Classes
The six who descend — what each begins with, how far each may grow, and the price in experience of every level.
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The first labyrinth beneath Tristram, set down in full. Diablo I keeps no sets, no runewords, no rare or crafted things — only the plain, the magic, and the singular relics named below.
Every path that leads deeper into this archive, named and described. Read here first, then choose a door.
The six who descend — what each begins with, how far each may grow, and the price in experience of every level.
Every spell of the first descent — its element, its cost in mana, and the Magic it demands of you.
Reckon the mana a spell drains at any level, the wound it deals, and the Magic it demands — for every class, Diablo and Hellfire alike.
The hidden laws of the first descent — the formulas for Life and Mana, chance to hit, armour, resistances and the dungeon that binds the archive together.
Every unique relic of the original descent — its base, its powers, and the depth at which it may be found.
Every magic prefix and suffix of the first descent — what each grants, how much, and how deep it lies.
The plain steel and leather every magic and unique thing is forged upon — damage, armour, and what it takes to lift it.
Every horror of the first descent — where it walks, what it hits for, and which element cannot touch it.
The named ones — quest bosses and the champions that lead a pack, with the might each was given.
Every deed the labyrinth asks of you — where each quest is found, how deep it lies, and whether a lone descent or a shared one may take it up.
The living of Tristram — the smith, the healer, the witch and the rest, and what each will do for one bound for the dark.
Every projectile and spell effect the game can loose — bolt, wall, arrow and aura — with its element and how it flies.
Every altar in the depths — the blessings that strengthen and the curses that maim, and which is which.
Everything the community has gathered on Speedrun, edition by edition.
Everything the community has gathered on Mods, edition by edition.
Reckon the mana a spell drains at any level, the wound it deals, and the Magic it demands — for every class, Diablo and Hellfire alike.
BrowseThe hidden laws of the first descent — the formulas for Life and Mana, chance to hit, armour, resistances and the dungeon that binds the archive together.
BrowseEvery unique relic of the original descent — its base, its powers, and the depth at which it may be found.
BrowseEvery magic prefix and suffix of the first descent — what each grants, how much, and how deep it lies.
BrowseThe plain steel and leather every magic and unique thing is forged upon — damage, armour, and what it takes to lift it.
BrowseThe named ones — quest bosses and the champions that lead a pack, with the might each was given.
Browse