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That's all. I hope you like my faq and can find some useful info.
===============================================================================================
T A B L E O F C O N T E N T S
===============================================================================================
01. R E V I S I O N H I S T O R Y
02. C L A S S E S
* WARRIOR
* ROGUE
* SORCERER
03. Q U E S T S
04. I T E M L I S T
* HELMS
* ARMOR
* SWORDS
* SHIELDS
* BOWS
* AXES
* STAVES
* MISC. WEAPONS
05. U N I Q U E I T E M L I S T
* HELMS
* ARMOR
* SWORDS
* SHIELDS
* BOWS
* AXES
* CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER
* STAVES
* RINGS AND AMULET
06. M O N S T E R L I S T
07. S H R I N E S A N D F O U N T A I N S
08. L E V E L A N D E X P E R I E N C E
09. B O O K S
10. L I B R A R I E S
* BOOK I
* BOOK II
11. I T E M S
12. M A G I C
13. S P E L L D E S C R I P T I O N
14. M O N S T E R S
15. G O S S I P A R O U N D T R I S T R A M
16. W H A T D O T H E Y S A Y A B O U T T H E Q U E S T
17. H I N T S A N D T I P S
18. C R E D I T S
19. S P E C I A L T H A N K S
20. L I S T O F T H E D A M N E D
21. I M P O R T A N T N O T E
22. A U T H O R ' S N O T E
===============================================================================================
01. R E V I S I O N H I S T O R Y
===============================================================================================
VERSION 0.6 (27 December 2000)
Minor update.
VERSION 0.5 (19 January 2000)
Added a hint on 'Hints and Tips' section.
VERSION 0.4 (10 November 1999)
Added 'Spell description', 'Gossip around Tristram' and 'What do they say' section.
VERSION 0.3 (03 November 1999)
Well, well, well... What do we have here? Yes, another bastard has enter my List of the Damned.
Congratulations asshole!!! And I also have got VEGA's e-mail address. Check on my List of the
Damned.
VERSION 0.2 (14 October 1999)
Added some changes.
VERSION 0.1 (25 September 1999)
First release. Contain most of this faq.
===============================================================================================
02. C L A S S E S
===============================================================================================
WARRIOR
The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging
from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is
conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric's
army and went to battle against the Northern kingdom of Westmarch. As the fires of war burned
themselves out, these Warriors returned home to find their kingdom is shattered disarray.
Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his
Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were
warned by the people of Tristram, a few of these brave souls have ventured into the chaotic
labyrnth beneath the old church - never to be heard from again...
Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram
every day, ready to challenger the dark unknown that awaits them beneath the earth.
The Warrior is the strongest and toughest of the three available Classes, and he excels in the
art of close combat. His primary weakness is that his extensive physical training has left
little time to develop more than a rudimentary knowledge of magic. The extended periods of time
that most Warriors spend away from their homes and civilization requires that they learn to
repair their own weapons and armor, although their skill is no match for the talent of a true
blacksmith.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 30 | 250 |
| Magic | 10 | 50 |
| Dexterity | 20 | 60 |
| Vitality | 25 | 100 |
|===============================================|
| TOTAL VALUE | 85 | 460 |
|===============================================|
ROGUE
The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the
peoples of the West. These highly skilled archers employ ancient Eastern philosophies that
develop an "inner-sight" that they use both in combat and to circumvent dangerous traps that
they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their
secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of
underestimating these steel nerved women in combat and paid a terrible price for their vanity.
The strange events transpiring in Khanduras have caught the attention of many of these Rogues.
They have come from as far as the Eastern dunes to test their skills against the dark evil that
is said to be lurking in Tristram. It is also believed that untold riches wait to be discovered
among the ruins of the Horadrim monastery.
Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of
the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a
seemingly careless precision. The innate sixth sense that all Rogues seem to possess also
allows them to sense trapped fixtures, and aids them in attempts to disarm these traps.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 20 | 55 |
| Magic | 15 | 70 |
| Dexterity | 30 | 250 |
| Vitality | 20 | 80 |
|===============================================|
| TOTAL VALUE | 85 | 455 |
|===============================================|
SORCERER
Although practitioners of the mystic arts are scarce within the often superstitious and
religious lands of the West, many magi have made the pilgrimage from the Far East to see for
themselves what horros lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of
the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its
acolytes to observe the dark events unfolding in Khanduras first hand.
The Vizjerei, known for their brightly colored turinash - or spirit robes - have taken a keen
interst in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope
that their acolytes will learn the secrets of the dark evil that they sense growing in the West
and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within
the confines of the labyrinth has also captured the interest of many wandering Sorcerers.
Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers
have developed a greater understanding of spellcasting than the other classes, and while a
Vizjerei neonate knows only the simplest of spells to start, he can expert to rapidly grow in
power as he discovers new incantations. All Sorcerers possess the ablility to recharge spell
staves by drawing power from their surroundings and channeling them through the staff.
|===============================================|
| ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE |
|===============================================|
| Strength | 15 | 45 |
| Magic | 35 | 250 |
| Dexterity | 15 | 85 |
| Vitality | 20 | 80 |
|===============================================|
| TOTAL VALUE | 85 | 460 |
|===============================================|
===============================================================================================
03. Q U E S T S
===============================================================================================
|============================================================================|
| NAME | FOUND ON LEVEL | PRIZE(s) |
|============================================================================|
| The Butcher | 2 | Butcher's Cleaver (Unique Axe) |
| Poisoned Water Supply | 2 | Ring of Truth (Unique Ring) |
| The Curse of King Leoric | 3 | Undead Crown (Unique Helm) |
| Odgen's Sign | 4 | Harlequin Crest (Unique Helm) |
| Gharbad the Weak | 4 | Random item |
| The Magic Rock | 5 | Empyrean Band (Unique Ring) |
| Valor | 5 | Arkaine's Valor (Unique Armor) |
| The Chamber of Bone | 6 | Guardian spell |
| Halls of the Blind | 7 | Optic Amulet (Unique Amulet) |
| Zhar the Mad | 8 | Random item |
| Black Mushroom | 9 | Spectral Elixir |
| Anvil of Fury | 10 | Griswold's Edge (Unique Sword) |
| Warlord of Blood | 13 | Random item |
| Lachdanan | 14 | Veil of Steel (Unique Helm) |
| Archbishop Lazarus | 15 | Random item |
| Diablo | 16 | - |
|============================================================================|
===============================================================================================
04. I T E M L I S T
===============================================================================================
===============================================================================================
05. U N I Q U E I T E M L I S T
===============================================================================================
UNIQUE RINGS AND AMULET
|=================================================================|
| NAME | SPECIAL ABILITIES | VALUE |
|=================================================================|
| | * Resist Magic : +20% | |
| Bleeder | * Hit Points : -10 | 2125 |
| | * Mana : +30 | |
|------------------------|------------------------------|---------|
| Constricting Ring | * Resist All : +75% Max | 15500 |
| | * Constantly Lose Hit Points | |
|------------------------|------------------------------|---------|
| | * +2 to All Attributes | |
| Empyrean Band | * +20% Light Radius | 2000 |
| | * Fast Hit Recovery | |
| | * Absorbs Half Trap Damage | |
|------------------------|------------------------------|---------|
| | * -1/-2 Damage from Enemies | |
| Ring of Engagement | * Attacker Takes 1-3 Damage | 3119 |
| | * Armor Class : 5 | |
| | * Damages Target's Armor | |
|------------------------|------------------------------|---------|
| | * -3 to Strength | |
| | * +10 to Magic | |
| Ring of Regha | * -3 to Dexterity | 1043 |
| | * Resist Magic : +10% | |
| | * +10% Light Radius | |
|------------------------|------------------------------|---------|
| | * Hit Points : +10 | |
| Ring of Truth | * Resist All : +10% | 2275 |
| | * -1 Damage from Enemies | |
|------------------------|------------------------------|---------|
| | * +5 to Magic | |
| Optic Amulet | * -1 Damage from Enemies | 2437 |
| | * Resist Lightning : +20% | |
| | * +20% Light Radius | |
|=================================================================|
===============================================================================================
06. M O N S T E R L I S T
===============================================================================================
===============================================================================================
07. S H R I N E S A N D F O U N T A I N S
===============================================================================================
SHRINES
|============================================================================================|
| NAME | MESSAGE | EFFECTS |
|============================================================================================|
| Abandoned Shrine | The hands of men may be | Dexterity is increased by 2 |
| | guided by fate | |
| | | |
| Cauldron | Random | Random |
| | | |
| Creepy Shrine | Strength is bolstered by | Strength is increased by 2 |
| | heavenly faith | |
| | | |
| Cryptic Shrine | Arcane power brings | Casts one free Nova spell from the |
| | destruction | shrine and gets full mana |
| | | |
| Divine Shrine | Drink and be refreshed | Gives 2 full potions and gets |
| | | life and full mana |
| | | |
| Eerie Shrine | Knowledge and wisdom at the | Magic is increased by 2 |
| | cost of self | |
| | | |
| Eldritch Shrine | Crimson and Azure becomes as | All potions become rejuvenation |
| | the sun | potions of the same type |
| | | |
| Enchanted Shrine | Magic is not always what it | Lose one level of a spell and adds |
| | seems to be | one level to all other spells |
| | | learned so far |
| | | |
| Fascinating Shrine | Intensity comes at the cost | Gain two levels of Firebolt spell, |
| | of wisdom | lose up to 10 in mana |
| | | |
| Glimmering Shrine | Mysteries are revealed in the | Identifies all unidentified items |
| | light of reason | in inventory |
| | | |
| Goat Shrine | Random | Random |
| | | |
| Gloomy Shrine | Those who defend seldom | Adds 2 to AC for all armor, reduces |
| | attack | damage by 1 for all weapons |
| | | |
| Hidden Shrine | New strength is forged | One item loses 10 durability while |
| | through destruction | all others gain 10 |
| | | |
| Holy Shrine | Wherever you go, there you | Casts one free Phasing spell |
| | are | |
| | | |
| Magic Shrine | While the spirit is vigilant, | Casts one free Mana Shield spell |
| | the body thrives | |
| | | |
| Mysterious Shrine | Some are weakened as one | One attributes rises by 5 and all |
| | grows strong | others drop by 1 |
| | | |
| Ornate Shrine | Salvation comes at the cost | Gain two levels for the Holy Bolt |
| | of wisdom | spell, lose up to 10 in mana |
| | | |
| Quiet Shrine | The essence of life flows | Vitality is increased by 2 |
| | from within | |
| | | |
| Religious Shrine | Time has no effect on the | All items are fully repaired |
| | strength of steel | |
| | | |
| Sacred Shrine | Energy comes at the cost | Gain two levels for the Charged Bolt |
| | of wisdom | spell, lose up to 10 in mana |
| | | |
| Secluded Shrine | The way is made clear when | Fills out the automap of the current |
| | viewed from above | level |
| | | |
| Spiritual Shrine | Riches abound when least | Each free box in backpack is filled |
| | expected | with a random amount of gold |
| | | |
| Stone Shrine | The power of mana refocused | Staffs are recharged |
| | renews | |
| | | |
| Thaumaturgic Shrine | You hear a series of creaks | All chests in the dungeon are |
| | and thumps | refilled and close |
| | | |
| Weird Shrine | The sword of justice is | Maximum damage for all weapon |
| | swift and sharp | increases by 1 |
|============================================================================================|
FOUNTAINS
|=========================================================================|
| NAME | EFFECTS |
|=========================================================================|
| Blood Fountain | Restores 1 point of life each time you drink |
| Fountain of Tears | Raises one attribute by one and lowers another by 1 |
| Murky Pool | Casts one free Infravision spell |
| Purifying Spring | Restores 1 point of mana each time you drink |
|=========================================================================|
===============================================================================================
08. L E V E L A N D E X P E R I E N C E
===============================================================================================
===============================================================================================
09. B O O K S
===============================================================================================
BOOK OF BLOOD (Quest : Valor)
...and so, locked beyond the Gateway of Blood and past the hall of Fire, Valor awaits for the
hero of light to awaken...
BOOK OF THE BLIND (Quest : Halls of the Blind)
I can see what you see not.
Vision milky then eyes rot.
When you turn they will be gone,
whispering their hidden song.
Then you see what cannot be,
shadows move where light should be.
Out of darkness, out of mind,
cast down into the Halls of the Blind.
MYTHICAL BOOK (Quest : Chamber of the Bone)
Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death awaits any who would seek to
steal the treasures secured within this room. So speaks the Lord of terror, and so it is
written.
STEEL TOME (Quest : Warlord of Blood)
The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of
thousands. Angels and man alike have been cut down to fulfill his endless sacrifices to the
dark ones who scream for one thing - blood.
TALE OF THE THREE
Glory and approbation to Diablo - Lord of Terror and leader of the Three. My lord spoke to me
of his two brothers, Mephisto and Baal, who were banished to this world long ago. My lord
wishes to bide time and harness his awesome power so that he may free his captive brothers from
their tombs beneath the sands of the East. Once my lord releases his brothers, the Sin War will
once again know the fury of the Three.
THE BINDING OF THE THREE
So it came that the three prime evils were banished in spirit form to the mortal realm and
after sewing chaos across the east for decades, they were hunted down by the cursed order of
the mortal Horadrim. The Horadrim used artifacts called Soulstones to contain the essence of
Mephisto, the Lord of Hatred and his brother Baal, the Lord of Destruction. The youngest
brother - Diablo, the Lord of Terror - escaped to the west.
Eventually the Horadrim captured Diablo within a Soulstones as well, and buried him under an
ancient, forgotten cathedral. There, the Lord of Terror sleeps and awaits the time of his
rebirth. Know ye that he will seek a body of youth and power to posses - one that is innocent
and easily controlled. He will then arise to free his brothers and once more fan the flames of
the Sin War...
THE BLACK KING
Hail and sacrifice to Diablo - Lord of Terror and destroyer of souls. When I awoke my master
from his sleep, he attempted to possess a mortal's form. Diablo attempted to claim the body of
King Leoric, but my master was too weak from his imprisonment. My lord required a simple and
innocent anchor to this world, and so found the boy Albrecht to be perfect for the task. While
the good King Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his son
Albrecht and brought him before my master. I now await Diablo's call and pray that I will be
rewarded when he at last emerged as the lord of this world.
THE DARK EXILE
So it came to be that there was a great revolution within the Burning Hells known as the Dark
Exile. The lesser evils overthrew the three prime evils and banished their spirit forms to the
mortal realm. The demons Belial (The Lord of Lies) and Azmodan (The Lord of Sin) fought to
claim rulership of Hell during the absence of the Three Brothers. All of Hell polarized between
the factions of Belial and Azmodan while the forces of the High Heavens continually battered
upon the very gates of Hell.
THE GREAT CONFLICT
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. There is a war that rages on even now, beyond the fields that we know - between the
Utopian Kingdoms of the High Heavens and the chaotic Pits of the Burning Hells. This war is
known as the Great Conflict, and it has raged and burned longer than any of the stars in the
sky. Neither side ever gains sway for long as the forces of light and darkness constantly vie
for control over all creation.
THE REALMS BEYOND
All praises to Diablo - Lord of Terror and survivor of the Dark Exile. When he awakened from
his long slumber, my lord and master spoke to me of secrets that few mortals know. He told me
the Kingdoms of the High Heavens and the Pits of the Burning Hells engage in an eternal war.
He revealed the powers that have brought this discord to the realms of man. My lord has named
the battle for this world and all who exist here the Sin War.
THE SIN WAR
Many demons traveled to the mortal realm in search of the Three Brothers. These demons were
followed to the mortal plane by angels who hunted them throughout the vast cities of the East.
The angels allied themselves with a secretive order of mortal magi named the Horadrim, who
quickly became adept at hunting demons. They also made many dark enemies in the underworlds.
THE TALE OF THE HORADRIM
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. Nearly three hundred years ago, it came to be known that the three prime evils of
the Burning Hells had mysteriously come to our world. The Three Brothers ravaged the lands of
the east for decades, while humanity was left trembling in their wake. Our order - the Horadrim
- was founded by a group of secretive Magi to hunt down and capture the three evils once and
for all.
The original Horadrim captured two of the three within powerful artifacts known as Soulstones
and buried them deep bneath the desolate eastern sands. The third evil escaped capture and fled
to the west with many of the Horadrim in pursuit. The third evil - known as Diablo, the Lord of
Terror - was eventually captured, his essence set in a Soulstone and buried within this
labyrinth.
Be warned that the Soulstone must be kept from discovery by those not of the faith. If Diablo
were to be released, he would seek a body that is easily controlled as he would be very weak -
perhaps that of an old man or a child.
THE WAGES OF SIN ARE WAR
Take heed and bear witness to the truths that lie herein, for they are the last legacy of the
Horadrim. When the eternal conflict between the High Heavens and the Burning Hells falls upon
mortal soil, it is called the Sin War. Angels and Demons walk amongst humanity in disguise,
fighting in secret, away from the prying eyes of mortals. Some daring, powerful mortal have
even allied themselves with either side, and helped to dictate the course of the Sin War.
===============================================================================================
10. L I B R A R I E S
===============================================================================================
BOOK I : OF HEAVEN AND HELL
THE GREAT CONFLICT
Since the beginning, the forces of Light and Darkness have engaged in an eternal war : The
Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all
creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines
Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and
justice. The Angels believe that only absolute discipline can properly restore order to the
myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the
true nature of all things.
The battles of the Great Conflict rage across both time and space, often infringing upon
the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens
to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to
wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms
beyond elicit both veneration and insight.
The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of
the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the
creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy
both wielder and weapon - a charge that he was destined never to complete. Izual was overcome
by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as
testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so
long as their hated enemies dwell within.
Although the Great Conflict burned hotter and longer than any of the stars in the sky,
neither side could gain dominion over the other for long. Both factions sought some way to turn
the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great
Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to
see to whose side Man would eventually turn.
Mortals had the unique ability to choose between Darkness and Light, and it was held that
this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the
nether-realms descended to the mortal realm to vie for the favor of Man...
THE SIN WAR
The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and
Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals
to their respective causes. Over time, the forces of Darkness discovered that mortals responded
much more to brute force than to subtle coercion, and so began to terrorize Man into submission
The Angels fought to defend humanity against this demonic oppression, but all too often their
austere methods and severe punishments succeeded only in alienating those whom they sought to
protect.
The violent battles of the Sin War occurred often, but they were seldom witnessed by the
prying eyes of Man. Only a few "enlightened" souls were aware of the supernatural beings that
walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the
challenge of the Sin War, allying themselves with both sides in the Great Conflict. The
legendary deeds of these great mortal warriors served to earn both the respect and hatred of
the netherworlds. Although lesser demons kneeled before those possessing power and strength,
they also cursed the very existence of mortal man. Many of these fiends believed that the
deadlock brought about by the emergence of Man was a perverse offense to their "higher" role in
the great scheme of things.
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the
mortal realm. Some men learned of this deep hatred and used it against the denizens of the
Underworld. One such mortal, Horazon the Summoner, delighted in summoning demons and then
breaking them to his will. Horazon, along with his brother Bartuc, were members of the Eastern
mage clan known as the Vizjerei. This mystic clan studied the ways of demons and had catalogued
their lore for generations. Empowered by this knowledge, Horazon was able to take the work of
the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge
against this bold mortal, but Horazon managed to keep himself well protected within his arcane
sanctuary.
Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was
granted exceptional strength and longevity, and fought alongside the legions of Hell against
the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was
renowned amongst the warriors of many realms, his dominance in battle came with a terrible
price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon
became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he
came to be known only as the Warlord of Blood.
THE DARK EXILE
"Seven is the number of the powers of Hell, and Seven is the number of the Great Evils."
Duriel, the Lord of Pain
Andariel, the Maiden of Anguish
Belial, the Lord of Lies
Azmodan, the Lord of Sin
These are the true names of the lesser of the Great Evils. For ages uncounted each have
ruled over their own domains within the Burning Hells, seeking absolute dominion over their
infernal brethren. As the Lesser Four continuously vied for the control of those forces that
dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The
Lesser Four used dark and evil measures in their quest for power, and herein begins the legend
of the Exile.
Mephisto, the Lord of Hatred
Baal, the Lord of Destruction
Diablo, the Lord of Terror
These are the Prime Evils of Hell that wielded their power as a dark, sovereign
triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious
cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for
countless victories against the armies of the Light. Although they never held sway over the
High Heavens for long, the Three were justly feared by enemies and subjects alike.
With the ascension of Man and the subsequent standstill of the Great Conflict, the Three
Brothers began to devote their energies to the perversion of mortal souls. The Three realized
that Man was the key to victory in the war against Heaven, and thus altered their rigid
agendum that they had propagated since the Beginning. This change caused many of the Lesser
Evils to question the authority of the Three, and so brought about a great rift between the
Prime Evils and their servitors.
In their ignorance, the Lesser Evils began to believe that the Three were afraid to
continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw
the situation as their chance to overthrow the Prime Evils and take control of Hell for
themselves. The two demon lords made a pact with their minor brethren, assuring them that the
wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan
and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately
ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a
great revolution was set into motion as all of Hell went to war against the Three Brothers...
The Brothers fought with all of the savagery of the Underworld, and to their credit,
annihilated a third of Hell's treacherous legions. In the end, however, they were overcome by
the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless
were banished to the mortal realm where Azmodan hoped that they would remain trapped forever.
Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to
turn their focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned and
defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath
of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.
As the warfires died out upon the battlefields of Hell, Azmodan and Belial began to argue
over which of them held the higher authority. The pact that they had made quickly fell to ashes
as the two demon lords took up arms against each other. The legions of Hell that remained were
polarized behind either warlord, launching themselves into a bloody civil war that has lasted
to this day...
THE BINDING OF THE THREE
In the ancient days, before the rise of the Western Empires, the dark and terrible
entities known as the Three Evils were exiled to the world of Man. These eternal entities
wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition
in their wake. The Evils turned father against son and prompted many great nation into brutal
and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering
and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of
the Far East for countless centuries.
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-
Angel Tyrael. These sorcerers were to hunt the Three Evils and put an end to their vicious
rampage. The order, known as the Horadrim, consisted of wizards from the diverse and numerous
mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely
Brotherhood succeeded in capturing two of the Brothers within a powerful artifacts called
Soulstones. Mephisto and Baal, trapped within the swirling, spiritual constraints of the
Soulstones, were then buried beneath the dunes of the desolate Eastern Sands.
The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous
peace began to settle over the land. Yet, for many decades the Horadrim continued their grim
search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed
there could never be any lasting peace within the realm of humanity.
The Horadrim followed in the wake of terror and anarchy that spread throughout the Western
lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was
captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by
the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and
buried it within a secluded cave near the river Talsande. Above this cave the Horadrim
constructed a great Monastery from which they could continue to safeguard the Soulstone. As
ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the
earthly remains of the martyrs of their Order.
Generation passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no
quests left to undertake, and too few sons to sustain their guardianship, the once powerful
Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins
as well. Although villages grew and thrived around the shell of the old Monastery, no one knew
of the dark, secret passageways that stretched into the cold earth beneath it. None could have
dreamed of the burning red gem that pulsed within the labyrinth's heart...
BOOK II : THE RETURN OF TERROR
THE LANDS OF KHANDURAS
Years after the last of the Horadrim had died, a great and prosperous society grew in the
lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding
Khanduras and soon establish small, self contained kingdoms. A few of these kingdoms bickered
with Khanduras over holdings of property or routes of trade. These squabbles did little to
upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a
strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.
During this time, a bold, new religion of the Light known as Zakarum began to spread
throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum,
founded in the Far East, implored followers to enter into the Light and forsake the darkness
that lurked within their souls. The people of Westmarch adopted the statues of Zakarum as their
sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to
embrace this "New Beginning" as well. Tensions rose between the kingdoms of Westmarch and
Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were
welcomed or not.
It was then that the great northern lord Leoric came unto the lands of Khanduras and, in
the name of Zakarum, declared himself King, Leoric was a deeply religious man and had brought
many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted
advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated
the ancient, decrepit Monastery on the outskirts of the town for his seat of power and
renovated it to match its time-lost glory. Although the free people of Khanduras were not
pleased with being placed under the sudden rule of a foreign King, Leoric served them with
justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing
that he sough only to guide and protect them against the oppression of Darkness.
THE AWAKENING
Not long after Leoric took possession of Khanduras, a power long asleep awakened within
the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, Diablo
entered the nightmares of the Arch Bishop and lured him into the dark, subterranean labyrinth.
In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the
chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the
stone above his head and uttered words long forgotten in the realms of mortals. His will
destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the
world of Man. Although he was released from his imprisonment within the Soulstone, the Lord of
Terror was still greatly weakened from his long sleep and required an anchor to the world. Once
he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The
great demon weighed the souls residing in the town above, and chose to take the strongest of
them - that of King Leoric.
For many months King Leoric secretly fought the evil presence that twisted his thoughts
and emotions. Sensing that he had been possessed by some unknown evil. Leoric hid his dark
secret from his Priests, hoping that somehow his own devout righteousness would be enough to
exorcise that corruption growing inside him - he was sorely mistaken. Diablo stripped away the
core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had
fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to
conceal the plans of his new Master from the Order of Light, hoping that the demon's power
would grow, well concealed amongst the servants of Zakarum.
The priests of Zakarum and the citizenry of Khanduras recognized the disturbing change
within their liege. His once proud and rugged form became distorted and deformed. King Leoric
became increasingly deranged and ordered immediate executions of any who dared to question his
methods or authority. Leoric began to send his Knights to other villages to bully their
townspeople into submission. The people of Khanduras who had once grown to see great honor in
their ruler began to call Leoric the Black King.
Driven to the brink of madness by the Lord of Terror, King Leoric slowly alienated his
closest friends and advisors, Lachdanan, Captain of the Knight of the Order of Light and
honored Champion of Zakarum, tried to discern the nature of his King's deteriorating spirit.
Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him from
questioning the actions of the King. As tensions grew between the two, Lazarus charged
Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the
prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and
just, and soon many began question the reason of their once beloved King.
Leoric's madness was growing more obvious with each passing day. Sensing that the advisors
of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately
sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional
Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone
him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors
to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between
the kingdoms of Khanduras and Westmarch.
Leoric ignored the warnings and admonishments of his advisors and the royal army of
Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan
was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan
argued the against the necessity of the coming conflict, he was honor-bound to uphold the will
of his King. Many of the high-priests and officials were forced to travel to the North as
emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had
succeeded in sending many of the King's more 'troublesome' advisors to their certain deaths...
THE DARKENING OF TRISTRAM
The absence of prying advisors and inquisitive Priests left Diablo free to assume total
control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold
upon the maddened King, he found that the lingering spirit of Leoric fought with him still.
Although the control over Leoric that Diablo held was formidable, the Demon knew that in his
weakened state he could never take complete possession of his soul as long as a glimmer of his
will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.
The demon relinquished his control over Leoric, but the King's soul was left corrupted and
his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as
his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus
kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the
blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure
Terror, Diablo easily took possession of the young Albrecht.
Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded
his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it
seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his
surroundings through the eyes of the young prince. A lustful hunger still tortured the demon
after his frustrating bout for control over Leoric, but the nightmares of the boy provided
ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the
greatest fears of the child from their hiding places and gave them breath.
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around
him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All
of the 'monsters' that he had ever imagined or believed that he had seen in his life became
flesh and were given life before him. Large bodies comprised of living rock erupted from the
walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from
archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of
madness and nightmares hammered its final blow against Albrecht's scattered and scrambled
maniacally into the lengthening passageways of his waking Nightmare.
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused
Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own
imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht,
that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep
into the world of Man and take root within the labyrinth. Beings and occurrences displaced by
time and space, and long lost to the history of Man were pulled s creaming into the ever-
expanding domain.
The body of Albrecht, fully possessed by Diablo, began to distort and change. The small
boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched
horns erupted from Albrecht's skull as Diablo altered the form of a child to match that of his
demonic body. Deep within the recesses of the labyrinth, a growing power was being harnessed.
When the moment was right, Diablo would venture once more into the mortal world and free his
captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would
reclaim their rightful place in Hell.
THE FALL OF THE BLACK KING
The war against the zealous armies of Westmarch ended with a horrible slaughter. With the
army of Khanduras ripped to shreds by the superior numbers and defensive positions of
Westmarch, Lachdanan quickly gathered together those who were not captured or killed and
ordered a retreat back to the safety of Khanduras. They returned to find the town of Tristram
in shambles.
King Leoric, deep within the throes of madness, went into a rage when he learned that his
son was missing. After scouring the village with the few guards that remained within at the
monastery, Leoric had decided that the townsfolk had abducted his son and hidden him somewhere.
Although the townsfolk denied any knowledge of Prince Albrecht's whereabouts, Leoric insisted
that they had crafted a conspiracy against him, and that they would pay the price for such
treachery.
The mysterious disappearance of the Arch-Bishop Lazarus left no one in Tristram with whom
the King would take council. Overcome by grief and dementia, Leoric had many of the townsfolk
executed for the crime of high treason.
As Lachdanan and his fellow survivors returned to confront their King, Leoric sent his few
remaining guards against them. Believing that Lachdanan was somehow part of the townsfolk's
conspiracy. Leoric decreed that he and his party were to die. Lachdanan, finally realizing that
Leoric was beyond salvation, ordered his men to defend themselves. The ensuing battle carried
them down into the very halls of the darkened Monastery, bringing a final desecration to the
once holy sanctum of the Horadrim. Lachdanan won a bittersweet victory as his men were forced
to kill all of Leoric's deceived protectors. They cornered the ravenous King within his own
sanctuary and begged him to explain the atrocities he had committed. Leoric only spat at them
and cursed them for traitors against both his crown and the Light.
Lachdanan walked slowly towards his King and sorrowfully drew his sword. Full of grief and
rage, all honor having been cast to the winds, Lachdanan ran his blade through Leoric's
shriveled, blackened heart. The once noble King screamed an unearthly death-cry, and as his
madness finally overtook him, he brought down a curse upon those who had so betrayed him.
Calling upon the forces of Darkness that he had spent his entire life combating, Leoric
condemned Lachdanan and the others to eternal damnation. In that last, fleeting moment within
the heart of the Monastery, all that was ever virtuous or honorable about the stewards of
Khanduras was shattered forever.
THE REIGN OF DIABLO
The Black King lay dead, slain at the hands of his own Priests and Knights. The young
Prince Albrecht was still missing, and the proud defenders of Khanduras were no more. The
people of Tristram looked about their lifeless town and were greatly dismayed. Awash in
feelings of both relief and remorse, they soon realize that their troubles had merely begun.
Strange, eerie lights appeared in the darkened windows of the Monastery. Misshapen, leathery-
skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded
cries seemed to linger on the wind, emanating from deep underground. It became apparent that
something quite unnatural had infested the once holy sight...
Travelers on the roads surrounding Tristram were accosted by cloaked riders that seemed to
now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to
other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all
around them. Those few chose to remain seldom ventured out at night, and never tread foot upon
the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted
in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King,
no law, and no army left to defend them, many of the townsfolk began to fear an attack from the
things that now dwelt beneath their town.
The Arch-Bishop Lazarus, frayed and disheveled, returned from his absence and assured the
townsfolk that he too had been ravaged by the growing evil of the Monastery. With their
desperate need for reassurance clouding their good judgement, Lazarus whipped the townspeople
into a frenzied mob. Reminding them that Prince Albrecht was still unaccounted for, he
persuaded many of the men to follow him into the depths of the Monastery to search for the boy.
They gathered torches and soon the night air glowed with the flickering light of hope. They
armed themselves with shovels, picks and scythes and so prepared, they boldly followed the
treacherous Arch-Bishop straight into the fiery man of Hell itself...
The few who survived the horrible fate that awaited them returned to Tristram and
recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the
healer could not save some of them. As the stories of demons and devils spread, a stifling,
primal Terror began to consume the hearts of all the town's inhabitants. It was a Terror that
none of them had ever known...
Deep beneath the foundations of the ruined Monastery, Diablo gorged himself upon the fears
of the mortals above him. He slowly sank back into the welcoming shadows and began to harness
his depleted power.
He smiled to himself in the sheltering darkness, for he knew that the time of his final
victory was fast approaching...
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11. I T E M S
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SWORDS
The sword is the epitome of the warrior's weapon. Forged in fire and tempered to a fine edge,
a good blade can cut through armor or a demon's thick hide with equal case. Some warrior clans
of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of
a shield in favor of greatswords that stand the full height of a man.
AXES
Axes are favored by those who are willing to sacrifice defense for power. In addition to being
slower than other weapons, even the smallest combat axe requires two hands be free to wield
properly, precluding the use of a shield. However, no other mundane item can match the damage
of a good axe. Legends speak of enchanted axes capable of slicing through flesh and steel as if
through butter.
MACES AND CLUBS
Sometimes the simplest tools are the best. Whether it be a stout piece of wood or a spiked mace
a good clubbing weapon can be deadly in the hands of a strong warrior. The minions of Mephisto
-the undead- are said to have an especially difficult time resisting the effects of broken
bones and shattered limbs.
STAVES
The art of staff fighting has never gained much acceptance in Khanduras, but long ago the
Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused
magical energy. The process of creating a spell staff is very time consuming, but even an
apprentice Vizjerei can recharge a stafff by channeling magical energy into it. Spell staves
may be used to cast spells that the wielder does not yet know, and that do no require the
expenditure of mana. The staff must be wielded in order to use the spell it contains.
Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its
own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It
is also possible to find staves that have been further enchanted to make them more effective in
combat or to grant other abilities to the wielder.
BOWS
Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The
greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use
of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes
to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however,
knows that a bow is no match for a sword or other weapon if the fighting should come to close
quarters.
LIGHT ARMOR
Light armor ranges from simple clothing, such as robes and cloaks, to hardened leather armor.
Even tossed aside rags will provide some protection. Although armor of this type offers minimal
protection from most attacks, it is very lightweight and inexpensive to repair.
MEDIUM ARMOR
This category includes basic metal armor, such as chainmail and ring mail. In general, armors
of this type provide good protection from physical attacks, but are heavy enough that only
athletic characters can wear them comfortably.
HEAVY ARMOR
Most heavy armor consists of solid metal plates over a chain mesh. The extent of the plate
coverage determines the exact type of armor. Field plate, for instance, covers only the torso
and arms with solid plates to provide maximum mobility. Only the strongest heroes can wear
heavy armor,and it is very expensive to repair. Plate armor does provide the highest protection
possible from physical attacks, and enchanted plate armor can make a warrior nearly
unstoppable.
HELMETS
Even a simple leather cap can spell the difference between life and death, and it is a good
idea to use the best helmet that you can afford. Many members of the Horadrim wore crowns of
unearthly metals to reflect their status, and often these crowns were enchanted for superior
protection.
SHIELDS
Shields are extremely popular as both a means of defense and decoration. Your character will
automatically attempt to block any incoming blows with his or her shield, and in times of
desperation it can even be used as a bashing weapon. Bows, axes, staves, and other two-handed
weapons cannot be used in conjunction with a shield.
POTIONS
One form of magic that is still strong in the West is the brewing of elixirs that can have a
variety of beneficial effect s on the imbiber. By far the most common of these draughts are
healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana
potions are infused with raw magical energy to restore the abilities of spell casters that
have expended their power. The old church is sure to have a strong supply of both types of
potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft
may also be able to supply your character with potions, for the right price. It's known that
the greatest of the Horadrim alchemists created strange concoctions that permanently affected
the drinker.
SCROLLS
By carefully preparing special parchment with magical inks, a focus for spells can be created.
Such magical scrolls provide the reader with the ability to cast a spell that they normally may
not know, without expending any mana. Very powerful spells cannot be used by the untrained,
however, for the cryptic symbols upon them are difficult to comprehend. The act of casting the
spell drains the scroll of all magical power and causes the parchment to crumble to dust
instantly.
BOOKS
More valuable than gold to any sorcerer, books may contain clues to quests, spell formulas, or
other pieces of knowledge. The time of the Horadrim is considered to be the greatest age of
magic, when untold discoveries in the arcane arts were made. These powerful mystics used every
ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep
watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge
was lost when the last of the Horadrim died. There may be lost works beneath the church that
could bring some of these ancient magics to light...
GOLD
During the long reign of peace that existed in Khanduras most towns and cities agreed upon a
standard gold coin to use in trade. The Church of Zakarum has tried to have its own currency
accepted as the new standard, but so far it has gained little acceptance. Although it would
seem that the minions of the Three would have no use for gold coins, many demons hoard all the
wealth that they can find.
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12. M A G I C
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FIREBOLT
The true essence of Fire lies at the edge of Energy and Matter. It is therefore, a fairly
simple matter to shape Mana into a magical flame. Controlling a bolt of this fire as it flies
towards its target is another matter entirely. As experience and knowledge with this spell
grows, both the intensity of the flame and the speed of the bolt can be increased with the
caster feeling less exertion.
INFERNO
Inferno sacrifices the mobility of a Firebolt for pure damaging power. Rather than attempting
to control the path and cohesiveness of a single bolt, the caster conjures forth an individual,
focused stream of flame. Although it dissipates beyond more than a few paces, with a greater
understanding of the forces at work the stream of fire can not only be extended a significant
amount, but also can be maintained for a few moments more. The heat of an Inferno is more
intense than that of a Firebolt as more Mana is being converted into essential energy.
WALL OF FIRE
Magical fire feeds upon no earthly souce, being fueled instead by the mystic energies known as
Mana. While the heat of conjured flames may cause normal matter to combust and burn on its own,
the flames themselves will burn as long they have Mana to draw upon. By carefully controlling
the flow of Mana to a magical fire, its life-span can be extended well beyond that of a
Firebolt or an Inferno. T he Horadrim were skilled enough to create torches that burn with an
eternal flame, but those abilities have been long lost. With this spell, the caster creates a
wall of eldritch flame that will burn until the Mana in that area has been exhausted. As the
knowledge of this spell increases, the rate at which Mana must be consumed can be better
controlled and the Wall of Fire can be made to burn longer.
CHARGED BOLT
The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical
Realms. While it is very efficient to transform Mana into electrical energy, it is extremely
difficult to control. This spell calls into being multiple pockets of lightning which seem to
have a will of their own. The caster is able to shield himself from the effects of these
charges, but any creature - friend or foe - may be struck. Greater understanding of this spell
allows more of these Charged Bolts to be formed, and their existence will be maintained for a
longer period of time. The physical toll on the caster, however, increases as well, requiring
more Mana to be spent.
LIGHTNING
The caster of this spell seeks to control the discharge of electrical energy by focusing it in
single stream of lightning. The effects of channeling this powerful force of nature onto an
unprotected creature are awesome indeed. With experience, these bolts of lightning may be
maintained for a longer period ot time while requiring less Mana to be used.
FLASH
The Flash spell was created to fight the servants of Baal, whose minions prefer to surround
their enemies and attack from all sides silmutaneously. To properly form most incantations, the
caster must be able to concentrate long enough to complete the necessary invocations and
gestures. With this spell, the caster draws in as much Mana as possible as quickly as possible
from the surrounding area and concentrates it into single point within his own body. This Mana
is then released in a single burst of raw energy that dissipates very rapidly - and very
violently. While this spell is usable only in close combat, it is extremely potent and will
strike creatures on all sides of the caster.
HOLY BOLT
While the Horadrim were the greatest mortal spell casters ever known, not all of the followers
of the Light were as proficient in magic as they were. During the quest to bind Mephisto,
common soldiers were hard pressed to combat the seemingly endless tides of the undead that
guarded the First Brother. During this time, Cathan, a devout priest who was also a fierce
warrior, found that by invoking the powers of the High Heavens and then infusing them with the
essence of Fire, a bolt of great speed and intensity could be created and used by those
otherwise untrained in the use of magic. This Holy Bolt harms only the undead, making it far
safer to use while on a chaotic battlefield.
HEALING
The art of self healing is an invaluable ability, and it is for this reason that this spell has
been preserved throughout the ages. When cast, Mana courses through the body, instantly
knitting broken bone, replacing torn tissue and reducing the effects of shock and fatigue. With
time, this spell can be developed to the point that it can instantly restore even those on the
brink of death. The ability to heal others is much rarer, and those that can do so are greatly
respected.
RESURRECT
During the assault upon Mephisto's Fortress of Bone, the army led by the Horadrim was nearly
overwhelmed by the legions of the damned. As soon as one of the crusaders was slain in combat,
his body would rise again as an undead warrior to fight against his former companions. On the
eve of what was to be the final attack upon the Fortress, a mysterious figure in white
appeared before the Council of the Horadrim. This apparition revealed to them the secret of
piercing the barrier between Life and Death. By Resurrecting te slain soldiers, they could be
saved from eternal corruption. Those present at the Council swore an oath never to use this
ability once the battle was over, but somehow the secret escaped. This spell has the power to
bring a dead soul back to the physical world, but it must be performed at the site of the
person's death.
IDENTIFY
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact
nature of this enchantment, however, requires intense study and an extensive knowledge of
arcane materials and symbols. While none have mastered the ability to memorize a spell of this
magnitude, the Vizjerei have developed a means for the untrained to discover the secrets of an
ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This
sensitivity makes it very fragile, however and the crystal will shatter if it is brought too
close to an enchanted item. The very act of identifying such an object also destroys the
crystal. Scroll and staves have been crafted that can be used to identify magical auras. By
using special inks and dyes that contain tiny grains of these crystals, the stability of the
crystal is maintained until it is used to examine the enchanted object.
TOWN PORTAL
The Horadrim constructed numerous magical gateways between the mighty fortresses so that they
could quickly concentrate their defenses against any incursion by the Demons. With but a
thought, the Crusaders of the Light could transport themselves to predetermined destinations
many leagues apart. Although the secret of creating these gateways has been long lost, it is
still possible to use the pathways that are already in place. A Portal opened by means of this
spell will always take the caster to the location of the nearest gate and remain open long
enough to bring the caster back to his point of origin. The Church of Tristram is built upon
the remains of a Horadrim monastery, and it is quite probable that a gateway lies nearby.
TELEKINESIS
This versatile spell is derived from a training exercise that was used by the Horadrim. Once
they reached a certain point in their training, acolytes were bound and locked in a cell, with
the key to the door lying on the floor in front of them. The student had to unlock and open the
door without being able to physically move. Through intense concentration and fine control, the
acolyte could manipulate the key as if it was hel by an invisible hand. Those that were able to
open the cell door were allowed to proceed to the next level of training. There is some
speculation as to the fate of those unfortunates that lacked the magical prowess to escape.
Today, this spell serves are a reminder that what was once a simple mental exercise for the
Horadrim is now a difficult spell known by few sorcerers. Telekinesis could prove very useful
in the labyrinth, as there are many trapped doors and chests that could be safely opened from a
distance. By exerting greater force, at a cost in fine control, creatures can also be pushed
away from the caster.
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13. S P E L L D E S C R I P T I O N
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IDENTIFY
You can discover the true nature of any object with this spell. But there are no books about
this spell, only scrolls, so use it wisely.
FIREBOLT
A spell that will shots a bolt of fire into a single enemy. The damage it does is very little,
but it can be very useful in your early adventure. Both books and scrolls are available.
CHARGED BOLT
This spell can be useful to kill enemy that attack you in groups since this spell will diverse
while they chase their target. Both books and scrolls are available.
HOLY BOLT
Since only useful against an undead enemy this spell will do a lot of damage when it connect to
its target. Don't use it against non-undead enemy because it will do no damage at all. Both
books and scrolls are available.
HEALING
This spell will heal your character's hit points, but as your character's level grow up, the
mana require to cast this spell also increase. Both books and scrolls are available.
HEAL OTHER
Unlike the Healing spell, this spell will heal your ally's hit points. Both books and scrolls
are available.
INFERNO
This is a less useful spell because it can only attack an enemy near you.Both books and scrolls
are available.
RESURRECT
Useful to resurrect only your ally, so you cannot resurrect yourself. Only scrolls available.
INFRAVISION
Another not-so-useful spell which allow you to see all the enemies in the surrounding area,
even enemies behind the wall or door. Only scrolls available.
FIRE WALL
This spell will set a wall of fire. Anyone, including you, who pass through this fire wall will
take a serious damage unless he's immune to fire. Both books and scrolls are available.
TELEKINESIS
A spell that can be use to open a door or chest from a distance and also can be use to push an
enemy back. Both books and scrolls are available.
LIGHTNING
When you cast this spell, bolt of lightning will struck your enemy. And because of its wide
range, it even can hit several enemies before this spell gone. Both books and scrolls are
available.
TOWN PORTAL
One of the useful spell, it can open a portal which will take you back to the town. Both books
and scrolls are available.
FLASH
A spell that only useful if you are surrounded by monsters. It will damage only the enemies
that near to you when you cast this spell. Both books and scrolls are available.
STONE CURSE
This spell will turn your enemies into stone. But it will not last forever, after some time,
your enemies will turn back to flesh. Both books and scrolls are available.
PHASING
This is the very useless spell in the game. It will teleport you into somewhere place randomly.
Both books and scrolls are available.
MANA SHIELD
A spell that will protect your hit points using your mana points. If you are getting hit,
instead your hit points, your mana points will decrease. Both books and scrolls are
available.
ELEMENTAL
When you cast this spell, a fire elemental in a shape of human will come and chase your target.
Its damage is pretty good. Both books and scrolls are available.
FIREBALL
Fireball is the most powerful fire-based spell in this game. Its damage is devastating and it
can hit several enemies when they are close. Both books and scrolls are available.
FLAME WAVE
This spell looks like the Fire Wall spell, except this spell will move towards the enemies and
will stop at nothing until it hit a wall. Both books and scrolls are avilable.
CHAIN LIGHTNING
The most powerful lightning-based spell. This spell looks like the Lightning spell, but the
amount of lightning depends on two things. One is the number of enemies on the surrounding
area and two is your spell level. If there are many enemies in the area and your spell level
is pretty high you will cast many lightning to all direction, possibly kill all the enemies.
Both books and scrolls are available.
GUARDIAN
This spell will cast a three-headed dragon from the floor and shots Firebolt to the enemies
near this dragon. Both books and scrolls are available.
NOVA
Another powerful lightning-based spell. This spell will cast a circle of lightning around
yourself towards your enemy. The closer your enemy to you when you cast this spell, the higher
damage it takes. Only scrolls are available.
GOLEM
When you cast this spell, a golem (stone creature) will arise from the floor and walking around
the dungeon and attack the enemy it saw. Golem isn't indestructible and if you cast another
Golem while the previous one is still alive, both of them will die. Both books and scrolls are
available.
TELEPORT
This spell will teleport you to a place where you pointed the cursor. Both books and scrolls
are available.
APOCALYPSE
The best spell in the game. This spell will attack all enemy (including enemies behind a door
or inside a room) on your surrounding area. Most of the monsters usually will die after getting
hit by one Apocalypse spell. This is definitely the most powerful spell, too bad you can't
learn it. Only scrolls are available.
BONE SPIRIT
A spell that will reduce your target's hit point by 1/3. But when you cast it, your mana and
life will reduce. Only books are available.
BLOOD STAR
A not so useful spell. It takes both mana and life to cast this spell. Only books are
available.
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14. M O N S T E R S
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The Minion of Darkness fall into three categories, and are divided according to their masters.
MEPHISTO, the Lord of Hatred (Odium)
The legions of Mephisto are driven by a hatred of all living things - especially those who are
pure of heart. He counts as minions both the walking dead, who forever seek vengeance upon the
living, as well as a host of demonically corrupted creatures whose twisted limbs and misshapen
bodies leave them in eternal agony and rage.
SKELETONS (Ossium Animatum)
These are the skeletal remains of warriors who either died as soldiers in some dark
campaign, or were betrayed by those they most trusted. Now animated by unnatural forces,
these troops of the Damned forever seek new recruits to join their ranks. If our greatest
fears do prove to be true, the skeletal warriors that are rumored to haunt the town of
Tristram might well be the corrupted remains of the valiant Horadrim monks laid to rest in
the catacombs beneath the church. Only an incredibly potent evil could have disturbed the
peaceful slumber of these eremites.
Skeletons are usually found in places where the dead are laid to rest or at the sites of
great battles. While physically fragile, they are neverlacking in numbers, for those that
fall to them in combat are damned to an eternal lust for living blood. Coupled with their
unthinking rage, this makes them a dangerous opponent.
ZOMBIES (Cibus Animatus)
Worm-ridden and reeking of foul decay, Zombies are formed from the corpses of men executed
for comitting the most depraved and degenerate crimes against the innocent. They are driven
by both the hatred that consumed them in life and an insatiable hunger for the flesh of the
living.
Tenacious and possessing stamina of infernal origin, Zombies and their ilk make for a
difficult encounter. Fortunately, these undead minions are lacking in both will and
mobility which can be used to great affect against them.
OVERLORDS (Tyrannus Pinguis)
Even the Seraphim are not immune to the corruption of the Dark Lords. One such angels,
Inarius, was proud of his beauty and boasted loudly of his purity and worth. His thoughts
became so clouded that he believed himself to be above both Angel and Demon, and he left
the High Heavens to form his own dominion. He constructed a great cathedral of mirrored
glass and crystal, and followers flocked to him, drawn by his numinous charm and wealth.
Once Inarius had gathered a sizable army, he decided to prove his power.
Inarius first laid siege to an infernal temple devoted to the worship of Mephisto, but made
the foolish mistake of overestimating his prowess. The armies of Inarius laid waste to the
temple and killed the dark monks that dwelled within. The Three Evils had considered the
vain warrior a mere nuisance and amusement until this time, but this was an insult that
they could not bear.
Mephisto himself is said to have appeared at the cathedral of Inarius. He laid waste to the
church and the surrounding countryside. The Lord of Hatred took the proud archangel and
his followers captive. He bound Inarius with tremendous chains and slowly tore the wings
from the back of the angel. Great barbed hooks were then used to stretch out the once
glowing skin and his features were distorted by vile powers. Many of the followers of
Inarius were given as gifts to Baal and Diablo, but the rest were molded to match the
bloated image of the now crippled angel. To this day, Inarius is said to be trapped in Hell
within a chamber of mirrors, his eyelids torn from his face as he is forced to gaze upon
his misshapen form for all eternity. His misguided followers now serve as Hell's taskmaster
taking the anguish of their lost glory out upon the bodies of others.
These grotesque demons have considerable brawn hidden beneath their layers of greasy flab.
Do not underestimate their strength or their intelligence for crossing swords with them is
ill advised. You will be far better served to combat them with ranged weapons or magic.
MAGMA DEMONS (Dominus Ardor)
During the Great Conflict tremendous battles were fought in both the High Heavens and the
Burning Hells. Both sides often carried the conflict deep within the realms of their
enemies. During one epic battle into the very heart of Mephisto's fiery lair, a group of
brave Seraphim warriors fronted an assault against the Lord of Hatred himself. One of these
angelic soldiers made a bold attack and struck a fierce blow that caused the foul blood of
Mephisto to rain upon the ground. Each drop that fell seared through the crust of Hell
itself and formed powerful demons shaped from molten rock. These demons quickly rose to the
aid of their master, and drove back the forces of Light by striking them with thrown masses
of lava that seared both flesh and bone with the intensity of the Burning Hells. The losses
dealt by these Magma Demons were tremendous.
BAAL, the Lord of Destruction (Excidium)
The soldiers of Baal seek the undoing of the universe. They strive for ultimate disorder and
destruction, and to this end covet the destruction of all they behold. Order is an abhorrence
to them and these creatures are the manifestation of the forces of chaos.
FALLEN ONES (Nanus Improbus)
Swarms of these impish terrors have been known to come out the night and tear apart a
sleeping village in minutes. Small of stature and simian in appearance, these creatures
possess surprising strength and unnatural agility. Other than killing, the only act which
gives them pleasure is breeding, so expect to encounter them in large packs.
The small size of these devils does fill them with cowardice, however, and this fear can be
used against them. They prefer to attack under the guise of darkness and in large numbers
whenever possible. If they are shown great strength, preferably by killing one of their
kind, they will retreat and regroup. Do not turn your back on them, though, for their
appetite for destruction will eventually overcome their caution and they will attempt to
strike again.
GOAT MEN (Aries Vehemens)
The lieutenants of Baal are bred for strength, endurance, and cunning. These demons
constantly train themselves in the art of war, for battle is their bread and the blood of
innocents, their water. There are several known "clans" of Goat Men, each given a different
gift from their Dark Master. It is believed that to earn their powers they once held mock
wars in Hell for the entertainment of the Three Brothers. Do not expect them to fight
amongst themselves on the mortal realm, however, for they much prefer to slaughter the
innocent.
Like most of Baal's spawn, the bestial Aries are incredibly strong and agile. Be especially
wary of their archers, for they are renowned for the accuracy and power of their Great
Bows. Fleet of foot, they may try to evade an unwary foe and then attack from a different
angle.
SPITTING TERRORS (Bestia Acerbus)
After an especially violent battle, Baal enjoyed celebrating with his Brothers by holding a
disgusting feast of blood, human flesh, and other Hellish delights. The Bestis Acerbus are
the descendants of doglike creatures that lived by feeding upon the remains of Baal's
nightmarish feasts. The variety of vile substances that the creatures consumed, along with
their close proximility to the Lord of Destruction, twisted and warped the viscera of these
Hounds of Hell. This diabolic species is capable of spitting up a variety of caustic fluids
and projecting them at considerable distance. Packs of these terrors are especially
devastating, as their bile has been known to eat through the strongest of armor and poison
the most hearty men.
Great care must be taken when within the lair of these Bestia. Their venom retains its
potency for a considerable amount of time and puddles of it may be found everywhere. When
killed, the beast's inner toxins eat through the now-dead flesh, leaving a dangerous trap
for those foolish enough to tread upon the corpse.
HORNED DEMONS (Impetum Cornuta)
Used as living siege engines, there are numerous accounts of these juggernauts smashing
into the lines of the Seraphim and leaving only death and ruin in their wake. The skull and
the single large horn in the snout of the demon are unnaturally durable. The Horned Demon
prefer to wait until a clear path is available and then they charge towards their victims
at incredible speeds. Be wary of this initial charge! It is far better to deal with these
creatures in close quarters or with magic.
DIABLO, the Lord of Terror (Metus)
Using illusion and fear as their greatest weapons, the attendants to Diablo are formidable
adversaries. They prefer to wait for their opponent to display a moment of weakness before they
attack. Equally dangerous in the dark or in your dreams, they are the fears of man made flesh
by Diablo's will. These nightmaries lurk at the edges of mortal perception from the moment that
you take your first breath - and they long to be with you when you take your last.
WINGED FIENDS (Alae Nefastus)
Some people are so hungry for power and knowledge that they are willing to sacrifice their
humanity to the Lords of Hell in exchange for gifts that inevitably turn against them. One
such group, a dark cabal of wizards, decided to take the power of creation into their own
hands and magically created a race of creatures to act as servants and messengers. Using
infernal abilities granted to them through their arcane pact, they formed small bat-winged
imps that they believed would prove useful in carrying out deeds that were too trivial for
their own efforts. Each of the sorcerers created an entity that reflected his magical
specialization. The creatures thus created were small, nimble and possessed an unnatural
cunning.
At first the corrupt sorcerers were overjoyed at the success of their experiment, but they
soon began to notice that the Alae did not serve them as loyalty as they had hoped. The
creatures had taken to secretly feeding from the very essence of their masters, weakening
them and eventually killing them. The sorcerers tried to destroy their creations, but the
fiends banded together to combat them. The winged fiends has been secretly breeding outside
of the sorcerer's domains, and swarms of them attacked, killing their former masters. To
this day, the descendants of these creations terrorize the countryside.
Do not underestimate this foul demons. They are physically weak, but posses great speed.
Many of them possess unearthly abilities reflecting the powers of their creators and they
also enjoy using their razor sharp claws and hooked wings to tear the flesh from the faces
of their victims.
SCAVENGERS (Maleficus Vorax)
Maleficus Vorax are the smallest of a related group of demonic creatures that feed upon
carrion, mostly the remains of victims killed by their large cousins. Unlike most scavenger
however, they are extremely aggressive and will not hesitate to attack anyone hapless
enough to encounter them. They have powerful legs which they use to swift springing attacks
striking at vulnerable faces and throats. Their primary weakness is their voracious
appetite; the smell of death may drive them into a feeding frenzy where they will stop
their attacks to feast upon remains that are nearby.
THE HIDDEN (Metus Occultus)
The Hidden are the bogeymen that haunt our dreams and live in the nightmares of children.
Although they dwell at the edge of the Physical and Ethereal Realms where they remain
unseen by mortal sight, they can quickly manifest and strike those that appear vulnerable.
Metus Occultus and others of their ilk feed on the essence of fear. When wounded, they will
seek to retreat back into the Ether to heal themselves. It is important to note that even
while invisible the creature exists partially on the Physical Realm, and can be affected by
spells and weapons.
GARGOYLE (Signum Vitiosum)
In ages past, it was customary to decorate buildings with stone statues of demons that were
enchanted to serve as guardians and protectors of those within. The misshapen figures of
the statues were designed to taunt and anger any demons that attempted to gain entrance.
Diablo worked to unlock the wards that protected these granites images, and eventually was
able to gift them with a Hadean life. The Gargoyle arose from their captive sleep and
swooped down to prey upon those whom they were created to protect. Naturally, the remaining
statues were immediately destoyed, but there are Signum that escaped and continue to
terrorize the innocent to this day.
The act of transforming from flesh to stone allows the creature to heal any wounds that it
has suffered, so it is best to either avoid these demons entirely or to hunt them down
until they are dead. Do not allow them to flee, for they will soon return in full force.
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15. G O S S I P A R O U N D T R I S T R A M
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GRISWOLD THE BLACKSMITH
01. Sometimes I think that Cain talks too much, but I guess that is his calling in life. If I
could bend steel as well as he can bend your ear, I could make a suit of court plate good
enough for an emperor!
02. A good man who puts the needs of others above his own. You won't find anyone left in
Tristram - or anywhere else for that matter - who has a bad thing to say about the healer.
03. While I have to prectically smuggle in the metals and tools I need from caravans that skirt
the edges of our damned town, that witch, Adria, always seems to get whatever she needs. If
I knew even the smallest bit about how to harness magic as she did, I could make some
trully incredible things.
04. The inkeeper has little business and no real way of turning a profit. He manages to make
ends meet by providing food and lodging for those who occasionally drift through the
village, but they are a likely to sneak off into the night as they are to pay him. If it
weren't for the stores of grains and dried meats he kept in his cellar, why, most of us
would have starved during that first year when the entire countryside was overrun by
demons.
05. Gillian is a nice lass. Shame that her gammer is in such poor health or I would arrange to
get both of them out of here on one of the trading caravans.
06. I was with Farnham that night that Lazarus led us into the labyrinth. I never saw the
Archbishop again, and I may not have survived if Farnham was not at my side. I fear that
the attack left his soul as crippled as, well, another did my leg. I cannot fight this
battle for him now, but I would if I could.
07. That lad is going to get himself into serious trouble... or I guess I should say, again.
I've tried to interest him in working here and learning about an honest trade, but he
prefers the high profits of dealing in goods of dubious origin. I cannot hold that against
him after what happened to him, but I do wish he would at least be careful.
08. The axe? Aye, that's a good weapon, balanced against any foe. Look how it cleaves the air,
and then imagine a nice fat demon head in its path. Keep in mind, however, that it is slow
to swing - but talk about dealing a heavy blow!
09. Your weapons and armor will show the signs of your struggles against the darkness. If you
bring them to me, with a bit of work and a hot forge, I can restore them to top fighting
form.
10. If you're looking for a good weapon, let me show this to you. Take your basic blunt weapon,
such as mace. Works like a charm against most of those undying horors down there, and
there's nothing better to shatter skinny little skeletons!
11. Look at that edge, that balance. A sword in the right hands, and against the right foe, is
the master of all weapons. Its keen blade finds little to hack or pierce on the undead, but
against a living, breathin enemy, a sword will better slice their flesh!
CAIN THE ELDER
01. Griswold - a man of great action and great courage. I bet he never told you about the time
he went into the labyrinth to save Wirt, did he? He knows his fair share of the dangers to
be found there, but then again - so do you. He is a skilled craftsman, and if he claims to
be able to help you in any way, you can count on his honesty and his skill.
02. Ah, Pepin. I count him as a true friend - perhaps the closest I have here. He is a bit
addled at times, but never a more caring or considerate soul has existed. His knowledge and
skills are equaled by few, and his door is always open.
03. The witch, Adria, is an anomaly here in Tristram. She arrived shortly after the cathedral
was desecrated while most everyone else was fleeing. She had a small hut constructed at the
edge of town, seemingly overnight, and has access to many strange and arcane artifacts and
tomes of knowledge that even I have never seen before.
04. Odgen has owned and run the rising sun inn and tavern for almost four years now. He
purchased it just a few short months before everything here went to hell. He and his wife
Garda do not have the money to leave as they invested all they had in making a life for
themselves here. He is a good man with a deep sense of responsibility.
05. Gillian is a fine woman. Much afored for her high spirits and her quick laugh, she holds a
special place in my heart. She stays on at the tavern to support her elderly grandmother
who is too sick to travel. I sometimes fear for her safety, but I know that any man in the
village would rather die than see her harmed.
06. Poor Farnham. He is a disqueting reminder of the doomed assembly that entered into the
cathedral with Lazarus on that dark day. He escaped with his life, but his courage and much
of his sanity were left in some dark pit. He finds comfort only at the bottom of his
tankard nowadays, but there are occasional bits of truth buries within his constant
ramblings.
07. The story of Wirt is a frightening and tragic one. He was taken from the arms of his mother
and dragged into the labyrinth by the small, foul demons that wield wicked spears. There
were many other children taken that day, including the son of King Leoric. The knights of
the palace went below, but never returned. The blacksmith found the boy, but only after the
foul beasts had begun to torture him for their sadistic pleasures.
08. I know of many myths and legends that may contain answers to questions that may arise in
your journeys into the labyrinth. If you come across challenges and questions to which you
seek knowledge, seek me out and I will tell you what I can.
09. While you are venturing deeper into the labyrinth you may find tomes of great knowledge
hidden there. Read them carefully for they can tell you things that even I cannot.
PEPIN THE HEALER
01. Griswold knows as much about the art of war as I do about the art of healing. He is a
shrewd merchant, but his work is second to none. Oh, I suppose that may because he is the
only blacksmith left here.
02. Cain is a true friend and a wise sage. He maintains a vast library and has an innate
ability to discern the true nature of many things. If you ever have any questions, he is
the person to go to.
03. While I use some limited forms of magic to create the potions and elixirs I store here,
Adria is a true sorceress. She never seems to sleep, and she always has access to many
mystic tomes and artifacts. I believed her hut may be much more than the hovel it appears
to be, but I can never seem to get inside the place.
04. I really don't understand why Odgen stays here in Tristram. He suffers from a slight
nervous condition, but he is an intelligent and industrious man who would do very well
wherever he went. I suppose it may be the fear of the many murders that happen in the
surrounding countryside, or perhaps the wishes of his wife that keep him and his family
where they are.
05. Odgen's barmaid is a sweet girl. Her grandmother is quite ill, and suffers from delusions.
She claims that they are visions, but I have no proof of that one way or the other.
06. Even my skills have been unable to fully heal Farnham. Oh, I have been able to mend his
body, but his mind and spirit are beyond anything I can do.
07. Poor Wirt. I did all that was possible for the child, but I know he despises that wooden
peg that I was forced to attach to his leg. His wounds were hideous. No one - and
especially such a young child - should have to suffer the way he did.
08. Before it was taken over by, well, whatever lurks below, the cathedral was a place of great
learning. There are many books to be found there. If you find any, you should read them
all, for some may hold secrets to the workings of the labyrinth.
09. I have made a very interesting discovery. Unlike us, the creatures in the labyrinth can
heal themselves without the aid of potions or magic. If you hurt one of the monsters, make
sure it is dead or it very well may regenerate itself.
ADRIA THE WITCH
01. To a man who only knows iron, there is no greater magic than steel. The blacksmith Griswold
is more of a sorcerer than he knows. His ability to meld fire and metal is unequaled in
this land.
02. A chest opened in darknss holds no greater treasure than when it is opened in the light.
The storyteller Cain is an enigma, but only to those who do not look. His knowledge of what
lies beneath the cathedral is far greater than even he allows himself to realize.
03. The hand, the heart and the mind can preform miracles when they are in perfect harmony. The
healer Pepin sees into the body in a way even I cannot. His ability to restore the sick and
injured is magnified by his understanding of the creation of elixirs and potions. He is as
great an ally as you have in Tristram.
04. Earthen walls and thatched canopy do not a home create. The innkeeper Odgen serves more of
a purpose in this town than many understand. He provides shelter for Gillian and her
matriarch, maintains what life Farnham has left to him, and provides an anchor for all who
are left in the town to what Tristram once was. His tavern, and the simple pleasures that
can still be found there, provide a glimpse of a life that the people here remember. It is
that memory that continues to feed their hopes for your success.
05. Corruption has the strength of deceit, but inocence holds the power of purity. The young
woman Gillian has a pure heart, placing the needs of her matriarch over her own. She fears
me, but it is only because she does not understand me.
06. The higher you place your faith in one man, the farther it has to fall. Farnham has lost
his soul, but not to any demon. It was lost when he saw his fellow townspeople betrayed by
the Archbishop Lazarus. He has knowledge to be gleaned, but you must separate fact from
fantasy.
07. There is much about the future we cannot see, but when it comes it will be the children who
wield it. The boy Wirt has a blackness upon his soul, but he poses no threat to the town or
its people. His secretive dealings with the urchins and unspoken guilds of nearby towns
gain him access to many devices that cannot be easily found in Tristram. While his methods
may be reproachful, Wirt can provide assistance for your battle against the encroaching
darkness.
08. The sum of our knowledge is in the sum of its people. Should you find a book or scroll that
you cannot decipher, do not hesitate to bring it to me. If I can make sense of it I will
share what I find.
09. The greatest power is often the shortest lived. You may find ancient words of power written
upon scrolls of parchment. The strength of these scrolls lies in the ability to either
apprentice or adept to cast them with equal ability. Their weakness is that whey must first
be read aloud and can never be kept at the ready of your mind. Know also that these scrolls
can be read but once, so use them with care.
ODGEN THE TAVERN OWNER
01. Griswold the blacksmith is extremely knowledgeable about weapons and armor. If you ever
need work done on your gear, he is definitely the man to see.
02. If you want to know more about the history of our village, the storyteller Cain knows quite
a bit about the past.
03. Pepin is a good man - and certainly the most generous in the village. He is always
attending to the needs of others, but trouble of some sort or another does seem to follow
him wherever he goes...
04. Adria is wise beyond her years, but I must admit - she frightens me a little. Well, no
matter. If you ever have need to trade in items of sorcery, she maintains a strangely well-
stocked hut just across the river.
05. Gillian, my barmaid? If it were not for her sense of duty to her grand-dam, she would have
fled from here long ago. Goodness knows I begged her to leave, telling her that I would
watch after the old woman, but she is too sweet and caring to have done so.
06. Farnham spends far too much time here, drowning his sorrows in cheap ale. I would make him
leave, but he did suffer so during his time in the labyrinth.
07. Wirt is rapscallion and a little scoundrel. He was always getting into trouble, and it's no
surprise what happened to him. He probably went fooling about someplace that he shouldn't
have been. I feel sorry for the boy, but I don't abide the company that he keeps.
08. Many adventurers have graced the tables of my tavern, and ten times as many stories have
been told over as much ale. The only thing that I ever heard any of them agree on was this
old axiom. Perhaps it will help you. You can cut the flesh, but you must crush the bone.
GILLIAN THE BARMAID
01. Our blacksmith is a point of pride to the people of Tristram. Not only is he a master
craftsman who has won many contests within his guild, but he received praises from our King
Leoric himself - may his soul rest in peace. Griswold is also a great hero; just ask Cain.
02. Cain has been the storyteller of Tristram for as long as I can remember. He knows so much,
and can tell you just about anything about almost everything.
03. Pepin saved my grandmother's life, and I know that I can never repay him for that. His
ability to heal any sickness is more powerful than the mightiest sword and more mysterious
than any spell you can name. If you ever are in need of healing, Pepin can help you.
04. The woman at the edge of town is a witch! She seems nice enough, and her name, Adria, is
very pleasing to the ear, but I am very afraid of her. It would take someone quite brave,
like you, to see what she is doing out there.
05. Odgen and his wife have taken me and my grandmother into their home and have even let me
earn a few gold pieces by working at the inn. I owe so much to them, and hope one day to
leave this place and help them start a grand hotel in the east.
06.
07. I grew up with Wirt's mother, Canace. Although she was only slightly hurt when those
hideous creatures stole him, she never recovered. I think she died of a broken heart. Wirt
has become a mean-spirited youngster, looking only to profit from the sweat of others. I
know that he suffered and has seen horrors that I cannot even imagine, but some of that
darkness hangs over him still.
08. My grandmother had a dream that you would come and talk to me. She has visions, you know
and can see into the future.
FARNHAM THE DRUNK
01. Griswold? Good old Griswold. I love him like a brother! We fought together, you know, back
when... we... Lazarus... Lazarus... Lazarus!!!
02.
03. Hehehe, I like Pepin. He really tries, you know. Listen here, you should make sure you get
to know him. Good fella like that with people always wantin' help. Hey, I guess that would
be kinda like you, huh hero? I was a hero too...
04. Why don't that old crone do somethin' for a change. Sure, sure, she's got stuff, but you
listen to me... she's unnatural. I ain't never seen her eat or drink - and you can't trust
somebody who desn't drink at least a little.
05. Odgen is the best man in town. I don't think his wife likes me much, but as long as she
keeps tappin' kegs, I'll like her just fine. Seems like I been spendin' more time with
Odgen than most, but he's so good to me...
06. The gal who brings the drinks? Oh, yeah, what a pretty lady. So nice, too.
07. Wirt is a kid with more problems than even me, and I know all about problems. Listen
here - that kid is gotta sweet deal, but he's been there, you know? Lost a leg! Gotta walk
around on a piece of wood. So sad, so sad...
08. No one ever lis... listens to me. Somewhere - I ain't too sure - but somewhere under the
church is a shole pile o' gold. Gleamin' and shinin' and just waitin' for someone to get
it.
09. I wanna tell ya sumthin', 'cause I know all about this stuff. It's my specialty. This here
is the best... Theeeee best! That other ale ain't no good since those stupid dogs...
10. If I was you... and I ain't... but if I was, I'd sell all that stuff you got and get out of
here. That boy out there... he's always got somethin good, but you gotta give him some gold
or he won't even show you what he's got.
WIRT THE PEG-LEGGED BOY
01. I guess I owe the blacksmith my life - what there is of it. Sure, Griswold offered me an
apprenticeship at the smithy, and he is a nice enough guy, but I'll never get enough money
to... well, let's just say that I have definite plans that require a large amount of gold.
02. Cain knows too much. He scares the life out of me - even more than that woman across the
river. He keeps telling me about how lucky I am to be alive, and how my story is foretold
in legend. I think he's off his crock.
03. As long as you don't need anything reattached, old Pepin is as good as they come. If I'd
have had some of those potions he brews, I might still have my leg...
04. Adria truly bothers me. Sure, Cain is creepy in what he can tell you about the past, but
that witch can see into your past. She always has some way to get whatever she needs, too.
Adria gets her hands on more morchandise than I've seen pass through the gates of the
king's bazaar during high festival.
05. Odgen is a fool for staying here. I could get him out of town for a very reasonable price,
but he insists on trying to make a go of it with that stupid tavern. I guess at least he
gives Gillian a place to work, and his wife garda does make a superb shepherd's pie...
06. If I were a few years older, I would shower her with whatever riches I could muster, and
let me assure you I can get my hands on some very nice stuff. Gillian is a beautiful girl
who should get out of Tristram as soon as it is safe. Hmmm... maybe I'll take her with me
when I go...
07. Don't trust everything the drunk says. Too many ales have fogged his vision and his good
sense.
08. In case you haven't noticed, I don't buy anything from Tristram. I am an importer of
quality goods. If you want to peddle junk, you'll have to see Griswold, Pepin or that
witch, Adria. I'm sure that they will snap up whatever you can bring them...
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16. W H A T D O T H E Y S A Y A B O U T T H E Q U E S T
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THE 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 som. 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...
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.
Odgen : Yes, Farnham has mumbled something about a hulking brute who wielded a fierce
weapon. I believe he called him a butcher.
Gillian : When Farnham said something about a Butcher killing people, I immediately discounted
it. But since you brought it up, maybe it is true.
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...
noooooooooo!
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.
POISONED WATER SUPPLY
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 witout your help.
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.
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.
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?
Farnham : You drink water?
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!
THE CURSE OF KING LEORIC
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...
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.
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...
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.
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!
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...
ODGEN'S SIGN
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 puzzler 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. Hmm, 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...
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.
Odgen : Master, I have a strange experience to relate. I know that you have a great
knowledge of those monstrasities that inhabit the labyrinth, and this is something
that I cannot understand for the very life of me... I was awakened during the night
by a scraping sound just outside of my tavern. When I looked out from my bedroom, I
saw the shapes of small demon-like creatures in the inn yard. After a short time,
they ran off, but not before stealing the sign to my inn. I don't know why the
demons would steal my sign but leave my family in peace... 'tis strange,no?
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.
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...
Wirt : What - is he saying I took that? I suppose that Griswold is on his side, too. Look,
I got over simple sign stealing month ago. You can't turn a profit on a piece of
wood.
THE MAGIC ROCK
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!
Adria : The heaven stone is very powerful, and were it any but Griswold who bid you fint it,
I would prevent it. He will harness its powers and its use will be for the good of
us all.
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...
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
carrying.
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...
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.
VALOR
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 oh, lo 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...
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.
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.
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.
Farnham : Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz...
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.
THE CHAMBER OF BONE
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.
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.
Odgen : I am afraid that I don't know anything about that, good master. Cain has many books
that may be of some help.
Gillian : I am afraid that I haven't heard anything about that. Perhaps Cain the storyteller
could be of some help.
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.
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?
HALLS OF THE BLIND
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?
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.
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.
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.
Farnham : Look here... that's pretty funny, huh? Get it? Blind - look here?
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.
BLACK MUSHROOM
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 : Thw 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.
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 am working on.
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!
Gillian : I think Odgen might have some mushrooms in the storage cellar. Why don't you ask
him?
Farnham : Odgen mixes a mean black mushroom, but I get sick if I drink that. Listen, listen...
here's the secret - moderation is the key!
Wirt : I don't have any mushrooms of any size or color for sale. How about something a bit
more useful?
ANVIL OF FURY
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.
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.
Odgen : Don't you think that Griswold would be a better person to ask about this? He's quite
handy, you know.
Gillian : Griswold's father used to tell some of use 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.
Farnham : Griswold can't sell his anvil. What will he do then? And I'd be angry too if someone
took my anvil!
Wirt : If you were to find this artifact for Griswold, it could put a serious damper on my
business here. Awwww, you'll never find it.
WARLORD OF BLOOD
Griswold : Dark and wicked legends surrounds the one 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.
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.
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.
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.
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?
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...
LACHDANAN
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 the darkness
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.
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.
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.
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.
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!
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.
ARCHBISHOP LAZARUS
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...
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.
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.
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.
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...
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.
DIABLO
Griswold : -
Cain : 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
in 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!
Pepin : -
Adria : -
Odgen : -
Gillian : -
Farnham : -
Wirt : -
===============================================================================================
17. H I N T S A N D T I P S
===============================================================================================
1. If you have a magic item or unique item that decrease your spell levels by 1 or 2 don't
sell it or throw it away because it's a very useful item (specially for the warrior).
Here's the trick, when you wear those item your spell levels will decrease by one and the
magic requirement also decrease, so you can level up your spell, then put-off that item.
Your spell level will increase.
Example, you have a Charged Bolt on Level 2. If you want to read a Charged Bolt Book it
requires 36 magic. Put on that item and your Charged Bolt Level will decrease 1. So now you
have a Charged Bolt Level 1 and if you want to read the book it only requires 30 magic.
Read the book, and your level will increase 1. Put off that item and your Charged Bolt now
on Level 3.
2. The best way to kill a skeleton is using a 'Holy Bolt' spell.
3. Every level-up, your character will gained 5 level-up points. Distribute it wisely, because
it will help your character through the 16 levels of Diablo. And remember that you can't
buy an Elixir of Vitality.
4. Don't forget to repair your item, because when their durability reach zero, the item will
disappear.
5. Pepin the Healer will give you a free healing every time you visit him.
6. You can only cast one Golem at a time. If you cast another Golem, both of them will
destroyed.
7. In Gharbad Quest, you will receive an item. If you don't like that item, do this trick to
get another item. First take the first item he give you. Then load your game. With this
trick you can get many various item. If you have patience, do this a lot and sometimes he
will give you a unique item.
8. When you get a level up, go to your inventory and pick up an item, then put it back down.
Your damage will increase by one every time you get a level and do that.
===============================================================================================
18. C R E D I T S
===============================================================================================
Joe Laib (laib@juno.com)
For inspiring me to write the 'Spell description' section.
Marvin@Softcom.net
For tip #8 in 'Hints and Tips' section.
===============================================================================================
19. S P E C I A L T H A N K S
===============================================================================================
1. GOD for everything
2. My family and my dogs
3. Game FAQS for publishing my faqs
4. Cheat Code Central for allowing me to use their GameShark Codes. Thanks Dave.
5. Blizzard Entertainment for making this GREAT game
6. My computer
7. You for reading my FAQ
===============================================================================================
20. L I S T O F T H E D A M N E D
===============================================================================================
I remove all the names inside my List of the Damned except the first two. From
now on I will focused this Damned List only for those damn plagiarist.
1. Name : VEGA
E-mail : vdirect@bdg.centrin.net.id
Website : http://www.vegindo.com
He plagiarized my Dino Crisis walkthrough and sell it in his store.He sold it
for Rp. 12.500,-. Although he has translate my walkthrough into Indonesian
language, I can still recognize it. That stupid son of a bitch translate it
words-by-words. The book's title is GAME GUIDE Volume 9. All the previous
volume of that book is also ripping someone else's faq (especially from
GameFAQs) and translate it into Indonesian.
For HS, the animal that I suspect responsible for that, I got few words for
you :
F*** YOU BASTARD. HOW DARE YOU PLAGIARIZE MY WALKTHROUGH AND SOLD IT IN YOUR
FILTHY STORE. ENJOY THAT MONEY WHILE YOU CAN. BECAUSE SOON I WILL MAKE YOU
REGRET FOR BEING BORN INTO THIS WORLD.
For any of the reader that want to do me any favor, please send flames, hate
mail, viruses, bomb, nuclear, or anything to his address.
2. Name : Game Station
E-mail : gameguys@bdg.centrin.net.id
Website : http://www.vegindo.com/gamestation
Address : Jl. Pungkur 155 Lt. 2, Bandung 40251.
He plagiarized my friend's walkthrough (also from GameFAQs), so I think that
this animal is worthy enough to enter my Damned List. They publish it in Game
Station, October 1999, 3rd week, volume 21, Rp. 3.500,-
For KSH, Sir Maul, Tik Tan, Ratu Bedak, Blue Beo, and anybody that I forgot
to mention, I just want to say this : SCREW YOU ALL!!!!! Someday I will visit
your office carrying a BIG Shotgun, ready for blowing your f***ing brains out
from your f***ing head.
Reader, please send this asshole some 'nice' stuff.
3. Name : X-Boy a.k.a Pansy-Boy a.k.a X-Gay
E-mail : x-boy@gundam.com
This son of a bitch is the webmaster of that fucking site (www.vegindo.com).
He's the world's dumbest son of a bitch that I have ever met. In their
fucking messageboard, it says that we (faq author) are the same as the
plagiarist, cause all we do is just finished the game and then write it down.
Ha ha ha ha ha ha, what a good reason. Now you know why I said that he's the
world's dumbest son of a bitch.
If you said that we just finished the game and then write it down, why don't
you do that by yourself, motherfucker?!?!?! Why you have to ripp my faqs?!?!
For Pansy-Boy, Miss Maul, and the rest of your fucking crew :
DIN PAPPA ÄR EN GRIS KNULLARE, SÅ KAN KNULLADE DIN MAMMA OCH HON FÖDDE DIG!
Dein Vater ist ein Schweineficker, darum hat er deine Mutter gefickt und ich in
die Welt gesetzt!
Tu padre es un follador de cerdos, por eso follo a tu madre y hizo possible
tu nacimiento!
tu padre es un cerdo, que se cogio a tu mama y naciste tu pendejo
hijo de toda tu puta madre te voy a matar y vas a sentir mi verga en la
garganta hasta que te salga por el culo,,solo asi sentiras lo mismo que le
hice a tu madre hijo mio bastardo.
jigoku eiku no wa.. omaega saki da. te vas a ir al infierno antes que yo pendejo
Bapaklu tukang ngawinin babi, maka ia kawin sama babi terus tuh babi
ngelahirin elu. Dasar anak babi.
My last note for Damned #1, #2, and Damned #3
All of you will surely burn in hell for what you did, so enjoy that blood
money while you can....
===============================================================================================
21. I M P O R T A N T N O T E
===============================================================================================
Hey, faq-makers, you should read this section. I just receive an e-mail and he told me that
he has asking everybody who made a walkthrough (including myself) and I'm the ONLY one that
answered. Have you all forgot the manner that your father and mother taught you when you were
kids? If someone asking for your help and you can help him, then do so. If you don't want
people to send you an e-mail then said so on your faq. Don't let people disappointed. I also
have the same experience. I asked someone and he didn't answered me. I don't know if he's a
busy man or not, but he didn't answered me. I'm very disappointed. Just because you have made
a great faq, and a lot of people e-mail you, it don't make you a great man. What makes you a
great man is your attitude.
And for myself, I guarantee that I will answer your questions, even if I can't answer it. And
if I haven't answered your mail within a week , please mail me back, because maybe I don't
read your faq, or something like that.
===============================================================================================
22. A U T H O R ' S N O T E
===============================================================================================
For those of you who want to send comments, questions, or information regarding
this FAQ, don't hesitate to mail me.
Feel free to e-mail me about any mistakes or additions concerning this FAQ,
but don't forget to mention the game's name in the "Subject" field.
If you read this FAQ not on these sites :
01) GameFAQs (http://www.gamefaqs.com/)
02) Console Gamer (http://www.console-gamer.com/)
03) Absolute Playstation International (http://www.absolute-playstation.com/)
04) Playstation Network (http://www.caratworld.com/psnetwork/)
05) Cheat Code Central (http://www.cheatcc.com/)
06) Video Games Strategies (http://www.vgstrategies.about.com/)
07) Planet Web (http://www.planetweb.purespace.de/)
08) Hype.Se (http://cheats.hype.se/)
09) Game Revolution (http://www.game-revolution.com/)
10) Game Core (http://www.videogamecore.com/)
11) Xcheater (http://www.xcheater.com/)
12) PhatGames (http://www.phatgames.com/)
13) Spoiler Centre (http://www.the-spoiler.com/)
14) The Cheat Empire (http://home.planetinternet.be/twuyts)
15) Cheat Code Central (http://www.cheatcc.com/)
16) Survival Horror (http://survivalhorror.com/)
17) Games Blaster (http://www.gamesblaster.com/)
18) Gaming Addiction (http://www.games.prohosting.com/)
19) Diablo Page (http://www2.50megs.com/neo667/diablo.html)
20) Resident Evil Extreme (http://rextreme.evilgaming.net)
21) PsxGamer (http://www.psxgamer.com)
22) SuperCheats (http://www.supercheats.com)
23) All Anime (http://www.allanime.com)
24) Adrenaline Vault (http://www.avault.com/cheats)
25) Blue Crescent's Page (http://members.xoom.com/bluecrescent/credits.html)
26) RPG Classics (http://www.rpgclassics.com)
27) Happy Puppy (http://www.happypuppy.com/)
28) Chi Phan's Page (http://homepages.go.com/~chphan/Rpgdreamersindex.html)
29) Bob Santos' Page (http://www.geocities.com/charmin_guy_011285)
30) Alternative Reality (http://www.alternative-reality.com)
31) DLH (http://DLH.Net)
32) Firesoft (http://www.firesoft.net)
33) Beyond Evil (http://beyondevil.cjb.net/)
34) Random Page of Crap (http://www.geocities.com/frozen4lyfe/index.html)
35) Nemesis' Page (http://www.geocities.com/i_am_nemesis_99/)
36) Boschamp's Page (http://www.angelfire.com/games2/boschamp)
37) Lugia12's Page (http://www.geocities.com/lugia12/index.htm)
38) Our Turf (http://www.ourturf.com)
39) Randar 83's Page (http://www.geocities.com/randar84)
40) Total Video Games (http://www.totalvideogames.com)
41) Cheating.De (http://www.cheating.de)
42) Cheat City (http://www.cheatcity.com)
43) Fei Yuki's Page (http://feiyenkn.homepage.com)
44) Web Spot (http://silverqueen.cjb.net)
45) Tim's Vault (http://www.timsvault.com)
46) Andrea Busia's Page (http://www.ludus.it)
47) Think Evil (http://www.thinkevil.com)
48) Gaming Planet (http://www.gamingplanet.com)
49) Games Angel (http://www.gamesangel.homestead.com)
50) Crosswinds (http://www.crosswinds.net/~hugegameplayer/www_smackdown/index.htm)
51) RPG Classics (http://www.rpgclassics.com)
52) GameCastle
53) RPG Legerdemain (rwartow.tripod.com)
54) Webcheats (http://www.webcheats.de)
55) XCheater (http://www.xcheater.com/)
56) Neoseeker (http://www.neoseeker.com/)
57) GameThrust (http://www.gamethrust.com/)
58) PC Game Revieew (http://www.pcgamereview.com/)
59) DC Guide (http://www.dcguide.co.uk/)
60) RPG DREAMERS (http://www.crosswinds.net/~rpgdreamer)
61) RPG-Vortex (http://www.rpg-vortex.com)
62) CheatPage (http://www.cheatpage.com/)
63) Wrestling Games (http://www.wrestling-games.com/)
64) Resident Evil Mania (http://www.geocities.com/residentevilmania/index.html)
65) GameSpot (http://www.gamespot.com/)
66) RPG Temple (http://come.to/sashy)
67) The Horror Is Alive (http://go.to/TheHorror/)
68) PSXCodez (http://www.psxcodez.com/)
69) RPGamer (http://www.RPGamer.com/)
70) RPGClassics (http://www.rpgclassics.com/)
71) Cheat Store (http://www.cheatstore.de/)
72) Games Domain (http://www.gamesdomain.co.uk/)
73) CHEATS CITY (http://www.online1701.com/)
74) CNET Gamecenter (http://www.gamecenter.com/Faqs/)
75) WarStoke (http://www.WarStoke.com/)
76) Mark Anido's Page (http://www.geocities.com/webzage2/webmaster.html)
77) Joe Chandler's (http://www.angelfire.com/oh/residentevilishome/walkthru.html)
78) Cheatmaster's Gamecheats (http://www.angelfire.com/games/cheats48)
79) Paladins of Light Guild (http://www.pofl.org)
80) Tipsncheats (http://www.tipsncheats.com)
81) RPG Informer (http://www.rpginformer.com)
82) The Gamer (http://www.thegamer.com/)
83) Totally RE (http://www.totallyre.com/)
84) Game United (http://www.gameunited.com/)
85) Stoneages RE (http://angelfire.com/games2/rek)
86) FaQ Headquaters (http://tngh.staticzone.net/)
87) GamePower (http://www.gamepower.com/)
88) United Gamers (http://unitedgamers.staticzone.net/)
89) Fresh Baked Games (http://www.freshbakedgames.com/)
90) DH Gaming (http://dhgaming.freeservers.com/)
91) ResidentFear (http://www.residentfear.cjb.net/)
92) PlayzoneWorld (http://www.playzoneworld.com/)
93) GamersWeb (http://www.the-gamersweb.com/)
94) BDGames (http://www.bdgames.net/)
95) http://www.nonsologiochi.com
96) Sjel's walktrough page (http://www.sjel.org/)
Please tell me where you read it. And if you know someone who has rip-off my
work, please tell me his e-mail address and where you read it, we will take
care the rest.
Thanks for reading my FAQ and please send in any comments, questions, or
informations!
This document copyright (c) 1999 - 2000 Stinger 3:16
Fast alle Super-Items, die man in die Finger bekommt sind mit dabei - nicht gecheatet. Auch ein paar Uniquis und jede Menge Gold!!! (Version 1.08 erkennt das Gold aber als Duplikat!) Achtung: 3MB