___   _____    _      ___    __     ___
   /   \  \_   \  /_\    / __\  / /    /___\
  / /\ /   / /\/ //_\\  /__\// / /    //  //
 / /_// /\/ /_  /  _  \/ \/  \/ /___ / \_//
/___,'  \____/  \_/ \_/\_____/\____/ \___/
                                                                       
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...                                                   
                                                                                   
By gaining access to this faq you agree to the following terms:                    
                                                                                   
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* 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.
                                                                        
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 _  _  ____  _  _      ____  _  _  ____   ____  _  _   ___
( \/ )(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 )  (  _)(_  \  /      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(_/\_)(____)  \/  ()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                      
                                                                        
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.
                                                                       
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 _  _  _  _       ___  ____  ____  ____   ____  ____  ___
( \/ )( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 )  (  \  /     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)  \/  ()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
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
                                                                       
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 _  _  _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (  \  /  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)  \/  (____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
             _   _  ____  ___  ____  _____  ____  _  _
            ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
             ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
            (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
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
                                                                       
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 _  _  _  _  ____  ____      ____  ____  _  _    __    __
( \/ )( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  \  /  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)  \/  (____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                   _    _  _____  ____  ____   ___
                  ( \/\/ )(  _  )(  _ \(  _ \ / __)
                   )    (  )(_)(  )   / )(_) )\__ \
                  (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
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. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
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||                                                                               ||
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