Diablo: The Wanderer’s Eulogy (Pt. 3)

Maddening tormented whispers flood into your mind.

A jagged landscape wrought of bone and wreathed in molten flame stands before you. Vile, despicable, bloodthirsty demons crowd you. You’ve reached the final levels of the main campaign, and hell will never be inviting or comforting for it’s where the greatest challenges await you. Defeating Lazarus to crack open the door to this hellish domain is just the beginning. Diablo, the Lord of Terror, waits patiently for you to free him from his subterranean prison. It’s arguably the most challenging content in Diablo, and it’s where your story ends as you hope to contain the overwhelming malice of the Prime Evil. Not that you can.

It’s a more satisfying and apt conclusion if you’re a Warrior.

Quite a lengthy section of content, too. It’s deceptive in that way. You believe that there are only four more levels until the end of the campaign, but within those levels are side quests to complete and puzzles to solve before you are able to fight Diablo. Even when you can you’re likely to be swarmed by the enemies released when he is.

This would be as good a time as any to revisit the crypt as well. Given that it forms the final content available in the Hellfire expansion pack. These levels are sadly less impressive, but they’re certainly challenging (in a way) due to the overwhelming number of magical floating orbs on the screen at any one time. I definitely found these areas more frustrating than the hive, too. The challenge (for lack of a better word) disappeared as long as I could keep drinking potions. The enemies annoyingly ran great distances away and soon the screen was littered with an impassable sea of magical damage. The final boss of the content was also somewhat anti-climactic. I decided not to weaken him and he still died relatively quickly.

Only in the blasphemous bowels of hell will we find the Lord of Terror.

Wirt was my saving grace throughout this entire endeavour. I had not only managed to acquire a rather useful helmet with a +% Resist All modifier on it, but an absurdly powerful axe with substantial +% Chance To Hit and +% Damage modifiers, and a ring that had significant +% Resist Fire and +Strength modifiers. I’m unsure but I don’t believe that the first Warrior that I completed the main campaign with was anywhere near as powerful as this one. I could’ve done with replacing one of the rings and the necklace, too. But nothing worth buying was available and instead I spent my gold on Strength, Vitality, and Dexterity Elixirs.

Diablo was certainly tougher than I remember, though.

I was unlucky and got consistently knocked back so was rarely able to actually land a hit on him. It took more than a few potions to survive the ensuing onslaught as I crawled towards him only to be knocked back again, but he eventually took enough hits to be little more than a mangled heap of demonic remains on the floor.

This has been quite an unconventional series of posts, but I felt that this would be more interesting than a single In Retrospect post detailing the content and the character that I’ve played. There’s a possibility I may even add a fourth post to this series. That depends on what I do next and whether I decide to revisit Diablo in the coming months, but I’ve been thinking about doing a similar (but extended) series for a new Diablo II character. I’ve never really written much about either on Moggie’s Proclamations before as they were before its time. But the Diablo series is one I’ve greatly enjoyed for many years and I hope that some of that shows through with this series.

Have a nice week, all!

Moggie

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Diablo: The Wanderer’s Eulogy (Pt. 2)

There’s an unnerving skittering in the darkness.

Despite being reasonably experienced with Diablo I know very little of the Hellfire expansion pack. I know that it has an additional eight dungeon levels, that there’s a final campaign boss, and that it’s relatively self-contained but that’s about it. I do believe that there are a few shrines, the various Oils, the various Runes, and new equipment that can be found in the main campaign but most content is restricted to the hives and the crypt. Which allegedly mirror the difficulty of the caves and hell, respectively. There’s also a strangely low (arbitrary) level requirement to gain access to the hives via the Rune Bomb to start the content.

Strangely low because the content is for a higher level.

Or that’s how it feels to me. It could be that because Warriors run up to everything, often get surrounded, and essentially need to take damage to deal damage that they felt so flimsy in the hive. But I’m not so sure. The damage seemed absurd even after returning from the caves having cleared each floor and gaining access to hell.

It’s also relatively uninspired content in comparison to the main campaign. I found far fewer shrines, no actual quests or events, and even far less loot in those levels than I think I’d found anywhere else. I don’t even know if there were unique variants of the new enemies appearing in the levels, either. That’s not to say that it’s entirely bad content. It just felt like an exercise in repeating the same actions for a while. Even the hostility of enemies felt underwhelming due to the lack of anything else going on, and could certainly be improved with more of the puzzling quests or unique events present in the main campaign. That said, I wanted to experience the Hellfire expansion pack and I’m glad that I did.

The monstrosity beneath the throbbing hive.

The acquisition of Arkaine’s Valor earlier in the catacombs certainly made some of the Hellfire expansion pack content more bearable. The Fastest Hit Recovery modifier is definitely useful to a Warrior without a shield, but the additional -3 Damage From Enemies and +10 Vitality modifiers were perfectly suited to this particular build. Reducing the damage that I’d receive and bolstering my health even further. I also found the Optic Amulet which isn’t a spectacularly useful item, but does offer +20% Resist Lightning and -1 Damage From Enemies so it suited the build as it was at the time. I’d been gambling with Wirt for a while, too.

I was hoping to buy an extraordinarily powerful axe.

That’s one of the few things that endlessly frustrates me about Diablo. I’d like to be able to easily re-roll his inventory, or, at the very least, be allowed to gamble more than one item at a time. As Wirt is arguably the best (and most expensive) source of exceptionally powerful equipment, but it’s a hassle forcing him to re-roll his inventory to see it.

I was considering building a Monk when looking at the re-release of Diablo and the Hellfire expansion pack. However, I felt more comfortable with a Warrior as it is a class I’m more experienced with and I’m not sure what a Monk actually does. It seems that they fight with staves, but that they can also fight with their bare fists and that both offer some unique benefit to them. It’s certainly a class that seems to be good at a few too many things. In that they’re not actually exceptionally good at any one thing. I’m likely to come back to Diablo over the coming months as I’m intending to play through Nightmare and Hell with this Warrior, and so it’s just as likely I might try building a Monk.

Have a nice weekend, all!

Moggie

Diablo: The Wanderer’s Eulogy (Pt. 1)

Not all who wander will return alive.

Following my recent post regarding the re-release of Diablo and the Hellfire expansion pack I decided that I’d continue ever-deeper into the forsaken depths. I’d originally intended to build that particular character to be able to see the content before writing about it, but it was so overwhelmingly enjoyable returning to Diablo that I worked through the entire main campaign. This would be the second character to finish the main campaign (both Warriors), the first character to experience the Hellfire expansion pack content, and one of five characters who’ve made significant progress towards the Lord of Terror.

For those reasons, I’d say that I’m reasonably experienced with Diablo.

Which is why I wanted to focus on two-handed weapons and the colossal damage that they deal, and not lean on one-handed weapons with a shield. I’d lose the defensive capabilities and the affixes associated with shields. But I decided to invest heavily into Vitality to balance the lack of defensive capability with an overflowing health pool.

It was also because The Butcher drops The Butcher’s Cleaver on death and it has a ridiculous damage range for when it becomes available. It’s oddly more powerful than some of the highest quality axes available in higher level areas, although it does have low durability and has an unimpressive lower damage range. It’s still a great weapon until the caves, though. It’s even better if you manage to find a shrine that improves its durability. Which I did. I threw a few of those Accuracy Oils on it, too. Needless to say it was quite powerful after I finished tinkering with various aspects of it. The other key element of this build was The Undead Crown which (by my calculations) allows you to steal 10% of your damage as health on hit.

To plunder a king’s riches and The Undead Crown.

As Warriors have the poorest starting (and maximum) Magic attribute there were few spells which could be useful. Even learning the Town Portal spell wasn’t useful as a single cast would require me to drink a Full Mana Potion, which is technically cheaper than a Scroll of Town Portal, but it doesn’t account for randomly losing Mana in the dungeon, and it’s a reasonably insignificant saving. Healing has the same problem. While Search has an obscenely high cost for what it actually does and how long it lasts. Of course, experiences may vary as you need to find more books to further level those spells. So they do eventually get cheaper.

But I do believe each book has gradually higher Magic requirements.

So I tend to avoid learning any spells besides those that provide some utility. A single cast at any given time could be useful regardless of the associated potion cost. It also means that learning the Guardian spell via a quest could be ultimately anti-climactic, as it costs so much to cast that you can’t even use it when you first acquire it.

Warriors are exceptionally tough, though. Even without a shield they can take quite a bit of damage before being in any real danger. But they do need to run up to every single enemy to hit them, and with a lack of +% Chance to Hit modifiers in the earlier levels you’re likely to take more damage as you can’t successfully land killing blows. That’s also why later levels become slightly more frustrating for Warriors as they need to chase down enemies that run away. While being pelted with several magical orbs. That said, at least if they do get hit by the numerous unavoidable magical orbs they will likely survive the impact. The same can’t always be said for Sorcerers or Rogues.

Have a nice week, all!

Moggie