalker, Unseen, Illusion Weaver)?
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Devin_Rasmussen: Depending on your resistance the enemy will change and how many of them. Once at the last level you will be ambush most of the time when you step away from the stair case so be warn.
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advowson: Player resistance has no impact on what enemies spawn, or on how they act.
Harassing me doesn't get you anywhere for your first question.

Blizzard has supported the website for players to use not that they have made it. There's other Diablo 1 websites like this but they both shut down unclear why blizzard did so. U doubt them but holds no barreling on the useful information of the game that has mostly everything a new player can obtain. Look through the website before faulting me.


It seems you jump on the gun for a lot of the stuff here of what I said. Mistakes are being seen as false like no one can make. When I type this I was having trouble remembering certain words so I use words that are second next in line knowing there will be some misunderstanding that I will clear up later. Monster do have effects when it comes to player stats. Ignoring armor, reduce block chance from hitting (not the stats on the player) undead do this even the black death. Spiiters stun the player but it appears to be pull in from the look of it even though that's not what it is. Staggering can come as well. Bowmen of any kind can make a player stand in one spot by getting hit with arrows killing them very quickly. Diablo does this when he use his power. That's what I meant not looking at this face value of numbers in stats when a character is leveled.

Ghouls humanoid creatures at times have a child like face by their description from folklore of what version you take it as. I go by the original. In Dablo 1 they're known as "Hidden, Stalker, Unseen, Illusion Weaver") These monster fade out of light and back into the shadows (This is how the riddle of Hall of the blind describe) This is their behavior and in the game you see them vanish and reappear next to you to attack. Diablo 1 took a lot of mythology creatures from around the globe. I thought it was neat that they did this.

I do believe you did no testing with this last point you made. Player resistance will have impact in hell and with the caves. Usually when testing it out you have to watch carefully what types of monsters you get and play with the percentage as well. What you will find is monster usually are there vs monsters that can be replace. Max fire damage can have in hell all lighting damage monsters and physical monsters replacing the monster who wield fire. Towards Diablo is ify because the usually monsters are there which are warlocks, serpents, metal knights, and succubus. Depending how the resistance is played you can have a mix amount. Each time you play the game monsters are change each time while other times it stay the same. For over 18 years of playing I've encounter all combos that the game threw at me.

Since you didn't thoroughly check this out I will cautious on being critical towards me. It's great you like the game and want to point out the correct things but on how to go about doing that can make it your message more of or come off of an attack than being helpful.
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Devin_Rasmussen: Harassing me doesn't get you anywhere for your first question.
I am not here to harass you. I am here to correct you. If you would post correct information, preferably with citations, I would not need to correct you.
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Devin_Rasmussen: Blizzard has supported the website for players to use not that they have made it. There's other Diablo 1 websites like this but they both shut down unclear why blizzard did so. U doubt them but holds no barreling on the useful information of the game that has mostly everything a new player can obtain. Look through the website before faulting me.
Where do I even begin here? I doubted that Blizzard supported that site on the basis that the site cannot possibly have existed on that host until years after Blizzard abandoned Diablo, on the basis that the hosting provider didn't start until years after Blizzard abandoned Diablo.

Yes, there were many Diablo 1 fansites back then. Most of them probably shut down when their operators lost interest in Diablo and moved on to newer games. Blizzard didn't need to silence them. Do you have specific evidence that Blizzard was silencing fan sites? They were pretty harsh on third-party servers, but never seemed to care about sites that just documented the game.

I did look through the site, and I found it to be substantially lacking. For example, the Warrior page does not even mention that Warriors should max out their dexterity as soon as possible. The formula for chance-to-block is on the Dexterity page, not the page for blocking. The site mentions that Warriors have a faster block, but if it tells you the specific rates for each class, I have not found that page yet. I would expect that data to be either on the Block page or the per-class page. From these alone, I feel comfortable saying that the site is not nearly as useful as Jarulf's Guide, which is particularly sad when you consider that the Guide was written more than 15 years ago.
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Devin_Rasmussen: It seems you jump on the gun for a lot of the stuff here of what I said.
Traditionally, one should jump on a grenade, not a gun, but only if wearing substantial protective equipment.
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Devin_Rasmussen: Mistakes are being seen as false like no one can make.
Clearly someone can make those mistakes, because you did make them. When you write as if your statements are unquestionably true, and trivial research proves them false, then yes, someone should correct you. So far, that someone has been me. Perhaps someone else will step in one day. In the meantime, I suggest you research your facts more carefully, or at least provide citations for your claims.
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Devin_Rasmussen: When I type this I was having trouble remembering certain words so I use words that are second next in line knowing there will be some misunderstanding that I will clear up later.
So, put another way, you wrote something you knew readers would misunderstand, and intended to have it corrected later. I then corrected you, and you got upset about it. Is that accurate?
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Devin_Rasmussen: Monster do have effects when it comes to player stats.
Only in very special circumstances, which are not consistent with what you wrote above.
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Devin_Rasmussen: Ignoring armor, reduce block chance from hitting (not the stats on the player) undead do this even the black death.
Which monsters "ignore armor"? There is a guaranteed minimum chance-to-hit for monsters, but that is dependent on the dungeon level (15% for floors 1-13, increasing to 20%, 25%, 30% for floors 14, 15, 16), not the monster's type.

Yes, Black Death zombies can permanently drain Hit Points. Not chance to block.
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Devin_Rasmussen: Spiiters stun the player but it appears to be pull in from the look of it even though that's not what it is.
Anything that deals non-resisted damage exceeding character level can stun the player. Acid spit cannot stun a player who resists it, at least in Diablo. Hellfire had a different behavior about blocking resisted damage, and I do not recall at the moment whether it changed the stun mechanics.
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Devin_Rasmussen: Ghouls humanoid creatures at times have a child like face by their description from folklore of what version you take it as. I go by the original.
Ghoul is a specific type of zombie. According to Jarulf's Guide, the progression of zombie subtypes is Zombie, Ghoul, Rotting Carcass, Black Death. If you want to use ghoul in the more general sense, especially as you seem to have meant here, please be more careful in how you describe them.
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Devin_Rasmussen: In Dablo 1 they're known as "Hidden, Stalker, Unseen, Illusion Weaver") These monster fade out of light and back into the shadows (This is how the riddle of Hall of the blind describe) This is their behavior and in the game you see them vanish and reappear next to you to attack. Diablo 1 took a lot of mythology creatures from around the globe. I thought it was neat that they did this.
Collectively, these are "The Hiddens", and yes, they work as you describe. Their specific distance for appearing/disappearing depends on their intelligence factor. Higher type Hiddens will approach more closely before appearing. See section 5.3.3 for intelligence factors.
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Devin_Rasmussen: I do believe you did no testing with this last point you made.
You're half right. I did not go do a formal test, because I have played enough rounds that I did not need to. Additionally, due to the tremendously useful work of the Devilution project, it's not necessary to perform such tests, because we can simply inspect the Devilution code to see how things actually work.

Monster mixes are randomly chosen, except on level 16, where the game forces use of Blood Knights and Advocates. Monster mixes are independent of the player's resistance. You can see this in the implementation of GetLevelMTypes in Source/monster.cpp.
Some people will say that the sorcerer is the best in Diablo, wich is partially true.

In PVP if you have a good build (fastest/faster attack speed to stun lock) with a warrior (farmed a lot of enchanted shrines so healing/teleport for the minimum mana cost) and you have the skill for pvp you'll be killing those sorcerers. Warrior dominated tournaments in pvp with builds like this.

In PVE the sorcerer is the best for the majority of the game, but in Hell/Hell when you encounter triple immunes you need to cast stone curse+golem or use physical attacks with your sorcerer.

You can telekill/stone curse just fine with a warrior at this point and you can tank them way better than the sorcerer. The Warrior will clear hell/hell faster and it will be easier for him. for packs of succubus the Warrior can cast some fireballs/chain lightning to save some time too (thank you enchanted shrines)

Quadratic Warrior lol

If you use the 30 life or less trick with the sorcerer you are cheating period.
Post edited May 18, 2020 by Maxpire
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Maxpire: If you use the 30 life or less trick with the sorcerer you are cheating period.
What trick is that?
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Maxpire: If you use the 30 life or less trick with the sorcerer you are cheating period.
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ZFR: What trick is that?
This is probably in reference to a known bug. From Jarulf's Guide:

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Note for both Diablo and Hellfire:
* Due to a bug you will neither be stunned nor pushed back by the bear or Diablo if you receive damage (before modification by the Mana Shield) greater than your current life.
---

The technical basis for this is that Mana Shield does not divert damage from your life to your mana. Rather, when you get hit, you lose life as normal. At the end of the frame, the game notices you had Mana Shield active, refunds your lost life, and decreases your mana based on the amount refunded. If you take more damage during the frame than your life, the damage kills you, and you skip the stun phase and proceed direct to dying. Then Mana Shield steps in, cancels your death, and puts you in Stand state, even if you should have been in Stun state (or walk state or block state or cast state or ...). The number 30 is arbitrary and not actually correct. The correct formula for exploiting this bug is life less than or equal to character level. Damage less than character level never stuns you, so damage that does not kill such a character skips stun for the normal reason. Damage greater than or equal to character level would, for such a character, kill him outright (before Mana Shield reverses it), so he should be stunned, but the bug prevents the Stun state.
Ah, I see. So you can abuse this bug by artificially keeping your health low then casting mana shield.

Thanks for the explanation.
I thougt there was another thing (designed for low level characters) that you could not gets stun if you have less than 30 life because you'd get stun lock way to often at these levels.

The standing mana shield bug I knew about it but not as in depht thanks for explaining it.
Post edited May 22, 2020 by Maxpire