Healing, like the name implies, heals the player when cast. The amount healed is more likely to be somewhere in the middle rather than at the very low or high extremes, like a Gaussian curve.
Healing Calculation[]
Main article: Spell Calculations (Diablo I)
Bonus * (Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1)+1) |
Bonus: 2 for Warrior/Monk/Barbarian, 1.5 for Rogue/Bard, 1 for Sorcerer |
* The healing values represent how much a Sorcerer is healed. Rogues and Bards receive 50% more health, and Warriors, Monks and Barbarians 100% more than the base.
* The mana cost is also special. It increases by 2 for every character level, but decreases by 3 for every spell level.
Diablo I Spells | ||
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Page 1 | Item Repair • Staff Recharge • Disarm Traps • Rage • Firebolt • Charged Bolt • Healing • Heal Other • Holy Bolt • Inferno | |
Page 2 | Resurrect • Fire Wall • Telekinesis • Lightning • Town Portal • Flash • Stone Curse | |
Page 3 | Phasing • Mana Shield • Elemental • Fireball • Flame Wave • Chain Lightning • Guardian | |
Page 4 | Nova • Golem • Teleport • Apocalypse • Bone Spirit • Blood Star | |
Page 5 | Lightning Wall • Immolation • Warp • Reflect • Berserk • Ring of Fire • Search | |
Page 6 | Infravision • Identify • Jester • Magi • Mana | |
Hidden | Doom Serpents • Blood Ritual • Invisibility • Sentinel • Blood Boil • Etherealize |