Monday, November 12, 2018

Diablo 1 HD Mod: Belzebub

If you’re a Diablo fan and haven’t played the Diablo 1 HD mod, you have a total delight in store. It’s an amazingly detailed and enormously expanded version of Diablo 1, updated for modern displays and Windows versions. Some of the best elements of Diablo II have been added as well. It’s rebalanced to make it effectively more than four times bigger than the original Diablo 1. The mod is named Belzebub (yes, that’s the way they spelled it). But it is, in truth, the original Diablo 1 game - with huge improvements. And it really seems to have been a labor of love.

The graphics are from the original game. They look a bit better, but they’re still not anything close to modern.

But it wasn’t amazing graphics that made Diablo 1 a genre-creating game anyway. Unlike Diablo 1, Belzebub will run on Windows 10 (and Windows XP, and everything between those OSes). You can set it to as high as 1920 x 1080 resolution, allowing you to see a much larger area of the game. You can also zoom in and out within a large range by using your mouse’s scroll button.
Original Diablo 1 - Tristram (click to enlarge)
Diablo 1 Belzebub - Tristram


Storage has been expanded to an almost ridiculous extent. Your own character’s storage is still the same; 40 individual slots. But you now have a private stash in the village which contains 50 tabs with 100 slots each, for a total of 5,000 slots.
Private stash
What’s more, you also have a trade stash. This is ten tabs of 100 slots each. It works like normal storage, except it can be accessed by any character that has been run on the same installation of Belzebub. In other words, you can effortlessly trade items between your characters.
Trade Stash
Items in these storage containers are saved with the game. You can exit and come back later, and they will still be there. There’s also an additional storage option, but that’s connected to Crafting. I’ll discuss that later on.

Gold has been made much more convenient. Rather than being limited to 5,000 gold per slot, the limit is now a million gold per slot. You can also put gold in your private and trading stashes. If my math is correct, that means that you can have a total of 6,400,000,000 gold. That’s over six billion!


Installation is extremely easy. All it takes is downloading the files, copying them a drive, and clicking on Belzebub.exe. That's all it takes to play. Of course you can make a shortcut to the executable, if you want The total size of all files is 560MB. That’s not a typo. Five hundred and sixty megabytes. And you don’t need the Diablo 1 CD to play the game. Nor do you have to have ever installed Diablo 1.

There are several places that you can download the game. You can Google “Diablo 1 HD mod Belzebub”, or just use these:


The mod files can be downloaded here:

Make a new folder (I call mine Diablo 1 HD Mod) and unzip the files into that. Also download the DIABDAT.MPQ file here:

Put DIABDAT.MPQ into the same folder as the other files. It makes a Diablo 1 CD unnecessary.

For help with quests and other Belzebub issues, here's the best resource I've found to date:

Saving has changed. It’s no longer a snapshot of the instant that you saved; rather, it saves when you exit. Waypoints that you’ve opened will remain open, but levels will be re-generated and re-stocked with monsters. So it’s now the same as Diablo 2, in that regard.

I’ve heard that Multiplayer play is possible over a LAN, but I haven’t had a chance to try that yet.


Character classes have been expanded. You can play the original Warrior, Rogue, and Sorcerer classes, but now you can also play a Barbarian, Necromancer, or Assassin. I should note that I’ve only played a Sorcerer so far, so I can’t yet provide class-specific tips for the other categories.

The six classes


Skills have been fixed and expanded to greatly increase class differentiation. The Repair skill of the Warrior and the Recharge skill of the Sorcerer are now actually useful. Rather than reducing the maximum charges of a staff or the durability of a weapon, the skills now have only a chance to work - but don’t damage the item.

Better still, new character-specific skills have been added for a total of five per class. I’ve only played a sorcerer so far, so I can’t talk about the skills of the other classes yet. But in addition to Staff Recharge, Sorcerers now have access to Elemental Drain (which temporarily increases your ability to penetrate resistances and immunities), Mana Shield (which is no longer a spell, but acts as one), Etherealize (reducing the damage you take for a short time), and Temporal Slowdown - which slows down the rest of the world for a short period, from your perspective. Mana Shield also no longer ends when mana reaches zero; if you restore mana with a potion before all your hit points are gone, further damage goes against mana again.

Permanent effects

Permanent effects have been fixed. Remember the shrines and cauldrons that could ruin your character forever by reducing maximum mana? Those are now timed, temporary effects which can be canceled by simply clicking on an icon in the upper right corner. On the downside, characteristic-increasing potions have also been nerfed. They only work for nine minutes, and don’t stack. But on the plus side, the permanent hit point loss caused by Black Death zombies has been eliminated.


Spells have also been greatly increased. There are now six levels, with seven spells in each level. In addition to the old familiar spells, there are new spells  - some of which are based on Diablo II spells. There are cold spells, more area-effect spells, and convenient new spells such as Warp, which teleports you to the nearest entry or exit point within range.

One old spell has been seriously nerfed: Stone Curse. It now has only a chance of turning a target to stone, and can be resisted. What’s more, if it’s successful the target gains a very high damage resistance while it’s petrified. That makes it more a spell for crowd control, rather than the ultimate spell that it was in Diablo 1.

Waypoints have been inserted from Diablo 2. There are still the usual 16 levels, but there are now waypoints on every second level. That’s Cathedral levels 2 and 4, Catacombs 6 and 8, Caves 10 and 12, and Hell 14 and 16. The Waypoints must be activated just as with Diablo 2, of course.



Quests which were planned for the original Diablo 1 but were deleted before release have now been completed and implemented. They include three village-based quests, as well as quite a few additional quests underground. Some of these take you to new areas which are effectively areas in themselves. For example, the Butcher is no longer in the usual room; once you’re there, you have to find a way to get to the Butcher’s lair, which is filled with a lot more demons before you get to the Butcher himself.

There are two quests which require a bit of explanation. An Arcane Sanctuary quest has been added to the Catacombs; you reach it when you find three Ancient Tomes in two squares and a rectangle. There’s also a quest in the caves which requires you to stand on four stones in the correct order. A hint: it’s always best to consider what’s new, or what’s snew!

Bosses and mini-bosses are now much more difficult. They tend to have more resistances and to be generally much tougher; it’s no longer practical to just spam a mouse button. Strategy is necessary. For example, the Valor quest is much as it was before, except that the end boss is a killer. He’s not just more powerful; he actually uses spells such as Firewall against you, too.

Death has become less painful. That’s good, because you’re likely to die much more often - or at least, I did. Rather than dropping your equipped gear, you simply drop some gold when you die. It’s a substantial enough amount to hurt, but at least you come back with all your gear!

The number and variety of Items have been enormously increased. Again, this seems to be based on Diablo 2. There are set items which show in green; so far these all seem to be the same as in D2. There are uniques and rares, with prefixes and suffixes. Many items have quite a few properties! Qualities which were once given in absolutes or with a limited number of possibilities now have their improvements listed as percentages, which vary quite a lot. For example, hit recovery speed is now a percentage, and can be increased by multiple equipped items at once. The same is true for speed of attack.

There are also items which can increase Spellpower. These generally increase damage for all spells by a percentage. Items which increase spell levels (either for individual spells, all spells, or both) also still exist, as do items which increase casting speed.

Tristram itself has changed a bit. There’s a couple of new NPCs, including one from Diablo 2. NPC locations have been made a bit more convenient (especially Wirt), and more characters give quests now. Vocals seem to have been recorded for the reinstated quests when D1 was created, so you can hear some interesting new comments from old favorites. As I mentioned earlier, there are some quests which are now village-based.

One thing that seems minor, but that really makes a difference is NPC movement. Some NPCs still stay in place, but others now move around the village; they look as if they’re talking with each other. It gives the village a more real feeling, somehow.

Refreshment has been added at Adria’s. Just as Peppin the healer will heal you for free, Adria apparently offers free drinks; these restore your mana to full. It’s a nice idea.

Village Movement speed can be increased up to 200%. To call up that menu, tap g.

You can make the labels for objects on the ground (treasure and gold) appear temporarily by pressing the shift key. You can toggle those labels to remain on or off with the Ctrl key.


Crafting is a major addition. It’s not quite like crafting in D2 or D3. It can only be started once you’ve successfully completed the Anvil of Fury quest. Once you have, the Anvil is set up next to Griswold’s forge. You can use it to Salvage magic items that you don’t want to sell, creating gems, oils, tokens, and symbols. These are the ingredients for crafting new items.

You can also salvage items which have zero value, such as cursed items (they must be magical, however). They generally don’t produce much, but they will produce something of value.

At about the same time that you finish that quest, you’ll start finding recipes occasionally among treasure. They look like scrolls, but they are listed in orange text. These are learned by simply right-clicking on them once they’re in your inventory. Once you’ve learned a recipe, it disappears. But you now know the recipe permanently.

Using the Anvil you can put ingredients and items together to create powerful new class-specific items. Recipes include random powers along with specified ones, so you can redo a recipe if you don’t like the result. There are higher levels of recipe which produce more powerful items, but these are only available in higher difficulties.

Oh, one more tip: the area of the Anvil where the gems/oils/tokens appear from salvaged magic items is another durable storage area. The items in it persist from game to game.
Crafting at the Anvil
Difficulties have been increased by one: there’s now Normal, Nightmare, Hell, and Torment. However those levels are effectively seamless. Difficulty has been rescaled, making the higher difficulties feel more like direct extensions of the previous ones. Once you’ve beaten Diablo on Normal, you can start playing Nightmare - but you can’t just cruise through the Cathedral and Catacombs, as you could with Diablo 1. Even first-level monsters will be a challenge.

Also there are many items, spells, recipes, and skills that you can’t attain in Normal. That's part of what makes the game itself feel more than four times bigger.

To get specific for a moment, Golems have been changed a bit. They don’t seem to be quite as aggressive any more, and they’re less liable to open doors on their own. They’re not affected by your own attack spells (which is a BIG improvement), although they can still be injured and destroyed by standing in firewalls or lightning walls. They can be healed with Heal Other, which is handy.

One drawback to golems is that sometimes they can block a doorway or narrow space. If you move towards them, however, they move a little away from you and you can get through.

The Cow Level!

Sorry, there is no cow level in Belzebub, as far as I know. But there is a way to get large amounts of treasure, over and over. Once you've entered the first level of Hell - level 13 - you'll be able to get a new quest from Wirt, the Lost Treasure. That quest gives you access to a new cave entrance to the west, which takes you to the Secret Tunnel. 
Lost Treasure
The Secret Tunnel leads to a small monster-free room with three treasure chests (warning: there's a triple-immune miniboss on the way). These chests hold a huge amount of treasure; there's an example in the image above.

If you trigger the explosive barrels in the room, you'll get an entrance to an area with enemy boss sorcerers. They provide some good treasure, experience, and at least six spellbooks. If you have an effective ranged or remote attack such as Guardian, you can clear them out at virtually no risk. Those sorcerers never seem to be fire-immune, at least up through Nightmare difficulty. And as I noted, you can repeat the Lost Treasure quest over and over - as often as you want to.

Summing Up

Although the game has been enhanced to a remarkable degree (it’s really impressive) it’s still the original Diablo 1 at its core; the classic horror ARPG that created the genre. 

It runs on PCs. It’s a hell of a lot better than any mobile game. It’s huge, free, and has no microtransactions (*cough* screw Diablo: Immortal *cough*). What’s not to love?

#Diablo #Diablo1 #Diablo2 #DiabloImmortal #games


Quasit said...

Blogspot is hell to edit. Font types and sizes change randomly when I try to edit this post. And paragraph spacing gets knocked all to hell. So for the meantime, I'm going to put updates here in comments, rather than editing the post itself.


There is a second type of bookshelf which was not used in the original Diablo 1. They are shorter and look more broken-down. They can appear next to east and south walls, as well as north and west ones (unlike standard bookshelves). They're a bit harder to see. They can appear in rooms which also have a standard bookshelf. Like the standard bookshelves, they always hold one spellbook. I'll get a screenshot soon.

Library Tomes

I've found that library tomes (the ones on the skull-stands) are sometimes recipes, rather than scrolls or books. I also recently discovered in Hell on Nightmare difficulty that there are more advanced recipes (which I had already guessed) - but they don't look like color-changed scrolls. I'm looking for a screenshot for one of those new recipe types as well.

Walls (appearing/disappearing)

You may have noticed that sometimes the screen will shake and a wall will disappear, unleashing a small room full of enemies on you. This only seems to happen in corridors and caves during quests which had been eliminated from the original D1. Some of those hidden rooms contain chests, but they don't seem to have better contents than any other chest.

I recently confirmed that in at least one area, a new wall can *appear*. This happens in the cave area during the Hellforge quest. If you die while fighting a fairly tough demon, there's a wall blocking your way back to that area when you come back. It's still possible to reach that area and recover your dropped gold, but you have to go around a longer way through a bunch of lesser demons.


Although Gheed will buy anything, he pays a lot less for items - about 1/4 of the price you'd get from Griswold or Adria.

Quasit said...


There are some ingredients which only come from salvaging certain types of items:

Normal blue and cursed items produce Azure oil.
Rares produce Crimson oil.
Uniques produce Golden oil.
Crafted items create Silver oil.

I have to say, though, that so far I haven't found a crafted item that was really worth using. A good Rare is generally much better.

Quasit said...

Thaumaturgic Shrines (and cauldrons)

You may remember Thaumaturgic shrines from D1. They've become better in Belzebub. Not only do they close and randomly restock all chests, but they also restore all barrels and decapitated bodies! I also recently discovered that if you've been in an area with weapon and armor racks, those too are restocked by a thaumaturgic shrine.

Those racks were a bit downgraded in Belzebub. In original D1 they almost always had magical items of some kind, but in Belzebub they seem more random; so far I'd say that half or more have had non-magical weapons or armor. Also, many of those racks are empty when you find them. But if you trigger a thaumaturgic shrine, all racks will be restocked - even the originally empty ones.


There are a number of special enemy attacks in Belzebub which were not used in D1. Most of these seem to be restricted to mini-bosses or pack leaders.

Charging - the enemy rushes at you extremely quickly and engages you in melee. I've mostly noticed these in viper/worm types, and in Knight types.
Summoning - used by wizard types. A red column appears (you can see it even if it's around a corner or behind a wall) and additional enemies are summoned - usually powerful skeletons. These can be melee or archers.
Spells - many caster enemies use spells against you. These include firewalls. Some also release charged bolts or cold effects when struck.
Walls - I've already mentioned that there are some areas with walls that disappear when you pass near them (or start to move away from them). These walls conceal large groups of enemies, and sometimes a leader as well. These disappearing walls are only found in cave-type areas.

Lord Vorminious said...

Any strategy guide on the Rogue class? Personally, I found it very irritating that I have to clear levels everytime i come back to the game, it certainly makes the game slower and very time consuming. I'm feeling that rogue would be the fastest way to level up so I'm looking for a proper guide on Rogue.

Anonymous said...

With Diablo now released on and this mod being compatible with the version (I tested it), is there any plans to update the whole mod or a make a standalone HD mod that supports the GOG version with multiplayer over TCP enabled? It sucks having to chose between HD & Ultrawide support with zoom to make the game look less pixelated or playing with friends over LAN.

Anonymous said...

Can you please give instructions how you did run this mod with the GOG version?

Steven said...

To run the mod with GOG's version, just copy the DIABDAT.MPQ from the Diablo directory used by GOG and place it in the same directory where you have Belzebub.exe

Anonymous said...

You can even just copy the game over the gog installation directory, this works as well and it won't break the regular install.... ok well it will copy over readme.txt so you could back that up if you really want that.

Anonymous said...

Hi Steven. The GOG .dat file and the original .dat file I have is identical to the byte so I think there is no point using it in that way.

Anonymous said...

I meant to say .MPQ not .dot sorry about that.

Daniel Melgarh Novak said...

Want Diablo from GOG with HD mod and multiplayer?

1) install GOG Diablo
2) install Diablo HD as described above
3) Google for Diablo Tchernobog - we've been playing Diablo HD online multiplayer (need one person with public Internet IP) for a month now, great fun =)

Anonymous said...

1. Once you get the Anvil (of Fury) in Normal difficulty on dungeon level 10, do you still have it from then on if you beat Diablo and start a Nightmare game, or do you have to get it again at the higher difficulty? (If the latter, do I have to move everything stored in the crafting inventory to a different stash to keep it?)

2. Secret Tunnel Quest Question: Can you kill the 4 mages multiple times (but in different games) in the same difficulty to get the +3 boost to all stats more than once, or can you get that only once/difficulty?

Anonymous said...

To Cranky Old Geek from another Cranky Old Geek:

Thanks for this mod! It adds so much to the game--it's my favorite D1 mod, hands down. I'm playing with Beelzebub.exe dated 8/14/2014 2:38 pm--which *I think* is your last to date. I cannot express how much I appreciate the improved resolutions you've made possible! My peepers thank you profusely--so much better!

Thank you!

Vlastimil Křižák said...

author this mod is idiot imbecil and total asshole

Quasit said...

I've been trying some of the other character classes. So far:

Fighter: started out with zero mana. I thought that maybe that was a permanent thing, but eventually I started getting mana as I leveled up. The game is MUCH more tedious when you have to walk up to each enemy and kill it by hand! But once you have spells, Lightning is useful for the occasional annoying ranged enemy.

It feels as if there's a lot more clicking with the fighter. Each enemy takes one or more clicks, which becomes pretty extreme after a while.

The Repair skill has been rationalized, just as the staff recharge skill was for the sorc. It no longer reduces the maximum durability of the item. The next skill is Cleave. It seems to do more damage, and I think it uses mana. But there's no documentation in the game for what it actually does, since it's not listed in the spellbook.

The Fighter's voice sounds distractingly Californian, like Keanu Reaves in the Bill & Ted movies. I keep expecting him to say "dude!".

Necromancer: I only just started this one, and so far I'm not liking it much. It's basically a sorc with less mana, and a skill that allows you to summon a servant zombie to fight for you. But the zombie is pitifully weak and slow, and it really doesn't last long. Even if it isn't killed, it dies on its own within a minute or so.

Also, the necro seems to just be a color-changed sorc. Even the voice is just a higher-pitched copy of the sorc voice. Doesn't really work.

Quasit said...

Playing a low-level necro is like playing a nerfed sorc. The Raise Zombie skill is effectively useless; the zombie lasts less than a minute before auto-expiring, and it does lousy damage. At level 9 you gain the ability to raise two zombies instead of one (but they still suck) and the "Raise Skeleton" skill. Unlike the Zombie, the Skeleton seems to last permanently - or at least a lot longer - and does much better damage.

I assume that the number of skeletons available will increase as I go up in level. It's worth mentioning that when you gain a new class-specific skill by leveling, the "trumpet" sound plays. That's the same sound that you get when you gain the Guardian spell from the Chamber of Bone quest.

More to come!

Quasit said...

More Necromancer stuff:

Risen skeletons (and presumably risen zombies, if you bother to use them) open doors on their own. They can also block your path, just as a golem does. I forgot to mention that unlike risen zombies, risen skeletons are pretty fast-moving and durable.

Necros can use Guardian spells. Since Mana Shield is no longer a spell, though, it seems that it isn't available to necros.

Although the risen skeleton is helpful, so far at level 10 the Necromancer remains a slightly underpowered sorcerer. I'll continue to update.

On an unrelated note, the Butcher is a hell of a lot easier to kill in the Belzebub mod. I also have yet to find a use for the Stone Curse spell, since it protects its target from damage. Oh, and the Lightning spell does quite a bit more damage than the Chain Lightning spell, although only on a single target. If you're fighting a single powerful enemy, Lightning is probably the way to go.

Quasit said...

Necros get a second skeleton at level 13, or possibly 12. You can tell when you get it, because the Raised Skeleton icon in the upper right corner will show a number "1" when you can have more than one.

Necros are definitely a lot less squishy than sorcs. I thought that the lack of Manna Shield would be a problem. So far, it definitely isn't.

Your skeletons can be distinguished from enemies by color. They're a lot whiter.

Multiple skeletons (and your golem) can line up and block you. It's mildly annoying. If you move closer to them, though, they'll move.

Quasit said...

At Necro level 16 I gained the Corpse Explosion skill and a third skeleton. The sound that is made when you get a new skill is not the trumpet sound; it's a hissing noise that also happens when you equip a full set.

Speaking of sets, they seem to be a lot more useful in Belzebub. At least at lower levels.

Corpse Explosion seems VERY much like the skill in D2. It's pretty effective. I'm impressed that they were able to add it to D1!

Quasit said...

At Necromancer level 18, you gain a 4th skeleton. At 22, you gain a 5th, and at 24, a 6th.

Your maximum number of zombies seems to be the same as the number of skeletons. But zombies are so useless that there's no point in using them.

Unlike in D2, the Light Shrine/Cauldron ("The weight of the world seems lighter") temporarily increases your speed. Which makes sense, since D1 doesn't have fatigue.

Raising skeletons costs health rather than manna. You can apparently raise skeletons from the remains of your raised skeletons, which is nice.

At level 24 you gain the Revive skill, which is like the D2 version. You can revive one monster at level 24, and the duration is 30 seconds. After that, they disappear.

Skeletons and your Golem (and, I suspect, your zombies and Revived, although I haven't yet tested that) seem to have show business in their blood. They tend to line up near when you aren't doing anything. Unfortunately that means that they often block your way. Telekinesis and Teleportation are basically a necessity. Your followers will move if you move towards them in small increments, but if you click on an area or item that they are blocking, you'll automatically take another path if there is one. That can lead you into new territory, which can kill you.

Quasit said...

I doubt that anyone will be surprised to hear that necromancers receive a 7th skeleton at level 26, and an 8th at 28. You get a second Revived somewhere in there, too.

The blocking problem with so many followers just gets worse and worse. Not only are you frequently blocked, but I have at some points been trapped by my followers. They'll move away from you and free you if you move closer to any of them, but it's a fairly fine increment - and with so many followers, the screen gets confusing. I suspect that this issue will eventually make the necromancer effectively unplayable. As it is, on level 4 of Nightmare difficulty I'm already having to rely heavily on Telekinesis to loot, and on Teleport to get around.

New discovery: Skeletons do not require a corpse. As long as you're in a dungeon area, you can raise as many skeletons as you want - up to your current maximum, of course.

I forgot to mention: Unlike vanilla D1, in Belzebub your targeted spells don't harm your golem or raised things. But your firewalls and lightning walls can take them out fast. They're not too bright about standing in fire or lightning.

Overall, at level 28 the necromancer still feels like a sorc with lower manna. Your summoned creatures just don't have the durability or do enough damage to make up for the lower manna and lack of Manna Shield.

Quasit said...

Son of a bitch! There is a way to get more information about class-specific skills after all! You just click on the "skills" button. I can't believe that I missed that!

Quasit said...

Unlike vanilla D1, Shrine and cauldron effects with duration are not mutually exclusive.

Anonymous said...
This comment has been removed by a blog administrator.
Mark C. said...

Low Value Identified Items - Save them for salvage later to craft/sell gems for lots of gold
DPS - Should be obvious to choose weapons with higher DPS. Faster attack speed seems more effective if equal DPS on 2 different weapons.
Belts - Just like D2, there are bigger belts to hold more potions/scrolls (not in Tchernobog)
Enemy Archers - FEAR them! They seem easy at first, then at Level 15 onwards become quite deadly.
The 3 best classes - Rogue,Barbarian,Sorcerer (Tried the others but they sucked, Warrior might be good for sword n shield, not tried yet).
Anyone tried listing all the mini bosses? I did that for a while on Tchernobog - you get more character detail like their resistances etc. Though Belzebub gives you hit by hit info both receiving and giving damage. Otherwise Tcherno and Belz are very similar.

Quasit said...

Sorcerers get the Mana Shield skill at level 16. They start with Elemental Drain, I think.

Quasit said...

In the "Black Mushroom" quest, the brain will NOT drop until after you've spoken to Pepin the Healer (and in turn, his quest won't appear until - okay, let's put this in order.

1. Find Fungal Tome on level 9. Bring it to Adria the Witch. She will request a Black Mushroom.
2. Find the goddamned Black Mushroom somewhere on level 9. That can be a pain in the ass. If you just can't find it, you can start a new game and hope that it spawns in a more obvious place.
3. Bring the mushroom to Adria. She'll tell you that Pepin needs a demon brain.
4. Go to Pepin, who will have a quest ! over his head. The brain will not drop if you don't speak to him.
5. The brain will drop from the first demon (note, animals don't count as demons, and I don't think that undead do either) that you kill. It will have a gold label, "Demon's Brain".
6. Take the brain to Pepin, who will give you the Elixir. Take the Elixir to Adria, who acts ungrateful and tells you to keep it. Drink the Elixir.

Is it just me, or does this whole quest feel as if the townspeople are playing a trick on you? A helpful trick, but still...

Quasit said...

I forgot to say above: the Demon's Brain will drop from the first demon you kill after you get that part of the quest from Pepin. It doesn't matter where you kill the demon, though. It doesn't have to be on the 9th level. I've confirmed that myself.

Quasit said...

Flame Wave in Belzebub is different from Flame Wave in vanilla. In vanilla it's a straight line of flame that moves straight forward in the direction it was cast. In Belzebub, it's a curving arc of flames that move outward from the caster in the cast direction. They tend to develop gaps as they get further away.

Also, Meteor Cluster does not appear to be flame-damage only; it seems to deal physical damage as well. I've seen it quickly destroy flame-immunes. That's extremely useful in Nightmare and higher levels when dealing with triple-immunes.

Anonymous said...

great blog, i also found some doc on belzebub which i didnt find easily in google:

Unknown said...

Thank you all, just started but very excited