UnhallowedWiki Play

Game Mechanics

The rules behind every blow, step and coin. The formulas follow the original game; the changes are listed at the end.

Combat #

Every blow, arrow and spell first rolls to hit, then rolls its damage. A chance is a percentage: a roll from 0 to 99 must come out below it.

Your blows

Chance to hit
level + Dexterity / 2 + the class bonus + to-hit from items − the monster's armor, between 5% and 95%. Armor-piercing items add to it.
Damage
the weapon's roll, plus its percent bonus, plus flat damage from items, plus the class damage bonus (see each class).
Bare hands
1 damage (1–3 with a shield). The Monk hits for level / 2 to level.
Critical strike
The Warrior only: a chance equal to his level, in percent, to deal double damage.
Weapon types
Against undead, maces deal +50% and swords −50%. Against animals, swords deal +50% and maces −50%. Items that triple damage against demons do so.
Stone
A monster turned to stone is always hit.

Arrows

Chance to hit
level + Dexterity + the class bonus + to-hit from items − the monster's armor − (the arrow's flight time in ticks)² / 2, between 5% and 95%.
Damage
the bow's roll, plus its bonuses, plus the class damage bonus: the full bonus for the Rogue, half of it for everyone else.

Spells

Chance to hit
Magic + the class bonus − 2 × the monster's level, between 5% and 95%. Distance does not matter.
Damage
depends on the spell: see Spells. A monster that resists the element takes a quarter; one that is immune takes none.
Class bonuses to hit and to block
ClassMeleeRangedSpellBlock
Warrior+70+60+50+30
Rogue+50+70+50+20
Sorcerer+50+50+70+10
Monk+50+50+50+25
Necromancer+50+50+70+15
Druid+60+50+60+20
Assassin+65+60+50+20

Monsters against you

Your armor
the armor of your gear (with its percent bonuses) + Dexterity / 5.
Melee
the monster's to-hit + 30 + 2 × (its level − your level) − your armor. At least 15%, or 20% on depth 14, 25% on depth 15 and 30% on depth 16.
Arrows
the monster's to-hit + 30 + 2 × (its level − your level) − 2 × the flight time in ticks − your armor.
Spells
40 + 2 × (its level − your level). Arrows and spells hit at least 10% of the time (20%, 25% and 30% on depths 14 to 16).
Traps
arrows 100 − your armor / 2 − 2 × the flight time; other trap missiles 40.
Damage
the monster's roll, changed by the "damage from enemies" modifiers of your items, at least 1. Thorns items strike back for 1–3.

Blocking

When
With a shield in hand (the Monk also with a staff, bare hands or a lone one-handed weapon), while you stand still or attack.
Against blows
Dexterity + the class bonus + 2 × your level − 2 × the monster's level, between 0% and 100%.
Against missiles
Dexterity + the class bonus − 2 × (the monster's level − your level), between 0% and 100%. A missile of an element you resist cannot be blocked, and neither can lightning, flames on the ground or acid pools.
Effect
A block stops the whole blow. After the block animation you keep your footing for a moment (see stagger).

Hit recovery

A monster flinches when a hit deals at least its level + 3 damage, and turns to the attacker. Hidden, Stalker, Unseen and Illusion Weaver flinch from every hit. A spell or arrow the monster resists never makes it flinch. For yourself, see stagger.

Resistances #

Your resistances
Fire, lightning and magic resistance come from items. Each stays between 0% and 75%.
Effect
A missile or spell of that element deals its damage minus your resistance. Acid counts against magic resistance.
Side effects
A missile you resist never staggers you, and a missile of an element you resist cannot be blocked.
Monsters
A monster that resists an element takes a quarter of that damage; one that is immune takes none. Nothing resists physical damage.

In Hell

On Hell, monsters use their Hell resistances: 55 of the 88 monster types gain a resistance or an immunity, 37 of them an immunity. Unique monsters keep their own resistances. Your own resistances are the same on every difficulty.

Elite packs can add more: Pyrebound elites are immune to fire, Stormcaller elites to lightning, and Warded elites resist magic, fire and lightning (see elites).

Stagger and poise #

Stagger
A blow staggers you (hit recovery) only when it deals at least 1/12 of your maximum life. Smaller blows still hurt, but you keep moving, attacking or casting.
Poise
For 12 ticks (0.6 s) after a stagger or a block ends, blows cannot stagger you again or start a new block animation. A blocked blow is still blocked; you just keep acting. A stagger in progress is never restarted.
Knockback
Some monsters knock you back a step. The push always happens; it staggers you unless you are poised.
Faster recovery
Items with faster hit recovery shorten the stagger.
Changing level
Poise ends when you take the stairs.
ClassHit recovery framesLasts
Warrior60.3 s
Rogue70.35 s
Sorcerer80.4 s
Monk60.3 s
Necromancer80.4 s
Druid70.35 s
Assassin60.3 s

Running and stamina #

In the dungeon you run while run mode is on (R, the default) and stamina lasts. In Hollowmere the "Run in town" option decides, and running there is free.

Speed
Running crosses a tile in 4 ticks instead of 8: twice as fast as walking.
Maximum
40 + Vitality + 2 × level. At level 1: Warrior 67, Rogue 62, Sorcerer 62, Monk 62, Necromancer 72, Druid 67, Assassin 62.
Running
costs 0.5 stamina per tick, 2 per tile.
Recovery
Anything else (standing, walking, fighting, casting) restores 1/128 of the maximum per tick: empty to full in about 6.4 seconds.
Out of breath
At 0 you walk until stamina is back to a quarter of the maximum.
Refills
A level up, a potion of rejuvenation or full rejuvenation, and the start of a new difficulty fill it.
Pace changes
Wolf form moves 25% faster, Stealth 20% slower and Shadow's Edge 20% faster; they apply to walking and running alike.

Experience #

Experience comes from slain monsters. Level 50 is the highest; once you reach it, experience stops.

LevelExperienceFrom the last level
10
22,0002,000
34,6202,620
48,0403,420
512,4894,449
618,2585,769
725,7127,454
835,3099,597
947,62212,313
1063,36415,742
1183,41920,055
12108,87925,460
13141,08632,207
14181,68340,597
15231,07549,392
16313,65682,581
17424,067110,411
18571,190147,123
19766,569195,379
201,025,154258,585
211,366,227341,073
221,814,568448,341
232,401,895587,327
243,168,651766,756
254,166,200997,549
LevelExperienceFrom the last level
265,459,5231,293,323
277,130,4961,670,973
289,281,8742,151,378
2912,042,0922,760,218
3015,571,0313,528,939
3120,066,9004,495,869
3225,774,4055,707,505
3332,994,3997,219,994
3442,095,2029,100,803
3553,525,81111,430,609
3667,831,21814,305,407
3785,670,06117,838,843
38107,834,82322,164,762
39135,274,79927,439,976
40169,122,00933,847,210
41210,720,23141,598,222
42261,657,25350,937,022
43323,800,42062,143,167
44399,335,44075,535,020
45490,808,34991,472,909
46601,170,414110,362,065
47733,825,617132,655,203
48892,680,222158,854,605
491,082,908,612190,228,390
501,310,707,109227,798,497

Monster level

A kill is worth the monster's experience × (1 + (its level − your level) / 10), rounded down, and never less than nothing: from 10 levels below you, a monster gives no experience.

Monster levelExperience
10 below you0%
5 below you50%
2 below you80%
Your level100%
2 above you120%
5 above you150%
10 above you200%
20 above you300%

Difficulty #

A run starts on Normal. When you slay Vorthax, you may descend again on Nightmare with the same hero, and after slaying him there, on Hell.

RuleNormalNightmareHell
Monster life×1×3 + 100×4 + 200
Monster damage×12 × (damage + 2)4 × damage + 6
Monster armor+0+50+80
Monster to-hit+0+85+120
Monster level+0+15+30
Experience×12 × (experience + 1,000)4 × (experience + 1,000)
ResistancesnormalnormalHell resistances
Gold pilesby depthas 16 depths deeperas 32 depths deeper
Drop level (which base items can drop)monster level+15+30
Elite packs, depths 1–41–22–33–4
Elite packs, depths 5–8234
Elite packs, depths 9–122–33–44–5
Elite packs, depths 13–16345
Modifiers per pack1 (depths 1–8), 2 (9–16)2–33

Elite packs #

Every dungeon level (not the town or quest levels) hides packs of 3–4 monsters of one kind that share modifiers. They glow with an aura, and their info box names their modifiers.

Every elite
3 × life, +2 levels, 3 × experience, +20 to hit, +10 armor.
Loot
Gold they drop is doubled, and 40% of the time they drop an extra item, rolled like a unique monster's drop.
Packs
See difficulty for how many packs and modifiers each depth gets.
Where
Never within 8 tiles of stairs, entrances, a waypoint or you, never in sight of where you arrive, and at least 12 tiles apart.
ModifierEffect
SwiftIt takes an extra step 3 ticks in 10: it walks, attacks, recovers and thinks about 30% faster.
BrutalIt deals 3/2 of its damage.
IronhideIts armor is doubled, plus 15.
PyreboundImmune to fire. Its blows add fire damage equal to 50% of their physical damage. 0.5 seconds after it dies, its corpse bursts into flame: standing next to it, you take its damage as fire.
StormcallerImmune to lightning. When struck, 50% of the time (at most every 0.5 s) it releases 3–5 charged bolts around it, each for (its minimum + maximum damage) / 4.
Soul-leechIts blows burn as much of your mana as the life they take.
PhasingWhen struck, 33% of the time (at most every 1 s) it blinks to a free spot 3–7 tiles away in its line of sight.
WardedIt resists magic, fire and lightning.
BloodthirstyIt heals 50% of the damage its blows deal to you.
VolleyIts missiles come in threes: two more fly about 15 degrees to each side.

A modifier only appears where it makes sense: Volley on monsters that shoot, Soul-leech and Bloodthirsty on monsters that fight in melee, Phasing on monsters that do not already vanish, and Warded only where it adds a resistance.

Death #

When you create a hero, you choose how death works:

Permadeath
The default. Death ends the run and deletes the save.
Classic
Death returns you to your last save: the death screen offers to load it.

Either way you drop nothing when you die. The death screen shows what killed you and the record of the run.

Slaying Vorthax on Normal or Nightmare keeps the run saved, so you can go on to the next difficulty. On Hell, his death ends the run (see difficulty).

Gold #

Purse
Gold is a number in your purse: it takes no room in the pack and has no limit. Stores take their price from it, and a sale always fits.
On the ground
Gold still drops in piles of up to 5,000. A pile holds 5 × L to 15 × L − 1 gold, where L is the depth (16 more on Nightmare, 32 more on Hell), plus one eighth on depths 13 to 16.
Auto-pickup
Option, on by default: each step onto a new tile takes the gold on it and on the 8 tiles around it.
Elites
Gold dropped by an elite is doubled.
Selling
A store pays a quarter of an item's value (at least 1 gold).

Auto-sell plain gear

Option, off by default (Options → Gameplay). Picking up a normal-quality weapon, armor, shield or helm that Tostig or Sabine would buy turns it into gold at once, at the price they would pay.

Runs saved with gold piles in the pack, the stash or on the cursor pour them into the purse when loaded.

Inventory #

Pack
10 × 4 cells.
Belt
8 slots for small items you use: potions, scrolls and the like.
Stash
A 10 × 8 iron chest in Hollowmere. It keeps items between visits and across difficulties, but no gold.
Compare
Hovering gear you could wear shows what you wear now and how your stats would change.

Refill belt

Option, on by default. When you use a belt potion or scroll and the pack holds the same kind, the one from the pack is used instead, so the belt slot stays filled. With none in the pack, the same kind is taken from the rightmost matching belt slot after it.

Sort

The Sort buttons on the inventory and the stash repack everything: gear from the top-left, column by column, tallest first; one-cell items (potions first) from the bottom-right corner, so they form a rack beside the belt. Items of a kind sit together. If no layout fits, nothing moves.

Durability and item wear

Item wear is an option, off by default. With it off, weapons, bows, shields and armor never lose durability, so nothing breaks or needs repair. With it on, the original rules apply:

Arrows never run out.

Respec #

Sabine brews a Draught of Undoing for 50 gold × your level². It returns every attribute point you spent on level-ups, to be spent again on the character sheet.

LevelPrice (gold)
51,250
105,000
1511,250
2020,000
2531,250
3045,000
4080,000
50125,000

Sabine also restores your mana completely whenever you talk to her, as Brother Ansel restores your life.

Movement #

Options → Gameplay → Movement chooses how your hero moves. Monsters, missiles and every combat rule stay on the tile grid either way.

Free
The default. Your hero moves at any angle from an exact position, turns at once and slides along walls; the body is a circle with a radius of 0.32 tiles. The speed matches the grid: a tile in 8 ticks walking and 4 running, at any angle. Hold the mouse button to keep steering. You walk through your own minions.
Grid
The original movement: steps from tile to tile in eight directions, each step finished before the next order.
Run in town
Option, on by default: faster walking in Hollowmere, free of stamina.

For running and stamina in the dungeon, see stamina.

Saving #

Save anywhere
Ctrl+S (Cmd+S on a Mac) or Esc → Save Game saves and you keep playing; Esc → Save & Quit saves and returns to the title screen.
Autosave
The game also saves on every level change and when the browser tab is hidden.
Continue
Continue on the title screen resumes the run. One run is kept per browser, in its local storage.
Save codes
Save Code on the title screen shows your run as a text code to copy, and loads a pasted code in any browser. Codes carry a checksum, so a code cut short is refused instead of loaded. Loading asks before it replaces a run.
Death
Permadeath deletes the save when you die; Classic keeps it to reload.

Changes from the original #

Unhallowed plays by the rules of Diablo (1996): the formulas, items, monsters and balance follow the original. These are the deliberate changes, compared with Diablo 1.

SystemDiablo 1Unhallowed
HeroesWarrior, Rogue and Sorcerer.Seven: also the Monk, Necromancer, Druid and Assassin, with class arts at levels 1, 6, 12, 18 and 24 and class-only items.
StaggerAny blow of at least your character level in damage makes you flinch.Only a blow of at least 1/12 of your maximum life staggers you, and a moment of poise follows each stagger or block.
RunningYou walk everywhere.Run in the dungeon with stamina (R). "Run in town" makes the town walk faster, free.
Elite packsNone.Packs of 3–4 monsters with shared modifiers on every dungeon level: tougher, with better loot.
DifficultyNightmare and Hell are chosen when a multiplayer game is made.Slaying Vorthax opens Nightmare, then Hell, for the same hero in a new world. The difficulty rules are the same.
WaypointsOnly the shortcut stairs from town to depths 5, 9 and 13.Waypoints in town and on depths 2, 4, 6, 8, 10, 12 and 14; walk up to one to light it.
StashNone.A 10 × 8 chest in town that keeps items, also across difficulties.
GoldPiles of up to 5,000 that fill pack cells.A purse with no limit that takes no room. Piles on the ground drop as before.
Gold pickupClick each pile.Auto-pickup gold (option, on by default) takes gold from your tile and the 8 around it.
Refill beltNone.A used belt potion or scroll is replaced by the same kind from the pack (option, on by default).
SortNone.Sort buttons on the inventory and the stash.
Auto-sell plain gearNone.Plain weapons and armor you pick up turn into their sale price (option, off by default).
Sabine's servicesOnly the healer restores anything, and spent points are final.Sabine restores your mana whenever you talk to her, and her Draught of Undoing returns your attribute points for 50 × level² gold.
Quest itemsPicking up a quest item advances its quest.The same rule, which also knows the rewards on Nightmare and Hell; runs saved before it are repaired when loaded.
Compare tooltipsNone.Hovering gear you could wear shows what you wear and how your stats would change.
MovementTile by tile in eight directions.Free movement at any angle at the same speed (the default); Grid restores the original steps.
Item wearGear wears out and breaks.Option, off by default: with it off, gear never wears.
Key bindingsFixed keys; spell hotkeys on F5 to F8.Every action can be rebound in Options → Controls; spell hotkeys default to W, E, D and F. Esc, Alt, Shift, Ctrl/Cmd and the mouse stay fixed.
Gameplay optionsNone.Options → Gameplay: Movement, Run in town, Item wear, Auto-pickup gold, Refill belt and Auto-sell plain gear.
Portal hoverHovering a portal's tile names it.A portal can be hovered anywhere on its art. It lights up, with a rune ring on the tile you step into, and says where it leads; a click walks onto it.
DeathLoad your last save.Permadeath (the default) ends the run; Classic returns you to your last save. Nothing is dropped.
SavingSave anywhere to your disk.Save anywhere in the browser, autosave on every level change, and save codes to carry a run to another browser.
Black DeathEach of its hits lowers your maximum life for good.No monster lowers your maximum life.