___ _____ _ ___ __ ___ / \ \_ \ /_\ / __\ / / /___\ / /\ / / /\/ //_\\ /__\// / / // // / /_// /\/ /_ / _ \/ \/ \/ /___ / \_// /___,' \____/ \_/ \_/\_____/\____/ \___/ by Joseph Christopher <sirlordjoseph@icqmail.com> version 1.9 Feb. 6, 2000 this faq is copyright 2000-2001 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... 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If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Diablo has been out for a long time now. But since the sequel ain't out yet, and since, upon playing on battle.net I noticed that there still are beginners to the game, I decided to write this faq. Diablo is a great game that, although involves a lot of fighting, requires less fighting skill compared to the conventional arcade fighting games. Rather, it is more of knowing your own abilities, comparing them with the opponents', and deciding to back out or not from a fight or to ask for help. It's quite complicated, but once you learn to like the basics the rest will simply follow. Why read this guide: I. Commands II. Definitions III. Town IV. Labyrinth V. Quests VI. Basic Items VII. Special Names VIII. Unique Items IX. Other Items X. Spells XI. Shrines XII. Unique Creatures XIII. Books XIV. Ending XV. Credits XVI. Revision History XVII. Final Words %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ___ _____ __ __ __ __ __ _ _ ____ ___ (_ _) / __)( _ )( \/ )( \/ ) /__\ ( \( )( _ \ / __) _)(_ ( (__ )(_)( ) ( ) ( /(__)\ ) ( )(_) )\__ \ (____)() \___)(_____)(_/\/\_)(_/\/\_)(__)(__)(_)\_)(____/ (___/ Simply put, Diablo is a point-and-click game. Click on items and you'll pick them up; click on friends and you'll talk to them; click on enemies and you'll kill them. Right clicking causes you to cast your spell and nothing else. You can, however, make use of the keyboard since the game utilizes hot keys as well. These hotkeys are stated on your "message bar" (that black rectangle at the bottom of the screen) as you point on something that can be clicked. One exception would be the shift key. Holding this while attacking will cause your player to refrain from walking while you attack. Normally, your player will move toward the enemy and strike---not so when you hold the shift key. It's very useful if you're using arrows so you won't have to get close before you fire. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ____ ____ ____ _ _ ____ ____ ____ _____ _ _ ___ (_ _)(_ _) ( _ \ ( ___)( ___)(_ _)( \( )(_ _)(_ _)(_ _)( _ )( \( )/ __) _)(_ _)(_ )(_) ) )__) )__) _)(_ ) ( _)(_ )( _)(_ )(_)( ) ( \__ \ (____)(____)() (____/ (____)(__) (____)(_)\_)(____) (__) (____)(_____)(_)\_)(___/ 1. Character Classes: a. Warrior - your typical knight in shining armor---only he doesn't have a shining armor yet. You'll have to either fight for it or raise the money to buy it. Good at swords as well as axes and other heavy weapons. b. Rogue - every game that allows you to select from different players must include a female, otherwise its creators will be called sexists. Good only at bows, but very good at that. c. Sorceror- you're dealing with the supernatural, so what else do you expect? A magician, of course! Good only at staves, but as good at that as a rogue is with her bows. 2. In game buttons: a. Char - Character Stats; displays your name, class, level, experience, and other things about your player b. Quests - displays a menu of all the quests that are known to you at present. If you click on any of these quests, a replay of what any person or book told you about this quest will be presented to you c. Map - Automap; displays what part of the current level you are in have you already passed through and where you are in the map right now d. Menu - click this if you want to save, load, quit, and stuff like that e. Inv - Inventory; displays the items you have and where you have put them f. Spells - displays what spells you can do, their damage, and casting cost. If the icon of the spell you're looking at is white, that spell isn't available for the moment 3. Character Stats: The box on the upper-left most contains your name, and your class is next to it. Your level determines how well you will fare against different monsters. Max level: 50. Experience is basically the number of points you have gather via slaughtering numerous demons. A certain number of experience points, stated in the Next Level box, is your goal to raise your level by one. Here's a table: _________________________ |_Level_|_Experience____| | 1 | 0 | | 2 | 2,000 | | 3 | 4,620 | | 4 | 8,040 | | 5 | 12,489 | | 6 | 18,258 | | 7 | 25,712 | | 8 | 35,309 | | 9 | 47,622 | | 10 | 63,364 | | 11 | 83,419 | | 12 | 108,879 | | 13 | 141,806 | | 14 | 181,683 | | 15 | 231,075 | | 16 | 313,656 | | 17 | 424,067 | | 18 | 571,190 | | 19 | 766,569 | | 20 | 1,025,154 | | 21 | 1,366,227 | | 22 | 1,814,568 | | 23 | 2,401,895 | | 24 | 3,168,651 | | 25 | 4,166,200 | | 26 | 5,459,523 | | 27 | 7,130,496 | | 28 | 9,281,874 | | 29 | 12,042,092 | | 30 | 15,571,031 | | 31 | 20,066,900 | | 32 | 25,774,405 | | 33 | 32,994,399 | | 34 | 42,095,202 | | 35 | 53,525,811 | | 36 | 67,831,218 | | 37 | 85,670,061 | | 38 | 107,834,823 | | 39 | 135,274,799 | | 40 | 169,122,009 | | 41 | 210,720,231 | | 42 | 261,657,253 | | 43 | 323,800,420 | | 44 | 399,335,440 | | 45 | 490,808,349 | | 46 | 601,170,414 | | 47 | 733,825,617 | | 48 | 892,680,222 | | 49 | 1,082,908,612 | | 50 | 1,310,707,109 | | | | ------------------------- Everytime your level is raised by one, you gain five stat points which you should distribute wisely among your strength, magic, dexterity, and vitality. Just click on the red button that appears to distribute when possible. The numbers under Base tell you how high that specific stat really is, while those under Now tell how high that specific stat is when under the influence of the different magical weapons and items in the game. * warrior - max strength : 250 magic : 50 dexterity : 60 vitality : 100 rogue - max strength : 55 magic : 70 dexterity : 250 vitality : 80 sorceror - max strength : 45 magic : 250 dexterity : 85 vitality : 80 Ok, on to the other parts. The life box explains in numbers what the red liquid explains in amount---how much more damage can you' take without dying. The same goes with mana, which is the amount of "magic" you can use to pay for a spell's casting cost. Gold and Damage are self-explanatory, while armor class is your chance of evading an enemy's attack and To Hit is your chance of landing a hit everytime you attack. The Resist to boxes tell you how much damage from a said form of attack can you be invulnerable to. 4. Belt: The small boxes just above your "message bar" is your belt. They pretty much work just like your inventory, but they cannot be hidden, cannot hold gold coins, rings, amulets, and everything larger, and can be accessed quickly by pressing the number corresponding to the box whose item you'd like to use. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ____ _____ _ _ _ _ (_ _)(_ _)(_ _) (_ _)( _ )( \/\/ )( \( ) _)(_ _)(_ _)(_ )( )(_)( ) ( ) ( (____)(____)(____)() (__) (_____)(__/\__)(_)\_) This is where you're at whenever you start from scratch. You are in front of a house, the back of which is where half the town's population is gathered. Yes, there are four is already half of them. Sorry, but this town is rather low on inhabitants. Here's the cast: Ogden the Tavern Owner - he's not much use, except for the fact that you'll get info on some of the game's quests from him Griswold the Blacksmith - the main man of the town, this guy is especially useful warriors and rogues because it is he trades weapons of interest to them. You can also ask him to repair your damaged items, but of course nothing is for free nowadays. Be careful when choosing something to buy. If you decide to re-sell it, he will only pay you one-fourth the original price. Cain the Elder - his main use is the identification of unidentified items (of course, what else?) but even that has a cost---100 gold to be exact. Quite worth it since you got a 99.99% chance of increasing the value of your item by more than a hundred once it is identified. Not to mention take advantage of its special abilities. Pepin the Healer - this guy's the ONLY one who'd serve you for free! Talk to him and you're healed instantly! He also sells items that heal, but won't buy anything from you. Gillian the Barmaid - a little further from the center with Ogden as the nearest neighbor, this lass does not have a single dam use in the whole game! Rather not talk to her. Wirt the Peg-legged - doesn't the barmaid's position tell there's more to be seen in the town? You're right. Go beyond her and eventually you'll find this boy in the upper-left part of the town. He's just like Griswold, except for three things: he doesn't buy, doesn't repair, and sells only one item at the time. He doesn't even show you what he's selling if you don't pay him 50 bucks. Adria the Witch - you explored the left part of the town, but how about the right? Only one person resides there, the witch. She's especially useful to sorcerors, but since she buys or sells almost everything Griswold doesn't, she's quite an all-around useful gal too. As the blacksmith repairs weapons, so can she recharge staves. And again, not without a "reasonable" fee. Farnham the Drunk - I forgot about this guy, but then again maybe I should have. Just as useless as the barmaid is, this guy (I know you don't care already but) is found just beside the house you started from. Another feature of this town is its links to the labyrinth below. There are a total of four links, one of which is the chapel located in the north. The other three are not accessible when you start from scratch because they can only be opened from the other side which is down there. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ __ __ ____ _ _ ____ ____ _ _ ____ _ _ (_ _)( \/ ) ( ) /__\ ( _ \( \/ )( _ \(_ _)( \( )(_ _)( )_( ) _)(_ \ / )(__ /(__)\ ) _ < \ / ) / _)(_ ) ( )( ) _ ( (____) \/ () (____)(__)(__)(____/ (__) (_)\_)(____)(_)\_) (__) (_) (_) Nothing much can be said about the labyrinth as it is randomly generated by software. The only pattern I can observe is the fact that the level's ambience changes dramatically every after four floors. The type of monster you will battle also changes in accordance with this pattern. For levels 1-4, you are in the dungeon level of the chapel, surrounded by skeletons, zombies, and goblins. Move on to levels 5-8 and you'll find yourself in the catacombs battling your way through hundreds of goatmen, bats, and dogs. Levels 9-12 puts you in a cave with lotsa lava and a multitude of rhinomen, gargoyles and storm demons. The final four levels are expectedly in hell itself. It's a different interpretation of hell, as it is not burning, just filled with dead bodies and lotsa blood. Here, you face witches, mages, and dark knights (no, not batmans) There will always be exceptions to the rule of distribution of monsters, as Blizzard tries to stick to the randomness of the game. As I have mentioned above, the labyrinth has links to the town above and are opened only from the inside. These links also follow the same four-level pattern. Levels 1,5,9, and 13 will always have a link to the town, though there's no telling where it is in the vast area. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _____ __ __ ____ ___ ____ ___ ( \/ ) ( _ )( )( )( ___)/ __)(_ _)/ __) \ / )(_)( )(__)( )__) \__ \ )( \__ \ \/ () (___/\\(______)(____)(___/ (__) (___/ Even the quests in Diablo have a somewhat random quality. There is only one set of quests the computer has in store, but you'll get to be assigned only about two-thirds of it. You'll have to beat the game over and over before you finally are sure you've successfully witnessed all there is to the game's quests. Don't worry, whatever you've achieved in previous battles (i.e. items, gold, experience) you'll carry on to your next game even if you start all over---pretty cool. Below is a list of quests and how to predict which you'll be assigned to. * tonsfolk's comments: found after each quest is activated and before they are completed by talking to who else but the townsfolk! DUNGEON QUESTS A (you'll get to solve one of these) King Leoric You start the game and look at the fountain beside Cain. If there's nothing wrong with it then you're sure you won't have to go through the Poisoned Water Supply quest. Instead you'll face King Leoric. Ogden the Tavern Owner will tell you about him. He's one tough guy he doesn't even need buldging muscles to give you a hard time. In fact, he doesn't have any muscles at all...he's all bones! He's got a big sword, which, unfortunately, you can't acquire after defeating him. He also has the ability to raise his minions from the dead so keep him away from them to avoid unnecessary obstacles. He's best dealt with using your Holy Bolt Spell.(refer to spells section) He'll give you his crown when he finally rests in peace, the "UNDEAD CROWN" It's a unique item. *townsfolk's comments: Odgen - As I told you, good master, the king was entombed three levels below. He's down there, waiting in the putrid darkness for his chance to destroy this land... Griswold - I made many of the weapons and most of the armor that King Leoric used to outfit his knights. I even crafted a huge two-handed sword of the finest mithril for him, as well as a field crown to match. I still cannot believe how he died, but it must have been some sinister force that drove him insane! Cain - Ahh, the story of our king, is it? The tragic fall of Leoric was a harsh blow to this land. The people always loved the king, and now they live in mortal fear of him. The question that I keep asking myself is how he could have fallen so far from the light, as Leoric had always been the holiest of men. Only the vilest powers of hell could so utterly destroy a man from within... Pepin - The loss of his son was too much for King Leoric. I did what I could to ease his madness, but in the end it overcame him. A black curse has hung over this kingdom from that day forward, but perhaps if you were to free his spirit from his earthly prison, the curse would be lifted... Gillian - I don't like to think about how the king died. I like to remember him for the kind and just ruler that he was. His death was so sad and seemed very wrong, somehow. Wirt - Look, I'm running a business here. I don't sell information, and I don't care about some king that's been dead longer than I've been alive. If you need something to use against this king of the undead, then I can help you out... Adria - The dead who walk among the living follow the cursed king. He holds the power to raise yet more warriors for an ever growing army of the undead. If you do not stop his reign, he will surely march across this land and slay all who still live here. Farnham - I don't care about that. Listen, no skeleton is gonna be my king. Leoric is king. King, so you hear me? Hail to the king! Poisoned Water Supply If notice the fountain's color is yellowish, then you'll know that the passageway towards the King is nowhere to be found and in its place is a crack leading to the underground the water from which springs to the town. It's Pepin who informs you of this quest, and also he who rewards you for it---with a "RING OF TRUTH", another unique item. All you have to do is rid the place of monstrosities and move on. *townsfolk's comments: Odgen - I have always tried to keep a large supply of foodstuffs and drink in our storage cellar, but with the entire town having no source of fresh water, even our stores will soon run dry. Please, do what you can or I don't know what we will do. Griswold - Pepin has told you the truth. We will need fresh water badly, and soon. I have tried to clear one of the smaller wells, but it reeks of stagnant filth. It must be getting clogged at the source. Cain - Hmm, I don't know what I can really tell you about this that will be of any help. The water that fills our wells comes from an underground spring. I have heard of a tunnel that leads to a great lake---perhaps they are one and the same. Unfortunately, I do not know what would cause our water supply to be tainted. Pepin - Please, you must hurry. Every hour that passes brings us closer to having no water to drink. We cannot survive for long without your help. Gillian - My grandmother is very weak, and Garda says that we cannot drink the water from the wells. Please, can you do something to help us? Wirt - For once, I'm with you. My business runs dry---so to speak--- if I have no market to sell to. You better find out what is going on, and soon! Adria - The people of Tristram will die if you cannot restore fresh water to their wells. Know this---demons are at the heart of this matter, but they remain ignorant of what they have spawned. Farnham - You drink water? DUNGEON QUESTS B (you'll get to solve two of these) The Butcher There's supposed to be a wounded townsman outside the chapel, and he's the one who's gonna tell you about the genocidal maniac known only as the Butcher. Otherwise, you'll be quite sure you'll get to solve the remaining two quests of the dungeon. The Butcher carries with him a giant axe---cleaver as you may call it, and this time you can pick it up after he falls. It's a cool weapon but only until the 7th or 8th level. By that time you should already have sold it for something else. How to kill him without suffering a single cut? First, get yourself a bow. Then show yourself to him and he'll chase you. Go into a room that has bars for a wall and close the door. Dam demon is too dumb to know how to open doors so you'll be fine. The arrows will go through the bars and hit him. You have to be patient for he does not easily yield to beginners. By the way, his unique weapon is, quite dumbly, named, "The BUTCHER'S CLEAVER" *wounded townsman's last words: (I'm justing writing this from memory so forgive any errors) Please, listen to me. The Archbishop Lazarus, he led us the down there to find the lost prince...bastard led us into a trap. Now everyone is dead---killed by a demon he called the Butcher. Avenge us! Find this Butcher and slay him, so that our souls may finally rest... *townsfolk's comments: Odgen - Yes, Farnham has mumbled something about a hulking brute who wielded a fierce weapon. I believe he called him a butcher. Griswold - I saw what Farnham calls the Butcher as it swathed a path through the bodies of my friends. He swung a cleaver as large as an axe, hewing limbs and cutting down brave men where they stood. I was separated from the fray by a host of small screeching demons and somehow found the stairway leading out. I never saw that hideous beast again, but his blood-stained visage haunts me to this day. Cain - It seems that the Archbishop Lazarus goaded many of the townsmen into venturing into the labyrinth to find the king's missing son. He played upon their fears and whipped them into a frenzied mob. None of them were prepared for what lay within the cold earth...Lazarus abandoned them down there---left in the clutches of unspeakable horrors---to die. Pepin - By the light, I know of this vile demon. There were many that bore the scars of his wrath upon their bodies when the few survivors of the charge led by Lazarus crawled from the cathedral. I don't know what he used to slice open his victims, but it could not have been of this world. It left wounds festering with disease and even I found them almost impossible to treat. Beware if you plan to battle this fiend... Gillian - When Farnham said something about a Butcher killing people, I immediately discounted it. But since you brought it up, maybe it is true. Wirt - I know more than you'd think about that grisly fiend. His little friends got a hold of me and managed to get my leg before Griswold pulled me out of that hole. I'll put it bluntly---kill him before he kills you and adds your corpse to his collection. Adria - The Butcher is a sadistic creature that delights in the torture and pain of others. You have seen his handiwork in the drunkard Farnham. His destruction will do much to ensure the safety of this village. Farnham - Big! Big cleaver killing all my friends. Couldn't stop him, had to run away, couldn't save them. Trapped in a room with so many bodies...so many friends...nooooo! Ogden's Sign Just before you go down to the 5th level, you notice there are no entrances to the room that contains the stairway. You try the adjacent room and find a single goblin named Snotspill standing in front of you He can trigger this quest, but so can Ogden if you talk to him first. Anyway, Snotspill tells you to beat the crap out of the monsters in the other adjacent room, get Ogden's sign, and bring it to him, or else... Does that sound much of a threat? Not really. What you do is kill the monsters, get the sign, and bring it back to Ogden. At first he'll hurt your feelings by saying he didn't need the sign anymore, but then he gives you a unique helm for your effort, the "HARLEQUIN CREST" Quite useless, though, and should only be sold to get its worth. When you get back to Snotspill, the walls guarding the stairway have already been lowered, and replacing them are a multitude of goblins. Just stay where you are when you first saw him (the doorway) and you're ready to take them all on! (one by one, that is) *townsfolk's comments: Griswold - Demons stole Odgen's sign, you say? That doesn't sound much like the atrocities I've heard of---or seen! Demons are concerned with ripping out your heart, not your signpost. Cain - I see that this strange behaviour puzzles you as well. I would surmise that since many demons fear the light of the sun and believe that it holds great power, it may be that the rising sun depicted on the sign you speak of has led them to believe that it too holds some arcane powers. Hmmm...perhaps they are not all as smart as we had feared... Pepin - My goodness, demons running about the village at night, pillaging our homes---is nothing sacred? I hope that Odgen and Garda are all right. I suppose that they would come to see me if they were hurt. Gillian - Oh my! Is that where the sign went? My grandmother and I must have slept right through the whole thing. Thank the light that those monsters didn't attack the inn. Wirt - What...is he saying I took that? I suppose that Griswold is on his side, too. Look, I got over simple sign stealing months ago. You can't turn a profit on a piece of wood. Adria - No mortal can truly understand the mind of the demon. Never let their erratic actions confuse you, as that too may be their plan. Farnham - You know what I think? Somebody took that sign, and they gonna want lots of money for it. If I was Odgen...and I'm not, but if I was...I'd just buy a new sign with some pretty drawing on it. Maybe a nice mug of ale or a piece of cheese. Gharbad the Weak You notice this odd-colored goatman who isn't supposed to be around yet since you're only in the dungeons. He won't attack and you can't kill him, yet. Talk to him and he'll say, "Please don't kill me, I will prove to be useful to you." (I already translated that to formal English) Walk away and turn in a corner to make sure he doesn't see you. Walk back and talk to him the second time. He'll give you a weapon and make the same plea. Do this several times. Sometimes, you'll get a weapon, sometimes, you won't. Finally, he creates a weapon that he thinks is too powerful for you so he decides to use it for himself---against YOU! As his name suggests, he IS weak. You'll find it easy to defeat him, now that you've defeated the Butcher (if you got his quest). He'll drop one last weapon when he dies to which you'll murmur, "I am not impressed." CATACOMB QUESTS (you'll get to solve three of these) Magic Rock Griswold tells about some sky rock that had fallen to earth and was nowhere to be found. This is a very easy quest. All you have to do is look for the said rock somewhere down in the catacombs. It will be handed to you on a silver platter---literally. Griswold crafts these stones into another unique ring, the "EMPYREAN BAND" *townsfolk's comments: Odgen - The caravan stopped here to take on some supplies for their journey to the east. I sold them quite an array of fresh fruits and some excellent sweetbreads that Garda has just finished baking. Shame what happened to them. Griswold - I am still waiting for you to bring me that stone from the heavens. I know that I can make something powerful out of it. Cain - Griswold speaks of the heaven stone that was destined for the enclave located in the east. It was being taken there for further study. This stone glowed with an energy that somehow granted vision beyond that which a normal man could possess. I do not know what secrets it holds, my friend, but finding this stone would certainly prove most valuable. Pepin - I don't know what it is that they thought they could see with that rock, but I will say this: if rocks are falling from the sky, you had better be careful! Gillian - Well, a caravan of some very important people did stop here, but that was quite a while ago. They had strange accents and were starting on a long journey, as I recall. I don't see how you could hope to find anything that they would have carried. Wirt - If anyone can make something out of that rock, Griswold can. He knows what he is doing, and as much as I try to steal his customers, I respect the quality of his work. Adria - The heaven stone is very powerful, and were it any but Griswold who bid you find it, I would prevent it. He will harness its powers and its use will be for the good of us all. Farnham - I used to have a nice ring; it was a really expensive one, with blue and green and red and silver. Don't remember what happened to it, though. I really miss that ring... Valor For this and the rest of the catacomb quests, you'll have to read a specific book on a stand somewhere on the level before you get assigned for the task. For this quest, you'll find it in a long, rectangular room with two doors at the lower width. Entering these doors will reveal room with a "blood stone" (seems useless at first) and another door to go further on. Enter that second room and find a pedestal of blood to which you will place the blood stone (just click the pedestal while your blood stone is in your inventory) It turns out that the long, rectangular room is actually a group of adjacent rooms, and placing the blood stone on the pedestal unveiled on of them. Go to that room, get a second blood stone, and again place it on the pedestal. Another room is uncovered. That room will also contain a blood stone, the last one which, when placed on the pedestal, reveals a passageway beyond the wall you are facing. Venture forth, killing the demons on your way, and be rewarded by the only unique armor that can be acquired through a quest---the "ARMOR OF VALOR" *townsfolk's comments: Odgen - Every child hears the story of the warrior Arkaine and his mystic armor known as Valor. If you could find its resting place, you would be well protected against the evil in the labyrinth. Griswold - The armor known as Valor could be what tips the scale in your favor. I will tell you that many have looked for it--- including myself. Arkaine hid it well, my friend, and it will take more than a bit of luck to unlock the secrets that have kept it concealed these many years. Cain - The gateway of blood and the halls of fire are landmarks of mystic origin. Wherever this book you read from resides it is surely a place of great power. Legends speak of a pedestal that is carved from obsidian stone and has a pool of boiling blood atop its bone-encrusted surface. There are also allusions to stones of blood that will open a door that guards an ancient treasure. The nature of this treasure is shrouded in speculation, my friend, but it is said that the ancient hero Arkaine placed the holy armor Valor in a secret vault. Arkaine was the first mortal to turn the tide of the Sin War and chase the legions of darkness back to the burning hells. Just before Arkaine died, his armor was hidden away in a secret vault. It is said that when this holy armor is again needed, a hero will arise to don Valor once more. Perhaps you are that hero... Pepin - Hmm...it sounds like something I should remember, but I've been so busy learning new cures and creating better elixirs that I must have forgotten. Sorry... Gillian - The story of the magic armor called Valor is something I often heard the boys talk about. You had better ask one of the men in the village. Wirt - You intend to find the armor known as Valor? No one has ever figured out where Arkaine stashed the stuff, and if my contacts couldn't find it, I seriously doubt you ever will either. Adria - Should you find these stones of blood, use them carefully. The way is fraught with danger and your only hope rests within your self-trust. Farnham - Zzzzz... Chamber of Bone (always included) This is the only quest the rewards you with a spell rather than an item. Here's what you have to do: Read the book regarding it, find the stairway between eight pillars, and go down. When you're in, massacre all the skeletons and rhinomen by staying directly in front of the door of their respective rooms, That way you'll fight only one of them at a time. When you're through, look for another book on a stand and read it. (This will give you the Guardian Spell) *townsfolk's comments: Odgen - I am afraid that I don't know anything about that, good master. Cain has many books that may be of some help. Griswold - I know nothing of this place, but you may try asking Cain. He talks about many things, and it would not surprise me if he had some answers to your question. Cain - A book that speaks of a chamber of human bones? Well, a chamber of bone is mentioned in certain archaic writings that I studied in the libraries of the east. These tomes inferred that when the lords of the underworld desired to protect great treasures, they would create domains where those who died in the attempt to steal that treasure would be forever bound to defend it. A twisted, but strangely fitting, end? Pepin - This sounds like a very dangerous place. If you venture there, please take great care. Gillian - I am afraid that I haven't heard anything about that. Perhaps Cain the storyteller could be of some help. Wirt - A vast and mysterious treasure, you say? Maybe I could be interested in picking up a few things from you...or better yet, don't you need some rare and expensive supplies to get you through this ordeal? Adria - You will become an eternal servant of the dark lords should you perish within this cursed domain. Enter the Chamber of Bone at your own peril. Farnham - Okay, so listen. There's the chamber of wood, see. And his wife, you know---her---tells the tree...cause you gotta wait. Then I says, that might work against him, but if you think I'm gonna pay for this...you...uh...yeah. Halls of the Blind I kinda like the poem that triggers this quest and have quite memorized it by heart; here goes: 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 In this quest you just have to eradicate a bunch of demons that can go invisible (quite simple yet challenging as well) You'll find in a small room your reward---the "OPTIC AMULET" *townsfolk's comments: Odgen - I never much cared for poetry. Occasionally, I had cause to hire minstrels when the inn was doing well, but that seems like such a long time ago now. What? Oh, yes...uh, well, I suppose you could see what someone else knows. Griswold - I am afraid that I have neither heard nor seen a place that matches your vivid description, my friend. Perhaps Cain the storyteller could be of some help. Cain - You recite an interesting rhyme written in a style that reminds me of other works. Let me think now...what was it? Darkness shrouds the hidden. Eyes glowing unseen with only the sounds of razor claws briefly scraping to torment those poor souls who have been made sightless for all eternity. The prison for those so damned is named the Halls of the Blind... Pepin - This does seem familiar, somehow. I seem to recall reading something very much like that poem while researching the history of demonic afflictions. It spoke of a place of great evil that... wait...you're not going there are you? Gillian - If you have questions about blindness, you should talk to Pepin. I know that he gave my grandmother a potion that helped clear her vision, so maybe he can help you, too. Wirt - Lets see, am I selling you something? No. Are you giving me money to tell you about this? No. Are you now leaving and going to talk to the storyteller who lives for this kind of thing? Yes. Adria - This is a place of great anguish and terror, and so serves its master well. Tread carefully or you may yourself be staying much longer than you had anticipated. Farnham - Look here...that's pretty funny, huh? Get it? Blind---look here? CAVE QUESTS (you'll get to solve two of these) Zhar the Mad Ok, sorry. This guy's nowhere to be found in the caves (he appears on the level preceeding it) but he's included in this group of quests that the computer choses from so I included him. You'll find him in a library, busy reading. He'll give you a book, and tell you to be on your way. Something tells me you wouldn't, and try to click on his library. He becomes enraged, and throws fireballs at you. Non-warriors won't have much problems with him, as they'd probably be using a bow or a staff that can throw something as well. If you chose to be a warrior, you'd probably be using a short range weapon and therefore will have to chase him down. Just remember that when he teleports, a faint light can be seen moving on the floor. Follow that light for it will lead you to where he'll appear next. Black Mushroom The most insulting quest of all, this one makes you look like a gullible errand boy that blindy follows the whims of his master. First, you find a Fungal Tome which you should present to Adria. She then asks you to look for big black mushroom somewhere in the same area and bring it to her. This big black thingy is found along with a patch of smaller ones. Pick it up (it's actually as big as your shield!) and give it to the witch. She appreciates what you've done and remembers Pepin telling her something about needing the brain of some demon to experiment on. She also "requests" you to give her a sample of the elixir Pepin will make from the brain. You then kill any demon after that conversation its brain can automatically be picked up. Bring (starting to get tired now?) this brain to the healer who will, in turn give you a spectral elixir which you should fetch to the witch. The dam bit...uh witch tells you she doesn't need it anymore and that you should keep it. The spectral elixir will increase all your stats by three so maybe it was worth the effort. *townsfolk's comments: Odgen - Let me just say this. Both Garda and I would never, ever serve black mushrooms to our honored guests. If Adria wants some mushrooms in her stew, then that is her business, but I can't help you find any. Black mushrooms...disgusting! Griswold - If Adria doesn't have one of these, you can bet that's a rare thing indeed. I can offer you no more help than that, but it sounds like...a huge, gargantuan, swollen, bloated mushroom! Well, good hunting, I suppose. Cain - The witch Adria seeks a black mushroom? I know as much about black mushrooms as I do about red herrings. Perhaps Pepin the healer could tell you more, but this is something that cannot be found in any of my stories or books. Pepin - The witch told me that you were searching for the brain of a demon to assist me in creating my elixir. It should be of great value to the many who are injured by those foul beasts, if I can just unlock the secrets I suspect that its alchemy holds. If you can remove the brain of a demon when you kill it, I would be grateful if you could bring it to me. Gillian - I think Odgen might have some mushrooms in the storage cellar. Why don't you ask him? Wirt - I don't have any mushrooms of any size or color for sale. How about something a bit more useful? Adria - It's a big, black mushroom that I need! Now run off and get it for me so that I can use it for a special concoction that I'm working on. Farnham - Odgen mixes a mean black mushroom, but I get sick if I drink that. Listen, here's the secret---moderation is the key! The Anvil of Fury The best of the quests as I would see it. Fairly easy. Griswold tells you about it and all you have to do is find and bring it to him and voila...a powerful sword, "GRISWOLD'S EDGE" is at your disposal. On my opinion, there are only two other swords better than this, namely the "Grandfather" and "Grizzly Sword" and these are very hard to find. *townsfolk's comments: Odgen - Don't you think that Griswold would be a better person to ask about this? He's quite handy, you know. Griswold - Nothing yet, eh? Well, keep searching. A weapon forged upon the anvil could be your best hope, and I am sure that I can make you one of the legendary proportions. Cain - Griswold speaks of the Anvil of Fury---a legendary artifact long searched for, but never found. Crafted from the metallic bones of the razor pit demons, the Anvil of Fury was smelt around the skulls of the five most powerful magi of the underworld. Carved with runes of power and chaos, any weapon or armor forged upon this anvil will be immersed into the realm of chaos, imbedding it with magical properties. It is said that the unpredictable nature of chaos makes it difficult to know what the outcome of this smithing will be... Pepin - If you had been looking for information on the pestle of curing or the silver chalice of purification, I could have assisted you, my friend. However, in this matter, you would be better served to speak to either Griswold or Cain. Gillian - Griswold's father used to tell some of us when we were growing up about a giant anvil that was used to make mighty weapons. He said that when a hammer was struck upon this anvil, the ground would shake with a great fury. Whenever the earth moves, I always remember that story... Wirt - If you were to find this artifact for Griswold, it could put a serious damper on my business here. Aw, you'll never find it. Adria - There are many aftifacts within the labyrinth that hold powers beyond the comprehension of mortals. Some of these hold fantastic power that can be used by either the light or the darkness. Securing the anvil from below could shift the course of the Sin War towards the light. Farnham - Griswold can't sell his anvil. What will he do then? And I'd be angry too if someone took my anvil! HELL QUESTS (you'll get to solve three of these) The Warrior of Blood Another book-on-a-stand triggered quest, this one yields a LOT of high-priced items(none unique though) that's sure to catch your attention. You fight the Warrior of Blood, along with his own band of minions just before you locate the stairway to the next level. The trick is not to enter his room. Lure one knight at a time to chase you, and you'll be fine. *townsfolk's comments: Odgen - I am afraid that I haven't heard anything about such a vicious warrior, good master. I hope that you do not have to fight him, for he sounds extremely dangerous. Griswold - Dark and wicked legends surround the Warlord of Blood. Be well prepared, my friend, for he shows no mercy or quarter. Cain - I know of only one legend that speaks of such a warrior as you describe. His story is found within the ancient chronicles of the Sin War---stained by a thousand years of war, blood and death, the Warlord of Blood stands upon a mountain of his tattered victims. His dark blade screams a black curse to the living; a tortured invitation to any who whould stand before this executioner of hell. It is also written that although he was once a mortal who fought beside the legion of darkness during the Sin War, he lost his humanity to his insatiable hunger for blood. Pepin - Cain would be able to tell you much more about something like this than I would ever wish to know. Gillian - If you are to battle such a fierce opponent, may light be your guide and your defender. I will keep you on my thoughts. Wirt - I haven't ever dealt with this warlord you speak of, but he sounds like he's going through a lot of swords. Wouldn't mind supplying his armies... Adria - His prowess with the blade is awesome, and he has lived for thousands of years knowing only warfare. I am sorry...I can not see if you will defeat him. Farnham - Always you gotta talk about blood? What about flowers, and sunshine, and that pretty girl that brings the drinks. Listen here, friend...you're obsessive, you know that? Lachdanan Just when you've readied your best weapons, you find out this guy's on your side, and needs your help. He begs of you to find a golden elixir which is the only thing that could finally put him to rest (poor guy) This elixir is found on the next level so you have to remember where he was standing so you could come back up for him. He'll reward you with one of these, "VEIL OF STEEL" and "GOTTERDAMERUNG" Both are helms and both are worth trying. *townsfolk's comments: Odgen - You speak of a brave warrior long dead! I'll have no such talk of speaking with departed souls in my inn yard, thank you very much! Griswold - If it is actually Lachdanan that you have met, then I would advise that you aid him. I dealt with him on several occasions and found him to be honest and loyal in nature. The curse that fell upon the followers of King Leoric would fall especially hard upon him. Cain - You claim to have spoken with Lachdanan? He was a great hero during his life. Lachdanan was an honorable and just man who served his king faithfully for years. But of course, you already know that. Of those who were caught within the grasp of the king's curse, Lachdanan would be the least likely to submit to thedarkness without a fight, so I suppose that your story could be true. If I were in your place, my friend, I would find a way to release him from his torture. Pepin - A golden elixir, you say. I have never concocted a potion of that color before, so I can't tell you how it would effect you if you were to try to drink it. As your healer, I strongly advise that should you find such an elixir, do as Lachdanan asks and do not try to use it. Gillian - I've never heard of a Lachdanan before. I'm sorry, but I don't think that I can be of much help to you. Wirt - Wait, let me guess. Cain was swallowed up in a gigantic fissure that opened beneath him, he was incinerated in a ball of hellfire, and can't answer your questions anymore. Oh, that isn't what happened? Then I guess you'll be buying something or you'll be on your way. Adria - You may meet people who are trapped within the labyrinth, such as Lachdanan. I sense in him honor and great guilt. Aid him, and you aid all of Tristram. Farnham - Lachdanan is dead. Everybody knows that, and you can't fool me into thinking any other way. You can't talk to the dead, I know! Archbishop Lazarus (always included) This time an item---a "Vile Staff" that rests on a stand triggers your quest. Well, not exactly. You still have to present this staff to Cain who'll identify it by saying it belongs to the Archbishop himself. When you get back to the level where you found it, walk along to find a red portal that leads to his corruptness' lair. Exit through the only door you see, fighting your way through succubuses. You can go either to the left or to the right, they contain the same problems. Just ignore the jailed witches for a while, continue fighting, and when all's over, stand on that grey circle and read the book on the stand beside it. You'll be taken inside the room with the witches but this time the bars are lowered. fight your way through them, go to the other side of the lair and do just the same. When both sides are cleaned up, go back to where you started and step on the grey circle. No book-on-a-stand to read this time, you are instantly teleported beyond the wall---where Lazarus is. Accompanying him are the unique succubuses, Red Vex and Black Jade (boy, I'm starting to like this guy) and a multitude of succubuses (oh yeah baby) along with fellow mages (yuck!) After he finishes talking you can commence with the fight. I'd rather stay in the middle and honorably fight them all at the same time, but I'd suggest, for beginners, running away even before he finishes his speech. That way you can, one by one, lure the witches, and the mages, and the uniques, into their deaths. Deal with the playboy himself just as you did with Zhar (if you faced him) and you're on your merry way to the Dark Lord. *townsfolk's comments: Odgen - Lazarus was the archbishop who led many of the townspeople into the labyrinth. I lost many good friends that day, and Lazarus never returned. I suppose he was killed along with most of the others. If you would do me a favor, good master, please do not talk to Farnham about that day. Griswold - I was there when Lazarus led us into the labyrinth. He spoke of holy retribution, but when we started fighting those hellspawn, he did not so much as lift his mace against them. He just ran deper into the dim, endless chambers that were filled with the servants of darkness! Cain - You must hurry and rescue Albrecht from the hands of Lazarus! The prince and the people of this kingdom are counting on you... Pepin - I was shocked when I heard of what the townspeople were planning to do that night. I thought that of all people, Lazarus would have had more sense than that. He was an archbishop, and always seemed to care so much for the townsfolk of Tristram. So many were injured, I could not save them all... Gillian - I remember Lazarus as being a very kind and giving man. He spoke at my mother's funeral, and was supportive of my grandmother and myself in a very troubled time. I pray every night that somehow, he is still alive and safe. Wirt - Yes, the righteous Lazarus, who was sooo effective against those monsters down there. Didn't help save my leg, did it? Look, I'll give you a free piece of advice. Ask Farnham, he was there. Adria - I did not know this Lazarus of whom you speak, but I do sense a great comflict within his being. He poses a great danger, and will stop at nothing to serve the powers of darkness which have claimed him as theirs. Farnham - They stab, then bite, then they're all around you. Liar! Liar! They're all dead! Dead! Do you hear me? They just keep falling and falling... their blood spilling out all over the floor... all his fault... Diablo (always included) Of course this is always included! Why'd they call the game Diablo in the first place? After you defeat Lazarus, go back through the red portal and notice that the pentagram near it is now red, flashing, and opened in the middle. Go through the opening and you land in the center of another lair---Diablo's. It's made up of four rooms, each containing a skull lever that opens the next. First thing you do is eradicate all who are outside these rooms. They don't come in groups and if they do, they're only composed of two to three members and that only happens if you don't walk slowly and lure more than one at a time. One of the rooms is already opened so you'll have to clear that too. Once everything's quiet, it's time to turn on the noise again: Click on the next lever to open the next room, eradicate all that moves, repeat the process for the third room, create a town portal (by this time you must already know what that is) to go back, prepare all you want, and get ready to face the final challenge, er, challenges. Two skull levers are to be clicked in order to open the last room. Both these levers are in the third room so no sweat. Go to the last room, walking around it, one by one luring knights ang mages alike to their deaths, and finally barging in to kill the big red machine (no, not KANE!) inside. Don't forget to save the game at the moment you killed him to maximize the number of experience points you'll carry with you to your next adventure. what Cain say's about this quest: (not required to acivate it) Your story is quite grim, my friend. Lazarus will surely burn in hell for his horrific deed. The boy that you describe is not our prince! But I believe that Albrecht may yet be in danger. The symbol of power that you speak must be a portal---to the very heart of the labyrinth. Know this, my friend---the evil that you move against is the dark Lord of Terror. He is known to mortal men, as Diablo. It was he who was imprisoned within the labyrinth many centuries ago and I fear that he seeks to once again sow chaos in the realm of mankind. You must venture through the portal and destroy Diablo, before it is too late... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% * for the rest of the item sections I won't be including much strategies because that's what the game is all about---building your OWN strategy and relying on the items of YOUR choice. _ _ ____ ____ __ ___ ____ ___ ____ ____ ____ __ __ ___ ( \/ )(_ _) ( _ \ /__\ / __)(_ _) / __) (_ _)(_ _)( ___)( \/ )/ __) \ / _)(_ ) _ < /(__)\ \__ \ _)(_ ( (__ _)(_ )( )__) ) ( \__ \ \/ (____)() (____/(__)(__)(___/(____) \___) (____) (__) (____)(_/\/\_)(___/ * These are the items whose description in the message box is written in plain white text. Only for beginners who still cannot afford or haven't chanced upon an item described in blue (magic) or better yet gold (unique) text. It does nothing besides what it should (inflict damage, increase armor, etc.) __________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| | | | | | | | sword | Bastard | 6-15 | n/a | 60 | str: 50 | 1 | | Sword | | | | | | | | | | | | | | Blade | 3-8 | n/a | 30 | str: 25 | 1 | | | | | | dex: 30 | | | | | | | | | | Broad | 4-12 | n/a | 50 | str: 30-40 | 1 | | Sword | | | | | | | | | | | | | | Claymore | 2-12 | n/a | 30- | str: 35 | 1 | | | | | 36 | | | | | | | | | | | Dagger | 1-4 | n/a | 15 | none | 1 | | | | | | | | | Falchion | 4-8 | n/a | 15- | str: 25-30 | 1 | | | | | 20 | | | | | | | | | | | Great | 10-20 | n/a | 100 | str: 75 | 2 | | Sword | | | | | | | | | | | | | | Long | 2-10 | n/a | 40 | str: 27-30 | 1 | | Sword | | | | dex: 30 | | | | | | | | | | Sabre | 1-8 | n/a | 25- | str: 17 | 1 | | | | | 45 | | | | | | | | | | | Scimitar | 3-7 | n/a | 20- | str: 23 | 1 | | | | | 28 | dex: 23 | | | | | | | | | | Short | 2-6 | n/a | 20- | str: 18 | 1 | | Sword | | | 24 | | | | | | | | | | | 2-handed | 8-16 | n/a | 75 | str: 60-65 | 2 | | Sword | | | | | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| bat | Club | 1-6 | n/a | 20 | none | 1 | | | | | | | | | Flail | 2-12 | n/a | 30- | str: 25-30 | 1 | | | | | 36 | | | | | | | | | | | Mace | 1-8 | n/a | 30- | str: 16 | 1 | | | | | 32 | | | | | | | | | | | Maul | 6-20 | n/a | 50 | str: 40-45 | 2 | | | | | | | | | Morning | 1-10 | n/a | 40 | str: 26 | 1 | | Star | | | | | | | | | | | | | | Spiked | 3-6 | n/a | 20- | str: 18-20 | 1 | | Club | | | 25 | | | | | | | | | | | War | 5-9 | n/a | 50 | str: 30-40 | 2 | | Hammer | | | | | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| axe | Axe | 4-12 | n/a | 25- | str: 20-22 | 2 | | | | | 32 | | | | | | | | | | | Battle | 10-25 | n/a | 60 | str: 60-65 | 2 | | Axe | | | | | | | | | | | | | | Broad Axe | 8-20 | n/a | 50 | str: 35-50 | 2 | | | | | | | | | Great Axe | 12-30 | n/a | 75 | str: 80 | 2 | | | | | | | | | Large Axe | 6-16 | n/a | 30- | str: 25-30 | 2 | | | | | 40 | | | | | | | | | | | Small Axe | 2-10 | n/a | 20- | none | 2 | | | | | 24 | | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| bow | Composite | 3-6 | n/a | 45- | str: 25-30 | 2 | | Bow | | | 50 | dex: 35-40 | | | | | | | | | | Hunter's | 2-5 | n/a | 40 | str: 20 | 2 | | Bow | | | | dex: 35 | | | | | | | | | | Long | 1-10 | n/a | 45 | str: 30-40 | 2 | | Battle | | | | dex: 45-60 | | | Bow | | | | | | | | | | | | | | Long Bow | 1-6 | n/a | 20- | str: 25 | 2 | | | | | 35 | dex: 25-30 | | | | | | | | | | Long War | 1-14 | n/a | 60 | str: 45 | 2 | | Bow | | | | dex: 80 | | | | | | | | | | Short | 3-7 | n/a | 45 | str: 30 | 2 | | Battle | | | | dex: 40-50 | | | Bow | | | | | | | | | | | | | | Short Bow | 1-4 | n/a | 20- | str: 20 | 2 | | | | | 30 | dex: 20-30 | | | | | | | | | | Short War | 4-8 | n/a | 55 | str: 35 | 2 | | Bow | | | | dex: 70 | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| staff | Composite | 5-10 | n/a | 45 | none | 2 | | Staff | | | | | | | | | | | | | | Long | 4-8 | n/a | 35 | none | 2 | | Staff | | | | | | | | | | | | | | Quarter | 4-8 | n/a | 35 | none | 2 | | Staff | | | | | | | | | | | | | | Short | 2-4 | n/a | 25 | none | 2 | | Staff | | | | | | | | | | | | | | War Staff | 8-16 | n/a | 75 | str: 30 | 2 | | | | | | | | | | | | | | | ____________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| shield | Buckler | n/a | 1-5 | 10- | none | 1 | | | | | 16 | | | | | | | | | | | Gothic | n/a | 17-18 | 60 | str: 80 | 1 | | Shield | | | | | | | | | | | | | | Kite | n/a | 9-14 | 40 | str: 35-50 | 1 | | Shield | | | | | | | | | | | | | | Large | n/a | 5-8 | 30- | str: 25-40 | 1 | | Shield | | | 32 | | | | | | | | | | | Small | n/a | 3-8 | 20- | str: 18-25 | 1 | | Shield | | | 24 | | | | | | | | | | | Tower | n/a | 14-9 | 50 | str: 60 | 1 | | Shield | | | | | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| armor | Breast | n/a | 20-24 | 80 | str: 40 | n/a | | Plate | | | | | | | | | | | | | | Cape | n/a | 1-4 | 10- | none | n/a | | | | | 12 | | | | | | | | | | | Chain | n/a | 22 | 55 | str: 30 | n/a | | Mail | | | | | | | | | | | | | | Cloak | n/a | 3-7 | 15- | none | n/a | | | | | 18 | | | | | | | | | | | Field | n/a | 40-44 | 80 | str: 65 | n/a | | Plate | | | | | | | | | | | | | | Full | n/a | 64-70 | 90 | str: 90 | n/a | | Plate | | | | | | | Mail | | | | | | | | | | | | | | Gothic | n/a | 52-59 | 100 | str: 80 | n/a | | Plate | | | | | | | | | | | | | | Hard | n/a | 11-12 | 35- | none | n/a | | Leather | | | 40 | | | | | | | | | | | Leather | n/a | 12-13 | 30- | none | n/a | | Armor | | | 35 | | | | | | | | | | | Plate | n/a | 44-49 | 75 | str: 60 | n/a | | Mail | | | | | | | | | | | | | | Quilted | n/a | 8-10 | 25- | none | n/a | | Armor | | | 30 | | | | | | | | | | | Rags | n/a | 2-6 | 6 | none | n/a | | | | | | | | | Ring Mail | n/a | 18-20 | 50 | str: 25 | n/a | | | | | | | | | Robe | n/a | 4-7 | 9- | none | n/a | | | | | 24 | | | | | | | | | | | Scale | n/a | 25-28 | 60 | str: 35 | n/a | | Mail | | | | | | | | | | | | | | Splint | n/a | 32-35 | 65 | str: 40 | n/a | | Mail | | | | | | | | | | | | | | Studded | n/a | 15-16 | 40- | str: 20 | n/a | | Leather | | | 45 | | | | Armor | | | | | | | | | | | | | | | | | | | | ___________________________________________________________________ Type___|_Name______|_Damage_|_Armor_|_Dur_|_Requirements_|_Handed_| helm | Cap | n/a | 2-3 | 10- | none | n/a | | | | | 15 | | | | | | | | | | | Crown | n/a | 8-12 | 30- | none | n/a | | | | | 40 | | | | | | | | | | | Full Helm | n/a | 6-8 | 35 | str: 25-35 | n/a | | | | | | | | | Great | n/a | 11 | 60 | str: 50 | n/a | | Helm | | | | | | | | | | | | | | Helm | n/a | 4 | 20- | str: 20-25 | n/a | | | | | 30 | | | | | | | | | | | Skull Cap | n/a | 2-3 | 15- | none | n/a | | | | | 20 | | | | | | | | | | | | | | | | | ------------------------------------------------------------------- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ___ ____ ____ ___ ____ __ __ ( \/ )(_ _)(_ _) / __)( _ \( ___) / __)(_ _) /__\ ( ) \ / _)(_ _)(_ \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ \/ (____)(____)() (___/(__) (____) \___)(____)(__)(__)(____) _ _ __ __ __ ____ ___ ( \( ) /__\ ( \/ )( ___)/ __) ) ( /(__)\ ) ( )__) \__ \ (_)\_)(__)(__)(_/\/\_)(____)(___/ * These are found on the descriptions of the magic weapons (written in blue) There are two kinds: One that appears before the weapon's basic name and the other that appears after. They say what special ability that weapon has so here is a list: descriptions that come before the actual name: Amber - +16-20% resist all Angel's - +1 spell level to all Arch-Angel's - +2 spell level to all <BEST IN ITS FIELD> Awesome - +131-150% armor Azure - +21-30% resist lightning Bent - -50-75% damage <DO NOT USE> Blessed - +91-110% armor Blue - +10-20% resist lightning Bountifull - charges tripled <BEST IN ITS FIELD> Brass - -1-5% to hit <DO NOT USE> Bronze - +1-5% to hit Brutal - +81-95% damage Burgundy - +31-40% resist fire Champion's - +126-150% damage ; +51-75% to hit Clumsy - -50-75% damage ; <DO NOT USE> -1-5% to hit Cobalt - +41-50% resist lightning Crimson - +21-40% resist fire Crystal - +41-50% resist magic Deadly - +36-50% damage Diamond - +51-60% resist magic <BEST IN ITS FIELD> Dragon's - +51-60 mana Drake's - +41-50 mana Dull - -25-45% damage ; <DO NOT USE> -4-5% to hit Emerald - +41-50% resisr all <BEST IN ITS FIELD> Fine - +20-30% armor Frog's - -1-10 mana <DO NOT USE> Garnet - +41-50% resist fire Glorious - +71-90% armor Godly - +171-200% armor <BEST IN ITS FIELD> Gold - +20-30% to hit Grand - +41-55% damage Heavy - +51-65% damage Holy - +151-170% armor Hyena's - -11-25 mana <DO NOT USE> Hydra's - +81-100 mana <BEST IN ITS FIELD> Iron - +6-10% to hit Ivory - +31-40% resist magic Jade - +21-30% resist all Jagged - +20-35% damage King's - +151-175% damage <BEST IN ITS FIELD> +76-100% to hit Knight's - +96-110% damage +31-40% to hit Lapis - +31-40% resist lightning Lord's - +81-95% damage +21-30% to hit Massive - +96-110% damage Master's - +111-125% damage +41-50% to hit Mithril - +41-60% to hit Merciless - +151-175% damage Meteoric - +61-80% to hit Obsidian - +31-40% resist all Pearl - +21-30% resist magic Platinum - +31-40% to hit Plentiful - charges doubled Raven's - +16-20 mana Red - +10-20% resist fire Ruby - +51-60% resist fire <BEST IN ITS FIELD> Rusted - -25-50% armor <DO NOT USE> Ruthless - +125-150% damage Saintly - +111-130% armor Sapphire - +51-60% resist lightning <BEST IN ITS FIELD> Savage - +111-125% damage Serpent's - +30-40 mana Sharp - +20-35% damage +1-5 to hit Silver - +16-20 to hit Snake's - +21-30 mana Soldier's - +66-80% damage +16-20% to hit Spider's - +10-15 mana Steel - +11-15 to hit Strong - +31-40% armor Strange - +101-150% to hit <BEST IN ITS FIELD> Sturdy - +20-30% armor Tin - -6-10% to hit <DO NOT USE> Topaz - +10-15% resist all Useless - -100% damage <DO NOT USE> Valiant - +56-70% armor Vicious - +66-80% damage Vulnerable - -51-100% armor <DO NOT USE> Warrior's - +51-65% damage +11-15% to hit Weak - -25-45% damage <DO NOT USE> Weird - +81-100% to hit White - +10-20% resist magic Wyrm - +61-80 mana descriptions that come after the actual name: (starts with "...of..." or "...of the...") Absorption - -3 damage from enemies Accuracy - +11-15 dexterity Ages - indestructible <BEST IN ITS FIELD> Atrophy - -1-5 dexterity <DO NOT USE> Balance - fast recovery Bashing - 8-24 damage to armor <BEST IN ITS FIELD> Bat - steals 3% mana Bear - knocks target back Blocking - fast block <BEST IN ITS FIELD> Blood - steals 6% life <BEST IN ITS FIELD> Brilliance - +11-15 magic Brittleness - -26-75% durability <DO NOT USE> Burning - 1-16 fire damage <BEST IN ITS FIELD> Carnage - +13-16 damage Corruption - mana=0 <DO NOT USE> Craftsmanship - +51-100% durability Crusaders - damage of this attack +50% damage of last one Dark - -40% light radius <DO NOT USE> Dexterity - +1-5 dexterity Disease - -1-5 vitality <DO NOT USE> Dyslexia - -1-5 magic <DO NOT USE> Eagle - +21-30 hit points Fire - +1-6 fire arrow damage Flame - +1-3 fire arrow damage Fool - -6-0/+1-10 magic Fox - +10-15 hit points Fragility - durability=1 <DO NOT USE> Frailty - -6-10 strength <DO NOT USE> Giant - +16-20 strength Gore - +9-12 damage Harmony - fastest hit recovery <BEST IN ITS FIELD> Haste - fastest attack <BEST IN ITS FIELD> Health - -1 damage from enemies Heavens - +12-15 all stats Illness - -6-10 vitality <DO NOT USE> Jackal - -1-10 hit points <DO NOT USE> Jaguar - +16-20 hit points Leech - steals 3% life Life - -4 damage from enemies Light - +20% light radius Lightning - +1-10 lightning arrow damage Lion - +51-60 hit points Magic - +1-5 magic Maiming - +3-5 damage Mammoth - +61-80 hit points Many - +100% arrow durability Might - +6-10 strength Mind - +6-10 magic Moon - +4-7 all stats Night - -20% light radius Pain - +2-4 damage from enemies <DO NOT USE> Paralysis - -6-10 dexterity <DO NOT USE> Perfection - +21-30 dexterity <BEST IN ITS FIELD> Piercing - 2-6 damage to armor Pit - -1-5 all stats <DO NOT USE> Plenty - +200% arrow durability Power - +11-15 strength Precision - +16-20 dexterity Protection - -2 damage from enemies Puncturing - 4-12 damage to armor Quality - +1-2 damage Radiance - +40% light radius <BEST IN ITS FIELD> Readiness - fast attack Shock - +1-6 lightning arrow damage Skill - +6-10 dexterity Sky - +1-3 all stats Slaughter - +17-20 damage <BEST IN ITS FIELD> Slaying - +6-8 damage Sorcery - +16-20 magic Speed - fastest attack Stability - faster hit recovery Stars - +8-11 all stats Structure - +101-200% durability Sturdiness - +26-50% durability Strength - +1-5 strength Spikes - 1-10 damage to <BEST IN ITS FIELD> attacking enemy Swiftness - faster attack Tears - +1 damage from enemies <DO NOT USE> Thieves - -1/2 trap damage Thorns - 1-6 damage to attacking enemy Thunder - +1-20 lightning damage Tiger - +50 hit points Titans - +21-30 strength <BEST IN ITS FIELD> Trouble - -10 all stats <DO NOT USE> Vampire - steals 6% mana <BEST IN ITS FIELD> Vigor - +16-20 vitality <BEST IN ITS FIELD> Vileness - enemy stops healing Vim - +11-15 vitality Vitality - +1-5 vitality Vulture - -11-25 hit points <DO NOT USE> Weakness - -1-5 strength <DO NOT USE> Whale - +81-100 hit points <BEST IN ITS FIELD> Wizardry - +21-30 magic <BEST IN ITS FIELD> Wolf - +30-40 hit points Zest - +6-10 vitality Zodiac - +16-20 all stats <BEST IN ITS FIELD> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ __ __ _ _ ____ _____ __ __ ____ ( \/ )(_ _)(_ _)(_ _) ( )( )( \( )(_ _)( _ )( )( )( ___) \ / _)(_ _)(_ _)(_ )(__)( ) ( _)(_ )(_)( )(__)( )__) \/ (____)(____)(____)() (______)(_)\_)(____)(___/\\(______)(____) ____ ____ ____ __ __ ___ (_ _)(_ _)( ___)( \/ )/ __) _)(_ )( )__) ) ( \__ \ (____) (__) (____)(_/\/\_)(___/ * As the name suggests, there is only one set of items of this kind and they cannot be found twice in a single game. It's quite hard to get all of them, as they can never be bought, only chanced upon while fighting your way through the labyrinth or by completing certain quests. They can, however, be sold. * legend: Reqment -requirement Hand -handed Dam -damage HP -hit points MN -mana AS -all stats LR -light radius R -resist fr -from fir -fire lng -lightning inf -infinite SL -spell level SC -spell cost ____________________________________________________________________ Type___|_Name__________|_Traits____|_Damage_|_Dur_|_Reqment_|_Hand_| | | | | | | | sword | Black Razor | Altered | 1-4 | 5 | none | 1 | | | Dur | | | | | | | Vit:+2 | | | | | | | Dam:+150% | | | | | | | | | | | | | Bonesaw | Str:+10 | 1-12 | 36 | str:35 | 1 | | | Dex:-5 | | | | | | | Mag:-5 | | | | | | | Dam:+10 | | | | | | | HP:+10 | | | | | | | MN:-10 | | | | | | | | | | | | | Defender | Armor:+5 | 1-8 | 45 | str:17 | 1 | | | Vit:+5 | | | | | | | TH:-5% | | | | | | | | | | | | | Doombringer | AS:-5 | 6-15 | 60 | str:50 | 1 | | | Dam:+250% | | | | | | | TH:+25% | | | | | | | HP:-25 | | | | | | | LR:-20% | | | | | | | | | | | | | Executioner's | Altered | 4-8 | 60 | str:30 | 1 | | Blade | Dur | | | | | | | TH:+150% | | | | | | | HP:-10 | | | | | | | LR:-10% | | | | | | | | | | | | | Falcon's | Fastest | 3-7 | 28 | str:23 | 1 | | Talon | Attack | | | dex:23 | | | | Dex:-10 | | | | | | | Dam:-33% | | | | | | | TH:+20% | | | | | | | | | | | | | Gibbous Moon | AS:+2 | 4-12 | 50 | str:40 | 1 | | | Dam:+25% | | | | | | | MN:+15 | | | | | | | LR:-30% | | | | | | | | | | | | | Gonnagal's | Fast | 1-4 | 15 | none | 1 | | Dirk | Attack | | | | | | | Dex:-5 | | | | | | | Dam:+4 | | | | | | | Rmag:+25% | | | | | | | | | | | | | Grandfather | One- | 10-20 | 100 | str:75 | 1 | | | handed | | | | | | | AS:+5 | | | | | | | Dam:+70% | | | | | | | TH:+20% | | | | | | | HP:+20 | | | | | | | | | | | | | Griswold's | Fast | 4-12 | 50 | str:40 | 1 | | Edge | Attack | | | | | | | Knocks | | | | | | | Target | | | | | | | Back | | | | | | | Fire Dam: | | | | | | | +1-10 | | | | | | | TH:+25% | | | | | | | HP:-20 | | | | | | | MN:+20 | | | | | | | | | | | | | Grizzly | Knocks | 8-16 | 150 | str:65 | 2 | | | Target | | | | | | | Back | | | | | | | Armor:-5 | | | | | | | Str:+20 | | | | | | | Vit:-5 | | | | | | | Dam:+200% | | | | | | | | | | | | | Gryphon's | Fast | 4-8 | 30 | str:20 | 1 | | Claw | Attack | | | | | | | Knocks | | | | | | | Target | | | | | | | Back | | | | | | | Dex:-5 | | | | | | | Mag:+2 | | | | | | | Dam:+100% | | | | | | | | | | | | | Ice Shank | Altered | 2-10 | 15 | str:30 | 1 | | | Dur | | | dex:30 | | | | Str:+5 | | | | | | | Rfir:+40% | | | | | | | | | | | | | Inferno | Fire Dam: | 2-10 | 40 | str:30 | 1 | | | +2-12 | | | dex:30 | | | | Rfir:+75% | | | | | | | MN:+20 | | | | | | | LR:+30% | | | | | | | | | | | | | Light Sabre | Lng Dam: | 1-6 | 45 | str:17 | 1 | | | +1-10 | | | | | | | TH:+20% | | | | | | | Rlng:+50% | | | | | | | LR:+20% | | | | | | | | | | | | | Shadow Hawk | Steals 5% | 4-12 | 50 | str:40 | 1 | | | Life | | | | | | | TH:+15% | | | | | | | Rall:+5% | | | | | | | LR:-20% | | | | | | | | | | | | | Wizardspike | Mag:+15 | 1-4 | 16 | none | 1 | | | TH:+25% | | | | | | | Rall:+15% | | | | | | | MN:+35 | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------------- * you may be wondering why the "Grandfather" sword (mentioned above) has "One-handed" included in its traits. What's so special about it being one-handed? Almost every sword is one-handed! Well, the fact that this unique item takes on the basic form of a "Great Sword" (dam:10-20 ; durability: 100) it should also be two-handed like any other "Great Sword", but is not. This sword, on my opinion, is the best weapon, and probably item, in the game. (not to mention the highest-priced unique item; 29,950 gold whereas no other unique item even reached the price of 20,000) ____________________________________________________________________ Type___|_Name__________|_Traits____|_Damage_|_Dur_|_Reqment_|_Hand_| | | | | | | | bat | Baranar's | Altered | 1-10 | 60 | str:23 | 1 | | Star | Dur | | | | | | | Fast | | | | | | | Attack | | | | | | | Dex:-4 | | | | | | | Vit:+4 | | | | | | | Dam:+80% | | | | | | | TH:+12% | | | | | | | | | | | | | Celestial | Armor:-8 | 2-12 | 36 | none | 1 | | Star | Dam:+10 | | | | | | | LR:+20% | | | | | | | | | | | | | Civerb's | Dex:-5 | 1-8 | 32 | str:16 | 1 | | Cudgel | Mag:-2 | | | | | | | Dam:+200% | | | | | | | on demon | | | | | | | | | | | | | Crackrust | AS:+2 | 1-8 | inf | str:16 | 1 | | | Dam:-25% | | | | | | | Rall:+15% | | | | | | | | | | | | | Cranium | Str:+15 | 6-20 | inf | str:55 | 2 | | Basher | Dam:+20 | | | | | | | Rall:+5% | | | | | | | MN:-150 | | | | | | | | | | | | | Dreamflange | SL:+1 | 1-8 | 32 | str:16 | 1 | | | Mag:+30 | | | | | | | Rmag:+50% | | | | | | | MN:+50 | | | | | | | LR:+20% | | | | | | | | | | | | | Gnarled Root | Armor:-10 | 3-6 | 20 | str:18 | 1 | | | Dex:+10 | | | | | | | Mag:+5 | | | | | | | Dam:+300% | | | | | | | TH:+20% | | | | | | | Rall:+10% | | | | | | | | | | | | | Hammer of | Str:+3 | 6-20 | inf | str:55 | 2 | | Jholm | TH:+15% | | | | | | | Dam:+4 | | | | | | | | | | | | | Shaefer's | TH:+30% | 5-9 | 50 | str:40 | 2 | | Hammer | Dam:+100% | | | | | | | Lng Dam: | | | | | | | +1-50 | | | | | | | Rlng:+75% | | | | | | | HP:+50 | | | | | | | LR:+10% | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------------- * unless you have a flare for hammers (like Shaefer's), I don't see any reason why you should be using any of those. ____________________________________________________________________ Type___|_Name__________|_Traits____|_Damage_|_Dur_|_Reqment_|_Hand_| | | | | | | | axe | Aguinara's | SL:+1 | 2-10 | 24 | none | 2 | | Hatchet | Mag:+10 | | | | | | | Rmag:+75% | | | | | | | | | | | | | Bloodslayer | SL:+1 | 8-20 | 50 | str:50 | 2 | | | AS:+5 | | | | | | | Dam:+100% | | | | | | | Dam:+200% | | | | | | | on demon | | | | | | | | | | | | | Butcher's | Altered | 4-24 | 25 | none | 2 | | Cleaver | Dur | | | | | | | Str:+10 | | | | | | | | | | | | | Celestial Axe | Str:-15 | 10-25 | 60 | none | 2 | | | TH:+15 | | | | | | | HP:+15 | | | | | | | | | | | | | Hellslayer | Str:+8 | 10-25 | 60 | str:65 | 2 | | | Vit:+8 | | | | | | | Dam:+100% | | | | | | | HP:+25 | | | | | | | MN:-25 | | | | | | | | | | | | | Mangler | Dex:-5 | 6-16 | 30 | str:25 | 2 | | | Mag:-5 | | | | | | | Dam:+200% | | | | | | | MN:-10 | | | | | | | | | | | | | Messerschmidt | AS:+5 | 12-30 | 75 | str:80 | 2 | | 's Reaver | Dam:+200% | | | | | | | Dam:15 | | | | | | | Fire Dam | | | | | | | +2-12 | | | | | | | HP:-50 | | | | | | | | | | | | | Sharp Beak | Mag:-10 | 6-16 | 40 | str:30 | 2 | | | HP:+20 | | | | | | | MN:-10 | | | | | | | | | | | | | Stone Cleaver | Dam:+50% | 8-20 | 50 | str:50 | 2 | | | TH:+20% | | | | | | | Rlng:+40% | | | | | | | HP:+30 | | | | | | | | | | | | | Wicked Axe | Dex:+10 | 6-16 | inf | str:30 | 2 | | | Vit:-10 | | | | | | | Dam:-6 fr | | | | | | | enemies | | | | | | | TH:+30% | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------------- * Ah, yes...the "Messerschmidt's Reaver"---with the word DAMAGE written all over it. You'll definitely agree this baby's worth the low defense that comes with it (cause, like other axes, it's two-handed; you can't use it with a shield) That is, IF you're absolutely sure you'll be engaging in hand-to-hand combat. Otherwise, you'll need the shield--- still, it's YOUR choice! ____________________________________________________________________ Type___|_Name__________|_Traits____|_Damage_|_Dur_|_Reqment_|_Hand_| | | | | | | | bow | Blackoak Bow | Dex:+10 | 1-6 | 35 | str:25 | 2 | | | Vit:-10 | | | dex:30 | | | | Dam:+50% | | | | | | | LR:-10% | | | | | | | | | | | | | Bow of the | Altered | 3-6 | 30 | str:25 | 2 | | Dead | Dur | | | dex:40 | | | | Dex:+4 | | | | | | | Vit:-3 | | | | | | | TH:+10% | | | | | | | LR:-20% | | | | | | | | | | | | | Celestial Bow | Armor:+5 | 1-6 | 35 | dex:30 | 2 | | | Dam:+2 | | | | | | | | | | | | | Deadly Hunter | Mag:-5 | 3-6 | 45 | str:25 | 2 | | | Dam:+200% | | | dex:40 | | | | on demon | | | | | | | TH:+20% | | | | | | | | | | | | | Eaglehorn | Dex:+20 | 1-10 | inf | str:30 | 2 | | | Dam:+100% | | | dex:60 | | | | TH:+50% | | | | | | | | | | | | | Flamedart | Fire Dam: | 2-5 | 40 | str:20 | 2 | | | +1-6 | | | dex:35 | | | | TH:+20% | | | | | | | Rfir:+40% | | | | | | | | | | | | | Fleshstinger | Dex:+15 | 1-6 | 37 | str:25 | 2 | | | Dam:+80% | | | dex:30 | | | | TH:+40% | | | | | | | | | | | | | Needler | Fast | 1-3 | 30 | none | 2 | | | Attack | | | | | | | TH:+50% | | | | | | | | | | | | | Rift Bow | Random | 1-4 | 30 | none | 2 | | | Speed | | | | | | | Dex:-3 | | | | | | | Dam:+2 | | | | | | | | | | | | | Windforce | Knocks | 1-14 | 60 | str:45 | 2 | | | Target | | | dex:80 | | | | Back | | | | | | | Str:+5 | | | | | | | Dam:+200% | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------------- * If you choose to rely on bows, which generally do a lot less damage than any other type of weapon in the game, you'll need one that's equiped with an ability to increase its damage by a large percent. You'll also need a bow that knocks your target back since if they get close, you'll be hopelessly defenseless. Lastly, you'll need a bow that increases your strength, as this also means increase in damage. The "Windforce" just does all that. ____________________________________________________________________ Type___|_Name__________|_Traits____|_Damage_|_Dur_|_Reqment_|_Hand_| | | | | | | | staff | Dufus Staff | Faster | 3-7 | 35 | none | 2 | | | Attack | | | | | | | Mag:-10 | | | | | | | Dam:+60% | | | | | | | TH:10% | | | | | | | LR:-20% | | | | | | | | | | | | | Gleamsong | SC:-10% | 2-4 | 25 | none | 2 | | | Phasing | | | | | | | Spell:76 | | | | | | | Str:-3 | | | | | | | Vit:-3 | | | | | | | MN:-+25 | | | | | | | | | | | | | Immolator | Vit:-5 | 4-8 | 35 | none | 2 | | | Fire Dam: | | | | | | | +4 | | | | | | | Rfir:+20% | | | | | | | MN:+10 | | | | | | | | | | | | | Mindcry | SL:+1 | 6-12 | 55 | str:20 | 2 | | | Guardian | | | | | | | Spell:69 | | | | | | | Mag:+15 | | | | | | | Rall:15% | | | | | | | | | | | | | Naj's Puzzler | Teleport | 4-8 | 35 | none | 2 | | | Spell:57 | | | | | | | Dex:+10 | | | | | | | Mag:+20 | | | | | | | Rall:+20% | | | | | | | HP:-25 | | | | | | | | | | | | | Protector | Armor:+40 | 2-4 | 25 | none | 2 | | | Healing | | | | | | | Spell:86 | | | | | | | Vit:+5 | | | | | | | Dam:-5 fr | | | | | | | enemies | | | | | | | Dam:1-3 to| | | | | | | attacker | | | | | | | | | | | | | Rod of Onan | Golem | 8-16 | 75 | str:30 | 2 | | | Spell:50 | | | | | | | AS:+5 | | | | | | | Dam:+100% | | | | | | | | | | | | | Staff of | Quick | 4-8 | 35 | none | 2 | | Shadows | Attack | | | | | | | Mag:-10 | | | | | | | Dam:+60% | | | | | | | TH:+10% | | | | | | | LR:-20% | | | | | | | | | | | | | Storm Spire | Str:+10 | 8-16 | 75 | str:30 | 2 | | | Mag:-10 | | | | | | | Lng Dam: | | | | | | | +2-8 | | | | | | | Rlng:+50% | | | | | | | | | | | | | Thundercall | Lightning | 5-10 | 45 | none | 2 | | | Spell:76 | | | | | | | Lng Dam: | | | | | | | +1-10 | | | | | | | TH:+35% | | | | | | | Rlng:30% | | | | | | | LR:+20% | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------------- * Nuthin like a good 'ol Golem by your side, chanting your opponent's name right after saying the word, "maul" The other staves may give you a more damaging spell with higher number of charges, but what if you venture into a level where ALL of the inhabitants are immune to it? There's no immunity to a Golem since he does physical, not magical, damage. The only problem is if a single monster is so strong your Golem isn't enough. But of course you can arrange that. You'll just have to "help him help you". (now, where did I hear that? hmmm...) ____________________________________________________________________ Type___|_Name__________|_Traits____|_Armor_|_Dur_|_Reqment_|_Hand_| | | | | | | | shield | Blackoak | Altered | 18 | 60 | str:25 | 1 | | Shield | Dur | | | | | | | Dex:+10 | | | | | | | Vit:-10 | | | | | | | LR:-10% | | | | | | | | | | | | | Dragon's | Str:+5 | 20 | inf | str:50 | 1 | | Breach | Mag:-5 | | | | | | | Rfir:+25% | | | | | | | | | | | | | Holy Defender | Fast | 15 | 96 | str:40 | 1 | | | Block | | | | | | | Dam:-2 fr | | | | | | | enemies | | | | | | | Rfir:+20% | | | | | | | | | | | | | Split Skull | Altered | 10 | 15 | none | 1 | | Shield | Dur | | | | | | | Str:+2 | | | | | | | HP:+10 | | | | | | | LR:-10% | | | | | | | | | | | | | Stormshield | Altered | 40 | inf | none | 1 | | | Dur | | | | | | | Fast | | | | | | | Block | | | | | | | Str:+10 | | | | | | | Dam:+4 fr | | | | | | | enemies | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------- * It's clear in this category that the "Stormshield" outranks the rest. Having an armor class of 40 is enough to make it number 1 among the shields. What more with an increase to strength! And who cares if it makes the opponent do more damage? They can't inflict it anyway because of this shield's fast block ability. ________________________________________________________________ Type___|_Name__________|_Traits____|_Armor_|_Dur_|_Requirement_| | | | | | | body | Arkaine's | Fastest | 25 | 40 | none | armor | Valor | recovery | | | | | | Vit:+10 | | | | | | Dam:-3 fr | | | | | | enemies | | | | | | | | | | | Demonspike | Str:+10 | 100 | inf | str:90 | | Coat | Dam:-6 fr | | | | | | enemies | | | | | | Rfir:+50% | | | | | | | | | | | Gladiator's | Altered | 25 | 135 | none | | Bane | Dur | | | | | | AS:-3 | | | | | | Dam:-2 fr | | | | | | enemies | | | | | | | | | | | Leather of | Str:+5 | 15 | inf | none | | Aut | Dex:+5 | | | | | | Mag:-5 | | | | | | | | | | | N-Tropy's | none (!) | 13 | inf | none | | Rune Robes | | | | | | | | | | | | Naj's Light | SL:+1 | 49 | 75 | none | | Plate | Mag:+5 | | | | | | Rall:+20% | | | | | | MN:+20 | | | | | | | | | | | Nightscape | See the | 15 | 12 | none | | | invisible| | | | | | Faster | | | | | | Recovery | | | | | | Dex:-3 | | | | | | LR:-20% | | | | | | | | | | | Rainbow Cloak | Altered | 6 | 22 | none | | | Dur | | | | | | AS:+1 | | | | | | Rall:+10% | | | | | | HP:+5 | | | | | | | | | | | Scavenger | Dex:+5 | -6 | 80 | str:40 | | Carapace | Dam:-15 fr| | | | | | enemies | | | | | | Rlng:+40% | | | | | | | | | | | Sparkling | Lng Dam: | 30 | 50 | str:30 | | Mail | +1-10 to | | | | | | attacker | | | | | | | | | | | Torn Flesh of | Vit:+10 | 8 | inf | none | | Souls | Dam:-1 fr | | | | | | enemies | | | | | | | | | | | Wisdom's Wrap | Mag:+5 | 15 | 30 | none | | | Dam:-1 fr | | | | | | Rlng:+25% | | | | | | MN:+10 | | | | | | | | | | | | | | | | ---------------------------------------------------------------- * The "Demonspike Coat" has the unique armor class of 100 while the next best value is 75 (and as low as 49 among the uniques) It definitely is the best among the unique armors, but I'd rather have a Godly Plate of whatever since a 75 armor class increased by 200% yields 150, a lot more than the 100 the Demonspike Coat boats about. ________________________________________________________________ Type___|_Name__________|_Traits____|_Armor_|_Dur_|_Requirement_| | | | | | | helm | Fool's Crest | AS:-4 | 0 | 30 | none | | | HP:+100 | | | | | | Dam:+4 fr | | | | | | enemies | | | | | | Dam:1-3 to| | | | | | attacker | | | | | | | | | | | Gotterdamerung| AS:+20 | 60 | 60 | str:50 | | | Dam:-4 fr | | | | | | enemies | | | | | | Rall:=0 | | | | | | LR:-40% | | | | | | | | | | | Harlequin | AS:+2 | -3 | 15 | none | | Crest | Dam:-1 fr | | | | | | enemies | | | | | | HP:+7 | | | | | | MN:+7 | | | | | | | | | | | Helm of | Steals 5% | 4 | 30 | str:25 | | Spirits | life | | | | | | | | | | | Lightforge | AS:+8 | 15 | inf | none | | | Dam:+150% | | | | | | Fire Dam: | | | | | | +10-20 | | | | | | TH:+25% | | | | | | LR:+40% | | | | | | | | | | | Overlord's | Altered | 5 | 15 | str:25 | | Helm | Dur | | | | | | Str:+20 | | | | | | Dex:+15 | | | | | | Mag:-20 | | | | | | Vit:+5 | | | | | | | | | | | Royal Circlet | AS:+10 | 40 | 40 | none | | | MN:+40 | | | | | | LR:+10% | | | | | | | | | | | Rune Mask | none (!) | 4 | inf | none | | | | | | | | Thinking Cap | SL:+2 | 4 | 1 | none | | | Altered | | | | | | Dur | | | | | | Rall:+20% | | | | | | MN:+30 | | | | | | | | | | | Undead Crown | Life | 8 | 50 | none | | | Stealing | | | | | | | | | | | Veil of Steel | Armor:+60%| 18 | 60 | none | | | Str:+15 | | | | | | Vit:+15 | | | | | | Rall:+50% | | | | | | MN:-30 | | | | | | LR:-20% | | | | | | | | | | | | | | | | ---------------------------------------------------------------- * Would you choose to proudly walk in the dark, as you would wearing a "Veil of Steel"? or to humbly walk in the light, as is the case of a "Lightforge"? Either way, both must have been second only to the "Gotterdamerung" if not for its "resistance to all = 0". That's a big, big, disadvantage and I don't think it's worth the large plus to all the attributes. ______________________________________ |Type____|_Name__________|_Traits____| | | | | |ring | Bleeder | Rmag:+20% | | | | HP:-10 | | | | MN:+30 | | | | | | | Constricting | Constant | | | Ring | loss of | | | | HP | | | | Rall:+75% | | | | | | | Empyrean Band | Fast | | | | Recovery | | | | Dam:-50% | | | | fr traps | | | | AS:+2 | | | | LR:+20% | | | | | | | Ring of | Dam:-1 fr | | | Engagement | enemies | | | | Dam:1-3 to| | | | attacker | | | | | | | Ring of Regha | Str:-3 | | | | Dex:-3 | | | | Mag:+10 | | | | Rmag:+10% | | | | LR:+10% | | | | | | | Ring of Truth | Dam:-1 fr | | | | enemies | | | | Rall:+10% | | | | HP:+10 | | | | | | amulet | Optic Amulet | Mag:+5 | | | | Dam:-1 fr | | | | enemies | | | | Rlng:+20% | | | | LR:+20% | | | | | | | | | -------------------------------------- * These items were made for the sole reason of adorning one's body. They look cute but there are tons of better, non-unique rings and amulets out there that can prove to be more usefull. Again, it's your choice, therefore it's up to you to find a suitable bargain for these if you come across them in the labyrinth. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ _____ ____ _ _ ____ ____ ____ ____ ____ __ __ ___ (_ _)( \/ ) ( _ )(_ _)( )_( )( ___)( _ \ (_ _)(_ _)( ___)( \/ )/ __) _)(_ ) ( )(_)( )( ) _ ( )__) ) / _)(_ )( )__) ) ( \__ \ (____)(_/\_)() (_____) (__) (_) (_)(____)(_)\_) (____) (__) (____)(_/\/\_)(___/ * Sadly, I can only put a few items on this section. I'm sure I just forgot the rest, as I am just writing this whole faq (except for the charts) from memory. Please email me on things you think should be included in this section. 1) Potion of Healing A faint red liquid that's contained in a somewhat cylindrical bottle. Restores part of your health and does it at random values. You can have anywhere from 1 hit point to all your health EXCEPT one hit point restored. Costs 50 gold. 2) Potion of Full Healing A bright red liquid that's contained in a somewhat pot-shaped bottle. Restores 100% of your health, no matter how many hit points it's composed of. Costs 150 gold and on my opinion is better than to risk losing a fight when you buy a potion of healing, use it when you really need it, and suddenly find out it just restored a hit point and nothing more. 3) Potion of Mana A faint blue liquid that's contained in a somewhat cylindrical bottle. Has basically the same effect as that of the potion of healing except that it affects not your health but your mana. Also costs 50 gold. 4) Potion of Full Mana A bright red liquid that's contained in a somewhat pot-shaped bottle. You probably have an idea of what this does just by reading the other three. If not, well it restores all your mana and costs 150 gold. 5) Potion of Rejuvenation A faint yellow liquid contained in a somewhat canteen-shaped bottle. Has the combined effects of a potion of healing and potion of mana. It may be random in restoring your health and your mana, you can be sure that whatever value it used to raise the amout of health you have will always be the same to the corresponding increase in mana. Costs 150 gold---definitely a no-no. Buying a full potion of whatever it is you need the most is simply a better idea. 6) Potion of Full Rejuvenation A bright yellow liquid contained in a somewhat flask-shaped bottle. Has the combined effects of a potion of full healing and a potion of full mana. Just think of it: you'll be filling up two meters, namely, your health and mana, but are paying for four full potions of either of them! Now, why should you waste a good 300 bucks just for the convenience of restoring everything in one click.? 7) Elixir of Strength A whitish liquid contained in a somewhat pot-shaped bottle. It increases your strength by one and is very useful for the warriors. Elixirs, in general, can only be available after you've reached level 20. They all cost 5000 gold. 8) Elixir of Dexterity A black liquid contained in a somewhat canteen-shaped bottle. Increases your dexterity by one and is very useful for rogues. 9) Elixir of Magic An orange liquid contained in a somewhat pot-shaped bottle. It increases your magic by one and is very useful for sorcerors. This, as well as the three other elixirs listed above, should not be bought as soos as you see them. You have to wait fir the time you need them the most before you spend on them (i.e you need just a couple of more points to use a great weapon) 10) Elixir of Vitality A whitish liquid contained in a somewhat cylindrical bottle. Increases your vitality by one and your life by one or two points, depending on your character class (only warriors will increase by two) This elixir is a lot harder to find but really, you don't have to spend much time looking for it. You'll need the other ones a lot more. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ ____ __ __ ___ ( \/ ) / __)( _ \( ___)( ) ( ) / __) ) ( \__ \ )___/ )__) )(__ )(__ \__ \ (_/\_)() (___/(__) (____)(____)(____)(___/ * There is a total of, well, I forgot, number of spells. I really can't judge because there are different types, mainly: 1) Skills unique to each character class: (these types of spells are called skills because whoever can do them has mastered the art and therefore do not need any mana as a casting cost) a) Item Repair - unique to the warrior class, this skill enables you to restore the durability of any item, at the expense of the maximum durability it had when it was brand new. Only recommended on items with a ready replacement. Otherwise, spend a little and let the master blacksmith do the work for you. b) Trap Disarm - unique to the rogue class, this skill enables you to disable any booby traps that come with opening doors, chest, and the like. You don't have to use it all the time, cause as a rogue you can detect which door or chest is booby trapped. c) Staff Recharge - unique to the sorceror class, this skill enables you to restore the number of charges a staff has yet, like the warrior, at the expense of the maximum number of charges the staff could hold when it was brand new. Also only recommended on staffs with a ready replacement. Otherwise, spend a little and let the powerful witch do the work for you. 2) Multiplayer spells: (these can only be done in multiplayer mode since they need another player as a target) a) Heal Other - restores the health of any player you choose. Increases in number of hitpoints restored and decreases in casting cost as you read more books on this spell. b) Resurrect - what else but bring back to life a player who has already been killed. Make it a rule to carry at least two of these whenever you play in multiplayer 3) Staff and Scroll only spells: (these spells are too powerful to learned just by reading a book on it once; they are also too useful to be further upgraded so they come in their weakest form) a) Apocalypse - THE most powerful spell in the game, it affects your every foe and does great damage at that. There is also no single immunity to it because, I think, it's a combination of fire and magic. Besides, this is Diablo's own skill so isn't it supposed to be more powerful than any of his minions? Oh, I forgot to tell what it does. Well, basically, it just creates big, sudden bursts of flame wherever enemies are located. b) Nova - Another very powerful spell, this one creates a circle of electricity around you that increases in diameter by the moment. In effect, all your enemies, except those behind walls, are hit and is damaged hard by this spell. c) Identify - It's not that powerful, (actually, there is NO power involved whatsoever in this spell) but is still too useful to be set free from the limits of staves and scrolls. It identifies unidentified items (again, of course, what else?) not for a hundred bucks but for mana. d) Infravision - Another powerless yet extremely useful spell that allows you to see through walls and therefore be able to estimate the kind of weapon you'll need before you enter any room. 4) Conventional spells: (those that can come in books and are more commonly found, used, or made available than any other type) * arranged in order of availability: (from easiest to hardest to find) a) Firebolt - A spell so common, sorcerors actually already have learned it as you start from scratch. You launch a ball of fire (shouldn't this be called a "Fireball"? you'll see why...) and it hits the opponent, doing very little damage even if your enemy has no resistance at all to fire. b) Charged Bolt - Just the same as the firebolt in terms of availability and uselessness, but this time three puny shards of slow-traveling electricity are launched and split up in different directions. c) Holy Bolt - Notice the pattern with the bolts? This one's even worse. It does just about as little damage as the other two but this time you can only hurt the undead. I'm not that sure what is under the category of undead, but the skeletons are definitely members of this. There is a bright side to this spell, however, as it is one of the few that can hurt the Dark Lord of Terror himself. Still, I don't like it that much. d) Healing - Self-explanatory. Your health is restored, what more is there to it? It consumes less amount of mana than the number of hit points it restores so use it when you happen to have enough time to run from your enemies and cast this spell in private. Otherwise, resort to the potion of full healing which is a must in your belt. e) Inferno - Consider yourself a fire-breathing dragon when you cast this spell. You do know how dragon's breathe fire, don't you? Well, that's just like how you're gonna toast your opponents---via a slow, straight-forward, burst of flame. f) Firewall - Obviously, this spell creates a wall of fire in front of its caster. The wall lasts longer and gets hotter each time you read another book on it. A good strategy would be to cast this when you open a door to a room filled with monsters and wait outside. Every enemy that comes out to play will have deminished health and therefore greater chances of losing against you. Another good use for this spell is against gruops of enemies with projectiles. They usually form a horizontal line in front of you and hurl their weapons/spells. Cast the firewall spell rightaway and watch them roast. I most certainly recommend trying your best to find books on this spell if you want to finish the game. g) Telekinesis - No, you cannot click and drag items to another place, you can just do one of two things: If you cast this spell on an inanimate object, the effect would be the same as if you clicked it (i.e. weapons get picked up, doors get opened, etc.) OR, if you cast this on an opponent, he will be pushed back. h) Lightning - Well, not really. Clouds don't suddenly form and lightning strikes. You just shoot forth a beam of electricity, that's all. i) Town Portal - It's a very useful spell, this Town Portal. In case didn't get it, this spell opens a portal that takes you back to the town. Sure, you can try the long way (through the stairs of each floor) but isn't that just plain tiring? You could get books on this, but maybe not for now. You don't need it that much since you'll always come across scrolls of town portal which does just the same thing. j) Flash - Very powerful but I haven't mastered the art of using this spell effectively yet because I really do not rely on it. Maybe you shouldn't too. It's a blast of white energy that surrounds you and hits all monsters that are close enough. k) Stone Curse - Useful but only on level bosses and unique opponents and only if you fight them alone. It turns an enemy of your choice into stone, but only for a limited amount of time. It consumes so much mana casting it on several opponents will prove to be quite futile as some of them will recover before you even hit them once. l) Phasing - Whoever casts this spell is teleported to a random place, usually beyond the nearest wall. m) Mana Shield - This spell is timed and in its duration, getting hit will decrease your mana, not your health. Useful for sorcerors who have a lot more mana than health. If you lose all your mana the spell also ends. n) Elemental - First read the description of the Fireball spell. Finished? Well, this spell does just the same, except for the fact that you launch a human flame that looks for the enemy and runs for him. May look cool, may look corny, I really can't decide. It costs much more than the Fireball, but that's because it's homing. I'd rather use my own targeting skills though. o) Flame Wave - Imagine an advancing Firewall, and the picture you get is actually that of a Flame Wave. These babies are especially useful whenever you're walking on a seemingly endless corridor. p) Fireball - Ahh, yes...the real Mccoy. Makes your firebolt seem like spark. You launch a ball of fire which basically looks the same as your firebolt, but when it connects, BOOM! Your enemy is a mess. It can even take out a group of monsters as long as they're more or less in the same vicinity. q) Chain Lightning - Imagine multiple Lightning spells cast in different directions, and the picture you get is actually that of a Chain Lightning. It causes much more damage than the Nove spell, but is obviously less accurate. r) Guardian - Cool. very cool. You make the ground crack and from that crack manifests a three headed dragon that spits firebolts on anyone who dares come close. When I said cool, I meant cool-looking. It cannot do much damage since it launches Firebolts, remember? s) Teleport - Whoever uses this spell, unlike the Phasing, is teleported to a place of his choice. Of course, that choice is within the screen because you still have to click it. On my opinion, it takes too much mana for a simple effect. t) Golem - Nuthin like a good 'ol Golem by your side, chanting your opponent's name right after saying the word, "maul" There's no immunity to a Golem since he does physical, not magical, damage. The only problem is if a single monster is so strong your Golem isn't enough. But of course you can arrange that. You'll just have to "help him help you". (now, where did I hear that? hmmm...) Did I just say that whole paragraph somewhere in this faq? By the way, a golem is a mindless, stone creature. u) Bone Spirit - Consumes some of your health as part of its casting cost. It's a homing ghost that takes one-third of your opponent's current life, so, contrary to popular (and previously my own) belief, three of these is NOT enough to kill anyone, especially those who resist or are immune to magic. v) Blood Star - This looks just like what the succubuses offer you when you meet them---a red ball of pure magical energy. Will, like the Bone Spirit spell, hurt and kill only those who do not resist magic and again like the said spell, will consume part of your health as a casting cost. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ _ _ ____ ____ _ _ ____ ___ ( \/ )(_ _) / __)( )_( )( _ \(_ _)( \( )( ___)/ __) ) ( _)(_ \__ \ ) _ ( ) / _)(_ ) ( )__) \__ \ (_/\_)(____)() (___/(_) (_)(_)\_)(____)(_)\_)(____)(___/ * These areas of worship come your way throughout the whole game. All you have to do is click on them and they'll give you something in return. Be warned, though: not all the time you'll like what they'll give. They have different names, different things to say, and therefore different corresponding effects. ______________________________________________________________________ Name_________|_Message___________________|_Effect____________________| | | | Abandoned | The hands of men may be | +2 Dexterity | | guided by fate | | | | | Creepy | Strength is bolstered by | +2 Strength | | heavenly faith | | | | | Cryptic | Arcane power brings | restores mana , one free | | destruction | Nova spell | | | | Divine | Drink and be refreshed | two free full potions, | | | restores health and mana | | | | Eerie | Knowledge and wisdom at | +2 Magic | | cost of self | | | | | Eldritch | Crimson and azure become | all health and mana | | as the sun | potions in your inventory | | | become rejuvenation | | | | Enchanted | Magic is not always what | -1 SL to one spell, +1 SL | | it seems to be | to the rest | | | | Fascinating | Intensity comes at the | +1 SL to Firebolt spell, | | cost of wisdom | -10% max mana | | | | Glimmering | Mysteries revealed in the | indentifies all items | | light of reason | | | | | Gloomy | Those who defend seldom | +2 armor to all items | | attack | that apply, -1 max damage | | | to all weapons | | | | Hidden | New strength is forged | -10 dur to one item, +10 | | through destruction | to the rest | | | | Holy | Wherever you go there you | free phasing spell | | are | | | | | Imposing | A surge of blood | moves 25% of mana to | | interrupts your thoughts | health | | | | Magical | While the spirit is | one free Mana Shield | | vigilant the body thrives | spell | | | | Mysterious | Some are weakened as one | +5 to any stat, -1 from | | grows strong | the rest | | | | Mystic | Your skills increase, but | +700 experience points, | | at a price | lose all gold but 1 | | | | Orante | Salvation comes at the | +1 SL to Holy Bolt spell, | | cost of wisdom | -10% max mana | | | | Quiet | The essence of life flows | +2 Vitality | | from within | | | | | Religious | Time cannot deminish the | repairs all items | | power of steel | | | | | Sacred | Energy comes at the cost | +2 SL to Charged Bolt | | of wisdom | spell, -10% max mana | | | | Secluded | The way is cleared when | completes automap for the | | viewed from above | level you are in | | | | Spiritual | Riches abound when least | all empty inventory boxes | | expected | are filled with random | | | amounts of gold | | | | Spooky | When avarice fails, | restores health and mana | | patience gains reward | of all other players | | | | Stone | The power of mana | recharges all staves | | refocused renews | | | | | Supernatural | You hear a strange cry | monsters will do more | | from a distance | damage but will have | | | lessened HP | | | | Tainted | Those who are last may | random shrine effect on | | yet be first | another randomly chosen | | | player | | | | Thaumaturgic | What once was opened now | all chests are randomly | | is closed | filled with new items | | | | | | | Traditional | There's no place like | free town portal spell | | home | | | | | Weird | The sword of justice is | +1 max damage to all | | swift and sharp | weapons | | | | ---------------------------------------------------------------------- * notes: what to do before you access these shrines Cryptic - lure enemies near it Eldritch - go back to town and spend all you want on full potions Gloomy - drop all your weapons Imposing - restore full mana Magical - restore full mana Mystic - unequip all your gold Spiritual - empty your inventory Thaumaturgic - open all chests and collect all treasures for the level * Other, shrine-like areas: 1) Goat Shrines - does a random shrine effect. To find out what, you'll just have to rely on what it has to say. These shrines are found in the middle part of the game 2) Cauldrons - does a random shrine effect and just like the goat shrine, you can only find out what it did by reading its quote 3) Blood Fountains - restores one hit point everytime you click on it. The number of times you can click on it is infinite. 4) Fountains of Tears - +1 to one stat and -1 to another 5) Murky Pools - one free Infravision spell 6) Purifying Springs - restores one mana everytime you click on it. The number of times you can click on it is infinite. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ __ __ _ _ ____ _____ __ __ ____ ( \/ )(_ _)(_ _) ( )( )( \( )(_ _)( _ )( )( )( ___) ) ( _)(_ _)(_ )(__)( ) ( _)(_ )(_)( )(__)( )__) (_/\_)(____)(____)() (______)(_)\_)(____)(___/\\(______)(____) ___ ____ ____ __ ____ __ __ ____ ____ ___ / __)( _ \( ___) /__\ (_ _)( )( )( _ \( ___)/ __) ( (__ ) / )__) /(__)\ )( )(__)( ) / )__) \__ \ \___)(_)\_)(____)(__)(__) (__) (______)(_)\_)(____)(___/ Here's a list of all(?) the unique creatures you'll find in the game just in case you'd like to know how many more you haven't met: ____________________________________________ |_Type__________|_Name_____________________| | bat beasts | Foul Wing | | | Moon Bender | | | Wrath Raven | | | | | dark knights | Graywar the Slayer | | | Lachdanan | | | Lion Skull the Bent | | | Rustweaver | | | Sir Gorash | | | Steel Skull the Hunter | | | Warrior of Blood | | | | | fallen ones | Bladeskin the Slasher | | | Bongo | | | Gutshank the Quick | | | Pukerat the Unclean | | | Shadow Crow | | | Snotspill | | | | | fire demons | Gorefeast | | | | | gargolyes | Goldblight the Flame | | | Nightwing the cold | | | Viletouch | | | | | goatmen | Blightfire | | | Blighthorn Steelmace | | | Bloodgutter | | | Boneskin Darkbow | | | Deathshade Fleshmaul | | | Gharbad the Weak | | | Gorestone | | | | | hidden | Hazeshifter | | | Warpskull | | | | | horned demons | Blackstorm | | | Bluehorn | | | Breakspine | | | | | mages | Archbishop Lazarus | | | Blacktongue | | | Dreadjudge | | | Vizier | | | Zhar the Mad | | | | | magma demons | Bronzefist Firestone | | | Firewound the Grim | | | | | overlords | Baron Sludge | | | Bilefroth the Pit Master | | | Oozedrool | | | | | scavengers | El Chaupacabra | | | Pulse Crawler | | | Shadowbite | | | Spine Eater | | | | | skeletons | Blackash the Burning | | | Bonehead Keenaxe | | | Boneripper | | | Brokenhead Bangshield | | | Deadeye | | | Madeye the Dead | | | Shadow Drinker | | | Skullfire | | | | | spit beasts | Chaos Crawler | | | Deathspit | | | Plaguewrath | | | | | storm demons | Broken Storm | | | Doomcloud | | | Flayer | | | Glasskull the Jagged | | | Stormbane | | | | | succubuses | Black Jade | | | Bloodlust | | | Fleshdancer | | | Red Vex | | | Stareye the Witch | | | Webwidow | | | Witchfire the Unholy | | | Witchmoon | | | | | vipers | Fangskin | | | Fangspeir | | | Lord of the pit | | | Viperflame | | | | | zombies | Goretongue | | | Rotcarnage | | | Rotfeast the Hungry | | | Soulpus | | | | | UNIQUE | Butcher | | | King Leoric | | | Diablo | -------------------------------------------- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _____ _____ _ _ ___ ( \/ )(_ _)(_ _)(_ _) ( _ \( _ )( _ )( )/ )/ __) ) ( _)(_ _)(_ _)(_ ) _ < )(_)( )(_)( ) ( \__ \ (_/\_)(____)(____)(____)() (____/(_____)(_____)(_)\_)(___/ * there is no exact location for these books as Diablo randomly generates its levels. But they're somewhere there... 1. 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 ths end, the angels of the high heavens adhere to strict militaristic disciplines. Seraphim warrioirs 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... 2. 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. 3. 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... 4. 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 those 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 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. Generations 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... 5. 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 sought only to guide and protect them against the oppression of darkness. 6. 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 Knights 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 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... 7. 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 spirit, the blood-lusted ghouls and demons of his mind 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 screaming 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 the 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. 8. 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 thrones 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. 9. 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 realized 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 in 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 maw 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... * now, these books are found on the respective levels of the quests they activate, read on... 1. Book of Blood (activates the 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... 2. Mythical Book (activates the quest, "Chamber of 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. 3. Book of the Blind (activates the 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 4. Steel Tome (activates the 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. * And lastly, these messages, courtesy of Anapan (aspenth@pokemonfactory.com) are found in the different tomes in the game. Their titles, however, are courtesy of Patrick (GalahadPC@aol.com). Here's what the latter's got to say bout these books: "There are three story "cycles," as I call them, one of which will be given to the player, randomly decided when the labyrinth is generated. On the 4th, 8th, and 12th levels you get an installment of the chosen cycle, which unfolds the story of Diablo from one of three perspectives." Well, here goes (grouped in threes, of course): 1. 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. 2. The Wages of the Sin 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 mortals have even allied themselves with either side, and helped to dictate the course of the Sin War. 3. 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 beneath 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. -------- 4. 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. 5. 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. 6. The Binding of the Three - So it came to be 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 Soulstone 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 possess - 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... -------- 7. 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. 8. 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 his 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. 9. 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 emerges as the Lord of this world. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ _ _ ____ ____ _ _ ___ ( \/ )(_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) ) ( _)(_ \ / )__) ) ( )(_) ) _)(_ ) ( ( (_-. (_/\_)(____) \/ () (____)(_)\_)(____/ (____)(_)\_) \___/ No matter which character you choose, you end up with the same ending. Only your voice will change depending on your character, nothing else. The guys there at Blizzard didn't even change the graphics. They just created an unclear figure that can be taken as any of the three classes. Anyway, here's the ending: Diablo is finally crushed, his body lying helplessly on the ground. You get a pocket knife, and carve a gem out of his forehead. Almost instantly He turns to ashes, leaving behind the body of his host (presumably Prince Albrecht, approx. ten years old, and son of King Leoric---see quests section) You look at the gem, which holds Diablo's essence, and decide to bury it---in your own forehead! You have contained his essence in your own and that he cannot control since he is weak from centuries of sleep. He can, however, make your life a living hell so you decide to isolate yourself from the masses to be able to concentrate on keeping him a bay. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ___ ____ ____ ____ ____ ____ ___ ( \/ )( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( \ / ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_) \/ () \___)(_)\_)(____)(____/ (____) (__) (___/ Prima Secrets and Level Master IV for a big, big part of my charts Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows of ASCII arts RPGGodGamer@aol.com for the Traditional and Supernatural Shrine info LordSkywalker for all the townsfolk comments (sorry I forgot your email address, man, but thanks a HEAP!) Anapan (aspenth@pokemonfactory.com) for the tomes in the books section Patrick (GalahadPC@aol.com) for the names of the tomes in the books section Patrick Soth (fearless_decoy@mindspring.com) for two great advices: 1) "I remember a minor trick involving the Gotterdamerung. When you pick it up, do not have it identified. This way, you get the 60 armor without the 0% resistances. It's obvious to tell if an un-ID'd helm is the gotter... It tells you it's got 60 armor..." 2) "There's a good number of mages running around whacking thing with fireballs.... My personal picks are Naj's light plate, an arch-angel's staff of (fill in the blank), magic/dexterity boosting rings and amulet, and a Thinking cap. The only thing is the Cap's 1 durability is a pain. But there is a way to get around it. The Hidden Shrines randomly add or remove 10 durability to an item when touched, so touch one with only the cap on, and it's got 11 durability. With luck repeated shrines can add more to that...I've had one at 41 durability. With this gear you get level 20 spells. Nasty stuff...." Eko Sulistyo (holmes@indosat.net.id) for info on the uniques I've missed Joe Patton (joepatton@pdextreme.com) for some very important corrections like those for the Bone Spirit and Demonspike Coat Gamefaqs.com for paying attention to this faq Blizzard and all its affiliates for creating such a great game %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( \ / _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_) \/ (____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.9 - added tomes in books section v1.8 - added townsfolk's comments and quest activators v1.7 - added experience points chart v1.6 - improved ASCII art and corrected some errors v1.5 - added books section v1.4 - completed Spells section v1.3 - completed Other Items and Shrines section v1.2 - completed Unique Items section v1.1 - completed Special Names section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ____ ____ _ _ __ __ ( \/ )( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( \ / _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_) \/ (____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Diablo I left out (I'm sure there will be as this faq barely tries to tell everything about such a big, big game) or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Patrick (GalahadPC@aol.com) has a few strategies to add: 1) " A use for basic spells - drawing out off-screen monsters. If you suspect a mess of beasts with long-range attacks are waiting in ambush (very likely in the last few levels), lob off a weak spell like Firebolt, one at a time, in a spread in front of you, until you hear the sound of a monster grunt (indicating a hit). The offended monster will usually come running to get you back, but without their pals! Pick them off at your leisure. Also, you don't want to use multi-hit spells like Fireball or Lightning Bolt, as the whole point is to avoid getting the attention of many monsters at once! Sure, you could wind up killing a bunch of them, but if they happen to be resistant to fire or lightning, you're just going to get swarmed by pissed-off, fully-intact foes. " 2) " Firebolt and Holy Bolt, among a couple others, are spells which increase in damage potential based on character level, not spell level. Level increases for these two spells reduce mana cost and increase the traveling speed of the bolt. For a Sorcerer of high enough level, these are an attractive alternative to missile weapons, as they can prove to be faster, more powerful, and cheap enough to make the casting cost (and costs for mana potions) negligible. At least as long as you are up against few mosters at a time, and they are vulnerable to these spells. " 3) " Once a Sorcerer learns the healing spells and gets them to a moderate level, he'll never need healing potions again. Using these spells and restoring oneself with mana potions is more efficient, as mana potions cost the same as healing ones, and the Sorcerer can cast such spells quickly enough to make them effective in the heat of battle. " 4) " The powerful Flash spell is probably meant with Warriors in mind, as it is designed to hit anything immediately adjacent to the caster. Since Warriors are at their best when wading into the fray, they are most likely to get themselves surrounded on all sides, and if they happen to be in over their head, a desperate use of Flash may take out a few attackers and open an escape opportunity for them. Too bad they can't cast it very fast though, or this would be a real life saver. " %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. 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On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. 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