- Poison Javelin, Power Strike, and Charged Strike are your go to skills.
- Juggle between Poison Javelin for large mobs and Power Strike for single enemies.
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This page is a guide that will teach you how to speedrun Diablo II.
We hope it can encourage you to start Diablo II speedruns or start races against people!
I did not learn this all on my own. This is the original guide that taught me most of what I know (Created by LaVSR) and the rest of this website was help made by the Twitch & SRL community.
Most Diablo II runs are on /players 1. If you're interested in running on P8 or Px (The ability to change the number of /players at any time), then the strategies from the run will differ from P1. It is best to set the game to the right amount of /players with any character previous to starting your run. You COULD run on P2-P7, but I would advise not.
Although you want to spend as little time in your inventory as possible, it is essentially to keep it
somewhat organized so that you can loot larger items for gold that's necessary for the run. If you have
potions scattered, then you'll be wasting time attempting to pick up items.
You'll want your inventory to be empty as possible when you're killing the final boss of every act. The goal to loot everything worthwhile in one single trip.
Mobs with minions as well as random large groups of enemies should be your primary source of experience. It may be worth skipping ranged mobs with challenging enhancements.
Champion packs can have 2-4 enemies. They may be worth skipping when there are only 2 or 3. Shaman packs are a fortunate exception to that, kill them all!
If you haven't discovered a nearby waypoint yet, it is best to put up a TP at the entrance of a dungeon that you need to enter for quests. This way you can find the waypoint of the area (or next area) and take the TP back to eliminate backtracking.
The Stony Field will never be in the corner of the map. When you reach the fork in the road, you will have to make a judgement call on which direction will not lead into the corner of the map
The Underground Passage's map layout can be tricky. Do a few practice runs of exploring the area to acquire a firm grasp of which way to go
The Outer Cloister only has three different map layouts. You can determine where the Barracks is based on the WP.
Stay against the walls in the deserts. Everything you need to find will be hugging against the wall
"Don't get a shitty jungle layout" - S73nd4r.
The Great Marsh is sometimes skippable.
If you are running with a fire build, then it is necessary to hire an Act III merc with cold skills. He's your key to killing Grand
Vizier and Colenzo.
You'll also want to start saving any poison potions you find at this point to kill the fire immunes quicker.
The Lower Kurast's exit will always be in a corner of the map, and the Upper Kurast's entrance will always be in the opposite corner of that exit
Killing Infector Of Souls while kiting him up to Lord de Seis will save time
First case of the fire immune. Use your cold merc + poison potions to kill him
When killing the ancients. after killing Madawc, run up to the entrance of the Worldstone Keep. Click on the highest step possible and you'll be in a "safe position". Talic and Korlic won't use WW or Leap Attack.
Staying up to level can often be overlooked in an attempt to skip enemies and save time. For some categories of speedrunning, that is no good! In some areas, being underleveled can result in a loss of time from being too weak, not getting item bonuses, or not being the required level (Ancients anyone?)
Here's a general guideline of what level you should be:
Cold plains: 2
Underground Passage: 3
Forgotten Tower: 5
Fighting Andarial: 12
Arcane Sanctuary: 16
Fighting Durial: 17
Fighting Mephisto: Almost 20
To execute correct map layouts, you must understand your character's orienation to the map. Look at your character's
point of view of what's straight, left, or right.
It is never north, east, west, south.
The correct direction will be based on:
if it exists, the map layout
the direction your character is facing whenever starting to explore the new area.
Focus on the character's direction.
Some areas in the game have specific map layouts that you can easily learn and follow.
This is the most essential part of Diablo II speedrunning! Study these parts well.
Here is a list of every currently known map layout.
The most straight forward map pattern. This is what we hope for every time!
If you find the WP before the exit, use that to your advantage.
Stick with the left direction, let it guide you. It will eventually take you to the right way.
Another straight forward map pattern.
Unfortunately, layouts are not always black and white. This is occasional, but it can happen. The map layout does technically remain true, as seen with the green arrow.
Blue Arrow Indicates Character Orientation + Literally Following The Map Layout
Green Arrow Indicates Character Orientation + Generally Following The Map Layout
Yellow Arrow Indicates Following The Correct Way To The Exit
Let's take the Underground Passage for example. To understand what is truly "straight" in context of the character's direction, you must consider the map's "first tile." Think of the map as a bunch of lego pieces put together; you want to identify the first one. I've done so in the screenshots below with the purple box.
The first tile will always have one single exit, and it's that direction that is your character's straight. You'll want to literally follow that direction as much as possible as seen in the above screenshots. These are your winning map layouts!
But it cannot always be that black and white. You'll have to generally follow that direction at times, which means using your discretion. As seen in the above screenshots, you may have to take a few turns before you can return following the correct direction again. In a worst case scenario, you may have to pick a direction that's completely perpendicular to what you need.
Stealth is the foundation of most speedrun categories that go beyond act two. The FRW, FCR, and FHR bonuses are enough to guarantee finishing your run with a faster time.
Likewise, Leaf is essential to any fire builds that run beyond act two. The idea is that with RNG permitted, you'll find these runes roughly around the same time that you find S tealth's.
You also benefit from the great experience that the Forgotten Tower offers with your multiple coutness runs.
If your main attack is too weak, Javelins will annihilate most things in early Act I. Extremely useful for The Countess when running with assassins.
If running with an assassin, your trap/fire blast speed is based off your weapon on hand. Daggers and Scimitars are the fastest weapons to easily acquire at Act I
Getting FHR lock is a bitch. While you're at Charsi, quickly skim over any items for sale with Faster Hit Recovery. Don't do this until you have money though. They usually cost around 1,000 Gold.
Tanking in Act III - V can be challenging with little to no fire resistance. If you find any extra Ral runes during your countess runs, throw them in a 2os helm to tank those infernos much better. If you don't fnd any, then shop for FHR Gear, but keep in mind that a Ral rune may drop sometime during your run! Also 3x Tals can transmute into a Ral.
Generally speaking, I've found that getting + skills weapons at the very beginning is more beneficial than getting FCR weapons. Of course getting an item drop with both would be ideal, but it will not happen often, so you'll need to shop for a weapon. You'll need to have a good amount of gold saved up before you start shopping since these weapons are expensive, usually ~3000 - 8000 gold.
With shopping RNG considered, I usually buy the most reasonable item that I first stumble upon. I wouldn't want to waste too much time resetting the shop for a specific item (such as an FCR weapon) if there's an affordable +skills weapon that I can get, and vice versa.
Sell junk charms for gold. Ideal charms to keep have a good amount of life and resistance. If you find a good charm early on, it may be worth selling it if you still cannot afford your mana and stamina potions.
Antidote potions will make help you tank Andarial & Mephisto. (+50% poison resist for 30 seconds)
Stocking on stamina and mana potions as soon as possible is essential for a good run.
Thawing potions will help you tank Durial & Mephisto & Baal. (+50% cold resist for 30 seconds)
Gas potions are useful for difficult to kill mobs and very large groups of enemies. Just throwing one is quick and will deal a lot of damage. Throwing a few at the countess and her minions could save you time if your primary skills don't deal a good amount of damage yet.
I want to help the D2 Speedrunning grow. I hope that this page can explain in simple detail everything that one would need to know to have effective runs.
You can start whatever category you want as long as it follows SRL rules. The popular categories would probably be to kill normal baal with an assassin, sorceress, or druid. It can be on either softcore or hardcore, players 1/players 8/players x. You could have races to find a kill a specific enemy, find a specific item, obtain a specific amount of gold, using specific character builds, suicide with sacrifice or fire, die at a specific location, or even without the automap.
Segmented runs also have a webpage as well. Although you can't race with segmented runs, you can still make your own.
To a degree. There are specific patterns for most of the game that are very easy to learn (check out the map layouts page). You will begin having solid runs almost every attempt once these patterns are mastered.
There is, but that's what can keep speedrunning this game fresh. Technical skill and critical decision making are still a huge parts in how fast a timed run would finish. The RNG in Diablo II in addition to all of the different category opportunities are what can keep every race unique and exciting.
It is called WSplit. You can find it here. There's a lot of ways that you can customize it to make yours look unique.
Absolutely. You can Save And Exit Game as many times as you want as a part of your strategy. The only exception is if you were doing a race on SRL where the category specifically indicates no S/E'ing.
Gotta go fast.