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Synopsis
After the vile demon Diablo was apparently destroyed in Diablo, be prepared for the fight of your life as the hellspawn is back in Diablo II. The warrior who defeated Diablo, thinking he could contain the demon, thrust the crystal into his own skull. Yet the overwhelming fury of the arch-demon, combined with the warrior's fatigue, was more than enough to overpower the helpless man. Diablo immediately twisted the once proud warrior's body into a walking nightmare--you must now stop this new threat.

By some, the first game in the Diablo series was considered limited, containing only three character classes, one town, and a single set of dungeons, catacombs, and twisted crypts to explore. Well, even the most jaded gamers won't find the same problem in Diablo II. Featuring five unique classes, several towns, and dungeons enough to fill four compact discs, this game is huge. Containing the massive assortment of weapons and armor used to wage war upon the undead in the first game--and adding loads more--you won't run up against a shortage of ways to mutilate, massacre, and utterly destroy your competition.

Once again, this newest Blizzard release includes free internet play on the company's Battle.net internet gaming service. But, as cheating was most likely the worst problem with playing Diablo on Battle.net, the team working on the sequel has taken great pains in redesigning the entire game engine from the ground up to eliminate the frustration in fighting unbeatable opponents.

-- Chris Courtesy of Yahoo

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And now...

Diablo resumes his wicked scheme to shackle humanity into unholy ry and this time setting out to free other prime s, Mephisto and Baal.

- As Amazon, Sorceress, Necromancer, Paladin, or Barbarian, you must put an end to Diablo and his brethren, even if you must follow them into burning hell.
- Storm a vast underworld of dungeons and uncharted wilderness.
- Advanced Battle.net technology unleashes support for up to 8 players over the Internet, including multiplayer quests and trading posts.
- Summon and command nightmarish creatures and master the energies of light and darkness through spells and enchantments.

Diablo II at Amazon.com

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Single-Player PC System Requirements
  • Windows® 2000*, 95, 98 or NT 4.0 Service Pack 5
  • Pentium® 233 or equivalent
  • 32 MB RAM
  • 650 MB available hard drive space
  • 4X CD-ROM drive
  • DirectX™ compatible video card

Multiplayer PC System Requirements and Options

  • 64 MB RAM
  • Open Battle.net game Creators and TCP/IP game Hosts: 128MB RAM recommended (256MB RAM in games with over 4 players).
  • 950 MB available hard drive space
  • 28.8 Kbps or faster modem
  • Up to 8 Players: Over TCP/IP Network or Battle.net® (Requires low-latency Internet connection with support for 32-bit applications)

Optional PC 3D Acceleration

  • Supports Glide™ and Direct 3D™ compatible video cards with at least 8MB of video RAM. Direct 3D™ requires 64 MB of system RAM
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Single-Player Mac System Requirements

  • MacOS 8.1 or Higher
  • G3 Processor or Equivalent
  • 64 MB RAM plus Virtual Memory
  • 650 MB available hard drive space
  • 4X CD-ROM drive
  • Video support for 256 color display at 800x600 Resolution

Multiplayer Mac System Requirements and Options

  • 64MB RAM plus Virtual Memory
  • 950 MB available hard drive space
  • 28.8 Kbps or faster modem
  • Up to 8 Players: Over TCP/IP Network or Battle.net® (Requires low-latency Internet connection with support for 32-bit applications)

Optional Mac 3D Acceleration

  • Supports Glide™, OpenGL (v.1.1.2 or higher) or RAVE


Also note:
quest to find new and better items was one of the high points of Diablo, and item-hunting in Diablo II will be even more compelling, for a number of reasons: There is a much larger variety of item types this time around, with additions such as crossbows, spears, polearms, gloves, and boots. To the new item types, add lots of new and interesting modifiers, many more Uniques, Rares, and Item Sets, and making "just one more" dungeon run will never be enough. Also, there are higher quality items and modifiers that can only be found on higher difficulty levels, so there's a great boost to replayability, and an incentive to keep progressing. New Beta Info Weapons Armour Durability and Repairs Selling Items Modifiers Gems Uniques, Rares, and Item Sets Requirements Appearance Other Items New Beta Info Rather than putting this stuff in all through this intro, we're placing the newest beta info right here at the top of the first page, so you can see it more easily. Gheed's Gamble: A totally new feature in Diablo II, this is done with one of the Act One merchant NPCs, Gheed. The way it works is that he offers you unidentified magical items at a much higher price than normal items. The catch is that they are unidentified, so you must buy them, and you have no idea what they are until you do, when they identify themselves automatically. Scorch told us of paying 2600 for some boots, which turned out to be junk, and had a resale value of 26. So clearly it is a "gamble" indeed, but there are some really "extraordinary" (quoting a Bliz North employee) items that can be obtained from Gheed's Gamble. Another new thing we've observed from looking at so many item screenshots: Rare and Set Items can have higher requirements than normal items, even before you identify them. Higher required strength or dexterity, higher durability or Clvl reqs, etc. This isn't really a major factor on the game, but it's something new. Weapons One of the key changes to how items work in Diablo II is the addition of range to melee weapons. In Diablo everything had the same reach, exactly one space. They only variety was in damage, and swing speed. In Diablo II, every item has a different range, down to the pixel. Polearms and spears reach much farther than swords, and on down through mauls and clubs and short swords until you reach wands and daggers, which have the least reach of all melee weapons. In addition, nearly every weapon has a different swing speed, with variety even within a given weapon class. Smaller, lighter swords will swing faster than larger, longer ones, and that sort of change is present in nearly every weapon class. This item swing speed has to be figured in with the swing speed of the character, and of course this speed varies widely between the characters, and also from item to item. A barbarian will swing the largest of axes faster than a sorceress or necromancer with a hatchet, for example. How you go about striking a target is changed as well. In Diablo it was only necessary to swing in the direction of a monster to hit it. This was easy to do, since there were only eight directions you could be attacked from, with the graph paper-like ground tiles of game engine. You could highlight a monster or not, it really didn't matter with a melee weapon, as long as you swung in the proper direction. This no longer works in Diablo II. You will need to actually point out/highlight the monster you wish to strike, and though you can hold the shift key to stand still and swing, there is a substantial penalty to accuracy if you don't aim for your particular monster. This is less of an issue with ranged attacks. Spells and arrows are more accurate if you hover on the intended target, but they don't always miss if you just shoot in the direction of a monster. Another change to weapons is the new display of "Weapon Class" and "Attack Rate". Weapon class is just an organizational system, telling you whether an item is an axe or a polearm or a sword, for example. This is mainly of importance to Barbarians who wish to use a weapon appropriate to their Mastery, and to other characters with greater skill with a sword than a mace, or item-specific skills, like the Amazon with spears/javelins. Also, as was the case in Diablo, bladed weapons do less damage to the undead than blunt weapons, and there are some other weapon type bonuses and penalties to particular monsters. You can of course generally tell what weapon class an item is at a glance, since swords and axes and staves are clearly different items, but having the name avoids there being any confusion between a large axe and a small polearm, for example. You can see the new info in this image. This is a Set Item, hence the special name in green text, but the rest of the info is accurate to all items. The text in white displays for all weapons, and lists one or two-handed, damage, weapon class, durability, and requirements. The blue text lists the magical attributes of this particular item. The new stats that apply to weapons are discussed in greater detail in the Weapons Section. One other change to weapons is that now durability varies somewhat from item to item. Take the sabre in the above image. It has 128 durability, and though we don't know what the exact range for a sabre is, they will be something like 120-135 durability, with the luck of the draw determining what each one is. Armour Armour has undergone many changes as well, though not quite as many as weapons. The range of possible Armor Class on items is much increased, with lower lows and higher highs, and there are more types of armour now, with higher strength and dexterity requirements to equip the top plate mail, as well as the added issue of increased stamina drain when running in heavy armour. Gloves, boots, and belts have been introduced, which adds options, but also complexity. Another change is that in addition to Armor Class being variable as it was in Diablo, (for example, Full Plate Mail varied from 60-75AC) durability is as well. So a sash, an 8-slot type of belt, could have from 1-5 AC, and 40-52 durabilty. The numbers are approximate estimates based on our notes, but you get the idea. New types of armour are boots, belts, and gloves. None of these will account for a very large percentage of your total Armour Class, but they all can add some modifiers, and other useful things, such as fast walk on boots or haste on gloves. There will be Rare, Unique, and Set Item types of all three, but they are limited in their magical modifiers, so that they'll add some minor bonuses, but won't be allowed to have the really useful prefixes or suffixes that you will find on weapons and helms and such. Durability and Repairs In a player-friendly change from Diablo, when an item you are using wears out completely now, it turns red and becomes unusable, but it does not vanish, as they did in Diablo. So less of a penalty for being careless now. There has been discussion of some sort of penalty, such as 10% loss in permanent durability, or perhaps a massive price increase for fixing something that is at zero durability, but nothing like this is in the game at present. All you need to now is take the zero durability item to town and you can get it fixed just like any other worn item. Speaking of repairs, they work just like they did in Diablo. You must get an item 100% repaired, no option to fix something halfway, if you can't afford the full repair price. Early on it was said that items in Diablo II would cost a tremendous amount to repair, but this does not seem to be case now. In our playing, we found repairs to be about what we would have expected, based on Diablo playing experience. Though there are several NPC's in each town who sell items, somewhat like Griswold and Wirt in Diablo, only one will do repairs. Generally speaking, Diablo II is designed to have the best items found, rather than purchased, so there's not as much need to always be checking the NPC's for new items on sale. Selling Items One of the main sources of income in Diablo was from selling items, and this will continue to be true in Diablo II. Armour was generally worth more than weapons in the first game, and as far as we know this has not changed, though it's of course very dependent upon the type of item, and the modifiers on it. Plus with the new Rare items, prices could climb astronomically for them, whether armour or weapon. Buying, selling, and repairs are made easier by the new NPC interface, where you see your inventory window on the right, and the NPCs on the left, and all items are visible, with their full requirements and whether they are one or two-handed. When you are at an NPC, your items when hovered on display their sell price, and if you left click on an item, you get a pop up yes/no confirm box for buying or selling, while a right click will buy or sell immediately. You can see the hover info on an item in your inventory here. The sell price at the top, current stats, etc. In general, pricing is the same as it was in Diablo. The base item has a price, which is adjusted by whatever prefixes, suffixes, or other modifiers are on the item. Uniques in Diablo had a pre-set price, since the algorithm for determining them automatically didn't work on items with more than one prefix and suffix. In Diablo II, Uniques and Set Items have multiple modifiers, but they are the same every time, so pre-set prices could be attached to them in the game code. Rares however have multiple modifiers, and are totally random. There is no way to pre-set their sell prices, so the sell price algorithm will have to be able to calculate them dynamically. And if it can do it for a Rare, then it should be able to do it for Uniques and Set Items. However we don't know if it does or not. Probably Uniques and Set Items will have pre-set prices, since they often have very unusual combinations of modifiers, and couldn't have a fairly-set price otherwise. The NPC merchants still pay out 1/4 the new price of an item, so rather a rip off there, but we're all used to it from Diablo, right? There are generally two or three merchants in town that will buy items from you, but the prices seem to be identical, and they are also consistent from act to act, so no bargain hunting. There will probably be some variety in the items sold by NPCs. It isn't known if there will be any "Wirt" sort of characters, with only magical items that have the possibility of being much better than what the other NPCs can sell. If you read all this I'm quite impressed. Email me at diablo@buy-diablo2.8k.com to get your prize (dont get your hopes up... It's not a volvo or anything). That's all for this page... Peace.

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