Date: Wed, 19 January 2000 03:16:00
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| |__/ | | | ___| | | _ \ | | | | | |
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-----------------------------------------------------------------------------------------------
DIABLO FAQ v0.7
for Sony Playstation
by Stinger 3:16
arunraya@centrin.net.id
This FAQ is for private and personal use. It can only be reproduced electronically,
and if placed on a web page or site, may be altered as long as this disclaimer and the
copyright notice appear unaltered and in full. This FAQ is not to be used for profitable or
promotional purposes, etc. Please do not use this FAQ on your website without asking my
permission first. And don't take some part or whole part of this walkthrough and put your names
on it. I not made this FAQ for some damn plagiarist put their names on it. I work hard for make
this FAQ, so please don't rip-off my work. If you want to ripp-off my walkthrough, tell me
first, so I can put you in my Damned List. This list will only works after the person inside
the list is dead. Their soul will be damned for all eternity. I made a lot sacrifices to
obtain that skill, but I think it's worth, considering they are pain in my ass, leech in my
blood, and parasite in my life.
One last note for :
1. Mr. Jealous : I'm very tired reading your comments about other people's faq.
Why don't you mind your own damn business. What's wrong with
big faqs? Envy?
2. Mr. Stingy : Do you know what a faq's for? To help the reader. So if you
don't want to tell its secret, why you make a faq? Is it so
other people know how great you are?
Diablo is (c) Blizzard and (c) Sony Entertainment.
===============================================================================================
T A B L E O F C O N T E N T S
===============================================================================================
01. R E V I S I O N H I S T O R Y
02. F R E Q U E N T L Y A S K E D Q U E S T I O N S
03. C L A S S E S
* WARRIOR
* ROGUE
* SORCERER
04. Q U E S T S
05. I T E M L I S T
* HELMS
* ARMOR
* SWORDS
* SHIELDS
* BOWS
* AXES
* STAVES
* MISC. WEAPONS
06. U N I Q U E I T E M L I S T
* HELMS
* ARMOR
* SWORDS
* SHIELDS
* BOWS
* AXES
* CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER
* STAVES
* RINGS AND AMULET
07. M O N S T E R L I S T
08. S H R I N E S A N D F O U N T A I N S
09. L E V E L A N D E X P E R I E N C E
10. B O O K S
11. L I B R A R I E S
* BOOK I
* BOOK II
12. I T E M S
13. M A G I C
14. S P E L L D E S C R I P T I O N
15. M O N S T E R S
16. G O S S I P A R O U N D T R I S T R A M
17. W H A T D O T H E Y S A Y A B O U T T H E Q U E S T
18. H I N T S A N D T I P S
19. A C T I O N R E P L A Y C O D E S
20. C R E D I T S
21. S P E C I A L T H A N K S
22. L I S T O F T H E D A M N E D
23. I M P O R T A N T N O T E
24. A U T H O R ' S N O T E
===============================================================================================
01. R E V I S I O N H I S T O R Y
===============================================================================================
VERSION 0.7 (19 January 2000)
Added a hint on the 'Hints and Tips' section.
VERSION 0.6 (10 November 1999)
Added 'Spell description', 'Gossip around Tristram' and 'What do they say' section.
VERSION 0.5 (03 November 1999)
Well, well, well... What do we have here? Yes, another bastard has enter my List of the Damned.
Congratulations asshole!!! And I also have got VEGA's e-mail address. Check on my List of the
Damned.
VERSION 0.4 (14 October 1999)
Added some changes.
VERSION 0.3 (25 September 1999)
Added 'Frequently Asked Questions' section.
VERSION 0.2 (3 September 1999)
Added 'Action Replay Codes' section.
VERSION 0.1 (12 August 1999)
First release. Contain most of this faq.
===============================================================================================
02. F R E Q U E N T L Y A S K E D Q U E S T I O N S
===============================================================================================
Q : After i entered the master, code protection breaker, infinite life, infinite mana, infinite
distribution points and all spells codes for the playstation gameshark, the first screen it
came to frooze up and started flashing red.What do I do.what did i do wrong.
A : Sorry, I never tried the codes.
Q : I am having trouble saving games using this software with the playstation. I checked out my
memory card against another game and it saved fine. This is the second Diablo disc that I
have used so I do not think it disc specific. Are you aware of any troubles saving this
game or should I try another memory card just to be sure. Any help you give me would be
greatly appreciated. Thanks.
A : I never save my game because it use a lot of block on memory card,I only save my character,
and it works fine.
Q : How do you beat the skeleton king on level 3
A : The key to beat that sucker is to use a 'Stone Curse' spell and while he turned into stone,
use the 'Holy Bolt' spell. A Sorcerer is very useful in this fight. But, in my opinion, you
don't have to kill him. The prize (Undead Crown) is not worth the effort.
Q : How do i beat the butcher?
A : First, make sure you're on high level, like level 10-15. Then you must learn Stone Curse,
Fire Wall, and Telekinesis. Make sure they on high level too. First set Fire Wall in front
of the door, then cast telekinesis to open the door. He will try to go out, but he can't
because the Fire Wall. Then just cast another Fire Wall to him. While he's burning, shot
him with your arrow. If you're a Warrior, first open the door. When he is out, cast Stone
Curse, then Fire Wall. While he's turned into stone, hit him. But, in my opinion, you don't
need to kill the Butcher. The prize (Butcher's Cleaver) is not worth the effort.
===============================================================================================
03. C L A S S E S
===============================================================================================
WARRIOR
The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging
from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is
conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric's
army and went to battle against the Northern kingdom of Westmarch. As the fires of war burned
themselves out, these Warriors returned home to find their kingdom is shattered disarray.
Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his
Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were
warned by the people of Tristram, a few of these brave souls have ventured into the chaotic
labyrnth beneath the old church - never to be heard from again...
Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram
every day, ready to challenger the dark unknown that awaits them beneath the earth.
The Warrior is the strongest and toughest of the three available Classes, and he excels in the
art of close combat. His primary weakness is that his extensive physical training has left
little time to develop more than a rudimentary knowledge of magic. The extended periods of time
that most Warriors spend away from their homes and civilization requires that they learn to
repair their own weapons and armor, although their skill is no match for the talent of a true
blacksmith.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 30 | 250 |
| Magic | 10 | 50 |
| Dexterity | 20 | 60 |
| Vitality | 25 | 100 |
|===============================================|
| TOTAL VALUE | 85 | 460 |
|===============================================|
ROGUE
The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the
peoples of the West. These highly skilled archers employ ancient Eastern philosophies that
develop an "inner-sight" that they use both in combat and to circumvent dangerous traps that
they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their
secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of
underestimating these steel nerved women in combat and paid a terrible price for their vanity.
The strange events transpiring in Khanduras have caught the attention of many of these Rogues.
They have come from as far as the Eastern dunes to test their skills against the dark evil that
is said to be lurking in Tristram. It is also believed that untold riches wait to be discovered
among the ruins of the Horadrim monastery.
Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of
the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a
seemingly careless precision. The innate sixth sense that all Rogues seem to possess also
allows them to sense trapped fixtures, and aids them in attempts to disarm these traps.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 20 | 55 |
| Magic | 15 | 70 |
| Dexterity | 30 | 250 |
| Vitality | 20 | 80 |
|===============================================|
| TOTAL VALUE | 85 | 455 |
|===============================================|
SORCERER
Although practitioners of the mystic arts are scarce within the often superstitious and
religious lands of the West, many magi have made the pilgrimage from the Far East to see for
themselves what horros lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of
the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its
acolytes to observe the dark events unfolding in Khanduras first hand.
The Vizjerei, known for their brightly colored turinash - or spirit robes - have taken a keen
interst in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope
that their acolytes will learn the secrets of the dark evil that they sense growing in the West
and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within
the confines of the labyrinth has also captured the interest of many wandering Sorcerers.
Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers
have developed a greater understanding of spellcasting than the other classes, and while a
Vizjerei neonate knows only the simplest of spells to start, he can expert to rapidly grow in
power as he discovers new incantations. All Sorcerers possess the ablility to recharge spell
staves by drawing power from their surroundings and channeling them through the staff.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 15 | 45 |
| Magic | 35 | 250 |
| Dexterity | 15 | 85 |
| Vitality | 20 | 80 |
|===============================================|
| TOTAL VALUE | 85 | 460 |
|===============================================|
===============================================================================================
04. Q U E S T S
===============================================================================================
|============================================================================|
| NAME | FOUND ON LEVEL | PRIZE(s) |
|============================================================================|
| The Butcher | 2 | Butcher's Cleaver (Unique Axe) |
| Poisoned Water Supply | 2 | Ring of Truth (Unique Ring) |
| The Curse of King Leoric | 3 | Undead Crown (Unique Helm) |
| Odgen's Sign | 4 | Harlequin Crest (Unique Helm) |
| Gharbad the Weak | 4 | Random item |
| The Magic Rock | 5 | Empyrean Band (Unique Ring) |
| Valor | 5 | Arkaine's Valor (Unique Armor) |
| The Chamber of Bone | 6 | Guardian spell |
| Halls of the Blind | 7 | Optic Amulet (Unique Amulet) |
| Zhar the Mad | 8 | Random item |
| Black Mushroom | 9 | Spectral Elixir |
| Anvil of Fury | 10 | Griswold's Edge (Unique Sword) |
| Warlord of Blood | 13 | Random item |
| Lachdanan | 14 | Veil of Steel (Unique Helm) |
| Archbishop Lazarus | 15 | Random item |
| Diablo | 16 | - |
|============================================================================|
===============================================================================================
05. I T E M L I S T
===============================================================================================
HELMS
|===================================================================|
| NAME | ARMOR CLASS | DURABILITY | BUY | SELL |
|===================================================================|
| Cap | 1-3 | 15 | 15 | 3 |
| Crown | 8-12 | 40 | 200 | 50 |
| Full Helm | 6-8 | 35 | 90 | 22 |
| Great Helm | 11-15 | 60 | 400 | 100 |
| Helm | 4-5 | 30 | 40 | 10 |
| Skull Cap | 2-3 | 20 | 25 | 6 |
|===================================================================|
ARMOR
|============================================================================|
| NAME | ARMOR CLASS | DURABILITY | BUY | SELL |
|============================================================================|
| Breast Plate | 20-24 | 80 | 2800 | 700 |
| Cape | 1-4 | 12 | 10 | 2 |
| Chain Mail | 21-22 | 55 | 1300 | 312 |
| Cloak | 3-7 | 15 | 40 | 10 |
| Field Plate | 40-44 | 80 | 5800 | 1450 |
| Full Plate Mail | 64-70 | 90 | 6500 | 1625 |
| Gothic Plate | 52-59 | 100 | 8000 | 2000 |
| Hard Leather Armor | 12-13 | 40 | 450 | 112 |
| Leather Armor | 11-12 | 35 | 300 | 75 |
| Plate Mail | 44-49 | 75 | 4600 | 1150 |
| Quilted Armor | 8-10 | 30 | 200 | 50 |
| Rags | 2-6 | 6 | 5 | 1 |
| Ring Mail | 18-20 | 50 | 900 | 225 |
| Robe | 4-7 | 24 | 75 | 18 |
| Scale Mail | 25-28 | 60 | 2300 | 575 |
| Splint Mail | 32-35 | 65 | 3250 | 812 |
| Studded Leather Armor | 15-17 | 45 | 700 | 175 |
|============================================================================|
SWORDS
|==============================================================================|
| NAME | DAMAGE | DURABILITY | BUY | SELL |
|==============================================================================|
| Bastard Sword | 6-15 | 60 | 1000 | 250 |
| Blade | 3-8 | 30 | 280 | 70 |
| Broad Sword | 4-12 | 50 | 750 | 187 |
| Claymore | 1-12 | 36 | 450 | 112 |
| Dagger | 1-4 | 16 | 60 | 15 |
| Falchion | 4-8 | 20 | 250 | 62 |
| Great Sword (two-handed) | 10-20 | 100 | 3000 | 750 |
| Long Sword | 2-10 | 40 | 350 | 87 |
| Sabre | 1-8 | 45 | 170 | 42 |
| Scimitar | 3-7 | 28 | 200 | 50 |
| Short Sword | 2-6 | 24 | 120 | 30 |
| Two Handed Sword | 8-16 | 75 | 1800 | 450 |
|==============================================================================|
SHIELDS
|========================================================================|
| NAME | ARMOR CLASS | DURABILITY | BUY | SELL |
|========================================================================|
| Buckler | 1-5 | 10 | 30 | 7 |
| Gothic Shield | 17-18 | 60 | 2300 | 575 |
| Kite Shield | 9-14 | 40 | 400 | 100 |
| Large Shield | 5-8 | 32 | 200 | 50 |
| Small Shield | 3-8 | 24 | 90 | 22 |
| Tower Shield | 14-19 | 50 | 850 | 212 |
|========================================================================|
BOWS
|======================================================================|
| NAME | DAMAGE | DURABILITY | BUY | SELL |
|======================================================================|
| Composite Bow | 3-6 | 45 | 600 | 150 |
| Hunter's Bow | 2-5 | 40 | 350 | 87 |
| Long Battle Bow | 1-10 | 50 | 1000 | 250 |
| Long Bow | 1-6 | 35 | 250 | 62 |
| Long War Bow | 1-14 | 60 | 2000 | 500 |
| Short Battle Bow | 3-7 | 45 | 750 | 187 |
| Short Bow | 1-4 | 30 | 100 | 25 |
| Short War Bow | 4-8 | 55 | 1500 | 375 |
|======================================================================|
AXES
|================================================================|
| NAME | DAMAGE | DURABILITY | BUY | SELL |
|================================================================|
| Axe | 4-12 | 32 | 450 | 112 |
| Battle Axe | 10-25 | 60 | 1500 | 375 |
| Broad Axe | 8-20 | 50 | 1000 | 250 |
| Great Axe | 12-30 | 75 | 2500 | 625 |
| Large Axe | 6-16 | 40 | 750 | 187 |
| Small Axe | 2-10 | 24 | 150 | 37 |
|================================================================|
STAVES
|===========================================================|
| NAME | DAMAGE | DURABILITY | SELL |
|===========================================================|
| Composite Staff | 5-10 | 45 | 125 |
| Long Staff | 4-8 | 35 | 25 |
| Quarter Staff | 6-12 | 35 | 25 |
| Short Staff | 2-4 | 25 | 7 |
| War Staff | 8-16 | 75 | 375 |
|===========================================================|
MISC. WEAPONS
|=======================================================================|
| NAME | DAMAGE | DURABILITY | BUY | SELL |
|=======================================================================|
| Club | 1-6 | 20 | 20 | 5 |
| Flail | 2-12 | 36 | 500 | 125 |
| Mace | 1-8 | 32 | 200 | 50 |
| Maul (two-handed) | 6-20 | 50 | 900 | 225 |
| Morning Star | 1-10 | 40 | 300 | 75 |
| Spiked Club | 3-6 | 20 | 225 | 56 |
| War Hammer | 5-9 | 50 | 600 | 150 |
|=======================================================================|
===============================================================================================
06. U N I Q U E I T E M L I S T
===============================================================================================
UNIQUE HELMS
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DURABILITY | VALUE |
|=============================================================================================|
| | * -4 to All Attributes | | | | |
| Fools Crest | * Hit Points : +100 | None | 0 | 30 | |
| | * +5 Damage from Enemies | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * +20 to All Attributes | | | | |
| Gotteramerung | * -4 Damage from Enemies | Strength : 50 | 60 | 60 | 13725 |
| | * Resist All = 0 | | | | |
| | * -40% Light Radius | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * +2 to All Attributes | | | | |
| Harlequin Crest | * Hit Points : +7 | None | -3 | 15 | 1000 |
| | * -1 Damage from Enemies | | | | |
| | * Mana : +7 | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| Helm of Spirits | * Life Stealing 5% | Strength : 25 | 4 | 30 | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * +8 to All Attributes | | | | |
| | * Fire Hit Damage : 10-20 | | | | |
| Lightforge | * +40% Light Radius | None | 15 | IND | |
| | * +150% Damage | | | | |
| | * Chance to Hit : +25% | | | | |
| | * Indestructible | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * +20 to Strength | | | | |
| | * -20 to Magic | | | | |
| Overlord's Helm | * +15 to Dexterity | Strength : 25 | 4 | 15 | 3125 |
| | * +5 to Vitality | | | | |
| | * Altered Durability | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * +10 to All Attributes | | | | |
| Royal Circlet | * Mana : +40 | None | 40 | 40 | 6218 |
| | * Armor Class : 40 | | | | |
| | * +10% Light Radius | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * Mana : +30 | | | | |
| Thinking Cap | * Spell Levels : +2 | None | 3 | 1 | 505 |
| | * Resist All : +20% | | | | |
| | * Altered Durability | | | | |
|-----------------|----------------------------|----------------|------|------------|---------|
| Undead Crown | * Life Stealing | None | 8 | 50 | 4162 |
|-----------------|----------------------------|----------------|------|------------|---------|
| | * Resist All : +50% | | | | |
| | * -20% Light Radius | | | | |
| Veil of Steel | * +60% Armor | None | 18 | 60 | 15950 |
| | * Mana : -30 | | | | |
| | * +15 to Strength | | | | |
| | * +15 to Vitality | | | | |
|=============================================================================================|
UNIQUE ARMOR
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DUR | VALUE |
|=============================================================================================|
| | * +10 to Vitality | | | | |
| Arkaine's Valor | * -3 Damage from Enemies | None | 25 | 40 | 10500 |
| | * Fastest Hit Recovery | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +10 to Strength | | | | |
| Demonspike Coat | * -6 Damage from Enemies | Strength : 90 | 100 | IND | |
| | * Resist Fire : +50% | | | | |
| | * Indestructible | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * -2 Damage from Enemies | | | | |
| Gladiator's Bane, The | * -3 to All Attributes | Strength : 20 | 25 | 135 | 862 |
| | * High Durability | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +5 to Strength | | | | |
| Leather of Aut | * -5 to Magic | None | 15 | IND | 2637 |
| | * +5 to Dexterity | | | | |
| | * Indestructible | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +5 to Magic | | | | |
| Naj's Light Plate | * Mana : +20 | None | 44-48| 75 | 19675 |
| | * Resist All : +20% | | | | |
| | * Spell Levels : +1 | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * Faster Hit Recovery | | | | |
| | * -40% Light Radius | | | | |
| Nightscape | * Armor Class : 15 | None | 15 | 12 | 2900 |
| | * +3 to Dexterity | | | | |
| | * Resist All : +20% | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +1 to All Attributes | | | | |
| Rainbow Cloak, The | * Resist All : +10% | None | 10 | 27 | 1225 |
| | * Hit Points : +5 | | | | |
| | * High Durability | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +5 to Dexterity | | | | |
| Scavenger Carapace | * Resist Lightning : +40% | Strength : 40 | -7 | 80 | 3500 |
| | * Armor Class : -7 | | | | |
| | * -15 Damage from Enemies | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| Sparking Mail | * Lightning Hit Damage | Strength : 30 | 30 | 55 | 3937 |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +10 to Vitality | | | | |
| Torn Flesh of Souls | * -1 Damage from Enemies | None | 8 | IND | 1206 |
| | * Indestructible | | | | |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| | * +5 to Magic | | | | |
| | * Resist Lightning : +25% | | | | |
| Wisdom's Wrap | * -1 Damage from Enemies | None | 15 | 24 | 1550 |
| | * Armor Class : 15 | | | | |
| | * Mana : +10 | | | | |
|=============================================================================================|
UNIQUE SWORDS
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | DAM | DUR | VALUE |
|=============================================================================================|
| | * +2 to Vitality | | | | |
| Black Razor | * +150% Damage | None | 1-4 | 5 | 500 |
| | * Altered Durability | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +10 to Strength | | | | |
| | * -5 to Magic | | | | |
| Bonesaw, The | * -5 to Dexterity | Strength : 35 | 1-12 | 36 | 1100 |
| | * Hit Points : +10 | | | | |
| | * Mana : -10 | | | | |
| | * Adds 10 Points to Damage| | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +5 to Vitality | | | | |
| Defender, The | * Armor Class : 5 | Strength : 17 | 1-8 | 45 | 500 |
| | * Chance to Hit : -5% | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Chance to Hit : +25% | | | | |
| | * +250% Damage | | | | |
| Doombringer | * -5 to All Attributes | Strength : 50 | 6-15 | 60 | 4562 |
| | * Hit Points : -25 | | | | |
| | * -20% Light Radius | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +150% Damage | | | | |
| Executioner's Blade, The | * Hit Points : -10 | Strength : 30 | 4-8 | 60 | 1770 |
| | * -10% Light Radius | | | | |
| | * High Durability | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +10 to Dexterity | | | | |
| Falcon's Talon, The | * Chance to Hit : +20% | Strength : 23 | 3-7 | 28 | 1966 |
| | * -33% Damage | Dexterity : 23 | | | |
| | * Fastest Attack | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +2 to All Attributes | | | | |
| Gibbous Moon | * +25% Damage | Strength : 40 | 4-12 | 50 | 1665 |
| | * -30% Light Radius | | | | |
| | * Mana : +15 | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * -5 to Dexterity | | | | |
| Gonnagal's Dirk | * Adds 4 Points to Damage | None | 1-4 | 15 | |
| | * Resist Magic : +25% | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * One Handed Sword | | | | |
| | * +5 to All Attributes | | | | |
| Grandfather | * Chance to Hit : +20% | Strength : 75 | 10-20 | 100 | 29950 |
| | * +70% Damage | | | | |
| | * Hit Points : +20 | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Fast Attack | | | | |
| | * Chance to Hit : +25% | | | | |
| Griswold's Edge | * Fire Hit Damage : 1-10 | Strength : 40 | 4-12 | 50 | 10500 |
| | * Knocks Target Back | | | | |
| | * Hit Points : -20 | | | | |
| | * Mana : +20 | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +20 to Strength | | | | |
| | * -5 to Vitality | | | | |
| Grizzly | * Armor Class : -5 | Strength : 65 | 8-16 | 150 | 12500 |
| | * +200% Damage | | | | |
| | * Knocks Target Back | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Fast Attack | | | | |
| | * Knocks Target Back | | | | |
| Gryphon's Claw | * +100% Damage | Strength : 20 | 4-8 | 30 | |
| | * +2 to Magic | | | | |
| | * -5 to Dexterity | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Resist Fire : +40% | | | | |
| Ice Shank | * Altered Durability | Strength : 30 | 2-10 | 15 | 1312 |
| | * +8 to Strength | Dexterity : 30 | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Fire Hit Damage : 2-12 | | | | |
| Inferno | * Mana : +20 | Strength : 30 | 2-10 | 40 | 8650 |
| | * Resist Fire : +75% | Dexterity : 30 | | | |
| | * +30% Light Radius | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Lightning Hit : 1-10 | | | | |
| Light Sabre | * +20% Light Radius | Strength : 17 | 1-8 | 45 | 4787 |
| | * Chance to Hit : +20% | | | | |
| | * Resist Lightning : +50% | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * Chance to Hit : +15% | | | | |
| Shadowhawk | * -20% Light Radius | Strength : 40 | 4-12 | 50 | 3437 |
| | * Resist All : +5% | | | | |
| | * Life Stealing 5% | | | | |
|--------------------------|---------------------------|----------------|-------|-----|-------|
| | * +15 to Magic | | | | |
| Wizardspike | * Mana : +35 | None | 1-4 | 16 | 3230 |
| | * Chance to Hit : +25% | | | | |
| | * Resist All : +15% | | | | |
|=============================================================================================|
UNIQUE SHIELDS
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DURABILITY | VALUE |
|=============================================================================================|
| | * +10 to Dexterity | | | | |
| Blackoak Shield | * -10 to Vitality | Strength : 25 | 18 | 60 | 1431 |
| | * -10% Light Radius | | | | |
| | * High Durability | | | | |
|--------------------|----------------------------|----------------|----|-------------|-------|
| | * +5 to Strength | | | | |
| Dragon's Breach | * -5 to Magic | Strength : 50 | 20 | IND | 4800 |
| | * Resist Fire : +25% | | | | |
| | * Indestructible | | | | |
|--------------------|----------------------------|----------------|----|-------------|-------|
| | * Fast Block | | | | |
| Holy Defender | * Resist Fire : +20% | Strength : 40 | 15 | 96 | 3450 |
| | * -2 Damage from Enemies | | | | |
| | * High Durability | | | | |
|--------------------|----------------------------|----------------|----|-------------|-------|
| | * Armor Class : 10 | | | | |
| | * Hit Points : +10 | | | | |
| Split Skull Shield | * +2 to Strength | None | 10 | 15 | 506 |
| | * -10% Light Radius | | | | |
| | * Altered Durability | | | | |
|--------------------|----------------------------|----------------|----|-------------|-------|
| | * Armor Class : 40 | | | | |
| | * +4 Damage from Enemies | | | | |
| Storm Shield | * +10 to Strength | Strength : 80 | 40 | IND | 12250 |
| | * Indestructible | | | | |
| | * Fast Block | | | | |
|=============================================================================================|
UNIQUE BOWS
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE |
|=============================================================================================|
| | * +10 to Dexterity | | | | |
| Blackoak Bow | * -10 to Vitality | Strength : 25 | 1-6 | 35 | 625 |
| | * +50% Damage | Dexterity : 30 | | | |
| | * -10% Light Radius | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * +4 to Dexterity | | | | |
| | * -3 to Vitality | | | | |
| Bow of the Dead | * Chance to Hit : +10% | Strength : 25 | 3-6 | 30 | 625 |
| | * -20% Light Radius | Dexterity : 40 | | | |
| | * Altered Durability | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| Celestial Bow, The | * Armor Class : 5 | Dexterity : 30 | 1-6 | 35 | 300 |
| | * Adds 2 Points to Damage | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * +20 to Dexterity | | | | |
| Eaglehorn | * Chance to Hit : +50% | Strength : 30 | 1-10 | IND | 10625 |
| | * +100% Damage | Dexterity : 60 | | | |
| | * Indestructible | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * Fire Hit Damage : 1-6 | | | | |
| Flamedart | * Chance to Hit : +20% | Strength : 20 | 2-5 | 40 | 3562 |
| | * Resist Fire : +40% | Dexterity : 35 | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * +15 to Dexterity | | | | |
| Fleshstinger | * Chance to Hit : +40% | Strength : 25 | 1-6 | 37 | 4125 |
| | * +80% Damage | Dexterity : 30 | | | |
| | * High Durability | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * Chance to Hit : +50% | | | | |
| Needler, The | * Unusual Item Damage | None | 1-3 | 30 | 2225 |
| | * Fast Attack | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * -3 to Dexterity | | | | |
| Rift Bow | * Random Speed Arrows | None | 1-4 | 30 | 450 |
| | * Adds 2 Points to Damage | | | | |
|--------------------|---------------------------|----------------|--------|--------|---------|
| | * +5 to Strength | | | | |
| Windforce | * +200% Damage | Strength : 45 | 1-14 | 60 | 9437 |
| | * Knocks Target Back | Dexterity : 80 | | | |
|=============================================================================================|
UNIQUE AXES
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE |
|=============================================================================================|
| | * Spell Levels : +1 | | | | |
| Aguinara's Hatchet | * +10 to Magic | None | 2-10 | 24 | 6200 |
| | * Resist Magic : +75% | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * -5 to All Attributes | | | | |
| Bloodslayer | * +100% Damage | Strength : 50 | 8-20 | 50 | 625 |
| | * +200% Damage vs. Demons | | | | |
| | * Spell Levels : -1 | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * +10 to Strength | | | | |
| Butcher's Cleaver | * Altered Durability | None | 4-24 | 25 | 912 |
| | * Unusual Item Damage | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * -15 to Strength | | | | |
| Celestial Axe, The | * Chance to Hit : +15% | None | 10-25 | 60 | 3525 |
| | * Hit Points : +15 | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * +8 to Strength | | | | |
| | * +8 to Vitality | | | | |
| Hellslayer | * +100% Damage | Strength : 65 | 10-25 | 60 | 6550 |
| | * Hit Points : +25 | | | | |
| | * Mana : -25 | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * -5 to Magic | | | | |
| Mangler | * -5 to Dexterity | Strength : 25 | 6-16 | 30 | |
| | * +200% Damage | | | | |
| | * Mana : -10 | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * +200% Damage | | | | |
| | * Adds 15 Points to Damage | | | | |
| Messerschmidt's Reaver | * +5 to All Attributes | Strength : 80 | 12-30 | 75 | 14500 |
| | * Hit Points : -50 | | | | |
| | * Fire Hit Damage : 2-12 | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * Hit Points : +30 | | | | |
| Stone Cleaver | * +50% Damage | Strength : 50 | 8-20 | 50 | 5975 |
| | * Chance to Hit : +20% | | | | |
| | * Resist Lightning : +40% | | | | |
|------------------------|-----------------------------|---------------|--------|-----|-------|
| | * +10 to Dexterity | | | | |
| | * -10 to Vitality | | | | |
| Wicked Axe | * Chance to Hit : +30% | Strength : 30 | 6-16 | IND | 7787 |
| | * -6 Damage from Enemies | | | | |
| | * Indestructible | | | | |
|=============================================================================================|
UNIQUE CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE |
|=============================================================================================|
| | * -4 to Dexterity | | | | |
| | * +4 to Vitality | | | | |
| Baranar's Star | * Chance to Hit : +12% | Strength : 23 | 1-10 | 60 | 1712 |
| | * +80% Damage | | | | |
| | * Altered Durability | | | | |
| | * Quick Attack | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * +20% Light Radius | | | | |
| Celestial Star, The | * Armor Class : -8 | None | 2-12 | 36 | 1952 |
| | * Adds 10 Points to Damage | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * -2 to Magic | | | | |
| Civerb's Cudgel | * -5 to Dexterity | Strength : 16 | 1-8 | 32 | 500 |
| | * +200% Damage vs. Demons | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * +2 to All Attributes | | | | |
| Crakrust | * Resist All : +15% | Strength : 16 | 1-8 | IND | |
| | * -25% Damage | | | | |
| | * Indestructible | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * Adds 20 Points to Damage | | | | |
| | * +15 to Strength | | | | |
| Cranium Basher, The | * Indestructible | Strength : 55 | 6-20 | IND | 9125 |
| | * Mana : -150 | | | | |
| | * Resist All : +5% | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * +30 to Magic | | | | |
| | * Mana : +50 | | | | |
| Dreamflange | * Resist Magic : +50% | Strength : 16 | 1-8 | 32 | 6612 |
| | * +20% Light Radius | | | | |
| | * Spell Levels : +1 | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * +5 to Magic | | | | |
| | * +10 to Dexterity | | | | |
| Gnarled Root | * +300% Damage | None | 1-6 | 20 | 2455 |
| | * Chance to Hit : +20% | | 3-6 | | |
| | * Resist All : +10% | | | | |
| | * Armor Class : -10 | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * +3 to Strength | | | | |
| Hammer of Jholm | * +10% Damage | Strength : 55 | 6-20 | IND | 2175 |
| | * Chance to Hit : +15% | | | | |
| | * Indestructible | | | | |
|---------------------|-------------------------------|----------------|--------|-----|-------|
| | * Lightning Hit Damage : 1-50 | | | | |
| | * -100% Damage | | | | |
| Schaefer's Hammer | * Chance to Hit : +30% | Strength : 40 | 5-9 | 50 | 14031 |
| | * Resist Lightning : +75% | | | | |
| | * Hit Points : +50 | | | | |
| | * +10% Light Radius | | | | |
|=============================================================================================|
UNIQUE STAVES
|=============================================================================================|
| NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE |
|=============================================================================================|
| | * -3 to Strength | | | | |
| Gleamsong | * -3 to Vitality | None | 2-4 | 25 | 1630 |
| | * Mana : +25 | | | | |
| | * 76 Phasing Charges | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * Resisr Fire : +20% | | | | |
| Immolator | * Fire Hit Damage : 4 | None | 4-8 | 35 | 975 |
| | * Mana : +10 | | | | |
| | * -5 to Vitality | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * +15 to Magic | | | | |
| Mindcry | * Resist All : +15% | Strength : 20 | 6-12 | 55 | 10375 |
| | * 69 Guardian Charges | | | | |
| | * Spell Levels : +1 | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * +20 to Magic | | | | |
| | * +10 to Dexterity | | | | |
| Naj's Puzzler | * Resist All : +20% | None | 4-8 | 35 | 8500 |
| | * Hit Points : -25 | | | | |
| | * 57 Teleport Charges | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * +5 to Vitality | | | | |
| | * -5 Damage from Enemies | | | | |
| Protector, The | * Armor Class : 40 | None | 2-4 | 25 | 4310 |
| | * 86 Healing Charges | | | | |
| | * Attacker Takes 1-3 Damage | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * +5 to All Attributes | | | | |
| Rod of Onan | * +100% Damage | Strength : 30 | 8-16 | 75 | 11041 |
| | * 50 Golem Charges | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * -10 to Magic | | | | |
| Staff of Shadows | * Chance to Hit : +10% | None | 3-7 | 35 | 312 |
| | * +60% Damage | | | | |
| | * -20% Light Radius | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * +10 to Strength | | | | |
| Storm Spire | * -10 to Magic | Strength : 30 | 8-16 | 75 | 5625 |
| | * Lightning Hit Damage : 2-8 | | | | |
| | * Resist Lighning : +50% | | | | |
|------------------|-------------------------------|---------------|----------|-------|-------|
| | * Chance to Hit : +35% | | | | |
| | * Lightning Hit Damage | | | | |
| Thundercall | * 76 Lightning Charges | None | 5-10 | 45 | 5562 |
| | * Resist Lightning : +30% | | | | |
| | * +20% Light Radius | | | | |
|=============================================================================================|
UNIQUE RINGS AND AMULET
|=================================================================|
| NAME | SPECIAL ABILITIES | VALUE |
|=================================================================|
| | * Resist Magic : +20% | |
| Bleeder | * Hit Points : -10 | 2125 |
| | * Mana : +30 | |
|------------------------|------------------------------|---------|
| Constricting Ring | * Resist All : +75% Max | 15500 |
| | * Constantly Lose Hit Points | |
|------------------------|------------------------------|---------|
| | * +2 to All Attributes | |
| Empyrean Band | * +20% Light Radius | 2000 |
| | * Fast Hit Recovery | |
| | * Absorbs Half Trap Damage | |
|------------------------|------------------------------|---------|
| | * -1/-2 Damage from Enemies | |
| Ring of Engagement | * Attacker Takes 1-3 Damage | 3119 |
| | * Armor Class : 5 | |
| | * Damages Target's Armor | |
|------------------------|------------------------------|---------|
| | * -3 to Strength | |
| | * +10 to Magic | |
| Ring of Regha | * -3 to Dexterity | 1043 |
| | * Resist Magic : +10% | |
| | * +10% Light Radius | |
|------------------------|------------------------------|---------|
| | * Hit Points : +10 | |
| Ring of Truth | * Resist All : +10% | 2275 |
| | * -1 Damage from Enemies | |
|------------------------|------------------------------|---------|
| | * +5 to Magic | |
| Optic Amulet | * -1 Damage from Enemies | 2437 |
| | * Resist Lightning : +20% | |
| | * +20% Light Radius | |
|=================================================================|
===============================================================================================
07. M O N S T E R L I S T
===============================================================================================
|=================================================================|
| NAME | HP | NOTES |
|=================================================================|
| Fallen One | 001-002 | No resistances, No immunities |
| Carver | 002-004 | No resistances, No immunities |
| Devil Kin | 008-012 | No resistances, No immunities |
| Dark One | 010-018 | No resistances, No immunities |
|-----------------|---------|-------------------------------------|
| Zombie | 002-003 | Immune Magic |
| Rotting Carcass | 007-012 | Immune Magic |
| Ghoul | | |
| Black Death | 012-020 | Immune Magic |
|-----------------|---------|-------------------------------------|
| Scavenger | 001-003 | No resistances, No immunities |
| Plague Eater | 006-012 | No resistances, No immunities |
| Shadow Beast | 012-018 | No resistances, No immunities |
| Bone Gasher | 014-020 | Resists Magic |
|-----------------|---------|-------------------------------------|
| Fiend | 001-003 | No resistances, No immunities |
| Blink | 006-014 | No resistances, No immunities |
| Familiar | 010-017 | Resist Magic, Immune Lightning |
| | | |
|-----------------|---------|-------------------------------------|
| Hidden | 004-012 | No resistances, No immunities |
| Unseen | 017-025 | Resist Magic |
| Stalker | 015-022 | No resistances, No immunities |
| Illusion Weaver | 020-030 | Resist Fire-Magic |
|-----------------|---------|-------------------------------------|
| Flesh Clan | 015-022 | No resistances, No immunities |
| Stone Clan | 020-027 | Resist Magic |
| Fire Clan | 025-032 | Resist Fire |
| Night Clan | 027-035 | Resist Magic |
|-----------------|---------|-------------------------------------|
| Acid Beast | 020-033 | No resistances, No immunities |
| Poison Spitter | 030-042 | No resistances, No immunities |
| Pit Beast | 040-055 | Resist Magic |
| Lava Maw | 050-075 | Resist Magic, Immune Fire |
|-----------------|---------|-------------------------------------|
| Blood Stone | 027-037 | Immune Fire-Magic |
| Lava Lord | 035-042 | Immune Fire-Magic |
| | | |
| | | |
|-----------------|---------|-------------------------------------|
| Mud Man | 050-062 | No resistances, No immunities |
| Toad Demon | | |
| Flayed One | 080-100 | Resist Magic, Immune Fire |
| | | |
|-----------------|---------|-------------------------------------|
| Gargoyle | | |
| Winged-Demon | 022-030 | Resist Fire, Immune Magic |
| Blood Claw | 037-062 | Immune Fire-Magic |
| | | |
|-----------------|---------|-------------------------------------|
| Storm Rider | 030-060 | Resist Magic, Immune Lightning |
| Maelstorm | | |
| | | |
| | | |
|-----------------|---------|-------------------------------------|
| Horned Demon | | |
| Mud Runner | 025-045 | No resistances, No immunities |
| Frost Charger | | |
| Obsidian Lord | 035-055 | Resist Lightning, Immune Magic |
|-----------------|---------|-------------------------------------|
| Cave Viper | 050-075 | Immune Fire |
| Fire Drake | 060-085 | Resist Fire, Immune Magic |
| Gold Viper | 070-090 | Resist Lightning, Immune Magic |
| Azure Drake | 080-100 | Resist Fire-Lightning |
|-----------------|---------|-------------------------------------|
| Succubus | 060-075 | Resist Magic |
| Snow Witch | 067-087 | Resist Lightning |
| Hellspawn | 075-100 | Resist Magic, Immune Lightning |
| Soul Burner | 100-112 | Resist Lightning-Magic, Immune Fire |
|-----------------|---------|-------------------------------------|
| Counselor | 035-035 | Resist Fire-Lightning |
| Magistrate | 042-042 | Resist Lightning-Magic, Immune Fire |
| Cabalist | 060-060 | Resist Fire-Magic, Immune Lightning |
| Advocate | 072-072 | Resist Fire, Immune Lightning-Magic |
|-----------------|---------|-------------------------------------|
| Black Knight | 075-075 | Resist Lightning-Magic |
| Doom Guard | 082-082 | Resist Fire-Magic |
| Steel Lord | 090-090 | Resist Lightning-Magic, Immune Fire |
| Blood Knight | 100-100 | Resist Fire, Immune Lightning-Magic |
|=================================================================|
===============================================================================================
08. S H R I N E S A N D F O U N T A I N S
===============================================================================================
SHRINES
|============================================================================================|
| NAME | MESSAGE | EFFECTS |
|============================================================================================|
| Abandoned Shrine | The hands of men may be | Dexterity is increased by 2 |
| | guided by fate | |
| | | |
| Cauldron | Random | Random |
| | | |
| Creepy Shrine | Strength is bolstered by | Strength is increased by 2 |
| | heavenly faith | |
| | | |
| Cryptic Shrine | Arcane power brings | Casts one free Nova spell from the |
| | destruction | shrine and gets full mana |
| | | |
| Divine Shrine | Drink and be refreshed | Gives 2 full potions and gets |
| | | life and full mana |
| | | |
| Eerie Shrine | Knowledge and wisdom at the | Magic is increased by 2 |
| | cost of self | |
| | | |
| Eldritch Shrine | Crimson and Azure becomes as | All potions become rejuvenation |
| | the sun | potions of the same type |
| | | |
| Enchanted Shrine | Magic is not always what it | Lose one level of a spell and adds |
| | seems to be | one level to all other spells |
| | | learned so far |
| | | |
| Fascinating Shrine | Intensity comes at the cost | Gain two levels of Firebolt spell, |
| | of wisdom | lose up to 10 in mana |
| | | |
| Glimmering Shrine | Mysteries are revealed in the | Identifies all unidentified items |
| | light of reason | in inventory |
| | | |
| Goat Shrine | Random | Random |
| | | |
| Gloomy Shrine | Those who defend seldom | Adds 2 to AC for all armor, reduces |
| | attack | damage by 1 for all weapons |
| | | |
| Hidden Shrine | New strength is forged | One item loses 10 durability while |
| | through destruction | all others gain 10 |
| | | |
| Holy Shrine | Wherever you go, there you | Casts one free Phasing spell |
| | are | |
| | | |
| Magic Shrine | While the spirit is vigilant, | Casts one free Mana Shield spell |
| | the body thrives | |
| | | |
| Mysterious Shrine | Some are weakened as one | One attributes rises by 5 and all |
| | grows strong | others drop by 1 |
| | | |
| Ornate Shrine | Salvation comes at the cost | Gain two levels for the Holy Bolt |
| | of wisdom | spell, lose up to 10 in mana |
| | | |
| Quiet Shrine | The essence of life flows | Vitality is increased by 2 |
| | from within | |
| | | |
| Religious Shrine | Time has no effect on the | All items are fully repaired |
| | strength of steel | |
| | | |
| Sacred Shrine | Energy comes at the cost | Gain two levels for the Charged Bolt |
| | of wisdom | spell, lose up to 10 in mana |
| | | |
| Secluded Shrine | The way is made clear when | Fills out the automap of the current |
| | viewed from above | level |
| | | |
| Spiritual Shrine | Riches abound when least | Each free box in backpack is filled |
| | expected | with a random amount of gold |
| | | |
| Stone Shrine | The power of mana refocused | Staffs are recharged |
| | renews | |
| | | |
| Thaumaturgic Shrine | You hear a series of creaks | All chests in the dungeon are |
| | and thumps | refilled and close |
| | | |
| Weird Shrine | The sword of justice is | Maximum damage for all weapon |
| | swift and sharp | increases by 1 |
|============================================================================================|
FOUNTAINS
|=========================================================================|
| NAME | EFFECTS |
|=========================================================================|
| Blood Fountain | Restores 1 point of life each time you drink |
| Fountain of Tears | Raises one attribute by one and lowers another by 1 |
| Murky Pool | Casts one free Infravision spell |
| Purifying Spring | Restores 1 point of mana each time you drink |
|=========================================================================|
===============================================================================================
09. L E V E L A N D E X P E R I E N C E
===============================================================================================
|=============================================================================================|
| LEVEL | EXPERIENCE REQUIRED | LEVEL | EXPERIENCE REQUIRED |
|=============================================================================================|
| 1 | 0 | 26 | 5.459.523 |
| 2 | 2.000 | 27 | 7.130.496 |
| 3 | 4.620 | 28 | 9.281.874 |
| 4 | 8.040 | 29 | 12.042.092 |
| 5 | 12.489 | 30 | 15.571.031 |
| 6 | 18.258 | 31 | 20.066.900 |
| 7 | 25.712 | 32 | 25.774.405 |
| 8 | 35.309 | 33 | 32.994.399 |
| 9 | 47.622 | 34 | 42.095.202 |
| 10 | 63.364 | 35 | 53.525.811 |
| 11 | 83.419 | 36 | 67.831.218 |
| 12 | 108.879 | 37 | 85.670.061 |
| 13 | 141.086 | 38 | 107.834.823 |
| 14 | 181.683 | 39 | 135.274.799 |
| 15 | 231.075 | 40 | 169.122.009 |
| 16 | 313.656 | 41 | 210.720.231 |
| 17 | 424.067 | 42 | 261.657.253 |
| 18 | 571.190 | 43 | 323.800.420 |
| 19 | 766.569 | 44 | 399.335.440 |
| 20 | 1.025.154 | 45 | 490.808.349 |
| 21 | 1.366.227 | 46 | 601.170.414 |
| 22 | 1.814.568 | 47 | 733.825.617 |
| 23 | 2.401.895 | 48 | 892.680.222 |
| 24 | 3.168.651 | 49 | 1.082.908.612 |
| 25 | 4.166.200 | 50 | 1.310.707.109 |
|=============================================================================================|
===============================================================================================
10. B O O K S
===============================================================================================
BOOK OF BLOOD (Quest : Valor)
...and so, locked beyond the Gateway of Blood and past the hall of Fire, Valor awaits for the
hero of light to awaken...
BOOK OF THE BLIND (Quest : Halls of the Blind)
I can see what you see not.
Vision milky then eyes rot.
When you turn they will be gone,
whispering their hidden song.
Then you see what cannot be,
shadows move where light should be.
Out of darkness, out of mind,
cast down into the Halls of the Blind.
MYTHICAL BOOK (Quest : Chamber of the Bone)
Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death awaits any who would seek to
steal the treasures secured within this room. So speaks the Lord of terror, and so it is
written.
STEEL TOME (Quest : Warlord of Blood)
The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of
thousands. Angels and man alike have been cut down to fulfill his endless sacrifices to the
dark ones who scream for one thing - blood.
TALE OF THE THREE
Glory and approbation to Diablo - Lord of Terror and leader of the Three. My lord spoke to me
of his two brothers, Mephisto and Baal, who were banished to this world long ago. My lord
wishes to bide time and harness his awesome power so that he may free his captive brothers from
their tombs beneath the sands of the East. Once my lord releases his brothers, the Sin War will
once again know the fury of the Three.
THE BINDING OF THE THREE
So it came that the three prime evils were banished in spirit form to the mortal realm and
after sewing chaos across the east for decades, they were hunted down by the cursed order of
the mortal Horadrim. The Horadrim used artifacts called Soulstones to contain the essence of
Mephisto, the Lord of Hatred and his brother Baal, the Lord of Destruction. The youngest
brother - Diablo, the Lord of Terror - escaped to the west.
Eventually the Horadrim captured Diablo within a Soulstones as well, and buried him under an
ancient, forgotten cathedral. There, the Lord of Terror sleeps and awaits the time of his
rebirth. Know ye that he will seek a body of youth and power to posses - one that is innocent
and easily controlled. He will then arise to free his brothers and once more fan the flames of
the Sin War...
THE BLACK KING
Hail and sacrifice to Diablo - Lord of Terror and destroyer of souls. When I awoke my master
from his sleep, he attempted to possess a mortal's form. Diablo attempted to claim the body of
King Leoric, but my master was too weak from his imprisonment. My lord required a simple and
innocent anchor to this world, and so found the boy Albrecht to be perfect for the task. While
the good King Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his son
Albrecht and brought him before my master. I now await Diablo's call and pray that I will be
rewarded when he at last emerged as the lord of this world.
THE DARK EXILE
So it came to be that there was a great revolution within the Burning Hells known as the Dark
Exile. The lesser evils overthrew the three prime evils and banished their spirit forms to the
mortal realm. The demons Belial (The Lord of Lies) and Azmodan (The Lord of Sin) fought to
claim rulership of Hell during the absence of the Three Brothers. All of Hell polarized between
the factions of Belial and Azmodan while the forces of the High Heavens continually battered
upon the very gates of Hell.
THE GREAT CONFLICT
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. There is a war that rages on even now, beyond the fields that we know - between the
Utopian Kingdoms of the High Heavens and the chaotic Pits of the Burning Hells. This war is
known as the Great Conflict, and it has raged and burned longer than any of the stars in the
sky. Neither side ever gains sway for long as the forces of light and darkness constantly vie
for control over all creation.
THE REALMS BEYOND
All praises to Diablo - Lord of Terror and survivor of the Dark Exile. When he awakened from
his long slumber, my lord and master spoke to me of secrets that few mortals know. He told me
the Kingdoms of the High Heavens and the Pits of the Burning Hells engage in an eternal war.
He revealed the powers that have brought this discord to the realms of man. My lord has named
the battle for this world and all who exist here the Sin War.
THE SIN WAR
Many demons traveled to the mortal realm in search of the Three Brothers. These demons were
followed to the mortal plane by angels who hunted them throughout the vast cities of the East.
The angels allied themselves with a secretive order of mortal magi named the Horadrim, who
quickly became adept at hunting demons. They also made many dark enemies in the underworlds.
THE TALE OF THE HORADRIM
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. Nearly three hundred years ago, it came to be known that the three prime evils of
the Burning Hells had mysteriously come to our world. The Three Brothers ravaged the lands of
the east for decades, while humanity was left trembling in their wake. Our order - the Horadrim
- was founded by a group of secretive Magi to hunt down and capture the three evils once and
for all.
The original Horadrim captured two of the three within powerful artifacts known as Soulstones
and buried them deep bneath the desolate eastern sands. The third evil escaped capture and fled
to the west with many of the Horadrim in pursuit. The third evil - known as Diablo, the Lord of
Terror - was eventually captured, his essence set in a Soulstone and buried within this
labyrinth.
Be warned that the Soulstone must be kept from discovery by those not of the faith. If Diablo
were to be released, he would seek a body that is easily controlled as he would be very weak -
perhaps that of an old man or a child.
THE WAGES OF SIN ARE WAR
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. When the eternal conflict between the High Heavens and the Burning Hells falls upon
mortal soil, it is called the Sin War. Angels and Demons walk amongst humanity in disguise,
fighting in secret, away from the prying eyes of mortals. Some daring, powerful mortal have
even allied themselves with either side, and helped to dictate the course of the Sin War.
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11. L I B R A R I E S
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BOOK I : OF HEAVEN AND HELL
THE GREAT CONFLICT
Since the beginning, the forces of Light and Darkness have engaged in an eternal war : The
Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all
creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines
Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and
justice. The Angels believe that only absolute discipline can properly restore order to the
myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the
true nature of all things.
The battles of the Great Conflict rage across both time and space, often infringing upon
the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens
to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to
wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms
beyond elicit both veneration and insight.
The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of
the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the
creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy
both wielder and weapon - a charge that he was destined never to complete. Izual was overcome
by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as
testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so
long as their hated enemies dwell within.
Although the Great Conflict burned hotter and longer than any of the stars in the sky,
neither side could gain dominion over the other for long. Both factions sought some way to turn
the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great
Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to
see to whose side Man would eventually turn.
Mortals had the unique ability to choose between Darkness and Light, and it was held that
this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the
nether-realms descended to the mortal realm to vie for the favor of Man...
THE SIN WAR
The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and
Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals
to their respective causes. Over time, the forces of Darkness discovered that mortals responded
much more to brute force than to subtle coercion, and so began to terrorize Man into submission
The Angels fought to defend humanity against this demonic oppression, but all too often their
austere methods and severe punishments succeeded only in alienating those whom they sought to
protect.
The violent battles of the Sin War occurred often, but they were seldom witnessed by the
prying eyes of Man. Only a few "enlightened" souls were aware of the supernatural beings that
walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the
challenge of the Sin War, allying themselves with both sides in the Great Conflict. The
legendary deeds of these great mortal warriors served to earn both the respect and hatred of
the netherworlds. Although lesser demons kneeled before those possessing power and strength,
they also cursed the very existence of mortal man. Many of these fiends believed that the
deadlock brought about by the emergence of Man was a perverse offense to their "higher" role in
the great scheme of things.
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the
mortal realm. Some men learned of this deep hatred and used it against the denizens of the
Underworld. One such mortal, Horazon the Summoner, delighted in summoning demons and then
breaking them to his will. Horazon, along with his brother Bartuc, were members of the Eastern
mage clan known as the Vizjerei. This mystic clan studied the ways of demons and had catalogued
their lore for generations. Empowered by this knowledge, Horazon was able to take the work of
the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge
against this bold mortal, but Horazon managed to keep himself well protected within his arcane
sanctuary.
Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was
granted exceptional strength and longevity, and fought alongside the legions of Hell against
the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was
renowned amongst the warriors of many realms, his dominance in battle came with a terrible
price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon
became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he
came to be known only as the Warlord of Blood.
THE DARK EXILE
"Seven is the number of the powers of Hell, and Seven is the number of the Great Evils."
Duriel, the Lord of Pain
Andariel, the Maiden of Anguish
Belial, the Lord of Lies
Azmodan, the Lord of Sin
These are the true names of the lesser of the Great Evils. For ages uncounted each have
ruled over their own domains within the Burning Hells, seeking absolute dominion over their
infernal brethren. As the Lesser Four continuously vied for the control of those forces that
dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The
Lesser Four used dark and evil measures in their quest for power, and herein begins the legend
of the Exile.
Mephisto, the Lord of Hatred
Baal, the Lord of Destruction
Diablo, the Lord of Terror
These are the Prime Evils of Hell that wielded their power as a dark, sovereign
triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious
cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for
countless victories against the armies of the Light. Although they never held sway over the
High Heavens for long, the Three were justly feared by enemies and subjects alike.
With the ascension of Man and the subsequent standstill of the Great Conflict, the Three
Brothers began to devote their energies to the perversion of mortal souls. The Three realized
that Man was the key to victory in the war against Heaven, and thus altered their rigid
agendum that they had propagated since the Beginning. This change caused many of the Lesser
Evils to question the authority of the Three, and so brought about a great rift between the
Prime Evils and their servitors.
In their ignorance, the Lesser Evils began to believe that the Three were afraid to
continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw
the situation as their chance to overthrow the Prime Evils and take control of Hell for
themselves. The two demon lords made a pact with their minor brethren, assuring them that the
wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan
and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately
ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a
great revolution was set into motion as all of Hell went to war against the Three Brothers...
The Brothers fought with all of the savagery of the Underworld, and to their credit,
annihilated a third of Hell's treacherous legions. In the end, however, they were overcome by
the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless
were banished to the mortal realm where Azmodan hoped that they would remain trapped forever.
Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to
turn their focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned and
defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath
of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.
As the warfires died out upon the battlefields of Hell, Azmodan and Belial began to argue
over which of them held the higher authority. The pact that they had made quickly fell to ashes
as the two demon lords took up arms against each other. The legions of Hell that remained were
polarized behind either warlord, launching themselves into a bloody civil war that has lasted
to this day...
THE BINDING OF THE THREE
In the ancient days, before the rise of the Western Empires, the dark and terrible
entities known as the Three Evils were exiled to the world of Man. These eternal entities
wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition
in their wake. The Evils turned father against son and prompted many great nation into brutal
and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering
and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of
the Far East for countless centuries.
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-
Angel Tyrael. These sorcerers were to hunt the Three Evils and put an end to their vicious
rampage. The order, known as the Horadrim, consisted of wizards from the diverse and numerous
mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely
Brotherhood succeeded in capturing two of the Brothers within a powerful artifacts called
Soulstones. Mephisto and Baal, trapped within the swirling, spiritual constraints of the
Soulstones, were then buried beneath the dunes of the desolate Eastern Sands.
The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous
peace began to settle over the land. Yet, for many decades the Horadrim continued their grim
search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed
there could never be any lasting peace within the realm of humanity.
The Horadrim followed in the wake of terror and anarchy that spread throughout the Western
lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was
captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by
the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and
buried it within a secluded cave near the river Talsande. Above this cave the Horadrim
constructed a great Monastery from which they could continue to safeguard the Soulstone. As
ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the
earthly remains of the martyrs of their Order.
Generation passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no
quests left to undertake, and too few sons to sustain their guardianship, the once powerful
Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins
as well. Although villages grew and thrived around the shell of the old Monastery, no one knew
of the dark, secret passageways that stretched into the cold earth beneath it. None could have
dreamed of the burning red gem that pulsed within the labyrinth's heart...
BOOK II : THE RETURN OF TERROR
THE LANDS OF KHANDURAS
Years after the last of the Horadrim had died, a great and prosperous society grew in the
lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding
Khanduras and soon establish small, self contained kingdoms. A few of these kingdoms bickered
with Khanduras over holdings of property or routes of trade. These squabbles did little to
upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a
strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.
During this time, a bold, new religion of the Light known as Zakarum began to spread
throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum,
founded in the Far East, implored followers to enter into the Light and forsake the darkness
that lurked within their souls. The people of Westmarch adopted the statues of Zakarum as their
sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to
embrace this "New Beginning" as well. Tensions rose between the kingdoms of Westmarch and
Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were
welcomed or not.
It was then that the great northern lord Leoric came unto the lands of Khanduras and, in
the name of Zakarum, declared himself King, Leoric was a deeply religious man and had brought
many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted
advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated
the ancient, decrepit Monastery on the outskirts of the town for his seat of power and
renovated it to match its time-lost glory. Although the free people of Khanduras were not
pleased with being placed under the sudden rule of a foreign King, Leoric served them with
justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing
that he sough only to guide and protect them against the oppression of Darkness.
THE AWAKENING
Not long after Leoric took possession of Khanduras, a power long asleep awakened within
the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, Diablo
entered the nightmares of the Arch Bishop and lured him into the dark, subterranean labyrinth.
In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the
chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the
stone above his head and uttered words long forgotten in the realms of mortals. His will
destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the
world of Man. Although he was released from his imprisonment within the Soulstone, the Lord of
Terror was still greatly weakened from his long sleep and required an anchor to the world. Once
he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The
great demon weighed the souls residing in the town above, and chose to take the strongest of
them - that of King Leoric.
For many months King Leoric secretly fought the evil presence that twisted his thoughts
and emotions. Sensing that he had been possessed by some unknown evil. Leoric hid his dark
secret from his Priests, hoping that somehow his own devout righteousness would be enough to
exorcise that corruption growing inside him - he was sorely mistaken. Diablo stripped away the
core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had
fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to
conceal the plans of his new Master from the Order of Light, hoping that the demon's power
would grow, well concealed amongst the servants of Zakarum.
The priests of Zakarum and the citizenry of Khanduras recognized the disturbing change
within their liege. His once proud and rugged form became distorted and deformed. King Leoric
became increasingly deranged and ordered immediate executions of any who dared to question his
methods or authority. Leoric began to send his Knights to other villages to bully their
townspeople into submission. The people of Khanduras who had once grown to see great honor in
their ruler began to call Leoric the Black King.
Driven to the brink of madness by the Lord of Terror, King Leoric slowly alienated his
closest friends and advisors, Lachdanan, Captain of the Knight of the Order of Light and
honored Champion of Zakarum, tried to discern the nature of his King's deteriorating spirit.
Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him from
questioning the actions of the King. As tensions grew between the two, Lazarus charged
Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the
prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and
just, and soon many began question the reason of their once beloved King.
Leoric's madness was growing more obvious with each passing day. Sensing that the advisors
of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately
sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional
Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone
him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors
to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between
the kingdoms of Khanduras and Westmarch.
Leoric ignored the warnings and admonishments of his advisors and the royal army of
Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan
was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan
argued the against the necessity of the coming conflict, he was honor-bound to uphold the will
of his King. Many of the high-priests and officials were forced to travel to the North as
emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had
succeeded in sending many of the King's more 'troublesome' advisors to their certain deaths...
THE DARKENING OF TRISTRAM
The absence of prying advisors and inquisitive Priests left Diablo free to assume total
control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold
upon the maddened King, he found that the lingering spirit of Leoric fought with him still.
Although the control over Leoric that Diablo held was formidable, the Demon knew that in his
weakened state he could never take complete possession of his soul as long as a glimmer of his
will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.
The demon relinquished his control over Leoric, but the King's soul was left corrupted and
his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as
his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus
kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the
blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure
Terror, Diablo easily took possession of the young Albrecht.
Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded
his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it
seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his
surroundings through the eyes of the young prince. A lustful hunger still tortured the demon
after his frustrating bout for control over Leoric, but the nightmares of the boy provided
ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the
greatest fears of the child from their hiding places and gave them breath.
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around
him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All
of the 'monsters' that he had ever imagined or believed that he had seen in his life became
flesh and were given life before him. Large bodies comprised of living rock erupted from the
walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from
archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of
madness and nightmares hammered its final blow against Albrecht's scattered and scrambled
maniacally into the lengthening passageways of his waking Nightmare.
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused
Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own
imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht,
that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep
into the world of Man and take root within the labyrinth. Beings and occurrences displaced by
time and space, and long lost to the history of Man were pulled s creaming into the ever-
expanding domain.
The body of Albrecht, fully possessed by Diablo, began to distort and change. The small
boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched
horns erupted from Albrecht's skull as Diablo altered the form of a child to match that of his
demonic body. Deep within the recesses of the labyrinth, a growing power was being harnessed.
When the moment was right, Diablo would venture once more into the mortal world and free his
captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would
reclaim their rightful place in Hell.
THE FALL OF THE BLACK KING
The war against the zealous armies of Westmarch ended with a horrible slaughter. With the
army of Khanduras ripped to shreds by the superior numbers and defensive positions of
Westmarch, Lachdanan quickly gathered together those who were not captured or killed and
ordered a retreat back to the safety of Khanduras. They returned to find the town of Tristram
in shambles.
King Leoric, deep within the throes of madness, went into a rage when he learned that his
son was missing. After scouring the village with the few guards that remained within at the
monastery, Leoric had decided that the townsfolk had abducted his son and hidden him somewhere.
Although the townsfolk denied any knowledge of Prince Albrecht's whereabouts, Leoric insisted
that they had crafted a conspiracy against him, and that they would pay the price for such
treachery.
The mysterious disappearance of the Arch-Bishop Lazarus left no one in Tristram with whom
the King would take council. Overcome by grief and dementia, Leoric had many of the townsfolk
executed for the crime of high treason.
As Lachdanan and his fellow survivors returned to confront their King, Leoric sent his few
remaining guards against them. Believing that Lachdanan was somehow part of the townsfolk's
conspiracy. Leoric decreed that he and his party were to die. Lachdanan, finally realizing that
Leoric was beyond salvation, ordered his men to defend themselves. The ensuing battle carried
them down into the very halls of the darkened Monastery, bringing a final desecration to the
once holy sanctum of the Horadrim. Lachdanan won a bittersweet victory as his men were forced
to kill all of Leoric's deceived protectors. They cornered the ravenous King within his own
sanctuary and begged him to explain the atrocities he had committed. Leoric only spat at them
and cursed them for traitors against both his crown and the Light.
Lachdanan walked slowly towards his King and sorrowfully drew his sword. Full of grief and
rage, all honor having been cast to the winds, Lachdanan ran his blade through Leoric's
shriveled, blackened heart. The once noble King screamed an unearthly death-cry, and as his
madness finally overtook him, he brought down a curse upon those who had so betrayed him.
Calling upon the forces of Darkness that he had spent his entire life combating, Leoric
condemned Lachdanan and the others to eternal damnation. In that last, fleeting moment within
the heart of the Monastery, all that was ever virtuous or honorable about the stewards of
Khanduras was shattered forever.
THE REIGN OF DIABLO
The Black King lay dead, slain at the hands of his own Priests and Knights. The young
Prince Albrecht was still missing, and the proud defenders of Khanduras were no more. The
people of Tristram looked about their lifeless town and were greatly dismayed. Awash in
feelings of both relief and remorse, they soon realize that their troubles had merely begun.
Strange, eerie lights appeared in the darkened windows of the Monastery. Misshapen, leathery-
skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded
cries seemed to linger on the wind, emanating from deep underground. It became apparent that
something quite unnatural had infested the once holy sight...
Travelers on the roads surrounding Tristram were accosted by cloaked riders that seemed to
now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to
other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all
around them. Those few chose to remain seldom ventured out at night, and never tread foot upon
the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted
in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King,
no law, and no army left to defend them, many of the townsfolk began to fear an attack from the
things that now dwelt beneath their town.
The Arch-Bishop Lazarus, frayed and disheveled, returned from his absence and assured the
townsfolk that he too had been ravaged by the growing evil of the Monastery. With their
desperate need for reassurance clouding their good judgement, Lazarus whipped the townspeople
into a frenzied mob. Reminding them that Prince Albrecht was still unaccounted for, he
persuaded many of the men to follow him into the depths of the Monastery to search for the boy.
They gathered torches and soon the night air glowed with the flickering light of hope. They
armed themselves with shovels, picks and scythes and so prepared, they boldly followed the
treacherous Arch-Bishop straight into the fiery man of Hell itself...
The few who survived the horrible fate that awaited them returned to Tristram and
recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the
healer could not save some of them. As the stories of demons and devils spread, a stifling,
primal Terror began to consume the hearts of all the town's inhabitants. It was a Terror that
none of them had ever known...
Deep beneath the foundations of the ruined Monastery, Diablo gorged himself upon the fears
of the mortals above him. He slowly sank back into the welcoming shadows and began to harness
his depleted power.
He smiled to himself in the sheltering darkness, for he knew that the time of his final
victory was fast approaching...
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12. I T E M S
===============================================================================================
SWORDS
The sword is the epitome of the warrior's weapon. Forged in fire and tempered to a fine edge,
a good blade can cut through armor or a demon's thick hide with equal case. Some warrior clans
of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of
a shield in favor of greatswords that stand the full height of a man.
AXES
Axes are favored by those who are willing to sacrifice defense for power. In addition to being
slower than other weapons, even the smallest combat axe requires two hands be free to wield
properly, precluding the use of a shield. However, no other mundane item can match the damage
of a good axe. Legends speak of enchanted axes capable of slicing through flesh and steel as if
through butter.
MACES AND CLUBS
Sometimes the simplest tools are the best. Whether it be a stout piece of wood or a spiked mace
a good clubbing weapon can be deadly in the hands of a strong warrior. The minions of Mephisto
-the undead- are said to have an especially difficult time resisting the effects of broken
bones and shattered limbs.
STAVES
The art of staff fighting has never gained much acceptance in Khanduras, but long ago the
Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused
magical energy. The process of creating a spell staff is very time consuming, but even an
apprentice Vizjerei can recharge a stafff by channeling magical energy into it. Spell staves
may be used to cast spells that the wielder does not yet know, and that do no require the
expenditure of mana. The staff must be wielded in order to use the spell it contains.
Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its
own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It
is also possible to find staves that have been further enchanted to make them more effective in
combat or to grant other abilities to the wielder.
BOWS
Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The
greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use
of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes
to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however,
knows that a bow is no match for a sword or other weapon if the fighting should come to close
quarters.
LIGHT ARMOR
Light armor ranges from simple clothing, such as robes and cloaks, to hardened leather armor.
Even tossed aside rags will provide some protection. Although armor of this type offers minimal
protection from most attacks, it is very lightweight and inexpensive to repair.
MEDIUM ARMOR
This category includes basic metal armor, such as chainmail and ring mail. In general, armors
of this type provide good protection from physical attacks, but are heavy enough that only
athletic characters can wear them comfortably.
HEAVY ARMOR
Most heavy armor consists of solid metal plates over a chain mesh. The extent of the plate
coverage determines the exact type of armor. Field plate, for instance, covers only the torso
and arms with solid plates to provide maximum mobility. Only the strongest heroes can wear
heavy armor,and it is very expensive to repair. Plate armor does provide the highest protection
possible from physical attacks, and enchanted plate armor can make a warrior nearly
unstoppable.
HELMETS
Even a simple leather cap can spell the difference between life and death, and it is a good
idea to use the best helmet that you can afford. Many members of the Horadrim wore crowns of
unearthly metals to reflect their status, and often these crowns were enchanted for superior
protection.
SHIELDS
Shields are extremely popular as both a means of defense and decoration. Your character will
automatically attempt to block any incoming blows with his or her shield, and in times of
desperation it can even be used as a bashing weapon. Bows, axes, staves, and other two-handed
weapons cannot be used in conjunction with a shield.
POTIONS
One form of magic that is still strong in the West is the brewing of elixirs that can have a
variety of beneficial effect s on the imbiber. By far the most common of these draughts are
healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana
potions are infused with raw magical energy to restore the abilities of spell casters that
have expended their power. The old church is sure to have a strong supply of both types of
potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft
may also be able to supply your character with potions, for the right price. It's known that
the greatest of the Horadrim alchemists created strange concoctions that permanently affected
the drinker.
SCROLLS
By carefully preparing special parchment with magical inks, a focus for spells can be created.
Such magical scrolls provide the reader with the ability to cast a spell that they normally may
not know, without expending any mana. Very powerful spells cannot be use |