Diablo - Hellfire
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Dedicated to Jan and Frank, David and Eileen.
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¦ 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 ! ¦
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¦ ¦
¦ INDEX ¦
¦ ¦
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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
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¦ ¦
¦ 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.)
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¦ ¦
¦ 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
___________________________
Taken from CheatBook
http://www.cheatbook.de
___________________________