Diablo 2 to hell and back pdf download






















How to reset skills in Diablo 2 Resurrected? Keep in mind that there are some ways to restore the skills of this game, the first is by talking to Akara after the first mission ends in the Act. To obtain skill and thus be able to restore statistics for each difficulty level , this means that in effect you can do the restart while the realization is normal again when you reach where Nightmare is and also when you reach hell.

The moment you play in hell you have to collect the four items that fall from each act boss:. After this, you will have to mix the Horadric cube, in order to make an absolution token, where the player's abilities and characteristics can be consumed and restored. Diablo II: Lord OF Destruction , has been released for computers in June , it is an online role-playing game that has had a success with the company that also developed Word Of Warcraft. The best think to do is look at the items stats, fingerprint, and the ilvl.

There is nothing wrong with the item. The GUID was used in the beta versions of 1. Items from version 1. There is no way for ATMA to convert items bewteen versions. The best way to do so is to place the 1. X items onto a 1. X character, open them in a 1. Y Diablo 2 game, then save them. The game will convert the character and all of the items to the new version 1. Yes it would, but it is a nontrivial task, and is not going to be added any time soon unless you offer to write the code for it.

Everything should be there. If you accidently save after losing an item, ATMA creates. Simply look in the folder where the file d2s or d2x resides, and there should be a. You can rename the backup. The problem is because of mixing items and stashes from different versions. Each stash you create is tied to a game version, and only items from that version can be placed into that stash i. You should be able to fix it by opening the stash in ATMA:. First, make sure that you have a Single Player character.

Now, Windows will automatically associate your. Look for the. It should have the ATMA icon now. Double click the file and it should load up in ATMA. This will find all of the. You can then double click them to open them in ATMA. The fingerprint data is a randomly generated number which is assigned to the item upon creation.

In reality, this number is a seed which the game uses to generate the values for the variable mods on an item. The jail is a continuation of the Barracks in terms of scenery and tactics.

There are also iron bars which will impede everything but Teleport or the Barbarian's Leap and Leap Attack skills. This can be a boon if your opponents are melee based, but those enemies who have ranged attacks may find this to be more of a problem than assistance.

The first level of the Jail has the same monsters as the previous one with the addition of mana-draining Wraiths. At low levels and later difficulties, they will be quite dangerous to engage without some way to regain mana, but upon being able to leave Act 1, they will be little more than a nuisance. Jail Level 2 has the potential to add Dark Ones , as well a super-unique monster and his allies which are always found on this level, Pitspawn Fouldog.

Pitspawn and his allies have a cold attack, which will slow you down greatly if you happen to be a melee-based character. He is also Cursed, which makes his attacks particularly dangerous with mobs nearby. Upon death, Pitspawn will also release a Frost Nova, which is particularly dangerous due the long duration of freezing, especially on later difficulty levels.

This can be helped by a Thawing Potion , some by items with the Thawing attribute or ignored by wearing an item with the Cannot Be Frozen attribute. Stacking Cold Resistance wil help to reduce the damage, but will do nothing to the duration of chilling.

Note that the Thawing Potions increases cold resistance temporarily. Jail Level 3 adds Bone Mages with lightning attacks as well as the rest of the abovementioned monsters. Once you emerge from the Jail, there is a waypoint in the center of this area.

This area and the Cathedral are pretty straightforward and the maps never change. From here, work your way down to the next waypoint, found on Catacombs level 2. The Cathedral adds a new monster, the Dark One Shamans. As always, concentrating on eliminating them first will make things much easier as their resurrection range is pretty far.

There is also a superunique monster named Bone Ash who may be tricky because he's cold enchanted, but as long as you are either using a ranged weapon or have your life globe near full, you have little to worry about if you've saved him for last. If you're having trouble dealing with him, remember that Antidote Potions and Thawing Potions increases poison and cold resistance temporarily and can be given to your hireling.

The right-hand wing of the Cathedral will have a staircase to the labyrinthine Catacombs. There are not a lot of tips to be offered, there are times the exit to Level 2 will be right next to the stairs. There are other times it finally shows up as you're finished discovering the entire map. On Level 2, there is a waypoint to be found on the level.

It's always a good idea to tag this one as there can be a lot of walking saved in future sessions. Level 3 is pretty unremarkable save for the possibility of better quality loot. In level 4 you will find your goal, Andariel, and there will be information in the proceeding section regarding her.

Several new monsters make appearances. In fact, the only thing that seems to be held over from the other areas are the Dark Ones and their respective Shamans. Once you manage to reach Catacombs Level 4, take the time to open a town portal near the stairs and clear out the first two rooms.

Concentrating on the Shamans will save you a lot of work as the density of their appearance will make it quite likely to have slain Dark Ones resurrected per second. The third chamber usually has a good sized mob of monsters waiting for you on the other side. Simply retreat into the previous chambers if the pack should be too much to handle.

Eliminate the remaining Dark Ones, but take some care to avoid activating Andariel. You can use a ranged weapon to kill that annoying shaman that is up the path that leads to Andariel's throne, and walk around that path in a half circle to avoid activating the boss encounter so you won't have your attentions split between Andariel and raised Dark Ones.

Andariel has a significant weakness. Using skills and items that do fire damage is a good idea. Lure her towards the door, so you don't attract the attention of the monsters that are hiding in the area behind her. It is quite common to lure her into the room with the blood pool, and run circles around the pool while you occasionally stop to hit her with an attack. Andariel has formidable poison attacks, but luckily, this damage takes time, and quite often, you can flee to town before you can be killed by a follow-up attack.

Your poor hireling, however, will likely succumb quite quickly. The purple Rejuvenation Potions fill your mana and life orbs instantly, while healing potions regenerate your life orb quickly over time. In most cases, the healing potions are used to keep the life globe from being drained too quickly and the rejuvenation potion can be saved for those emergencies to avoid dying while fleeing to town to heal and restock.

If you take an Antidote Potions as soon as you're poisoned, she will likely follow up quickly with another poison attack, but the temporary resistance bonus may be useful. Usually, the Antidote potions are used to help keep your hireling alive if she happens to be in a decent position to avoid the poison cloud.

You will arrive in the bright and arid town of Lut Gholein. Like Act 1, as long as you are within the town borders, you will be safe from monster attacks and hostile party members save for a single bug involving an Amazon and a Necromancer. There are vendors and NPCs which provide some atmosphere as well as clues to your quests.

If you have the expansion pack installed, you can take your rogue Hireling with you to Act 2. At this stage in the game, however, many players choose to hire a new mercenary from Griez.

While the rogue can be a viable hireling, they often require specialized equipment that is rarely available to a character this early in the game.

The Desert Mercenary tends to be the more popular choice. In spite of being a melee-oriented minion, he does more damage, is more durable and can also activate his own paladin aura based on his type. While many choose the Combat Hireling which has a Prayer aura, the Defensive Hireling may also be of use with his Defiance aura. If you prefer using the rogue, however, you can always hire one again if you should choose to do so. Be sure to check the vendors once in a while as they may be selling gear which may be better than what they are equipped with.

Just as with the rogue, keeping him well maintained and giving him healing potions when he's wounded badly enough will make them very helpful. On the other hand, the Horadric Cube may be of more interest as there are formulae such as combining gems, potions and low runes which may be of more help at the moment.

The choice will be yours. The quests will be followed in order, however. At this point, all characters should continue to build on resistances. The boss fights have attacks that are still very potent, but having these resistances maxed out will take some of the pain out of facing them.

Keep on the lookout for helmets, jewellry, boots, belts and gloves that will have bonuses to fire and lightning. With poison attacks, you generally have time to flee to town if poison is overcoming the effects of your healing potions. Cold resistance is helpful, but cold damage is generally pretty minor. The problem with cold damage is the side effect of being greatly reduced in speed.

Melee characters can look out for ways to add Crushing Blow and the Cannot be Frozen attributes to their equipment. If they are not fortunate to have found unique items, there are runewords which can be easily manufactured such as Rhyme and Strength.

Don't be worried about finding anything by the end of Act 2, these items are by no means necessary to complete the game, but characters having these attributes will find they help a lot, especially in boss fights. Other possible useful items that use low runes would be Steel , Stealth and Malice. Characters like the Sorceress , Trapsin , Elemental Druid and Necromancer can look out for items that grant bonuses to their primary skills.

While the Bowazon should be on the lookout for a bow with a good balance between speed and damage, putting a single point in Slow Missiles , Critical Strike and Penetrate as they become available is a good idea.

The choice is yours, however, and many people choose to max out on their vitality after gaining a Strength score of 45, saving the items in their stash until they have gained enough levels to sufficiently equip an item. Bowazons usually split their scores between dexterity and vitality, however, because damage and accuracy are important to the build. Adding to energy is, however, regarded by many as something to avoid, even for mana-intensive builds, instead ensuring there are enough potions on their belt to continue usage of their skills.

There are two entrances to the sewers. One is near Greiz , and the other is near the docks. The sewers have 3 levels, the stairs to level 2 are usually closest to the docks entrance, and there is a waypoint on Level 2, which is convenient, but usually only a priority for multiplayer or completists.

Upon entering the sewers, follow the right hand wall. The stairs should be somewhere to the right side, if you have to take a left turn and start going in that direction for more than one screen, then the stairs have likely been placed to the other side of the exit, so turn back and follow the left hand path instead. On rare occasions, the stairs will be at a completely different location, and you will have to explore most of the area. Level 2 is much less predictable, the stairs and waypoint could be near each other or not, but always found on the outer side of the dungeon.

Radament the Fallen will be located in level 3, always on the outer side so do not burden yourself with searching out the middle of the map hoping to find him. You can tell when you are near, due to the presence of Horrors, who will be colored black as opposed to red. Some of these can also be spawned as mages. The monsters found in the sewers are not dangerous in themselves. Like the Underground Passage, what makes them difficult is the fact that they are frequently spawned in clusters of five or six.

The fire arrows skill used by the burning dead can be significantly more dangerous than at later parts of the game where you have had an opportunity to bulk up on your resistances, and like Fire Bolt, a player will take damage from it unless it misses your character completely.

You can choose to find a few fire resistance items that will help make it a little less painful, but for the most part; you may spend significant time making runs to Andariel to find items which will help you in this regard.

This will make the melee-oriented monsters easier to defeat as you will not be taking damage from fire arrows. Once your melee opponents are eliminated, ranged characters can simply keep giving their hireling potions to compensate for the damage while pelting the skeletons with their best ranged attacks. Melee-oriented characters can try zigzagging in half-circles in an attempt to avoid being hit by their fire arrows, also feeding healing potions to their hireling as necessary.

Although Radament is a formidable opponent, what makes him more dangerous is the sheer number of minions and the fact he can quickly raise them to fight again. The simplest tactic is to draw off as many minions as you can to a safer area where they are out of range of his resurrection ability. If your character has access to a skill that destroys corpses, such as find item find potion will not work on skeletons , corpse explosion, raise skeleton or carrion vine, this is also a viable tactic, but its usefulness is generally limited to higher difficulty levels.

Once you have his forces pared down to something manageable, buy you can buy several antidote potions in town and drink them immediately, checking your character screen for your poison resistance. Radament is quite tough, so it can take a while. The scroll in the Golden Chest starts the The Horadric Staff quest, but you can ignore it and just start the quest anyway.

This part of the quest is not exceptionally difficult, but the amount of searching involved give many players reason to grouch about it being the worst Act in the game.

This aside, you will simply have to wander through the next two areas to find a dungeon called the Halls of the Dead, which is found somewhere in the Dry Hills. This is the first of the of five wilderness areas of Act II. You will encounter many new foes here. Saber Cats , Spear Cats , Undead Scavengers and Cave Leapers are pretty much "stock" foes and won't pose a problem unless encountered in large groups.

The last two are a bit special, and have certain abilities which are unique. The Scavenger can fly short distances, and while in the air, cannot be damaged by any weapon. The Leaper will be annoying because while they don't do a lot of damage they frequently jump all over the place and get knocked back whenever hit. This area is much the same as the first. You will search for a dungeon here to retrieve the Horadric Cube which you will, in all likelihood, find very useful.

The dungeon also has a waypoint on level two, but as mentioned before, there is potential to save a lot of walking by getting the one in the Rocky Waste first. It may also be split into two elevations with a single staircase located somewhere in the borders between the two. The Dry Hills is the first place you will encounter the Scarab Demons. They tend to do a lot of damage which is why looking for items to buff up your character's resistances was mentioned at the beginning of the walkthrough.

There are some new foes in the dungeon. There are Sarcophagi which spawn a form of mummy called a Decayed. Although it has a lot of durability, they aren't too difficult to overcome, and standing directly in front of the door can often prevent them from spawning. The dungeon will be your first encounter with Greater Mummies, called Hollow Ones. Like Radament, they have a skill to resurrect slain skeletons and lesser mummies as well; they can breathe a poison cloud.

They also have a missile attack called an Unholy Bolt, which is similar to Holy Bolt, but will cause damage to anything it considers an enemy. If the enemies are not generated in large numbers, simply charge in; slay the Greater Mummies and then deal with the minions. If the number of minions is too great, simply withdraw to a safer part of the dungeon out of range of their resurrection skill and return to deal with the Greater Mummies without distraction. On Level 3, there is a superunique saber cat called Bloodwitch the Wild and her minion pack guarding the Horadric Cube along with a few other monsters.

Since her and her minions are melee oriented and quite fast, you may choose to fight them at the doorway or run a bit down the hall so you can keep from being overwhelmed. Defeat the rest of the foes and open the chest in the chamber to retrieve the loot and the Cube. Your character can only have one in their inventory, so you will not have to waste your time returning here with the intention of getting another.

This is another wilderness area and like the previous, it may have two elevations. There is a single dungeon in the area, as well as a waypoint.

It is generally a good idea to find the waypoint first, even if the entrance to the Maggot Lair is found before it as it will shorten the amount of walking you will have to do after obtaining the Staff of Kings from the bottom of the Maggot Lair. If you do happen to find the Maggot Lair first, leave a town portal near the entrace to the Lair and continue on to find the waypoint.

The Maggot Lair is unlike any other area in Diablo II; it is extremely cramped, in most hallways there is only room for one character to maneuver. Close combat characters have a strategic advantage as they cannot be outflanked, but ranged characters may find it annoying to find monsters right behind corners. The AI of most of these creatures also doesn't lead them to follow you beyond corners and the hireling only recognizes what is directly in front of them.

In multi-player, characters should mind to keep some distance between them and the player in front of them, so that that player has a chance to retreat if things get difficult for him.

Following the right hand path in Level 1 of the Maggot Lair leads to the way down fastest. In level 2, the map has a bias toward the left hand path.

The boss fight for level 3 is found most frequently by remaining in the middle of the map and going as far north as possible. Death Beetles , Swarms and Sand Maggots make up the bulk of the monsters found here. While the Beetles are difficult, the other two monsters will be found to be little trouble. The Swarm's stamina drain isn't effective at this difficulty level.

The Sand Maggots do little damage and their poison attack is similarly weak. They can, however, lay eggs which can spawn a number of young , which are hardly more than an annoyance.

It is often best to eliminate the eggs first so your attacks will not have to be divided. There is a superunique in this area called Beetleburst , who is made deadlier by the fact he has a minion pack that is tougher than the regular beetles in this area.

The Maggot Lair has the same monsters, and it is little more than an annoyance to have to deal with most of them. The boss, Coldworm the Burrower , however is a case to herself as she is always Cold Enchanted, and with the hefty amount of life she has, it will be in your best interest to either engage her at range or ensure your health globe is close to full before laying the killing strike. While she can spawn fully grown Sand Maggots who can in turn lay eggs to spawn young , this difficulty level makes them a negligible threat.

Once you have returned to town to restock and sell unwanted loot, you can utilize the waypoint to return to the Far Oasis. Continue searching the bordering of the area for a passage to the Lost City. After seconds, every area in Act 2 will be reduced to minimal light. You can talk to Drognan about this, and he will suggest that the spell can be undone by travelling to the Claw Viper Temple. As before, finding the waypoint may not be necessary, but it will likely save significant walking.

Afterward, simply find the narrow passage in the border of the area to find the Valley of Snakes and enter the tomb within. Your goal is an altar on the second level of the Claw Viper Temple. Clicking on it will cause the Amulet of the Viper to drop, thus completing the third quest and your adventure into the wilderness surrounding Lut Gholein for the time being. Daylight will once again function normally. Return to town, empty your cube, place the Viper Amulet and the Staff of Kings within, and transmute them into a Horadric Staff.

Speak with both Drognan and Cain, and the palace will be opened to you. This area is remarkable for an increase in what appears to be ruins of old houses. The dungeon found here, the Ancient Tunnels is known to be a good place to run in Hell Difficulty, but for the time being, it will earn you more to continue on to the completion of your quests. You will encounter another variety of Sand Raider called a Marauder , and have the power to Enchant themselves to augment their physical damage with fire.

Players can also often encounter Night Tigers and the poison grenade flinging Night Slingers. They make weak opponents, they can be quite distracting as poison damage can tend look cumulative.

There are also zombies who inflict poison damage called Plague Bearers. Finally, there are more annoying Leapers named Tomb Creepers , and while they don't have a lot of life, they can be immune to damage until they touch down. Once inside, it is a maze very similar in appearance to the Stony Tomb where you retrieved the Horadric Cube. While the stairs can be most often found in the upper left of the map, there is still a good possibility that it can be found anywhere in the area.

Upon entering Level 2 of the temple, your objective will be the altar in the middle, but pay attention to Fangskin, as he and his minions can gang up on you and possibly make it impossible for you to clear the area due to the sheer number of Charge attacks. As mentioned with other Greater Mummies, they will waste little time in resurrecting their fallen minions.

Their charge skill can be often augmented with a cold attack which makes them quite deadly in groups larger than two. The damage can often be quite heavy which is why it is recommended to withdraw to a safer place than charge into a group of these creatures.

The only fortunate thing is that Claw Vipers don't have a lot of life. Level 2 is very small, and it has a nasty Lightning Enchanted super unique, called Fangskin.

He and his minions are usually in the lower right corner of the room, and often it is best to clear out the left hand side of the map so your character can have some place to run if you attract the attention of the entire group rather than one or two.

As with Corpsefire, attracting the attention of the minions or Fangskin himself will make it easier to defeat them, but don't forget that he can release strong Charged Bolts. While it is not necessary to defeat him, it would be very difficult to simply run up to the altar and kick it over to grab the amulet. The Palace and Cellars are always the same.

The first level, the Harem , is small and clear of monsters, stairs can be found to either side. The next level has encounters, but is not terribly difficult and if the player chooses to, they can run past these foes to the stairs. The stairs up occupy opposite corners of the map, as the stair down occupy the remaining two corners. In The Palace Cellar , the stairs down occupy opposing corners, as do the stairs up. The first level has a waypoint nbear the middle, and it will be your decision as to whether or not to activate it.

The Sorceress' Telekinesis skill can activate it and the Barbarian can Leap through the bars. The second level is the same as the first, where the stairs down can be found in opposing corners and can't be missed if the player follows the outside walls of the area. On level 3 the exit is found in the middle of the area and can be considered a difficult area because you'll have to fight a lot of monsters to get to the portal.

There will also be Skeletal Mages found in the Cellar areas. Blunderbores may not have obscene amounts of life, but their stun ability can cause a lot of trouble when encountered in groups. The skeleton archers are also not a difficult opponent when encountered in groups less than three, but mobs of them can quickly quill their opponents to death. As the player fights their way to the portal, the skeleton's elements of attack will change from floor to floor.

At this point, his explosion capability isn't severe, but don't let your health globe be too low when you land the killing blow should you be close enough to take damage from it. The Arcane Sanctuary has 4 wings leading from the middle.

One of them has the Summoner with the pedestal that will activate the portal to the next area. While many people will note that it is always the last one explored, it is entirely due to Murphy's law.

Each wing has a distinct twist to it. Probably the best strategy is to pick the one you find the most enjoyable first, and the least enjoyable one last. If it is the correct one, less enjoyable ones are skipped. The upside is that each false ending has a pad with a lot of gold plus chests full of loot. A master of the javelin and bow, the Amazon reacts to combat situations with superhuman agility.

She relies on magic prowess to enhance her significant martial abilities. A member of an ancient Vizjerei order founded to hunt down mages gone rogue, the Assassin is a martial arts expert who uses deadly traps and shadow disciplines to vanquish evil. A nomadic wanderer, the Barbarian combines brawn and ruggedness with a mastery of weapons, using devastating melee attacks along with war cries to boost his allies—or demoralize his enemies.

Exuding powerful auras, the Paladin combines martial prowess with protective enchantments to redeem the land and send demons back to the abyss. Commanding the elements, the learned Sorceress dispatches enemies from afar with calculated blasts of fire, cold, and lightning spells—invaluable skills against the armies of the Burning Hells.

A keeper of the wilds, Druids can shapeshift into vicious werewolf and werebear forms, command animal companions, and release primal spells of earth, fire, wind and cold to cataclysmic effect. Keep Your Progress Wherever You Play With the planned cross-progression feature, you'll be able to access your characters and keep their progress wherever you play Diablo II: Resurrected.



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