Diablo 1

Miscellaneous Bugs

Everything else.

Duplicates
Various duplication bugs/quirks exist in Diablo.

Vendors can occasionally sell duplicates. Duplicates of potions are somewhat common since the range of ID numbers assigned to potions is rather small.

You'll occasionally find the exact same item twice (or even thrice) in the same dungeon. After ID'ing, these items will produce a duplicate item message when simultaneously dropped.

The commonly abused duplication has to do with the item-pickup routine. Blizzard has never fixed the item-pickup bug. They claim that it cannot be fixed without an overhaul of the game engine, but this seems incorrect as it has been fixed in modifications.

Fifth Spell Book Page
Clicking on the small area between the number 4 and the right edge of the spellbook causes a blank page to appear.

Price Limit
The upper limit to the price of items Griswold or Adria can sell you is 140,000 gold, even though a character could still buy an item that takes up six slots and carry 170,000 gold. Wirt's limit is 135,000 gold.

Familars
Familiars are demons and not animals like all of the other bat types.

Boss and Monsters Appearance
Due to the dungeon level assignments of bosses and their corresponding monster types in the code, certain bosses can never appear in the game. For example, Lord of the Pit (Azure Drake boss) is assigned to appear on dlvl 13 where. Azure drakes cannot appear on 13, thus no boss.

Some bosses are assigned monster types which don't appear in-game. Monsters that don't appear: Invisible Lord, Lord Sayter, Wyrm, Cave Slug, Devil Wyrm, Devourer, Bone Demon, Red Death, Litch Demon, Undead Balrog, Incinerator, Flame Lord, Doom Fire, Hell Burner, Devil Kin Brute, Unraveler, Hollow One, Pain Master, Reality Weaver, The Arch-Litch Malignus. (Satyr Lords, Devil Kin Brutes, Bone Demons, and Unravelers do make an appearance in Hellfire, however.)

Bosses Not Appearing in This Picture
Name Type Dlvl Name Type Dlvl
Blightstone the Weak Lord Sayter 4 Hazeshifter Unseen 5
Warmaggot the Mad Wyrm 6 Glasskull the Jagged Red Storm 7
Wrathfire the Doomed Incinerator 8 Bronzefist Firestone Hellstone 8
Doomgrin the Rotting Red Death 8 Stormbane Storm Rider 9
Madburner Flame Lord 9 Lord of the Pit Azure Drake 13
Bonesaw the Litch Litch Demon 9 Grimspike Obsidian Lord 19
Devilskull Sharpbone Red Death 9 Doomlock Storm Lord 28
Warpfire Hellspawn Hell Burner 11 Blacktongue Counselor 12
Festerskull Undead Balrog 11 Soulslash Unraveler 12
Howlingire the Shade Hollow One 13 Bloodmoon Soulfire Pain Master 13
Zamphir Reality Weaver 15

Shrines
An Enchanted Shrine will reduce a spell by two levels if it is base level 15, instead of just one spell level reduction. This is caused by how the shrine works - it raises all spell levels by one and then picks a spell to reduce by 2 levels. A level 15 spell will not raise to 16 and then go down to 14, it will stay 15 and be reduced to 13.

Mysterious Shrines, Tainted Shrines, and Fountains of Tears do the same kind of thing with character stats - they can pick a stat to be raised that's already maxed, and wind up lowering all the other stats.

Due to a design flaw in how the game engine handles the random effects in shrines, Hidden Shrines will tend to reduce the durability of the item in the right slot (left hand) more often. Mysterious Shrines will tend to raise Dexterity more often than other stats. Enchanted shrines will tend to reduce Chain Lightning more often than the other spells. This effect becomes less noticeable the more you play in a single gaming session, i.e. the shrine effects will become more 'random.' Namely, the "random seed" stored with ANY shrine is not initialized properly, and the shrine uses whatever happens to be in that memory location. At startup this memory will mostly be "empty", which is read as zero, which then causes the non-random behavior. After the game is played for a while, the memory is much less likely to be zero, and therefore tends to approach randomness.

Zero Hit Points Issues
Under special circumstances a character can wind up with 0 hit points and yet not die. The character then is invincible to all forms of attack unless he/she heals or has Heal Other cast upon the character. This is apparently caused by some portions of the code treating -1 HP as death, not 0.

PA character with negative hit points will be killed by any sort of Healing.

Ressurect in Town
Occasionally when a character is resurrected by another player in the dungeons, players in town can see the beam of light in town corresponding to the player's position on a level in the dungeon.

Dupe Message on Game Entry
If a player enters a game at the exact same time that another player drops an item in town, the entering player will see a "A duplicate item has been detected from another player" message.

Player Friendly Mode in Duels
If you use a melee weapon against a character who has set themselves on "Player Friendly" you cannot stun lock him/her. This does not apply to attacks with a a bow.

Knockaback Problems
When being hit by a creature with knockback power (or a character with a knockback weapon) such as Diablo or a charging beast, you can be knocked back physically, but your light radius does not move unless your character makes some form of move (either walking or attacking). Thus, you can eventually be knocked outside of your own light radius and all creatures will disappear.

Knockback bows do not knock enemies back 100% of the time.

Hitting a monster/player will knock them back according to the direction they are facing; thus, you can technically knock a creature back towards you if it's facing away from you.

Single Player Difficulty Levels
If you start a multiplayer game at Nightmare or Hell difficulty and then quit to start a single player game, the single player game will be the same difficulty as the multiplayer one, including the value of experience per monster, gold drops, etc.

Boss Errors
Powerful bosses in higher levels of difficulty have their experience level overflow, as the game calculates the experience level for them too many times.

Bosses in Nightmare and Hell difficulties are sometimes far weaker than they should be, with poor AC and to-hit%. This is because these values are byte values and they overflow with higher difficulty bonuses.

Diablo in Nightmare and Hell difficulties suffers from the same problem as the bosses above.

Level 50 Crossover Problems

Any partners in a game where a player levels up to 50 will still see the player as level 49 in that game.

A character does not receive a hit point or mana point bonus on leveling to 50.

Single Player Level Bonuses
Players get an extra 1/64th HP and MP on leveling up in single player in addition to a full 64/64.

Gold Loss on Death
If you are carrying a large amount of gold in your inventory, you stand to lose much more than half of it when you die. The game won't drop enough piles of it and the piles themselves will have less than 5,000 gold each. It apparently doesn't generate the gold correctly when you are defeated.

Ears
Ears from the same character are duplicates.

If a player dies from a PK attack and an ear from that character is already on the floor somewhere, a new ear will not be generated (related to bug above).

Year 2039 Randomizer Issue
The game engine will stop creating random levels after midnight of January 1, 2039. Any game started before January 1, 1970, will also not be random.

Character Damage Update Upon Level Up
When a character levels up, the damage displayed in the character screen may be incorrect until the status of the character changes. Status changes include the removal and/or applying of equipment or a raise in character attributes.

Trap Damage
Trap damage does not get increased by difficulty. Traps in Nightmare and Hell difficulties do the same amount of damage as the ones in Normal. This makes traps for high-level characters meaningless.

Attribute Warparound
If an attribute of a character becomes negative, which can be accomplished through the use of Mysterious and Tainted Shrines (by partners touching them), on starting a new game the character's attribute will wrap around to 255-value. If magic or vitality wrap around this way, the character will NOT gain the hit points and mana one would expect from this "gain." For example, if a warrior obtains -2 magic, in the next game he starts he'll have 253 magic (which will then be limited to 50 magic, his max). However, a character will not gain mana from this wrap around, thus harshly corrupting the character.

Block Bonus Loss
Characters in Diablo are supposed to have a blocking bonus; 30 for a warrior, 20 for a rogue, and 10 for a sorcerer. This would be equivalent to a warrior having 30 more dexterity in terms of blocking ability, and likewise for the other two classes. However, this bonus is not saved with the character when it is saved (via Save Game in Single Player or Exit Game in Multiplayer). Thus, a character has a blocking bonus when it is started which is lost forever after the first session - a huge loss for ironman characters.

Town Talking
If you press F1 to open the help screen and then talk to a townsperson, pressing F1 to clear the help screen overlay causes the talk menu to stretch out across the screen. When this happens, you cannot select any of the talk menu's options and must clear it using the Esc key.