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Eye of Shilo | CR | ||||
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Feather Charm | CR | ||||
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Good Luck Charms | CR | ||||
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Healing Anxiety Bracelet | 2 CR | ||||
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Healing Crystal | CR | ||||
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Indigo Amulet | CR | ||||
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Moon Token | CR | ||||
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Phoenix Feather Charm | CR | ||||
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Purging Talisman | CR | ||||
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Purity Talisman | CR | ||||
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Reasons I Love You | CR | ||||
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Restoration Talisman | CR | ||||
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Scarab | CR | ||||
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Talisman | CR | ||||
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Water Totem | |||||
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Willow Hoop | 5 CR | ||||
Consumables | ||||||
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Enchanted Board | CR | ||||
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Enchanted Heavy Callous Hide | CR/pc. | ||||
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Enchanted Leather | CR/pc. | ||||
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Enchanted Nail | CR | ||||
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Enchanted Wool | CR | ||||
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Neverending Parchment | CR | ||||
Practical Objects |
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Animal Zodiac | CR | CC | |||
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Blood Deck | CR | CC | |||
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Fortune Teller's Card Sets | CR | ||||
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Fortune Teller's Setup | CR | ||||
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Runes | CR | CC | |||
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Tarot | CR | CC | |||
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Tarot, Ensorcelled | CR | CC |
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Floating Mirrors | CR | CC | ||
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Mirror of the Dead | CR | CC | ||
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Scrying Mirror | CR | CC |
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Deer | CR | CC | ||
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Falcon | CR | CC | ||
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Goat | CR | CC | ||
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Hawk | CR | CC | ||
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Tiger | CR | CC | ||
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Wolf | CR | CC |
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Bitterness | CR | CC | ||
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Caged Horror | CR | CC | ||
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Gazing Demise | CR | CC | ||
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Henri's Perquisition | CR | CC | ||
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Hollow Gaze | CR | CC | ||
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Homunculus | CR | CC | ||
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Manajuma's Ritual Prize | CR | CC | ||
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Shrunken Head | CR | CC | ||
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Shukrani's Triumph | CR | CC | ||
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Skull Talisman | CR | CC | ||
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Thing of the Deep | CR | CC | ||
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Uhkapian Serpent | CR | CC | ||
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Vile Hive | CR | CC | ||
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Viper | CR | CC | ||
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Wanga Doll | CR | CC | ||
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Wilken's Reach | CR | CC | ||
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Zunimassa's String of Skulls | CR | CC |
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Armillary Sphere | |||||
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Crystal Ball, clear, various designs | |||||
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Crystal Ball, gold | |||||
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Eagle Orb | |||||
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Elemental Seal | |||||
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Firefly Globe | |||||
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Gazing Ball, blue | |||||
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Gazing Ball, green | |||||
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Gazing Ball, red | |||||
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Gazing Orb | |||||
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Lidless Eye | |||||
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Magical Fairy Orb | |||||
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Magic Orb | |||||
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Mirrorball | |||||
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Moschen Sphere | |||||
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Myken's Ball of Hate | |||||
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Night Glow | |||||
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Oculus | |||||
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Orb Magnets | |||||
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Orb of Infinite Depth | |||||
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Runed Orb | |||||
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Smoked Spheres | |||||
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Sphere of Transmutation | |||||
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Sprouting Orb |
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Dream Catcher | 50 CR | ||||
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Flamingo Dream Catcher | 60 CR | ||||
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Happy New Year Dream Catcher | 40 CR | ||||
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Reed Dream Catcher | 60 CR | ||||
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Silver Dream Catcher | 60 CR | ||||
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Summer Solstice Dream Catcher | 60 CR |
![]() | Bravery Salve | CR | .. | |||
![]() | Fire Salve | CR | .. | |||
![]() | Rejuvenation Lotion | CR | ||||
![]() | Saving Salve | CR | .. | |||
![]() | Toax Waxes | CR | .. | |||
![]() | Vanishing Cream | CR | .. |
![]() | Dust of Courage | CR | .. | |||
![]() | Night Sky Dust | CR | .. | |||
![]() | Shadow Dust | CR | .. | |||
![]() | Unicorn Powder | CR | .. | |||
![]() | Zombie Powder | CR | .. |
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Bleached Jaw Bone | CR | ||||
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Card of War | CR | ||||
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Conjuring Gem | CR | ||||
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Counterpoint | CR | ||||
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Cursed Skull | CR | ||||
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Death Beads | CR | ||||
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Dream Beads | CR | ||||
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Elf Magic | CR | ||||
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Enchanting Vellum | CR | ||||
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Firebird Eye | CR | ||||
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Fizzy Field | CR | ||||
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Flash Bang | CR | ||||
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Floating Aurora | CR | ||||
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Heart of Darkness | CR | ||||
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Magic Crystal Treee | CR | ||||
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Mark of Aquaos | CR | ||||
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Miracle Glows | CR | ||||
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Mood Loops | CR | ||||
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Ox Bone Bracelet | CR | ||||
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Pallid Bone | CR | ||||
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Pentagram Shard | CR | ||||
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Powerful Mojo | CR | ||||
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Primordial Soul | CR | ||||
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Psychedelic Beads | CR | ||||
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Rubbery Bubble | CR | ||||
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Shaman Drum | CR | ||||
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Shadowy Rabbit's Foot | CR | ||||
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Sinew String | CR | ||||
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Swirling Bolt | CR | ||||
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Taladite Amplifiers | CR | ||||
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Triumvirate | CR | ||||
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Unusually Large Cranium | CR | ||||
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Vestige of Origin | CR | ||||
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Wailing Bone | CR | ||||
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Winter Flurry | CR | ||||
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Witch Feathers | CR |
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Candle Flame | CR | ||||
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Cosmic Seed | CR | ||||
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Dragon Breath | CR | ||||
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Enchanted Mist | CR | ||||
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Fire | CR | ||||
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Fire Lightbulb | CR | ||||
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Fireball | CR | ||||
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Fire: Deathfire | CR | ||||
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Fire: Dragonfire | CR | ||||
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Fire Egg | CR | ||||
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Fire Feather | CR | ||||
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Fire: Red Flame | CR | ||||
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Fire Seed | CR | ||||
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Lightning | CR | ||||
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Magic Candle | CR | ||||
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Moon Cloud | CR | ||||
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Moon Ray | CR | ||||
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Rainbow Cloud | CR | ||||
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Rainbow Prism Tree | CR | ||||
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Rays of Sunshine | CR | ||||
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Stormy Cloud | CR | ||||
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Sunlight Rope | CR | ||||
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Sunburst Cloud | CR | ||||
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Sunny Floatfield | CR | ||||
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Sunset Cloud | CR | ||||
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Sunshine Orb | CR | ||||
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Water Seeds | CR | ||||
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Water Whirl Seeds | CR | ||||
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Whirlpool | CR | ||||
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Wind in Bag | CR | ||||
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Wispy Cloud | CR | ||||
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Yellow Star | CR |
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Dark Rune | CR | CC | ||
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Demonic Rune | CR | CC | ||
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Dwarven Keystone | CR | CC | ||
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Dwarven Rune | CR | CC | ||
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Gleaming Glyphs | CR | CC | ||
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Glowing Runes | CR | CC | ||
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Greek Runes | CR | CC | ||
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Mark of the Deceiver | CR | CC | ||
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Protective Rune | CR | CC | ||
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Spirit Rune | CR | CC |
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Genie Bottle | CR | CC | ||
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Genie Incense | CR | CC | ||
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Genie Lamp | CR | CC | ||
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Genie Polish | CR | CC | ||
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Ghost Net | CR | CC | ||
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Ghost Trap | CR | CC | ||
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Monster Whistle | CR | CC | ||
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Pixie Hut | CR | CC | ||
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Spectre Smokes | CR | CC |
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Etched Sigil | CR | CC | ||
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Fire Spell | CR | CC | ||
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Firefly Signs | CR | CC | ||
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Magical Glyph | CR | CC | ||
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Magic Word | CR | CC | ||
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Magic Words | CR | CC | ||
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Mastery | CR | CC | ||
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Resurrect | CR | CC | ||
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Search | CR | CC | ||
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Secret Spellbook | CR | CC | ||
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Spellbook | CR | CC | ||
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Spell Ring | CR | CC | ||
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Spell Symbols | CR | CC | ||
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Versatility | CR | CC |
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Amplify Damage | Increases the amount of damage received. | ||
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Apocalypse | Apocalypse is arguably the most powerful spell in the game. When cast, it damages all nearby enemies, and the spell cannot be resisted. It can be blocked, but with the number of enemies that can be hit, and the nice damage increase it receives at higher levels, it deals very good damage. The mana cost is exorbitant however, even for a fully maxed Sorcerer. | ||
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Arctic Blast | Aided by the will of the North Winds, the Druid conjures up a chilling torrent of frost that incapacitates all caught within the frozen blast. | ||
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Battle Cry | Frightens nearby enemies, lowering their defense and damage. | ||
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Berserk | Berserk causes the target monster to consider other monsters hostile, though it can still attack the player. The effect is permanent, but all unique and special monsters are immune to it. In addition, magic immune monsters are also immune, and magic resistant monsters have a 50% chance of resisting it. Berserked monsters will also cause 20-30% more damage. | ||
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Blade Sentinel | This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path. | ||
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Blades of Ice | Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. | ||
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Blaze | When invoked, conjures a trail of fire to follow in the Sorceress' wake. | ||
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Blessed Aim | A summoned Hammer spirals outward, damaging enemies. The Undead take additional damage. | ||
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Blessed Hammer | A summoned Hammer spirals outward, damaging enemies. The Undead take additional damage. | ||
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Blizzard | Summons an ice storm to rain cold death onto your enemies. | ||
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Blood Star | Blood Star fires a small ball towards its target, and is the same spell that the Succubus monsters use. It deals magic damage, but does much less damage than equivalent fire and lightning spells. | ||
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Bone Spear | Summons a magical missile of bone. | ||
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Chain Lightning | Chain Lightning is a very powerful spell which Sorcerers eventually end up replacing Lightning with. It a starts out with a rather high mana cost however, so it's not until the player has reached the higher levels that it starts to become practical to use. The high mana cost also makes it largely unusable for any other class. | ||
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Charged Bolt | Charged Bolt releases a swarm of electric bolts in randomly in front of the player, damaging enemies on impact. Like Firebolt is it an early spell, and it is eventually usurped by Chain Lightning, at least for Sorcerers. | ||
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Charged Bolt Sentry | This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close. It releases 5 charged bolts and shoots 5 times. | ||
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Charged Strike | A lightning attack that releases charged bolts | ||
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Claws of Thunder | Using her weapon's metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. | ||
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Cobra Strike | A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she can drain her adversary of life and spiritual essence. | ||
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Cold Arrow | Enchants an arrow, adding cold damage and slowing your enemy. | ||
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Conversion | A successful attack has a chance to convert the target to fight for you. | ||
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Corpse Explosion | Adds poison damage to a dagger. | ||
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Confuse | Cursed monsters attack randomly. | ||
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Critical Strike | Grants a chance to do double physical damage with your attacks. | ||
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Death Sentry | This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies. Damage: 40-80% Of Corpse Life. Shoots 5 times. | ||
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Decrepify | Target's Speed, Damage and Physical Resistance -50% | ||
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Dim Vision | Decreases radius of awareness. | ||
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Dragon Tail | Explosion at kick impact | ||
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Enchant | Temporarily imbues the target's physical damage with additional fire damage on top of the target's current physical damage. | ||
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Exploding Arrow | Adds fire damage to normal arrows and explodes on impact. | ||
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Fend | Rapidly strikes several close targets. | ||
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Fire Arrow | Adds fire damage to normal arrows. | ||
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Fireball | Fireball is a projective spell and one of the most powerful spells in the game. Sorcerers will typically wish to switch to this spell as their main attack as soon as they get it. It sports some of the best damage in the game, can be fired quickly and causes splash damage upon impact. | ||
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Fire Blast | This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius. | ||
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Firebolt | Fire Bolt is one of the most basic attack spells. It launches a projective in a straight line that damages one enemy upon contact. Though it does its job well during the early levels, it doesn't scale very well. Sorcerers want to start using Fire Ball instead as soon as possible, as it is far more powerful. | ||
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Firestorm | Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes. | ||
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Firewall | Fire Wall creates a wall of fire of 11 stationary flames next to each other. Monsters will try not to pass the flames, though this will not always be the case. Aiming the wall and having it appear in the proper direction can also be a hassle. The duration starts out at 8 seconds and increases by another 8 seconds for each Spell Level. | ||
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Fissure | Sending his plea to the very core of the earth, the Druid rends the earth's very crust, tearing open volcanic vents beneath the feet of his adversaries, charring them to the bone. | ||
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Fist of the Heavens | Lightning attack from the sky that releases Holy Bolts. | ||
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Fists of Fire | Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released. | ||
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Flame Wave | Flame Wave launches a wall of flames towards the caster's enemies. It costs more mana and deals less damage than the comparative Fireball, though it does cover a larger area. There are few situations in the game when a large room of weak enemies has to be cleared, which gives Fireball an edge. Flame Wave might be useful during quests such as The Curse of King Leoric and The Chamber of Bone. | ||
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Flash | Flash creates a small ring of energy around the caster that damages all nearby enemies. It can perhaps be used in a tight spot, but other spells like Fireball might still be more effective even in those situations. | ||
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Freezing Arrow | Enchants an arrow to deliver cold damage that freezes any monsters near the point of impact. | ||
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Frost Nova | Creates an expanding ring of ice and frost that damages and slows enemies. | ||
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Frozen Orb | A pulsating orb that shreds an area with Ice Bolts. | ||
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Glacial Spike | A shard of ice that inflicts massive Cold damage and explodes to freeze nearby enemies. | ||
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Guided Arrow | Imbues an arrow with the ability to seek its nearest target. | ||
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Holy Bolt | Holy Bolt launches a projectile against enemies and deals damage to a single target. Compared to other spells of the same level is deals impressive damage, but like in later installments of the series it only works on undead monsters. This makes it a very situational spell. The damage also scales badly as the player gets better gear and spells, and becomes more or less useless past the first few levels. | ||
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Holy Fire | Periodically does Fire damage to nearby enemies. | ||
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Holy Freeze | Periodically slows enemies nearby. | ||
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Holy Shock | Periodically does Lightning damage to enemies within a radius. | ||
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Howl | Sends nearby monsters scrambling in fear | ||
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Ice Arrow | Arrows have additional cold damage and momentarily freeze the target | ||
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Ice Blast | Creates a bolt of ice that completely freezes the target, if said target is susceptible to freezing. | ||
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Ice Bolt | Shoots a bolt of ice that damages and slows your victim with a relatively low damage rate. | ||
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Immolation | Immolation creates a ring of fire balls that shoot out from the caster. It works exactly like Nova, only it does fire instead of lightning damage and the individual fireballs deal splash damage upon impact. | ||
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Immolation Arrow | Enhance arrow or bolts to cause severe fire damage and create a pyre upon impact | ||
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Impale | A more powerful attack with an increased chance the weapon will lose durability. | ||
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Inferno | Inferno creates a jet of flame in front of the player, damaging any monster caught in it. It provides less than impressive damage, and also requires the caster to get in close range with monsters, increasing the risk of death. | ||
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Iron Maiden | Damage dealt is damage received. | ||
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Jab | Attacks with a series of rapid thrusts using a magical Javelin or Spear class weapon. | ||
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Life Tap | Attacking a cursed soul gives you health. | ||
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Lightning | Lightning is a powerful spell that comes as a natural replacement for Charged Bolt for Sorcerers. It depends entirely upon class level to increase its damage, meaning it's effective from the moment it's acquired given a decent level. Sorcerers will probably want to move on Chain Lightning at later level however once the mana cost of that spell becomes more manageable. | ||
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Lightning Bolt | Leaves a trail of lightning and does lightning damage. | ||
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Lightning Fury | Creates a powerful lightning bolt that releases multiple lightning bolts from target. | ||
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Lightning Sentry | This device discharges great bolts of electricity, frying assailants when they come near. Shoots 10 times. | ||
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Lightning Strike | Does lightning damage and releases chain lightning from target. | ||
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Lightning Wall | Lightning Wall functions almost exactly like Fire Wall, with the exception of dealing twice the damage and lasting longer. | ||
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Lower Resist | Elemental attacks do more damage to the cursed monster. | ||
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Magic Arrow | A powerful smashing blow that knocks the target back. | ||
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Meteor | Calls a meteor from the heavens to smash on your enemies. | ||
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Mind Blast | Effect: Focusing her anima, an Assassin using this potent ability can crush the will of a group of enemies, stunning them and confusing the feebleminded into attacking their comrades. | ||
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Molten Boulder | By virtue of this talent, a Druid can summon forth a huge, rolling mass of magma, bowling over smaller enemies in its path before bursting into fiery shards. | ||
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Multiple Shot | Splits one arrow into several. | ||
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Nova | Nova looks just like Lightning, but instead of going out in a straight line it expands in a circle. It can be effective if surrounded, but Chain Lightning will often be a better choice. | ||
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Penetrate | Additional chance to hit. | ||
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Phoenix Strike | This mighty skill allows the Assassin trained in its arts to prepare an attack that gives off powerful elemental energies. | ||
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Pierce | A chance that your missile will continue through its victim. | ||
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Plague Javelin | Similar to Poison Javelin with an additional cloud of expanding poison at the point of impact. | ||
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Poison Dagger | Adds poison damage to a dagger. | ||
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Poison Explosion | Releases a cloud of poisonous gas from a corpse | ||
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Poison Nova | A ring of poison explodes from the Necromancer. | ||
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Poison Javelin | Thrown javelin causes poison damage and leaves a trail of poison clouds. | ||
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Power Strike | Multiple attacks within the time span of a normal attack, each jab a bit less powerful than the last up until level 6. | ||
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Psychic Hammer | Damages an enemy and pushes it back from afar. | ||
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Rage | Rage is a ridiculously useless spell that, thanks to a bug, at least has a marginal use. For 12 seconds, it adds 2 times your class level to strength and 1.5 times your class level to dexterity. After those 12 seconds, the base values are temporarily reduced by the same amount for another 12 seconds. | ||
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Ring of Fire | Ring of Fire is identical to Fire Wall in most things besides actual form. It does the same damage, requires the same amount of magic and costs the same amount of mana. The difference is that Fire Wall creates a wall of fire where the caster chooses, whereas Ring of Fire creates a ring of fire around the caster. | ||
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Sanctuary | Damages and does knockback to the Undead. Ignores Physical Resistances and Immunities of Undead Monsters. | ||
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Shock Web | These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them. | ||
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Static Field | Every enemy in a radius around you loses a quarter of their health. | ||
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Stone Curse | Stone Curse is a very useful spell that instantly freezes any enemy it is cast on. It lasts 5.6 seconds at level 1 and reaches the maximum 12 seconds at level 9. It works on every single monster in the game except Diablo and Na-Krul. Players are also immune to it. | ||
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Strafe | Fires a volley of arrows at multiple nearby targets. | ||
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Stun | A successful attack briefly stuns the enemy. | ||
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Teeth | Fires a barrage of summoned barbed teeth | ||
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Terror | Cursed monsters run in fear | ||
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Thunder Storm | Conjures a timed lightning charge about the Sorceress that will occasionally shoot down a bolt of lightning on her enemies. | ||
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Tiger Strike | Perception of Opponent's Weaknesses | ||
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Vengeance | Adds Elemental (Fire, Lightning and Cold) damage to all melee attacks. | ||
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Venom | Effect: Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins. | ||
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Wake of Fire | Once erected, this trap releases waves of flame that incinerate any opponents within its path. Shoots 5 times. | ||
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Wake of Inferno | Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range. Shoots 10 times. | ||
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War Cry | Damages and stuns your enemies | ||
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Weaken | Decreases the damage the target can do |
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Attract | Causes other monsters to target your enemy. | ||
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Avoid | Grants a chance to move out of the way of a missile attack while standing still. | ||
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Blade Shield | This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely. Damage + 1/4 Weapon damage. | ||
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Bone Armor | Creates an orbiting shield of bone that absorbs physical damage | ||
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Bone Prison | Summons a ring of bone to surround a target. | ||
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Bone Wall | Creates a barrier of bone. | ||
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Chilling Armor | Confers a defense bonus and launches an Ice Bolt against ranged attackers. | ||
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Conviction | Reduces enemy Defense and the Resistances of monsters. | ||
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Cyclone Armor | This skill allows the Druid to sheath himself in a swirling mass of charged particles that absorbs damage from fire-, cold-, and lightning-based attacks. | ||
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Defiance | Boosts the Defense of all party members. | ||
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Direbrew's Disarm | |||
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Dodge | Grants a chance to move out of the way of a melee attack while standing still. | ||
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Energy Shield | Causes a magical shield to envelope the Sorceress, absorbing damage taken from health and inflicting it on the Sorceress' mana. | ||
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Etherealize | Type: n\a Effect: For a defined period of time any damage, that would initiate a life-reduction is absorbed. Additional Information: - graphics: ethrshld.cl2 - sounds: ethereal.wav - formula: Manacost: MC = 100 - 6*SLVL | ||
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Evade | Grants a chance to escape any attack while moving. | ||
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Frozen Armor | Gives a defense bonus and freezes any melee attacker that hits you. | ||
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Holy Shield | Magically enhances shield to give defense bonuses. | ||
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Mana Shield | Mana Shield is an extremely powerful spell that directs all incoming damage to the player's mana pool instead of their life, and reduces the damage dealt by 33%. This skill is pretty useless for most classes, but in the hands of the Sorcerer it becomes very useful as he can simply pour al his points into Magic, which will then give him more mana, more life, and the ability to learn more powerful spells. There's no drawback, and together with Fireball, Chain Lightning and Stone Curse, the Sorcerer becomes virtually unstoppable. | ||
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Reflect | Reflect reduces some damage dealt to the player, and deals damage equal to the reduced amount to the attacking monster. The damage reduction is somewhere between 20-29%. Number of attacks that are reflected are equal to the spell level of the spell. Blocked attacks count and will still return damage to the monster. | ||
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Shiver Armor | Defense bonus; any melee attacker that hits you takes Cold damage and is slowed. | ||
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Slow Missiles | Slows the missiles of nearby enemies. | ||
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Thorns | Enemies take damage when they cause melee damage to party members. | ||
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Weapon Block | Blocks incoming attacks with claw weapons instead of shields. |
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Infravision | Infravision highlights every monster on screen, even not currently in the line of sight of the player. It is cast on the player when accessing a Murky Pool. The duration is longer the deeper in the labyrinth the pool is found. | ||
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Inner Sight | Illuminates monsters and decreases their ability to defend themselves. | ||
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Search | Search lights up items on the ground and shows them on the minimap. It lasts 12.25 seconds, but each spell level increases the duration by 10 seconds and each class level increases it with 1 second. |
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Battle Command | Temporarily increases the skills of party members by 1. | |||
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Battle Orders | Increases the maximum Life, Mana, and Stamina of you and your party | |||
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Burst of Speed | Increases Movement Speed For A Period Of Time | |||
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Cleansing | Reduces Poison and Curse duration for all party members. | |||
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Fade | Raises resists and reduces curse duration. | |||
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Haste | ||||
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Healing Spells | CR | CC | ||
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Increased Speed | Passive Effect: Increases your walk and run speeds. | |||
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Increased Stamina | Passive Effect: Increases stamina, and stamina recovery rate. | |||
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Iron Skin | Passive Effect: Improves overall defense. | |||
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Increased Stamina | Passive Effect: Increases resistances to elemental damage. | |||
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Meditation | Boosts Mana recovery for all party members. | |||
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Prayer | Heals all party members. | |||
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Redemption | Periodically attempts to redeem corpses for Health and Mana. | |||
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Resist Cold | Increases the Cold resistance of all party members. | |||
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Resist Fire | Increases the Fire resistance of all party members. | |||
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Resist Lightning | Increases the Lightning resistance of all party members. | |||
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Resurrect | Resurrect can only be found in multiplayer games. When used, it will revive a dead player with 10 life. | |||
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Salvation | Increases all elemental resistances of all party members. | |||
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Vigor | Increases Speed, Stamina, and Stamina recovery for all party members. | |||
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Warmth |
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Decoy | Creates a duplicate image to distract enemies | ||
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Sacrifice | Increased damage at the cost of health. | ||
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Shadow Master | Effect: This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills, also skills you don't have yet. | ||
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Shadow Warrior | The Assassin trained in this discipline has the ability to project a "shadow" of herself. The Shadow Warrior makes use of normal attack and the two skills the Assassin has readied for herself. | ||
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Simulacrum |
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Armageddon | This terrible force of nature's vengeance rains down flaming stones around the Druid who cast it, pummeling any opponents foolish enough to be caught in its fury. | ||
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Cloak of Shadows | Darkens the sky, affecting the defense of the Assassin and monsters. | ||
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Hurricane | Particularly talented Druids can summon this most potent gale of devastation. A fierce storm wreaks havoc around him, while the Druid stays cradled within the gentle calm of its eye. Hurricane surrounds your character. Move your character close to monsters, and run around them in order to hit them with the Hurricane. | ||
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Tornado | Manipulating the great winds into a fearsome cyclone, the Druid sends this force of destruction into a throng of opponents, crushing into them and leaving devastation in its wake. The way to use Tornado is to lay down a lot of them. It's best to aim past a monster sort of like Barbarian Whirlwind rather than click on a monster and cast. Once you have experience with Tornado you can use it more effectively. | ||
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Twister | Calling to the winds, the Druid sends small whirlwinds advancing into the midst of his enemies, buffeting and stunning them as they go. The way to use Twister is to lay down a lot of them. It's best to aim past a monster sort of like Barbarian Whirlwind rather than click on a monster and cast. Once you have experience with Twister you can use it more effectively. | ||
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Volcano | A Druid trained in this ability possesses the power to summon from the bowels of the earth a violent eruption, raining molten rock down upon all nearby foes. |
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Blood Contract Bloodguard | Summon an Avatar of the Bloodguard to fight by your side for 4 hrs. | ||
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Blood Contract Bloodshed | Summon an Avatar of Bloodshed to fight by your side for 4 hrs. | ||
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Blood Contract Oblivion | Summon an Avatar of Oblivion to fight by your side for 4 hrs. | ||
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Blood Contract Sacrifice | Summon an Avatar of Sacrifice to heal by your side for 4 hrs. | ||
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Blood Golem | Summons a Golem that is linked to the caster's health. | ||
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Bone Spirit | Bone Spirit fires a ghostly projectile against an enemy. The missile homes, and deals 1/3 of a monsters current life in damage. If targeted against a player it deals 1/6 of total current life. In theory it works much like Static Field from Diablo II, but few monsters have enough life to warrant heavy use of this spell. | ||
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Carrion Vine | Summons a vine that drags corpses into the ground, giving their life energies to the Druid. | ||
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Direwolf | Summons wolves more fierce and powerful than the weaker spirit wolves. | ||
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Elemental | Elemental is a projective spell that fires an actual elemental being at enemies. It does half the damage of a Fireball, but can hit two targets and also homes. It has much higher mana cost and magic requirements however, and is pretty useless because of it. | ||
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Fire Golem | A Golem of fire that uses fire damage to heal itself. | ||
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Golem | Golem summons a golem to help the player, and is the only spell in the game that summons an actual minion. In most situations it is redundant to summon, but it can be useful for Sorcerers against triple immunes in Hell difficulty. Curiously enough, if two or more players both summon a golem in the same game, the golems will try to kill each other. | ||
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Golem Mastery | Enhances speed and life of Golems. | ||
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Grim Ward | Turns a corpse into a fetish that will frighten monsters away. | ||
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Grizzly | This boon grants the Druid the aid of a tremendous wild bear with huge claws and great fangs that fights ferociously alongside him with terrible strength and unmatched fury. | ||
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Guardian | Guardian summons several dragon heads that shoot Firebolts at nearby enemies. The level of the firebolts is directly related to your own spell level in the skill, so a higher level firebolt means a more powerful guardian. Thus in order to increase the damage, one should pump firebolt. It eventually became Hydra (Diablo II) and Hydra (Diablo III). | ||
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Heart of Wolverine | Summon into being a spirit that increases battle proficiency with its aura. | ||
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Hydra | Summons a Fire-elemental in the form of a three-headed, fire-spitting hydra. | ||
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Iron Golem | Summon a Golem from a metal item. The golem gains properties of the item. | ||
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Oak Sage | Summons a spirit of Nature to enhance enhance the life of the druid and his allies. | ||
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Poison Creeper | A more subtle ally, these intelligent vines travel through the ground and use their cruel thorns to poison any opponents they contact. | ||
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Raise Skeleton | Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you. | ||
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Raven | Summon Ravens to peck out the eyes of your enemies. | ||
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Revive | Resurrects a monster to fight for you. | ||
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Skeletal Mage | Raises a Skeletal Mage that fights for you with an elemental attack. | ||
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Skeleton Mastery | Improves the quality of your raised Skeletons, Magi, and Revived. | ||
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Solar Creeper | This skill conjures forth an intelligent plant that draws the enemy's dead deep into the earth, where it drains their spiritual essences and bestows them upon the Druid who summoned it. | ||
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Spirit of Barbs | Summons a spirit that provides a damage reflect aura. | ||
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Spirit Wolf | Summons wolves to fight for the Druid. | ||
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Summon Resist | Raises elemental resistances of your Minions. | ||
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Valkyrie | Summons a powerful Valkyrie warrior to fight by your side. |
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Feral Rage | Werewolf: The Druid tears into his opponents, each strike dealing more damage and stealing more life. | ||||||
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Fire Claws | Werewolf or Werebear: Adds fire damage to all physical attacks done by the Druid. | ||||||
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Fury | The use of this skill drives the Druid into a bloodthirsty frenzy, attacking many foes with a raging fervor. | ||||||
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Hunger | Nature gives life, but it can also snatch it back. When a Druid using this ability bites an opponent, he drains some of his victim's vital essence, replenishing his own. | ||||||
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Lycanthropy | Lengthens time spent in shifted form. | ||||||
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Maul | Werebear: Using his mighty paws, the Werebear increases his damage with each strike. | ||||||
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Rabies | When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents. | ||||||
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Shock Wave | With a tremendous roar, the Druid shakes the earth, stunning any enemies in the surrounding area with the resultant tremor. | ||||||
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Werebear | Tranforms the Druid into a bear, increasing his strength and fortitude. | ||||||
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Werewolf | Transforms the Druid into a wolf, increasing his battle proficiency. |
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Disarm Trap | Disarm Traps allows the Rogue to disarm traps she finds in the labyrinth. Much like the other class skills, it is rather useless, especially since traps are rather rare and don't deal a whole lot of damage. The skill becomes more successful the higher the dexterity of the Rogue, and will always work once the Rogue gets at least 90 in dexterity. | ||
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Hovering Charm | |||
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Identify | Identify identifies the selected item for the player. | ||
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Item repair | Item Repair allows the player to repair damaged items without returning to Griswold. It also doesn't cost any money, but permanently reduces the durability of an item. This makes the skill rather useless beyond the very first levels when the player might change gear on a regular basis. However, this penalty can be offset in the Hellfire expansion due to the presence of items such as blacksmith oils, making it actually somewhat useful. | ||
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Staff Recharge | Staff Recharge works much like Item Repair, only it works on staves and restores used spell charges. Much like the Warrior's ability, this reduces the maximum number of charges the item has, making it perhaps an even worse skill than Item Repair. It has no real uses beyond the first few levels of play. | ||
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Telekinesis | Telekinesis can be used to pick up items and open doors from afar and knock back monsters (without causing any damage). It also removes Stone Curse from a monster. |
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Phasing | Phasing works just like Teleport, but instead of teleporting to a targeted destination, the location is randomly picked. | ||
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Portal | Creates a portal. | ||
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Teleport | Teleport lets the player teleport to any location on the screen. | ||
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Warp | Warp works much like Teleport, but instead of teleporting to the targeted location, the player is returned to the nearest entrance or exit of the dungeon, regardless of whether or not that particular staircase has been found yet or not. |
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Agri Mani Stones | CR | CC | ||
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Charm Stone | CR | CC | ||
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Cloud Brick | CR | CC | ||
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Crystal Cluster | CR | CC | ||
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Crystal Cradle | CR | CC | ||
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Crystal Rock | CR | CC | ||
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Crystals | CR | CC | ||
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Crystal Seed | CR | CC | ||
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Crystal Shards | CR | CC | ||
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Crystal Soil | CR | CC | ||
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Divination Crystals | CR | CC | ||
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Dream Shard | CR | CC | ||
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Enchanted Crystal | CR | CC | ||
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Enchanted Iron | CR | CC | ||
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Faintly Pulsing Felstone | CR | CC | ||
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Fire Stone | CR | CC | ||
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Floating Gems | CR | CC | ||
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Fluorite Stones | CR | CC | ||
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Foler stones | CR | CC | ||
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Gem of Daring | CR | CC | ||
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Glowing Moon Rocks | CR | CC | ||
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Green Earth Stones | CR | CC | ||
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Guardian Stone | CR | CC | ||
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Harmony Stone | CR | CC | ||
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Immortal Shard | CR | CC | ||
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Jade Pebble | CR | CC | ||
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Jewelhammer's Focus | CR | CC | ||
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Lightning Eggs | CR | CC | ||
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Lightning Orb | CR | CC | ||
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Magic Boulder | CR | CC | ||
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Mithril Ore | CR | CC | ||
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Magic Rocks | CR | CC | ||
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Moon Gem | CR | CC | ||
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Moonstones | CR | CC | ||
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Mythical Relic | CR | CC | ||
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Philosopher's Stone | CR | CC | ||
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Pixie Pebble | CR | CC | ||
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Pollia Condensata | CR | CC | ||
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Precious Moonstone | CR | CC | ||
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Precious Stones | CR | CC | ||
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Runestone | CR | CC | ||
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Spooky Crystal | CR | CC | ||
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Soul Crystal | CR | CC | ||
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Spellstone | CR | CC | ||
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Static Electric Crystals | CR | CC | ||
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Stone, Golden | CR | CC | ||
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Stone of Sorcery | CR | CC | ||
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Sun Stone | CR | CC | ||
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Taladite Crystal | CR | CC | ||
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Water Crystal | CR | CC | ||
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Weapon Crystal, Greater | CR | CC | ||
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Weapon Crystal, Mighty | CR | CC |
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Aurora Fence | CR | CC | ||
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Magic Ward | CR | CC | ||
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Shield Songs | CR | CC |
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Beginner's Wand | CR | CC | ||
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Elder Wand | CR | CC | ||
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Fairy Wands | CR | CC | ||
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Firefly Net Wand | CR | CC | ||
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Flower Wand | CR | CC | ||
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Golden Wand | CR | CC | ||
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Golden Star Wand | CR | CC | ||
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King's Wand | CR | CC | ||
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Magic Wands, regular | CR | CC | ||
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Star Shovel | CR | CC | ||
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Sun charm | CR | CC | ||
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Talisman Wand | CR | CC | ||
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Wand, plain | CR | CC | ||
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Wish wand | CR | CC | ||
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Mage's Staff | CR | CC | ||
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Rod of Asclepius | CR | CC |