======= === === ======= === ======= ¦ \ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ ¦ --- ¦ ¦ ¦\ ¦ ¦ ¦ ¦ ¦ ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ = ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ( ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ = ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦==== ¦ --- ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ======= === === === ======= ======= ======= === === ======= === === ======= === ======= ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --/ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ \ ¦ ¦ ¦ --- ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦==== ¦ ¦==== ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \¦ ¦ === === ======= ======= ======= === === === ========= Dedicated to Jan and Frank, David and Eileen. ============================================================================= ¦ This walkthrough is copyrighted to Mister Sinister (2007) ¦ ¦ I don't mind it being lifted in its entireity, but if you do so, please ¦ ¦ make sure you give credit to the author (me) and DON'T pass it off as ¦ ¦ your own. Thanks ! ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ INDEX ¦ ¦ ¦ ============================================================================= PART ONE CHOOSING YOUR CHARACTER PART TWO THE TOWN OF TRISTRAM PART THREE LEVELS 01-04 - THE DUNGEON PART FOUR LEVELS 05-08 - THE CATACOMBS PART FIVE LEVELS 09-12 - THE CAVES PART SIX LEVELS 13-16 - HELL PART SEVEN THE HELLFIRE EXPANSION PACK PART EIGHT QUESTS PART NINE SPELLS PART TEN SHRINES PART ELEVEN BESTIARY AND CAPTAINS PART TWELVE ITEM PREFIXES AND SUFFIXES PART THIRTEEN UNIQUE ITEMS PART FOURTEEN THE PLOT ACCORDING TO THE SCRIBES PART FIFTEEN HINTS AND TIPS PART SIXTEEN ACKNOWLEDGEMENTS ============================================================================= ¦ ¦ ¦ BEFORE WE GET STARTED ¦ ¦ ¦ ============================================================================= Yes, before we get started I just wanted to say a quick thank you to you for choosing to read my guide for Diablo Hellfire. I try and put as much work and detail into my walkthroughs as possible, and it is always nice to get (ideally positive) feedback, so if you do have any questions, queries or HELPFUL suggestions (as sending me UNhelpful suggestions will just result in you getting ignored - perhaps after a chiding), then feel free to contact me by e-mailing me at shadowpath@hotmail.com. So - the game at hand. Diablo Hellfire. Fantastic Game. The End. Wait a minute - you want ... what ? You want MORE ? Ok then ... Diablo and the Hellfire Expansion pack are simple-interface point-and-click, hack-and-slash adventure games where you select a character from one of the three that is on offer in the Diablo regular game, or the four available in the Hellfire Expansion Pack, and then get a' hackin' !! Your adventure starts in the town of Tristram, a town which has more than its fair share of secrets let me tell you. You arrive and swiftly learn that a lot has changed since last you were there ... little do you know just HOW much ... or what a huge part you will have to play in shaping forthcoming events. The game itself is very, VERY easy to play. You simply left-click on the things you want to hit, pick up, open or move, and right-click on the things you want to fry or heal with magic spells. What could be simpler !! ) Obviously it's a BIT more complex than that, but not much ... honest !! Here are the basic commands ... all of which can be found by pressing the F1 key at any time during play ... F1 Opens the Help Screen Escape Displays the Main Menu Tab Displays the Auto-Map Space Hides all Information Screens S Open your Spells and Skills Speedbook B Open your Spellbook I Open your Inventory C Open your Character Screen Q Open your Quest Log F Reduce Screen Brightness (aka Gamma Correction) G Increase Screen Brightness (aka Gamma Correction) Z Zoom Game Screen + / - Zoom In/Out of the Auto-Map 1 - 8 Use Belt Item 1 - 8 F5 - F8 Set Hot Key for Skill or Spell To move, simply click-and-hold the left mouse button to move in a given direction. If you want your character to move to an object/enemy, etc., then just click on that object/enemy. To interact with a character (which means to either speak with a friendly player, or strike an enemy character), simply left-click on them. To pick up an object, simply left-click on it. To strike at a target without moving, hold Shift and left-click the object or character you wish to strike at. To drop a specific amount of gold, right-click on a pile of gold in your inventory, and select how much of it you want to drop, in GP (Gold Pieces). HOT-KEYING You can "hot key" up to four skills or spells using the F5-F8 commands. To use this functionality (which is VERY very helpful I must admit), press S to call up your Spells and Skills Speedbook, and then move the mouse over the skill you want to hot key, and press either F5, F6, F7 or F8 to bind that command to that key. When you are in-game, pressing that key will make the bound skill or spell available to you immediately. Simply repeat the process (S, hover, press the key) to bind another skill to the same key (should you pick up more powerful spells, etc., etc.) ============================================================================= ¦ ¦ ¦ PART ONE ¦ ¦ CHOOSING YOUR CHARACTER ¦ ¦ ¦ ============================================================================= Obviously the single most important decision you will make in any game of this ilk is one of the very first - choosing your character. This is because you cannot change your player once you have started them. You can make new ones, sure ... and you probably will, but you cannot change this one ... So, without further ado, here are your choices !! ========================= - T H E W A R R I O R - ========================= The Warrior is a very strong, brutish and capable fighter. He likes to get stuck hip-deep in enemies and then slice them to pieces, wading through their battered corpses and bloodied bodies as he goes. In short, he's a nasty pig. Capable of wielding the most demanding of weapons, and heaviest of suits of armour the Warrior loves nothing more than the taste of battle, and the sound of his enemies screaming in agony as they expire upon his blades. STARTING ATTRIBUTES Strength 30 Magic 10 Dexterity 20 Vitality 25 Life 70 Mana 19 Armour Class 04 To Hit 60% Damage 1-1 MAXIMUM ATTRIBUTES Strength 250 Magic 50 Dexterity 60 Vitality 100 EFFECTS OF BOLSTERING ATTRIBUTES Strength +1 damage per 3 points Magic +1 mana per 1 points Dexterity +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points Vitality +2 Life per 1 point BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +1 Mana per level SPECIAL SKILL Repair This skill enables the warrior to perform repairs to his weapons and armour, thus negating the need to have Griswold repair them for you. HOWEVER, this skill comes at a high price, for every time you repair an item, its overall durability decreases. Griswold repairs items up to their original durability (but he cannot replace maximum durability lost as a result of your having used this skill), so use it wisely. WHY CHOOSE A WARRIOR ? Well the most OBVIOUS reason to choose a warrior would be because you like to hit things ..... a lot. You would be the type of person that would rather just pummel something into millions of little pieces with your fists and THEN ask it for directions than to begin with a nice cup of tea and cucumber sandwich. The Warrior's near TOTAL lack of skill with magic makes it an absolute necessity for him to be THE best when it comes to hand-to-hand combat, and I must say he does hold his own very well. A high-level warrior will be able to be completely surrounded by powerful enemies and batter them one-by-one with his combat skills. Statistically-speaking, the warrior gets the best benefits from the strength attribute when compared with the other character classes. This will enable your warrior character to wear the best suits of armour comparatively quickly when contrasted with the other classes. DRAWBACKS OF CHOOSING THE WARRIOR His near total lack of skill in magic is the most obvious. He will be able to learn the bulk of spells in the game, but his limited maximum mana means he will never be able to do so at higher levels - he just won't have the skill points needed to be able to read the tomes !! ===================== - T H E R O G U E - ===================== Mistress of Stealth and Subterfuge, the Rogue excels at anything involving a high degree of dexterity and nimbleness of finger and foot. She is swift to draw her bow, and swift to launch volleys of pain and death upon her enemies from afar. Though she lacks the absolute mastery of either weapon or magic (as the Warrior and Sorceror have already taken those areas), her power comes from her ability to blend the two elements into one. Thus, she is a formidable warrior both at close-quarters, at range, and with a magic spell in her midst. Her forte is undoubtedly her ranged attacking powers, however. Give her a bow, and she'll turn herself into a minigun awaiting your command to fire. STARTING ATTRIBUTES Strength 20 Magic 15 Dexterity 30 Vitality 20 Life 45 Mana 22 Armour Class 06 To Hit 65% Damage 1-1 MAXIMUM ATTRIBUTES Strength 55 Magic 70 Dexterity 255 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +0 Damage Magic +3 Mana per 2 points Dexterity +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points Vitality +3 Life per 2 points BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +2 Mana per level SPECIAL SKILL Disarm Traps The Rogue has the power to disarm any trapped chests, sarcophagi, etc., that she encounters during her travels in the game. Beware, however, as it is only a CHANCE to disarm these items - it is not guaranteed. WHY CHOOSE A ROGUE ? Representing balance between the other two extremes - the Warrior and the Sorceror, the Rogue is a fierce character when armed with a bow and arrow, and can hold her own pretty well in close-quarters combat. However her general emphasis is on speed, and keeping her distance where possible from her enemies. She can blend magic and regular attacks in a good, solid balance, and with a potential maximum Dexterity (before modifiers) of 255, her chances of hitting enemies are virtually guaranteed, and her Armour Class should be VERY healthy indeed. So ... you would probably choose the Rogue if you wanted to be a jack of all trades and master of none ... or if you just wanted to play the only female character in the game. The Rogue is a balanced character, to be sure. DRAWBACKS OF CHOOSING THE ROGUE It is her balanced approach as a character that is both her greatest asset and her greatest downfall. Since she lacks the insanely high Magic Attribute of the Sorceror, and the insanely high Strength Attribute of the Warrior, her power comes from her pinpoint accuracy and resilience to being struck, meaning you have generally got to play her with your head or you'll get MUTHERED in close-quarters combat later on in the game. =========================== - T H E S O R C E R O R - =========================== The Sorceror is an absolutely dreadful hand-to-hand combatant. He can't swing a staff for beans, and gets battered every time he tries to defend himself. Give him a few magic books to leaf through, however, and you get the Sherman Tank of the game. Bolstered by the Mana Shield Spell, the Sorceror becomes a virtually undefeatable force of magic energy, able to stand up to Diablo himself with a smirk on his face. Focus on his strengths and you will have a weapon of mass destruction. Focus on his weaknesses, and you might as well be grabbing your ankles. STARTING ATTRIBUTES Strength 15 Magic 35 Dexterity 15 Vitality 20 Life 30 Mana 70 Armour Class 03 To Hit 57% Damage 1-1 MAXIMUM ATTRIBUTES Strength 45 Magic 250 Dexterity 85 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +0 damage Magic +2 mana per point Dexterity +1 to Hit per 2 points, +0 damage, +1 AC per 5 points Vitality +1 Life per point BONUSES WHEN LEVELLING UP Life +1 Life per level Mana +2 Mana per level SPECIAL SKILL Recharge The Sorceror has the power to recharge staves, thus increasing their longevity during play. The only other character that can do this in the game is Adria, the Witch on the far-eastern side of the town. Be careful when using this power, however, as every time you recharge your staff, the maximum number of charges of whatever spell the staff is imbued with decreases, so you are ultimately damaging the staff as well as regenerating its power. Adria does NOT do this - she replenishes a staff up to its maximum number of charges with no penalty (aside from the cash it costs of course !!). WHY CHOOSE A SORCEROR ? Well, you definitely SHOULDN'T choose a sorceror because you like to hit things with your big staff - that really ISN'T his best selling point. Oh no. You would play the sorceror if you were more the "ah-HAH !! KABOOOOOOOOOOOOM !!" kinda "I like to click on things and watch them burst into flames" kinda dude. The Sorceror should be kept out of hand-to-hand combat (particularly earlier on in the game) AT ALL COSTS, or he WILL become mincemeat, guaranteed. Once he has learned the infamous Mana Shield Spell, however, the worm turns, and with his HUGE Magic Attribute, he can DECIMATE huge numbers of enemies in very short order with his magical powers. DRAWBACKS OF CHOOSING THE SORCEROR Well, basically he's CR@P at hand-to-hand combat !! He's slow, he has two left-feet, he doesn't know how to fight, he just smacks things as hard as he can and makes a poor "dink" kinda noise ... he's just pants basically. However if you can look past this and see him for what he is - basically a HUGE mana resource with a potentially LIMITLESS arsenal of magic powers at his disposal, then I think you might find him worth the time it takes to get used to him ;) ... and ... in the Hellfire Expansion Pack =================== - T H E M O N K - =================== The Monk - a character introduced purely for the Diablo: Hellfire Expansion Pack is a purebred fighting machine. He shuns the use of armour and weapons wherever possible, preferring to rely upon his own martial arts prowess instead. He has the gift of searching, enabling him to identify those items which fall to the floor and which might otherwise be lost to players for all time, and his ability to defend himself in hand-to-hand combat knows no equal amongst the other players. STARTING ATTRIBUTES Strength 25 Magic 15 Dexterity 25 Vitality 20 Life 45 Mana 22 Armour Class 07 To Hit 62% Damage 1-1 MAXIMUM ATTRIBUTES Strength 150 Magic 80 Dexterity 150 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +1 damage per 3 points Strength no effect Magic +1 mana per point Dexterity +1 to Hit per 2 points, +x Damage per X points, +1 AC per 5 points Vitality +1 Life per 1 points BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +2 Mana per level Damage +1 max damage per level (1-1, 1-2, 2-4) Mana +2 AC per level SPECIAL SKILL Search Identical to the spell of the same name, the Monk is able to highlight all the items that are lying on the ground for a short while, making them easier to spot, and thereby big-upping his profit-making potential. Who says monks have no concept of commerce !?!?! :) WHY CHOOSE A MONK ? Well in addition to the "wow, look ! A new character !!" feel that you will get from playing the monk initially, he does have a completely different ethic than the other players - his strength stemming from his martial arts prowess. He is actually better unarmed, and unarmoured believe it or not, and you will see him absolutely BATTER the enemies on the lower levels of the dungeon before he starts to get a pasting ... In addition, he benefits from having the Search Skill as a default option, and it certainly has to rank as one of the best skills considering it does not cost him anything to use it. DRAWBACKS OF CHOOSING THE MONK Well, whilst he is a completely different type of character, little can be done to change the fact that he is trying to muscle-in on an already well catered- for group in the Warrior, Rogue and Sorceror. Consequently he doesn't really offer THAT much that you cannot get from the others. However he does give that LITTLE bit of extra flavour to the game, and is certainly a welcome addition in my humble opinion ............. even if I never play him ... 'coz the Sorceror ROCKS ... ;) ========================= MISCELLANEOUS INFORMATION ========================= Higher Strength means - more damage - you can wear better armour and wield cooler weapons Higher Magic means - normal mana potions restore more mana - you can read more spell books - spells have a greater effect, such as casting faster, lasting longer, or doing more damage Hence, if you have the option of an increase in mana or an item that increases magic so that mana goes up by the same amount, the second item (an increase in magic) is definitely better. Higher Dexterity means - better AC - higher to-hit - more damage - can wield the heavier bows Higher Vitality means - more hit points - normal heal potions (not full healing potions) restore more HP per potion ============================================================================= ¦ ¦ ¦ PART TWO ¦ ¦ THE TOWN OF TRISTRAM ¦ ¦ ¦ ============================================================================= Tristram - the town in which you start the game - was once a great place. They had a carnival, and regular fêtes where people would come and drop off their children, and elderly ladies would make jam and everybody would smile and be happy ... ... then, just recently, demons descended upon it and destroyed the vast majority of it. Over half the townsfolk were slain in a demented slaughterfest that swept the town, much like chuck-out down the town centre round our way. Now there are only eight villagers left in the town of Tristram .............. .................. nine in the Hellfire Expansion Pack ... so let's waste no time and introduce ourselves to them eh !! ============== CAIN THE ELDER ============== Also known as Deckard Cain, the Elder, or the creepy old guy that hangs around by the well, Cain can be found right in the centre of Tristram, standing by the well (whether it be brown or blue). He is a deceptively knowledgeable character who knows HEAPS about the denizens of the dungeon, the legends and tales you will encounter therein, the other townsfolk ... in fact pretty much anything !! If you can put up with his dodgy Scottish accent for long enough that is ... =./ Cain is able to identify any unidentified magic or unique items you pick up in the game at a cost of 100 Gp per item. Usually this works out as being a good investment, but smart money says save BEFORE shelling out to have him identify the item/s, as those which are negatively enchanted (e.g. the WEAK staff of bla or the BENT shield of ka-ching), can only be sold for 1 Gp, meaning you lose 99 Gp a pop on those. If you save before you speak with him, get him to ID everything, and then if you DID come a cropper and find out that he identified one or more items as being total POO, reload your game, drop those items and then only have him ID the ones that are worth selling on. Voilà !! Cain is responsible for giving you both the "Archbishop Lazarus" and "Diablo" Quests. USEFULNESS : 5/5 ANNOYANCE : 2/5 ======================= GRISWOLD THE BLACKSMITH ======================= Another Scottish resident of Tristram, bless him. Griswold is the resident Smith, and can rustle up quite a few tasty treats for you as the game moves along. His shop is just to the north-east of Cain, in the main square of Tristram. The only downside to dealing with Griswold (aside from his only marginally better than Cain's Scottish accent) is the PRICE of the things that he wants to sell you. I mean fine, I can appreciate that we are like ... his only living customer and everything ? But we're not MADE of money, y'know !?!?! Anyhow - aside from that Griswold is sound. As a tradesman, Griswold will buy any regular, magic or unique weapons (with the exception of magic staves, which he does not deal in), or armour from you. He can also repair any damaged weapons or armour that you have on your person, making him a VERY handy lad to know indeed !! Griswold is responsible for giving you both the "Magic Rock" and "The Anvil of Fury" Quests. USEFULNESS : 5/5 ANNOYANCE : 2/5 ================ PEPIN THE HEALER ================ Pepin the Healer has set up his shop on the western-side of the main square in Tristram, and you should pay him a quick visit if ever you come back to the town and are injured, as he will immediately replenish your health to its maximum amount free of charge, just as a thank you for speaking to him ! Sweet eh !! Pepin peddles an assortment of wares, all centred around healing. He sells potions of healing, potions of full healing, potions of rejuvenation, potions of full rejuvenation, and scrolls of healing. Later on in the game (as in when you enter Hell), Pepin will begin selling you elixirs as well (but we shall come to those later on). Pepin gives you the "Poisoned River Water Supply" Quest, and is instrumental in progressing Adria's "Black Mushroom" Quest later on in the game. USEFULNESS : 5/5 ANNOYANCE : 1/5 =============== ADRIA THE WITCH =============== Adria the Witch is the most removed member of the townsfolk you will be visiting on a regular basis. Her shack is aaaaaaaaaaaall the way to the east of the town, and you'll have to walk quite a distance to get there. In the Hellfire Expansion Pack, I would suggest you make good use of the "Jog" option they have thoughtfully popped into the town options menu for you, as it makes your character peg it like they're on fire, thus cutting down what is otherwise a rather arduous walk to make on a repeat basis. Adria will gladly buy any staves and potions you have on your person, and will sell you spellbooks, scrolls, potions of mana, potions of full mana, magic staves and (in the Hellfire Expansion only) runes. When you enter Hell, she will begin peddling (along with Pepin) elixirs for your use as well, but we'll come to that in due course. Adria can also replenish any magical staves you have on your possession, so if you find one that you like but you run out of charges in it ? Bring it to her and, for a fee, she will gladly replenish it to its maximum number of charges for you ... Adria is responsible for giving you the "Black Mushroom" Quest. USEFULNESS : 5/5 ANNOYANCE : 4/5 (just from having to walk as far in Diablo !!) 1/5 (in Hellfire ... 'coz you can jog) ====================== OGDEN THE TAVERN OWNER ====================== Ogden and his wife Garda run the "Tavern of the Rising Sun" - the Tristram Inn, located on the northern-side of the main square in Tristram and, not surprisingly, he appears to have had rather a downturn in his business of late. Ogden is a pleasant-enough chap, but there is no point in speaking with him beyond picking up quests from him, as he cannot sell you anything, nor can he buy anything off you. Ogden is responsible for giving you the "Curse of King Leoric" and "Ogden's Sign" Quests. USEFULNESS : 2/5 ANNOYANCE : 1/5 ======================= WIRT THE PEG-LEGGED BOY ======================= Wirt, the peg-legged boy, is a Wheeler Dealer who buys and sells goods of dubious origin (as quoted by Griswold). He used to be a nice, playful kid, but having lost his leg in a painful altercation with some demons, he has lost that side of his personality and become a money-grubbing little wide boy. You can find Wirt all the way to the west of Tristram, amidst the rocks past the church to the west. Wirt will trade items with you, but whatever he tries to sell you will be fantastically expensive. Sometimes his goods are worth the price, but much of the time you WILL get ripped-off, so ALWAYS save before buying anything from him or risk CONSIDERABLY annoyance. Wirt gives you no quests. He's greedy like that. USEFULNESS : 1/5 ANNOYANCE : 3/5 =================== GILLIAN THE BARMAID =================== Gillian the Barmaid cares for her psychic grandmother, in a house to the west of the Tavern of the Rising Sun. She is a pleasant girl, who serves absolutely NO useful purpose WHATSOEVER. She doesn't give you any quests, she doesn't sell you anything, she doesn't buy anything from you - there is only one character more annoying than Gillian in the game and that is Farnham, as at least Gillian talks sense, and gives you her honest opinion about anything you discuss with her. Gillian doesn't give you any quests. Perhaps she's too busy tending to her grandmother, poor love. USEFULNESS : 0/5 ANNOYANCE : 4/5 ================= FARNHAM THE DRUNK ================= This USELESS b@stard can be found sitting by himself, getting tanked, to the south-east of the main square of Tristram. Granted, Farnham has had his fair share of troubles in his time - he was part of the party that the Archbishop Lazarus tried to rustle up to accompany him down into the dungeons to save Prince Albrecht - King Leoric's son who had apparently been kidnapped by the demons, but Farnham lost his mind when he saw his friends and fellows being hewn to pieces by the demonic Butcher Demon that lives underneath the Chapel, and it has driven him to drink quite a bit. Now I'm not an unsympathetic kind of guy ... but that does NOT excuse the fact that Farnham is a COMPLETELY USELESS DOODOOHEAD with absolutely NOTHING useful OR interesting to say about ANYTHING. If I could choose to erase one video games character from existence for all time ? It would be one of the Power Rangers for SURE ... but if I could choose to erase TWO ? The second would be Farnham, GUARANTEED. Farnham doesn't give you any quests BECAUSE HE'S USELESS. USEFULNESS : -500/5 ANNOYANCE : 5000/5 ================= LESTER THE FARMER ================= Lester, the Farmer, is only available for interaction with in the Hellfire Expansion Pack. He is a friendly but slightly dim farmer that tends his herd of cows (who are CONSIDERABLY more fun to be around than him) to the north-west of Adria's shack, east of Tristram. You can speak with him at your leisure, but he will not give you the quest he has to one side for you - "the Farmer's Orchard" Quest - until you have at least cleared the Catacombs of monsters, as he doesn't want to trouble you with it ... basically he doesn't have any confidence that you won't screw it up !!!!! USEFULNESS : 2/5 ANNOYANCE : 2/5 ============================================================================= ¦ ¦ ¦ PART THREE ¦ ¦ LEVELS 01-04 - THE DUNGEON ¦ ¦ "The Sanctity of this Place has been Fouled !" ¦ ¦ ¦ ============================================================================= So !! You're ready to begin are you ?? Good good. This is actually going to be a reasonably short area of the guide believe it or not, because the levels of Diablo are all randomly generated terrain-wise each time a new game is started. Therefore they only conform to certain basic points game-by-game. Similarly, the recurrence of Quests in-game is random, so you will never have all the quests in a single play-through. Therefore I shall try and make you aware of the signs and triggers that signify quests are available for you, as you adventure further. Once you have done speaking with the townsfolk, head north-west of Ogden's Tavern and follow the path that leads into the church. =============== QUEST INDICATOR =============== If you spot a badly beaten and lacerated man lying by the entrance to the church, stop and speak with him to get the "Butcher" Quest (see the Quests section for more information on this). Once you're done making small talk (or if he isn't there), head into the church, to descend to ... Level One. Now, just to make the entire process easier for you to visualise, if you imagine starting at ground level (which is easy ... since you have ...), and taking steps down to level one, then again down to level two, and so on and so forth, until you reach level sixteen - the final level in the game. Keeping that in mind, this is how the levels break-down Ground Level = Tristram Levels 01-04 = The Dungeons Levels 05-08 = The Catacombs Levels 09-12 = The Caves Levels 13-16 = Hell So !! Levels one through four are what are called "The Dungeons". They are a proper set of rooms with interconnecting doors and archways that would once have been populated by priests and worshippers, attending to the various needs of the church, praying and so on. Now they have become the home of various low-level denizens of the demonic underworld including scavengers (scurrying creatures that scuttle about the floor on all fours), carvers (small imp-like creatures armed with an assortment of weaponry), skeletons and zombies. During your travels you will encounter a number of things which warrant specific mention, namely :- ------- SHRINES ------- Shrines are large structures that will either be mounted on walls, or free- standing in rooms. They can generally only be used once, and have a specific effect depending on their name - to see the shrine's name, move your mouse over it. I have compiled a full list of shrines in Diablo and Hellfire, and put them in section ten for your reference. Be forewarned that whilst some shrines are good and give positive benefits, others are positively awful, and will rob you of attributes, gold, and a whole lot more. My advice ? Save before activating a shrine (or refer to section ten - that'll serve you just as well). ------ CHESTS ------ Whilst I have called them simply 'chests', this applies equally to tombs, barrels, sarcophagi - pretty much any receptacle that you can click on and open with the left-mouse button. Some of them contain nothing - some contain great treasures. Others yet are trapped, and so you should be aware of this before you start randomly running around opening everything in sight ... When you open a trapped chest (or other receptacle), the trap will go off IMMEDIATELY. The most common types of trap are :- - Skeleton Trap - a skeleton rises from the receptacle to fight you); - Arrow Trap - an arrow fires at you from the receptacle); - Lightning Trap - a lightning spell strikes you; - Firebolt Trap - a firebolt spell strikes you; - Nova Trap - a nova spell strikes you; - Mana Bleed Trap - you lose ALL your mana !!!; - Belt Thief Trap - you lose a number of items from your belt; There are plenty of others, but those are some of the most common. The best advice I can give is this. When you are opening chests and other receptacles that are near walls ? Always look on the walls for small circular holes from which projectiles might be fired. If you see one, it's a dead cert that one of the chests in the immediate area IS booby-trapped, so try and stand out of the line of attack of the hole when opening the chest. Secondly, as it is usually not THAT easy to determine whether a chest is potentially boody-trapped or not before you try and open it, try and open it and keep moving past it - this helps reduce your chances of being shot with the projectile traps. Finally, if you hear the noise of a projectile being fired at you but you do NOT take damage immediately ? RUN !! RUN AWAY !!!!! You might have lucked out and get away with avoiding the projectile. Beware as barrels sometimes explode (but the good news is that they will take out any explosive adjacent barrels too, so if one explodes and the ones immediately around it don't ? They won't explode when you hit them). ----- TOMES ----- Tomes, aka Spellbooks, can be found all OVER the place in Diablo. When you pick one up it will take up four squares in your inventory, and can only be used once. Reading a tome will cause the spell it contains to be transferred to your spellbook or, if you already know the spell, it will cause you to level-up in that spell by one level. The higher you progress in your knowledge of a given spell, the more points you will require on your Magic Attribute to be able to read the tome. The maximum Magic you need to be able to read a tome is 255. ------- SCROLLS ------- As with tomes, scrolls can only be used once, but unlike tomes, using a scroll causes the spell written thereon to be cast - just once - and then the scroll is destroyed. There are certain advantages to using scrolls over tomes, namely that they only take up one inventory square each; that there are certain spells which can only be cast from scrolls, and that some scrolls are easier to cast than their spellbook spells of the same name, meaning those characters that are not quite as hot on the old magic as others, are still able to cast them. --------- BOOKCASES --------- ALWAYS always AlWaYs ALWAYS use bookcases. A bookcase can only be used once, but will ALWAYS drop a tome (or spellbook). -------------- SKELETON TOMES -------------- Skeleton Tomes are usually found standing in the same room as bookcases, and are more often than not (shockingly) guarded by Skeletons. They will contain either a tome or a scroll. ------------- LIBRARY BOOKS ------------- Similar to Skeleton Tomes, Library Books are usually found standing in the same room as bookcases, and will contain either a tome or a scroll. ----------- STORY TOMES ----------- You will encounter what I have named "Story Tomes" throughout the game - they are written by various sources and you will almost always find them on pedestals on various levels, surrounded by lit candlesticks. Their purpose is to help fill you in on the storyline - usually what has already taken place to lead things to their present state. All of them are worth reading, and I have tried to give you a complete run-down in section fourteen - the Plot according to the Scribes. ----- In order to descend from level one to level two (and beyond), you will need to locate a set of stairs leading down on each floor. Common sense, right ? ================ QUEST INDICATORS ================ Here are the quest indicators for levels one-four - the Dungeons. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. THE BUTCHER * Man lying on the ground outside the entrance to the church dying. * There is a large room filled with blood and bodies on level two. THE POISONED WATER SUPPLY * The water in the well in the centre of town (behind Cain) is brown, not blue. * There is a hole in a wall on level two which, when wanded, says "to a dark passage". THE CURSE OF KING LEORIC * There is a large room on level three, the entrance to which says, when wanded, "to King Leoric's Tomb". OGDEN'S SIGN * There is four-room block of rooms, with Snotspill and a group of Overlords, USUALLY on level four, but sometimes on level three. The stairs leading down to the next level will be in the north-western room of the block. ----- Once you have descended from level four down to level five, you exit the Dungeons, and enter ... ============================================================================= ¦ ¦ ¦ PART FOUR ¦ ¦ LEVELS 05-08 - THE CATACOMBS ¦ ¦ "The smell of Death surrounds me" ¦ ¦ ¦ ============================================================================= These are the darkest levels in the game light-wise. The walls are dank, and the rooms are considerably more cavern-like than the comparatively well-built dungeons up above. Similarly you will encounter several new and exciting enemy-types down here, including the Unseen (malformed creatures with clawed hands that have the ability to turn invisible in the shadows), Goatmen (of various clans, each of which has their own strengths and weaknesses), and Blinks (and their kin, all small, flying imp-like creatures that shriek and bite and scratch their enemies). The rooms in the catacombs are generally not as well-designed - there are lots of them with no doors - just three-sided rooms basically, and this can make for some very interesting combat sessions, as you don't have the luxury of closing doors to prevent being swamped. Here are some hints for navigating the catacombs effectively. --------------------- LOOK FOR GOAT SHRINES --------------------- Since you can see, and wand shrines even in rooms you have not yet been into, you can take it as read that a closed room with a Goat Shrine in it WILL be heavily protected by Goatmen, and you should prepare yourself on that basis. ------ LISTEN ------ Always listen out for shrieks in the distance, as these are often Glooms (kin of the Blink) who charge at you from a distance. Move out of their way and they will sail past you - it's rather satisfying really !! --------------------------- LOOK FOR THE STAIRS TO TOWN --------------------------- On levels five, nine and thirteen you will find a set of stairs leading you back up to the town. USE THESE as soon as you find them, as they open a permanent passageway back down to those levels. This can save you a LOT of hassle, particularly if your last save was quite a while ago. ================ QUEST INDICATORS ================ Here are the quest indicators for levels five-eight - the Catacombs. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. GHARBAD THE WEAK * You will find Gharbad the Weak (a purple and red Goatman) just standing around in the catacombs. VALOUR * In a long, roughly torch-shaped room you will find the Book of Blood, somewhere in the catacombs. THE MAGIC ROCK * There is a lump of magic rock on a pedestal somewhere in the catacombs. ZHAR THE MAD * In a room with a bookcase and a fair few Skeleton Tomes, you will find Zhar the Mad, standing around, somewhere in the catacombs. THE HALLS OF THE BLIND * You will find a "Book of the Blind" on a pedestal somewhere in the catacombs. THE CHAMBER OF BONE * You will find a "Mythical Book" on a pedestal somewhere in the catacombs. ----- Once you have descended from level eight down to level nine, you exit the Catacombs, and enter ... ============================================================================= ¦ ¦ ¦ PART FIVE ¦ ¦ LEVELS 09-12 - THE CAVES ¦ ¦ "It is HOT down here !!" ¦ ¦ ¦ ============================================================================= Wow - nice !! We appear to have wandered straight into a VOLCANO !!!!! WHO had the map ... who was it ?? COME ON OWN UP DAMMIT !!!!! In spite of being one of the best lit sections of the game, the Caves are quite an awkward place to manoeuvre around really, for two main reasons :- 1) For the most part, the walls do not fade - particularly at the edges of the screen - when you go up to them, meaning that quite often you will miss chests, barrels etc., etc., as you won't see them. Therefore I would suggest you counter this by wanding those areas you cannot see, just to make sure you're not missing anything; and 2) The lava streams that criss-cross and weave throughout the levels can sometimes leave you stranded with no option but to go back and take, often quite laborious detours, to get to where you want (unless you have one of the game's teleportation spells - Phasing or Teleport - to get you around). As with the previous changeovers you will find that on level nine there are a set of "stairs to town", which you should DEFINITELY find and take ... and the enemies you will encounter down here have become somewhat more brazen as well, and include an assortment of Dogs (all of whom spit acid so watch your step as you move about the place), Balrog Demons (who breathe Inferno Spells at you), and Serpents (who slither about and then SHOOT into combat range to strike at you with their multiple arms). Another change in the caves from the caverns and above is the introduction of gates rather than doors. There is no functional difference, aside from the fact that your enemies can see you (and Dogs can spit at you) through the gates ... It is when you get to the Caves that I would suggest you start SERIOUSLY trying to beef up your Fireball and/or Chain Lightning Spells, as the monsters you encounter from hereon in do start to become rather more challenging than their weaker counterparts up above ... You can buy Tomes from Adria in town, and I have developed a handy re-jig tip which you can view in the tips section, should she not have what you want when you FINALLY complete the trek to go and see her ... One final thing I will mention is that you will find, on level nine, the decapitated body of a fallen comrade. SEARCH HIS BODY and you will find an item that is specific to your player. The Sorceror, for example, will ALWAYS find a Tome of Lightning on the body. ================ QUEST INDICATORS ================ Here are the quest indicators for levels nine-twelve - the Caves. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. THE ANVIL OF FURY * You will find the Anvil of Fury sitting proud in a VERY exposed area of the Caves. THE MAGIC MUSHROOM * You will find both a Fungal Tome and a Mushroom Patch on the same level of the Caves (whichever level that may be). ----- Once you have descended from level twelve down to level thirteen, you exit the Caves, and enter ... ============================================================================= ¦ ¦ ¦ PART SIX ¦ ¦ LEVELS 13-16 - HELL ¦ ¦ "I must be getting close ..." ¦ ¦ ¦ ============================================================================= Ah yes, HELL. Much like my bedroom before a spring clean. Hell is really quite a happenin' place - I dig the walls and all the boney pointy bits and ooh look !! People impaled on SPIKES ... how homely ... Hell represents the final section of the regular Diablo game and, consequently, is the breeding ground for the hardest, toughest enemies in the game. You will encounter SCORES of Succubi (very scantily-clad female spellcasters), as well as innumerate Demonic Knights (all of whom are wearing VERY spanktastic armour), Serpents (as you did in the Caves above), and Advocates (old mages with a MEGA penchant for throwing fireballs and firebolts at you in quick succession). ================ QUEST INDICATORS ================ Here are the quest indicators for levels thirteen-sixteen - Hell. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. THE WARLORD OF BLOOD * You will find a "Steel Tome" on a pedestal somewhere in Hell. * The level will be replete with "Steel Lords" - Knights in shiny Steel Armour. LACHDANAN * You will find Lachdanan, Captain of King Leoric's Knights, standing around in Hell. ARCHBISHOP LAZARUS * You will find Lazarus' Staff balanced on a Vile Stand on level fifteen of Hell. DIABLO * You will find a HUGE pentagram in a circle on level fifteen of Hell. Once you have completed the Archbishop Lazarus and Diablo Quests (both of which are mandatory), you will complete the game !! CONGRATULATIONS !!!!! Now you can go through it aaaaaaaaall again either on the same difficulty, or on Nightmare or Hell ;) ============================================================================= ¦ ¦ ¦ PART SEVEN ¦ ¦ THE HELLFIRE EXPANSION PACK ¦ ¦ ¦ ============================================================================= In an effort to beef up the Diablo Title (did it NEED any more beef !?!?!), the Hellfire Expansion Pack was released by Sierra. Boasting another player character, the addition of another level of Spells, as well as Oils and Runes, additional missions, new levels and badder monsters to face-off against to name but a few, it is really quite a decent Expansion Pack (and is an OFFICIAL Expansion Pack for anybody that's curious about that) ;) So !! Once the Hellfire Expansion Pack is installed you will find that you have the option of porting across any of your existing Diablo Characters, if you wish. ================== VERY IMPORTANT TIP ================== In order to "convert" your existing character from Diablo to Hellfire, you will need to change the file extension of the file that represents your character's save file. I would STRONGLY suggest that you take a copy of the original file so that you can have both your original Diablo Character available for play in regular Diablo, AND your newly-ported Hellfire Character available to you - just in case you think Hellfire is a pile of plop, and want to go back to Diablo. Once you have ported a character from Diablo to Hellfire, you CANNOT bring them back to regular Diablo - that just won't work. So, without further ado, let's run through the modifications that Hellfire brings to the Diablo experience !! ============= NEW CHARACTER ============= Although I have already gone through him in reasonable detail, just to recap, the Monk is the additional player-character that is introduced in the Hellfire Expansion Pack. ========= NEW NPC'S ========= Lester the Farmer has been introduced into Tristram to facilitate the new missions you will be able to undertake as a part of the Hellfire experience. ==== OILS ==== In Hellfire, you have the ability to pick up oils which are dropped in little jars either by monsters or from chests, etc. Here is a list of the oils and their effects :- Blacksmith's Oil - Restores 20% of the durability of an item/weapon Oil of Accuracy - Increases a weapon's chance to hit Oil of Sharpness - Increases a weapon's damage potential Oil of Death - Increases a weapon's damage potential, but does not have any effect on bows Oil of Fortitude - Increases a weapon's current and max. durability Oil of Mastery - Greatly increases a weapon's chance to hit Oil of Skill - Reduces attributes needed to use armour/weapon Oil of Hardiness - Increases the Armour Class of Armour and Shields Oil of Hardening - Increases the Armour Class of Armour and Shields Oil of Imperviousness - Greatly increases the Armour Class of Armour and Shields ===== RUNES ===== Another new addition in Hellfire are runes. Similar to oils insofar as they are dropped either by monsters or from chests and other receptacles, runes can be placed on the screen as traps, which are activated by somebody coming into contact with them. BE WARNED THIS COULD BE YOU if you're not careful ! You don't throw runes per se - you set them, so you can set one and place it on a monster in your line of sight no problem at all - bear that in mind ;) Here are the runes and their effects Rune of Fire - Sets Fire Trap Greater Rune of Fire - Sets Immolation Trap Rune of Lightning - Sets Lightning Trap (Single square wall of lightning) Greater Rune of Lightning - Sets Nova Trap Rune of Stone - Sets Petrification Trap ============ NEW MISSIONS ============ Whilst I will go into far greater detail about these in section ten - quests, it is worth mentioning that there are THREE new missions for you to undertake in Hellfire, being :- The Farmer's Orchard; The Defiler; and Na-Krul ========== NEW LEVELS ========== You are able to venture into the Hive (aka the Nest) - an area under Tristram where weird tentacles have started growing out of the ground (see Lester to get into that area), and the Crypt (aka the Tomb) - the resting place of Na-Krul - a BADASS dude with a BADASS attitude. I will go into more detail about these in section ten - quests, as you cannot technically get into the areas without starting the Hellfire Quests, so it is something of a moot point at this time. =========== NEW ENEMIES =========== There are a fair few new enemies in Hellfire as well. I have included them in a separate Bestiary at the end of my regular Diablo Bestiary, and again in the Captains Section, but to give you a smattering, there are Hellboar (which you see in the introduction to Hellfire), Stingers (which are, again, visible in the introduction), Felltwin (twin-headed mutants), Liches and a whole host of others. ========== NEW BOSSES ========== The Defiler and Na-Krul are the new bosses of Hellfire, and compliment the existing bosses - Archbishop Lazarus and Diablo - very well indeed. =============== NEW STORY TOMES =============== I have written these into section fourteen for you. ============================================================================= ¦ ¦ ¦ PART EIGHT ¦ ¦ QUESTS ¦ ¦ ¦ ============================================================================= =========================== D U N G E O N Q U E S T S =========================== =========== THE BUTCHER =========== INDICATOR You will find a man lying on the ground, dying, at the entrance to the Church in Tristram. Speaking with him will show you that he was part of the party that the Archbishop Lazarus led down into the Labyrinth to find Prince Albrecht, the son of King Leoric. It turns out that Lazarus led the men into a trap, and the vast majority of them were slaughtered where they stood - limbs being hewn from their screaming bodies as the Demon under Lazarus' command - the Butcher - made mincemeat out of them. Sorry - that was a bit graphic wasn't it ... but I wanted to convey to you just what a NASTY piece of work the Butcher really is - he doesn't just make sausages you know ... OH no ... he chops them off !!!!! =O TRIGGER Finding the dying man at the entrance to the Church will start this quest. If you ignore the man you will find the entrance to the Butcher's room on level two, and can start the quest this way - just look for the room with all the mutilated bodies in it - you can't miss it !! SOLUTION Find and slay the Butcher on level two. As I have said, he is in a large, square room chock-full of blood and bodyparts - you really cannot miss it. When you open the door he will call out "Aaaaaah, fresh meat !!", and come running out to fight you. If he overpowers you (as he's like the Duracell bunny when he gets going), fall back !! Try and use the terrain to your advantage and DON'T retreat into areas you haven't explored yet - otherwise you will just make the task of defeating him that much harder. He can open doors, but he doesn't always think to, so you might even be able to shut him in a room and pelt him with spells and arrows - your call. PRIZE The Butcher's Cleaver - a unique item which the Butcher drops. See section thirteen for its stats. ===================== POISONED WATER SUPPLY ===================== INDICATOR The water in the well in the centre of town is poisoned - it will be brown instead of its usual deep blue colour. You can speak with Pepin (only after you have been into the Dungeons at least once), and he will confirm that the water has become brackish and stagnant, and some of the townspeople have become ill drinking from it. He suspects that the monsters have had something to do with it, and asks you to see if you can find out what has caused the pollution, and put it to rights. TRIGGER Talk to Pepin after returning to town from the dungeons for the first time, and he will give you the quest. Failing that, you will find a small hole to squeeze through in a chamber on level two which, when wanded with the mouse, will say "to a dark passage". SOLUTION Enter the aforementioned "dark passage", and purge it of ALL enemies inside. This will include a large contingent of carvers, some fire kin, and some Goatmen. Once all the enemies are slain, the water at the back of the dark passage will turn from a sickening yellow to a beautiful blue via a RATHER cool special effect. PRIZE The Ring of Truth from Pepin. Again, see section thirteen for its stats. ======================== THE CURSE OF KING LEORIC ======================== INDICATOR You will either get this quest by speaking with Ogden on your return to Tristram sometime, or by seeing a large room on level three of the Dungeon with an entrance that will say "to King Leoric's tomb" when wanded with the mouse. Ogden will tell you that when his son Prince Albrecht was kidnapped and taken from him, King Leoric who had already fallen into a state of withdrawal compared to his usual self, FLEW into a rage, blaming innocent townsfolk for the disappearance of the boy. Over half the population of Tristram was executed at the King's order in his search for the boy, who continues to elude them. Ogden goes on to say that the King had to be slain by his own guard as the final step in containing his ever-increasing madness, but that his tormented spirit has risen and possessed his body, which now stalks the halls of the third level of the dungeon. Ogden asks that you find his King, and put him to eternal rest so that his soul may at last find peace. ... i.e. smash his head in ... =) TRIGGER Talking to Ogden at the Tavern, or finding the door "to King Leoric's tomb" on level three of the Dungeon. SOLUTION Find and slay King Leoric in his tomb. This won't be QUITE as easy as you might have originally thought, however, as he is heavily protected. Forget trying to get the drop on him either, since as soon as you enter his tomb, he barks out "The Warmth of Life has entered my Tomb ... prepare yourself Mortal ... to serve my Master for Eternity !! HAHAHAHAHAAAAAAAR". ... which is a bit of a bugger really ... SHOCKINGLY you will wind up fighting quite a lot of SKELETONS when you enter the tomb - they come at you in waves from the north-west. First you have just a few to deal with ... but then when you enter the next area, you are given a choice of two doors - one in the south-western wall, the other in the north-eastern wall. You won't be able to head further to the north-west at this time, as a large gate blocks all the archways. Take the door in the south-western wall first, kill the skeletons and pull the lever. This will open up the gate in the north-western wall. Head back through the door in the north-eastern wall, slay all the newly released skeletons in the main chamber, and head through the door in the north-eastern wall and clean that area out. In that room you will find a further entrance to the north-west which leads to a small room and some TREASURE ... :) Grab it and then head south-west and back into the main chamber. NOW. Head to the north-west, through the previously blocked archways, and you will enter your audience with the Undead King, Leoric. =============================== KING LEORIC - THE SKELETON KING =============================== Leoric is a BIG boy, and we have a bone to pick with him. He must be almost twice your height, and armed with a rather handy sword which is swings with considerable ease unfortunately. He has the power to resurrect fallen skeletons as well, but generally if he wants to do that he kinda walks around the houses a bit - he isn't all there if you catch my drift ;) The easiest way to win this fight is therefore to take him on and all but ignore any skeletons that are not directly in hand-to-hand combat with you. Forget the skeletal archers for now - we'll deal with them in a moment. Head into the Skeleton King's main chamber, and draw his attention to your presence - either by just walking sufficiently close to him that he comes running towards you, or by pelting him with some type of projectile. Once he starts to head towards you, fall back and lure him with you. Not all the skeletons will follow him, and this will make him easier to take out. Focus all your attacks on him and then when HE has fallen, take the Undead Crown which he drops, and then proceed into his original chamber, and wipe out ALL the skeletons that are there, taking the time to destroy all four of the crucified skeletons that are located in each of the four corners of the room, as this will open up a secret door in the north-eastern wall that leads to even MORE treasure !! Therefore once you have wiped out the four crucified skeletons there are three ways out of this chamber. To the north-west (to treasure), to the north-east (to treasure), and to the south-east (back the way you came). Take all the treasure, and then leave the Skeleton King's Chamber via the original doorway all the way to the south-east. PRIZE The Undead Crown, which the Skeleton King drops. See section thirteen for its stats. ============ OGDEN'S SIGN ============ INDICATOR You can get this quest one of two ways. Either speak with Ogden on one of your trips to Tristram and he will give it to you (he will begin his dialogue with "Master, I have a strange experience to relate ..."), or alternatively you will come across a block of four rooms, usually on either the third or fourth floor. The south-western room will contain a Dark One named Snotspill, with the stairs leading down to the next floor in the north-western room, and a group of Overlords in the north-eastern and south- eastern rooms. There is a treasure chest in the south-eastern room. TRIGGER Either speak with Ogden, or locate the block of four rooms yourself and speak with Snotspill. If you speak with Ogden he will tell you that he cannot understand for the life of him WHY, but a group of imps (I'm 99% sure they are Dark Ones) came into his yard the other night and stole the sign to his Tavern. He cannot even venture a suggestion as to why, but it does seem strange. Whilst Ogden doesn't specifically ask for its return, he is sure to want that sign back if at all possible ... If you speak with Snotspill instead, he will tell you (in his childish way) that he has heard of your reputation, and that he wants you to get him back his Magic Banner, or his troops will attack and you will surely die. It appears his Dark Ones have had the sign nicked by the Overlords !! TURF WAR !!!!! =) SOLUTION There are two distinctly different ways of dealing with this quest. You must decide whether you want to help Ogden, or Snotspill. If you choose to help Ogden, you should do as Snotspill suggests and head around the complex and into the north-eastern room. Kill the Overlords in that room and the south-eastern room, and then open the chest, retrieve Ogden's Sign and return it to him in Tristram. You will get a reward for this, but Snotspill will attack you on sight, and the wall to his north- east will disappear to reveal a small ARMY of Dark Ones (I would suggest using either the Fire Wall or Lightning Wall Spells and systematically eradicating the Dark Ones row by row). If you choose to help Snotspill, you should do as he suggests and head around the complex and into the north-eastern room. Kill the Overlords in that room and the south-eastern room, and then open the chest, retrieve Ogden's Sign and give it back to Snotspill in the south-western room. He will thank you for returning it to him, and then promptly attack you with his Dark Ones. The wall to his north-east will disappear and a small army of the little buggers will descend on you. I would recommend using either the Fire Wall or Lightning Wall Spells and casting them row, after row, after row, to push back and destroy the Dark Ones one rank at a time. You will NOT get a reward for helping Snotspill. PRIZE If you help Ogden, he will give you the Harlequin Crest - a magical cap which was left in one of the rooms of his tavern by a Magician who happened to be travelling by and stopped off for the night. See section thirteen for its stats. If you help Snotspill you get sod all !! ----- =============================== C A T A C O M B S Q U E S T S =============================== ================ GHARBAD THE WEAK ================ INDICATOR Gharbad the Weak - a purple and red Goatman - will be standing around somewhere in the Catacombs. He won't move, and you can approach him without being attacked by him. TRIGGER Speak with Gharbad to receive his quest. It turns out he's quite a cowardly Goatman, who offers to bribe you with items of power in exchange for his safety. SOLUTION Head away from him until he disappears off the screen, and then return and speak with him. He will, true to his word, give you an item or weapon of power. Repeat this process and he will tell you that he hasn't got anything for you just yet, but that he is working on something very powerful, and that if you just him live that little bit longer, he will keep his promise. Repeat the process one last time, and he will tell you that he has changed his mind, that the item he has crafted is TOO powerful for you, and that if you want it you are going to have to take it from him. With that, he attacks you !! Just batter him to pieces (I personally enjoy turning him to stone and then smashing him to bits), and then take the "very powerful" item he had crafted as your own !! :) Usually these items aren't THAT powerful - it just appears that Gharbad is a very poor judge of most things !! PRIZE Two magical items or weapons - one of which he will give to you whilst he is still alive, and the other of which you can wrestle from his lifeless corpse once he has been slain for his IMPUDENCE. ====== VALOUR ====== INDICATOR Somewhere in the catacombs you will find "The Book of Blood" on a pedestal. It will be located in a large, roughly torch-shaped room that you will have to enter from the south-west, through one of two doors that are adjacent to each other. You will have to fight some horny brutes (if you don't believe me check 'em out !!) to get to it. TRIGGER Read the Book of Blood. SOLUTION Just to the north-east of the Book of Blood you will find a Blood Stone next to the Pedestal of Blood (sensing a common theme for this quest ??). Once you have placed the Blood Stone on the Pedestal of Blood, you will find that a door opens in an adjacent room to the north-east (on the northern side of the structure). You can either walk around to that door, or teleport or TRY and phase into that room. Kill the Brutes in that room and grab the Blood Stone on the floor there. Place that Blood Stone on the Pedestal of Blood to open another room to the north-east, this time on the southern side of the structure. Nip in there, kill the Brutes, take the Blood Stone and place THAT on the Pedestal of Blood to fully open up a pathway to the north-east. You will hear the chink of something metallic falling to the ground as the path opens. Watch out for the final group of Brutes in this room, as they will attempt to charge you from the north-east. Once they are defeated, pick up your prize - Arkaine's Valour - a medium-ranking suit of armour !! PRIZE Arkaine's Valour from the Chamber of Valour ============== THE MAGIC ROCK ============== INDICATOR You will find a Magic Rock mounted on a pedestal somewhere in the Catacombs, or else Griswold will give you this quest at some point when you stop off at his shop. TRIGGER Either speaking with Griswold, or picking up the Magic Rock :) SOLUTION Quite simple really - just find the Magic Rock on the pedestal, and bring it back to Griswold, who will fashion it into something swanky for you. PRIZE The Empyrean Band - a ring that Griswold makes for you. See section thirteen for its stats. ============ ZHAR THE MAD ============ INDICATOR Zhar the Mad - a very orange-looking Advocate - will be standing around in the catacombs somewhere. He can be approached and will not attack you. He will be in a room (whether it has a doorway or not is another question), with at least one Bookcase and some Library Books or Skeletal Tomes kicking around. TRIGGER Speak with Zhar. SOLUTION Speak with Zhar the first time and he will bark at you that you are interrupting his work, and he cannot understand why you are here. He gives you a tome and asks you to leave him alone. If you encounter him in a room that has a door, MAKE SURE YOU LOCK YOURSELVES IN IMMEDIATELY. I will explain why in a second. You can pick up anything from any of the Library Tomes or Skeletal Tomes in the room he is in, but woe betide you if you touch the Bookshelf, as that sends him over the edge, and he attacks you. Zhar is slightly more powerful than a standard Advocate, and has their regular compliment of powers, so he can throw fireballs at you, and more importantly he can teleport around the place. If you have closed the door (if there IS a door - the catacombs can be a bit cack like that), then you won't have to worry about chasing him around the catacombs, as he cannot teleport through a wall or locked door. If you DIDN'T think to close the door, then this can become quite a protracted fight, as he can teleport outside, down corridors and so on ... Once Zhar has died, examine his body and take whatever item he has dropped. PRIZE A Spellbook (which he gives you to leave him alone), and a magical item or weapon (which he drops when you slay him). ====================== THE HALLS OF THE BLIND ====================== INDICATOR Somewhere in the catacombs you will find the "Book of the Blind" on a pedestal. Read it. Alternatively you may come across a room that is shaped like a big figure eight, but at an angle. Both indicate this quest is available to you. TRIGGER Reading the Book of the Blind will open two entrances into the Halls of the Blind. SOLUTION Enter the Halls of the Blind and kill all the Illusion Weavers (bright yellow stalkers) that you find. You don't need to kill them to complete the quest - just to prevent them ambushing you ;) Once you have cleared the outer hall, open the northernmost of the two rooms, slay the Illusion Weavers there and take the Optic Amulet as your prize. You can open the southernmost room if you like, but it only ever contains Illusion Weavers. PRIZE The Optic Amulet - located in the northernmost of the two rooms in the Halls of the Blind. =================== THE CHAMBER OF BONE =================== INDICATOR Somewhere in the catacombs you will find a "Mythical Book" on a pedestal. In addition, you will come across a stairway leading "Up to the Chamber of Bone", which will be inaccessible until the book has been read. TRIGGER Read the Mythical Book to open up the staircase that leads to the Chamber of Bone. SOLUTION Enter the Chamber of Bone and immediately prepare to defend yourself as there are 2-4 Stalkers waiting in ambush for you, as well as several Skeletons. Here is an approximated layout of the Chamber of Bone. You start where it says "STAIRS DOWN" ... ------------------------------------------------------------------------ ¦ ¦ ¦ ¦ ¦ ¦ ¦ BOOK ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ L ¦ ¦ L - x ¦ ¦ ¦----------------------¦ ¦-------¦ ¦ ¦ ¦ ¦ - ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ROOM FILLED WITH SKELETONS ¦ ¦---------¦ ¦ ¦ [AND I DO MEAN FILLED !!!] ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ - ¦ ¦ ¦ ¦ x ¦ ¦ ¦ ¦ - ¦ ¦ ¦---------¦ ¦--------------------¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦---------¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------------------------------------ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ STAIRS ¦ ¦ ¦ ¦ ¦ DOWN ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------------------------------------------------------------------------ [KEY] L = Lever x = Treasure BOOK = Book of Arcane Knowledge Once you have cleared out the initial attack, head around the wall above you, and keep heading north-west (you have to imagine that my top-down map above is tiled in alignment with the game on-screen). You need to go and activate each of the "L" markers on the map (L stands for LEVER in case you don't know), and this will open up the secret doors to the otherwise inaccessible parts of the chamber for you. I would strongly suggest you clear out the two rooms to the north-east before venturing anywhere NEAR the Skeleton Room. This is because it is easier to clear out the outer halls before worrying about being attacked from in front as well ... common sense really ;) Once you have plundered the treasure and despatched the enemies in the two rooms to the north-east, then I would recommend you stand in front of the door that leads to the Skeleton Room, and ready either a Fire Wall or Lightning Wall Spell. When you are sure you are ready, open the door, AVOID cr@pping your pants when you realise that every single available square in the entire room is taken up with a Skeleton, and cast Fire Wall on the first square immediately inside the room, thus creating a barrier between you and the army of Skeletons. Mana-permitting, keep casting either Fire Wall or Lightning Wall and destroy your Skeleton foes row-by-row. If you do this calmly and sensibly, you will be able to wipe them out in seconds rather than having a protracted, pitched battle with them over the next 40 minutes or so ... Once they have all fallen, pick up all the items they dropped, and then head further north-west and into the next room, all the way up to the top where you will find a Book of Arcane Knowledge. My advice is that you leg it straight up to the book, TOTALLY ignoring any enemies you face (as long as you didn't get your BUTT kicked by the Skeletons in the previous room), and activate it. Activating the Book of Arcane Knowledge will automatically teach your character the Guardian Spell (or raise your knowledge of this spell by one level should you already know it), AND, equally importantly, CAST the spell at your current level of knowledge on your behalf. The Guardian Spell (in case you haven't used it before), summons a three- headed Hydra from under the ground that spits firebolts at your enemies for a period of time and then disappears back into the ground from whence it came. The Guardian always backs you up in combat, and cannot hurt you, so it makes a FANTASTIC (albeit brief) bedfellow for the fight you have on your hands. There are a small contingent of Brutes, plus Hidden that you must defeat. Once you have slain EVERYBODY in the Chamber of Bone ("eternal death ..." not for US mateypeeps !!), then head back to the stairs leading back down to whatever level of the catacombs you were on. PRIZE Several magical items (all randomly generated) from the chests to the north- east of the level, plus one level's worth of Guardian Spell knowledge from the Book of Arcane Knowledge in the north-western room of the Chamber !! ----- ======================= C A V E S Q U E S T S ======================= ================= THE ANVIL OF FURY ================= INDICATOR You will find the Anvil of Fury sitting in a VERY prone position on one of the levels in the Caves. Even drawing CLOSE to it will get you pelted with Night Clan Archers' Arrows, Dog Vomit and all sorts of other niceness. TRIGGER Either stop and speak with Griswold at his shop at some point during your trek through the Caves. He will disclose his knowledge of the Anvil, and offer to make you something natty with its power. SOLUTION Another simple search and retrieval mission for Griswold, bless him. Just head into the Caves, find the Anvil of Fury, and take it back to him - just be VERY careful about the level of exposure which you are subject to when taking the Anvil, however, as you CAN be killed quite quickly by the sheer number of projectiles you WILL get chucked at you. Therefore I would MOST DEFINITELY ensure that you have enough inventory space to pick up the Anvil before you get to it - otherwise you can kiss yo' butt goodbye !!! PRIZE Griswold's Edge - a KICK@SS sword which Griswold will fashion for you. ================== THE MAGIC MUSHROOM ================== INDICATOR Oh aye ... a MAGIC Mushroom eh ?? Hmmmmmm =./ You will find two items on the same level of the Caves (the level will be randomly chosen if the quest appears at all) - a Fungal Tome, and a Mushroom Patch. These two things will VERY seldom be together. TRIGGER Taking the Fungal Tome to Adria will trigger this quest. SOLUTION Bear with me, as this is the longest quest in the game by FAR. I am going to do it in stages to make it easy to digest :- A) Pick up the Fungal Tome and take it to Adria. B) Adria will ask you to keep your eyes peeled for a big, black mushroom. C) Head back into the Caves and examine the Mushroom Patch to obtain said big, black mushroom and take it to Adria. D) Adria will tell you that the mushroom is PERFECT, and that you should go and speak with Pepin the Healer, as she has learned that he is looking for the brain of some sort of demon to help him in creating an elixir to cure the effects of their poisonous attacks. E) Go and speak with Pepin, and he will tell you that Adria (who must have Air Jordans or something to move so quickly) has already spoken with him, and confirmed that you have offered to help him find the brain of a demon (any demon will do), so that he can study it. F) Head back into the Caves, and pay VERY close attention to the next demon you slay, as he or she will drop ... their brain !! Pick up the brain and take it back to Pepin. G) Pepin is elated, and says that whilst he was able to complete his work on the elixir without the brain, it can't hurt to have it to study. He gives you a sample of the elixir, and asks you to carry it to Adria, who is expecting it. H) Take the elixir to Adria, who says that she no longer needs it, and that you can keep it. PRIZE The Spectral Elixir - a magical elixir which bolsters all your attributes by 3 points !! ----- ===================== H E L L Q U E S T S ===================== ==================== THE WARLORD OF BLOOD ==================== INDICATOR You will find "the Steel Tome" on a pedestal on one of the levels in Hell. On the same level, you will find yourself fighting an awful lot of "Steel Lords". TRIGGER Reading the Steel Tome when you come across it. It tells a tale of how the Warlord of Blood - a slayer of man and angel alike - has as his fortress the Armouries of Hell. It turns out that he indiscriminately slaughters anybody and anything he comes across in a blood-fuelled craze, to keep offering sacrifices to his Dark Gods. He has already slain thousands, so odds are it's time he met his match, non ? SOLUTION First off, you won't be able to descend to the next level until you've read the Steel Tome, as this opens the gateway to the Armoury which is, as I have already pointed out, inhabited by the Warlord of Blood (and his entourage). Therefore, you must read the Steel Tome. THEN you must head for the exit. Once you get to him, he will initially stand where he is and call out the following statement (which I just LOVE). "My blade sings for your blood MORTAL, and by my dark Masters it shall NOT be denied !!" COOL !! FIGHT !!!!! =) I would suggest taking out the Warlord's Steel Lord Bodyguards whilst he is delivering his speech to you, as once he has finished he WILL come after you. He isn't an insanely difficult enemy to face, but you should be aware that if you let your guard down he WILL have you, so be alert ;) Once you have defeated him, you can raid the Armoury !! WOOHOO !!!!! =) PRIZE Numerous randomly-generated suits of armour and weapons, from the various stands (4 weapon, 2 armour) in the Warlord of Blood's Armoury. ========= LACHDANAN ========= INDICATOR You will find Lachdanan, Captain of King Leoric's Knights, standing on one of the levels in Hell just waiting patiently for your arrival. He will not attack you. TRIGGER Speak with Lachdanan, and he will explain that as Captain of King Leoric's Knights, he and his fellows were subjected to a curse by King Leoric as retribution for their part in his demise (if you recall, Leoric went berserk when his son Albrecht went missing, and blamed the innocent people of Tristram for his abduction. Enraged, he had over half of the townsfolk executed in his search for the boy, and so his own knights felt forced to take the mutha DOWN), and fled the King's Burial Chamber as his fellow knights succumbed to their fates. Whilst he has spent considerably energy trying to save himself from the curse, he has been unable to find the Golden Elixir which purports to be able to cure him. He says if you find the Elixir and bring it to him, he will reward you. SOLUTION You need to search for, find, retrieve and bring back to Lachdanan, the Golden Elixir. It will always be either on the same level as Lachdanan, or one level further down. PRIZE At least one random magic weapon which Lachdanan drops when he passes on, and the Veil of Steel - Lachdanan's Helm. See section thirteen for its stats. ================== ARCHBISHOP LAZARUS ================== INDICATOR This is actually a mandatory quest, so there is no indicator per se, as it will ALWAYS be there. On level fifteen you will find a Vile Stand with Lazarus' Staff perched on it. TRIGGER Take Lazarus' Staff and show it to Cain in Tristram. He will tell you that it must have been the Archbishop Lazarus that kidnapped the boy Albrecht, and that he cannot BELIEVE he didn't work that out previous (nor can we Cain ... nor can we). Cain believes that Lazarus can only be planning on sacrificing Albrecht to appease his dark Gods, and urges you to make haste to Lazarus' Chambers with all due haste !! SOLUTION Cain removes Lazarus' Staff from your inventory. You should then return to level fifteen, and find the gigantic pentagram in the circle which will be somewhere on that level. You will find that a RED (Town) Portal Spell has been cast, and that this portal leads you to Lazarus' Lair. Take the Portal, and immediately save upon entering Lazarus' Lair. Rather than draw the floorplan of his lair for you, I am going to give you step-by-step instructions as to how to navigate it quickly, and reasonably safely. A) Ready a Fireball Spell if you have one available, and open the door to the north-east. Cast the Fireball Spell almost immediately to take out the Hell Spawn that is waiting for you there. B) Turn and head south-east, taking out the Hell Spawn in the enclosed area to the south-west. C) Keep heading south-west and kill the Hell Spawn standing by the closed doors that lead south-west. D) Open the doors and kill the Advocates in the next area. E) Stand on the circle and activate the tome against the north-western wall, to be teleported to the north-east and into the thick of combat with another group of Hell Spawn. F) Slay them and then head back to the south-west (to where you stood on the circle and activated the tome). G) From here, head south-west and then north-west, clearing out the long corridor of enemies. H) Turn and head north-east, taking out the Hell Spawn and Advocates. I) Open the door to the north-east and kill the Hell Spawn. J) Head north-east and take out the Hell Spawn in the enclosed room to the south-east. K) About-face and head back to the south-west, through the now opened door. L) Stand on the circle against the wall, and activate the tome to be teleported to the north-east and into the thick of combat with YET ANOTHER group of Hell Spawn. M) Dispatch these FREAKS, and then head back to the room where you started. Now, when you stand on the circle that you were standing on when you first set foot in this lair, you will be teleported to the boss fight with the Archbishop and his cronies, so be prepared. ================== ARCHBISHOP LAZARUS ================== After the RATHER cool cutscene of Lazarus closing his eyes and his irises turning red once he opens them again, you are placed in a previously hidden area of his chambers, immediately to the south-west of the main room where you started. Archbishop Lazarus (who is standing to your north-west) calls out "Abandon your foolish quest. All that awaits you is the wrath of my Master. You are too late to save the child. Now you will join him ... in Hell !!" His two lieutenants - Red Vex and Blackjade (both Hell Spawn) are to your north-east, and south-east. As soon as Lazarus starts speaking, leg it to either the south-west or the south-east, and hide. The fight cannot begin until you draw sufficiently close to him or his lieutenants, so this gives you time to ENSURE you are fully healed-up and ready for a tough fight. Now ... you need to be aware that they have set a trap for you. As soon as the fight begins proper, the wall to the south-west of the three main villains in this piece will open up to reveal a squad of Hell Spawn and Advocates, who will pelt you to bits in moments if you aren't careful. If you have the Flame Wave Spell available to you, this is the PERFECT time to use it. Head up to Archbishop Lazarus, and when the trap is sprung, wheel on your heels and fire off the Flame Wave at the Hell Spawn that have just appeared, and watch them WILT. Despatch these lesser enemies before focusing on the bosses. Once all the bosses are in full fight mode, focus on Red Vex and Blackjade, as they move around a LOT more than Lazarus - he's an Advocate, so generally he will stay put unless you get TOO close in which case he will teleport away to a safe distance so that he can continue bombarding you with Fireball Spells from afar. Once Red Vex and Blackjade have fallen to your MIGHT, focus all your attention on Archbishop Lazarus. Pelt that mutha until he CRACKS !!!!! Take note of the boy on the altar - the one that has just been recently sacrificed ?? Could that be Albrecht ??? Are we too late !?!?! After his demise, pick up the items that are scattered about - at LEAST one magical item or weapon from each of the three bosses, plus whatever the lesser muppets dropped, and then head back to the main circle that you started the lair on, and you will find another red Portal has opened up for you. It will take you back to level fifteen. PRIZE At least 3 magical items or weapons (randomly generated) - one is dropped by Archbishop Lazarus, one is dropped by Red Vex, and the third is dropped by Blackjade. ====== DIABLO ====== INDICATOR As with the Archbishop Lazarus Quest, this one is mandatory for the completion of the Diablo title - therefore there is no indicator for it per se - you are GOING to find it - guaranteed. The closest thing would be the presence of the huge pentagram in the circle on level fifteen, as this denotes the entryway to Diablo's Lair. TRIGGER This quest is triggered by reporting to Cain upon completion of the Archbishop Lazarus quest. Cain will tell you that the time has now come for you to hunt down and destroy Diablo - the Lord of Terror - himself. Cain says that based on your description of the boy on the altar has ruled out the possibility of that being Albrecht. It appears that the boy on the altar was no more than a diversion to trick you ... ANOTHER trick !! This raises many questions. Where is Albrecht ? Why was the other boy sacrificed ? Is Albrecht still alive ? Lazarus said we were too late to save him, but if he isn't dead then ... where ... is he ... ? SOLUTION Return to level fifteen and step into the huge pentagram on the floor to descend to Diablo's Lair. The lair is partially randomly-generated, and partially fixed in its layout. It will ROUGHLY look like this :- ------------------------------------------------------------------------ ¦ ¦ ¦ ¦ ¦ ----------------------- ¦ ¦ ----------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ AREA 3 ¦ ¦ ¦ ¦ AREA 1 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ----------------------- ¦ ¦ ----------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ START HERE OR START HERE ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ----------------------- ¦ ¦ ----------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ AREA 4 ¦ ¦ ¦ ¦ AREA 2 ¦ ¦ ¦ ¦ DIABLO ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ----------------------- ¦ ¦ ----------------------- ¦ ------------------------------------------------------------------------ You will start the level at the foot of a set of stairs which is randomly placed on either the left, or right-hand sides (hence my saying start here OR here on the map above). The level is divided up into four main areas, three of which (areas 2, 3 and 4) are locked and must be unlocked via a series of skull levers in the preceding sections (e.g. to unlock area 4 you must activate the skull levers in area 3, but you can only unlock area 3 by using the skull levers in area 2, and so on). Only area 1 is available for you to ENTER at the outset. HOWEVER, before you even BEGIN considering activating the skull levers, I would STRONGLY suggest you explore the entire of this level and slay any and all enemies you encounter. TOTALLY DISREGARD ALL THE SKULL LEVERS AND ANY AREAS YOU CANNOT ACCESS FOR NOW - just go everywhere you can (which will be AROUND areas 2, 3 and 4, and inside and outside area 1), and kill ALL your opponents. Ordinarily you will find Sir Gorash (a Blood Knight Captain) with a platoon of his troops kicking around somewhere. Once you have pacified the entire level, THEN I would suggest you do the following :- 1) Go to Area 1 and activate the skull lever there to open Area 2; 2) Go to Area 2 and activate the skull lever there to open Area 3; 3) Go to Area 3 and activate the skull levers there to open Area 4; 4) Town Portal back to Tristram; 5) Pick up any items you may have left lying on the floor - treat it as if you WON'T be coming back to Tristram ever again, and so every item you don't have in your inventory or on your belt WILL BE LOST FOREVER - INCLUDING money; 6) SAVE THE GAME; and 7) Teleport back to Diablo's Lair and prepare yourself for the final showdown !! It is VERY important to remember that as soon as you have killed Diablo, you MUST save the game. You will only have a few seconds to do this, but it is of PARAMOUNT importance if you want to play your character through again and make them even more powerful, trust me on this. So !! Ready to take on the Lord of Terror ?? Let's go !! When you activate the last skull lever in Area 3, the central portions of the north, south, east and west walls of Area 4 all disappear, making it look like this :- ---- ---- ¦.....................¦ ..................... ........ ........ ........ X ........ ..................... ¦.....................¦ ---- ---- Now, Diablo is waiting for you where the X is ... but do you see all the little dots ?? Those are his cronies ... ... ok ok so there aren't QUITE that many, but Diablo is VERY well guarded I will say that. I have developed a sure-fire way of reducing his outer-guard before taking him on, and I would suggest you observe it, as it will make your life a fair bit easier ... So here we go !! From Area 3, move to the very left-hand side of the wall and follow it to the south. This will cause those enemies located nearest the outside of the left wall (but on the inside of Area 4) to come out and fight you. ¦ ¦ ¦ ---- ---- ¦ HUG ¦ ¦.....................¦ ¦ THIS ----->¦ ..................... ¦ WALL ¦ ........ ........ ¦ ¦ ........ X ........ ¦ ¦ ..................... ¦ ¦ ¦.....................¦ ¦ ¦ ---- ---- ¦ ¦ ¦ Once you get to the bottom, take ONE STEP to the right, and then head back up, and the enemies one-step into Area 4 from the previous lot will come out. Do this 3-4 times and Diablo will come out, but you will have taken out enough of his entourage to make the fight considerably easier for you to cope with. =========================== DIABLO - THE LORD OF TERROR =========================== Here he is ! The Big Boss of the Game !! Diablo is one TOUGH mutha - he is quick, LOVES fire, and is horny to boot. Just LOOK at him - he could impale a HILLSIDE on those things. Anyhow ... His primary attacks are twofold - he likes to strike you with the Apocalypse Spell (which causes a blast of flame to strike you wherever you are standing as long as you are within a radius - it's very hard to dodge because it does not emanate from him - it strikes from the ground underneath your feet so you don't get a lot of warning that it's coming) or, when he's up-close-and- personal, he likes to strike you with his clawed hands. He is, as I have already said, QUICK in combat, and quick to move as well, so you can expect that he will outpace and catch up to you ... which is MORE than can be said for his lackies. Therefore, once he comes at you, retreat back to Area 3 - not all his cronies will follow him, and so if you take the ones that DO come after you out first, you can quickly reduce it to a 1-2-1 with him and you. I ALWAYS use the Fireball Spell to take Diablo out as, even though he is a master of wielding flame attacks himself, he himself is NOT immune to fire, which is good ... If you've been beefing up your Fireball Spell like I suggested when you got into the Caves (or even Chain Lightning to be honest), then you should find that this is a very manageable fight. HOWEVER, having said that, Diablo has one trick up his sleeve, which I actually regard as more of a glitch in the game to be honest, and that is that he can virtually parry magic ? As in, you go to cast a Fireball Spell yeah ? You get JUST as far as paying for it from your available mana, and then he SLAPS you with his Apocalypse Spell. You've lost the mana for the Fireball Spell, but he's effectively parried it, so he takes no damage, and you come off worse for the encounter. Therefore, if you're going to rely on Fireball EXCLUSIVELY (like wot I do), you should make sure that you are WELL stocked-up with potions of mana, and I do mean WELL stocked-up. Once Diablo dies, you will be unable to move, and should save the game IMMEDIATELY. This is because the end cutscene will then play, after which you will only be given two options with this character - either load your previous save (which, if you didn't save it after defeating Diablo, means that you will have to slay him again), or starting a new game (which means you will start again from scratch in Tristram with the character that just slew Diablo, but everything on the ground in Tristram will have disappeared. THAT is why I told you to pick everything up and save the game immediately after defeating Diablo, as you can now begin a new game (on whatever difficulty setting you choose), and you will still have all your inventory items and everything, which you can then drop off in Tristram and continue adventuring !!!!! PRIZE You win the game - congratulations !! ----- ============================= H E L L F I R E Q U E S T S ============================= ==================== THE FARMER'S ORCHARD ==================== INDICATOR There is no indicator for this quest per se, as the quests in Hellfire are all mandatory if you want to complete the Expansion Pack itself. The best I can say is that you need to go to Lester the Farmer and he will start you off ... TRIGGER Speaking with Lester the Farmer will see him give you one of an assortment of answers, depending on how far through regular Diablo's quests and levels you have progressed. If you are still in the Dungeons or the Catacombs, he will not give you the quest. He says that you must clear out the Catacombs of monsters before he will divulge what his problem is to you ... ... I can tell you what his problem is right now if you like - it's those CLOTHES !?!?! Anyhow. Once you have cleared out the Catacombs, Lester will tell you that he has got a problem insofar as some very strange vine-like tentacles have started growing out of the ground to the south-west of his present position, and that they are SERIOUSLY hampering his ability to tend to his flock of cows. The cows won't go near them, and it's all just a big mess. He wants to know whether you would be able to take a Rune Bomb (which he gives you to), and blow up the tentacles. SOLUTION Take the Rune Bomb Lester gives you, walk to the south-west, and use the Rune Bomb on the tentacles. Then go back and speak with Lester, to get ... PRIZE The Auric Amulet. It is an amulet which enables the person wearing it to carry twice as much gold as they normally would be able to, so instead of a maximum of 5,000 Gp per square in your inventory, you will be able to carry 10,000 Gp per square, as long as you keep wearing the amulet. The amulet can be sold for a MASSIVE 25 Gp, and is not all that good in my humble (but jaded) opinion. =========== THE DEFILER =========== INDICATOR As with the Farmer's Orchard, this is a mandatory quest - you don't get an indicator for it per se - it kicks off as soon as you descend into the Hive from Lester's Orchard. TRIGGER Entering the Hive triggers this quest, as the Defiler - the ruler of the Hive - speaks to you directly. SOLUTION You must work your way down into the Hive until you reach level four. I would suggest paying particular attention to whichever level (and it is usually level three) that you find the Hork Spawn on. This is because there will be a unique monster kicking about called the Hork Demon that towers above you, and can prove to be quite a challenging opponent in his own right to be honest. Once you reach level four, the Defiler calls out with a threat to you again, and you should be forewarned that he (the Defiler) is NOT bound in any sort of area on level four - he's just waiting for you somewhere random ... =========== THE DEFILER =========== The Defiler is a very large, Preying Mantis-like monster with very sharp and pointy claws which he uses to strike at you. He is quite stupid, however, and has difficult navigating around pods on the level, so if you have left a few it may be possible to actually trap him and make this one of the easiest boss fights in the entire game !! He is vulnerable to fire, so I pelt him with Fireballs until he dies, poor lad. He scuttles around reasonably quickly, so I would suggest you avoid letting him pin you in a corner personally ... but whatever turns you on !! ;) PRIZE Once the Defiler has fallen, he drops a Cathedral Map which is a very handy map that probably came from Alice in Wonderland somewhere - open it up if you don't believe me ... see ?? It even tells you where to put it !!!!! :) The Cathedral Map is the only way to get into the Crypt, which is where you should be going next ... ======= NA-KRUL ======= INDICATOR Again, as with the previous two Hellfire quests, this is a mandatory quest, and must be completed in order to finish the Hellfire Expansion Pack. TRIGGER Hokay - you have the Cathedral Map yep ? You need to Town Portal back to Tristram, and then head into the graveyard to the north-west of Lester and his cows. There you will find (and you can double-check exactly where on the map should the fancy take you) a crypt upon which you should place the Cathedral Map. Once the Map has been used, the crypt will swing open to reveal a set of steps leading down. Take them !! You can activate the Na-Krul quest by either reading one of the many journals in the Crypt, picking up and reading the torn note to the Cornerstone of the World (which you will find lying around in the Crypt), or failing that, by reading the reconstructed Cornerstone of the World note, which is created when all three of the torn notes are reunited. SOLUTION The solution is very simple - find and kill Na-Krul !! He's on the fourth level of the crypt, and there are three ways of getting in there to do battle with him :- A) The fair way - play through the whole of the crypt, learn the secret to opening up his lair and weakening him, and beating him DOWN; B) The harder-than-necessary road - just walk up to his lair, yank the three levers outside in any old order, and battle him; or C) The sinister way - head up (on level four) to his lair, and activate the levers in the following order :- 1) In Spiritu Sanctum 2) Praedictum Otium 3) Efficio Obitus ut Inimicus Doing so will release Na-Krul from his lair, but weaken him considerably so that you can beat him down with comparative ease. ======= NA-KRUL ======= As with Diablo before him, Na-Krul is not immune to fire, and I would urge you to keep this in mind as you're readying your Fireball Spell. A few good shots after the right combination of lines to gain access to his lair in the first place, and this boy is going DOWN. Unfortunately if you've made the job of taking him out harder on yourself by botching up the lines of text above, then you are in for quite a surprise, as Na-Krul at full strength is hard as nails, not to put too fine a point on it ... He attacks with fists, and the nasty tentacles on his shoulders, and can quite easily turn you into human paste if you're not careful. PRIZE Once he has fallen you can pick up the THREE random magical items or weapons that he drops and, most precious of all, the Tome of Apocalypse (which will add that VERY very nice and powerful spell to your repertoire !!) ============================================================================= ¦ ¦ ¦ PART NINE ¦ ¦ SPELLS ¦ ¦ ¦ ============================================================================= - L E V E L O N E - NAME : SPECIAL SKILL (Character-specific) DESCRIPTION : This skill is given to you automatically, and will be repair for the Warrior, Disarm Traps for the Rogue, Staff Recharge for the Sorceror, and Search for the Monk (although he is only available in Hellfire). SINISTER RATING : 5/5 NAME : FIREBOLT DESCRIPTION : Fires a small bolt of flame in a direct line. The Firebolt is very quick, and generally quite accurate. It is sometimes difficult to hit moving targets with it, but at lower levels it is DYNAMITE. SINISTER RATING : 5/5 NAME : CHARGED BOLT DESCRIPTION : Charged Bolt discharges a number of small electrical pulses which shoot across the floor in seemingly random directions. They are generally quite reasonable at hitting their targets, although they are seldom 100% accurate. Their strength comes from the number of projectiles they fire, and whilst this is a decent spell at lower levels, against tough opponents you might as well be hitting them in the face with a handkerchief. SINISTER RATING : 3/5 NAME : HOLY BOLT DESCRIPTION : Holy Bolt is like the biblical equivalent of Firebolt. This divine projectile is, like Firebolt, very quick to move, and makes a very satisfying "Bzzzzt" sound when it discharges, whether against an enemy or a wall. The biggest DOWNSIDE of Holy Bolt is that it can only do damage to undead creatures. It passes through any living being. SINISTER RATING : 2/5 NAME : HEALING DESCRIPTION : Ah, yes !! This is a FANTASTIC spell - provided you have a sufficiently plentiful mana reserve, you will find the Healing spell will fully replenish your character to their maximum health, and the mana cost is actually NOT that painful once you start sinking serious pointage into the spell. VERY handy. SINISTER RATING : 5/5 NAME : [NOT AVAILABLE IN SINGLE-PLAYER MODE] NAME : INFERNO DESCRIPTION : This spell creates a series of small, connected blasts of fire that travel in a straight line towards your enemies. Unfortunately for you, the range of the Inferno spell is always VERY limited, which sucks. SINISTER RATING : 1/5 - L E V E L T W O - NAME : [NOT AVAILABLE IN SINGLE-PLAYER MODE] NAME : FIRE WALL DESCRIPTION : Fire Wall creates a wall of flame that extends for as many squares in a direct line as the spell and its level will allow. All units trying to traverse the flames stand a chance of taking damage, and in most cases this means the lower-level enemies will be atomised. There is a drawback to using this spell at higher levels, and that is that it will last so long you will either need to teleport over it, or go and make yourself a five-course meal before it dies down !! SINISTER RATING : 4/5 NAME : TELEKINESIS DESCRIPTION : Undoubtedly one of the most useful spells in the game, the Telekinesis spell enables you to manipulate objects remotely. What this means is that you can open chests, doors, tombs, etc., at a distance (which is great if you are worried about any traps going off), as well as pick up items and add them to your inventory even if they are in locked rooms. Anything you can see you can pick up with one exception and that is barrels. You cannot destroy barrels with this skill. You can, however, open and shut doors, so you can trap enemies in rooms - it's just a GREAT great spell. SINISTER RATING : 5/5 NAME : LIGHTNING DESCRIPTION : Fires a bolt of lightning in a direct line. The stronger your mastery of the spell, the longer and more damaging the bolt of lightning fired. This is a great spell as it enables you to kill not just one enemy, but a whole LINE of enemies (if they are standing still and/or coming at you head-on). It is best used against low-to-moderately-powered enemies, as on higher levels you will get surrounded, and that is where this particular spell falls short unfortunately. SINISTER RATING : 5/5 NAME : TOWN PORTAL DESCRIPTION : This is one of THE single best spells in the game. It creates a Town Portal - a fixed, two-way gate which allows you to travel from your present location back to Tristram, and then back to exactly where the portal was created, whereupon the Town Portal shuts, and the spell must be re-cast to create another, if required. Just make sure that you leave yourself enough mana to cast it, as it can save your @rse in a pinch. My advice ? Carry an additional potion of Full Mana (or just a potion of Mana if you are playing the Sorceror) to use in dire emergencies, and only to fuel this spell. SINISTER RATING : 5/5 NAME : FLASH DESCRIPTION : Pretty ... but cr@p. This creates a very small, concentrated burst of light and energy that discharges in the immediate area around the Spellcaster. Even at the highest levels, the extremely poor radius detracts from the raw power of the spell, making this a USELESS addition to your library in my humble opinion. SINISTER RATING : 1/5 NAME : STONE CURSE DESCRIPTION : Whilst it can only be used on one enemy at a time, this spell enables you to turn that enemy to stone for the duration of the spell. PERFECT if you have small children and can't keep track of where the little blighters are ;) You can also fire off other spells at them whilst they are held in their stone form (or you can just smack them about) and, if they take enough damage, they crumble into little bits of stone !! WICKED fun. SINISTER RATING : 3/5 - L E V E L T H R E E - NAME : PHASING DESCRIPTION : This is like a baby teleportation spell, which will randomly pop you from where you are to a different location in the near vicinity. It can be used to good effect if you are very careful where you cast it, just as it can be your undoing if you aren't careful with it. For example, it can pop you through a wall and into a room on the other side, thus saving you the time and trouble of walking all the way around to it. Similarly it can drop you right smack-bang in the middle of a monster orgy, which can be a LITTLE compromising let me assure you !! SINISTER RATING : 2/5 NAME : MANA SHIELD DESCRIPTION : FANTASTIC - a REALLY useful spell this one. It creates a golden orb above your head which ensures that any damage your player sustains will be drained from your mana (until it reaches zero), and THEN your health. If you are playing a Sorceror, or any other character with a large mana reserve, this spell will turn you into a TANK - just be mindful that all your damage sustained will be being taken from the same reserve as your spells cast, so you will need to stock up on a LOT of Mana potions ... other than that, it's one of the very best spells in the game !! SINISTER RATING : 100/5 NAME : ELEMENTAL DESCRIPTION : A nice, but ultimately not extremely useful spell - this one summons a Fire Elemental who immediately charges at and bear hugs the nearest enemy, causing him (the Fire Elemental) to explode and do damage to that enemy, and anybody in his immediate vicinity. Useful, but the high mana cost and poor controllability make it one you won't use very often. SINISTER RATING : 2/5 NAME : FIREBALL DESCRIPTION : A MUST-HAVE Spell, and definitely one you will want to sink a lot of training into. The Fireball Spell is like a beefier Firebolt spell, insofar as it still travels fast, but when it hits, it does damage to any enemies in a small radius of the blast - not just the enemy it hits. The huge amounts of damage that it can inflict at higher levels make this THE choice of weapons for the discerning spellcaster. I use it to deal with most bosses - including Diablo himself !! SINISTER RATING : 5/5 NAME : FLAME WAVE DESCRIPTION : The Flame Wave spell causes a concentrated wall of flame to rocket out in a horizontal line towards your enemies. Think of it as a fast-moving, smaller Fire Wall spell, and you will have a good idea of what it can do. It does HUGE (and I do mean HUGE) amounts of damage to enemies en route, and is great for levelling large amounts of enemies coming straight for you - particularly in enclosed spaces, like many of the rooms in the Catacombs. SINISTER RATING : 4/5 NAME : CHAIN LIGHTNING DESCRIPTION : The perfect partner for the Fireball Spell, Chain Lightning fires off as many Lightning Spells as are required to hit each and every enemy that is within your line of sight. Quite often this will result in 5 ? 10 ? Lightning Spells being shot out at the same time, making this one of the most visually impressive spells in the entire game (and one of the deadlist to boot). SINISTER RATING : 5/5 NAME : GUARDIAN DESCRIPTION : The Guardian spell summons a three-headed Hydra from under the ground to do battle with your enemies. Whilst the Hydra cannot move, it can launch Firebolts at any enemies it sees for the duration of the spell. You will find the Guardian Spell up for grabs in the Chamber of Bone, so if you want to get to Level 15 in this spell easily, just do that quest 15 times (!!) SINISTER RATING : 3/5 - L E V E L F O U R - NAME : NOVA DESCRIPTION : The Nova Spell kicks BUTT - it unleashes (and yep, that is the right word) an expanding circle of lightning that travels as far in every conceivable direction as possible until it hits a wall. It travels THROUGH people, just as Lightning and Chain Lightning do, and can level a room full of enemies NO sweat. SINISTER RATING : 5/5 NAME : GOLEM DESCRIPTION : You might think that this would be a bit of a pants spell, and in SOME ways you'd be right. The Golem is a great ally, but he has a will of his own, and will slowly plod off to do battle with the enemy nearest to him. He doesn't stand about, and this can mean he will level an entire floor of low-level enemies (great), or alert a bunch of high-level enemies to your presence whilst you're trying to heal up (which is NOT so great obviously). Use with care ;) Also, the Golem will explode when you use Town Portal or leave a level to go up or down, so he only has a limited usefulness. He can be destroyed by your enemies too (obviously). SINISTER RATING : 3/5 NAME : TELEPORT DESCRIPTION : A VERY expensive spell to buy OR cost, but with obvious reasons to back it up. This is a VERY, very handy spell to have in your repertoire. You can use it to teleport to any location on your screen, whether it is within your player's line of sight or not. If you teleport onto a set of stairs or a Town Portal, your character will automatically activate it, so you needn't worry about asking "Will I be able to make it into the Town Portal or up/down the stairs before I get lynched ??" - the game takes care of that for you !! :) SINISTER RATING : 5/5 NAME : APOCALYPSE DESCRIPTION : BRILLIANCE - absolutely BRILLIANCE. All enemies within your screen's view burst into flames, à la Diablo's main attack stylee - WICKED !! :) Pure, simple, chaotic fun. Makes killing that muppet Na-Krul well worth it !! Please do note, however, that Apocalypse is NOT available in the regular single-player version of Diablo. SINISTER RATING : 5/5 NAME : BONE SPIRIT DESCRIPTION : To be honest I have never understood the viability of the Bone Spirit Spell. Apparently it knocks 1/3 off the life force of any enemy it hits ... which tells me you have to cast THREE of them at any ONE enemy to get the full advantage. In addition, you lose health when you cast it !!!!! :( :( :( Add to that the high casting cost and VERY high cost of buying any books to improve your knowledge of it, and you have a spell that is about as much use as ... ooh ... something really not very much use !! SINISTER RATING : 1/5 NAME : BLOOD STAR DESCRIPTION : You know those really annoying and quite powerful balls of energy that the Succubi, Snow Witches and other cuties throw at you in HUGE quantities in Hell ?? Those are Blood Stars. Use this spell to give them a taste of their own medicine !! The only real drawback is that it's quite costly to cast, as you actually have to sacrifice both mana AND life to cast it, and it is very expensive to learn. SINISTER RATING : 4/5 NAME : [NOT AVAILABLE IN SINGLE-PLAYER MODE] - L E V E L F I V E - Please note that Level Five Spells are only available in Hellfire - regular Diablo only has four levels of Spells. NAME : LIGHTNING WALL DESCRIPTION : Identical to the Fire Wall spell, except with Lightning instead of fire. It has the same benefits, and the same pitfalls of the Fire Wall spell, so be warned ;) SINISTER RATING : 4/5 NAME : IMMOLATION DESCRIPTION : This is the flaming equivalent of the Nova Spell. It releases an ever-expanding circle of fireballs that spell certain DEATH to anybody foolish enough to be standing in close proximity to you when they go off. Unleash them in confined spaces to maximise the damage. SINISTER RATING : 5/5 NAME : WARP DESCRIPTION : The Warp spell is REALLY quite handy to be honest. It will teleport you to the nearest exit from your level, based on your present location (so always check your minimap before you cast it). This can enable you to leg it away from your enemies in MORE than double-quick time ... coolies !! :) SINISTER RATING : 5/5 NAME : REFLECT DESCRIPTION : Causes a percentage of damage sustained to be returned to the attacker, which is GREAT against those bullies that like to get up close and batter you ... SINISTER RATING : 4/5 NAME : BERSERK DESCRIPTION : Causes any monster that has this spell cast upon it to enter a blood frenzy, and attack anybody nearby - whether that be you or another monster. Unfortunately its duration is short, but you can put it to good use in certain circumstances - like when there are HEAPS of monsters around ;) SINISTER RATING : 3/5 NAME : RING OF FIRE DESCRIPTION : Generates a ring of fire around your character (there's a clue in the name, granted) which lasts much like a Wall of Fire spell, but is MUCH cooler to look at in my humble opinion, as you can pretend you're in Mortal Kombat or something !! Just whack that CD into the player and away you go !! Doo doo DOO DOO Doo doo DOO DOO. SINISTER RATING : 5/5 NAME : SEARCH DESCRIPTION : One of the most useful spells in the game to be honest with you - this highlights any items that are lying on the ground with a blue aura, making them easier to see (although still IMPOSSIBLE to see if they are behind the non-fading earthen walls of the Caves - grrrrrrrr). You will find you make a fair bit more money if you use this spell judiciously, as you'll pick up on objects that you'd just walk straight past without it ! This spell, incidentally, is IDENTICAL to the Monks' natural power, so if you're a Monk ? This spell is USELESS to you. SINISTER RATING : 5/5 - S P E L L S W H I C H Y O U C A N N O T L E A R N - Unfortunately there are some spells which you quite simply cannot learn. These include the Identify Spell (which will identify an item in your inventory) and, in regular Diablo at least, the Apocalypse Spell (although you can actually pick this spell up in Diablo: Hellfire, by defeating Na-Krul). ============================================================================= ¦ ¦ ¦ PART TEN ¦ ¦ SHRINES ¦ ¦ ¦ ============================================================================= There are a great many shrines in the Diablo game, each of which having a set effect (or set OF effects), depending on its name. Here is a list of all the shrines I have encountered, together with the quote you are given when they are activated, and what effect it has. DO NOT FORGET that NOT every shrine grants you a benefit - some are really quite nasty !! =./ ----- =============== REGULAR SHRINES =============== Abandoned Shrine QUOTE : The hands of men may be guided by fate EFFECT : Dexterity +2 Creepy Shrine QUOTE : Strength is bolstered by heavenly faith EFFECT : Strength +2 Cryptic Shrine QUOTE : Arcane power brings destruction EFFECT : The shrine casts a Nova Spell, and your mana is fully replenished Divine Shrine QUOTE : Drink and be refreshed EFFECT : Your life and mana are fully replenished, and two potions are dropped for you (either 2 rejuvenation potions, or 1 full mana and 1 full life potion) Eerie Shrine QUOTE : Knowledge and wisdom at the cost of self EFFECT : Magic +2 Eldritch Shrine QUOTE : Crimson and Azure become as the Sun EFFECT : All healing and mana potions become equivalent rejuvenation potions, so head back to the town and buy yourself loads and loads of full Health or Full Mana potions ;) Enchanted Shrine QUOTE : Magic is not always what it seems to be EFFECT : One spell loses 1 or 2 levels, all others gain a level Fascinating Shrine QUOTE : Intensity comes at the cost of wisdom EFFECT : Maximum mana drops by -1 to -22; Firebolt spell gains 2 levels Glimmering Shrine QUOTE : Mysteries are revealed in the light of wisdom EFFECT : Identifies all unidentified items on your person Gloomy Shrine QUOTE : Those who defend seldom attack EFFECT : All shields, armour and helmets in your inventory gain +2 to their armour class, but all weapons in your inventory lose -1 to their maximum damage Glowing Shrine QUOTE : Knowledge is Power EFFECT : +5 Magic; -5% Experience Hidden Shrine QUOTE : New strength is forged through destruction EFFECT : One item suffers -10 to its durability; all others gain +10 to their durability Holy Shrine QUOTE : Wherever you go, there you are EFFECT : Phases you randomly Imposing Shrine QUOTE : A surge of blood interrupts your thoughts EFFECT : 1/4 of your maximum Mana is converted into your maximum Life Magical Shrine QUOTE : While the spirit is vigilent, the body thrives EFFECT : A Mana Shield is cast upon you Mendicant's Shrine QUOTE : Give and you shall receive. EFFECT : Halves your carried gold, and transfers it to your experience Murphy's Shrine QUOTE : That which can break will EFFECT : Varies - it will cause either :- a) All weapons to take 8 points of damage; or b) One item to take 50% damage; or c) A 33.3% chance of damage to an item you wear; or d) 1/3 of your gold to disappear. Mysterious Shrine QUOTE : Some are weakened as one grows strong EFFECT : One attribute gains 5 points, all others lose 1 point. Mystic Shrine QUOTE : Your skills increase, but at a price EFFECT : All gold piles are converted into XP. (I believe this is only in the Demo-version of the game) Oily Shrine QUOTE : That which does not kill you ... EFFECT : Depends on your Class :- Monk +1 Strength; +1 Dexterity Warrior +2 Strength Rogue +1 Dexterity; +1 Magic Sorcerer +2 Magic Ornate Shrine QUOTE : Salvation comes at the cost of wisdom EFFECT : Maximum Mana loses -15; Holy Bolt gains 2 levels Quiet Shrine QUOTE : The essence of life flows from within EFFECT : Vitality +2 Religious Shrine QUOTE : Time cannot diminish the Power of Steel EFFECT : All items on your person are fully repaired Sacred Shrine QUOTE : Energy comes at the cost of wisdom EFFECT : Maximum Mana suffers a -1 to -20 loss; Charged Bolt spell gains 2 levels Secluded Shrine QUOTE : The way is made clear when viewed from above EFFECT : Auto-map reveals the entire level (which is not as good as it sounds) Shimmering Shrine QUOTE : Spiritual energy is restored EFFECT : Mana is restored to full (I believe this shrine is only available in the Hellfire Expansion Pack) Solar Shrine QUOTE : You feel (x) EFFECT : (x) depends on the local time where you are :- (x =) Local Time Effect Stronger 12:00-18:00 +2 strength Wiser 18:00-20:00 +2 magic Refreshed 20:00-04:00 +2 vitality More Agile 04:00-12:00 +2 dexterity Sparkling Shrine QUOTE : Some Experience is gained by Touch EFFECT : Character gains a level of experience! - or - 1,000 - 7,000 Experience Points. Spiritual Shrine QUOTE : Riches about when least expected EFFECT : All empty inventory slots are filled with gold of varying amounts. Spooky Shrine QUOTE : Where avarice fails, patience gains reward EFFECT : Invoke Full Rejuvenation on all other players (I believe this shrine is only available in multi-player mode) Stone Shrine QUOTE : The power of mana refocused, renews EFFECT : All staves are fully recharged Supernatural Shrine QUOTE : You hear a strange cry from the distance EFFECT : The level above your current level is restocked with creatures & items Tainted Shrine QUOTE : Those who are last may yet be first EFFECT : All other players get +1 to +3 on a random stat, all other stats are -1 (I believe this shrine is only available in multi-player mode) Thaumaturgic Shrine QUOTE : What once was opened now is closed EFFECT : All chests on the level are closed and re-filled with items Town Shrine QUOTE : There's no place like home EFFECT : Opens a Town Portal for you (at your current location)! Weird Shrine QUOTE : The sword of justice is swift and sharp EFFECT : The maximum damage of all weapons on your person increases by +1 ----- ============== UNIQUE SHRINES ============== In addition to the Regular Shrines in Diablo and Diablo: Hellfire, there are a number of Unique Shrines which you may, or may not encounter during your travels. These include :- Fountain of Tears EFFECT : Raises 1 stat by 1 point; lowers 1 stat by 1 point Goat Shrine EFFECT : Invokes the effects of one of the Regular Shrines (randomly), so save before using it !! ;) Cauldron EFFECT : Invokes the effects of one of the Regular Shrines (randomly), so save before using it (as with the Goat Shrine) ;) Pool of Blood EFFECT : Restores 1 Hit Point each time used (and can be used indefinitely) Purifying Shrine EFFECT : Restores 1 Mana Point each time used (and can be used indefinitely) Murky Pool EFFECT : Grants you temporary Infravision - the ability to see your enemies through walls !! =) ============================================================================= ¦ ¦ ¦ PART ELEVEN ¦ ¦ BESTIARY ¦ ¦ ¦ ============================================================================= Here is a list of all the races that I have found whilst playing Diablo and Diablo: Hellfire, together with notes on their resistances, immunities and average hit points. If you can fill in any of the blanks, please let me know and I shall give you full credit for your submissions =) ============================================================================= ¦ RACE ¦ RESISTANCES ¦ IMMUNITIES ¦ AVG HP ¦ ============================================================================= ¦ Acid Beast ¦ ¦ ¦ ¦ ¦ Advocate ¦ Fire ¦ Magic Lightning ¦ 72-72 ¦ ¦ Azure Drake ¦ ¦ ¦ ¦ ¦ Balrog ¦ Magic ¦ Fire ¦ 90-100 ¦ ¦ Black Death ¦ ¦ ¦ ¦ ¦ Black Knight ¦ ¦ ¦ ¦ ¦ Blink ¦ ¦ ¦ ¦ ¦ Blood Claw ¦ ¦ ¦ ¦ ¦ Blood Knight ¦ Fire ¦ Magic Lightning ¦ 100-100 ¦ ¦ Blood Stone ¦ ¦ ¦ ¦ ¦ Bone Gasher ¦ ¦ ¦ ¦ ¦ Burning Dead (Archers) ¦ ¦ ¦ ¦ ¦ Burning Dead ¦ ¦ ¦ ¦ ¦ Burning Dead (Captains)¦ ¦ ¦ ¦ ¦ Cabalist ¦ Magic Fire ¦ Lightning ¦ 60-60 ¦ ¦ Carver ¦ ¦ ¦ ¦ ¦ Cave Viper ¦ ¦ ¦ ¦ ¦ Corpse Axe ¦ ¦ ¦ ¦ ¦ Corpse Bow ¦ ¦ ¦ ¦ ¦ Corpse Captain ¦ ¦ ¦ ¦ ¦ Counselor ¦ ¦ ¦ ¦ ¦ Dark One ¦ ¦ ¦ ¦ ¦ Death Wing ¦ None ¦ Magic Lightning ¦ 45-75 ¦ ¦ Devil Kin ¦ ¦ ¦ ¦ ¦ Doom Guard ¦ ¦ ¦ ¦ ¦ Fallen One ¦ ¦ ¦ ¦ ¦ Familiar ¦ ¦ ¦ ¦ ¦ Fiend ¦ ¦ ¦ ¦ ¦ Fire Clan (Archers) ¦ ¦ ¦ ¦ ¦ Fire Clan ¦ ¦ ¦ ¦ ¦ Fire Drake ¦ ¦ ¦ ¦ ¦ Flesh Clan (Archers) ¦ ¦ ¦ ¦ ¦ Flesh Clan ¦ ¦ ¦ ¦ ¦ Frost Charger ¦ ¦ ¦ ¦ ¦ Gargoyle ¦ ¦ ¦ ¦ ¦ Ghoul ¦ ¦ ¦ ¦ ¦ Gloom ¦ ¦ ¦ ¦ ¦ Gold Viper ¦ ¦ ¦ ¦ ¦ Guardian ¦ ¦ ¦ ¦ ¦ Flayed One ¦ ¦ ¦ ¦ ¦ Hell Spawn ¦ Magic ¦ Lightning ¦ 75-100 ¦ ¦ Hell Stone ¦ ¦ ¦ ¦ ¦ Hidden ¦ ¦ ¦ ¦ ¦ Horned Demon ¦ ¦ ¦ ¦ ¦ Horror ¦ ¦ ¦ ¦ ¦ Horror Captain ¦ ¦ ¦ ¦ ¦ Illusion Weaver ¦ ¦ ¦ ¦ ¦ Lava Lord ¦ ¦ ¦ ¦ ¦ Lava Maw ¦ ¦ ¦ ¦ ¦ Maelstrom ¦ ¦ ¦ ¦ ¦ Magistrate ¦ ¦ ¦ ¦ ¦ Magma Demon ¦ ¦ ¦ ¦ ¦ Mud Man ¦ ¦ ¦ ¦ ¦ Mud Runner ¦ ¦ ¦ ¦ ¦ Night Clan ¦ ¦ ¦ ¦ ¦ Night Clan (Archers) ¦ ¦ ¦ ¦ ¦ Obsidian Lord ¦ ¦ ¦ ¦ ¦ Overlord ¦ ¦ ¦ ¦ ¦ Pit Beast ¦ Magic ¦ None ¦ 40-55 ¦ ¦ Plague Eater ¦ ¦ ¦ ¦ ¦ Poison Spitter ¦ ¦ ¦ ¦ ¦ Red Storm ¦ ¦ ¦ ¦ ¦ Rotting Carcass ¦ ¦ ¦ ¦ ¦ Scavenger ¦ ¦ ¦ ¦ ¦ Shadow Beast ¦ ¦ ¦ ¦ ¦ Skeleton ¦ ¦ ¦ ¦ ¦ Skeleton Captain ¦ ¦ ¦ ¦ ¦ Skeleton King ¦ ¦ ¦ ¦ ¦ Slayer ¦ ¦ ¦ ¦ ¦ Snow Witch ¦ Lightning ¦ None ¦ 67-87 ¦ ¦ Soul Burner ¦ ¦ ¦ ¦ ¦ Stalker ¦ ¦ ¦ ¦ ¦ Steel Lord ¦ Magic Lightning ¦ Fire ¦ 90-90 ¦ ¦ Stone Clan ¦ ¦ ¦ ¦ ¦ Stone Clan (Archers) ¦ ¦ ¦ ¦ ¦ Storm Lord ¦ ¦ ¦ ¦ ¦ Storm Rider ¦ ¦ ¦ ¦ ¦ Succubus ¦ Magic ¦ None ¦ 60-75 ¦ ¦ Toad Demon ¦ ¦ ¦ ¦ ¦ Unseen ¦ ¦ ¦ ¦ ¦ Vortex Lord ¦ ¦ ¦ ¦ ¦ Winged Demon ¦ ¦ ¦ ¦ ¦ Zombie ¦ ¦ ¦ ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ HELLFIRE BESTIARY ¦ ¦ ¦ ============================================================================= ¦ RACE ¦ RESISTANCES ¦ IMMUNITIES ¦ AVG HP ¦ ============================================================================= ¦ ¦ ¦ ¦ ¦ ¦ Arachnon ¦ ¦ ¦ ¦ ¦ Arch Lich ¦ ¦ ¦ ¦ ¦ Biclops ¦ ¦ ¦ ¦ ¦ Bone Demon ¦ ¦ ¦ ¦ ¦ Brute ¦ ¦ ¦ ¦ ¦ Crypt Demon ¦ ¦ ¦ ¦ ¦ Devil Kin ¦ ¦ ¦ ¦ ¦ Felltwin ¦ ¦ ¦ ¦ ¦ Firebat ¦ ¦ ¦ ¦ ¦ Flesh Thing ¦ ¦ ¦ ¦ ¦ Grave Digger ¦ ¦ ¦ ¦ ¦ Hellbat ¦ ¦ ¦ ¦ ¦ Hellboar ¦ ¦ ¦ ¦ ¦ Hork Spawn ¦ ¦ ¦ ¦ ¦ Lashworm ¦ ¦ ¦ ¦ ¦ Lich ¦ ¦ ¦ ¦ ¦ Necromorb ¦ ¦ ¦ ¦ ¦ Psychorb ¦ ¦ ¦ ¦ ¦ Reaper ¦ ¦ ¦ ¦ ¦ Satyr Lord ¦ ¦ ¦ ¦ ¦ Skullwing ¦ ¦ ¦ ¦ ¦ Spider Lord ¦ ¦ ¦ ¦ ¦ Stinger ¦ ¦ ¦ ¦ ¦ The Shredded ¦ ¦ ¦ ¦ ¦ Tomb Rat ¦ ¦ ¦ ¦ ¦ Torchant ¦ ¦ ¦ ¦ ¦ Venomtail ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================= Kill 15 of a given enemy and you learn their resistances and immunities Kill 30 of a given enemy and you learn their hit points ============================================================================= ¦ ¦ ¦ CAPTAINS ¦ ¦ ¦ ============================================================================= So ... we have covered the various races that you may well encounter during your travels in Diablo, but now let's take a look at their Captains. To the best of my knowledge, each race has one or more captains. That being said my list is not complete, so it may be that SOME races don't actually have a captain ... but ANYWAY - here is my list ... ============================================================================= ¦ CAPTAIN'S RACE ¦ CAPTAIN'S NAME ¦ FOUND ON LEVEL ¦ ============================================================================= ¦ Acid Beast ¦ Deathspit ¦ 06 ¦ ¦ Advocate ¦ Archbishop Lazarus ¦ 15 ¦ ¦ Advocate ¦ Zhar the Mad ¦ Catacombs ¦ ¦ Azure Drake ¦ ¦ 15 ¦ ¦ Balrog ¦ Blackskull ¦ 13 ¦ ¦ Black Death ¦ ¦ ¦ ¦ Black Knight ¦ Lionskull the Bent ¦ 12 ¦ ¦ Blink ¦ Moonbeam ¦ 04 ¦ ¦ Blink ¦ Moonbender ¦ 04 ¦ ¦ Blink ¦ Wrathraven ¦ 05 ¦ ¦ Blood Claw ¦ Goldblight the Flame ¦ 10 ¦ ¦ Blood Knight ¦ Lachdanan ¦ 14 ¦ ¦ Blood Knight ¦ Sir Gorash ¦ 16 ¦ ¦ Blood Stone ¦ ¦ 10 ¦ ¦ Bone Gasher ¦ Spineeater ¦ 04 ¦ ¦ Burning Dead (Archers) ¦ Blackash the Burning ¦ 04 ¦ ¦ Burning Dead ¦ Madeye the Dead ¦ 03/04 ¦ ¦ Burning Dead (Captains)¦ King Leoric ¦ 03 ¦ ¦ Cabalist ¦ The Vizier ¦ 15 ¦ ¦ Carver ¦ Gutshank the Quick ¦ 03 ¦ ¦ Cave Viper ¦ Fangspeir ¦ 11 ¦ ¦ Corpse Axe ¦ Bonehead Keenaxe ¦ 02 ¦ ¦ Corpse Bow ¦ Deadeye ¦ 02 ¦ ¦ Corpse Bow ¦ Skullfire ¦ 03 ¦ ¦ Corpse Captain ¦ Brokenhead Bangshield ¦ 03 ¦ ¦ Counselor ¦ ¦ 13 ¦ ¦ Dark One ¦ Shadowcrow ¦ 05 ¦ ¦ Dark One ¦ Snotspill ¦ Dungeons ¦ ¦ Death Wing ¦ Viletouch ¦ 12 ¦ ¦ Devil Kin ¦ Bongo ¦ 03 ¦ ¦ Doom Guard ¦ Graywar the Slayer ¦ 14 ¦ ¦ Doom Guard ¦ Rustweaver ¦ 13 ¦ ¦ Fallen One ¦ Bladeskin the Slasher ¦ 02 ¦ ¦ Fallen One ¦ Pukerat the Unclean ¦ 02 ¦ ¦ Familiar ¦ ¦ ¦ ¦ Fiend ¦ ¦ ¦ ¦ Fire Clan (Archers) ¦ Blightfire ¦ 07 ¦ ¦ Fire Clan ¦ Bloodgutter ¦ 06 ¦ ¦ Fire Drake ¦ Viperflame ¦ 12 ¦ ¦ Flesh Clan (Archers) ¦ Bloodskin Darkbow ¦ 05 ¦ ¦ Flesh Clan ¦ Gharbad the Weak ¦ Dungeons/Catacombs ¦ ¦ Frost Charger ¦ Bluehorn ¦ 11 ¦ ¦ Gargoyle ¦ Nightwing the Cold ¦ 07 ¦ ¦ Ghoul ¦ Rotcarnage ¦ 03 ¦ ¦ Gloom ¦ Foulwing ¦ 05 ¦ ¦ Gold Viper ¦ Fangskin ¦ 14 ¦ ¦ Guardian ¦ ¦ 11 ¦ ¦ Flayed One ¦ ¦ 12 ¦ ¦ Hell Spawn ¦ Blackjade ¦ Lazarus' Lair ¦ ¦ Hell Spawn ¦ Red Vex ¦ Lazarus' Lair ¦ ¦ Hell Spawn ¦ Stareye the Witch ¦ 14 ¦ ¦ Hell Stone ¦ ¦ ¦ ¦ Hidden ¦ Warpskull ¦ 03 ¦ ¦ Horned Demon ¦ ¦ ¦ ¦ Horror ¦ Shadowdancer ¦ 05 ¦ ¦ Horror ¦ Souldrinker ¦ 05 ¦ ¦ Horror Captain ¦ Shadowdrinker ¦ 05 ¦ ¦ Illusion Weaver ¦ ¦ ¦ ¦ Lava Lord ¦ ¦ ¦ ¦ Lava Maw ¦ ¦ 12 ¦ ¦ Maelstrom ¦ Doomcloud ¦ 13 ¦ ¦ Magistrate ¦ Dreadjudge ¦ 14 ¦ ¦ Magma Demon ¦ Firewound the Grim ¦ 07 ¦ ¦ Mud Man ¦ Baron Sludge ¦ 08 ¦ ¦ Mud Runner ¦ Breakspine ¦ 09 ¦ ¦ Night Clan ¦ Blighthorn Steelmace ¦ 07 ¦ ¦ Night Clan (Archers) ¦ Gorestone ¦ 07 ¦ ¦ Obsidian Lord ¦ Blackstorm ¦ 10 ¦ ¦ Overlord ¦ The Butcher ¦ 02 ¦ ¦ Overlord ¦ Bilefroth the Pit Master ¦ 06 ¦ ¦ Pit Beast ¦ ¦ ¦ ¦ Plague Eater ¦ El Chupacabras ¦ 03 ¦ ¦ Plague Eater ¦ Plaguewrath ¦ 10 ¦ ¦ Poison Spitter ¦ Chaoshowler ¦ 08 ¦ ¦ Poison Spitter ¦ Plaguewrath ¦ 10 ¦ ¦ Red Storm ¦ Brokenstorm ¦ 09 ¦ ¦ Rotting Carcass ¦ Goretongue ¦ 03 ¦ ¦ Scavenger ¦ Shadowbite ¦ 02 ¦ ¦ Shadow Beast ¦ Pulsecrawler ¦ 04 ¦ ¦ Skeleton ¦ Boneripper ¦ 02 ¦ ¦ Skeleton Captain ¦ King Leoric ¦ 03 ¦ ¦ Skeleton King ¦ King Leoric ¦ 03 ¦ ¦ Slayer ¦ ¦ 10 ¦ ¦ Snow Witch ¦ Witchmoon ¦ 13 ¦ ¦ Soul Burner ¦ Bloodlust ¦ 15 ¦ ¦ Stalker ¦ ¦ ¦ ¦ Steel Lord ¦ Warlord of Blood ¦ Hell ¦ ¦ Stone Clan ¦ Deathshade Fleshmaul ¦ 06 ¦ ¦ Stone Clan (Archers) ¦ ¦ ¦ ¦ Storm Lord ¦ ¦ 12 ¦ ¦ Storm Rider ¦ The Flayer ¦ 10 ¦ ¦ Succubus ¦ Witchfire the Unholy ¦ 12 ¦ ¦ Toad Demon ¦ Oozedrool ¦ 09 ¦ ¦ Unseen ¦ ¦ 06 ¦ ¦ Vortex Lord ¦ Windspawn ¦ 12 ¦ ¦ Vortex Lord ¦ Gorefeast ¦ 13 ¦ ¦ Winged Demon ¦ ¦ ¦ ¦ Zombie ¦ Soulpus ¦ 02 ¦ ¦ Zombie ¦ Rotfeast the Hungry ¦ 02 ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ HELLFIRE CAPTAINS ¦ ¦ ¦ ============================================================================= ¦ CAPTAIN'S RACE ¦ CAPTAIN'S NAME ¦ FOUND ON LEVEL ¦ ============================================================================= ¦ ¦ ¦ ¦ ¦ Arachnon ¦ ¦ ¦ ¦ Arch Lich ¦ ¦ ¦ ¦ Biclops ¦ ¦ ¦ ¦ Bone Demon ¦ ¦ ¦ ¦ Brute ¦ ¦ ¦ ¦ Crypt Demon ¦ ¦ ¦ ¦ Devil Kin ¦ ¦ ¦ ¦ Felltwin ¦ ¦ ¦ ¦ Firebat ¦ ¦ ¦ ¦ Flesh Thing ¦ ¦ ¦ ¦ Grave Digger ¦ ¦ ¦ ¦ Hellbat ¦ ¦ ¦ ¦ Hellboar ¦ ¦ ¦ ¦ Hork Spawn ¦ Hork Demon ¦ ¦ ¦ Lashworm ¦ ¦ ¦ ¦ Lich ¦ ¦ ¦ ¦ Necromorb ¦ ¦ ¦ ¦ Psychorb ¦ ¦ ¦ ¦ Reaper ¦ ¦ ¦ ¦ Satyr Lord ¦ ¦ ¦ ¦ Skullwing ¦ ¦ ¦ ¦ Spider Lord ¦ ¦ ¦ ¦ Stinger ¦ ¦ ¦ ¦ The Shredded ¦ ¦ ¦ ¦ Tomb Rat ¦ ¦ ¦ ¦ Torchant ¦ ¦ ¦ ¦ Venomtail ¦ ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ PART TWELVE ¦ ¦ ITEM PREFIXES AND SUFFIXES ¦ ¦ ¦ ============================================================================= Hokay, so you may well pick up the Fantastic Shield of Cr@pness and think "Hmmmmmmmmmmm ... mixed messages", so in order to try and give you a reasonable idea as to whether it's a really WICKED Fantastic Shield of Cr@pness, or a really PANTS Fantastic Shield of Cr@pness ? Here's my list of item prefixes, and suffixes ============================================================================= ¦ ITEM PREFIX ¦ POWER ¦ ============================================================================= ¦ Amber ¦ Bonus to Resistance (All) +17-20% ¦ ¦ Angel's ¦ + 1 Level to all known spells ¦ ¦ Arch-Angel's ¦ + 2 Levels to all known spells ¦ ¦ Awesome ¦ Bonus to Armour Class +131-138% ¦ ¦ Azure ¦ Bonus to Resistance (Lightning) +22-29% ¦ ¦ Bent ¦ Penalty to Damage ¦ ¦ Blessed ¦ Bonus to Armour Class +93-108% ¦ ¦ Blue ¦ Bonus to Resistance (Lightning) +11-16% ¦ ¦ Bountiful ¦ Extra Charges ¦ ¦ Bronze ¦ Bonus to hit +1-5% ¦ ¦ Brutal ¦ Bonus to Damage +81-95% ¦ ¦ Champion's ¦ Bonus to hit, Bonus to Damage ¦ ¦ Clumsy ¦ Penalty to Hit -7-9%, Penalty to Damage-61-74% ¦ ¦ Cobalt ¦ Bonus to Resistance (Lightning) + 43-49% ¦ ¦ Crimson ¦ Bonus to Resistance (Fire) + 21-37% ¦ ¦ Crystal ¦ Bonus to Resistance (Magic) +42-50% ¦ ¦ Crystalline ¦ Bonus to Damage +222-268%, Low Durability /12-24 ¦ ¦ Deadly ¦ Bonus to Damage + 39-50% ¦ ¦ Diamond ¦ Bonus to Resistance (Magic) +54-60% ¦ ¦ Doppleganger's ¦ Bonus to hit +24-5%, Bonus to damage +82-89% ¦ ¦ Dragon's ¦ Bonus to Mana +53-55 ¦ ¦ Drake's ¦ Bonus to Mana +41-49 ¦ ¦ Dull ¦ Penalty to hit -2-5%, Penalty to damage -32-45% ¦ ¦ Emerald ¦ Bonus to Resistance (All) +48% ¦ ¦ Fine ¦ Bonus to hit +6-10%, additional bonus :- ¦ ¦ ¦ If a weapon, bonus to damage +39-50% ¦ ¦ ¦ If armour/shield, bonus to Armour Class +22-30% ¦ ¦ Flaming ¦ Fire Damage 1 - 10 ¦ ¦ Frog's ¦ Penalty to Mana -6 ¦ ¦ Garnet ¦ Bonus to Resistance (Fire) +42-45% ¦ ¦ Glorious ¦ Bonus to Armour Class +75-81% ¦ ¦ Godly ¦ Mega Bonus to Armour Class ¦ ¦ Gold ¦ Bonus to hit +23-30% ¦ ¦ Grand ¦ Bonus to Armour Class + 41-55% ¦ ¦ Heavy ¦ Bonus to Damage +52-63% ¦ ¦ Holy ¦ Bonus to Armour Class ¦ ¦ Hyena's ¦ Penalty to Mana -12 ¦ ¦ Iron ¦ Bonus to hit +7-10% ¦ ¦ Ivory ¦ Bonus to Resistance (Magic) +32-39% ¦ ¦ Jade ¦ Bonus to Resistance (All) +22-29% ¦ ¦ Jagged ¦ Bonus to Damage + 21-34% ¦ ¦ Jester's ¦ Random 0-500% Damage ¦ ¦ King's ¦ Bonus to hit +82-97%, Bonus to Damage +157-175% ¦ ¦ Knight's ¦ Bonus to hit +37%, Bonus to Damage +102% ¦ ¦ Lapis ¦ Bonus to Resistance (Lightning) +31-40% ¦ ¦ Lightning ¦ Lightning Damage 2-20 ¦ ¦ Lord's ¦ Bonus to hit +21-28%, Bonus to Damage +82-92% ¦ ¦ Massive ¦ Bonus to Damage +99-110% ¦ ¦ Master's ¦ Bonus to hit +45-48%, Bonus to Damage +118-124% ¦ ¦ Mercenary's ¦ ¦ Meteoric ¦ Bonus to hit +62-80% ¦ ¦ Mithril ¦ Bonus to hit +43-58% ¦ ¦ Obsidian ¦ Bonus to Resistance (All) +31-39% ¦ ¦ Pearl ¦ Resist Magic +21-24% ¦ ¦ Platinum ¦ Bonus to hit +31-40% ¦ ¦ Plentiful ¦ Extra Charges / 48-154 ¦ ¦ Raven's ¦ Bonus to Mana +18-20 ¦ ¦ Red ¦ Bonus to Resistance (Fire) +13-20% ¦ ¦ Ruby ¦ Bonus to Resistance (Fire) +54-57% ¦ ¦ Rusted ¦ Penalty to Armour -42% ¦ ¦ Saintly ¦ Bonus to Armour Class +113-128% ¦ ¦ Sapphire ¦ Bonus to Resistance (Lightning) +52-60% ¦ ¦ Savage ¦ Bonus to Damage +113-124% ¦ ¦ Serpent's ¦ Bonus to Mana +32-34 ¦ ¦ Sharp ¦ Bonus to hit +4%, Bonus to Damage +26% ¦ ¦ Silver ¦ Bonus to hit +16-20% ¦ ¦ Snake's ¦ Bonus to Mana +22-29 ¦ ¦ Soldier's ¦ Bonus to hit +17-19%, Bonus to Damage +66-70% ¦ ¦ Spider's ¦ Bonus to Mana +10-14 ¦ ¦ Steel ¦ Bonus to hit +11-15% ¦ ¦ Strange ¦ Bonus to hit ¦ ¦ Strong ¦ Bonus to Armour Class +31-40% ¦ ¦ Tin ¦ Penalty to hit ¦ ¦ Topaz ¦ Bonus to Resistance (All) + 10-13% ¦ ¦ Useless ¦ Penalty to Damage -100% ¦ ¦ Valiant ¦ Bonus to Armour Class + 61-69% ¦ ¦ Vicious ¦ Bonus to Damage +71-79% ¦ ¦ Vulnerable ¦ Penalty to Armour -82% ¦ ¦ Warrior's ¦ Bonus to hit +11-15%, Bonus to Damage +52-65% ¦ ¦ Weird ¦ Mega Bonus to hit +100% ¦ ¦ White ¦ Bonus to Resistance (Magic) +10-20% ¦ ============================================================================= ============================================================================= ¦ ITEM SUFFIX ¦ POWER ¦ ============================================================================= ¦ of Absorption ¦ Reduces damage taken when hit - 3 ¦ ¦ of Accuracy ¦ Bonus to Dexterity +12-15 ¦ ¦ of the Ages ¦ Indestructible ¦ ¦ of Atrophy ¦ Penalty to Dexterity ¦ ¦ of Balance ¦ Fast hit Recovery ¦ ¦ of Bashing ¦ Penetrates or Damages Target's Armour ¦ ¦ of the Bat ¦ Hit Steals 3% Mana from Target ¦ ¦ of the Bear ¦ Knocks Target Back ¦ ¦ of Blocking ¦ Fast Block ¦ ¦ of Blood ¦ Hit Steals 3-5% Life from Target ¦ ¦ of Brilliance ¦ Bonus to Magic +11-15 ¦ ¦ of Brittleness ¦ Decreased Durability / 12 ¦ ¦ of Burning ¦ Fire Hit does 1 - 6 points of damage ¦ ¦ of Carnage ¦ Bonus to Damage ¦ ¦ of Corruption ¦ Wielder loses all mana !! ¦ ¦ of Craftsmanship ¦ High durability /30-81 ¦ ¦ of the Dark ¦ -40% Light Radius ¦ ¦ of Decay ¦ Decaying +181-244% Damage ¦ ¦ of Deflection ¦ Reduces damage taken when hit -4 ¦ ¦ of Devastation ¦ Occasional Triple Damage ¦ ¦ of Dexterity ¦ Bonus to Dexterity +2-5 ¦ ¦ of Dyslexia ¦ Penalty to Magic -5 ¦ ¦ of the Eagle ¦ Bonus to Hit Points +21-30 ¦ ¦ of Fire ¦ Fire Hit does 1 - 6 points of damage ¦ ¦ of Flame ¦ Fire Arrows 1 - 3 points of damage ¦ ¦ of the Fool ¦ Penalty to Magic -9-10 ¦ ¦ of the Fox ¦ Bonus to Hit Points ¦ ¦ of Frailty ¦ Penalty to Strength -6 ¦ ¦ of Giants ¦ Bonus to Strength +16-20 ¦ ¦ of Gore ¦ Bonus to Damage +9-12 to damage ¦ ¦ of Harmony ¦ Fastest hit Recovery ¦ ¦ of Haste ¦ Fastest Attack ¦ ¦ of the Heavens ¦ Bonus to all Attributes (12 - 15) ¦ ¦ of Health ¦ Reduces damage taken when hit -1 ¦ ¦ of Illness ¦ Penalty to Vitality -7-8 ¦ ¦ of the Jaguar ¦ Bonus to Hit Points +17-18 ¦ ¦ of the Jester ¦ Casts a random spell each time it is used. ¦ ¦ of the Leech ¦ Hit Steals 3% Life from Target ¦ ¦ of Life ¦ Bonus to Vitality +27-30 ¦ ¦ of Light ¦ + 20% Light Radius ¦ ¦ of Lightning ¦ Lightning 1-10 ¦ ¦ of the Lion ¦ Bonus to Hit Points +53-58 ¦ ¦ of Magic ¦ Bonus to Magic +3 ¦ ¦ of Maiming ¦ Bonus to Damage +3-5 ¦ ¦ of the Mammoth ¦ Bonus to Hit Points ¦ ¦ of Many ¦ High Durability / 60-70 ¦ ¦ of Might ¦ Bonus to Strength +6-10 ¦ ¦ of the Mind ¦ Bonus to Magic +6-10 ¦ ¦ of the Moon ¦ Bonus to all Attributes (4-7) ¦ ¦ of the Night ¦ - 20% Light Radius ¦ ¦ of Osmosis ¦ Reduces damage taken when hit ¦ ¦ of Paralysis ¦ Penalty to Dexterity -7-10 ¦ ¦ of Perfection ¦ Bonus to Dexterity +22-30 ¦ ¦ of Peril ¦ 2x damage to monsters, 1x damage to you ¦ ¦ of Pain ¦ Increases damage taken when hit ¦ ¦ of Piercing ¦ Damages Target's Armour ¦ ¦ of the Pit ¦ Penalty to all Attributes -4-5 ¦ ¦ of Plenty ¦ High durability / 90-135 ¦ ¦ of Power ¦ Bonus to Strength +11-14 ¦ ¦ of Precision ¦ Bonus to Dexterity +16-20 ¦ ¦ of Protection ¦ Reduces damage taken when hit -2 ¦ ¦ of Puncturing ¦ Damages Target's Armour ¦ ¦ of Quality ¦ Bonus to Damage +1-2 ¦ ¦ of Radiance ¦ + 40 % Light Radius ¦ ¦ of Readiness ¦ Quick Hit Recovery or Attack ¦ ¦ of Shock ¦ Lightning Damage 1-6 ¦ ¦ of Skill ¦ Bonus to Dexterity +7-9 ¦ ¦ of the Sky ¦ Bonus to all Attributes (1-3) ¦ ¦ of Slaughter ¦ Bonus to Damage ¦ ¦ of Slaying ¦ Bonus to Damage + 8 ¦ ¦ of Sorcery ¦ Bonus to Magic +16-20 ¦ ¦ of Speed ¦ Faster Attack ¦ ¦ of Spirits ¦ Hit Steals 5% Life from Target ¦ ¦ of the Stars ¦ Bonus to all Attributes (8-11) ¦ ¦ of Stability ¦ Faster hit Recovery ¦ ¦ of Strength ¦ Bonus to Strength +1-5 ¦ ¦ of Structure ¦ High durability /69-127 ¦ ¦ of Sturdiness ¦ High durability /22-35 ¦ ¦ of Swiftness ¦ Fast Attack ¦ ¦ of Tears ¦ Increases damage taken when hit +1 ¦ ¦ of Thieves ¦ Halves Trap Damage ¦ ¦ of Thorns ¦ Attacker takes 1 - 3 points of damage ¦ ¦ of Thunder ¦ Lightning Damage 1 - 20 points ¦ ¦ of the Tiger ¦ Bonus to Hit Points +41-48 ¦ ¦ of Titans ¦ Bonus to Strength +27-30 ¦ ¦ of Trouble ¦ Penalty to all Attributes (-8-10) ¦ ¦ of Vampires ¦ Hit Steals 5% Mana from Target ¦ ¦ of Vigor ¦ Bonus to Vitality +16-20 ¦ ¦ of Vim ¦ Bonus to Vitality +11-15 ¦ ¦ of Vitality ¦ Bonus to Vitality +3-5 ¦ ¦ of the Vulture ¦ Penalty to Hit Points - 21 ¦ ¦ of Weakness ¦ Penalty to Strength ¦ ¦ of Wizardry ¦ Bonus to Magic + 23-30 ¦ ¦ of the Whale ¦ Bonus to Hit Points +100 ¦ ¦ of the Wolf ¦ Bonus to Hit Points +32-40 ¦ ¦ of Zest ¦ Bonus to Vitality +7-10 ¦ ¦ of the Zodiac ¦ Bonus to all Attributes (18-20) ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ PART THIRTEEN ¦ ¦ UNIQUE ITEMS ¦ ¦ ¦ ============================================================================= There are a great many unique weapons and items in Diablo and Diablo: Hellfire, the vast majority of which can be sold for a tidy sum $$$$$ =) Here are the attributes of all the unique items which I have encountered in Diablo and Diablo: Hellfire. ----- ==== AXES ==== "Aguinara's Hatchet" Type of Weapon / Item : Small Axe Special Powers : +10 Magic Spells are increased 1 level Max. Resist Magic Damage : 2-10 Durability : 24/24 Value to Griswold : 6,200 Gp Value to Adria : - ----- "The Butcher's Cleaver" Type of Weapon / Item : Cleaver Special Powers : +10 Strength Unusual item damage 4-24 Altered Durability (/10) Damage : 4-24 Durability : 10/10 Value to Griswold : 912 Gp Value to Adria : - ----- "The Celestial Axe" Type of Weapon / Item : (Some sort of) Axe Special Powers : +15% to Hit +15 Hit Points -15 Strength 10-25 Damage 60 Durability Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Hellslayer" Type of Weapon / Item : Battle Axe Special Powers : +100% Damage +25 Hit Points -25 Mana Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "The Mangler" Type of Weapon / Item : Large Axe Special Powers : +200% Damage -5 Dexterity -5 Magic -10 Mana Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Messerschmidt's Reaver" Type of Weapon / Item : Special Powers : 12-30 Damage +200% Damage +15 Damage +5 all Attributes -50 Hit Points 2d6 Fire Hit Damage Damage : Durability : Value to Griswold : Gp Value to Adria : Gp ----- "Stonecleaver" Type of Weapon / Item : Great Axe Special Powers : +30 Hit Points +20 to Hit +50% Damage +40% Resist Lightning Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Wicked Axe" Type of Weapon / Item : Great Axe Special Powers : +30% to Hit +10 Dexterity -10 Vitality -6 Damage from Enemies Indestructible 6-16 Damage Requires 30 Str. to wield Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- ================== BOWS AND CROSSBOWS ================== "The Blackoak Bow" Type of Weapon / Item : Hunter's Bow Special Powers : +10 Dexterity -10 Vitality +50% Damage -10% Light Radius Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Blitzen" Type of Weapon / Item : Composite Bow Special Powers : Lightning Damage 10-15 Unusual Item Damage - 0 Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Bow of the Dead" Type of Weapon / Item : Composite Bow Special Powers : +10% to Hit +4 Dexterity -3 Vitality -20% Light Radius Altered Durability (/30) Damage : 3-6 Durability : 30/30 Value to Griswold : 625 Gp Value to Adria : - ----- "Deadly Hunter" Type of Weapon / Item : Composite Bow Special Powers : +200% Damage to Demons Change to Hit +20% -5 to Magic Damage : 3-6 Durability : 45/45 Value to Griswold : 2,187 Gp Value to Adria : - ----- "Eaglehorn" Type of Weapon / Item : Long Battle Bow Special Powers : +20 Dexterity +50% to Hit +100% Damage Indestructible 2-20 Damage Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Flamedart" Type of Weapon / Item : Composite Bow Special Powers : Fire Hit 1d6 +10% to Hit Resist Fire Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Fleshstinger" Type of Weapon / Item : Long Bow Special Powers : +15 Dexterity +40% to Hit +80% Damage High Durability (/37) Damage : 1-6 Durability : 37/37 Value to Griswold : 4,125 Gp Value to Adria : - ----- "The Needler" Type of Weapon / Item : Crossbow Special Powers : +50% to Hit Unusual item dam. (1-3) Fast Attack Damage : 1-3 Durability : 30/30 Value to Griswold : 2,225 Gp Value to Adria : - ----- "The Rift Bow" Type of Weapon / Item : Short Bow Special Powers : Fires random speed arrows +2 Damage -3 Dexterity Damage : 1-4 Durability : 30/30 Value to Griswold : 450 Gp Value to Adria : - ----- "Windforce" Type of Weapon / Item : Long Battle Bow Special Powers : +200% Damage +5 Strength Knocks Target Back Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- ================== DAGGERS AND SWORDS ================== "Black Razor" Type of Weapon / Item : Dagger Special Powers : +150% Damage +2 Vitality Altered Durability (5) Damage : Durability : 5/5 Value to Griswold : 500 Gp Value to Adria : - ----- "The Bonesaw" Type of Weapon / Item : Claymore Special Powers : +10 Damage +10 Strength -5 Magic -5 Dexterity +10 Hit Points -10 Mana Damage : 1-12 Durability : 36/36 Value to Griswold : 1,100 Gp Value to Adria : - ----- "The Defender" Type of Weapon / Item : Sabre Special Powers : Armour Class (5) +5 Vitality -5% to Hit Damage : 1-8 Durability : 45/45 Value to Griswold : 500 Gp Value to Adria : - ----- "Diamondedge" Type of Weapon / Item : Long Sword Special Powers : Altered Durability (10) Chance to Hit +50% +100% Damage Resist Lightning +50% Armour Class 10 Damage : Durability : 10/10 Value to Griswold : Gp Value to Adria : - ----- "Doombringer" Type of Weapon / Item : Bastard Sword Special Powers : +25% to Hit +250% Damage -5 to all Attributes -25 Hit Points -20% Light Radius Damage : 6-15 Durability : 60/60 Value to Griswold : 4,562 Gp Value to Adria : - ----- "The Executioner's Blade" Type of Weapon / Item : Falchion Special Powers : +150% Damage -10 Hit Points -10% Light Radius High Durability /60 Damage : 4-8 Durability : 60/60 Value to Griswold : 1,770 Gp Value to Adria : - ----- "The Falcon's Talon" Type of Weapon / Item : Scimitar Special Powers : Fastest Attack +20% to Hit -33% Damage -10 Dexterity Damage : 3-7 Durability : 28/28 Value to Griswold : 1,966 Gp Value to Adria : - ----- "Gonnagal's Dirk" Type of Weapon / Item : Dagger Special Powers : -5 Dexterity +4 Damage Fast Attack +25% Resist Magic Damage : Durability : Value to Griswold : 1,760 Gp Value to Adria : - ----- "The Grandfather" Type of Weapon / Item : Great Sword Special Powers : +5 to all Attributes +20% to Hit +70% Damage +20 Hit Points One Handed Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "The Grizzly" Type of Weapon / Item : Two-Handed Sword Special Powers : +20 Strength -5 Vitality +200% Damage Knocks Target Back High Durability (/150) Damage : 8-16 Durability : 150/150 Value to Griswold : 12,500 Gp Value to Adria : - ----- "Griswold's Edge" Type of Weapon / Item : Broad Sword Special Powers : Fire Hit 1 - 10 +25% to Hit Fast Attack Knocks Target Back +20 Mana -20 Hit Points Damage : 4-12 (+ 1-20 Fire Hit) Durability : 50/50 Value to Griswold : 10,500 Gp Value to Adria : - ----- "Gryphon's Claw" Type of Weapon / Item : (Some type of) Sword Special Powers : +100% Damage -2 Magic -5 Dexterity Damage : Durability : Value to Griswold : Gp Value to Adria : Gp ----- "Ice Shank" Type of Weapon / Item : (Some type of) Sword Special Powers : +40% Resist Fire Altered Durability +9 Strength Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Inferno" Type of Weapon / Item : Long Sword Special Powers : 2-6 Fire Hit Damage +30% Light Radius +20 Mana Max. Resist Fire Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Lightsabre" Type of Weapon / Item : Sabre Special Powers : +20% Light Radius Lightning Hit 1-6 +20% to Hit +50% Resist Lightning Damage : Durability : Value to Griswold : Gp Value to Adria : Gp ----- "Shadowhawk" Type of Weapon / Item : Broadsword Special Powers : -20% Light Radius Hit Steals 5% Life +15% to Hit +5% Resist All Damage : 4-12 Durability : 50/50 Value to Griswold : 3,437 Gp Value to Adria : - ----- "Wizardspike" Type of Weapon / Item : Dagger Special Powers : +15 Magic +35 Mana +25% to Hit +15% Resist All Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- ========================================== MACES, MAULS, HAMMERS, CLUBS, FLAILS, ETC. ========================================== "Baranar's Star" Type of Weapon / Item : Morning Star Special Powers : Chance to Hit +12% +80% Damage Quick Attack +4 to Vitality -4 to Dexterity Altered Durability /60 Damage : 1-10 Durability : 60/60 Value to Griswold : 1712 Gp Value to Adria : - ----- "The Celestial Star" Type of Weapon / Item : Flail Special Powers : No Strength Requirement +20% Light Radius Adds 10 Points to Damage Armour Class -8 Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Civerb's Cudgel" Type of Weapon / Item : Mace Special Powers : +200% Damage to Demons -5 Dexterity -2 Magic Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Crackrust" Type of Weapon / Item : Mace Special Powers : +2 to all Attributes +15% Resist All -25% Damage Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Cranium Basher" Type of Weapon / Item : Maul Special Powers : +20 Damage +15 Strength +5% Resist All -150 Mana Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "DreamFlange" Type of Weapon / Item : Flail Special Powers : +30 Magic +50% Resist Magic Spells Increased by 1 Level +20% Light Radius 1-6 Damage Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Gnarled Root" Type of Weapon / Item : Spiked Club Special Powers : +20% to Hit +300% Damage +10 Dexterity +5 Magic +10% Resist All -10 Armour Class Damage : 3-6 Durability : 20/20 Value to Griswold : 2,455 Gp Value to Adria : - ----- "Hammer of Jholm" Type of Weapon / Item : Maul Special Powers : +4% Damage +15% to Hit +3 Strength Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Lightforge" Type of Weapon / Item : Mace Special Powers : +40% Light Radius +150% Damage +25% to Hit Fire Hit 10-20 +8 to all Attributes Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Schaefer's Hammer" Type of Weapon / Item : War Hammer Special Powers : -100% Damage Lightning Hit 1-50 +50 Hit Points +30% to Hit Max. Resist Lightning +10% Light Radius Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Thunderclap" Type of Weapon / Item : War Hammer Special Powers : Charged Bolt upon Striking +20 Strength Resist Lightning +30% +20% Light Radius Indestructible Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- ================= STAFFS AND STAVES ================= "Gleamsong" Type of Weapon / Item : Short Staff Special Powers : +25 Mana -3 Strength -3 Vitality 76 Phasing Charges Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- "Immolator" Type of Weapon / Item : Long Staff Special Powers : +20% Resist Fire Fire Hit Damage 4-4 +10 Mana -5 Vitality Damage : 4-8 (+4-4 Fire Hit) Durability : 35/35 Value to Griswold : - Value to Adria : 975 Gp ----- "MindCry" Type of Weapon / Item : Short Staff Special Powers : +15 Magic 69 Guardian Spells +15% Resist All All Spells Gain 1 Level Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- "Naj's Puzzler" Type of Weapon / Item : Long Staff Special Powers : +20 Magic +10 Dexterity Resist All +20% 57 Teleport Spells -25 Hit Points Damage : 4-8 Durability : 35/35 Value to Griswold : - Value to Adria : 8,500 Gp ----- "The Protector" Type of Weapon / Item : (Some sort of) Staff Special Powers : +5 Vitality -5 Damage from Enemies Armour Class 40 86 Healing Spells Attacker Taker 1-3 Dam. Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- "Rod of Onan" Type of Weapon / Item : War Staff Special Powers : +100% Damage 50 Golem Spells +5 to all Attributes Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- "Stormcall" Type of Weapon / Item : Special Powers : +35% to Hit Lightning Hit +20% Light Radius Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- "Storm Spire" Type of Weapon / Item : War Staff Special Powers : Resist Lightning +50% Lightning Hit 2-8 +10 Strength -10 Magic Damage : 8-16 Durability : 75/75 Value to Griswold : - Value to Adria : 5,625 Gp ----- "Thundercall" Type of Weapon / Item : Composite Staff Special Powers : +35% to Hit 1-10 Lightning Hit +20% Light Radius +30% Resist Lightning 76 Lightning Spells Damage : Durability : Value to Griswold : - Value to Adria : Gp ----- ====== ARMOUR ====== "Arkaine's Valor" Type of Weapon / Item : Medium-Ranking Armour Special Powers : Armour Class 25 +10 Vitality -3 Damage from Enemies Fastest Hit Recovery Damage : N/A Durability : 40/40 Value to Griswold : 10,500 Gp Value to Adria : - ----- "Demon Plate Mail" Type of Weapon / Item : Full Plate Mail Special Powers : Armour Class 80 Extra AC vs. Demons Damage : N/A Durability : 90/90 Value to Griswold : 20,000 Gp Value to Adria : - ----- "Demonspike Coat" Type of Weapon / Item : Full Plate Mail Special Powers : Armour Class 100 -6 Damage from Enemies +10 Strength Indestructible Resist Fire +50% Damage : N/A Durability : Indestructible Value to Griswold : 62,793 Gp Value to Adria : - ----- "The Gladiator's Bane" Type of Weapon / Item : Studded Leather Special Powers : Armour Class 25 -2 Damage from Enemies High Durability / 135 -3 to all Attributes Damage : N/A Durability : 135/135 Value to Griswold : Gp Value to Adria : - ----- "Holy Defender" Type of Weapon / Item : Gothic Armour Special Powers : Armour Class 15 -2 Damage from Enemies +20% Resist Fire High Durability /96 Fast Block Damage : N/A Durability : 96/96 Value to Griswold : Gp Value to Adria : - ----- "Leather of Aut" Type of Weapon / Item : Leather Armour Special Powers : Armour Class 15 +5 Strength -5 Magic +5 Dexterity Indestructible Damage : N/A Durability : Indestructible Value to Griswold : 2,637 Gp Value to Adria : - ----- "Naj's Light Plate" Type of Weapon / Item : Field Plate Special Powers : +5 Magic +20 Mana +20% Resist All All Spells Gain 1 Level Damage : N/A Durability : Value to Griswold : Gp Value to Adria : - ----- "Rainbow Cloak" Type of Weapon / Item : Cloak Special Powers : Armour Class 10 +1 to all Attributes +5 Hit Points +10% Resist All High Durability Damage : N/A Durability : Value to Griswold : Gp Value to Adria : - ----- "Scavenger Carapace" Type of Weapon / Item : Breastplate Special Powers : -9 Armour Class -15 Damage from Enemies +5 Dexterity +40% Resist Lightning Damage : Durability : Value to Griswold : Gp Value to Adria : - ----- "Sparking Mail" Type of Weapon / Item : Chain Mail Special Powers : Armour Class 30 Lightning Hit 1-10 Damage : 1-10 (Retaliatory Damage) Durability : Value to Griswold : Gp Value to Adria : - ----- "Torn Flesh of Souls" Type of Weapon / Item : Rags Special Powers : Armour Class 8 +10 Vitality -1 Damage from Enemies Indestructible Damage : N/A Durability : Indestructible Value to Griswold : 1,206 Gp Value to Adria : - ----- "Wisdom's Wrap" Type of Weapon / Item : Robe Special Powers : Armour Class 15 +5 Magic +10 Mana +25% Resist Lightning -1 Damage from Enemies Damage : N/A Durability : Value to Griswold : Gp Value to Adria : - ----- ======= SHIELDS ======= "Blackoak Shield" Type of Weapon / Item : Small Shield Special Powers : +10 Dexterity -10 Vitality Armour Class 18 -10% Light Radius High Durability /60 Damage : N/A Durability : 60/60 Value to Griswold : 1,431 Gp Value to Adria : - ----- "Dragon's Breach" Type of Weapon / Item : Special Powers : +25% Resist Fire +5 Strength Armour Class 20 -5 Magic Indestructible Damage : N/A Durability : Indestructible Value to Griswold : Gp Value to Adria : - ----- "Split Skull Shield" Type of Weapon / Item : Buckler Special Powers : Armour Class 10 +10 Hit Points +2 Strength -10% Light Radius Altered Durability (15/15) Damage : N/A Durability : 15/15 Value to Griswold : 506 gp Value to Adria : - ----- "Stormshield" Type of Weapon / Item : Gothic Shield Special Powers : Armour Class 40 +4 Damage from Enemies +10 Strength Indestructible Fast Block Damage : N/A Durability : Indestructible Value to Griswold : Gp Value to Adria : - ----- ======= HELMETS ======= "Fool's Crest" Type of Weapon / Item : Helm Special Powers : -4 to all Attributes +100 Hit Points Damage : N/A Durability : Value to Griswold : Gp Value to Adria : - ----- "Gotterdammerung" Type of Weapon / Item : Helm Special Powers : +20 to all Attributes Armour Class 60 -4 Damage from Enemies Reduce all Resistance to 0 -40% Light Radius Requires 50 Str. to wield Damage : N/A Durability : 60/60 Value to Griswold : 13,725 Gp Value to Adria : - ----- "Harlequin Crest" Type of Weapon / Item : Helmet Special Powers : Armour Class -3 -1 Damage from Enemies +2 all Attributes +7 Hit Points +7 Mana Damage : N/A Durability : 15/15 Value to Griswold : 1,000 Gp Value to Adria : - ----- "Overlord's Helm" Type of Weapon / Item : Helm Special Powers : +20 Strength +15 Dexterity +5 Vitality -20 Magic Altered Durability (15/15) Damage : N/A Durability : 15/15 Value to Griswold : 3,125 Gp Value to Adria : - ----- "Royal Circlet" Type of Weapon / Item : Unique (Actually looks like a Stone Belt !!) Special Powers : Armour Class 40 +10 to all Attributes +40 Mana +10% Light Radius Damage : N/A Durability : Value to Griswold : Gp Value to Adria : - ----- "Thinking Cap" Type of Weapon / Item : Skull Cap with a Red Base Special Powers : Armour Class 3 +30 Mana All Spells Gain 2 Levels +20% Resist All Enhanced Durability Damage Durability Value to Griswold Value to Adria ----- "The Undead Crown" Type of Weapon / Item : Crown Special Powers : Armour Class 8 Life Stealing Damage : N/A Durability : 50/50 Value to Griswold : 4,162 Gp Value to Adria : - ----- "Veil of Steel" Type of Weapon / Item : Special Powers : Armour Class 18 +50% Resist All -20% Light Radius +60% Armour -30 Mana +15 Strength +15 Vitality Damage : N/A Durability : 70/70 Value to Griswold : 15,950 Gp Value to Adria : - ----- ======================= RINGS AND OTHER JEWELRY ======================= "Acolyte's Amulet" Type of Weapon / Item : Amulet Special Powers : 50% Mana is converted to Health Damage : N/A Durability : Indestructible Value to Griswold : 2,500 Gp Value to Adria : - ----- "Constricting Ring" Type of Weapon / Item : Ring Special Powers : Maximum in ALL Resistances Constantly lose Hit Points Damage : N/A Durability : Indestructible Value to Griswold : Gp Value to Adria : - ----- "Empyrean Band" Type of Weapon / Item : Ring Special Powers : +2 to all Attributes +20% Light Radius Fast Hit Recovery Absorbs Half of Trap Damage Damage : N/A Durability : Indestructible Value to Griswold : 2,000 Gp Value to Adria : - ----- "Ring of Engagement" Type of Weapon / Item : Ring Special Powers : -1 Damage from Enemies Attacker takes 1-3 Armour Class 5 Damages Target's Armour Damage : 1-3 (Retaliatory Damage) Durability : Indestructible Value to Griswold : 3,119 Gp Value to Adria : - ----- "Gladiator's Ring" Type of Weapon / Item : Ring Special Powers : 40% of your Health is moved to your Mana Damage : N/A Durability : Indestructible Value to Griswold : Gp Value to Adria : - ----- "Optic Amulet" Type of Weapon / Item : Amulet Special Powers : +20% Light Radius +20% Resist Lightning -1 Damage from Enemies +5 Magic Damage : N/A Durability : Indestructible Value to Griswold : 2,437 Gp Value to Adria : - ----- "Ring of Regha" Type of Weapon / Item : Ring Special Powers : +10 to Magic +10% Resist Magic +10% Light Radius -3 Strength -3 Dexterity Damage : N/A Durability : Indestructible Value to Griswold : Gp Value to Adria : - ----- "Ring of Truth" Type of Weapon / Item : Ring Special Powers : +10 Hit Points -1 Damage from Enemies +10% Resist All Damage : N/A Durability : Indestructible Value to Griswold : 2,275 Gp Value to Adria : - ----- ============================================================================= ¦ ¦ ¦ PART FOURTEEN ¦ ¦ THE PLOT ACCORDING TO THE SCRIBES ¦ ¦ ¦ ============================================================================= Section 6 "The Plot according to the Scribes" The Tale of the Horadrim Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. Nearly three hundred years ago, it came to be known that the three Prime Evils of the Burning Hells had mysteriously come to our world. The three brothers ravaged the lands of the East for decades, while humanity was left trembling in their wake. Our order - the Horadrim, was founded by a group of secretive Magi to hunt down and capture the three evils once and for all. The original Horadrim captured two of the three within powerful artifacts known as Soulstones, and buried them deep beneath the desolate Eastern Sands. The Third Evil escaped capture and fled to the west with many of the Horadrim in pursuit. The Third Evil - known as Diablo, the Lord of Terror, was eventually captured, his essence set in a soulstone and buried within this labyrinth. Be warned that the soulstone must be kept from discovery by those not of the faith. If Diablo were to be released, he would seek a body that is easily controlled as he would be very weak - perhaps that of an old man or a child. 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 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 polarised between the factions of Belial and Azmodan, while the Forces of the High Heavens continually battered upon the very Gates of Hell. The Sin War Many Demons travelled 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 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 mortals have even allied themselves with either side, and helped to dictate the course of the Sin War. The Binding of the Three So it came to be that the Three Prime Evils were banished in Spirit form to the Mortal Realm, and after sewing Chaos across the East for decades, they were hunted down by the cursed order of the mortal Horadrim. The Horadrim used artifacts called Soulstones to contain the essence of Mephisto, the Lord of Hatred, and his brother Baal, the Lord of Destruction. The youngest brother - Diablo, the Lord of Terror, escaped to the West. Eventually the Horadrim captured Diablo within a Soulstone as well, and buried him under an ancient forgotten Cathedral. There, the Lord of Terror sleeps and awaits the time of his rebirth. Know ye, that he will seek a body of youth and power to possess - one that is innocent, and easily controlled. He will then arise to free his brothers and once more fan the flames of the Sin War. 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 realm of man. My lord has named the battle for this world, and all who exist here "The Sin War". Tale of the Three Glory and approbation to Diablo - Lord of Terror and Leader of the Three. My Lord spoke to me of his two brothers, Mephisto and Baal, who were banished to this World long ago. My lord wishes to bide his time, and harness his awesome power, so that he may free his captive brothers from their tombs beneath the sands of the East. Once my lord releases his brothers, the Sin War will once again know the fury of The Three. The Black King Hail and Sacrifice to Diablo - Lord of Terror and Destroyer of Souls. When I awoke my Master from his sleep, he attempted to possess a mortal's form. Diablo attempted to claim the body of King Leoric, but my master was too weak from his imprisonment. My lord required a simple and innocent anchor to this World, and so found the boy Albrecht to be perfect for the task. While the good King Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his son Albrecht and brought him before my master. I now await Diablo's call and pray that I will be rewarded when he at last emerges as the Lord of this World. - H E L L F I R E S T O R Y T O M E S - Journal The Meeting I have tried spells, threats, abjuration and bargaining with this foul creature, to no avail. My methods of enslaving lesser demons seem to have no effect on this fearsome beast. Journal The Tirade My home is slowly becoming corrupted by the vileness of this unwanted prisoner. The crypts are full of shadows that move just beyond the corners of my vision. The faint scrabble of claws dances at the edges of my hearing. They are searching, I think, for this journal. Journal His Power Grows In its ranting the creature has let slip its name - Na-Krul. I have attempted to research the name, but the smaller demons have somehow destroyed my library. Na-Krul... the name fills me with a cold dread. I prefer to think of it only as the creature, rather than ponder its true name. Journal Na-Krul The entrapped creature's howels of fury keep me from gaining much needed sleep. It rages against the one who sent it to the void, and it calls foul curses upon me for trapping it here. Its words fill my heart with terror and yet I cannot block out its voice. Journal The End My time is quickly running out. I must record the ways to weaken the demon, and then conceal that text, lest his minions find some way to use my knowledge to free their lord. I hope that whoever finds this journal will seek the knowledge. The Torn Note in Hellfire reads ... And in the year of the Golden Light, it was so decreed that a great cathedral be raised. The cornerstone of this holy place was to be carved from the translucent stone Antyrael, named for the Angel who shared his power with the Horadrim. In the year of drawing shadows, the ground shook and the cathedral shattered and fell. As the building of catacombs and castles began, and man stood against the ravages of the Sin War, the ruins were scavenged for their stones, and so it was that the cornerstone vanished from the eyes of man. The stone was of this world, and of all worlds, as the light is both within all things and beyond all things. Light and unity are the products of this holy foundation, a unity of purpose and a unity of possession. The Reconstructed Note in Hellfire reads ... Whoever finds this scroll is charged with stopping the demonic creature that lies within these walls. My time is over ... even now, its hellish minions claw at the frail door behind which I hide. I have hobbled the demon with arcane magic and encased it within great walls, but I fear that will not be enough. The spells found in my three grimoires will provide you protected entrance to his domain, but only if cast in their proper sequence. The levers at the entryway will remove the barriers and free the demon; touch them not! Use only these spells to gain entry, or his power may be too great for you to defeat. ============================================================================= ¦ ¦ ¦ PART FIFTEEN ¦ ¦ HINTS AND TIPS ¦ ¦ ¦ ============================================================================= =========== TOWN PORTAL =========== Do your best to try and learn the Town Portal Spell as soon as possible, as it will save you HUGE amounts of time in the long-run walking back to the town and selling all your clobber. Always make sure you carry at least one full mana recharge potion on your person (unless you are playing the Sorceror, in which case a regular mana recharge potion will suffice), so that you can cast Town Portal and get the HELL outta thar when you need to. =============================== PLEASE STAND CLEAR OF THE DOORS =============================== Take care when slaying your enemies, as the bodies of fallen foes can block doorways, meaning you can no longer close the doors over them. This can pose a number of problems for you, as lower-level enemies cannot open doors and can be routed around the dungeon on that basis. Therefore, wherever possible, stand IN the doorway to prevent enemies from blocking the door, and then fall back and CLOSE the door behind you when you go to prevent them from following you. Doesn't work on ALL enemy types, granted, but even in the caves there are some enemies that just can't open doors - like the serpents, for example. =============== WATCH YOUR STEP =============== Some enemies, most commonly the dogs you encounter in the caves and in hell, have the ability to spit acid which remains on the ground for a period of time. Be fleet of foot, and don't stand in it - it does unnecessary damage to your character. =================== RANDOMISE INVENTORY =================== If ever you go to - particularly Pepin or Adria and think "I WISH you sold (x)", then you can force them to re-jig their inventory by viewing what they have for sale, exiting your dialogue with them, saving the game and then reloading it. Their inventory will be revamped and you might find what you're after ! If not, just rinse and repeat !! ========================= I CAN'T CARRY ANY MORE !! ========================= If you get tired of your player WHINING that he or she cannot carry any more in their inventory, don't forget that you can always drop things in the town and they WILL be there when you save and exit and then reload the game ... Just make sure you pick them up before you complete the game or start a new game ;) ===================== SAVING WITH PRECISION ===================== If you save the game, when next you reload it you will be in EXACTLY the same location as you were. This is a trick you should use whenever you're about to fight a boss, as it can save you a HUGE amount of trouble. Just remember that you only have ONE save at a time with each character, so saving at a poor time can make your life EXTREMELY more complicated than it needs to be ;) ================== TRY BEFORE YOU BUY ================== Sometimes when you run out of space it is tempting to drop whatever you are carrying wherever you are, and to adorn yourself with unidentified magic items for the trip back to Tristram. This is all well and good, but beware as not all magic items are for your betterment. Some are really quite CR@P as it happens, and as soon as Cain identifies each item, the full force of its enchantments is brought to bear (be they good or bad). Therefore if I were you, I would only ever have Cain identify magic items in your INVENTORY and NOT on your person. Transfer items to your inventory from your person before he identifies them ;) Plus, this means that you won't forget to sell them off afterwards, as I always seem to. I get back to the caves wearing everything I'd so painstakingly put on my body, having forgotten to sell any of it !! Grrrr. ============================================================================= ¦ ¦ ¦ PART SIXTEEN ¦ ¦ ACKNOWLEDGEMENTS ¦ ¦ ¦ ============================================================================= This guide is dedicated to Jan and Frank, and David and Eileen - my best friends' parents. Thank you for always looking after me while my parents are away, thank you for taking me into your homes and into your lives, and thank you for your unwavering support of everything I do. I love you x