DIABLO II : LORD Of DESTRUCTION PC GAME DOWNLOAD FOR ONLY MICROSOFT O.S
INFORMATION:-
Lord of Destruction adds a number of new features to the core game-play of DIABLO II. These include:
- Two new character classes: the Assassin and the Druid.
- A fifth act taking place in and around Mount Arr-eat in the northern Barbarian Highlands, with an additional act boss, Baal.
- Many new weapons and new pieces of armor:
- Runes can be placed into sockets and provide different bonuses from gems.
- Using Horadric Cube, needed quest item for Act 2 and runes as recipes, one can empower the items.
- "Crafted items" are very similar to rare items but they cannot be found in chests or dropped by monsters. They can be created with the Horadric Cube and the right ingredients. They have 3-4 fixed properties that will enhance the items.
- "Runewords" are very powerful bonuses that are granted to an item when specific runes are socket-ed in a specific order.
- "Jewels" gain the same random bonuses that items can. These can be placed into sockets. They have the same effect no matter what the base item is. Unique jewels are "Rainbow Facets" which have different bonuses to a certain element.
- Ethereal items that are normally more powerful than their standard counterparts, but they have lowered durability and cannot be repaired.
- Charms that can be kept in the inventory and provide passive bonuses.
- Class-specific items that can only be used by a certain character, e.g. Claws for an Assassin.
- Additional unique and set items, including class-specific sets.
- An expanded stash for storing items—two times the size of the original stash.
- An alternate weapon/shield/spell setup that can be switched to via a hotkey in gameplay.
- Hirelings can now follow the player through all the Acts. They can also be equipped with armor and a weapon, can gain their own experience (originally they leveled up with the player), can be healed by potions, and can be resurrected when killed.
- The game can now be played at 800x600 resolution, up from 640x480.
Story
With the destruction of two of the Prime Evils, the Archangel Tyrael opens a portal to Harrogath, a stronghold on Mount Arr-eat in the northern Barbarian Highlands, to assist the adventurers in defeating Baal (who is in possession of his own Soulstone). Baal has raised an army and attacked the Barbarian inhabitants of Mount Arreat tasked with defending the Worldstone.
The adventurers ascend Mount Arreat while assisting the people of Harrogath. They kill Elder Nihlathak for granting Baal access to the Worldstone Keep. And the player, after passing the test of the ancients at Mount Arreat, gains access to the keep. After defeating Baal's pack of minions at the Throne of Destruction, they engage Baal in the Worldstone Chamber and defeat him. The Archangel Tyrael appears after Baal's defeat but with the Worldstone corrupted by Baal, Tyrael has no choice but to destroy it.Druid
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 himself, 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.Assassin
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.
Her Shadow Disciplines tree contains a mixture of passive bonuses (such as Claw Mastery or Weapon Block) and buffs (such asBurst 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 summon-able 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.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.THIS IS TORRENT FILE
0 comments:
Post a Comment