Introduction - CDCs
are variants based on the 3 character classes of Diablo and the Monk
of Hellfire. The goal of the variant is to make Diablo 2 gameplay more
like Diablo 1, at least from the character's point of view.
Class:
Barbarian = Warrior or Monk
Amazon = Rogue
Paladin = Warrior or Monk
Sorceress = Sorcerer
Tags:
CDW for the Warrior
CDM for the Monk
CDR for the Rogue
CDS for the Sorcerer
Rules
For
Barb CDW, no dual-weilding. Also, items that are two handed must always
be used in two hands. (i.e. no using two-handed stuff in one hand)
For Pal
CDM, staff, hand-to-hand, or wand/non-hammer gfx scepter must be used
for combat. No other weapons are allowed. For Barb CDM, dual weild Wands
is allowed. Wand + Shield is also allowed.
Axes
are always two-handed.
Spells
and Skills
The
CDC insists on using old D1 abilities to defeat Diablo, so none of these
newfangled abilities will do! Also, the CDC refers to D2 skills as "spells."
Any prerequisite
may be learned in order to get a useable higher level spell (such as learning
Blaze to get Fire Wall). Reasons why some newer spells\skills are allowed
and other notes on spells\skills are provided when necessary.
Classic
Diablo Sorcerer
Fire
Spells
Fire Bolt, Fire Ball, Inferno, Fire Wall, Super Fire Ball (Meteor), Guardian
(Hydra)
Meteor
was not originally allowed, but through playtesting I found that Fire
Ball's damage just wasn't cutting it. The D1 Sorcerer had the obscenely
powerful Fire Ball, afterall, so disallowing the heaviest-hitting fire
spell in D2 would be like nerfing him.
Lightning
Spells
Charged Bolt, Lightning, Chain Lightning, Nova
Nova
is allowed to be learned because it can hit almost a whole room full of
targets, much like the Chain Lightning of old. D2's Chain Lit is pathetic
and can only hit up to 5 targets. Anyway, though Nova was not a learned
spell in D1, the CDC may learn and use it.
Magic
Spells
Mana (Energy) Shield, Telekinesis, Teleport, Flash (Static Field), Stone
Curse (GSpike)
Both
Flash and Stone Curse are limited to slvl 1. This is to preserve Flash's
tiny radius and to make for an easier-to-use version of Stone Curse. Through
playtesting it was found that Ice Blast (the original CDC "Stone Curse"
spell) was much too much bother. Ice Blast could not be blindly used as
Stone Curse could. What I mean by "blindly" is that you could cast it
somewhere and it'd hit something. Ice Blast is much too slow, and
thus inaccurate, to use in such a manner, so GSpike's radius will compensate
for that.
Miscellaneous
Warmth, Fire Mastery, Lighting Mastery
Warmth
is allowed because mana used to be buyable, but now it is not. Warmth
replaces Adria's always-full potion stock.
Fire Mastery is allowed because fire was the most damaging type of spell
in D1 and so shall it be in D2.
Lightning Mastery is allowed because D1 spells went down in mana cost,
whereas most D2 spells do not. This allows for cheaper Lightning and Magic
spells.
Classic
Diablo Rogue
Spells
Fire Arrow (Fire Arrow), Ice Arrow & Freezing Arrow (Stone Curse),
Exploding Arrow (Fire Ball), Immolation Arrow (Fire Wall), Strafe, Multishot,
Valkyrie & Decoy (Golem), Magic Arrow (Blood Star), Lightning Bolt
(Lightning), Lightning Fury (Chain Lightning)
Strafe
is allowed because D2 Amazon's bow speed is extremely slow. Strafe is
limited, however, to base slvl 1.
Mutlishot is also allowed. This is for tactical reasons. Only one arrow
per Multishot can hit a specific target. You can thus use this skill if
you want to hit a target that's behind something else (such as a Shaman
behind minions). D1 didn't have annoying Shamans that would resurrect
stuff (save single player Leoric), so Multishot may be used for tactical
reasons and as another example of the Rogue's blindingly fast bow speed.
Both Valkryie and Decoy take the place of Golem. Only one Golem may be
alive at one time, however. So kill your Valk before you set up a Decoy.
Also, Valk is limited to slvl 1. Rogue's Golem hps were low in D1 anyway.
Lightning Bolt & Fury are Javelin-based skills. Javelins may be used
only for casting these spells. You may not melee with Javelins, and you
may not throw a Javelin unless Lit Bolt or Fury is being cast.
Classic
Diablo Warrior (Paladin)
Spells
Smite, Charge, Holy Bolt, Prayer, Vengeance, Cleansing, Meditation, Vigor
Charge
is Telekill.
Vengeance is a form of Stone Curse.
Might is Critical Hit ability. It may be learned to base slvl 7.
Classic
Diablo Warrior (Barbarian)
Spells
Leap, Leap Attack, War Cry, Sword/Axe/Mace Mastery, Increased Stamina,
Stun, Bash, Find Potion, Battle Cry, Battle Orders
War Cry
is Apocalypse. Odd to see a Warrior use it, yes, but why not? :)
Battle Orders is Mana Shield.
Battle Cry is Stone Curse-ish in that it makes enemies easier to hit.
Classic
Diablo Monk (Paladin)
Spells
Holy Bolt, Prayer, Vengence, Zeal, Charge, Meditation (Adria's replacement),
Vigor, Cleansing, Resistance Auras (including Salv), Fanaticism, Defiance
Classic
Diablo Monk (Barbarian)
Spells
Leap, War Cry, Double Swing, Frenzy, Whirlwind, Increased Stamina, Natural
Resistance, Find Potion, Iron Skin, Shout
No masteries
may be pumped. Period.
Whirlwind
may not exceed base slvl 8.
Statistics
The
CDC insists that no matter how much training that you do, you just can't
improve some things in short periods of time. CDC had max stats in D1
and so shall they be in D2! Because CDC has twice the leveling capacity
in D2, CDC may have twice the maximum statistics.
CDS
Strength: 90
Magic (Energy): 500
Dexterity: 170
Vitality: 160
CDR
Strength: 110
Magic (Energy): 140
Dexterity: 500
Vitality: 160
CDW
(Both)
Strength: 500
Magic (Energy): 100
Dexterity: 120
Vitality: 200
CDM
(Both)
Strength: 300
Magic (Energy): 160
Dexterity: 300
Vitality: 160
Items
Because
CDC is trying to most closely imitate gameplay experience, only non-exceptional
items are allowed. Some more rules...
-No set items (save Civerb's Cudgel)
-No gemmed items or socketed items. People who made their own items did
it with vileness! (*cough* trainers *cough*)
-No Superior, Low Quality, Broken, Crude, etc. items
-No basic items with names that didn't appear in D1. For example, you
can use a Great Axe but not a War Axe.
-Throwing Potions are allowed to anyone. Javelin class weapons are allowed
to CDR only. Other than that, no throwing weapons.
-No Crossbow class weapons
-No Polearm class weapons
-No Spear class weapons
-Staves with +Spell may be used. They are the new form of spell staff.
-Throwing Potions are allowed to anyone. Javelin class weapons are allowed
to CDR only. Other than that, no throwing weapons.
-Only the CDM may use Wands and non-hammer gfx Scepters
-Gloves and Boots may be used if they either correspond to the current
armor or if they are lighter than the current armor. Light gloves\boots
are worn with any type of armor. Chain are worn with medium and heavy.
Plated are worn with heavy. Any gloves or boots may be used if you're
armorless.
-You may put no more than 8 heal/mana/rejuv potions into a belt, but you
may use any size belt. (Hint: Use the other spots for stamina, antidote,
or thawing potions.)
-Any type of Mana, Health, and Rejuvenation potion may be used.
-Stamina, Antidote, and Thawing potions may be used.
-Any type of book may be used.
Magical
Items
-Enchantments that have effects that have no counterpart in D1 are disallowed.
(e.g. +Life regeneration, monster flees, cold damage, poison damage, prevent
monster heal)
-Enchantments used must appear on items that they could appear on in D1.
(e.g. Mana/Life steal rings are a no-no)
-Rares may be used so long as the enchantments on them may be used. In
D1, the most sought items were almost always magical or unique. In D2,
highly-sought items are generally rares and some particular uniques. Thus,
to preserve similar gameplay in that you can use sought-after items, rares
are allowed.
-A rare with the name of a D1 unique is considered to be unique and may
be used no matter what enchantment is on it or what base type it is. (e.g.
Stormshield- unique pavise, 10% damage goes to mana, etc.)
Horadric
Knight subclass
Subclass
of the Paladin Classic Diablo Warrior
Tag: HKT
Introduction
- Though
the Horadrim may have been a mage clan, this does not mean that they did
not see the importance of physical combat. On the contrary, sorcerers
quite enjoy muscle-brained meleers holding off enemies.
Deckard
Cain, last of the Horadrim, knew of this training and soon after the heroes
began arriving in Tristram he started to train those that would listen.
These warriors learned from their mentor various forms of magical attacks
and different ways to enhance their melee.
You are
a warrior trained in the art of fighting by a mage. Hmm, this could get
interesting...
Rules
- Horadric
artifacts (Malus, Cube, Staff) are treasured and, if possible, the Horadric
Knight should save them instead of allowing them to become lost or fall
into the hands of those not affiliated with the Horadrim. So try not to
give Charsi the Malus. And, if in a cooperative game, see if you can get
into Tal Rasha's Chamber without giving up the Horadric Staff. As would
be expected, the Horadric Cube is a true treasure.
Cain
must always be saved. He's your mentor, afterall.
If you
have saved the Horadric Malus (or the Staff), you may wish to weild it
in your battle against Diablo and banish him back to the burning Hells.
May he know the power of Horadric Malice!
Spells
- These
warriors studied numerous tomes that they found within the Cathedral of
Tristram. They can harness magical powers to use against their enemies.
However, so not to seperate them from physical combat they have a unique
way of casting such spells: Auras. Unfortunately, due to the passive nature
of these attacks, the damage is somewhat minimal.
Horadric
Fire (Holy Fire), Horadric Lightning (Holy Shock), Ethereal Zone (Sanctuary),
Healing (Prayer), Meditation, Holy Bolt, Horadric Banishment (Fist of
the Heavens), Horadric Malus (Blessed Hammer)
Horadric
Fire, Horadric Lightning, and Ethereal Zone must all be learned to at
least slvl 1 for they are the nucleus of your power.
Combat
Spells - Smite, Charge, Holy Bolt, Prayer, Vengeance, Cleansing,
Meditation, Vigor, Sacrifice, Horadric Seal (Holy Shield), Conversion
Sacrifice
is your ability to imbue your weapon with the power of a Blood Star.
Use Conversion to show enemies the way of the Light, and the glory of
the Horadrim!
Items
- Items are the same as the other CDCs, but the HKT may not
use evil items. Poison damage, prevent monster heal, and the Undead Crown
are examples.
With
much valuable input, ideas, and help from Charis, Foxbat_, Grarrrg, McFrugal,
Pren
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