the
Forge (Classic Diablo)- by
KingOfPain |
| Cooperation
Psychology Communication Items Dont bother to ID the items you find earlier than level 4 except for jewelry from bosses or unique items that have beneficial properties the party can use. A sampling of some of the questionable (whether to ID or not) unique items: The Gladiators
Bane - Dont ID. Minus 3 to all attributes is not a good exchange
for the -2 dfe bonus at Ironman level. Other things to watch out for before IDing an item is to look at its durability, or charges on a staff. Staves with higher than normal charges and items with extra durability or indestructible are probably just Plentiful, Craftsmanship or of the Ages respectively. There is absolutely no gain to ID a staff with extra charges, you still get the extra charges unided. The question now is, do you feel lucky enough to get a prefix with that of the Ages item? Generally I like to save the ID scrolls for deeper lvls and dont feel the need to ID items until I find the going gets tough. Magical items
When leveling up Pre lvlup OTOH, if you are nearing
lvlup with good health and Mana there are several things you can do: Where to put lvlup
points Warrior All points to Dex until maxed. You will be lvl 9 when you maxed your Dex and you wont really need any extra Str for heavier equipment before then. You can now invest most points to Vit and slowly build up your Str for that Awesome Plate. :) Unless a Heal Other/Heal stick is found, forget about putting any points to Magic (see Spell components below). Mage All points to Magic all the way. Only when you find a heavier staff than you can use should you put points toward Str. Rogue - Being the
most versatile of the three classes, she can afford to adjust her point
distribution to suit many different needs. Generally, all lvlup points
still go to Dex. Raise her Magic to 17 as soon as Heal Other/Heal in the
form of books or staves is available to her. Still keeping the main focus
on raising her Dex until its at a decent level, (around clvl 7 with approximately
60 Dex, 2 points might have gone to Magic already) she may start to put
one point per lvlup toward Str. in preparation of a heavier bow. Or she
can put 2 points per lvlup toward Str in case heavier armor and weapon
becomes available to her. The latter example works good if the rogue is
the host of the game switching between shield and bow. Potions, spell components and shrines Potions Rejuvenation potions are to be used only if no others are available, so ask your partners if they can spare some potions before drinking. Rejuv are reserved for emergency only, because they can be shared between everyone in the party when supply runs dry. Conserve your potions for the deeper levels. Use up the charges from staves first with the exception of extra mana nearing lvlup. Spell components The warrior can forget about spells altogether with the exception when the warrior is the sole survivor looking for Res scrolls. Or, if a staff of Healing or Heal other is found, then it's feasible to bring his Magic to 17 after Dex is maxed - that would be clvl 9. Being low level its more important to hit and not to get hit therefore little need for heal spell. A high Dex'ed warrior should be able to live on lvl up alone, at least until clvl 6-7, by then he's nearing max Dex. Usually, there are not enough Heal Other/Heal books to go around in a game, and the mage/rogue can make better use of them. A bonus Mana supply
The amount of mana
gained is equal to the mana cost to cast the same spell at slvl 1. Shrines Fountain of Tears [+1 to one attribute, -1 to another attribute] - Dont do it! Tainted [Does not affect user, other players get +1 to one attribute and -1 to all other attributes] - Dont touch it! Abandoned [+2 dexterity] - Goes to rogue for sure even when found early in the game. Warriors Dex is maxed too fast and the bonus will be wasted once maxed. Creepy [+2 strength] - Goes to rogue especially if the rogue is playing shield. The warrior can max Dex early thus leaving a lot of lvlup points to invest in Vit and Str. Maybe nice for the mage too if that means he can use heavier/useful items available. Eerie [+2 magic] - Mage gets first consideration, then rogue if she needs it to use Heal/Heal Other. Quiet [+2 vitality] - Warrior gets. Cryptic [Cast a Nova spell and restores Mana] - For mage. Empty your Mana ball before you use the shrine. Make sure your partners are out of the room when you use it. Divine [Restores health and mana, gives two full potion rejuvenation, or one full potion of mana and one full potion of life] - Empty your Mana ball before you touch the shrine. Usable by warrior and rogue too, but a Heal Other from the mage makes more sense. Spooky Shrine [All other players get life and mana restored] - Same usage as the Divine shrine. Cast Heal Other on warrior and let warrior touch the shrine. Holy Shrine [Casts a Phasing spell] - Sure, if the immediate area is cleared. Go nuts, have some fun. :) Magical Shrine [Casts a Mana Shield spell] - Are you ready to use Mana Shield yet? Do you want to waste your mana pool when your HP can take the beating? If not, let the warrior have some fun too. See how long he can keep that little Mana Shield up. ;p Murky Pool [Casts an Infravision spell] - Very useful for scouting, especially when the mage or rogue uses it with minus light radius items. They can pick off the monsters one at a time without activating other monsters. Dont forget to shift-click when using bow, otherwise you would just walk toward the monster instead of shooting if the monster is not activated. Mysterious Shrine [+5 to one attribute, -1 to all others] - The rogue and mage can benefit from this more then the warrior since his vital stat, Dex, can easily be maxed. Secluded Shrine [Gives complete map of current level] - Yes, if the scout doesnt get confused as to where hes been. Otherwise, let someone else get the map, it will help the party determine choke points and course of action. Spiritual Shrine [Gives a small amount of gold to each empty slot in your inventory] - Nice little bonus in a tournament, when gold is used as a tiebreaker. Empty your inventory before touching. Eldritch [All potions become rejuvenation potions] - Collect all potions from everyone first. If the party is not using up potions, then wait to get more before using this shrine. Glimmering Shrine [Identifies all items in your inventory] - Same reasoning as using ID scrolls. Wait until you can fill your inventory with good drops. Religious Shrine [Restores all items to full durability] - Wait until you need it. Stone Shrine [Restores charges in all staves] - Wait until you have some decent staves and have a little fun emptying them first. Hidden Shrine [-10 durability to one item equipped, +10 durability to all others] - Is the gain of 10 dur on 3 item (2 if bow) worth the risk of having one item (semi) unusable? Generally not worth the risk for Ironman unless you have something that begs to have its dur raised such as a TC, because you might not find another Hidden shrine. The party will have to make the decision based on items found. Fascinating [Lose 10% of maximum mana and increases Firebolt 2 slvl] - Firebolt maybe your main offensive spell for the whole game if you dont find Fire Wall later. If this shrine is encountered early in the game, it may well worth the gamble. Besides, you dont actually lose 10% of overall mana except when lvlup and using full potions. The mana globe of a conservative Ironman mage is hardly ever topped when using half blues. Ornate Shrine [Lose 10% of maximum mana and increases Holy Bolt 2 slvl] - Sure thing if you dont have HB before facing Leo. The resources lost from facing Leo without Holy Bolt if far far greater than the mana lost from using the shrine. Sacred Shrine [Lose 10% of maximum mana and increases Charged Bolt 2 slvl] - Not worth the trade off. Blood Fountain and Purifying Springs [Restore 1 HP/Mana per use respectively] - Take advantage of these as much as you can especially on the same level where they are found. Push as hard as possible without putting yourselves in danger then run back to the shrines to get refreshed. The team may want to set a town portal there for easy access later. Goat Shrine and cauldron Random effects [What you dont know can hurt you] - Dont touch these without careful planning. Besides that they may not be a desirable shrine, they can be dangerous! A Nova from Cryptic and Phasing from Holy can kill you and the party. Nystul: Here are the procedures I usually go through. The warrior would be the one doing the touching, although by cauldron time maybe the rogue is unable to use her mana either. In any case the other characters have to be able to stand clear to avoid Nova. Then the character should be carrying all of the party's red and blue potions, important spell staves running low, and unid'd items (the ones with real potential anyway). The small chance of getting a Stone or Glimmering shrine probably is enough to make up for all the risks. To prevent the risk of getting a holy shrine, a wide area around the shrine should already be cleared (if not the entire level). Enchanted [Lose 1 slvl for one spell, all other known spells gain 1 slvl] - Dont touch it! Best to wait until all levels of the Catacombs are cleared or until 2 Enchanted shrines are found. The following discussion assumes only one Enchanted shrine is found in the game and keep in mind that certain spell staff may offset the pros and cons, and if you find more spells on the deeper levels and still have access to the Enchanted shrine, then you may reconsider. The following samples are books dropped in actual games with full clear of the Churches and Cats. While I have only included six samplings, they are pretty typical examples of Ironman games. Sample 1 Total of 8 spells with 5 of them at slvl 1 (If the party had distributed the book properly, the mage should have only one Heal and Heal Other). Theres a 62.5% chance you will lose one of the spells and 1 in 8 chances youll lose the use of Mana Shield or Holy Bolt. While theres no use for Holy Bolt after the Cats, its still a very useful spell to lure and use against Diablo if the party ever make it that far. Sure one can look at it as 7 in 8 chance to gain an extra slvl in each spell, so lets look at what you may gain. -Heal - almost useless
after Mana Shield While an extra slvl on any spell is nice but they wont make that much of difference except in mana saving. What you really hope to gain is an extra slvl of Fire Wall; weigh that against the possible lost of Mana Shield and Heal Other, I think not. Sample 2 This sampling has a 33% chance of an Enchanted shrine turning against you. Again, I would suggest leaving the shrine alone. Remember that being a HOpper is the most important role of an Ironman mage in the deeper levels. He cannot afford to lose Heal Other. Sure, the rogue has Heal Other, but she will be quite busy herself while the mage can be totally protected and do nothing but Heal the other partners. It would be nice to gain an extra slvl on Lightning, but slvl 2 is not too bad vs a chance of it turning to slvl 1. Sample 3 This is bad, real bad! Only slvl 1 on two of the four most important spells (Heal Other, Mana Shield, Fire Wall and Lightning) in an Ironman game and no Heal Other Good luck! Sample 4 Definitely not! Dont touch that shrine. Sample 5 The only consideration against using the shrine here is the possibility (1 in 6 chances since the only Heal went to the rogue) of losing Stone Curse. But 60 mana (57 if increased to lvl 2) required to cast a Stone Curse makes it a spell good only if you are having a panic attack, and against some tough bosses. I would take a chance and touch the shrine. Sample 6 This was a good game
as far as the variety of spells is concerned; but I still would not touch
the Enchanted shrine. At first glance you might think 1 in 14 chances
of the shrine turning against you is not bad, but there are actually 5
spells (not counting Phasing) here at slvl 1 you do not want to lose.
Thats almost 36% chance you would lose out, and losing one of the
four most important spells is not an option.
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