The Classes of the Diablo series are personifications of the player as seen in the game world. Each class is unique in the sense that they have unique graphics, skills and voices.
Diablo IEdit
In Diablo I, each class had much more in common than in subsequent games. They only had one unique skill each but provided many differences in graphics, attribute distribution, and voice-overs.
Diablo: HellfireEdit
In Diablo: Hellfire, only one class was added, the Monk. But soon, two more unfinished classes were found in the game files. As such only the Monk's official artwork can be seen here.
Note: The Barbarian and the Bard are test classes. They are only made available by editing certain game files.
LoreEdit
Canonically, the Warrior, Sorcerer, and Rogue have been given the names of Aidan, Jazreth, and Moreina respectively.[1] All three worked together to defeat Diablo, while it was Aidan specifically who plunged Diablo's soulstone into his forehead.[2] The three heroes appeared in Diablo II under the monikers of the Dark Wanderer,[3] the Summoner,[4] and Blood Raven[5] respectively.
DevelopmentEdit
At least two conceptions of the game's class system exist prior to the final version that was implemented in the game.
In the original design document, the player would be presented with a choice of class and race. 5-6 human races would be offered (hill people, forest people, etc.), each with advantages and disadvantages. The player would then have a choice of class, namely fighter, thief, or magician. All the characters would be able to use weapons and cast spells, but advantages would exist based on the nature of the class—the fighter would gain more attacks, the thief would move faster and have stealth advantages, and the magician would be able to cast more powerful spells. The magician would be able to choose from one of four schools of magic. After making the choice, the game would provide the character with basic statistics in the form of strength, magicial aptitude, dexterity, and vitality. The player could also choose a pre-set character, skipping the character creation process. The idea of sub-classes was also mentioned.[6]
A different take on the characters also existed prior to the game's release. It has been stated that it was originally intended that the game would only have a single class (represented by the warrior), where players could distribute attributes to their liking and thus take the character in whatever direction they wanted. The division of the character into the warrior, rogue, and sorcerer archetypes occurred late during development.[7]
In the original design document for the game, the player character had a set backstory. In this version, the hero lost his family and home to raiders. With nothing left save vengeance, the hero would track them to a crypt with a labyrinth beneath it before descending into the depths.[6]
Diablo IIEdit
In Diablo II, each class was made unique complete with unique skillsets for each class as well as many new gameplay options.
Diablo II: Lord of DestructionEdit
Diablo II: Lord of Destruction added two new classes complete with new ways to customize your old ones with Class-specific Items.
LoreEdit
Canonically, all seven heroes partook in the events of the game. The five heroes of the original game were working together by the time Deckard Cain was rescued, and the Assassin and Druid characters had joined them by the game's fifth act.[2] In the aftermath, it is known that the Necromancer, identified as Xul, took an apprentice[8] and the Sorceress has been identified as Isendra, who trained Li-Ming. It has been speculated from the game's developers that the rest of the heroes also passed their skills on to the next generation. As of December 2013, Blizzard Entertainment is looking into the possibility of exploring the Diablo II classes in further short stories.[9]
DevelopmentEdit
'One of the great things about Diablo 1, but one of the problems with Diablo 1, is that, from my hardcore nerdy perspective, you could make so many different builds, because everybody could do everything. But from kind of a general audience view, they were overwhelmed with all the possibilities. So we wanted to narrow that down into classes, yet still give a lot of flexibility within that class to kind of customize yourself and make you different from everybody else. And that's really the concept behind it. It was, 'I'm going to make my character very different, even though I'm a Paladin and you're a Paladin, my Paladin plays very different from your Paladin, because of the choices I've made.' That was really where the idea came from, and this was just a way to organize that idea.'
--David Brevik on the nature of Diablo II's class design(src)
The idea of five classes was hammered out over several months.[10] During development of the game, it was originally intended that the classes be archetypes[7] (albeit with slight differences from standard RPG classes)[11] that boiled down to the roles of fighter, rogue, and spell caster, based on a sub-class principle. The rogue would branch out into sisters (of the Sightless Eye order) and hunters/rangers, the fighter into a templar/paladin or berserker, and the spell caster into the sorceress or necromancer. Blizzard North decided against the idea because multiple genders would mean animating a total of 10 models, that, combined with the game's component system, would make the task too large to undertake.[7] The game's skill trees were effectively away to formalize class pathways/builds, and make it easier for players to specialize their character. Development of the classes was carried out on the fly;balance concerns were addressed at the end of development.[11]
The Cleric was intended to be implemented in the game's second expansion.[12]
As part of the development for the Necromancer of Diablo III, Team 3 looked at the classes of Diablo II, paying special attention to the parts of classes that might not have been as fleshed out thematically as they could have been.[13]
Diablo ImmortalEdit
Diablo Immortal will feature the following classes:[14]
Classes that may be implemented post-launch include the Assassin and Witch Doctor.[15]
DevelopmentEdit
When choosing the game's classes, the classes of Diablo II & III were looked at. Six were chosen from Diablo III as it was felt that they represented the franchise 'very well.'[16]
Diablo IIIEdit
When Diablo III was initially released, it had five unique classes—like its predecessor. All five classes can be played as male or female characters.
Expansion ClassesEdit
Joke ClassesEdit
LoreEdit
The hero(es) of Diablo III is/are referred to as 'the Nephalem'. Details such as gender and class have been left ambiguous,[1][17] though various characters are canonical representations of the game's playable classes in a narrative sense.
DevelopmentEdit
Screenshots of Blizzard North's version of Diablo III depict a Paladin-esque class.[18]
For Blizzard Entertainment's version of Diablo III, the designers intended that each class correspond to a classical fantasy archetype.[19] Blizzard wanted to do new classes as much as possible, or at least, do new twists on former archtypes. The Barbarian was the first class developed, and served as the baseline against which all future classes would be compared.[20] Class skills and sets were designed before their lore, thus deciding which classes were added to the game was primarily a gameplay-based choice.[21] The class design intended that there be 3-5 iconic skills for each class.[22]Angels will not be playable classes in the game due to them not being nephalem.[23] It was decided that the classes be actual individuals with backstories, whereas the previous games had depicted archetypes rather than actual characters.[24]
During development, it was originally intended that the Barbarian be the same individual as the one from Diablo II.[25] This led to issues in the game in that things had to be explained differently to the other characters (newcomers) as opposed to an experienced character.[26] It was later decided that the Diablo III heroes should be unique to the game itself, and thus the characters were made separate.[25]
The Amazon and Druid have been considered for inclusion in the game per the 'hero pack' model, but for now, they have been passed over in favor of the Necromancer.[27]
ReferencesEdit
(Redirected from Diablo II Lord of Destruction)
Diablo II: Lord of Destruction is an expansion pack for the hack and slashaction role-playing gameDiablo II. Unlike the original Diablo's expansion pack, Diablo: Hellfire, it is a first-party expansion developed by Blizzard North.
Lord of Destruction added content in the form of two new character classes, new weapons and an addition of a fifth act, and also dramatically revamped the gameplay of the existing Diablo II for solo and especially multiplayer.
Features[edit]
Placing the runes 'Jah', 'Ith' and 'Ber' (in that order) into an armour item with exactly three sockets produces the powerful Rune word 'Enigma'.
Lord of Destruction adds a number of new features to the core gameplay of Diablo II. These include:
Plot[edit]
After the player successfully ventures into Hell and defeats Diablo in Act IV, upon returning to the Pandemonium Fortress they are met by the Archangel Tyrael with an urgent summon. Tyrael opens a portal to Harrogath, a stronghold on Mount Arreat in the northern Barbarian Highlands. As shown at the end of Act IV, while two of the Prime Evils of Hell, Diablo and Mephisto, have been killed and their Soulstones destroyed at the Hellforge, their surviving brother Baal has impersonated Tyrael and retrieved his own Soulstone from the narrator Marius. Baal has raised an army and attacked Mount Arreat, whose Barbarian inhabitants are tasked with defending the Worldstone.
There are six quests in Act V. The player starts off at the stronghold of Harrogath. There are also ice caverns in the mountains, as well as hellish subterranean pits (reminiscent of Hell in Act IV) for extra monsters and experience. After reaching the summit of Arreat, the player gains access to the Worldstone Keep.
Many of the folk in Harrogath do not initially trust the player character (even if they are playing as the Barbarian class). The player has to slay Shenk the Overseer who is leading the assault in the Bloody Foothills in order to relieve the siege of Harrogath. The player can also rescue the captured Barbarian defenders. Completing these quests gradually helps the town inhabitants warm to the player and they will provide aid or other services.
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The player soon discovers that one of Harrogath's councilors or Elders, Nihlathak, has made a deal with Baal to spare Harrogath in return for access to the Worldstone Keep. After rescuing Anya and learning of this betrayal, the player has to find and kill Nihlathak, who is sheltered between his minions in the Halls of Vaught.
Before gaining access to the Worldstone Keep, the player must defeat The Ancients, which are the three Barbarians - Talic the Defender, Madawc the Guardian and Korlic the Protector - guarding the Worldstone who allow only the worthy to pass. After the player succeeds, the Ancients warn that Baal is already into the Keep and has blocked Tyrael's presence.
Finally, the player fights Baal in The Worldstone Chamber, after defeating his pack of minions at the Throne of Destruction. Tyrael appears after Baal is dead, congratulating the player and opening a portal to Destruction's End, the conclusion of the game. As the Worldstone is corrupted by Baal, Tyrael has no choice but to destroy it before its power of Hell takes root.
New classes[edit]Assassin[edit]
The Assassin relies on a mixture of martial arts skills and the ability to lay active traps. She can also open locked chests without the use of a key. The Assassin is voiced by Carrie Gordon Lowrey.
Her Shadow Disciplines tree contains a mixture of passive bonuses (such as Claw Mastery or Weapon Block) and buffs (such as Burst of Speed or Venom), along with a few spells such as Mind Blast which damage, stun, and confuse the enemy. She also can summon a Shadow Warrior or Shadow Master, which are useful summons that are also capable of dealing significant damage themselves.
The Traps tree provides a few direct attacks, and more importantly, a number of summonable traps. The traps are stationary devices that will attack any hostile target in range a certain number of times before breaking. Traps are either based on fire or lightning, though the Death Sentry trap can explode nearby corpses in addition to shooting bolts of lightning. The blade trap skills are essentially ranged projectiles that cause physical damage.
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The Martial Arts tree consists of charge-up skills and finishing moves. Attacking with a charge-up skill increases the number of charges, up to three, then the finishing move releases the charges in a single powerful blow (note that a normal attack also counts as a finishing move). The charge-up skills include attacks like Blades of Ice and Fists of Fire, which add elemental damage to the finishing blow, and also skills like Cobra Strike, which adds life and mana stealing to the finishing attack. The finishing blows are, for the most part, kicks, such as Dragon Talon, which releases a number of kicks in quick succession, and Dragon Flight, which teleports on to a target and kicks them, releasing any charges.
Druid[edit]
The Druid specialises in nature-based magic and shapeshifting, with direct damage spells and a variety of minions. The Druid is voiced by Michael Bell.
The Elemental tree consists of the magic of earth and sky. The 'storm' spells have effects like Cyclone Armor, which protects the Druid from the elements, and Tornado, a vortex of swirling winds that moves somewhat randomly and can deal massive damage. The 'fire' spells are more earthly than the Sorceress's, with spells like Fissure and Volcano. The ultimate Elemental spells are Hurricane and Armageddon; both create a storm that follows the Druid, damaging all that come too close.
The Summoning tree governs the calling of natural allies to the Druid. While the wolves and grizzly the Druid can summon are traditional melee summons, the other summoning spells are a bit different. Ravens do marginal damage, but can blind enemies and cannot be targeted. Ravens disappear after they have attacked a certain number of times. The Druid can summon will-o-the-wisp-like spirits that provide Paladin-like Auras, increasing damage, life, or returning damage back to the attacker (like the Necromancer's Iron Maiden). The Druid also can summon one of three vines. These can poison enemies from below, or consume corpses to replenish the Druid's life or mana.
The Shape-Shifting tree gives the Druid the ability to become an animal, with gigantic bonuses to life. The Druid may either become a nimble Werewolf or a large Werebear. Each form has its own special attacks, such as the Werewolf's Feral Rage, which causes the Druid to get faster and faster as he continues to attack enemies, and the Werebear's Maul, which makes the Druid swing harder and harder during attacks. The Werebear is also able to obtain substantially more life and armor than the Werewolf is. It is worth noting that all of the Druid's equipment functions as normal when shifted, if at different speeds, but the druid is virtually unable to cast spells, except for Armageddon and summoning ones.
Music[edit]
The Diablo II: Lord of Destruction score was recorded in Bratislava, Slovakia with the Slovak Radio Philharmonic. Kirk Trevor of the Knoxville Symphony Orchestra conducted the sessions. Bahut khoobsurat ho mp3 song download 320kbps. The music for it was written in September 2000, it was the first time when Matt Uelmen worked with the orchestra. The orchestral session for Slovakia was in January 2001.[2]
The style of the score is modern classical[clarification needed] and experimental,[3] trying to impose with a Wagnerian style.[4]
Music inspirations[edit]
Critical response[edit]Sales[edit]
In the United States, Diablo II: Lord of Destruction debuted in first place on NPD Intelect's computer game sales rankings for June 2001.[7] It maintained the position in July and August,[8][9] but was dropped to #2 by The Sims in September.[10] Following a placement of sixth for October,[11] the game totaled sales in the United States of 576,143 units by the first week of November. At the time, GameSpot's writer Desslock noted that Lord of Destruction had 'sold well and continue[s] to do so', and cited its performance as evidence that 'there's probably never been a larger demand for RPGs'.[12] It fell to 19th place on NPD Intelect's chart for November, and was absent from the top 20 for December.[13][14] However, Lord of Destruction ultimately became the United States' fourth-best-selling computer game of 2001,[15] with domestic sales of 859,743 units and revenues of $29.2 million.[16]
Lord of Destruction received a 'Silver' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[17] indicating sales of at least 100,000 copies in the United Kingdom.[18]
By July 26, 2001, global sales of Lord of Destruction had surpassed 1 million units, while more than 2 million units had been shipped. These figures made it the fastest-selling expansion pack ever for a computer game at the time.[19]
Reviews and awards[edit]
Lord of Destruction received 'generally favorable' reviews according to review aggregatorMetacritic.[20]GameSpot awarded the game an 8.2 out of 10,[27]IGN administered the game an 8.8 out of 10,[28] and GameSpy gave the game an 88 out of 100.[29] The game has also won an award for being in the top 50 most important games of all time according to IGN magazine for its online multiplayer.[citation needed]
Within the Diablo II community the expansion caused some controversy when Blizzard patched the original game with an update that made Nightmare and Hell difficulties particularly harder than before; some players felt that Blizzard was effectively forcing them to upgrade to the expansion in order to find the items and gain the abilities necessary to deal with the new challenges.[30]
Lord of Destruction was a finalist for the Academy of Interactive Arts & Sciences' 2001 'Computer Role Playing Game of the Year' award,[31] which ultimately went to Baldur's Gate II: Throne of Bhaal.[32] It was nominated as the year's best expansion pack by Computer Gaming World, GameSpy, GameSpot and RPG Vault, but lost these awards variously to Throne of Bhaal and Command & Conquer: Yuri's Revenge.[33][34][35][36] However, the game won Computer Games Magazine's award in this category. The editors wrote, 'Add-on developers take note—the bar has been raised.'[37]
Diablo 2 Standard Of Heroes BlizzardReferences[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Diablo_II:_Lord_of_Destruction&oldid=893587108'
Posted by1 year ago
Archived
Can we make it do something?
Can we make it only 1 per inventory like Torch or Anni, and only give you the bonus if -you- had the killing blow on the last Uber? Something like a personalized Standard of Heros that would only work for you, being untradable/unfunctional with anyone else. If you wanted a new standard of heroes, you would have to slay the terrible Ubers once more.
Maybe something like any combination of the below attributes, or even a few of them. To reach those final breakpoints, or just to give a small boost to your highly leveled character. Rolled a 33% Grief and needed 34% to hit that breakpoint? Standard of Heroes has you covered!
It could even roll random. I think this would be a great use for it. After all, it is a Level 90 charm.
Meele attacks deal splash damage (a worthy attribute of a killer of ubers)
1-5% FRW
10-25 to life
10-25 to mana
1-5% FHR
Diablo 2 Standard Of Heroes
1-5% IAS
1-5% FCR
10-15% goldfind/magicfind
1-3% DR
1-3 Str/Dex/Vit/Energy
1-5% Increased chance of blocking
5-10% FBR
Standard Of Heroes Diablo 2 1.13
And other various small attributes. Would be cool if only 1 dropped per Uber run, making them much more valuable (actually invaluable, if they were personalized.) Great looking charm, and I think it's worthy of some small attribute.
Feel free to post your ideas, hopefully our Greendude can find a use for this Green charm!
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