the cutting room mirror

Prerelease Demo

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This is a sub-page of Proto:Diablo (Windows, Mac OS Classic).

The Prerelease Demo was released in August of 1996. It was sent out to various games journalists. It features basically all of the same content as the Shareware Demo - the Warrior class, the first level of the dungeon, the Butcher quest, and that's it. Despite that, it seems that Blizzard North left in the majority of the game's code, and only disabled the ability to access more content. By hacking the executable, you can enable all four levels of the cathedral, and even unlock the Skeleton King and Magic Rock quests, as well as the other character classes (the Rogue and the Sorcerer). Unfortunately, they are rather unfinished, and the game will frequently crash if you try to do this, as it is attempting to load content that just doesn't exist.

Even though the final release was mere months away, a lot of the game's elements changed, including most of the menus. A cursory look at the game's executable reveals that major refactors were undertaken at some point between this release and the final, including a complete change in graphics format, and pretty much all of the multiplayer code. None of the game's systems appear to be designed for multiplayer at all at this point, which is rather remarkable, but not all that surprising, given the limitations to multiplayer that exist in the final game.

Differences from the Retail Game

The demo itself is limited to one level of the dungeon, town, and the Butcher quest. However, the game's code at this point in time reflects a pretty complete snapshot of the game's state at that particular point in development history. Most of the monsters are defined, and so are all of the items. Likewise, most of the atlassed graphics (such as item cels) are present, but the player might not see all of the graphics in that atlas. For the sake of this article, only the differences between the base game and the prototype are outlined here, even if the content itself is unreachable without hacks. For content that is not reachable within the demo, but doesn't exist in the final game, see above.

User Interface#

Immediately when booting up the game, the player is prompted with a quotes screen (containing various messages about the game from different publications). In the final game, this is replaced with a fairly standard trademark screen.

Prototype

Final

The main menu has fewer options in the prototype than in the final, and has a different version displayed. It also seems to have a different background.

Prototype

Final

In the prototype, only the class names are visible for selection. Only the Warrior is able to be selected in this version. In the final, there are portraits for each individual character class as well as their starting attributes.

Prototype

Final

Upon exiting the game, the player is given a slideshow of details about the game, including some screenshots.

The main HUD is completely different:

Prototype

Final

The main addition here is the inclusion of an "active item", visible on the left side of the screen. Unlike the final which has a scroll/potion hotbar, the active item has to be selected just like a spell, with a speedbar. To use the item, either right click on the button or press the ENTER key. Additionally, the spellbook is absent and the quest log is selected from within the character menu.

Prototype

Final

In the prototype, the character screen is on the right side and the inventory is on the left side. In the final game, this is reversed.

Items#

NOTE: Any item property listed with (NW) is listed that way by the game, not as a note here. It was probably meant to indicate to the player that another ability was meant to be there.

The prototype is a bit more stingy in terms of starting equipment:

Character Class

Prototype

Final

Warrior

Short Sword, Buckler.

Short Sword, Buckler, Club, Health Potion (x2), Gold (x100).

Rogue

Short Bow.

Short Bow, Health Potion (x2), Gold (x100).

Sorceror

Short Staff of Lightning (x6 charges), Firebolt (Level 3)

Short Staff of Charged Bolt (x40 charges), Firebolt (Level 2), Mana Potion (x2), Gold (x100).

Mundane Items#

Amulets don't exist in the prototype, but there is an inventory slot for them.

style="white-space: nowrap" | Helms

Icon (proto)

Icon (final)

Name

Armor Class (proto)

Armor Class (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Cap

1-3

10

15

6

15

1

Skull Cap

2-4

15

20

20

25

4

Helm

3-6

4-6

20

30

Required Strength: 20

Required Strength: 25

50

40

8

Full Helm

4-8

6-8

35

Required Strength: 25

Required Strength: 35

100

90

12

Crown

8-12

30

40

250

200

16

Great Helm

10-15

50

60

Required Strength: 30

Required Strength: 50

500

400

20

style="white-space: nowrap" | Armor

Icon (proto)

Icon (final)

Name

Armor Class (proto)

Armor Class (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Cape

1-5

10

12

20

10

1

Rags

2-6

6

10

5

1

Cloak

3-7

15

18

50

40

2

Robe

4-9

4-7

20

24

100

75

3

Quilted Armor

6-10

7-10

25

30

250

200

4

Leather Armor

9-13

10-13

30

35

335

300

6

Hard Leather Armor

11-15

11-14

35

40

500

450

7

Studded Leather Armor

13-17

15-17

40

45

Required Strength: 20

750

700

9

Ring Mail

16-20

17-20

50

Required Strength: 25

1000

900

11

Chain Mail

18-22

55

Required Strength: 30

1500

1250

13

Scale Mail

23-28

60

Required Strength: 35

2500

2300

Breast Plate

20-24

80

Required Strength: 40

3000

2800

16

Splint Mail

30-35

65

Required Strength: 40

3500

3250

17

Plate Mail

42-50

75

Required Strength: 50

Required Strength: 60

5000

4600

19

Field Plate

40-45

80

Required Strength: 55

Required Strength: 65

6000

5800

21

Royal Armor (proto)

Gothic Plate (final)

50-60

100

Required Strength: 60

Required Strength: 80

10000

8000

23

Full Plate Mail

60-75

90

Required Strength: 70

Required Strength: 90

7500

6500

25

style="white-space: nowrap" | Shields

Icon (proto)

Icon (final)

Name

Armor Class (proto)

Armor Class (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Buckler

1-5

10

16

50

30

1

Small Shield

4-8

3-8

20

24

Required Strength: 18

Required Strength: 25

100

90

5

Large Shield

6-10

5-10

30

32

Required Strength: 25

Required Strength: 40

250

200

9

Kite Shield

9-15

8-15

40

Required Strength: 35

Required Strength: 50

500

400

14

Tower Shield

13-20

12-20

50

Required Strength: 45

Required Strength: 60

1000

850

20

Gothic Shield
(final only)

Not present

14-18

Not present

60

Not present

Required Strength: 80

Not present

2300

23

style="white-space: nowrap" | Swords

Icon (proto)

Icon (final)

Name

Damage (proto)

Damage (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Dagger

1-4

15

16

20

60

1

Short Sword

2-6

20

24

Required Strength: 18

50

120

1

Sabre

1-6

1-8

25

45

Required Strength: 17

100

170

1

Falchion

4-8

15

20

Required Strength: 25

Required Strength: 30

120

250

2

Scimitar

3-7

20

28

Required Strength: 23

Required Strength: 23

Required Dexterity: 23

180

200

4

Blade

2-8

3-8

25

30

Required Strength: 20

Required Strength: 25

Required Dexterity: 30

150

280

4

Claymore

2-12

1-12

30

36

Required Strength: 35

400

450

5

Long Sword

2-10

40

Required Strength: 27

Required Strength: 30

Required Dexterity: 30

500

350

6

Broad Sword

4-12

50

Required Strength: 30

Required Strength: 40

600

750

8

Bastard Sword

6-15

60

Required Strength: 50

1000

10

Two-Handed Sword

8-16

75

Required Strength: 60

Required Strength: 65

1500

1800

14

Great Sword

10-20

100

Required Strength: 75

2000

3000

17

style="white-space: nowrap" | Axes

Icon (proto)

Icon (final)

Name

Damage

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Small Axe

2-10

20

24

100

150

2

Axe

4-12

25

32

Required Strength: 20

Required Strength: 22

150

450

2 (proto)

4 (final)

Large Axe

6-16

30

40

Required Strength: 25

Required Strength: 30

250

750

6

Broad Axe

8-20

50

Required Strength: 35

Required Strength: 50

500

1000

8

Battle Axe

10-25

60

Required Strength: 60

Required Strength: 65

1000

1500

10

Great Axe

12-30

75

Required Strength: 75

Required Strength: 80

2000

2500

12

style="white-space: nowrap" | Blunt Weapons

Icon (proto)

Icon (final)

Name

Damage (proto)

Damage (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level

Club

1-6

20

20

1

Mace

1-8

30

32

Required Strength: 16

75

200

2

Spiked Club

4-6

3-6

25

20

Required Strength: 20

Required Strength: 18

80

225

4

Morning Star

1-10

35

40

Required Strength: 23

Required Strength: 26

150

300

3

War Hammer

3-9

5-9

50

Required Strength: 30

Required Strength: 40

750

600

5

Flail

2-12

30

36

Required Strength: 25

Required Strength: 30

500

7

Maul

10-20

6-20

50

55

Required Strength: 40

Required Strength: 55

1000

900

10

style="white-space: nowrap" | Bows

Icon (proto)

Icon (final)

Name

Damage (proto)

Damage (final)

Durability (proto)

Durability (final)

Requirements (proto)

Requirements (final)

Cost (proto)

Cost (final)

Level (proto)

Level (final)

Short Bow

1-4

20

30

Required Strength: 20

Required Dexterity: 20

100

1

Bow (proto)

Hunter's Bow (final)

2-5

40

Required Strength: 25

Required Dexterity: 30

Required Strength: 20

Required Dexterity: 35

750

350

2

3

Long Bow

1-6

20

35

Required Strength: 25

Required Dexterity: 25

Required Strength: 25

Required Dexterity: 30

500

250

4

3

Composite Bow

3-7

3-6

50

45

Required Strength: 30

Required Dexterity: 35

Required Strength: 25

Required Dexterity: 40

1000

600

6

7

Short Battle Bow

3-9

3-7

45

Required Strength: 30

Required Dexterity: 40

Required Strength: 30

Required Dexterity: 50

750

8

9

Long Battle Bow

1-12

1-10

45

50

Required Strength: 40

Required Dexterity: 45

Required Strength: 30

Required Dexterity: 60

1000

10

11

Short War Bow

4-11

4-8

60

55

Required Strength: 35

Required Dexterity: 55

Required Strength: 35

Required Dexterity: 70

1500

12

15

Long War Bow

1-16

1-14

60

Required Strength: 45

Required Dexterity: 65

Required Strength: 45

Required Dexterity: 80

2000

14

19

style="white-space: nowrap" | Staves

Icon (proto)

Icon (final)

Name

Damage

Durability

Requirements

Cost (proto)

Cost (final)

Level (proto)

Level (final)

Short Staff

2-4

25

20

30

1

Long Staff

4-8

35

100

4

Composite Staff

5-10

45

500

6

Quarter Staff

6-12

55

Required Strength: 20

1000

8

9

War Staff

8-16

75

Required Strength: 30

1500

10

12

Unique Items#

All unique items in the prototype (with two exceptions) have the same inventory icon as their non-unique counterparts. In the final version of the game, all of the unique items have their own inventory graphics.

Any item not listed in the table does not exist in this prototype. Thinking Cap has no difference between the prototype and the final game, so it has been excluded.

style="white-space: nowrap" | Helms

Name

Type

Armor Class

Durability

Requirements

Powers (proto)

Powers (final)

Level

Fool's Crest

Helm

3-6 (proto)

4-6 (final)

20 (proto)

30 (final)

Required Strength: 20 (proto)

Required Strength: 25 (final)

-4 to All Attributes

+100 Life

Another Ability (NW)

Another Ability (NW)

-4 to All Attributes

+100 Life

Damage Taken: +1-6

Attacker takes 1-3 damage

12

Royal Circlet

Crown

8-12 (proto)

40 (final)

30 (proto)

40 (final)

+10 to All Attributes

+40 Mana

Another Ability: 20 (NW)

Another Ability: 1 (NW)

See Invisible (NW)

+10 to All Attributes

+40 Mana

Armor Class = 40

Light Radius: +10%

27

Gotterdamerung

Great Helm

10-15 (proto)

60 (final)

50 (proto)

60 (final)

Required Strength: 30 (proto)

Required Strength: 50 (final)

+20 to All Attributes

Another Ability: 40 (NW)

Another Ability: 8 (NW)

+0% to All Resistances

Another Ability: 4 (NW)

+20 to All Attributes

Armor Class = 60

-4 Damage Taken

Resistances equal 0%

Light Radius: -40%

21

style="white-space: nowrap" | Armor

Name

Type

Armor Class

Durability

Requirements

Powers (proto)

Powers (final)

Level

Nightscape

Cape

1-5 (proto)

15 (final)

10 (final)

12 (proto)

Invisibility: 3 (NW)

See Invisible (NW)

Light Radius: -40%

Another Ability: 10 (NW)

+3 to Dexterity

Faster Hit Recovery

Light Radius: -40%

Armor Class = 15

+3 to Dexterity

+20% to All Resistances

16

The Rainbow Cloak

Cloak

3-7 (proto)

10 (final)

22 (proto)

27 (final)

Another Ability: 5 (NW)

+1 to All Attributes

+10% to All Resistances

+5 Life

+50% Durability

Armor Class = 10

+1 to All Attributes

+10% to All Resistances

+5 Life

+50% Durability

2

Wisdom's Wrap

Robe

4-9 (proto)

15 (final)

20 (proto)

24 (final)

+5 to Magic

Spell Cost: -10%

+25% Lightning Resistance

Another Ability: 5 (NW)

Another Ability: 1 (NW)

+5 to Magic

+10 Mana

+25% Lightning Resistance

Armor Class = 15

-1 Damage Taken

5

Golem's Hide

(proto only)

Leather Armor

9-13

30

Another Ability (NW)

Another Ability: 90 (NW)

Not present

11

The Gladiator's Bane

Studded Leather Armor

13-17 (proto)

25 (final)

120 (proto)

135 (final)

Required Strength: 20

Another Ability: 10 (NW)

Another Ability: 2 (NW)

+200% Durability

-3 to All Attributes

Armor Class = 25

-2 Damage Taken

+200% Durability

-3 to All Attributes

2 (proto)

6 (final)

Sparking Mail

Chain Mail

18-22 (proto)

30 (final)

55

Required Strength: 30

Another Ability: 8 (NW)

Another Ability: 1-10 (NW)

Armor Class = 30

Lightning Hit: 1-10

9

Scavenger Carapace

Breast Plate

20-24

80

Required Strength: 40

Another Ability: 15 (NW)

Another Ability: 10 (NW)

+5 to Dexterity

+40% Lightning Resistance

See Invisible (NW)

-15 Damage Taken

-30 Armor Class

+5 to Dexterity

+40% Lightning Resistance

13

Naj's Light Plate

Plate Mail

42-50

75

Required Strength: 50 (proto)

Another Ability (NW)

+5 to Magic

+20 Mana

+20% to All Resistances

Another Ability: 1 (NW)

No Strength Requirement

+5 to Magic

+20 Mana

+20% to All Resistances

+1 to All Spell Levels

19

Demonspike Coat

Full Plate Mail

60-75 (proto)

100 (final)

90 (proto)

∞ (final)

Required Strength: 70 (proto)

Required Strength: 90 (final)

Another Ability: 50 (NW)

Another Ability: 6 (NW)

+10 to Strength

Another Ability: 0 (NW)

See Invisible (NW)

+50% Fire Resistance

Armor Class = 100

-6 Damage Taken

+10 to Strength

Indestructible

+50% Fire Resistance

25

style="white-space: nowrap" | Shields

Name

Type

Armor Class

Durability

Requirements

Powers (proto)

Powers (final)

Level

Split Skull Shield

Buckler

1-5 (proto)

10 (final)

10 (proto)

15 (final)

Another Ability: 6 (NW)

+10 Life

+2 to Strength

Light Radius: -10%

+5% Durability

Armor Class = 10

+10 Life

+2 to Strength

Light Radius: -10%

Durability = 15

1

Blackoak Shield

Small Shield

4-8 (proto)

18 (final)

50 (proto)

60 (final)

Required Strength: 18 (proto)

Required Strength: 25 (final)

+10 to Dexterity

-10 to Vitality

Another Ability: 15 (NW)

Light Radius: -10%

+150% Durability

+10 to Dexterity

-10 to Vitality

Armor Class = 18

Light Radius: -10%

+150% Durability

4

Defender of Islam (proto)

Holy Defender (final)

Large Shield

6-10 (proto)

15 (final)

90 (proto)

96 (final)

Required Strength: 25 (proto)

Required Strength: 40 (final)

Another Ability: 14 (NW)

Another Ability: 2 (NW)

+20% Fire Resistance

+200% Durability

+8 to Vitality

Armor Class = 15

-1 Damage Taken

+20% Fire Resistance

+200% Durability

Fast Block

10

Ancient Rune Shield

(proto only)

Kite Shield

9-15

40

Required Strength: 35

Another Ability (NW)

Another Ability (NW)

Another Ability (NW)

Another Ability (NW)

Not present

13

Stormshield

Tower Shield (proto)

Tower Shield/Gothic Shield1 (final)

13-20 (proto)

40 (final)

50 (proto)

∞ (final)

Required Strength: 45
(prototype)

Required Strength: 60 (Tower Shield)
Required Strength: 80 (Gothic Shield)
(final)

Another Ability: 25 (NW)

Another Ability: 4 (NW)

+10 to Strength

Another Ability (NW)

See Invisible (NW)

+50% Lightning Resistance

Armor Class = 40

+4 Damage Taken

+10 to Strength

Indestructible

Fast Block

24

1 Stormshield can appear as either a Tower Shield or a Gothic Shield in the final game. Gothic Shields do not exist in this prototype, so they cannot spawn as one.

style="white-space: nowrap" | Swords

Name

Type

Damage

Durability

Requirements

Powers (proto)

Powers (final)

Level

Gonnagal's Dirk

Dagger

1-4

15 (proto)

16 (final)

-5 to Dexterity

+4 Damage

Another Ability: 1 (NW)

+25% Magic Resistance

-5 to Dexterity

+4 Damage

Faster Attack Speed

+25% Fire Resistance

1

Wizardspike

1-4

15 (proto)

16 (final)

+15 to Magic

+35 Mana

+25% to Hit

+15% to All Resistances

11

Lightsabre

Sabre

1-6 (proto)

1-8 (final)

25 (proto)

45 (final)

Required Strength: 17

Light Radius: +20%

Lightning Hit 1-101

+20% to Hit

+50% Lightning Resistance

13

The Executioner's Blade

Falchion

4-8

22 (proto)

60 (final)

Required Strength: 25 (proto)

Required Strength: 30 (final)

-150% to Hit

-10 Life

Light Radius: -10%

+50% Durability

+150% Damage

-10 Life

Light Radius: -10%

+200% Durability

3

The Falcon's Talon

Scimitar

3-7

20 (proto)

28 (final)

Required Strength: 23

Required Dexterity: 23 (final)

Another Ability: 1-3 (NW)

+20% to Hit

-33% Damage

-10 to Dexterity

Fastest Attack Speed

+20% to Hit

-33% Damage

+10 to Dexterity

15

The Bonesaw

Claymore

2-12 (proto)

1-12 (final)

30 (proto)

36 (final)

Required Strength: 35

+10 Damage

+10 to Strength

-5 to Magic

-5 to Dexterity

+10 Life

-10 Mana

6

Inferno

Long Sword

2-10

40

Required Strength: 27
(prototype)

Required Strength: 30
Required Dexterity: 30
(final)

Fire Hit: 2-12 (NW)

Light Radius: +30%

+20 Mana

+75% Fire Resistance

Fire Hit: 2-12

Light Radius: +30%

+20 Mana

+80% Fire Resistance

17

Shadowhawk

Broad Sword

4-12

50

Required Strength: 30 (proto)

Required Strength: 40 (final)

Light Radius: -20%

Invisibility: 5 (NW)

+15% to Hit

+5% to All Resistances

Light Radius: -20%

5% Life Stolen Per Hit

+15% to Hit

+5% to All Resistances

8

Doombringer

Bastard Sword

6-15

60

Required Strength: 50

+75% to Hit

+250% Damage

-5 to All Attributes

You can't heal (NW)

Light Radius: -20%

+25% to Hit

+250% Damage

-5 to All Attributes

-25 Life

Light Radius: -20%

19

The Grizzly

Two-Handed Sword

8-16

150

Required Strength: 60 (proto)

Required Strength: 65 (final)

+20 to Strength

+10 to Vitality

+200% Damage

Knock enemies back (NW)

+100% Durability

+20 to Strength

-5 to Vitality

+200% Damage

Knocks target back

+100% Durability

23

The Grandfather

Great Sword

10-20

100

Required Strength: 75

Another Ability (NW)

+5 to All Attributes

+20% to Hit

+100% Damage

+25% to All Resistances

Another Ability: 25

One Handed2

+5 to All Attributes

+20% to Hit

+70% Damage

+20 Life

27

1 Fire Hit is labeled as (NW) in the prototype, but this item is otherwise identical to the final version.
2 This property allows the item to be wielded in one hand instead of two.

style="white-space: nowrap" | Axes

Name

Type

Damage

Durability

Requirements

Powers (proto)

Powers (final)

Level

Aguinara's Hatchet

Small Axe

2-10

20 (proto)

24 (final)

Spell Cost: -33%

+10 to Magic

+100% Magic Resistance

+1 to All Spell Levels

+10 to Magic

+80% Magic Resistance

12

The Mangler

Large Axe

6-16

30 (proto)

40 (final)

Required Strength: 25 (proto)

Required Strength: 30 (final)

+200% Damage

-5 to Dexterity

-5 to Magic

-10 Mana

2

Stonecleaver

Broad Axe

8-20

50

Required Strength: 35 (proto)

Required Strength: 50 (final)

+30 Life

+20% to Hit

+50% Damage

+40% Lightning Resistance

7

Hellslayer

Battle Axe

10-25

60

Required Strength: 60 (proto)

Required Strength: 65 (final)

+8 to Strength

+8 to Vitality

+100% Damage

+25 Life

-25 Mana

15

The Humongous Edge (proto)

Messerschmidt's Reaver (final)

Great Axe

12-30

225 (proto)

75 (final)

Required Strength: 75 (proto)

Required Strength: 80 (final)

+200% Damage

+15 Damage

+5 to All Attributes

-50 Life

+200% Durability

Fire Hit: 2-12 (NW)

+200% Damage

+15 Damage

+5 to All Attributes

-50 Life

Fire Hit: 2-12

25

The Butcher's Cleaver1

Cleaver

4-24

25 (proto)

10 (final)

+10 to Strength

Unusual Item Damage

Durability = 25

+10 to Strength

Unusual Item Damage

Durability = 10

1

1 The Butcher's Cleaver is the only unique item in the prototype to have its own unique item graphic.

style="white-space: nowrap" | Blunt Weapons

Name

Type

Damage

Durability

Requirements

Powers (proto)

Powers (final)

Level

Gnarled Root

Club/Spiked Club1

1-6 (club)

4-6 (spiked club)

20 (club), 25 (spiked club)
(prototype)

20
(final)

Required Strength: 202 (proto)

Required Strength: 182 (final)

+20% to Hit

+300% Damage

+10 to Dexterity

+5 to Magic

+10% to All Resistances

-10 Armor Class

9

Crackrust

Mace

1-8

∞

Required Strength: 16

+2 to All Attributes

Indestructible

+15% to All Resistances

-25% Damage

+2 to All Attributes

Indestructible

+15% to All Resistances

+50% Damage

-1 to All Spell Levels

1

Dreamflange

30 (proto)

32 (final)

+30 to Magic

+50 Mana

+50% Magic Resistance

Light Radius: +20%

+1 to All Spell Levels

See Invisible (NW)

+30 to Magic

+50 Mana

+50% Magic Resistance

Light Radius: +20%

+1 to All Spell Levels

26

Baranar's Star

Morning Star

1-10

60

Required Strength: 23 (proto)

Required Strength: 26 (final)

+12% to Hit

+80% Damage

Scare Monster Away (NW)

+4 to Vitality

-4 to Dexterity

Durability = 60

+12% to Hit

+80% Damage

Quick Attack Speed

+4 to Vitality

-4 to Dexterity

Durability = 60

5

Schaefer's Hammer

War Hammer

3-9 (proto)

5-9 (final)

50

Required Strength: 30 (proto)

Required Strength: 40 (final)

-100% Damage

Lightning Hit: 1-50 (NW)

+50 Life

+30% to Hit

+100% Lightning Resistance

Light Radius: +10%

-100% Damage

Lightning Hit: 1-50

+50 Life

+30% to Hit

+80% Lightning Resistance

Light Radius: +10%

16

Skull & Chain
(proto only)

Flail

2-12

30

Required Strength: 25

-100% Damage

Another Ability: 9 (NW)

-5 to All Attributes

+25% to All Resistances

Light Radius: -10%

Invisibility: 5 (NW)

Not present

20

The Cranium Basher

Maul

10-20 (proto)

6-20 (final)

∞

Required Strength: 40 (proto)

Required Strength: 55 (final)

+20 Damage

+15 to Strength

Indestructible

Lose all Mana, no Regen (NW)

+5% to All Resistances

+20 Damage

+15 to Strength

Indestructible

-150 Mana

+5% to All Resistances

12

1 Gnarled Root can appear on Clubs and Spiked Clubs.
2 The Strength requirement only applies to Spiked Club variants.

style="white-space: nowrap" | Bows

Name

Type

Damage

Durability

Requirements

Powers (proto)

Powers (final)

Level

The Rift Bow

Short Bow

1-4

20 (proto)

30 (final)

Required Strength: 20 (proto)

Required Dexterity: 20 (proto)

Random Speed Arrows

+2 Damage

Random Speed Arrows

+2 Damage

-3 to Dexterity

1

The Needler

1-2 (proto)

1-3 (final)

+70% to Hit

Unusual Item Damage

+50% to Hit

Unusual Item Damage

Fast Attack Speed

2

Flamedart

Bow (proto)

Hunter's Bow (final)

2-5

40

Required Strength: 25
Required Dexterity: 30
(prototype)

Required Strength: 20
Required Dexterity: 35
(final)

Fire Arrows

Fire Hit: 1-6 (NW)

+10% to Hit

+40% Fire Resistance

Fire Arrows Damage: 0

Fire Hit: 1-6

+20% to Hit

+40% Fire Resistance

10

The Blackoak Bow

Long Bow

1-6

20 (proto)

35 (final)

Required Strength: 25

Required Dexterity: 25 (proto)

Required Dexterity: 30 (final)

+10 to Dexterity

-10 to Vitality

+50% Damage

Light Radius: -10%

5

Fleshstinger

21 (proto)

37 (final)

Required Strength: 25

Required Dexterity: 25 (proto)

Required Dexterity: 30 (final)

+15 to Dexterity

+40% to Hit

+80% Damage

+6% Durability

13

Gloomfang
(proto only)

Composite Bow

3-7

50

Required Strength: 30

Required Dexterity: 35

Another Ability: 20 (NW)

Not present

15

Eaglehorn

Long Battle Bow

1-12 (proto)

1-10 (final)

∞

Required Strength: 40
Required Dexterity: 45
(prototype)

Required Strength: 30
Required Dexterity: 60
(final)

+20 to Dexterity

+75% to Hit

+100% Damage

Indestructible

+20 to Dexterity

+50% to Hit

+100% Damage

Indestructible

22 (proto)

26 (final)

Windforce

Long War Bow

1-16 (proto)

1-14 (final)

60

Required Strength: 45

Required Dexterity: 65 (proto)

Required Dexterity: 80 (final)

+5 to Strength

+200% Damage

Knocks Target Back1

17

1 Labelled as "Knock Enemies Back (NW)" in the prototype.

style="white-space: nowrap" | Staves

Name

Type

Damage

Durability

Requirements

Powers (proto)

Powers (final)

Level

Gleamsong

Short Staff

2-4

25

+15 Mana

Spell Cost: -10%

-3 to Strength

-3 to Vitality

Another Ability: 1-20 (NW)

+25 Mana

-3 to Strength

-3 to Vitality

76 Phasing Charges

8

The Protector

+5 to Vitality

Another Ability (NW)

Another Ability (NW)

Another Ability (NW)

Another Ability (NW)

+5 to Vitality

-5 Damage Taken

+40 Armor Class

86 Healing Charges

Attacker takes 1-3 Damage

16

The Dufus Staff (proto)

Staff of Shadows (final)

Long Staff

4-8

35

-10 to Magic

+10% to Hit

+60% Damage

Light Radius: -20%

Another Ability: 1 (NW)

-10 to Magic

+10% to Hit

+60% Damage

Light Radius: -20%

Quick Attack Speed

2

Naj's Puzzler

Long Staff1

5-8 (proto)

4-8 (final)

+20 to Magic

+10 to Dexterity

+20% to All Resistances

Invisibility: 3 (NW)

Spell Cost: -25%

-25 Life

+20 to Magic

+10 to Dexterity

+20% to All Resistances

57 Teleport Charges

-25 Life

18

Thundercall

Composite Staff

5-10

45

+35% to Hit

Lightning Hit: 1-10 (NW)

Another Ability (NW)

Another Ability (NW)

Light Radius: +20%

+35% to Hit

Lightning Hit: 1-10

76 Lightning Charges

+30% Lightning Resistance

Light Radius: +20%

14

Mindcry

Quarter Staff

6-12

55

Required Strength: 20

+15 to Magic

Another Ability: 25 (NW)

+15% to All Resistances

Another Ability: 200 (NW)

+1 to All Spell Levels

+15 to Magic

69 Guardian Charges

+15% to All Resistances

+1 to All Spell Levels

20

Rod of Onan

War Staff

8-16

75

Required Strength: 30

Another Ability (NW)

+100% Damage

+5 to All Attributes

See Invisible (NW)

Enemy Stops Healing (NW)

50 Golem Charges

+100% Damage

+5 to All Attributes

22

1 Naj's Puzzler has the graphics for a Composite Staff in the prototype, but it's a Long Staff.

style="white-space: nowrap" | Jewelry

Name

Type

Powers (proto)

Powers (final)

Level

Constricting Ring

Ring

+100% to All Resistances

Constantly lose Life

+75% to All Resistances

Constantly Lose Life

5

Ring of Engagement

Another Ability: 1-6 (NW)

Another Ability: 1-6 (NW)

Another Ability (NW)

-1 to -2 Damage Taken

Attacker takes 1-3 damage

+5 Armor Class

Penetrates Armor

11

Magic Affixes#

"Weapons" in this list excludes Bows and Staves. "Armor" covers both helmets and torso/body armor. "Jewelry" covers both rings and amulets.

style="white-space: nowrap" | Affixes

Affix (proto)

Affix (final)

Effect (proto)

Effect (final)

Availability (proto)

Availability (final)

Level (proto)

Level (final)

of the Giant

of Giants

+16-25 Strength

+16-20 Strength

Armor, Shields, Weapons, Bows, Jewelry

Armor, Weapons, Bows, Jewelry

17

of the Titan

of Titans

+26-50 Strength

+21-30 Strength

Weapons, Jewelry

23

of Draining

of the Fool

-10 to -1 Magic

Everything

3

of Dyslexia

-5 to -1 Magic

1

of Magic

+1-5 Magic

1

of the Mind

+6-10 Magic

5

of Brilliance

+11-15 Magic

11

of Sorcery

+16-25 Magic

+16-20 Magic

Armor, Weapons, Staves, Bows, Jewelry

17

of Wizardry

+26-50 Magic

+21-30 Magic

Staves, Jewelry

23

of Skill

of Proficiency

+6-10 Dexterity

Armor, Shields, Weapons, Bows, Jewelry

5

of Precision

+16-25 Dexterity

+16-20 Dexterity

Armor, Shields, Weapons, Bows, Jewelry

Armor, Weapons, Bows, Jewelry

17

of Perfection

+26-50 Dexterity

+21-30 Dexterity

Armor, Shields, Weapons, Bows, Jewelry

Bows, Jewelry

23

Not present

of Illness

Not present

-10 to -6 Vitality

Not present

Armor, Shields, Weapons, Bows, Jewelry

Not present

3

of Vigor

+16-25 Vitality

+16-20 Vitality

Armor, Shields, Weapons, Bows, Jewelry

Armor, Weapons, Bows, Jewelry

17

of Life

+26-50 Vitality

+21-30 Vitality

Armor, Shields, Weapons, Bows, Jewelry

Jewelry

23

of the Sky

+1-5 to All Attributes

+1-3 to All Attributes

Armor, Shields, Weapons, Bows, Jewelry

5

of the Moon

+6-10 to All Attributes

+4-7 to All Attributes

Armor, Shields, Weapons, Bows, Jewelry

11

of the Stars

+11-15 to All Attributes

+8-11 to All Attributes

Armor, Shields, Weapons, Bows, Jewelry

Armor, Weapons, Bows, Jewelry

17

of the Heavens

+16-25 to All Attributes

+12-15 to All Attributes

Armor, Shields, Weapons, Bows, Jewelry

Weapons, Bows, Jewelry

25

of the Zodiac

+26-50 to All Attributes

+16-20 to All Attributes

Armor, Shields, Weapons, Bows, Jewelry

Jewelry

30

of the Vulture

-10 to -6 Life

-25 to -11 Life

Armor, Shields, Jewelry

4

of the Jackal

-5 to -1 Life

-10 to -1 Life

1

of the Fox

+1-5 Life

+10-15 Life

1

of the Jaguar

+6-10 Life

+16-20 Life

3

5

of the Eagle

+11-15 Life

+21-30 Life

7

9

of the Wolf

+16-25 Life

+30-40 Life

13

15

Not present

of the Tiger

Not present

+41-50 Life

Not present

Armor, Shields, Jewelry

Not present

21

of the Bear

of the Lion

+26-40 Life

+41-60 Life

Armor, Shields, Jewelry

Armor, Jewelry

19

27

of the Lion

of the Mammoth

+41-100 Life

+61-80 Life

27

35

Not present

of the Whale

Not present

+81-100 Life

Not present

Armor, Jewelry

Not present

60

of the Spider

(suffix)

Hyena's

(prefix)

-10 to -6 mana

-25 to -11 mana

Jewelry

Staves, Jewelry

4

of the Frog

(suffix)

Frog's

(prefix)

-5 to -1 mana

-10 to -1 mana

Jewelry

Staves, Jewelry

1

of the Hyena

(suffix)

Spider's

(prefix)

+1-5 mana

+10-15 mana

Staves, Jewelry

1

of the Raven

(suffix)

Raven's

(prefix)

+6-10 mana

+15-20 mana

3

5

of the Snake

(suffix)

Snake's

(prefix)

+11-15 mana

+21-30 mana

7

9

of the Serpant (sic)

(suffix)

Serpent's

(prefix)

+16-25 mana

+30-40 mana

13

15

of the Drake

(suffix)

Drake's

(prefix)

+26-40 mana

+41-50 mana

19

21

of the Dragon

(suffix)

Dragon's

(prefix)

+41-100 mana

+81-100 mana

27

Tin

-10% to -6% to Hit

Weapons, Staves, Bows, Jewelry

Weapons, Bows, Jewelry

3

Brass

-5% to -1% to Hit

1

Bronze

+1-5% to Hit

1

Iron

+6-10% to Hit

3

4

Steel

+11-15% to Hit

5

6

Silver

+16-20% to Hit

8

9

Gold

+21-30% to Hit

11

12

Platinum

+31-40% to Hit

Weapons, Staves, Bows, Jewelry

Weapons, Bows

14

16

Mithril

+41-60% to Hit

17

20

Metioric

Meteoric

+61-100% to Hit

+61-80% to Hit

20

23

Not present

Weird

Not present

+81-100% to Hit

Not present

Weapons, Bows

Not present

35

Strange

+101-150% to Hit

60

Useless

-100% Damage

Weapons, Staves, Bows

Weapons, Bows

5

Bent

-75% to -50% Damage

3

Weak

-45% to -25% Damage

1

Jagged

+25-45% Damage

+20-35% Damage

1

4

Deadly

+50-70% Damage

+36-50% Damage

3

6

Heavy

+75-95% Damage

+51-65% Damage

5

9

Vicious

+100-145% Damage

+66-80% Damage

9

12

Brutal

+150-195% Damage

+81-95% Damage

13

16

Massive

+200-245% Damage

+96-110% Damage

17

20

Savage

+250-300% Damage

+111-125% Damage

21

23

Not present

Ruthless

Not present

+126-150% Damage

Not present

Weapons, Bows

Not present

35

Merciless

+151-175% Damage

60

Sharp

+25-45% Damage, +1-5% to Hit

+20-30% Damage, +1-5% to Hit

Weapons, Staves, Bows

1

Fine

+50-70% Damage, +6-10% to Hit

+36-50% Damage, +6-10% to Hit

5

6

Warrior's

+75-95% Damage, +11-15% to Hit

+51-65% Damage, +11-15% to Hit

10

Soldier's

+100-145% Damage, +16-25% to Hit

+66-80% Damage, +16-25% To Hit

Weapons, Staves, Bows

Weapons, Staves

15

Lord's

+150-195% Damage, +26-40% to Hit

+81-95% Damage, +21-30% to Hit

20

19

Knight's

+200-245% Damage, +41-60% to Hit

+96-110% Damage, +31-40% to Hit

25

21

Master's

+250-300% Damage, +61-100% to Hit

+111-125% Damage, +41-50% to Hit

30

28

Not present

Champion's

Not present

+126-150% Damage, +51-75% to Hit

Not present

Weapons, Staves

Not present

40

King's

+151-175% Damage, +76-100% to Hit

28

Vulnerable

-10 to -6 Armor Class

-100% to -51% Armor Class

Armor, Shields, Jewelry

Armor, Shields

3

Dilapidated

Rusted

-5 to -1 Armor Class

-50% to -25% Armor Class

1

Sturdy

Fine

+1-5 Armor Class

+25-50% Armor Class

1

Mighty

Grand

+11-15 Armor Class

+41-55% Armor Class

5

6

Valient

Valiant

+16-20 Armor Class

+56-70% Armor Class

9

10

Glorious

+21-30 Armor Class

+71-90% Armor Class

13

14

Blessed

+31-40 Armor Class

+91-110% Armor Class

18

19

Saintly

+41-60 Armor Class

+111-130% Armor Class

23

24

Miraculous

Awesome

+61-100 Armor Class

+131-150% Armor Class

28

Not present

Holy

Not present

+151-170% Armor Class

Not present

Armor, Shields

Not present

35

Godly

+171-200% Armor Class

60

Red

+10-25% Resist Fire

+10-20% Resist Fire

Everything

2

4

Crimson

+26-40% Resist Fire

+21-30% Resist Fire

8

10

Burgandy

Crimson

+41-60% Resist Fire

+31-40% Resist Fire

14

16

Garnet

+61-95% Resist Fire

+41-50% Resist Fire

20

Ruby

+100% Resist Fire

+51-60% Resist Fire

26

Blue

+10-25% Resist Lightning

+10-20% Resist Lightning

2

4

Azure

+26-40% Resist Lightning

+21-30% Resist Lightning

8

10

Lapis

+41-60% Resist Lightning

+31-40% Resist Lightning

14

16

Cobalt

+61-95% Resist Lightning

+41-50% Resist Lightning

20

Sapphire

+100 Resist Lightning

+51-60% Resist Lightning

26

White

+10-25% Resist Magic

+10-20% Resist Magic

2

4

Pearl

+26-40% Resist Magic

+21-30% Resist Magic

8

10

Ivory

+41-60% Resist Magic

+31-40% Resist Magic

14

16

Crystal

+61-95% Resist Magic

+41-50% Resist Magic

20

Diamond

+100% Resist Magic

+51-60% Resist Magic

26

Topaz

+10-25% to All Resistances

+10-15% to All Resistances

5

8

Amber

+26-40% to All Resistances

+16-20% to All Resistances

10

12

Jade

+41-60% to All Resistances

+21-30% to All Resistances

17

18

Obsidian

+61-95% to All Resistances

+31-40% to All Resistances

24

Emerald

+100% to All Resistances

+41-50% to All Resistances

Everything

Shields, Weapons, Staves, Bows

31

Indestructible

(prefix)

of the Ages

(suffix)

Indestructible

Armor, Shields, Weapons

25

Monk's

Not present

-10% Spell Cost

Not present

Staves

Not present

3

Not present

Priest's

-25% Spell Cost

8

Bishop's

-33% Spell Cost

14

Cardinal's

-50% Spell Cost

22

Glowing

+25% Spell Duration

2

Cryptic

+50% Spell Duration

7

Arcane

+100% Spell Duration

12

Magestic (sic)

+200% Spell Duration

20

of Quality

+1-2 Damage

Weapons, Bows, Jewelry

Weapons, Bows

2

of Maiming

+3-5 Damage

6

7

of Slaying

+6-10 Damage

+6-8 Damage

Weapons

12

15

of Gore

+11-20 Damage

+9-12 Damage

24

25

Not present

of Carnage

Not present

+13-16 Damage

Not present

Weapons

Not present

35

of Slaughter

+17-20 Damage

60

of Protection

-2 to -4 Damage Taken

-2 Damage Taken

Armor, Shields, Jewelry

Armor, Shields

6

of Absorption

-5 to -10 Damage Taken

-3 Damage Taken

Armor, Shields

12

of Deflection

-10 to -20 Damage Taken

-4 Damage Taken

Armor

20

Not present

of Osmosis

Not present

-5 to -6 Damage Taken

Not present

Armor

Not present

50

Angel's 1

+1 to all spell levels

Staves, Jewelry

Staves

15

Arch-Angel's 1

+2 to all spell levels

25

Plentiful 1

+2 extra charges

Staves

4

Bountiful 1

+3 extra charges

9

of Thorns

You get hurt each use (NW)

Attacker takes 1-3 damage

Armor, Shields, Jewelry

Armor, Shields

8

1

of Spikes

Not present

Not present

Not present

14

Not present

Not present

of the Bat

Not present

3% mana stolen per hit

Not present

Weapons

Not present

8

of the Vampire

5% mana stolen per hit

19

of the Leech

3% life stolen per hit

8

of Blood

5% life stolen per hit

19

of Piercing

Damage Target's Armor 2-6

Weapons, Bows

1

of Puncturing

Damage Target's Armor 4-12

9

of Bashing

Damage Target's Armor 8-24

Weapons

17

of Readiness

10% Faster Attack Speed 2

Weapons, Staves, Bows

1

of Swiftness

20% Faster Attack Speed 2

10

of Speed

30% Faster Attack Speed 2

Weapons, Staves

19

of Haste

40% Faster Attack Speed 2

27

of Balance

10% Faster Hit Recovery

Armor, Jewelry

1

of Stability

20% Faster Hit Recovery

10

of Harmony

30% Faster Hit Recovery

20

of Blocking

Fast Block

Shields

5

of Corruption

Lose all mana, no regen

User loses all mana

Armor, Shields, Weapons

5

of Pox

Not present

You can't heal (NW)

Not present

Staves, Jewelry

Not present

6

Not present

of the Crusader

Exponential damage (NW)

Weapons

13

of the Feather

of Thieves

Half trap damage

Armor, Shields, Jewelry

11

of Vileness

Not present

Enemy stops healing (NW)

Not present

Weapons, Staves, Bows

Not present

6

Not present

Chaos

Random spell every 5 minutes (NW)

Staves

13

of Stealth

Invisibility: 7 (NW)

Armor, Jewelry

7

of Hiding

Invisibility: 5 (NW)

15

of Obfiscation (sic)

Invisibility: 3 (NW)

22

of the Thief

Invisibility: 1 (NW)

30

of Doubling

2x Arrows Per Shot (NW)

Bows

8

of Tripling

3x Arrows Per Shot (NW)

16

of Homing

Homing arrows (NW)

13

of Fear

Scare monsters away (NW)

Weapons, Staves, Bows

10

of Rabies

Attacks square twice (NW)

4

of Vision

See invisible (NW)

Everything

9

1 - In the final game, items with this prefix must spawn with a suffix as well. In the prototype, no such restriction exists.
2 - The attack speed listed on this suffix is reduced by 10% in the game's calculations. As a result, the "of Readiness" suffix does nothing but increase the price of the item.

Tristram#

The town itself is quite different. For starters, Pepin, Wirt, Cain, Gillian and Farnham are all absent.

Prototype

Final

The entrance to the catacombs is missing.

Prototype

Final

There is a bridge and a path in an inaccessible region of the level that aren't present in the retail game.

Lastly, and perhaps most importantly, the cows can't be interacted with.

Magic#

Summary#

The table below is a brief summary of statistics for all spells in the game.

Most spells in the prototype have a minimum required Mana of 0, meaning with enough books acquired and a high enough Magic stat, any spell can be free to cast. Note though that without hacking the prototype it is impossible to descend past level 1 and acquire books, staves, or scrolls that give access to these spells. Regardless, they are mostly complete, minus a few bugs. Likewise, since only the Warrior character class is available in the prototype, Trap Disarm and Staff Recharge aren't available, but they still work exactly as they do in the final.

There are six spells that cannot be acquired in the retail game, but are accessible in the prototype: Doom Serpents, Blood Ritual, Invisibility, Sentinal, Blood Boil, and Etherealize. There are nine spells that are in the final game, but aren't present in this prototype: Elemental, Charged Bolt, Holy Bolt, Resurrect, Telekinesis, Heal Other, Blood Star, and Bone Spirit.

Slot

P/F

Spell Name

Cost

Cost Per Level

Minimum Cost

Book DLVL

Staff DLVL

Minimum Magic

0

P+F

Null

Nonfunctional

1

P

Fire Bolt

6 Mana

-1 Mana

N/A

1

1

0

F

-0.5 Mana

3

15

2

P

Healing

8 Mana

-2 Mana

See below

1

1

17

F

5 Mana

See below

See below

3

P

Lightning

10 Mana

N/A

2

3

rowspan="2' | 20

F

-1 Mana

6 Mana

4

1

4

P

Flash

20 Mana

-1 Mana

N/A

5

4

33

F

30 Mana

-2 Mana

16 Mana

5

P

Identify

13 Mana

-2 Mana

N/A

1

1

23

F

1 Mana

N/A

6

P

Fire Wall

28 Mana

-2 Mana

N/A

3

2

27

F

16 Mana

7

P

Town Portal

35 Mana

-2 Mana

N/A

3

3

20

F

-3 Mana

18 Mana

8

P

Stone Curse

18 Mana

-3 Mana

N/A

6

5

51

F

60 Mana

40 Mana

9

P

Infravision

40 Mana

-3 Mana

N/A

6

5

36

F

-5 Mana

20 Mana

N/A

10

P

Phasing

12 Mana

-5 Mana

N/A

7

6

39

F

-2 Mana

4 Mana

11

P

Mana Shield

15 Mana

-2 Mana

N/A

6

5

25

F

33 Mana

33 Mana

12

P

Fire Ball

30 Mana

-2 Mana

N/A

8

7

48

F

16 Mana

-1 Mana

10 Mana

13

P

Guardian

50 Mana

-4 Mana

N/A

9

8

57

F

-2 Mana

30 Mana

61

14

P

Chain Lightning

25 Mana

N/A

8

7

54

F

30 Mana

-1 Mana

18 Mana

15

P

Flame Wave

35 Mana

35 Mana

9

8

45

F

-3 Mana

20 Mana

54

16

P

Doom Serpents

30 Mana

-3 Mana

N/A

9

8

60

F

Nonfunctional

17

P

Blood Ritual

10 Health

10 Health

2

2

21

F

Nonfunctional

18

P

Nova

40 Mana

40 Mana

11

10

66

F

60 Mana

-3 Mana

35 Mana

N/A

87

19

P

Invisibility

40 Mana

-4 Mana

N/A

12

10

69

F

Nonfunctional

20

P

Sentinal

50 Mana

-5 Mana

N/A

9

8

57

F

Inferno

11 Mana

-1 Mana

6 Mana

3

2

20

21

P

Golem

66 Mana

-4 Mana

N/A

11

9

72

F

100 Mana

-6 Mana

60 Mana

81

22

P

Blood Boil

See Blood Boil section for more details

10

9

78

F

Nonfunctional

23

P

Teleport

35 Mana

-2 Mana

N/A

14

12

81

F

-3 Mana

15 Mana

105

24

P

Apocalypse

150 Mana

-3 Mana

N/A

N/A

15

84

F

-6 Mana

90 Mana

149

25

P

Etherealize

100 Mana

-6 Mana

N/A

N/A

12

75

F

Nonfunctional

26

P+F

Item Repair

N/A

27

Staff Recharge

28

Trap Disarm

29

F

Elemental

35 Mana

-2 Mana

20 Mana

8

6

68

30

F

Charged Bolt

6 Mana

-1 Mana

6 Mana

1

1

25

31

F

Holy Bolt

7 Mana

-1 Mana

3 Mana

1

1

20

32

F

Resurrect

20 Mana

20 Mana

N/A

5

30

33

F

Telekinesis

15 Mana

-2 Mana

8 Mana

2

2

33

34

F

Heal Other

5 Mana

-3 Mana

1 Mana

1

1

17

35

F

Blood Star

25 Mana + 5 Life

-2 Mana

14 Mana + 5 Life

14

13

70

36

F

Bone Spirit

24 Mana + 6 Life

-1 Mana

12 Mana + 6 Life

9

7

34

The mana cost for Healing was changed.

Doom Serpents#

Doom Serpents fires a set of homing missiles that attack Animal enemies. It appears to be quite bugged however; while the missiles will home in on non-animal enemies, they won't actually hit unless the target is an animal, and instead will linger about a tile away from the target. As a result, it's fairly easy to fill the screen with sprites and cause a game crash. Also, while you can cast this spell without there being any enemies onscreen, doing so will drain Mana and won't spawn any serpents.

The graphics for this spell are still present in the final game, but remain unused.

Blood Ritual#

Blood Ritual exchanges 10 Life for 8 Mana. Each level of Blood Ritual gives you another point of Mana. This spell was probably removed from the final game because it is possible to combine this spell and Healing to get unlimited Life and Mana.

Invisibility#

This spell seems to be intended to cause the player to go invisible and be unseen by monsters, but it just casts Stone Curse instead. Notably, this prototype has a bug in that Stone Curse will cause the game to crash if a missile passes over a Stone Cursed monster.

Sentinal#

This spell summons a lidless eye that shoots fire bolts at nearby enemies. It was probably removed because of how similar it is to Guardian.

Blood Boil#

Blood Boil instantly kills the targeted monster. It costs 10 Mana to cast, and each level of Blood Boil reduces the cost by 2 Mana. Additionally, it damages the player for 100% of the monster's maximum hitpoints, reduced by 12.5% per spell level. (So for example, if casting a Level 2 Blood Boil on a monster, this deals 75% of its maximum hitpoints to you as damage.) It's quite bugged though for a number of reasons:

  • There is no maximum amount of damage that can be done to the player, nor is there any limit on the spell's range. In the most extreme circumstances, you can be dealt 1250 damage (and almost certainly die) by using a Level 1 Blood Boil on Diablo regardless of how far you are away from him.
  • There is likewise no minimum amount of damage that can be done to the player. Past level 8, you will actually gain health by casting this spell, and going above your maximum hitpoints will crash the game.

Etherealize#

This spell completely absorbs all incoming damage for a brief period of time. Given that this is a very powerful spell, it is only available on staves.

Monsters#

If the monster is not listed here, it has not changed between the prototype and the final.

style="white-space: nowrap" | All Monsters

Name

DLVL (proto)

DLVL (final)

MLVL (proto)

MLVL (final)

HP (proto)

HP (final)

TH% (proto)

TH% (final)

DMG (proto)

DMG (final)

AC (proto)

AC (final)

Resistances

XP (proto)

XP (final)

Zombie

1-2

1

5-8

4-7

15

10

2-5

5

Immune to Magic

54

Ghoul

1-3

2-3

2

8-14

7-11

15

10

3-10

10

Immune to Magic

58

Fallen One1 (with spear)

1-2

1

1-4

25

15

1-3

0

46

Carver1 (with spear)

1-3

2-3

3

6-10

4-8

25

20

2-6

2-5

10

5

80

Fallen One1 (with sword/shield)

1-2

1

2-5

20

15

1-5

1-4

10

52

Carver1 (with sword/shield)

1-3

2-3

3

6-10

5-9

25

20

2-8

2-7

15

90

Corpse Axe

1-3

2-3

2

4-8

4-7

25

3-5

0

Immune to Magic

68

Scavenger

1-3

2

2-8

3-6

25

20

1-6

1-5

15

10

80

Plague Eater

2-4

4

12-24

30

2-10

1-8

20

188

Shadow Beast

3-5

6

24-36

35

5-14

3-12

25

375

Bone Gnasher

4-6

8

28-40

35

6-18

5-15

30

Magic Resistant

552

Skeleton (archer)

2-3

3

2-6

2-4

20

15

1-4

1-2

0

Immune to Magic

110

Corpse Bow

2-4

5

8-16

25

2-8

1-4

0

Immune to Magic

210

Burning Dead (archer)

3-5

7

10-24

30

2-10

1-6

5

Immune to Magic

Fire Resistant

364

Horror (archer)

4-6

9

15-45

35

2-12

2-9

15

Immune to Magic

Lightning Resistant

594

Skeleton Captain

1-3

2

2-10

3-6

25

20

2-7

0

10

Immune to Magic

90

Corpse Captain

2-4

4

12-20

30

4-10

3-9

5

Immune to Magic

200

Burning Dead Captain

3-5

6

16-30

35

6-12

4-10

15

Immune to Magic

Fire Resistant

393

Horror Captain

4-6

8

35-50

40

6-16

5-14

30

Immune to Magic

Lightning Resistant

604

Name

DLVL (proto)

DLVL (final)

MLVL (proto)

MLVL (final)

HP (proto)

HP (final)

TH% (proto)

TH% (final)

DMG (proto)

DMG (final)

AC (proto)

AC (final)

Resistances

XP (proto)

XP (final)

Hidden

2-5

5

8-24

35

2-6

3-6

25

278

Stalker

4-6

5-7

9

30-45

40

4-10

8-16

30

630

Unseen

5-7

6-8

11

40-60

35-50

45

6-15

12-20

35

30

Magic Resistant

935

Illusion Weaver

7-9

8-10

15

13

50-75

40-60

50

60

8-20

16-24

40

30

Magic Resistant

Fire Resistant

1500

Flesh Clan (melee)

4-6

8

30-45

30

50

4-10

35

40

460

Stone Clan (melee)

5-7

10

40-55

35

60

6-12

35

40

Magic Resistant

685

Fire Clan (melee)

6-8

12

50-65

35

70

8-16

35

45

Fire Resistant

906

Night Clan (melee)

7-9

14

55-70

40

80

10-20

40

45

Magic Resistant

1190

Flesh Clan (archer)

4-6

8

20-35

30

35

1-7

35

448

Stone Clan (archer)

5-7

10

30-40

35

40

2-9

35

Magic Resistant

645

Fire Clan (archer)

6-8

12

40-50

35

45

4-12

3-11

35

Fire Resistant

822

Night Clan (archer)

7-9

14

50-65

40

50

5-16

4-13

40

Magic Resistant

1092

Fiend1

1-3

2-3

3

4-8

3-6

20

35

1-6

10

0

102

Blink1

3-5

7

12-28

25

45

3-9

1-8

15

340

Gloom1

4-6

9

16-36

28-36

30

70

4-12

20

35

Magic Resistant

509

Familiar

6-8

13

20-35

30

50

1-7

4-16

35

Magic Resistant

Immune to Lightning

448

Acid Beast

5-7

6-8

11

40-66

40

4-12

30

919

846

Poison Spitter

7-9

8-10

15

60-85

40

45

4-16

30

1387

1248

Pit Beast

10-12

21

80-110

45

55

8-18

35

Magic Resistant

2341

2060

Lava Maw

12-14

25

100-150

50

65

10-25

10-20

35

Magic Resistant

Immune to Fire

3500

2940

Name

DLVL (proto)

DLVL (final)

MLVL (proto)

MLVL (final)

HP (proto)

HP (final)

TH% (proto)

TH% (final)

DMG (proto)

DMG (final)

AC (proto)

AC (final)

Resistances

XP (proto)

XP (final)

Overlord

5-7

10

70-120

60-80

55

6-12

45

55

635

Mud Man

7-9

14

100-150

100-125

60

8-16

45

60

1267

1165

Toad Demon

8-10

16

135-200

135-160

65

8-16

50

70

Immune to Magic

1568

1380

Flayed One

10-12

20

160-240

160-200

70

10-20

50

85

Magic Resistant

Immune to Fire

2450

2058

Magma Demon

7-9

8-9

13

30-70

50-70

60

45

2-10

45

Immune to Magic

Immune to Fire (proto)

Fire Resistant (final)

1170

1076

Blood Stone

7-9

8-10

20

14

35-75

55-75

60

50

4-12

2-12

45

Immune to Magic

Immune to Fire

1309

Hell Stone

8-10

9-11

30

16

40-80

60-80

65

60

8-20

2-20

50

Immune to Magic

Immune to Fire

1680

Lava Lord

8-10

9-11

40

19

45-95

70-85

65

75

8-26

4-24

50

60

Immune to Magic

2124

Horned Demon

6-8

7-9

13

40-80

60

2-16

55

40

1274

1172

Mud Runner

7-9

8-10

15

50-90

60

70

6-18

60

45

1560

1404

Frost Charger

8-10

9-11

17

60-100

65

80

10-20

8-20

65

50

Immune to Magic

Lightning Resistant

1955

1720

Obsidian Lord

9-11

10-12

19

70-120

70-110

70

90

10-25

10-22

70

55

Immune to Magic

Immune to Fire (proto)

Lightning Resistant

2565

1809

Red Storm

9-11

18

55-110

80

8-20

8-18

30

Magic Resistant (proto)

Immune to Magic (final)

Immune to Lightning (proto)

Lightning Resistant (final)

2565

2160

Storm Rider

10-12

25

20

60-120

80

8-24

8-18

30

Immune to Lightning

2990

2391

Storm Lord

11-13

35

22

75-135

85

12-28

12-14

35

Magic Resistant

Immune to Lightning

3609

2775

Maelstorm

12-14

45

24

90-150

85

90

15-30

12-28

40

Magic Resistant

Immune to Lightning

4140

3177

Winged Demon

4-6

5-7

9

30-50

45-60

40

50

4-10

10-16

45

Immune to Magic

Fire Resistant

720

662

Gargoyle

6-8

7-9

13

40-75

60-90

45

65

6-16

10-16

55

45

Immune to Magic

Lightning Resistant

1339

1205

Blood Claw

9-11

19

50-100

75-125

60

80

10-22

14-22

50

Immune to Magic

Fire Resistant (proto)

Immune to Fire (final)

Lightning Resistant (proto)

2584

1873

Death Wing

11-13

10-12

23

60-125

90-150

70

95

12-28

16-28

65

60

Immune to Magic

Fire Resistant (proto)

Lightning Resistant (proto)

Immune to Lightning (final)

3427

2278

Name

DLVL (proto)

DLVL (final)

MLVL (proto)

MLVL (final)

HP (proto)

HP (final)

TH% (proto)

TH% (final)

DMG (proto)

DMG (final)

AC (proto)

AC (final)

Resistances

XP (proto)

XP (final)

Serpent Magi (proto)

Cave Viper (proto)

10-12

11-13

21

60-125

100-150

70

90

5-15

8-20

50

60

Immune to Magic

3097

2725

Fire Drake

11-13

12-14

23

70-140

120-170

70

105

8-20

12-24

50

65

Immune to Magic

Fire Resistant

3737

3139

Gold Magi (proto)

Gold Viper (final)

12-14

13-14

25

75-150

140-180

75

120

12-24

15-26

55

70

Immune to Magic

Lightning Resistant

4425

3540

Blueback (proto)

Azure Drake (final)

13-15

15-16

27

80-165

160-200

75

130

15-30

18-30

55

75

Immune to Magic (proto)

Fire Resistant

Lightning Resistant

5265

3791

Mega Demon (proto)

Slayer (final)

10-12

20

80-160

120-140

120

100

2-10

12-20

70

60

Magic Resistant

Immune to Fire

3750

2300

Guardian

11-13

22

88-176

140-160

125

110

8-26

14-22

75

65

Magic Resistant

Immune to Fire

4422

2714

Vortex Lord

12-14

24

96-192

160-180

125

120

12-36

18-24

80

70

Magic Resistant

Immune to Fire

Lightning Resistant (proto)

5316

3252

Balrog

13-15

26

104-208

180-200

130

12-40

22-30

80

75

Magic Resistant

Immune to Fire

Lightning Resistant (proto)

6449

3643

Succubus

12-14

24

70-120

120-150

100

8-20

1-20

60

Magic Resistant

4200

3696

Snow Witch

13-15

26

75-125

135-175

110

10-24

1-24

65

Magic Resistant (proto)

Lightning Resistant (final)

4862

4084

Hell Spawn2

14-16

28

80-130

150-200

115

14-30

1-30

70

75

Magic Resistant

Immune to Fire (proto)

Immune to Lightning (proto)

5600

4480

Soul Burner

15-16

30

85-140

140-225

120

18-35

1-35

75

85

Magic Resistant

Immune to Fire

Immune to Lightning (proto)

Lightning Resistant (final)

6450

4644

Black Knight

12-14

24

100

150

120

110

15-35

15-20

90

75

Magic Resistant

Immune to Fire (proto)

Immune to Lightning (proto)

Lightning Resistant (final)

4200

3360

Doom Guard

13-15

26

125

250

130

18-40

18-25

90

75

Magic Resistant

Immune to Fire (proto)

Fire Resistant (final)

Immune to Lightning (proto)

5070

3650

Steel Lord

14-16

28

150

180

140

120

20-45

20-30

95

80

Magic Resistant

Immune to Fire

Immune to Lightning (proto)

Lightning Resistant (final)

6020

4252

Blood Knight

15-173

13-14

30

175

200

150

130

25-50

25-35

100

85

Magic Resistant (proto)

Immune to Magic (final)

Immune to Fire (proto)

Fire Resistant (final)

Immune to Lightning

7125

5130

Unraveler4

12-14

14-15

25

50-100

70-150

75

10-20

70

Immune to Magic

Immune to Fire (proto)

Fire Resistant (final)

Immune to Lightning

3812

Hollow One4,5

Not present

15-16

Not present

27

Not present

135-240

Not present

75

Not present

12-24

Not present

5

Immune to Magic

Immune to Fire

Lightning Resistant

Not present

4374

Pain Master4,5

14-16

29

110-200

80

26-30

80

Immune to Magic

Immune to Fire

Lightning Resistant

5147

Reality Weaver4,5

15-16

30

135-240

85

20-35

85

Magic Resistant

Immune to Fire

Immune to Lightning

5925

Name

DLVL (proto)

DLVL (final)

MLVL (proto)

MLVL (final)

HP (proto)

HP (final)

TH% (proto)

TH% (final)

DMG (proto)

DMG (final)

AC (proto)

AC (final)

Resistances

XP (proto)

XP (final)

Incinerator4,6

8-10

16

30-60

30-48

75

8-16

25

Immune to Magic

Immune to Fire

1888

Flame Lord4,5

Not present

9-11

Not present

18

Not present

40-55

Not present

75

Not present

10-20

Not present

25

Immune to Magic

Immune to Fire

Not present

2250

Doom Fire4,5

10-12

20

50-65

80

12-24

30

Immune to Magic

Immune to Fire

Lightning Resistant

2740

Hell Burner4,5,6

11-13

22

60-80

85

15-30

30

Immune to Magic

Immune to Fire

Lightning Resistant

3355

Wyrm4

5-7

11

30-50

60-90

40

4-10

25

Magic Resistant

660

Cave Slug4,5

Not present

6-8

Not present

13

Not present

75-110

Not present

50

Not present

6-13

Not present

30

Magic Resistant

Not present

1320

Devil Wyrm4,5

7-9

15

100-140

55

8-16

30

Magic Resistant

Fire Resistant

1320

Devourer

8-10

17

125-200

60

10-20

35

Magic Resistant

Fire Resistant

1827

Mage (proto)

Counselor (final)

13-15

13-14

26

25

10-20

70

130

90

12-40

8-20

80

0

Magic Resistant (final)

Fire Resistant (final)

Lightning Resistant (final)

6449

4070

Magistrate5

Not present

14-15

Not present

27

Not present

85

Not present

100

Not present

10-24

Not present

0

Magic Resistant

Immune to Fire

Lightning Resistant

Not present

4478

Cabalist5

15-16

29

120

110

14-30

0

Magic Resistant

Immune to Fire

Lightning Resistant

4929

Advocate5

16

30

145

120

15-25

0

Immune to Magic

Fire Resistant

Immune to Lightning

4968

Bone Demon4,5

6-8

12

70

60

6-14

50

Immune to Magic

1344

Red Death4,5

8-10

16

96

75

10-20

60

Immune to Magic

Immune to Fire

2168

Litch Demon4,5

9-11

18

110

80

10-24

45

Immune to Magic

Immune to Lightning

2736

Undead Balrog4,5

11-13

22

130

85

12-30

65

Immune to Magic

Fire Resistant

Lightning Resistant

3575

Sneaky Lord (proto)4,6

Invisible Lord (final)4,6

13-15

8

26

14

10-20

278

130

65

12-40

16-30

80

60

Magic Resistant (final)

Fire Resistant (final)

Lightning Resistant (final)

6449

2000

Goat Lord (proto)4,6

Lord Sayter (final)4,6

13-15

7

26

12

10-20

351

130

80

12-40

14-24

80

60

Magic Resistant (final)

Fire Resistant (final)

6449

1500

Devil Kin Brute4,5

Not present

11

Not present

24

Not present

160-220

Not present

100

Not present

18-24

Not present

75

Not present

2000

The Butcher

1

1

100

320

40

50

6-24

6-12

40

50

Fire Resistant (final)

Immune to Lightning (proto)

Lightning Resistant (final)

710

The Skeleton King

4

6

9

60

140

50

60

6-16

50

70

Immune to Magic

Fire Resistant

Lightning Resistant

570

The Dark Lord

13-15

16

26

30

10-20

1666

130

220

12-40

30-60

80

70

6449

31666

1 Is a demon in the prototype, and an animal in the final.
2 Is an animal in the prototype, and a demon in the final.
3 Invalid value.
4 Does not appear in the final game.
5 Data only present in the final game.
6 AI behavior differs between the prototype and the final game.

style="white-space: nowrap" | Unique Monsters

Name (proto)

Name (final)

Type

DLVL (proto)

DLVL (final)

HP (proto)

HP (final)

DMG (proto)

DMG (final)

Resistances

Eyepuke the Hungry

Rotfeast the Hungry

Zombie

1

2

120

85

4-12

Immune to Magic

Not present

Soulpus

Zombie

Not present

2

Not present

133

Not present

4-8

Fire Resistant, Lightning Resistant

Rot Carnage

Rotcarnage

Ghoul

2

3

102

9-30

9-24

Immune to Magic, Lightning Resistant

Putrid Bone

Goretongue

Rotting Carcass

3

246

156

15-45

15-30

Immune to Magic

Bladeskin the Slasher

Fallen One (with sword)

1

2

51

6-18

Fire Resistant

Pukerat the Unclean

Fallen One (with spear)

1

2

100

77

1-5

Fire Resistant

Gutshank the Quick

Carver (with sword)

2

3

66

6-24

6-16

Fire Resistant

Bongo

Devil Kin (with spear)

2

3

234

178

9-21

Shadowcrow

Dark One (with sword)

4

5

270

12-36

12-25

BoneHead Keenaxe

Bonehead Keenaxe

Corpse Axe

1

2

180

91

4-10

Immune to Magic

Boneripper

Skeleton (with axe)

1

2

54

6-15

Immune to Magic, Immune to Fire

Brokenhead Bangshield

Corpse Captain

2

3

108

12-30

12-20

Immune to Magic, Fire Resistant

Deadeye1

Skeleton (with bow)

2

120

49

6-15

6-9

Immune to Magic, Fire Resistant

Skullfire3

Corpse Bow

3

125

6-24

6-10

Immune to Fire

Blackash the Burnning (sic) 3

Blackash the Burning

Burning Dead (with bow)

4

120

6-20

6-16

Immune to Magic, Immune to Fire

Shadowdrinker2

Horror Captain

5

300

18-48

18-26

Immune to Magic, Fire Resistant, Lightning Resistant

Shadowbite

Scavenger

2

81

60

3-24

3-20

Immune to Fire (proto)

Immune to Fire, Lightning Resistant (final)

Not present

El Chupacabra

Plague Eater

Not present

3

Not present

120

Not present

10-18

Fire Resistant

Pulse Crawler

Pulsecrawler

Shadow Beast

3

4

150

15-42

16-20

Immune to Fire, Immune to Lightning

Name (proto)

Name (final)

Type

DLVL (proto)

DLVL (final)

HP (proto)

HP (final)

DMG (proto)

DMG (final)

Resistances

Spine Eater

Spineeater

Bone Gasher

4

180

18-45

18-25

Immune to Lightning

The Spook

Warpskull

Hidden

3

117

6-18

Fire Resistant, Lightning Resistant

Haze Shifter

Hazeshifter

Unseen

5

285

18-45

18-30

Immune to Lightning (proto)

Fire Resistant, Lightning Resistant (final)

Bloodskin Darkbow

Flesh Clan (bow)

5

207

3-21

3-16

Fire Resistant, Lightning Resistant

Deathshade Fleshmaul2, 4

Stone Clan (melee)

6

276

12-28

12-24

Immune to Magic, Fire Resistant

Bloodgutter Battlelord4

Bloodgutter

Fire Clan (melee)

6

315

24-48

24-34

Immune to Fire

Blightfire

Fire Clan (bow)

7

321

13-33

13-21

Immune to Fire

Gorestone Deatharrow

Gorestone

Night Clan (bow)

7

303

15-40

15-28

Lightning Resistant

Blighthorn Steelmace

Night Clan (melee)

8

7

285

250

30-40

20-28

Lightning Resistant

Not present

Moonbender

Blink

Not present

4

Not present

135

Not present

9-27

Immune to Fire

Wrath Raven

Wrathraven

Blink

4

5

135

9-27

9-22

Immune to Fire

Doombat

Foulwing

Gloom

5

246

12-36

12-28

Fire Resistant

Blueflesh Deathspit5

Deathspit

Acid Beast

6

303

12-36

12-32

Fire Resistant, Lightning Resistant

Chaos Howler5

Chaoshowler

Poison Spitter

8

312

240

26-45

12-20

Immune to Magic (proto)

Lightning Resistant (proto)

Putrid the Foul5

Plaguewrath

Poison Spitter

10

450

25-50

20-30

Immune to Magic, Fire Resistant

Bilefroth the Pit Master

Overlord

4

6

210

20-35

16-23

Immune to Magic, Immune to Fire, Lightning Resistant

Baron Spidermaker

Baron Sludge

Mud Man

8

315

25-40

15-34

Immune to Magic, Fire Resistant, Lightning Resistant

Bluepox the Fat

Oozedrool

Toad Demon

9

483

35-65

25-30

Fire Resistant (proto)

Lightning Resistant

Bronzefist Firestone

Hell Stone

8

260

360

30-40

30-36

Immune to Magic, Fire Resistant

Name (proto)

Name (final)

Type

DLVL (proto)

DLVL (final)

HP (proto)

HP (final)

DMG (proto)

DMG (final)

Resistances

Firewound the Grim

Magma Demon

8

303

18-25

18-22

Immune to Magic, Fire Resistant

Brokenspine the Cruel

Breakspine

Mud Runner

9

351

25-40

25-34

Fire Resistant

Blackstorm

Obsidian Lord

10

525

50-60

20-40

Immune to Magic, Immune to Lightning

Bluehorn the Mighty

Bluehorn

Frost Charger

11

477

25-50

25-30

Immune to Magic, Fire Resistant

Blackwound the Bloody

Grimspike

Obsidian Lord

176

196

534

35-65

25-40

Immune to Magic, Fire Resistant

Lightning Resistant (proto)

Glass Skull the Jagged3

Red Storm

7

354

18-42

18-30

Immune to Magic, Immune to Fire

Brokenstorm

Red Storm

9

411

25-50

25-36

Immune to Lightning

Stormbane

Storm Rider

9

555

30-50

30

Immune to Lightning

The Flayer

Storm Rider

10

501

25-50

20-35

Magic Resistant, Fire Resistant, Immune to Lightning

Doomcloud

Maelstorm

13

612

50-75

1-60

Fire Resistant, Immune to Lightning

Sinwar of the Storm

Doomlock

Storm Lord

176

286

534

35-65

35-55

Immune to Magic, Fire Resistant, Lightning Resistant

Nightwing the Cold

Gargoyle

7

342

18-50

18-26

Immune to Magic, Lightning Resistant

Goldblight of the Flame

Blood Claw

10

405

35-60

15-35

Immune to Magic, Immune to Fire

Vilevomit the Reaper

Viletouch

Deathwing

12

525

50-60

20-40

Immune to Lightning

Fire Resistant (proto)

Fangspeir

Cave Viper

11

444

15-50

15-32

Immune to Magic, Fire Resistant, Lightning Resistant (proto)

Immune to Fire (final)

Redface Viperflame

Viperflame

Fire Drake

12

570

25-50

25-35

Immune to Fire, Lightning Resistant

Magic Resistant (proto)

Fangskin

Gold Viper

12

14

681

50-75

15-50

Immune to Magic, Lightning Resistant

Fire Resistant (proto)

Lord of the Pit

Blueback (proto)

Azure Drake (final)

13

762

50-100

25-42

Fire Resistant

Immune to Magic, Lightning Resistant (proto)

Sinewrot Blackskull

Blackskull

Balrog

12

13

750

50-100

25-40

Immune to Magic, Lightning Resistant

Fire Resistant (proto)

Not present

Windspawn

Vortex Lord

Not present

12

Not present

711

Not present

35-40

Immune to Magic, Immune to Fire

Name (proto)

Name (final)

Type

DLVL (proto)

DLVL (final)

HP (proto)

HP (final)

DMG (proto)

DMG (final)

Resistances

Gorefeast Angelkiller

Gorefeast

Vortex Lord

13

771

80-100

20-55

Fire Resistant

Magic Resistant, Immune to Lightning (proto)

Witchfire the Unholy

Succubus

12

444

06

12-20

Immune to Magic, Immune to Fire, Lightning Resistant

Witchmoon the Lude

Witchmoon

Snow Witch

13

507

310

06

30-40

Lightning Resistant

Fire Resistant (proto)

Stareye the Witch

Hell Spawn

14

726

06

30-50

Immune to Magic, Fire Resistant, Lightning Resistant (proto)

Immune to Fire (final)

Bloodlust the Temptress

Bloodlust

Hell Spawn

15

825

06

20-55

Immune to Magic, Immune to Lightning

Fire Resistant (proto)

Darkweb the Queen

Webwidow

Hell Spawn

16

774

06

20-50

Immune to Magic, Immune to Fire

Lightning Resistant (proto)

Flesh Dancer

Soul Burner

16

999

06

30-50

Immune to Magic, Fire Resistant

Lightning Resistant (proto)

Lionskull the Bent

Black Knight

12

525

25-50

25

Immune to Magic, Immune to Fire, Immune to Lightning

Vomit Rust1

Rustweaver

Doom Guard

13

597

400

40-80

1-60

Immune to Magic, Immune to Fire, Immune to Lightning

Graywar the Slayer

Doom Guard

14

672

50-100

30-50

Immune to Magic, Immune to Fire, Immune to Lightning (proto)

Lightning Resistant (final)

Bluelord the Hunter

Steelskull the Hunter

Steel Lord

14

831

100-150

40-50

Immune to Magic, Immune to Fire, Immune to Lightning (proto)

Lightning Resistant (final)

Sir Gorash7

Blood Knight

15

16

1050

150-200

20-60

Immune to Magic, Immune to Fire, Immune to Lightning
(proto only)

Wrathfire the Doomed

Unraveler (proto)

Incinerator (final)

8

270

20-30

Immune to Magic, Fire Resistant, Lightning Resistant

Name (proto)

Name (final)

Type

DLVL (proto)

DLVL (final)

HP (proto)

HP (final)

DMG (proto)

DMG (final)

Resistances

Not present

Soulslash

Unraveler

Not present

12

Not present

450

Not present

25

Immune to Magic

Howlingire the Shade

Hollow One

13

450

40-75

Fire Resistant, Lightning Resistant

Bloodmoon Soulfire

Pain Master

13

684

15-40

Immune to Magic, Fire Resistant, Lightning Resistant

Zamphir

Reality Weaver

15

891

30-50

Immune to Magic, Fire Resistant, Lightning Resistant

Doomgrin the Rotting

Red Death

8

405

25-50

Immune to Magic, Fire Resistant, Lightning Resistant

Devilskull Sharpbone

Red Death

9

444

25-40

Immune to Fire

Bonesaw the Litch

Litch Demon

9

495

30-55

Immune to Magic, Fire Resistant, Lightning Resistant

Festerskull

Undead Balrog

11

600

15-30

Immune to Magic

Madburner

Flame Lord

9

270

20-40

Immune to Magic, Immune to Fire, Immune to Lightning

Warpfire Hellspawn

Hell Burner

11

525

10-40

Magic Resistant, Immune to Fire

Soulslasher the Hollow

Not present

Goat Lord

12

Not present

450

Not present

25-50

Not present

Immune to Magic

Blightstone the Weak

Lord Sayter (proto)

Sneaky Lord (final)

4

360

4-12

Immune to Magic, Lightning Resistant

Not present

Blacktongue

Counselor

Not present

12

Not present

360

Not present

15-30

Fire Resistant

Dreadjudge

Magistrate

14

540

30-40

Immune to Magic, Fire Resistant, Lightning Resistant

The Vizier

Cabalist

15

850

25-40

Immune to Fire

War Maggot the Mad

Warmaggot the Mad

Wyrm

6

246

15-30

Lightning Resistant

1 Spawns with minions in the prototype, but doesn't in the final.
2 Spawns with minions in the final, but not in the prototype.
3 Has incorrect AI in the prototype.
4 AI behavior differs between the prototype and the final.
5 Has specially-programmed AI in the final which doesn't exist in the prototype.
6 Invalid/broken value.
7 Doesn't appear in the final due to a bug.

Shrines#

There are a few shrines that don't exist in the retail game, and vice versa. Some of the effects were changed for the retail game.

Shrine Name

Text Blurb (Proto)

Text Blurb (Final)

Effect (Proto)

Effect (Final)

Abandoned Shrine

Not present

The hands of men may be guided by fate

Not present

Gain +2 Dexterity.

Blood Fountain

(none)

Reusable; heals 8 life and drains 8 mana. If you do not have the mana, you cannot heal.

Reusable; heals 1 life.

Cauldron

Not present

(Chooses a random blurb from another shrine)

Not present

A random effect from another shrine.

Creepy Shrine

Strength is bolstered by heavenly faith

Gain +2 Strength.

Cryptic Shrine

Power comes from your disorientation

Arcane power brings destruction

+20 to max life and mana. Two random attributes are swapped.

Recovers mana completely and casts Nova.

Divine Shrine

Not present

Drink and be refreshed

Not present

Fully restores health and mana.

Dungeon level 1-3: Drops a potion of full healing and a potion of full mana.

Dungeon level 4+: Drops two full rejuvenation potions.

Eerie Shrine

You forget who you are!

Knowledge and wisdom come at the cost of self

+2 to Magic. The player name is reversed.

+2 to Magic.

Eldritch Shrine

Not present

Crimson and azure become as the sun

Not present

Changes all potions into rejuvenation potions.

Enchanted Shrine

Did you forget something?

Magic is not always what it seems to be

One spell is forgotten, +1 to all other spell levels.

-1 to one spell's level, +1 to all other spell levels.

Fascinating Shrine

You are the powerless master of fire!

Intensity comes at the cost of wisdom

Sets Firebolt to level 5 and lowers to To Hit chance of all fire-based spells for the current level.

Increases Firebolt by +2. Decreases max mana by 10%.

Fountain of Tears

Not present

(none)

Not present

-1 to a random attribute, +1 to another.

Glimmering Shrine

Mysteries are revealed in the light of reason

Identifies all items in the player's inventory.

Gloomy Shrine

(singleplayer only)

Those who seldom attack

Adds +2 AC to all armors in inventory, and removes 1 max damage from all weapons in inventory.

Goat Shrine

(Chooses a random blurb from another shrine)

A random effect from another shrine.

Hidden Shrine

Energy passes through your equipment

New strength is forged through destruction

One item is broken, all other items gain +10 durability.

-10 to one item's durability, +10 to all other equipped item's durability. No items get broken.

Holy Shrine

(no message)

Wherever you go, there you are

Teleports the player to a random place in the level.

Casts Phasing.

Imposing Shrine

A surge of blood interrupts your thoughts

Not present

Increases your max life by 2 x character level, and reduces your max mana by 2 x character level.

Not present

Mysterious Shrine

Odd sensations...

Some are weakened as one grows strong

Adds +5 to one attribute, -1 to all others.

Magical Shrine

Growling is heard throughout the dungeon

While the spirit is vigilant the body thrives

Nothing happens.

Casts Mana Shield.

Murky Pool

Not present

(none)

Not present

Casts Infravision.

Mystic Shrine

Your skills increase, but at a price.

Not present

Reduces your gold to 1. Increases your experience by a complex formula (see below)

Not present

Ornate Shrine

Not present

Salvation comes at the cost of Wisdom

Not present

+2 to Holy Bolt. Maximum mana is decreased by 10%.

Purifying Spring

(none)

Reusable; each click restores 1 mana point.

Quiet Shrine

The essence of life flows from within

+2 to Vitality.

Religious Shrine

Time cannot diminish the power of steel

Repairs all items in the player's inventory.

Sacred Shrine

Energy comes at the cost of wisdom

+2 to Charged Bolt. Maximum mana is reduced by 10%.

Secluded Shrine

The way is made clear when viewed from above

Reveals the current level in the automap.

Spooky Shrine

(multiplayer only)

User: Where avarice fails, patience brings reward.

Other players: Blessed by a benevolent companion!

User: No effect.

Other players: Health and mana are restored to full.

Spiritual Shrine

Untold Wealth!

Riches abound when least expected

Puts small amounts of gold in every free space of the player's inventory.

Stone Shrine

Not present

The powers of mana refocused renews

Not present

Recharges all staves in the player's inventory.

Supernatural Shrine

You hear a strange cry in the distance

Not present

Nothing happens.

Not present

Tainted Shrine

(multiplayer only)

Not present

User: Those who are last may yet be first Other players: Generosity brings its own reward

Not present

User: No effect.

Other players: +1 to a random attribute, -1 to all others.

Thaumaturgic Shrine

(singleplayer only)

You hear a series of creaks and thumps...

What once was opened now is closed

Resets all chests and sarcophagi in the level.

Weird Shrine

Not present

The sword of justice is swift and sharp

Not present

+1 to max damage of all weapons in the player's inventory

The Mystic Shrine uses a highly convoluted formula to determine how much experience the player should be given. It roughly equates to this:

dlvl * 1000 * (1 + 0.1(dlvl - clvl)) - ((sign(2 * (clvl - dlvl + 1) - 13) + 1) * 0.5 + round(0.5 / round(0.1 * (clvl - dlvl + 5))) - 1)

Where:

  • dlvl = The current dungeon level.
  • clvl = The character level.

A perhaps unintended consequence of this formula is that the player can actually gain negative experience if they are too high of a level relative to the dungeon level. For example, if you are level 21 in the first level of the dungeon, you'll lose 1000 experience, but if you are level 1, you'll gain 1000 experience. You don't lose any levels though if you lose experience, just the experience itself.

On top of this effect, it also reduces the player's current gold to 1 gold piece. (If you have no gold at all, you gain one gold piece.) The amount of gold that is removed from the player's inventory has no bearing on how much experience the player gets in exchange.

Other#

The character classes each have different starting and maximum stats:

Character Class

Strength (starting)

Strength (max)

Magic (starting)

Magic (max)

Dexterity (starting)

Dexterity (max)

Vitality (starting)

Vitality (max)

Warrior (proto)

30

100

15

40

20

65

30

100

Warrior (final)

250

10

50

60

25

Rogue (proto)

25

65

20

60

30

100

20

80

Rogue (final)

20

55

15

70

250

Sorcerer (proto)

15

40

35

100

25

85

Sorcerer (final)

45

250

15

The level cap in the prototype is 31. The level cap in the final game is 50. The experience table follows the same rough trend in this version as it does in the final, although you need considerably less experience to reach the maximum level in the prototype than you do in the final (202,960,795 experience vs 1,310,707,109).

Unlike the final game, holding down the mouse button has no effect. In this version, you have to click every single time you want to move somewhere, which gets annoying rather quickly.

Debug Modes

Cheat Mode#

By setting the 32-bit value at DIABLO.EXE+0x004BC168 to a non-zero value, a cheat mode is activated. It has the following effects:

  • You cannot be hit
  • You have infinite mana
  • You always hit monsters and kill them in one hit
  • All drops are magic or unique

It also activates the following controls:

  • F5: Teleport to the starting house in town
  • F6: Teleport to level 1
  • F7: Teleport to level 5
  • F8: Teleport to level 9
  • *: Gain a level.
  • Shift: When held, moving the mouse cursor near the edges of the screen allows you to scroll the camera, similar to RTSes and simulation games
  • L: Toggle lighting
  • T: Shows the (x,y) coordinates on the control panel
  • D: Show transval value on control panel
  • M: Show invisible value on control panel
  • B: Increase current spell level by 1.

This cheat mode has a few similarities to the "do-everything-cheat" that is mentioned in the source code for Hellfire, but is actually rather different.

(Source: Micheal Hitchens)

Developer Mode#

By setting the 32-bit value at DIABLO.EXE+0x004BC158 to a non-zero value, a developer debug mode is activated. This does the following:

  • The game starts in the cathedral at level 1.
  • All monsters are Corpse Axes (except in quest areas such as the Poisoned Water Supply and The Butcher)
  • Dungeon seeds are set to the value of the dungeon level. For example, dungeon level 1 is generated at seed 1, dungeon level 2 is generated at seed 2, and so on. This leads to consistent level generation.
  • A "Cheats" option is added to the game menu. Holding CTRL+SHIFT while clicking allows the player to toggle it on.

This unlocks additional controls:

  • F4: Shows FPS on the control panel
  • E: Shows eflag on the control panel
  • P: Pauses the game. Pressing again will advance the game by another frame. There is no way to unpause the game after pressing this.

When cheats are turned on in the menu, all of the effects described in the Cheat Mode (above) are active. Additionally, turning on cheats will give the player access to all spells in the game at Level 0. Finally, while cheats are on, all quests will be visible in the quest log, including one called "The Maze", which is present in the final game's code, but isn't accessible.

(Source: Micheal Hitchens)