FAQ - Guide for Diablo
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_____ | \ _ | \ / \ _ _ | __ \ \_/ | | | | | | \ | _ ____ | | | | ___ | | | | | | |___ \ | \__ | | / _ \ | |__/ | | | ___| | | _ \ | | | | | | | / | | / _ | | | | | | | | | | | | / | | | |/ | | |_| | | | | |_| | |_____/ |_| \__/\__| |____/ |_| \___/ ----------------------------------------------------------------------------------------------- DIABLO FAQ v0.7 for Sony Playstation by Stinger 3:16 [email protected] This FAQ is for private and personal use. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the copyright notice appear unaltered and in full. This FAQ is not to be used for profitable or promotional purposes, etc. Please do not use this FAQ on your website without asking my permission first. And don't take some part or whole part of this walkthrough and put your names on it. I not made this FAQ for some damn plagiarist put their names on it. I work hard for make this FAQ, so please don't rip-off my work. If you want to ripp-off my walkthrough, tell me first, so I can put you in my Damned List. This list will only works after the person inside the list is dead. Their soul will be damned for all eternity. I made a lot sacrifices to obtain that skill, but I think it's worth, considering they are pain in my ass, leech in my blood, and parasite in my life. One last note for : 1. Mr. Jealous : I'm very tired reading your comments about other people's faq. Why don't you mind your own damn business. What's wrong with big faqs? Envy? 2. Mr. Stingy : Do you know what a faq's for? To help the reader. So if you don't want to tell its secret, why you make a faq? Is it so other people know how great you are? Diablo is (c) Blizzard and (c) Sony Entertainment. =============================================================================================== T A B L E O F C O N T E N T S =============================================================================================== 01. R E V I S I O N H I S T O R Y 02. F R E Q U E N T L Y A S K E D Q U E S T I O N S 03. C L A S S E S * WARRIOR * ROGUE * SORCERER 04. Q U E S T S 05. I T E M L I S T * HELMS * ARMOR * SWORDS * SHIELDS * BOWS * AXES * STAVES * MISC. WEAPONS 06. U N I Q U E I T E M L I S T * HELMS * ARMOR * SWORDS * SHIELDS * BOWS * AXES * CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER * STAVES * RINGS AND AMULET 07. M O N S T E R L I S T 08. S H R I N E S A N D F O U N T A I N S 09. L E V E L A N D E X P E R I E N C E 10. B O O K S 11. L I B R A R I E S * BOOK I * BOOK II 12. I T E M S 13. M A G I C 14. S P E L L D E S C R I P T I O N 15. M O N S T E R S 16. G O S S I P A R O U N D T R I S T R A M 17. W H A T D O T H E Y S A Y A B O U T T H E Q U E S T 18. H I N T S A N D T I P S 19. A C T I O N R E P L A Y C O D E S 20. C R E D I T S 21. S P E C I A L T H A N K S 22. L I S T O F T H E D A M N E D 23. I M P O R T A N T N O T E 24. A U T H O R ' S N O T E =============================================================================================== 01. R E V I S I O N H I S T O R Y =============================================================================================== VERSION 0.7 (19 January 2000) Added a hint on the 'Hints and Tips' section. VERSION 0.6 (10 November 1999) Added 'Spell description', 'Gossip around Tristram' and 'What do they say' section. VERSION 0.5 (03 November 1999) Well, well, well... What do we have here? Yes, another bastard has enter my List of the Damned. Congratulations asshole!!! And I also have got VEGA's e-mail address. Check on my List of the Damned. VERSION 0.4 (14 October 1999) Added some changes. VERSION 0.3 (25 September 1999) Added 'Frequently Asked Questions' section. VERSION 0.2 (3 September 1999) Added 'Action Replay Codes' section. VERSION 0.1 (12 August 1999) First release. Contain most of this faq. =============================================================================================== 02. F R E Q U E N T L Y A S K E D Q U E S T I O N S =============================================================================================== Q : After i entered the master, code protection breaker, infinite life, infinite mana, infinite distribution points and all spells codes for the playstation gameshark, the first screen it came to frooze up and started flashing red.What do I do.what did i do wrong. A : Sorry, I never tried the codes. Q : I am having trouble saving games using this software with the playstation. I checked out my memory card against another game and it saved fine. This is the second Diablo disc that I have used so I do not think it disc specific. Are you aware of any troubles saving this game or should I try another memory card just to be sure. Any help you give me would be greatly appreciated. Thanks. A : I never save my game because it use a lot of block on memory card,I only save my character, and it works fine. Q : How do you beat the skeleton king on level 3 A : The key to beat that sucker is to use a 'Stone Curse' spell and while he turned into stone, use the 'Holy Bolt' spell. A Sorcerer is very useful in this fight. But, in my opinion, you don't have to kill him. The prize (Undead Crown) is not worth the effort. Q : How do i beat the butcher? A : First, make sure you're on high level, like level 10-15. Then you must learn Stone Curse, Fire Wall, and Telekinesis. Make sure they on high level too. First set Fire Wall in front of the door, then cast telekinesis to open the door. He will try to go out, but he can't because the Fire Wall. Then just cast another Fire Wall to him. While he's burning, shot him with your arrow. If you're a Warrior, first open the door. When he is out, cast Stone Curse, then Fire Wall. While he's turned into stone, hit him. But, in my opinion, you don't need to kill the Butcher. The prize (Butcher's Cleaver) is not worth the effort. =============================================================================================== 03. C L A S S E S =============================================================================================== WARRIOR The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric's army and went to battle against the Northern kingdom of Westmarch. As the fires of war burned themselves out, these Warriors returned home to find their kingdom is shattered disarray. Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were warned by the people of Tristram, a few of these brave souls have ventured into the chaotic labyrnth beneath the old church - never to be heard from again... Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram every day, ready to challenger the dark unknown that awaits them beneath the earth. The Warrior is the strongest and toughest of the three available Classes, and he excels in the art of close combat. His primary weakness is that his extensive physical training has left little time to develop more than a rudimentary knowledge of magic. The extended periods of time that most Warriors spend away from their homes and civilization requires that they learn to repair their own weapons and armor, although their skill is no match for the talent of a true blacksmith. |===============================================| | ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE | |===============================================| | Strength | 30 | 250 | | Magic | 10 | 50 | | Dexterity | 20 | 60 | | Vitality | 25 | 100 | |===============================================| | TOTAL VALUE | 85 | 460 | |===============================================| ROGUE The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the peoples of the West. These highly skilled archers employ ancient Eastern philosophies that develop an "inner-sight" that they use both in combat and to circumvent dangerous traps that they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of underestimating these steel nerved women in combat and paid a terrible price for their vanity. The strange events transpiring in Khanduras have caught the attention of many of these Rogues. They have come from as far as the Eastern dunes to test their skills against the dark evil that is said to be lurking in Tristram. It is also believed that untold riches wait to be discovered among the ruins of the Horadrim monastery. Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a seemingly careless precision. The innate sixth sense that all Rogues seem to possess also allows them to sense trapped fixtures, and aids them in attempts to disarm these traps. |===============================================| | ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE | |===============================================| | Strength | 20 | 55 | | Magic | 15 | 70 | | Dexterity | 30 | 250 | | Vitality | 20 | 80 | |===============================================| | TOTAL VALUE | 85 | 455 | |===============================================| SORCERER Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horros lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand. The Vizjerei, known for their brightly colored turinash - or spirit robes - have taken a keen interst in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers. Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expert to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ablility to recharge spell staves by drawing power from their surroundings and channeling them through the staff. |===============================================| | ATTRIBUTES | STARTING VALUE | MAXIMUM VALUE | |===============================================| | Strength | 15 | 45 | | Magic | 35 | 250 | | Dexterity | 15 | 85 | | Vitality | 20 | 80 | |===============================================| | TOTAL VALUE | 85 | 460 | |===============================================| =============================================================================================== 04. Q U E S T S =============================================================================================== |============================================================================| | NAME | FOUND ON LEVEL | PRIZE(s) | |============================================================================| | The Butcher | 2 | Butcher's Cleaver (Unique Axe) | | Poisoned Water Supply | 2 | Ring of Truth (Unique Ring) | | The Curse of King Leoric | 3 | Undead Crown (Unique Helm) | | Odgen's Sign | 4 | Harlequin Crest (Unique Helm) | | Gharbad the Weak | 4 | Random item | | The Magic Rock | 5 | Empyrean Band (Unique Ring) | | Valor | 5 | Arkaine's Valor (Unique Armor) | | The Chamber of Bone | 6 | Guardian spell | | Halls of the Blind | 7 | Optic Amulet (Unique Amulet) | | Zhar the Mad | 8 | Random item | | Black Mushroom | 9 | Spectral Elixir | | Anvil of Fury | 10 | Griswold's Edge (Unique Sword) | | Warlord of Blood | 13 | Random item | | Lachdanan | 14 | Veil of Steel (Unique Helm) | | Archbishop Lazarus | 15 | Random item | | Diablo | 16 | - | |============================================================================| =============================================================================================== 05. I T E M L I S T =============================================================================================== HELMS |===================================================================| | NAME | ARMOR CLASS | DURABILITY | BUY | SELL | |===================================================================| | Cap | 1-3 | 15 | 15 | 3 | | Crown | 8-12 | 40 | 200 | 50 | | Full Helm | 6-8 | 35 | 90 | 22 | | Great Helm | 11-15 | 60 | 400 | 100 | | Helm | 4-5 | 30 | 40 | 10 | | Skull Cap | 2-3 | 20 | 25 | 6 | |===================================================================| ARMOR |============================================================================| | NAME | ARMOR CLASS | DURABILITY | BUY | SELL | |============================================================================| | Breast Plate | 20-24 | 80 | 2800 | 700 | | Cape | 1-4 | 12 | 10 | 2 | | Chain Mail | 21-22 | 55 | 1300 | 312 | | Cloak | 3-7 | 15 | 40 | 10 | | Field Plate | 40-44 | 80 | 5800 | 1450 | | Full Plate Mail | 64-70 | 90 | 6500 | 1625 | | Gothic Plate | 52-59 | 100 | 8000 | 2000 | | Hard Leather Armor | 12-13 | 40 | 450 | 112 | | Leather Armor | 11-12 | 35 | 300 | 75 | | Plate Mail | 44-49 | 75 | 4600 | 1150 | | Quilted Armor | 8-10 | 30 | 200 | 50 | | Rags | 2-6 | 6 | 5 | 1 | | Ring Mail | 18-20 | 50 | 900 | 225 | | Robe | 4-7 | 24 | 75 | 18 | | Scale Mail | 25-28 | 60 | 2300 | 575 | | Splint Mail | 32-35 | 65 | 3250 | 812 | | Studded Leather Armor | 15-17 | 45 | 700 | 175 | |============================================================================| SWORDS |==============================================================================| | NAME | DAMAGE | DURABILITY | BUY | SELL | |==============================================================================| | Bastard Sword | 6-15 | 60 | 1000 | 250 | | Blade | 3-8 | 30 | 280 | 70 | | Broad Sword | 4-12 | 50 | 750 | 187 | | Claymore | 1-12 | 36 | 450 | 112 | | Dagger | 1-4 | 16 | 60 | 15 | | Falchion | 4-8 | 20 | 250 | 62 | | Great Sword (two-handed) | 10-20 | 100 | 3000 | 750 | | Long Sword | 2-10 | 40 | 350 | 87 | | Sabre | 1-8 | 45 | 170 | 42 | | Scimitar | 3-7 | 28 | 200 | 50 | | Short Sword | 2-6 | 24 | 120 | 30 | | Two Handed Sword | 8-16 | 75 | 1800 | 450 | |==============================================================================| SHIELDS |========================================================================| | NAME | ARMOR CLASS | DURABILITY | BUY | SELL | |========================================================================| | Buckler | 1-5 | 10 | 30 | 7 | | Gothic Shield | 17-18 | 60 | 2300 | 575 | | Kite Shield | 9-14 | 40 | 400 | 100 | | Large Shield | 5-8 | 32 | 200 | 50 | | Small Shield | 3-8 | 24 | 90 | 22 | | Tower Shield | 14-19 | 50 | 850 | 212 | |========================================================================| BOWS |======================================================================| | NAME | DAMAGE | DURABILITY | BUY | SELL | |======================================================================| | Composite Bow | 3-6 | 45 | 600 | 150 | | Hunter's Bow | 2-5 | 40 | 350 | 87 | | Long Battle Bow | 1-10 | 50 | 1000 | 250 | | Long Bow | 1-6 | 35 | 250 | 62 | | Long War Bow | 1-14 | 60 | 2000 | 500 | | Short Battle Bow | 3-7 | 45 | 750 | 187 | | Short Bow | 1-4 | 30 | 100 | 25 | | Short War Bow | 4-8 | 55 | 1500 | 375 | |======================================================================| AXES |================================================================| | NAME | DAMAGE | DURABILITY | BUY | SELL | |================================================================| | Axe | 4-12 | 32 | 450 | 112 | | Battle Axe | 10-25 | 60 | 1500 | 375 | | Broad Axe | 8-20 | 50 | 1000 | 250 | | Great Axe | 12-30 | 75 | 2500 | 625 | | Large Axe | 6-16 | 40 | 750 | 187 | | Small Axe | 2-10 | 24 | 150 | 37 | |================================================================| STAVES |===========================================================| | NAME | DAMAGE | DURABILITY | SELL | |===========================================================| | Composite Staff | 5-10 | 45 | 125 | | Long Staff | 4-8 | 35 | 25 | | Quarter Staff | 6-12 | 35 | 25 | | Short Staff | 2-4 | 25 | 7 | | War Staff | 8-16 | 75 | 375 | |===========================================================| MISC. WEAPONS |=======================================================================| | NAME | DAMAGE | DURABILITY | BUY | SELL | |=======================================================================| | Club | 1-6 | 20 | 20 | 5 | | Flail | 2-12 | 36 | 500 | 125 | | Mace | 1-8 | 32 | 200 | 50 | | Maul (two-handed) | 6-20 | 50 | 900 | 225 | | Morning Star | 1-10 | 40 | 300 | 75 | | Spiked Club | 3-6 | 20 | 225 | 56 | | War Hammer | 5-9 | 50 | 600 | 150 | |=======================================================================| =============================================================================================== 06. U N I Q U E I T E M L I S T =============================================================================================== UNIQUE HELMS |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DURABILITY | VALUE | |=============================================================================================| | | * -4 to All Attributes | | | | | | Fools Crest | * Hit Points : +100 | None | 0 | 30 | | | | * +5 Damage from Enemies | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | | * +20 to All Attributes | | | | | | Gotteramerung | * -4 Damage from Enemies | Strength : 50 | 60 | 60 | 13725 | | | * Resist All = 0 | | | | | | | * -40% Light Radius | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | | * +2 to All Attributes | | | | | | Harlequin Crest | * Hit Points : +7 | None | -3 | 15 | 1000 | | | * -1 Damage from Enemies | | | | | | | * Mana : +7 | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | Helm of Spirits | * Life Stealing 5% | Strength : 25 | 4 | 30 | | |-----------------|----------------------------|----------------|------|------------|---------| | | * +8 to All Attributes | | | | | | | * Fire Hit Damage : 10-20 | | | | | | Lightforge | * +40% Light Radius | None | 15 | IND | | | | * +150% Damage | | | | | | | * Chance to Hit : +25% | | | | | | | * Indestructible | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | | * +20 to Strength | | | | | | | * -20 to Magic | | | | | | Overlord's Helm | * +15 to Dexterity | Strength : 25 | 4 | 15 | 3125 | | | * +5 to Vitality | | | | | | | * Altered Durability | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | | * +10 to All Attributes | | | | | | Royal Circlet | * Mana : +40 | None | 40 | 40 | 6218 | | | * Armor Class : 40 | | | | | | | * +10% Light Radius | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | | * Mana : +30 | | | | | | Thinking Cap | * Spell Levels : +2 | None | 3 | 1 | 505 | | | * Resist All : +20% | | | | | | | * Altered Durability | | | | | |-----------------|----------------------------|----------------|------|------------|---------| | Undead Crown | * Life Stealing | None | 8 | 50 | 4162 | |-----------------|----------------------------|----------------|------|------------|---------| | | * Resist All : +50% | | | | | | | * -20% Light Radius | | | | | | Veil of Steel | * +60% Armor | None | 18 | 60 | 15950 | | | * Mana : -30 | | | | | | | * +15 to Strength | | | | | | | * +15 to Vitality | | | | | |=============================================================================================| UNIQUE ARMOR |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DUR | VALUE | |=============================================================================================| | | * +10 to Vitality | | | | | | Arkaine's Valor | * -3 Damage from Enemies | None | 25 | 40 | 10500 | | | * Fastest Hit Recovery | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +10 to Strength | | | | | | Demonspike Coat | * -6 Damage from Enemies | Strength : 90 | 100 | IND | | | | * Resist Fire : +50% | | | | | | | * Indestructible | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * -2 Damage from Enemies | | | | | | Gladiator's Bane, The | * -3 to All Attributes | Strength : 20 | 25 | 135 | 862 | | | * High Durability | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +5 to Strength | | | | | | Leather of Aut | * -5 to Magic | None | 15 | IND | 2637 | | | * +5 to Dexterity | | | | | | | * Indestructible | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +5 to Magic | | | | | | Naj's Light Plate | * Mana : +20 | None | 44-48| 75 | 19675 | | | * Resist All : +20% | | | | | | | * Spell Levels : +1 | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * Faster Hit Recovery | | | | | | | * -40% Light Radius | | | | | | Nightscape | * Armor Class : 15 | None | 15 | 12 | 2900 | | | * +3 to Dexterity | | | | | | | * Resist All : +20% | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +1 to All Attributes | | | | | | Rainbow Cloak, The | * Resist All : +10% | None | 10 | 27 | 1225 | | | * Hit Points : +5 | | | | | | | * High Durability | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +5 to Dexterity | | | | | | Scavenger Carapace | * Resist Lightning : +40% | Strength : 40 | -7 | 80 | 3500 | | | * Armor Class : -7 | | | | | | | * -15 Damage from Enemies | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | Sparking Mail | * Lightning Hit Damage | Strength : 30 | 30 | 55 | 3937 | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +10 to Vitality | | | | | | Torn Flesh of Souls | * -1 Damage from Enemies | None | 8 | IND | 1206 | | | * Indestructible | | | | | |-----------------------|-----------------------------|----------------|------|-------|-------| | | * +5 to Magic | | | | | | | * Resist Lightning : +25% | | | | | | Wisdom's Wrap | * -1 Damage from Enemies | None | 15 | 24 | 1550 | | | * Armor Class : 15 | | | | | | | * Mana : +10 | | | | | |=============================================================================================| UNIQUE SWORDS |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | DAM | DUR | VALUE | |=============================================================================================| | | * +2 to Vitality | | | | | | Black Razor | * +150% Damage | None | 1-4 | 5 | 500 | | | * Altered Durability | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +10 to Strength | | | | | | | * -5 to Magic | | | | | | Bonesaw, The | * -5 to Dexterity | Strength : 35 | 1-12 | 36 | 1100 | | | * Hit Points : +10 | | | | | | | * Mana : -10 | | | | | | | * Adds 10 Points to Damage| | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +5 to Vitality | | | | | | Defender, The | * Armor Class : 5 | Strength : 17 | 1-8 | 45 | 500 | | | * Chance to Hit : -5% | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Chance to Hit : +25% | | | | | | | * +250% Damage | | | | | | Doombringer | * -5 to All Attributes | Strength : 50 | 6-15 | 60 | 4562 | | | * Hit Points : -25 | | | | | | | * -20% Light Radius | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +150% Damage | | | | | | Executioner's Blade, The | * Hit Points : -10 | Strength : 30 | 4-8 | 60 | 1770 | | | * -10% Light Radius | | | | | | | * High Durability | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +10 to Dexterity | | | | | | Falcon's Talon, The | * Chance to Hit : +20% | Strength : 23 | 3-7 | 28 | 1966 | | | * -33% Damage | Dexterity : 23 | | | | | | * Fastest Attack | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +2 to All Attributes | | | | | | Gibbous Moon | * +25% Damage | Strength : 40 | 4-12 | 50 | 1665 | | | * -30% Light Radius | | | | | | | * Mana : +15 | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * -5 to Dexterity | | | | | | Gonnagal's Dirk | * Adds 4 Points to Damage | None | 1-4 | 15 | | | | * Resist Magic : +25% | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * One Handed Sword | | | | | | | * +5 to All Attributes | | | | | | Grandfather | * Chance to Hit : +20% | Strength : 75 | 10-20 | 100 | 29950 | | | * +70% Damage | | | | | | | * Hit Points : +20 | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Fast Attack | | | | | | | * Chance to Hit : +25% | | | | | | Griswold's Edge | * Fire Hit Damage : 1-10 | Strength : 40 | 4-12 | 50 | 10500 | | | * Knocks Target Back | | | | | | | * Hit Points : -20 | | | | | | | * Mana : +20 | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +20 to Strength | | | | | | | * -5 to Vitality | | | | | | Grizzly | * Armor Class : -5 | Strength : 65 | 8-16 | 150 | 12500 | | | * +200% Damage | | | | | | | * Knocks Target Back | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Fast Attack | | | | | | | * Knocks Target Back | | | | | | Gryphon's Claw | * +100% Damage | Strength : 20 | 4-8 | 30 | | | | * +2 to Magic | | | | | | | * -5 to Dexterity | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Resist Fire : +40% | | | | | | Ice Shank | * Altered Durability | Strength : 30 | 2-10 | 15 | 1312 | | | * +8 to Strength | Dexterity : 30 | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Fire Hit Damage : 2-12 | | | | | | Inferno | * Mana : +20 | Strength : 30 | 2-10 | 40 | 8650 | | | * Resist Fire : +75% | Dexterity : 30 | | | | | | * +30% Light Radius | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Lightning Hit : 1-10 | | | | | | Light Sabre | * +20% Light Radius | Strength : 17 | 1-8 | 45 | 4787 | | | * Chance to Hit : +20% | | | | | | | * Resist Lightning : +50% | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * Chance to Hit : +15% | | | | | | Shadowhawk | * -20% Light Radius | Strength : 40 | 4-12 | 50 | 3437 | | | * Resist All : +5% | | | | | | | * Life Stealing 5% | | | | | |--------------------------|---------------------------|----------------|-------|-----|-------| | | * +15 to Magic | | | | | | Wizardspike | * Mana : +35 | None | 1-4 | 16 | 3230 | | | * Chance to Hit : +25% | | | | | | | * Resist All : +15% | | | | | |=============================================================================================| UNIQUE SHIELDS |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | AC | DURABILITY | VALUE | |=============================================================================================| | | * +10 to Dexterity | | | | | | Blackoak Shield | * -10 to Vitality | Strength : 25 | 18 | 60 | 1431 | | | * -10% Light Radius | | | | | | | * High Durability | | | | | |--------------------|----------------------------|----------------|----|-------------|-------| | | * +5 to Strength | | | | | | Dragon's Breach | * -5 to Magic | Strength : 50 | 20 | IND | 4800 | | | * Resist Fire : +25% | | | | | | | * Indestructible | | | | | |--------------------|----------------------------|----------------|----|-------------|-------| | | * Fast Block | | | | | | Holy Defender | * Resist Fire : +20% | Strength : 40 | 15 | 96 | 3450 | | | * -2 Damage from Enemies | | | | | | | * High Durability | | | | | |--------------------|----------------------------|----------------|----|-------------|-------| | | * Armor Class : 10 | | | | | | | * Hit Points : +10 | | | | | | Split Skull Shield | * +2 to Strength | None | 10 | 15 | 506 | | | * -10% Light Radius | | | | | | | * Altered Durability | | | | | |--------------------|----------------------------|----------------|----|-------------|-------| | | * Armor Class : 40 | | | | | | | * +4 Damage from Enemies | | | | | | Storm Shield | * +10 to Strength | Strength : 80 | 40 | IND | 12250 | | | * Indestructible | | | | | | | * Fast Block | | | | | |=============================================================================================| UNIQUE BOWS |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE | |=============================================================================================| | | * +10 to Dexterity | | | | | | Blackoak Bow | * -10 to Vitality | Strength : 25 | 1-6 | 35 | 625 | | | * +50% Damage | Dexterity : 30 | | | | | | * -10% Light Radius | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * +4 to Dexterity | | | | | | | * -3 to Vitality | | | | | | Bow of the Dead | * Chance to Hit : +10% | Strength : 25 | 3-6 | 30 | 625 | | | * -20% Light Radius | Dexterity : 40 | | | | | | * Altered Durability | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | Celestial Bow, The | * Armor Class : 5 | Dexterity : 30 | 1-6 | 35 | 300 | | | * Adds 2 Points to Damage | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * +20 to Dexterity | | | | | | Eaglehorn | * Chance to Hit : +50% | Strength : 30 | 1-10 | IND | 10625 | | | * +100% Damage | Dexterity : 60 | | | | | | * Indestructible | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * Fire Hit Damage : 1-6 | | | | | | Flamedart | * Chance to Hit : +20% | Strength : 20 | 2-5 | 40 | 3562 | | | * Resist Fire : +40% | Dexterity : 35 | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * +15 to Dexterity | | | | | | Fleshstinger | * Chance to Hit : +40% | Strength : 25 | 1-6 | 37 | 4125 | | | * +80% Damage | Dexterity : 30 | | | | | | * High Durability | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * Chance to Hit : +50% | | | | | | Needler, The | * Unusual Item Damage | None | 1-3 | 30 | 2225 | | | * Fast Attack | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * -3 to Dexterity | | | | | | Rift Bow | * Random Speed Arrows | None | 1-4 | 30 | 450 | | | * Adds 2 Points to Damage | | | | | |--------------------|---------------------------|----------------|--------|--------|---------| | | * +5 to Strength | | | | | | Windforce | * +200% Damage | Strength : 45 | 1-14 | 60 | 9437 | | | * Knocks Target Back | Dexterity : 80 | | | | |=============================================================================================| UNIQUE AXES |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE | |=============================================================================================| | | * Spell Levels : +1 | | | | | | Aguinara's Hatchet | * +10 to Magic | None | 2-10 | 24 | 6200 | | | * Resist Magic : +75% | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * -5 to All Attributes | | | | | | Bloodslayer | * +100% Damage | Strength : 50 | 8-20 | 50 | 625 | | | * +200% Damage vs. Demons | | | | | | | * Spell Levels : -1 | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * +10 to Strength | | | | | | Butcher's Cleaver | * Altered Durability | None | 4-24 | 25 | 912 | | | * Unusual Item Damage | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * -15 to Strength | | | | | | Celestial Axe, The | * Chance to Hit : +15% | None | 10-25 | 60 | 3525 | | | * Hit Points : +15 | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * +8 to Strength | | | | | | | * +8 to Vitality | | | | | | Hellslayer | * +100% Damage | Strength : 65 | 10-25 | 60 | 6550 | | | * Hit Points : +25 | | | | | | | * Mana : -25 | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * -5 to Magic | | | | | | Mangler | * -5 to Dexterity | Strength : 25 | 6-16 | 30 | | | | * +200% Damage | | | | | | | * Mana : -10 | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * +200% Damage | | | | | | | * Adds 15 Points to Damage | | | | | | Messerschmidt's Reaver | * +5 to All Attributes | Strength : 80 | 12-30 | 75 | 14500 | | | * Hit Points : -50 | | | | | | | * Fire Hit Damage : 2-12 | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * Hit Points : +30 | | | | | | Stone Cleaver | * +50% Damage | Strength : 50 | 8-20 | 50 | 5975 | | | * Chance to Hit : +20% | | | | | | | * Resist Lightning : +40% | | | | | |------------------------|-----------------------------|---------------|--------|-----|-------| | | * +10 to Dexterity | | | | | | | * -10 to Vitality | | | | | | Wicked Axe | * Chance to Hit : +30% | Strength : 30 | 6-16 | IND | 7787 | | | * -6 Damage from Enemies | | | | | | | * Indestructible | | | | | |=============================================================================================| UNIQUE CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE | |=============================================================================================| | | * -4 to Dexterity | | | | | | | * +4 to Vitality | | | | | | Baranar's Star | * Chance to Hit : +12% | Strength : 23 | 1-10 | 60 | 1712 | | | * +80% Damage | | | | | | | * Altered Durability | | | | | | | * Quick Attack | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * +20% Light Radius | | | | | | Celestial Star, The | * Armor Class : -8 | None | 2-12 | 36 | 1952 | | | * Adds 10 Points to Damage | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * -2 to Magic | | | | | | Civerb's Cudgel | * -5 to Dexterity | Strength : 16 | 1-8 | 32 | 500 | | | * +200% Damage vs. Demons | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * +2 to All Attributes | | | | | | Crakrust | * Resist All : +15% | Strength : 16 | 1-8 | IND | | | | * -25% Damage | | | | | | | * Indestructible | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * Adds 20 Points to Damage | | | | | | | * +15 to Strength | | | | | | Cranium Basher, The | * Indestructible | Strength : 55 | 6-20 | IND | 9125 | | | * Mana : -150 | | | | | | | * Resist All : +5% | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * +30 to Magic | | | | | | | * Mana : +50 | | | | | | Dreamflange | * Resist Magic : +50% | Strength : 16 | 1-8 | 32 | 6612 | | | * +20% Light Radius | | | | | | | * Spell Levels : +1 | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * +5 to Magic | | | | | | | * +10 to Dexterity | | | | | | Gnarled Root | * +300% Damage | None | 1-6 | 20 | 2455 | | | * Chance to Hit : +20% | | 3-6 | | | | | * Resist All : +10% | | | | | | | * Armor Class : -10 | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * +3 to Strength | | | | | | Hammer of Jholm | * +10% Damage | Strength : 55 | 6-20 | IND | 2175 | | | * Chance to Hit : +15% | | | | | | | * Indestructible | | | | | |---------------------|-------------------------------|----------------|--------|-----|-------| | | * Lightning Hit Damage : 1-50 | | | | | | | * -100% Damage | | | | | | Schaefer's Hammer | * Chance to Hit : +30% | Strength : 40 | 5-9 | 50 | 14031 | | | * Resist Lightning : +75% | | | | | | | * Hit Points : +50 | | | | | | | * +10% Light Radius | | | | | |=============================================================================================| UNIQUE STAVES |=============================================================================================| | NAME | SPECIAL ABILITIES | REQUIREMENTS | DAMAGE | DUR | VALUE | |=============================================================================================| | | * -3 to Strength | | | | | | Gleamsong | * -3 to Vitality | None | 2-4 | 25 | 1630 | | | * Mana : +25 | | | | | | | * 76 Phasing Charges | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * Resisr Fire : +20% | | | | | | Immolator | * Fire Hit Damage : 4 | None | 4-8 | 35 | 975 | | | * Mana : +10 | | | | | | | * -5 to Vitality | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * +15 to Magic | | | | | | Mindcry | * Resist All : +15% | Strength : 20 | 6-12 | 55 | 10375 | | | * 69 Guardian Charges | | | | | | | * Spell Levels : +1 | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * +20 to Magic | | | | | | | * +10 to Dexterity | | | | | | Naj's Puzzler | * Resist All : +20% | None | 4-8 | 35 | 8500 | | | * Hit Points : -25 | | | | | | | * 57 Teleport Charges | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * +5 to Vitality | | | | | | | * -5 Damage from Enemies | | | | | | Protector, The | * Armor Class : 40 | None | 2-4 | 25 | 4310 | | | * 86 Healing Charges | | | | | | | * Attacker Takes 1-3 Damage | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * +5 to All Attributes | | | | | | Rod of Onan | * +100% Damage | Strength : 30 | 8-16 | 75 | 11041 | | | * 50 Golem Charges | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * -10 to Magic | | | | | | Staff of Shadows | * Chance to Hit : +10% | None | 3-7 | 35 | 312 | | | * +60% Damage | | | | | | | * -20% Light Radius | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * +10 to Strength | | | | | | Storm Spire | * -10 to Magic | Strength : 30 | 8-16 | 75 | 5625 | | | * Lightning Hit Damage : 2-8 | | | | | | | * Resist Lighning : +50% | | | | | |------------------|-------------------------------|---------------|----------|-------|-------| | | * Chance to Hit : +35% | | | | | | | * Lightning Hit Damage | | | | | | Thundercall | * 76 Lightning Charges | None | 5-10 | 45 | 5562 | | | * Resist Lightning : +30% | | | | | | | * +20% Light Radius | | | | | |=============================================================================================| UNIQUE RINGS AND AMULET |=================================================================| | NAME | SPECIAL ABILITIES | VALUE | |=================================================================| | | * Resist Magic : +20% | | | Bleeder | * Hit Points : -10 | 2125 | | | * Mana : +30 | | |------------------------|------------------------------|---------| | Constricting Ring | * Resist All : +75% Max | 15500 | | | * Constantly Lose Hit Points | | |------------------------|------------------------------|---------| | | * +2 to All Attributes | | | Empyrean Band | * +20% Light Radius | 2000 | | | * Fast Hit Recovery | | | | * Absorbs Half Trap Damage | | |------------------------|------------------------------|---------| | | * -1/-2 Damage from Enemies | | | Ring of Engagement | * Attacker Takes 1-3 Damage | 3119 | | | * Armor Class : 5 | | | | * Damages Target's Armor | | |------------------------|------------------------------|---------| | | * -3 to Strength | | | | * +10 to Magic | | | Ring of Regha | * -3 to Dexterity | 1043 | | | * Resist Magic : +10% | | | | * +10% Light Radius | | |------------------------|------------------------------|---------| | | * Hit Points : +10 | | | Ring of Truth | * Resist All : +10% | 2275 | | | * -1 Damage from Enemies | | |------------------------|------------------------------|---------| | | * +5 to Magic | | | Optic Amulet | * -1 Damage from Enemies | 2437 | | | * Resist Lightning : +20% | | | | * +20% Light Radius | | |=================================================================| =============================================================================================== 07. M O N S T E R L I S T =============================================================================================== |=================================================================| | NAME | HP | NOTES | |=================================================================| | Fallen One | 001-002 | No resistances, No immunities | | Carver | 002-004 | No resistances, No immunities | | Devil Kin | 008-012 | No resistances, No immunities | | Dark One | 010-018 | No resistances, No immunities | |-----------------|---------|-------------------------------------| | Zombie | 002-003 | Immune Magic | | Rotting Carcass | 007-012 | Immune Magic | | Ghoul | | | | Black Death | 012-020 | Immune Magic | |-----------------|---------|-------------------------------------| | Scavenger | 001-003 | No resistances, No immunities | | Plague Eater | 006-012 | No resistances, No immunities | | Shadow Beast | 012-018 | No resistances, No immunities | | Bone Gasher | 014-020 | Resists Magic | |-----------------|---------|-------------------------------------| | Fiend | 001-003 | No resistances, No immunities | | Blink | 006-014 | No resistances, No immunities | | Familiar | 010-017 | Resist Magic, Immune Lightning | | | | | |-----------------|---------|-------------------------------------| | Hidden | 004-012 | No resistances, No immunities | | Unseen | 017-025 | Resist Magic | | Stalker | 015-022 | No resistances, No immunities | | Illusion Weaver | 020-030 | Resist Fire-Magic | |-----------------|---------|-------------------------------------| | Flesh Clan | 015-022 | No resistances, No immunities | | Stone Clan | 020-027 | Resist Magic | | Fire Clan | 025-032 | Resist Fire | | Night Clan | 027-035 | Resist Magic | |-----------------|---------|-------------------------------------| | Acid Beast | 020-033 | No resistances, No immunities | | Poison Spitter | 030-042 | No resistances, No immunities | | Pit Beast | 040-055 | Resist Magic | | Lava Maw | 050-075 | Resist Magic, Immune Fire | |-----------------|---------|-------------------------------------| | Blood Stone | 027-037 | Immune Fire-Magic | | Lava Lord | 035-042 | Immune Fire-Magic | | | | | | | | | |-----------------|---------|-------------------------------------| | Mud Man | 050-062 | No resistances, No immunities | | Toad Demon | | | | Flayed One | 080-100 | Resist Magic, Immune Fire | | | | | |-----------------|---------|-------------------------------------| | Gargoyle | | | | Winged-Demon | 022-030 | Resist Fire, Immune Magic | | Blood Claw | 037-062 | Immune Fire-Magic | | | | | |-----------------|---------|-------------------------------------| | Storm Rider | 030-060 | Resist Magic, Immune Lightning | | Maelstorm | | | | | | | | | | | |-----------------|---------|-------------------------------------| | Horned Demon | | | | Mud Runner | 025-045 | No resistances, No immunities | | Frost Charger | | | | Obsidian Lord | 035-055 | Resist Lightning, Immune Magic | |-----------------|---------|-------------------------------------| | Cave Viper | 050-075 | Immune Fire | | Fire Drake | 060-085 | Resist Fire, Immune Magic | | Gold Viper | 070-090 | Resist Lightning, Immune Magic | | Azure Drake | 080-100 | Resist Fire-Lightning | |-----------------|---------|-------------------------------------| | Succubus | 060-075 | Resist Magic | | Snow Witch | 067-087 | Resist Lightning | | Hellspawn | 075-100 | Resist Magic, Immune Lightning | | Soul Burner | 100-112 | Resist Lightning-Magic, Immune Fire | |-----------------|---------|-------------------------------------| | Counselor | 035-035 | Resist Fire-Lightning | | Magistrate | 042-042 | Resist Lightning-Magic, Immune Fire | | Cabalist | 060-060 | Resist Fire-Magic, Immune Lightning | | Advocate | 072-072 | Resist Fire, Immune Lightning-Magic | |-----------------|---------|-------------------------------------| | Black Knight | 075-075 | Resist Lightning-Magic | | Doom Guard | 082-082 | Resist Fire-Magic | | Steel Lord | 090-090 | Resist Lightning-Magic, Immune Fire | | Blood Knight | 100-100 | Resist Fire, Immune Lightning-Magic | |=================================================================| =============================================================================================== 08. S H R I N E S A N D F O U N T A I N S =============================================================================================== SHRINES |============================================================================================| | NAME | MESSAGE | EFFECTS | |============================================================================================| | Abandoned Shrine | The hands of men may be | Dexterity is increased by 2 | | | guided by fate | | | | | | | Cauldron | Random | Random | | | | | | Creepy Shrine | Strength is bolstered by | Strength is increased by 2 | | | heavenly faith | | | | | | | Cryptic Shrine | Arcane power brings | Casts one free Nova spell from the | | | destruction | shrine and gets full mana | | | | | | Divine Shrine | Drink and be refreshed | Gives 2 full potions and gets | | | | life and full mana | | | | | | Eerie Shrine | Knowledge and wisdom at the | Magic is increased by 2 | | | cost of self | | | | | | | Eldritch Shrine | Crimson and Azure becomes as | All potions become rejuvenation | | | the sun | potions of the same type | | | | | | Enchanted Shrine | Magic is not always what it | Lose one level of a spell and adds | | | seems to be | one level to all other spells | | | | learned so far | | | | | | Fascinating Shrine | Intensity comes at the cost | Gain two levels of Firebolt spell, | | | of wisdom | lose up to 10 in mana | | | | | | Glimmering Shrine | Mysteries are revealed in the | Identifies all unidentified items | | | light of reason | in inventory | | | | | | Goat Shrine | Random | Random | | | | | | Gloomy Shrine | Those who defend seldom | Adds 2 to AC for all armor, reduces | | | attack | damage by 1 for all weapons | | | | | | Hidden Shrine | New strength is forged | One item loses 10 durability while | | | through destruction | all others gain 10 | | | | | | Holy Shrine | Wherever you go, there you | Casts one free Phasing spell | | | are | | | | | | | Magic Shrine | While the spirit is vigilant, | Casts one free Mana Shield spell | | | the body thrives | | | | | | | Mysterious Shrine | Some are weakened as one | One attributes rises by 5 and all | | | grows strong | others drop by 1 | | | | | | Ornate Shrine | Salvation comes at the cost | Gain two levels for the Holy Bolt | | | of wisdom | spell, lose up to 10 in mana | | | | | | Quiet Shrine | The essence of life flows | Vitality is increased by 2 | | | from within | | | | | | | Religious Shrine | Time has no effect on the | All items are fully repaired | | | strength of steel | | | | | | | Sacred Shrine | Energy comes at the cost | Gain two levels for the Charged Bolt | | | of wisdom | spell, lose up to 10 in mana | | | | | | Secluded Shrine | The way is made clear when | Fills out the automap of the current | | | viewed from above | level | | | | | | Spiritual Shrine | Riches abound when least | Each free box in backpack is filled | | | expected | with a random amount of gold | | | | | | Stone Shrine | The power of mana refocused | Staffs are recharged | | | renews | | | | | | | Thaumaturgic Shrine | You hear a series of creaks | All chests in the dungeon are | | | and thumps | refilled and close | | | | | | Weird Shrine | The sword of justice is | Maximum damage for all weapon | | | swift and sharp | increases by 1 | |============================================================================================| FOUNTAINS |=========================================================================| | NAME | EFFECTS | |=========================================================================| | Blood Fountain | Restores 1 point of life each time you drink | | Fountain of Tears | Raises one attribute by one and lowers another by 1 | | Murky Pool | Casts one free Infravision spell | | Purifying Spring | Restores 1 point of mana each time you drink | |=========================================================================| =============================================================================================== 09. L E V E L A N D E X P E R I E N C E =============================================================================================== |=============================================================================================| | LEVEL | EXPERIENCE REQUIRED | LEVEL | EXPERIENCE REQUIRED | |=============================================================================================| | 1 | 0 | 26 | 5.459.523 | | 2 | 2.000 | 27 | 7.130.496 | | 3 | 4.620 | 28 | 9.281.874 | | 4 | 8.040 | 29 | 12.042.092 | | 5 | 12.489 | 30 | 15.571.031 | | 6 | 18.258 | 31 | 20.066.900 | | 7 | 25.712 | 32 | 25.774.405 | | 8 | 35.309 | 33 | 32.994.399 | | 9 | 47.622 | 34 | 42.095.202 | | 10 | 63.364 | 35 | 53.525.811 | | 11 | 83.419 | 36 | 67.831.218 | | 12 | 108.879 | 37 | 85.670.061 | | 13 | 141.086 | 38 | 107.834.823 | | 14 | 181.683 | 39 | 135.274.799 | | 15 | 231.075 | 40 | 169.122.009 | | 16 | 313.656 | 41 | 210.720.231 | | 17 | 424.067 | 42 | 261.657.253 | | 18 | 571.190 | 43 | 323.800.420 | | 19 | 766.569 | 44 | 399.335.440 | | 20 | 1.025.154 | 45 | 490.808.349 | | 21 | 1.366.227 | 46 | 601.170.414 | | 22 | 1.814.568 | 47 | 733.825.617 | | 23 | 2.401.895 | 48 | 892.680.222 | | 24 | 3.168.651 | 49 | 1.082.908.612 | | 25 | 4.166.200 | 50 | 1.310.707.109 | |=============================================================================================| =============================================================================================== 10. B O O K S =============================================================================================== BOOK OF BLOOD (Quest : Valor) ...and so, locked beyond the Gateway of Blood and past the hall of Fire, Valor awaits for the hero of light to awaken... BOOK OF THE BLIND (Quest : Halls of the Blind) I can see what you see not. Vision milky then eyes rot. When you turn they will be gone, whispering their hidden song. Then you see what cannot be, shadows move where light should be. Out of darkness, out of mind, cast down into the Halls of the Blind. MYTHICAL BOOK (Quest : Chamber of the Bone) Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death awaits any who would seek to steal the treasures secured within this room. So speaks the Lord of terror, and so it is written. STEEL TOME (Quest : Warlord of Blood) The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of thousands. Angels and man alike have been cut down to fulfill his endless sacrifices to the dark ones who scream for one thing - blood. TALE OF THE THREE Glory and approbation to Diablo - Lord of Terror and leader of the Three. My lord spoke to me of his two brothers, Mephisto and Baal, who were banished to this world long ago. My lord wishes to bide time and harness his awesome power so that he may free his captive brothers from their tombs beneath the sands of the East. Once my lord releases his brothers, the Sin War will once again know the fury of the Three. THE BINDING OF THE THREE So it came that the three prime evils were banished in spirit form to the mortal realm and after sewing chaos across the east for decades, they were hunted down by the cursed order of the mortal Horadrim. The Horadrim used artifacts called Soulstones to contain the essence of Mephisto, the Lord of Hatred and his brother Baal, the Lord of Destruction. The youngest brother - Diablo, the Lord of Terror - escaped to the west. Eventually the Horadrim captured Diablo within a Soulstones as well, and buried him under an ancient, forgotten cathedral. There, the Lord of Terror sleeps and awaits the time of his rebirth. Know ye that he will seek a body of youth and power to posses - one that is innocent and easily controlled. He will then arise to free his brothers and once more fan the flames of the Sin War... THE BLACK KING Hail and sacrifice to Diablo - Lord of Terror and destroyer of souls. When I awoke my master from his sleep, he attempted to possess a mortal's form. Diablo attempted to claim the body of King Leoric, but my master was too weak from his imprisonment. My lord required a simple and innocent anchor to this world, and so found the boy Albrecht to be perfect for the task. While the good King Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his son Albrecht and brought him before my master. I now await Diablo's call and pray that I will be rewarded when he at last emerged as the lord of this world. THE DARK EXILE So it came to be that there was a great revolution within the Burning Hells known as the Dark Exile. The lesser evils overthrew the three prime evils and banished their spirit forms to the mortal realm. The demons Belial (The Lord of Lies) and Azmodan (The Lord of Sin) fought to claim rulership of Hell during the absence of the Three Brothers. All of Hell polarized between the factions of Belial and Azmodan while the forces of the High Heavens continually battered upon the very gates of Hell. THE GREAT CONFLICT Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. There is a war that rages on even now, beyond the fields that we know - between the Utopian Kingdoms of the High Heavens and the chaotic Pits of the Burning Hells. This war is known as the Great Conflict, and it has raged and burned longer than any of the stars in the sky. Neither side ever gains sway for long as the forces of light and darkness constantly vie for control over all creation. THE REALMS BEYOND All praises to Diablo - Lord of Terror and survivor of the Dark Exile. When he awakened from his long slumber, my lord and master spoke to me of secrets that few mortals know. He told me the Kingdoms of the High Heavens and the Pits of the Burning Hells engage in an eternal war. He revealed the powers that have brought this discord to the realms of man. My lord has named the battle for this world and all who exist here the Sin War. THE SIN WAR Many demons traveled to the mortal realm in search of the Three Brothers. These demons were followed to the mortal plane by angels who hunted them throughout the vast cities of the East. The angels allied themselves with a secretive order of mortal magi named the Horadrim, who quickly became adept at hunting demons. They also made many dark enemies in the underworlds. THE TALE OF THE HORADRIM Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. Nearly three hundred years ago, it came to be known that the three prime evils of the Burning Hells had mysteriously come to our world. The Three Brothers ravaged the lands of the east for decades, while humanity was left trembling in their wake. Our order - the Horadrim - was founded by a group of secretive Magi to hunt down and capture the three evils once and for all. The original Horadrim captured two of the three within powerful artifacts known as Soulstones and buried them deep bneath the desolate eastern sands. The third evil escaped capture and fled to the west with many of the Horadrim in pursuit. The third evil - known as Diablo, the Lord of Terror - was eventually captured, his essence set in a Soulstone and buried within this labyrinth. Be warned that the Soulstone must be kept from discovery by those not of the faith. If Diablo were to be released, he would seek a body that is easily controlled as he would be very weak - perhaps that of an old man or a child. THE WAGES OF SIN ARE WAR Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. When the eternal conflict between the High Heavens and the Burning Hells falls upon mortal soil, it is called the Sin War. Angels and Demons walk amongst humanity in disguise, fighting in secret, away from the prying eyes of mortals. Some daring, powerful mortal have even allied themselves with either side, and helped to dictate the course of the Sin War. =============================================================================================== 11. L I B R A R I E S =============================================================================================== BOOK I : OF HEAVEN AND HELL THE GREAT CONFLICT Since the beginning, the forces of Light and Darkness have engaged in an eternal war : The Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the true nature of all things. The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight. The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy both wielder and weapon - a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so long as their hated enemies dwell within. Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man... THE SIN WAR The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals to their respective causes. Over time, the forces of Darkness discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize Man into submission The Angels fought to defend humanity against this demonic oppression, but all too often their austere methods and severe punishments succeeded only in alienating those whom they sought to protect. The violent battles of the Sin War occurred often, but they were seldom witnessed by the prying eyes of Man. Only a few "enlightened" souls were aware of the supernatural beings that walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the challenge of the Sin War, allying themselves with both sides in the Great Conflict. The legendary deeds of these great mortal warriors served to earn both the respect and hatred of the netherworlds. Although lesser demons kneeled before those possessing power and strength, they also cursed the very existence of mortal man. Many of these fiends believed that the deadlock brought about by the emergence of Man was a perverse offense to their "higher" role in the great scheme of things. This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the Underworld. One such mortal, Horazon the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother Bartuc, were members of the Eastern mage clan known as the Vizjerei. This mystic clan studied the ways of demons and had catalogued their lore for generations. Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was renowned amongst the warriors of many realms, his dominance in battle came with a terrible price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he came to be known only as the Warlord of Blood. THE DARK EXILE "Seven is the number of the powers of Hell, and Seven is the number of the Great Evils." Duriel, the Lord of Pain Andariel, the Maiden of Anguish Belial, the Lord of Lies Azmodan, the Lord of Sin These are the true names of the lesser of the Great Evils. For ages uncounted each have ruled over their own domains within the Burning Hells, seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The Lesser Four used dark and evil measures in their quest for power, and herein begins the legend of the Exile. Mephisto, the Lord of Hatred Baal, the Lord of Destruction Diablo, the Lord of Terror These are the Prime Evils of Hell that wielded their power as a dark, sovereign triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for countless victories against the armies of the Light. Although they never held sway over the High Heavens for long, the Three were justly feared by enemies and subjects alike. With the ascension of Man and the subsequent standstill of the Great Conflict, the Three Brothers began to devote their energies to the perversion of mortal souls. The Three realized that Man was the key to victory in the war against Heaven, and thus altered their rigid agendum that they had propagated since the Beginning. This change caused many of the Lesser Evils to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors. In their ignorance, the Lesser Evils began to believe that the Three were afraid to continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw the situation as their chance to overthrow the Prime Evils and take control of Hell for themselves. The two demon lords made a pact with their minor brethren, assuring them that the wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a great revolution was set into motion as all of Hell went to war against the Three Brothers... The Brothers fought with all of the savagery of the Underworld, and to their credit, annihilated a third of Hell's treacherous legions. In the end, however, they were overcome by the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless were banished to the mortal realm where Azmodan hoped that they would remain trapped forever. Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to turn their focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned and defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters. As the warfires died out upon the battlefields of Hell, Azmodan and Belial began to argue over which of them held the higher authority. The pact that they had made quickly fell to ashes as the two demon lords took up arms against each other. The legions of Hell that remained were polarized behind either warlord, launching themselves into a bloody civil war that has lasted to this day... THE BINDING OF THE THREE In the ancient days, before the rise of the Western Empires, the dark and terrible entities known as the Three Evils were exiled to the world of Man. These eternal entities wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition in their wake. The Evils turned father against son and prompted many great nation into brutal and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of the Far East for countless centuries. Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch- Angel Tyrael. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the Horadrim, consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within a powerful artifacts called Soulstones. Mephisto and Baal, trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate Eastern Sands. The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous peace began to settle over the land. Yet, for many decades the Horadrim continued their grim search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed there could never be any lasting peace within the realm of humanity. The Horadrim followed in the wake of terror and anarchy that spread throughout the Western lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and buried it within a secluded cave near the river Talsande. Above this cave the Horadrim constructed a great Monastery from which they could continue to safeguard the Soulstone. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order. Generation passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no quests left to undertake, and too few sons to sustain their guardianship, the once powerful Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins as well. Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have dreamed of the burning red gem that pulsed within the labyrinth's heart... BOOK II : THE RETURN OF TERROR THE LANDS OF KHANDURAS Years after the last of the Horadrim had died, a great and prosperous society grew in the lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding Khanduras and soon establish small, self contained kingdoms. A few of these kingdoms bickered with Khanduras over holdings of property or routes of trade. These squabbles did little to upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce. During this time, a bold, new religion of the Light known as Zakarum began to spread throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum, founded in the Far East, implored followers to enter into the Light and forsake the darkness that lurked within their souls. The people of Westmarch adopted the statues of Zakarum as their sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to embrace this "New Beginning" as well. Tensions rose between the kingdoms of Westmarch and Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were welcomed or not. It was then that the great northern lord Leoric came unto the lands of Khanduras and, in the name of Zakarum, declared himself King, Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated the ancient, decrepit Monastery on the outskirts of the town for his seat of power and renovated it to match its time-lost glory. Although the free people of Khanduras were not pleased with being placed under the sudden rule of a foreign King, Leoric served them with justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing that he sough only to guide and protect them against the oppression of Darkness. THE AWAKENING Not long after Leoric took possession of Khanduras, a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, Diablo entered the nightmares of the Arch Bishop and lured him into the dark, subterranean labyrinth. In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realms of mortals. His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the Lord of Terror was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric. For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil. Leoric hid his dark secret from his Priests, hoping that somehow his own devout righteousness would be enough to exorcise that corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the Order of Light, hoping that the demon's power would grow, well concealed amongst the servants of Zakarum. The priests of Zakarum and the citizenry of Khanduras recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King. Driven to the brink of madness by the Lord of Terror, King Leoric slowly alienated his closest friends and advisors, Lachdanan, Captain of the Knight of the Order of Light and honored Champion of Zakarum, tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him from questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. Leoric's madness was growing more obvious with each passing day. Sensing that the advisors of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between the kingdoms of Khanduras and Westmarch. Leoric ignored the warnings and admonishments of his advisors and the royal army of Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan argued the against the necessity of the coming conflict, he was honor-bound to uphold the will of his King. Many of the high-priests and officials were forced to travel to the North as emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had succeeded in sending many of the King's more 'troublesome' advisors to their certain deaths... THE DARKENING OF TRISTRAM The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror. The demon relinquished his control over Leoric, but the King's soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht. Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath. Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the 'monsters' that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht's scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare. The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled s creaming into the ever- expanding domain. The body of Albrecht, fully possessed by Diablo, began to distort and change. The small boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched horns erupted from Albrecht's skull as Diablo altered the form of a child to match that of his demonic body. Deep within the recesses of the labyrinth, a growing power was being harnessed. When the moment was right, Diablo would venture once more into the mortal world and free his captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would reclaim their rightful place in Hell. THE FALL OF THE BLACK KING The war against the zealous armies of Westmarch ended with a horrible slaughter. With the army of Khanduras ripped to shreds by the superior numbers and defensive positions of Westmarch, Lachdanan quickly gathered together those who were not captured or killed and ordered a retreat back to the safety of Khanduras. They returned to find the town of Tristram in shambles. King Leoric, deep within the throes of madness, went into a rage when he learned that his son was missing. After scouring the village with the few guards that remained within at the monastery, Leoric had decided that the townsfolk had abducted his son and hidden him somewhere. Although the townsfolk denied any knowledge of Prince Albrecht's whereabouts, Leoric insisted that they had crafted a conspiracy against him, and that they would pay the price for such treachery. The mysterious disappearance of the Arch-Bishop Lazarus left no one in Tristram with whom the King would take council. Overcome by grief and dementia, Leoric had many of the townsfolk executed for the crime of high treason. As Lachdanan and his fellow survivors returned to confront their King, Leoric sent his few remaining guards against them. Believing that Lachdanan was somehow part of the townsfolk's conspiracy. Leoric decreed that he and his party were to die. Lachdanan, finally realizing that Leoric was beyond salvation, ordered his men to defend themselves. The ensuing battle carried them down into the very halls of the darkened Monastery, bringing a final desecration to the once holy sanctum of the Horadrim. Lachdanan won a bittersweet victory as his men were forced to kill all of Leoric's deceived protectors. They cornered the ravenous King within his own sanctuary and begged him to explain the atrocities he had committed. Leoric only spat at them and cursed them for traitors against both his crown and the Light. Lachdanan walked slowly towards his King and sorrowfully drew his sword. Full of grief and rage, all honor having been cast to the winds, Lachdanan ran his blade through Leoric's shriveled, blackened heart. The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, Leoric condemned Lachdanan and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of Khanduras was shattered forever. THE REIGN OF DIABLO The Black King lay dead, slain at the hands of his own Priests and Knights. The young Prince Albrecht was still missing, and the proud defenders of Khanduras were no more. The people of Tristram looked about their lifeless town and were greatly dismayed. Awash in feelings of both relief and remorse, they soon realize that their troubles had merely begun. Strange, eerie lights appeared in the darkened windows of the Monastery. Misshapen, leathery- skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy sight... Travelers on the roads surrounding Tristram were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town. The Arch-Bishop Lazarus, frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgement, Lazarus whipped the townspeople into a frenzied mob. Reminding them that Prince Albrecht was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery man of Hell itself... The few who survived the horrible fate that awaited them returned to Tristram and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all the town's inhabitants. It was a Terror that none of them had ever known... Deep beneath the foundations of the ruined Monastery, Diablo gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power. He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching... =============================================================================================== 12. I T E M S =============================================================================================== SWORDS The sword is the epitome of the warrior's weapon. Forged in fire and tempered to a fine edge, a good blade can cut through armor or a demon's thick hide with equal case. Some warrior clans of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of a shield in favor of greatswords that stand the full height of a man. AXES Axes are favored by those who are willing to sacrifice defense for power. In addition to being slower than other weapons, even the smallest combat axe requires two hands be free to wield properly, precluding the use of a shield. However, no other mundane item can match the damage of a good axe. Legends speak of enchanted axes capable of slicing through flesh and steel as if through butter. MACES AND CLUBS Sometimes the simplest tools are the best. Whether it be a stout piece of wood or a spiked mace a good clubbing weapon can be deadly in the hands of a strong warrior. The minions of Mephisto -the undead- are said to have an especially difficult time resisting the effects of broken bones and shattered limbs. STAVES The art of staff fighting has never gained much acceptance in Khanduras, but long ago the Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused magical energy. The process of creating a spell staff is very time consuming, but even an apprentice Vizjerei can recharge a stafff by channeling magical energy into it. Spell staves may be used to cast spells that the wielder does not yet know, and that do no require the expenditure of mana. The staff must be wielded in order to use the spell it contains. Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It is also possible to find staves that have been further enchanted to make them more effective in combat or to grant other abilities to the wielder. BOWS Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however, knows that a bow is no match for a sword or other weapon if the fighting should come to close quarters. LIGHT ARMOR Light armor ranges from simple clothing, such as robes and cloaks, to hardened leather armor. Even tossed aside rags will provide some protection. Although armor of this type offers minimal protection from most attacks, it is very lightweight and inexpensive to repair. MEDIUM ARMOR This category includes basic metal armor, such as chainmail and ring mail. In general, armors of this type provide good protection from physical attacks, but are heavy enough that only athletic characters can wear them comfortably. HEAVY ARMOR Most heavy armor consists of solid metal plates over a chain mesh. The extent of the plate coverage determines the exact type of armor. Field plate, for instance, covers only the torso and arms with solid plates to provide maximum mobility. Only the strongest heroes can wear heavy armor,and it is very expensive to repair. Plate armor does provide the highest protection possible from physical attacks, and enchanted plate armor can make a warrior nearly unstoppable. HELMETS Even a simple leather cap can spell the difference between life and death, and it is a good idea to use the best helmet that you can afford. Many members of the Horadrim wore crowns of unearthly metals to reflect their status, and often these crowns were enchanted for superior protection. SHIELDS Shields are extremely popular as both a means of defense and decoration. Your character will automatically attempt to block any incoming blows with his or her shield, and in times of desperation it can even be used as a bashing weapon. Bows, axes, staves, and other two-handed weapons cannot be used in conjunction with a shield. POTIONS One form of magic that is still strong in the West is the brewing of elixirs that can have a variety of beneficial effect s on the imbiber. By far the most common of these draughts are healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana potions are infused with raw magical energy to restore the abilities of spell casters that have expended their power. The old church is sure to have a strong supply of both types of potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft may also be able to supply your character with potions, for the right price. It's known that the greatest of the Horadrim alchemists created strange concoctions that permanently affected the drinker. SCROLLS By carefully preparing special parchment with magical inks, a focus for spells can be created. Such magical scrolls provide the reader with the ability to cast a spell that they normally may not know, without expending any mana. Very powerful spells cannot be used by the untrained, however, for the cryptic symbols upon them are difficult to comprehend. The act of casting the spell drains the scroll of all magical power and causes the parchment to crumble to dust instantly. BOOKS More valuable than gold to any sorcerer, books may contain clues to quests, spell formulas, or other pieces of knowledge. The time of the Horadrim is considered to be the greatest age of magic, when untold discoveries in the arcane arts were made. These powerful mystics used every ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge was lost when the last of the Horadrim died. There may be lost works beneath the church that could bring some of these ancient magics to light... GOLD During the long reign of peace that existed in Khanduras most towns and cities agreed upon a standard gold coin to use in trade. The Church of Zakarum has tried to have its own currency accepted as the new standard, but so far it has gained little acceptance. Although it would seem that the minions of the Three would have no use for gold coins, many demons hoard all the wealth that they can find. =============================================================================================== 13. M A G I C =============================================================================================== FIREBOLT The true essence of Fire lies at the edge of Energy and Matter. It is therefore, a fairly simple matter to shape Mana into a magical flame. Controlling a bolt of this fire as it flies towards its target is another matter entirely. As experience and knowledge with this spell grows, both the intensity of the flame and the speed of the bolt can be increased with the caster feeling less exertion. INFERNO Inferno sacrifices the mobility of a Firebolt for pure damaging power. Rather than attempting to control the path and cohesiveness of a single bolt, the caster conjures forth an individual, focused stream of flame. Although it dissipates beyond more than a few paces, with a greater understanding of the forces at work the stream of fire can not only be extended a significant amount, but also can be maintained for a few moments more. The heat of an Inferno is more intense than that of a Firebolt as more Mana is being converted into essential energy. WALL OF FIRE Magical fire feeds upon no earthly souce, being fueled instead by the mystic energies known as Mana. While the heat of conjured flames may cause normal matter to combust and burn on its own, the flames themselves will burn as long they have Mana to draw upon. By carefully controlling the flow of Mana to a magical fire, its life-span can be extended well beyond that of a Firebolt or an Inferno. T he Horadrim were skilled enough to create torches that burn with an eternal flame, but those abilities have been long lost. With this spell, the caster creates a wall of eldritch flame that will burn until the Mana in that area has been exhausted. As the knowledge of this spell increases, the rate at which Mana must be consumed can be better controlled and the Wall of Fire can be made to burn longer. CHARGED BOLT The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform Mana into electrical energy, it is extremely difficult to control. This spell calls into being multiple pockets of lightning which seem to have a will of their own. The caster is able to shield himself from the effects of these charges, but any creature - friend or foe - may be struck. Greater understanding of this spell allows more of these Charged Bolts to be formed, and their existence will be maintained for a longer period of time. The physical toll on the caster, however, increases as well, requiring more Mana to be spent. LIGHTNING The caster of this spell seeks to control the discharge of electrical energy by focusing it in single stream of lightning. The effects of channeling this powerful force of nature onto an unprotected creature are awesome indeed. With experience, these bolts of lightning may be maintained for a longer period ot time while requiring less Mana to be used. FLASH The Flash spell was created to fight the servants of Baal, whose minions prefer to surround their enemies and attack from all sides silmutaneously. To properly form most incantations, the caster must be able to concentrate long enough to complete the necessary invocations and gestures. With this spell, the caster draws in as much Mana as possible as quickly as possible from the surrounding area and concentrates it into single point within his own body. This Mana is then released in a single burst of raw energy that dissipates very rapidly - and very violently. While this spell is usable only in close combat, it is extremely potent and will strike creatures on all sides of the caster. HOLY BOLT While the Horadrim were the greatest mortal spell casters ever known, not all of the followers of the Light were as proficient in magic as they were. During the quest to bind Mephisto, common soldiers were hard pressed to combat the seemingly endless tides of the undead that guarded the First Brother. During this time, Cathan, a devout priest who was also a fierce warrior, found that by invoking the powers of the High Heavens and then infusing them with the essence of Fire, a bolt of great speed and intensity could be created and used by those otherwise untrained in the use of magic. This Holy Bolt harms only the undead, making it far safer to use while on a chaotic battlefield. HEALING The art of self healing is an invaluable ability, and it is for this reason that this spell has been preserved throughout the ages. When cast, Mana courses through the body, instantly knitting broken bone, replacing torn tissue and reducing the effects of shock and fatigue. With time, this spell can be developed to the point that it can instantly restore even those on the brink of death. The ability to heal others is much rarer, and those that can do so are greatly respected. RESURRECT During the assault upon Mephisto's Fortress of Bone, the army led by the Horadrim was nearly overwhelmed by the legions of the damned. As soon as one of the crusaders was slain in combat, his body would rise again as an undead warrior to fight against his former companions. On the eve of what was to be the final attack upon the Fortress, a mysterious figure in white appeared before the Council of the Horadrim. This apparition revealed to them the secret of piercing the barrier between Life and Death. By Resurrecting te slain soldiers, they could be saved from eternal corruption. Those present at the Council swore an oath never to use this ability once the battle was over, but somehow the secret escaped. This spell has the power to bring a dead soul back to the physical world, but it must be performed at the site of the person's death. IDENTIFY Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. While none have mastered the ability to memorize a spell of this magnitude, the Vizjerei have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of identifying such an object also destroys the crystal. Scroll and staves have been crafted that can be used to identify magical auras. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. TOWN PORTAL The Horadrim constructed numerous magical gateways between the mighty fortresses so that they could quickly concentrate their defenses against any incursion by the Demons. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart. Although the secret of creating these gateways has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The Church of Tristram is built upon the remains of a Horadrim monastery, and it is quite probable that a gateway lies nearby. TELEKINESIS This versatile spell is derived from a training exercise that was used by the Horadrim. Once they reached a certain point in their training, acolytes were bound and locked in a cell, with the key to the door lying on the floor in front of them. The student had to unlock and open the door without being able to physically move. Through intense concentration and fine control, the acolyte could manipulate the key as if it was hel by an invisible hand. Those that were able to open the cell door were allowed to proceed to the next level of training. There is some speculation as to the fate of those unfortunates that lacked the magical prowess to escape. Today, this spell serves are a reminder that what was once a simple mental exercise for the Horadrim is now a difficult spell known by few sorcerers. Telekinesis could prove very useful in the labyrinth, as there are many trapped doors and chests that could be safely opened from a distance. By exerting greater force, at a cost in fine control, creatures can also be pushed away from the caster. =============================================================================================== 14. S P E L L D E S C R I P T I O N =============================================================================================== IDENTIFY You can discover the true nature of any object with this spell. But there are no books about this spell, only scrolls, so use it wisely. FIREBOLT A spell that will shots a bolt of fire into a single enemy. The damage it does is very little, but it can be very useful in your early adventure. Both books and scrolls are available. CHARGED BOLT This spell can be useful to kill enemy that attack you in groups since this spell will diverse while they chase their target. Both books and scrolls are available. HOLY BOLT Since only useful against an undead enemy this spell will do a lot of damage when it connect to its target. Don't use it against non-undead enemy because it will do no damage at all. Both books and scrolls are available. HEALING This spell will heal your character's hit points, but as your character's level grow up, the mana require to cast this spell also increase. Both books and scrolls are available. HEAL OTHER Unlike the Healing spell, this spell will heal your ally's hit points. Both books and scrolls are available. INFERNO This is a less useful spell because it can only attack an enemy near you.Both books and scrolls are available. RESURRECT Useful to resurrect only your ally, so you cannot resurrect yourself. Only scrolls available. INFRAVISION Another not-so-useful spell which allow you to see all the enemies in the surrounding area, even enemies behind the wall or door. Only scrolls available. FIRE WALL This spell will set a wall of fire. Anyone, including you, who pass through this fire wall will take a serious damage unless he's immune to fire. Both books and scrolls are available. TELEKINESIS A spell that can be use to open a door or chest from a distance and also can be use to push an enemy back. Both books and scrolls are available. LIGHTNING When you cast this spell, bolt of lightning will struck your enemy. And because of its wide range, it even can hit several enemies before this spell gone. Both books and scrolls are available. TOWN PORTAL One of the useful spell, it can open a portal which will take you back to the town. Both books and scrolls are available. FLASH A spell that only useful if you are surrounded by monsters. It will damage only the enemies that near to you when you cast this spell. Both books and scrolls are available. STONE CURSE This spell will turn your enemies into stone. But it will not last forever, after some time, your enemies will turn back to flesh. Both books and scrolls are available. PHASING This is the very useless spell in the game. It will teleport you into somewhere place randomly. Both books and scrolls are available. MANA SHIELD A spell that will protect your hit points using your mana points. If you are getting hit, instead your hit points, your mana points will decrease. Both books and scrolls are available. ELEMENTAL When you cast this spell, a fire elemental in a shape of human will come and chase your target. Its damage is pretty good. Both books and scrolls are available. FIREBALL Fireball is the most powerful fire-based spell in this game. Its damage is devastating and it can hit several enemies when they are close. Both books and scrolls are available. FLAME WAVE This spell looks like the Fire Wall spell, except this spell will move towards the enemies and will stop at nothing until it hit a wall. Both books and scrolls are avilable. CHAIN LIGHTNING The most powerful lightning-based spell. This spell looks like the Lightning spell, but the amount of lightning depends on two things. One is the number of enemies on the surrounding area and two is your spell level. If there are many enemies in the area and your spell level is pretty high you will cast many lightning to all direction, possibly kill all the enemies. Both books and scrolls are available. GUARDIAN This spell will cast a three-headed dragon from the floor and shots Firebolt to the enemies near this dragon. Both books and scrolls are available. NOVA Another powerful lightning-based spell. This spell will cast a circle of lightning around yourself towards your enemy. The closer your enemy to you when you cast this spell, the higher damage it takes. Only scrolls are available. GOLEM When you cast this spell, a golem (stone creature) will arise from the floor and walking around the dungeon and attack the enemy it saw. Golem isn't indestructible and if you cast another Golem while the previous one is still alive, both of them will die. Both books and scrolls are available. TELEPORT This spell will teleport you to a place where you pointed the cursor. Both books and scrolls are available. APOCALYPSE The best spell in the game. This spell will attack all enemy (including enemies behind a door or inside a room) on your surrounding area. Most of the monsters usually will die after getting hit by one Apocalypse spell. This is definitely the most powerful spell, too bad you can't learn it. Only scrolls are available. BONE SPIRIT A spell that will reduce your target's hit point by 1/3. But when you cast it, your mana and life will reduce. Only books are available. BLOOD STAR A not so useful spell. It takes both mana and life to cast this spell. Only books are available. =============================================================================================== 15. M O N S T E R S =============================================================================================== The Minion of Darkness fall into three categories, and are divided according to their masters. MEPHISTO, the Lord of Hatred (Odium) The legions of Mephisto are driven by a hatred of all living things - especially those who are pure of heart. He counts as minions both the walking dead, who forever seek vengeance upon the living, as well as a host of demonically corrupted creatures whose twisted limbs and misshapen bodies leave them in eternal agony and rage. SKELETONS (Ossium Animatum) These are the skeletal remains of warriors who either died as soldiers in some dark campaign, or were betrayed by those they most trusted. Now animated by unnatural forces, these troops of the Damned forever seek new recruits to join their ranks. If our greatest fears do prove to be true, the skeletal warriors that are rumored to haunt the town of Tristram might well be the corrupted remains of the valiant Horadrim monks laid to rest in the catacombs beneath the church. Only an incredibly potent evil could have disturbed the peaceful slumber of these eremites. Skeletons are usually found in places where the dead are laid to rest or at the sites of great battles. While physically fragile, they are neverlacking in numbers, for those that fall to them in combat are damned to an eternal lust for living blood. Coupled with their unthinking rage, this makes them a dangerous opponent. ZOMBIES (Cibus Animatus) Worm-ridden and reeking of foul decay, Zombies are formed from the corpses of men executed for comitting the most depraved and degenerate crimes against the innocent. They are driven by both the hatred that consumed them in life and an insatiable hunger for the flesh of the living. Tenacious and possessing stamina of infernal origin, Zombies and their ilk make for a difficult encounter. Fortunately, these undead minions are lacking in both will and mobility which can be used to great affect against them. OVERLORDS (Tyrannus Pinguis) Even the Seraphim are not immune to the corruption of the Dark Lords. One such angels, Inarius, was proud of his beauty and boasted loudly of his purity and worth. His thoughts became so clouded that he believed himself to be above both Angel and Demon, and he left the High Heavens to form his own dominion. He constructed a great cathedral of mirrored glass and crystal, and followers flocked to him, drawn by his numinous charm and wealth. Once Inarius had gathered a sizable army, he decided to prove his power. Inarius first laid siege to an infernal temple devoted to the worship of Mephisto, but made the foolish mistake of overestimating his prowess. The armies of Inarius laid waste to the temple and killed the dark monks that dwelled within. The Three Evils had considered the vain warrior a mere nuisance and amusement until this time, but this was an insult that they could not bear. Mephisto himself is said to have appeared at the cathedral of Inarius. He laid waste to the church and the surrounding countryside. The Lord of Hatred took the proud archangel and his followers captive. He bound Inarius with tremendous chains and slowly tore the wings from the back of the angel. Great barbed hooks were then used to stretch out the once glowing skin and his features were distorted by vile powers. Many of the followers of Inarius were given as gifts to Baal and Diablo, but the rest were molded to match the bloated image of the now crippled angel. To this day, Inarius is said to be trapped in Hell within a chamber of mirrors, his eyelids torn from his face as he is forced to gaze upon his misshapen form for all eternity. His misguided followers now serve as Hell's taskmaster taking the anguish of their lost glory out upon the bodies of others. These grotesque demons have considerable brawn hidden beneath their layers of greasy flab. Do not underestimate their strength or their intelligence for crossing swords with them is ill advised. You will be far better served to combat them with ranged weapons or magic. MAGMA DEMONS (Dominus Ardor) During the Great Conflict tremendous battles were fought in both the High Heavens and the Burning Hells. Both sides often carried the conflict deep within the realms of their enemies. During one epic battle into the very heart of Mephisto's fiery lair, a group of brave Seraphim warriors fronted an assault against the Lord of Hatred himself. One of these angelic soldiers made a bold attack and struck a fierce blow that caused the foul blood of Mephisto to rain upon the ground. Each drop that fell seared through the crust of Hell itself and formed powerful demons shaped from molten rock. These demons quickly rose to the aid of their master, and drove back the forces of Light by striking them with thrown masses of lava that seared both flesh and bone with the intensity of the Burning Hells. The losses dealt by these Magma Demons were tremendous. BAAL, the Lord of Destruction (Excidium) The soldiers of Baal seek the undoing of the universe. They strive for ultimate disorder and destruction, and to this end covet the destruction of all they behold. Order is an abhorrence to them and these creatures are the manifestation of the forces of chaos. FALLEN ONES (Nanus Improbus) Swarms of these impish terrors have been known to come out the night and tear apart a sleeping village in minutes. Small of stature and simian in appearance, these creatures possess surprising strength and unnatural agility. Other than killing, the only act which gives them pleasure is breeding, so expect to encounter them in large packs. The small size of these devils does fill them with cowardice, however, and this fear can be used against them. They prefer to attack under the guise of darkness and in large numbers whenever possible. If they are shown great strength, preferably by killing one of their kind, they will retreat and regroup. Do not turn your back on them, though, for their appetite for destruction will eventually overcome their caution and they will attempt to strike again. GOAT MEN (Aries Vehemens) The lieutenants of Baal are bred for strength, endurance, and cunning. These demons constantly train themselves in the art of war, for battle is their bread and the blood of innocents, their water. There are several known "clans" of Goat Men, each given a different gift from their Dark Master. It is believed that to earn their powers they once held mock wars in Hell for the entertainment of the Three Brothers. Do not expect them to fight amongst themselves on the mortal realm, however, for they much prefer to slaughter the innocent. Like most of Baal's spawn, the bestial Aries are incredibly strong and agile. Be especially wary of their archers, for they are renowned for the accuracy and power of their Great Bows. Fleet of foot, they may try to evade an unwary foe and then attack from a different angle. SPITTING TERRORS (Bestia Acerbus) After an especially violent battle, Baal enjoyed celebrating with his Brothers by holding a disgusting feast of blood, human flesh, and other Hellish delights. The Bestis Acerbus are the descendants of doglike creatures that lived by feeding upon the remains of Baal's nightmarish feasts. The variety of vile substances that the creatures consumed, along with their close proximility to the Lord of Destruction, twisted and warped the viscera of these Hounds of Hell. This diabolic species is capable of spitting up a variety of caustic fluids and projecting them at considerable distance. Packs of these terrors are especially devastating, as their bile has been known to eat through the strongest of armor and poison the most hearty men. Great care must be taken when within the lair of these Bestia. Their venom retains its potency for a considerable amount of time and puddles of it may be found everywhere. When killed, the beast's inner toxins eat through the now-dead flesh, leaving a dangerous trap for those foolish enough to tread upon the corpse. HORNED DEMONS (Impetum Cornuta) Used as living siege engines, there are numerous accounts of these juggernauts smashing into the lines of the Seraphim and leaving only death and ruin in their wake. The skull and the single large horn in the snout of the demon are unnaturally durable. The Horned Demon prefer to wait until a clear path is available and then they charge towards their victims at incredible speeds. Be wary of this initial charge! It is far better to deal with these creatures in close quarters or with magic. DIABLO, the Lord of Terror (Metus) Using illusion and fear as their greatest weapons, the attendants to Diablo are formidable adversaries. They prefer to wait for their opponent to display a moment of weakness before they attack. Equally dangerous in the dark or in your dreams, they are the fears of man made flesh by Diablo's will. These nightmaries lurk at the edges of mortal perception from the moment that you take your first breath - and they long to be with you when you take your last. WINGED FIENDS (Alae Nefastus) Some people are so hungry for power and knowledge that they are willing to sacrifice their humanity to the Lords of Hell in exchange for gifts that inevitably turn against them. One such group, a dark cabal of wizards, decided to take the power of creation into their own hands and magically created a race of creatures to act as servants and messengers. Using infernal abilities granted to them through their arcane pact, they formed small bat-winged imps that they believed would prove useful in carrying out deeds that were too trivial for their own efforts. Each of the sorcerers created an entity that reflected his magical specialization. The creatures thus created were small, nimble and possessed an unnatural cunning. At first the corrupt sorcerers were overjoyed at the success of their experiment, but they soon began to notice that the Alae did not serve them as loyalty as they had hoped. The creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. The sorcerers tried to destroy their creations, but the fiends banded together to combat them. The winged fiends has been secretly breeding outside of the sorcerer's domains, and swarms of them attacked, killing their former masters. To this day, the descendants of these creations terrorize the countryside. Do not underestimate this foul demons. They are physically weak, but posses great speed. Many of them possess unearthly abilities reflecting the powers of their creators and they also enjoy using their razor sharp claws and hooked wings to tear the flesh from the faces of their victims. SCAVENGERS (Maleficus Vorax) Maleficus Vorax are the smallest of a related group of demonic creatures that feed upon carrion, mostly the remains of victims killed by their large cousins. Unlike most scavenger however, they are extremely aggressive and will not hesitate to attack anyone hapless enough to encounter them. They have powerful legs which they use to swift springing attacks striking at vulnerable faces and throats. Their primary weakness is their voracious appetite; the smell of death may drive them into a feeding frenzy where they will stop their attacks to feast upon remains that are nearby. THE HIDDEN (Metus Occultus) The Hidden are the bogeymen that haunt our dreams and live in the nightmares of children. Although they dwell at the edge of the Physical and Ethereal Realms where they remain unseen by mortal sight, they can quickly manifest and strike those that appear vulnerable. Metus Occultus and others of their ilk feed on the essence of fear. When wounded, they will seek to retreat back into the Ether to heal themselves. It is important to note that even while invisible the creature exists partially on the Physical Realm, and can be affected by spells and weapons. GARGOYLE (Signum Vitiosum) In ages past, it was customary to decorate buildings with stone statues of demons that were enchanted to serve as guardians and protectors of those within. The misshapen figures of the statues were designed to taunt and anger any demons that attempted to gain entrance. Diablo worked to unlock the wards that protected these granites images, and eventually was able to gift them with a Hadean life. The Gargoyle arose from their captive sleep and swooped down to prey upon those whom they were created to protect. Naturally, the remaining statues were immediately destoyed, but there are Signum that escaped and continue to terrorize the innocent to this day. The act of transforming from flesh to stone allows the creature to heal any wounds that it has suffered, so it is best to either avoid these demons entirely or to hunt them down until they are dead. Do not allow them to flee, for they will soon return in full force. =============================================================================================== 16. G O S S I P A R O U N D T R I S T R A M =============================================================================================== GRISWOLD THE BLACKSMITH 01. Sometimes I think that Cain talks too much, but I guess that is his calling in life. If I could bend steel as well as he can bend your ear, I could make a suit of court plate good enough for an emperor! 02. A good man who puts the needs of others above his own. You won't find anyone left in Tristram - or anywhere else for that matter - who has a bad thing to say about the healer. 03. While I have to prectically smuggle in the metals and tools I need from caravans that skirt the edges of our damned town, that witch, Adria, always seems to get whatever she needs. If I knew even the smallest bit about how to harness magic as she did, I could make some trully incredible things. 04. The inkeeper has little business and no real way of turning a profit. He manages to make ends meet by providing food and lodging for those who occasionally drift through the village, but they are a likely to sneak off into the night as they are to pay him. If it weren't for the stores of grains and dried meats he kept in his cellar, why, most of us would have starved during that first year when the entire countryside was overrun by demons. 05. Gillian is a nice lass. Shame that her gammer is in such poor health or I would arrange to get both of them out of here on one of the trading caravans. 06. I was with Farnham that night that Lazarus led us into the labyrinth. I never saw the Archbishop again, and I may not have survived if Farnham was not at my side. I fear that the attack left his soul as crippled as, well, another did my leg. I cannot fight this battle for him now, but I would if I could. 07. That lad is going to get himself into serious trouble... or I guess I should say, again. I've tried to interest him in working here and learning about an honest trade, but he prefers the high profits of dealing in goods of dubious origin. I cannot hold that against him after what happened to him, but I do wish he would at least be careful. 08. The axe? Aye, that's a good weapon, balanced against any foe. Look how it cleaves the air, and then imagine a nice fat demon head in its path. Keep in mind, however, that it is slow to swing - but talk about dealing a heavy blow! 09. Your weapons and armor will show the signs of your struggles against the darkness. If you bring them to me, with a bit of work and a hot forge, I can restore them to top fighting form. 10. If you're looking for a good weapon, let me show this to you. Take your basic blunt weapon, such as mace. Works like a charm against most of those undying horors down there, and there's nothing better to shatter skinny little skeletons! 11. Look at that edge, that balance. A sword in the right hands, and against the right foe, is the master of all weapons. Its keen blade finds little to hack or pierce on the undead, but against a living, breathin enemy, a sword will better slice their flesh! CAIN THE ELDER 01. Griswold - a man of great action and great courage. I bet he never told you about the time he went into the labyrinth to save Wirt, did he? He knows his fair share of the dangers to be found there, but then again - so do you. He is a skilled craftsman, and if he claims to be able to help you in any way, you can count on his honesty and his skill. 02. Ah, Pepin. I count him as a true friend - perhaps the closest I have here. He is a bit addled at times, but never a more caring or considerate soul has existed. His knowledge and skills are equaled by few, and his door is always open. 03. The witch, Adria, is an anomaly here in Tristram. She arrived shortly after the cathedral was desecrated while most everyone else was fleeing. She had a small hut constructed at the edge of town, seemingly overnight, and has access to many strange and arcane artifacts and tomes of knowledge that even I have never seen before. 04. Odgen has owned and run the rising sun inn and tavern for almost four years now. He purchased it just a few short months before everything here went to hell. He and his wife Garda do not have the money to leave as they invested all they had in making a life for themselves here. He is a good man with a deep sense of responsibility. 05. Gillian is a fine woman. Much afored for her high spirits and her quick laugh, she holds a special place in my heart. She stays on at the tavern to support her elderly grandmother who is too sick to travel. I sometimes fear for her safety, but I know that any man in the village would rather die than see her harmed. 06. Poor Farnham. He is a disqueting reminder of the doomed assembly that entered into the cathedral with Lazarus on that dark day. He escaped with his life, but his courage and much of his sanity were left in some dark pit. He finds comfort only at the bottom of his tankard nowadays, but there are occasional bits of truth buries within his constant ramblings. 07. The story of Wirt is a frightening and tragic one. He was taken from the arms of his mother and dragged into the labyrinth by the small, foul demons that wield wicked spears. There were many other children taken that day, including the son of King Leoric. The knights of the palace went below, but never returned. The blacksmith found the boy, but only after the foul beasts had begun to torture him for their sadistic pleasures. 08. I know of many myths and legends that may contain answers to questions that may arise in your journeys into the labyrinth. If you come across challenges and questions to which you seek knowledge, seek me out and I will tell you what I can. 09. While you are venturing deeper into the labyrinth you may find tomes of great knowledge hidden there. Read them carefully for they can tell you things that even I cannot. PEPIN THE HEALER 01. Griswold knows as much about the art of war as I do about the art of healing. He is a shrewd merchant, but his work is second to none. Oh, I suppose that may because he is the only blacksmith left here. 02. Cain is a true friend and a wise sage. He maintains a vast library and has an innate ability to discern the true nature of many things. If you ever have any questions, he is the person to go to. 03. While I use some limited forms of magic to create the potions and elixirs I store here, Adria is a true sorceress. She never seems to sleep, and she always has access to many mystic tomes and artifacts. I believed her hut may be much more than the hovel it appears to be, but I can never seem to get inside the place. 04. I really don't understand why Odgen stays here in Tristram. He suffers from a slight nervous condition, but he is an intelligent and industrious man who would do very well wherever he went. I suppose it may be the fear of the many murders that happen in the surrounding countryside, or perhaps the wishes of his wife that keep him and his family where they are. 05. Odgen's barmaid is a sweet girl. Her grandmother is quite ill, and suffers from delusions. She claims that they are visions, but I have no proof of that one way or the other. 06. Even my skills have been unable to fully heal Farnham. Oh, I have been able to mend his body, but his mind and spirit are beyond anything I can do. 07. Poor Wirt. I did all that was possible for the child, but I know he despises that wooden peg that I was forced to attach to his leg. His wounds were hideous. No one - and especially such a young child - should have to suffer the way he did. 08. Before it was taken over by, well, whatever lurks below, the cathedral was a place of great learning. There are many books to be found there. If you find any, you should read them all, for some may hold secrets to the workings of the labyrinth. 09. I have made a very interesting discovery. Unlike us, the creatures in the labyrinth can heal themselves without the aid of potions or magic. If you hurt one of the monsters, make sure it is dead or it very well may regenerate itself. ADRIA THE WITCH 01. To a man who only knows iron, there is no greater magic than steel. The blacksmith Griswold is more of a sorcerer than he knows. His ability to meld fire and metal is unequaled in this land. 02. A chest opened in darknss holds no greater treasure than when it is opened in the light. The storyteller Cain is an enigma, but only to those who do not look. His knowledge of what lies beneath the cathedral is far greater than even he allows himself to realize. 03. The hand, the heart and the mind can preform miracles when they are in perfect harmony. The healer Pepin sees into the body in a way even I cannot. His ability to restore the sick and injured is magnified by his understanding of the creation of elixirs and potions. He is as great an ally as you have in Tristram. 04. Earthen walls and thatched canopy do not a home create. The innkeeper Odgen serves more of a purpose in this town than many understand. He provides shelter for Gillian and her matriarch, maintains what life Farnham has left to him, and provides an anchor for all who are left in the town to what Tristram once was. His tavern, and the simple pleasures that can still be found there, provide a glimpse of a life that the people here remember. It is that memory that continues to feed their hopes for your success. 05. Corruption has the strength of deceit, but inocence holds the power of purity. The young woman Gillian has a pure heart, placing the needs of her matriarch over her own. She fears me, but it is only because she does not understand me. 06. The higher you place your faith in one man, the farther it has to fall. Farnham has lost his soul, but not to any demon. It was lost when he saw his fellow townspeople betrayed by the Archbishop Lazarus. He has knowledge to be gleaned, but you must separate fact from fantasy. 07. There is much about the future we cannot see, but when it comes it will be the children who wield it. The boy Wirt has a blackness upon his soul, but he poses no threat to the town or its people. His secretive dealings with the urchins and unspoken guilds of nearby towns gain him access to many devices that cannot be easily found in Tristram. While his methods may be reproachful, Wirt can provide assistance for your battle against the encroaching darkness. 08. The sum of our knowledge is in the sum of its people. Should you find a book or scroll that you cannot decipher, do not hesitate to bring it to me. If I can make sense of it I will share what I find. 09. The greatest power is often the shortest lived. You may find ancient words of power written upon scrolls of parchment. The strength of these scrolls lies in the ability to either apprentice or adept to cast them with equal ability. Their weakness is that whey must first be read aloud and can never be kept at the ready of your mind. Know also that these scrolls can be read but once, so use them with care. ODGEN THE TAVERN OWNER 01. Griswold the blacksmith is extremely knowledgeable about weapons and armor. If you ever need work done on your gear, he is definitely the man to see. 02. If you want to know more about the history of our village, the storyteller Cain knows quite a bit about the past. 03. Pepin is a good man - and certainly the most generous in the village. He is always attending to the needs of others, but trouble of some sort or another does seem to follow him wherever he goes... 04. Adria is wise beyond her years, but I must admit - she frightens me a little. Well, no matter. If you ever have need to trade in items of sorcery, she maintains a strangely well- stocked hut just across the river. 05. Gillian, my barmaid? If it were not for her sense of duty to her grand-dam, she would have fled from here long ago. Goodness knows I begged her to leave, telling her that I would watch after the old woman, but she is too sweet and caring to have done so. 06. Farnham spends far too much time here, drowning his sorrows in cheap ale. I would make him leave, but he did suffer so during his time in the labyrinth. 07. Wirt is rapscallion and a little scoundrel. He was always getting into trouble, and it's no surprise what happened to him. He probably went fooling about someplace that he shouldn't have been. I feel sorry for the boy, but I don't abide the company that he keeps. 08. Many adventurers have graced the tables of my tavern, and ten times as many stories have been told over as much ale. The only thing that I ever heard any of them agree on was this old axiom. Perhaps it will help you. You can cut the flesh, but you must crush the bone. GILLIAN THE BARMAID 01. Our blacksmith is a point of pride to the people of Tristram. Not only is he a master craftsman who has won many contests within his guild, but he received praises from our King Leoric himself - may his soul rest in peace. Griswold is also a great hero; just ask Cain. 02. Cain has been the storyteller of Tristram for as long as I can remember. He knows so much, and can tell you just about anything about almost everything. 03. Pepin saved my grandmother's life, and I know that I can never repay him for that. His ability to heal any sickness is more powerful than the mightiest sword and more mysterious than any spell you can name. If you ever are in need of healing, Pepin can help you. 04. The woman at the edge of town is a witch! She seems nice enough, and her name, Adria, is very pleasing to the ear, but I am very afraid of her. It would take someone quite brave, like you, to see what she is doing out there. 05. Odgen and his wife have taken me and my grandmother into their home and have even let me earn a few gold pieces by working at the inn. I owe so much to them, and hope one day to leave this place and help them start a grand hotel in the east. 06. 07. I grew up with Wirt's mother, Canace. Although she was only slightly hurt when those hideous creatures stole him, she never recovered. I think she died of a broken heart. Wirt has become a mean-spirited youngster, looking only to profit from the sweat of others. I know that he suffered and has seen horrors that I cannot even imagine, but some of that darkness hangs over him still. 08. My grandmother had a dream that you would come and talk to me. She has visions, you know and can see into the future. FARNHAM THE DRUNK 01. Griswold? Good old Griswold. I love him like a brother! We fought together, you know, back when... we... Lazarus... Lazarus... Lazarus!!! 02. 03. Hehehe, I like Pepin. He really tries, you know. Listen here, you should make sure you get to know him. Good fella like that with people always wantin' help. Hey, I guess that would be kinda like you, huh hero? I was a hero too... 04. Why don't that old crone do somethin' for a change. Sure, sure, she's got stuff, but you listen to me... she's unnatural. I ain't never seen her eat or drink - and you can't trust somebody who desn't drink at least a little. 05. Odgen is the best man in town. I don't think his wife likes me much, but as long as she keeps tappin' kegs, I'll like her just fine. Seems like I been spendin' more time with Odgen than most, but he's so good to me... 06. The gal who brings the drinks? Oh, yeah, what a pretty lady. So nice, too. 07. Wirt is a kid with more problems than even me, and I know all about problems. Listen here - that kid is gotta sweet deal, but he's been there, you know? Lost a leg! Gotta walk around on a piece of wood. So sad, so sad... 08. No one ever lis... listens to me. Somewhere - I ain't too sure - but somewhere under the church is a shole pile o' gold. Gleamin' and shinin' and just waitin' for someone to get it. 09. I wanna tell ya sumthin', 'cause I know all about this stuff. It's my specialty. This here is the best... Theeeee best! That other ale ain't no good since those stupid dogs... 10. If I was you... and I ain't... but if I was, I'd sell all that stuff you got and get out of here. That boy out there... he's always got somethin good, but you gotta give him some gold or he won't even show you what he's got. WIRT THE PEG-LEGGED BOY 01. I guess I owe the blacksmith my life - what there is of it. Sure, Griswold offered me an apprenticeship at the smithy, and he is a nice enough guy, but I'll never get enough money to... well, let's just say that I have definite plans that require a large amount of gold. 02. Cain knows too much. He scares the life out of me - even more than that woman across the river. He keeps telling me about how lucky I am to be alive, and how my story is foretold in legend. I think he's off his crock. 03. As long as you don't need anything reattached, old Pepin is as good as they come. If I'd have had some of those potions he brews, I might still have my leg... 04. Adria truly bothers me. Sure, Cain is creepy in what he can tell you about the past, but that witch can see into your past. She always has some way to get whatever she needs, too. Adria gets her hands on more morchandise than I've seen pass through the gates of the king's bazaar during high festival. 05. Odgen is a fool for staying here. I could get him out of town for a very reasonable price, but he insists on trying to make a go of it with that stupid tavern. I guess at least he gives Gillian a place to work, and his wife garda does make a superb shepherd's pie... 06. If I were a few years older, I would shower her with whatever riches I could muster, and let me assure you I can get my hands on some very nice stuff. Gillian is a beautiful girl who should get out of Tristram as soon as it is safe. Hmmm... maybe I'll take her with me when I go... 07. Don't trust everything the drunk says. Too many ales have fogged his vision and his good sense. 08. In case you haven't noticed, I don't buy anything from Tristram. I am an importer of quality goods. If you want to peddle junk, you'll have to see Griswold, Pepin or that witch, Adria. I'm sure that they will snap up whatever you can bring them... =============================================================================================== 17. W H A T D O T H E Y S A Y A B O U T T H E Q U E S T =============================================================================================== THE BUTCHER Griswold : I saw what Farnham calls the Butcher as it swathed a path through the bodies of my friends. He swung a cleaver as large as an axe, hewing limbs and cutting down brave men where they stood. I was separated from the fray by a host of small screeching demons and somehow found the stairway leading out. I never saw that hideous beast again, but his blood-stained visage haunts me to this day. Cain : It seems that the Archbishop Lazarus goaded many of the townsmen into venturing into the labyrinth to find the king's missing som. He played upon their fears and whipped them into a frenzied mob. None of them were prepared for what lay within the cold earth... Lazarus abandoned them down there - left in the clutches of unspeakable horrors - to die. Pepin : By the light, I know of this vile demon. There were many that bore the scars of his wrath upon their bodies when the few survivors of the charge led by Lazarus crawled from the cathedral. I don't know what he used to slice open his victims, but it could not have been of this world. It left wounds festering with disease and even I found them almost impossible to treat. Beware if you plan to battle this fiend... Adria : The Butcher is a sadistic creature that delights in the torture and pain of others. You have seen his handiwork in the drunkard Farnham. His destruction will do much to ensure the safety of this village. Odgen : Yes, Farnham has mumbled something about a hulking brute who wielded a fierce weapon. I believe he called him a butcher. Gillian : When Farnham said something about a Butcher killing people, I immediately discounted it. But since you brought it up, maybe it is true. Farnham : Big! Big cleaver killing all my friends. Couldn't stop him, had to run away, couldn't save them. Trapped in a room with so many bodies... so many friends... noooooooooo! Wirt : I know more than you'd think about that grisly fiend. His little friends got a hold of me and managed to get my leg before Griswold pulled me out of that hole. I'll put it bluntly - kill him before he kills you and adds your corpse to his collection. POISONED WATER SUPPLY Griswold : Pepin has told you the truth. We will need fresh water badly, and soon. I have tried to clear one of the smaller wells, but it reeks of stagnant filth. It must be getting clogged at the source. Cain : Hmm, I don't know what I can really tell you about this that will be of any help. The water that fills our wells comes from an underground spring. I have heard of a tunnel that leads to a great lake - perhaps they are one and the same. Unfortunately, I do not know what would cause our water supply to be tainted. Pepin : Please, you must hurry. Every hour that passes brings us closer to having no water to drink. We cannot survive for long witout your help. Adria : The people of Tristram will die if you cannot restore fresh water to their wells. Know this - demons are at the heart of this matter, but they remain ignorant of what they have spawned. Odgen : I have always tried to keep a large supply of foodstuffs and drink in our storage cellar, but with the entire town having no source of fresh water, even our stores will soon run dry. Please, do what you can or I don't know what we will do. Gillian : My grandmother is very weak, and Garda says that we cannot drink the water from the wells. Please, can you do something to help us? Farnham : You drink water? Wirt : For once, I'm with you. My business runs dry - so to speak - if I have no market to sell to. You better find out what is going on, and soon! THE CURSE OF KING LEORIC Griswold : I made many of the weapons and most of the armor that King Leoric used to outfit his knights. I even crafted a huge two-handed sword of the finest mithril for him, as well as a field crown to match. I still cannot believe how he died, but it must have been some sinister force that drove him insane! Cain : Ahh, the story of our king, is it? The tragic fall of Leoric was a harsh blow to this land. The people always loved the king, and now they live in mortal fear of him. The question that I keep asking myself is how he could have fallen so far from the light, as Leoric had always been the holiest of men. Only the vilest powers of hell could so utterly destroy a man from within... Pepin : The loss of his son was too much for King Leoric. I did what I could to ease his madness, but in the end it overcame him. A black curse has hung over this kingdom from that day forward, but perhaps if you were to free his spirit from his earthly prison, the curse would be lifted... Adria : The dead who walk among the living follow the cursed king. He holds the power to raise yet more warriors for an ever growing army of the undead. If you do not stop his reign, he will surely march across this land and slay all who still live here. Odgen : As I told you, good master, the king was entombed three levels below. He's down there, waiting in the putrid darkness for his chance to destroy this land... Gillian : I don't like to think about how the king died. I like to remember him for the kind and just ruler that he was. His death was so sad and seemed very wrong, somehow. Farnham : I don't care about that. Listen, no skeleton is gonna be my king. Leoric is king. King, so you hear me? Hail to the king! Wirt : Look, I'm running a business here. I don't sell information, and I don't care about some king that's been dead longer than I've been alive. If you need something to use against this king of the undead, then I can help you out... ODGEN'S SIGN Griswold : Demons stole Odgen's sign, you say? That doesn't sound much like the atrocities I've heard of - or seen. Demons are concerned with ripping out your heart, not your signpost. Cain : I see that this strange behaviour puzzler you as well. I would surmise that since many demons fear the light of the sun and believe that it holds great power, it may be that the rising sun depicted on the sign you speak of has led them to believe that it too holds some arcane powers. Hmm, perhaps they are not all as smart as we had feared... Pepin : My goodness, demons running about the village at night, pillaging our homes - is nothing sacred? I hope that Odgen and Garda are all right. I suppose that they would come to see me if they were hurt... Adria : No mortal can truly understand the mind of the demon. Never let their erratic actions confuse you, as that too may be their plan. Odgen : Master, I have a strange experience to relate. I know that you have a great knowledge of those monstrasities that inhabit the labyrinth, and this is something that I cannot understand for the very life of me... I was awakened during the night by a scraping sound just outside of my tavern. When I looked out from my bedroom, I saw the shapes of small demon-like creatures in the inn yard. After a short time, they ran off, but not before stealing the sign to my inn. I don't know why the demons would steal my sign but leave my family in peace... 'tis strange,no? Gillian : Oh my! Is that where the sign went? My grandmother and I must have slept right through the whole thing. Thank the light that those monsters didn't attack the inn. Farnham : You know what I think? Somebody took that sign, and they gonna want lots of money for it. If I was Odgen... and I'm not, but if I was... I'd just buy a new sign with some pretty drawing on it. Maybe a nice mug of ale or a piece of cheese... Wirt : What - is he saying I took that? I suppose that Griswold is on his side, too. Look, I got over simple sign stealing month ago. You can't turn a profit on a piece of wood. GHARBAD THE WEAK Griswold : - Cain : - Pepin : - Adria : - Odgen : - Gillian : - Farnham : - Wirt : - THE MAGIC ROCK Griswold : I am still waiting for you to bring me that stone from the Heavens. I know that I can make something powerful out of it. Cain : Griswold speaks of the Heaven stone that was destined for the enclave located in the east. It was being taken there for further study. This stone glowed with an energy that somehow granted vision beyond that which a normal man could possess. I do not know what secrets it holds, my friend, but finding this stone would certainly prove most valuable. Pepin : I don't know what it is that they thought they could see with that rock, but I will say this. If rocks are falling from the sky, you had better be careful! Adria : The heaven stone is very powerful, and were it any but Griswold who bid you fint it, I would prevent it. He will harness its powers and its use will be for the good of us all. Odgen : The caravan stopped here to take on some supplies for their journey to the east. I sold them quite an array of fresh fruits and some excellent sweetbreads that Garda has just finished baking. Shame what happened to them... Gillian : Well, a caravan of some very important people did stop here, but that was quite a while ago. They had strange accents and were starting on a long journey, as I recall. I don't see how you could hope to find anything that they would have carrying. Farnham : I used to have a nice ring; it was a really expensive one, with blue and green and red and silver. Don't remember what happened to it, though. I really miss that ring... Wirt : If anyone can make something out of that rock, Griswold can. He knows what he is doing, and as much as I try to steal his customers, I respect the quality of his work. VALOR Griswold : The armor known as Valor could be what tips the scale in your favor. I will tell you that many have looked for it - including myself. Arkaine hid it well, my friend, and it will take more than a bit of luck to unlock the secrets that have kept it concealed oh, lo these many years. Cain : The gateway of blood and the halls of fire are landmarks of mystic origin. Wherever this book you read from resides it is surely a place of great power. Legends speak of a pedestal that is carved from obsidian stone and has a pool of boiling blood atop its bone encrusted surface. There are also allusions to stones of blood that will open a door that guards an ancient treasure... The nature of this treasure is shrouded in speculation, my friend, but it is said that the ancient hero Arkaine placed the holy armor Valor in a secret vault. Arkaine was the first mortal to turn the tide of the Sin War and chase the legions of darkness back to the burning hells. Just before Arkaine died, his armor was hidden away in a secret vault. It is said that when this holy armor is again needed, a hero will arise to don valor once more. Perhaps you are that hero... Pepin : Hmm... it sounds like something I should remember, but I've been so busy learning new cures and creating better elixirs that I must have forgotten. Sorry... Adria : Should you find these stones of blood, use them carefully. The way is fraught with danger and your only hope rests within your self trust. Odgen : Every child hears the story of the warrior Arkaine and his mystic armor known as Valor. If you could find its resting place, you would be well protected against the evil in the labyrinth. Gillian : The story of the magic armor called Valor is something I often heard the boys talk about. You had better ask one of the men in the village. Farnham : Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz... Wirt : You intend to find the armor known as Valor? No one has ever figured out where Arkaine stashed the stuff, and if my contacts couldn't find it, I seriously doubt you ever will either. THE CHAMBER OF BONE Griswold : I know nothing of this place, but you may try asking Cain. He talks about many things, and it would not surprise me if he had some answers to your question. Cain : A book that speaks of a chamber of human bones? Well, a chamber of bone is mentioned in certain archaic writings that I studied in the libraries of the east. These tomes inferred that when the lords of the underworld desired to protect great treasures, they would create domains where those who died in the attempt to steal that treasure would be forever bound to defend it. A twisted, but strangely fitting, end? Pepin : This sounds like a very dangerous place. If you venture there, please take great care. Adria : You will become an eternal servant of the dark lords should you perish within this cursed domain. Enter the Chamber of Bone at your own peril. Odgen : I am afraid that I don't know anything about that, good master. Cain has many books that may be of some help. Gillian : I am afraid that I haven't heard anything about that. Perhaps Cain the storyteller could be of some help. Farnham : Okay, so listen. There's the chamber of wood, see. And his wife, you know - her - tells the tree... cause you gotta wait. Then I says, that might work against him, but if you think I'm gonna pay for this... you... uh... yeah. Wirt : A vast and mysterious treasure, you say? Maybe I could be interested in picking up a few things from you... or better yet, don't you need some rare and expensive supplies to get you through this ordeal? HALLS OF THE BLIND Griswold : I am afraid that I have neither heard nor seen a place that matches your vivid description, my friend. Perhaps Cain the storyteller could be of some help. Cain : You recite an interesting rhyme written in a style that reminds me of other works. Let me think now - what was it? Darkness shrouds the hidden. Eyes glowing unseen with only the sounds of razor claws briefly scraping to torment those poor souls who have been made sightless for all eternity. The prison for those so damned is named the Halls of the Blind... Pepin : This does seem familiar, somehow. I seem to recall reading something very much like that poem while researching the history of demonic afflictions. It spoke of a place of great evil that... wait - you're not going there are you? Adria : This is a place of great anguish and terror, and so serves its master well. Tread carefully or you may yourself be staying much longer than you had anticipated. Odgen : I never much cared for poetry. Occasionally, I had cause to hire minstrels when the inn was doing well, but that seems like such a long time ago now. What? Oh, yes... uh, well, I suppose you could see what someone else knows. Gillian : If you have questions about blindness, you should talk to Pepin. I know that he gave my grandmother a potion that helped clear her vision, so maybe he can help you, too. Farnham : Look here... that's pretty funny, huh? Get it? Blind - look here? Wirt : Lets see, am I selling you something? No. Are you giving me money to tell you about this? No. Are you now leaving and going to talk to the storyteller who lives for this kind of thing? Yes. ZHAR THE MAD Griswold : - Cain : - Pepin : - Adria : - Odgen : - Gillian : - Farnham : - Wirt : - BLACK MUSHROOM Griswold : If Adria doesn't have one of these, you can bet that's a rare thing indeed. I can offer you no more help than that, but it sounds like... a huge, gargantuan, swollen, bloated mushroom! Well, good hunting, I suppose. Cain : The witch Adria seeks a black mushroom? I know as much about black mushrooms as I do about red herrings. Perhaps Pepin the healer could tell you more, but this is something that cannot be found in any of my stories or books. Pepin : Thw witch told me that you were searching for the brain of a demon to assist me in creating my elixir. It should be of great value to the many who are injured by those foul beasts, if I can just unlock the secrets I suspect that its alchemy holds. If you can remove the brain of a demon when you kill it, I would be grateful if you could bring it to me. Adria : It's a big, black mushroom that I need. Now run off and get it for me so that I can use it for a special concoction that I am working on. Odgen : Let me just say this. Both Garda and I would never, ever serve black mushrooms to our honored guests. If Adria wants some mushrooms in her stew, then that is her business, but I can't help you find any. Black mushrooms... disgusting! Gillian : I think Odgen might have some mushrooms in the storage cellar. Why don't you ask him? Farnham : Odgen mixes a mean black mushroom, but I get sick if I drink that. Listen, listen... here's the secret - moderation is the key! Wirt : I don't have any mushrooms of any size or color for sale. How about something a bit more useful? ANVIL OF FURY Griswold : Nothing yet, eh? Well, keep searching. A weapon forged upon the anvil could be your best hope, and I am sure that I can make you one of the legendary proportions. Cain : Griswold speaks of the Anvil of Fury - a legendary artifact long searched for, but never found. Crafted from the metallic bones of the razor pit demons, the Anvil of Fury was smelt around the skulls of the five most powerful magi of the underworld. Carved with runes of power and chaos, any weapon or armor forged upon this anvil will be immersed into the realm of chaos, imbedding it with magical properties. It is said that the unpredictable nature of chaos makes it difficult to know what the outcome of this smithing will be... Pepin : If you had been looking for information on the pestle of curing or the silver chalice of purification, I could have assisted you, my friend. However, in this matter, you would be better served to speak to either Griswold or Cain. Adria : There are many aftifacts within the labyrinth that hold powers beyond the comprehension of mortals. Some of these hold fantastic power that can be used by either the light or the darkness. Securing the anvil from below could shift the course of the Sin War towards the light. Odgen : Don't you think that Griswold would be a better person to ask about this? He's quite handy, you know. Gillian : Griswold's father used to tell some of use when we were growing up about a giant anvil that was used to make mighty weapons. He said that when a hammer was struck upon this anvil, the ground would shake with a great fury. Whenever the earth moves, I always remember that story. Farnham : Griswold can't sell his anvil. What will he do then? And I'd be angry too if someone took my anvil! Wirt : If you were to find this artifact for Griswold, it could put a serious damper on my business here. Awwww, you'll never find it. WARLORD OF BLOOD Griswold : Dark and wicked legends surrounds the one Warlord of Blood. Be well prepared, my friend, for he shows no mercy or quarter. Cain : I know of only one legend that speaks of such a warrior as you describe. His story is found within the ancient chronicles of the Sin War... Stained by a thousand years of war, blood and death, the Warlord of Blood stands upon a mountain of his tattered victims. His dark blade screams a black curse to the living; a tortured invitation to any who whould stand before this executioner of hell. It is also written that although he was once a mortal who fought beside the legion of darkness during the Sin War, he lost his humanity to his insatiable hunger for blood. Pepin : Cain would be able to tell you much more about something like this than I would ever wish to know. Adria : His prowess with the blade is awesome, and he has lived for thousands of years knowing only warfare. I am sorry... I can not see if you will defeat him. Odgen : I am afraid that I haven't heard anything about such a vicious warrior, good master. I hope that you do not have to fight him, for he sounds extremely dangerous. Gillian : If you are to battle such a fierce opponent, may light be your guide and your defender. I will keep you on my thoughts. Farnham : Always you gotta talk about blood? What about flowers, and sunshine, and that pretty girl that brings the drinks. Listen here, friend - you're obsessive, you know that? Wirt : I haven't ever dealt with this warlord you speak of, but he sounds like he's going through a lot of swords. Wouldn't mind supplying his armies... LACHDANAN Griswold : If it is actually Lachdanan that you have met, then I would advise that you aid him. I dealt with him on several occasions and found him to be honest and loyal in nature. The curse that fell upon the followers of King Leoric would fall especially hard upon him. Cain : You claim to have spoken with Lachdanan? He was a great hero during his life. Lachdanan was an honorable and just man who served his king faithfully for years. But of course, you already know that. Of those who were caught within the grasp of the king's curse, Lachdanan would be the least likely to submit to the darkness without a fight, so I suppose that your story could be true. If I were in your place, my friend, I would find a way to release him from his torture. Pepin : A golden elixir, you say. I have never concocted a potion of that color before, so I can't tell you how it would effect you if you were to try to drink it. As your healer, I strongly advise that should you find such an elixir, do as Lachdanan asks and do not try to use it. Adria : You may meet people who are trapped within the labyrinth, such as Lachdanan. I sense in him honor and great guilt. Aid him, and you aid all of Tristram. Odgen : You speak of a brave warrior long dead! I'll have no such talk of speaking with departed souls in my inn yard, thank you very much. Gillian : I've never heard of a Lachdanan before. I'm sorry, but I don't think that I can be of much help to you. Farnham : Lachdanan is dead. Everybody knows that, and you can't fool me into thinking any other way. You can't talk to the dead. I know! Wirt : Wait, let me guess. Cain was swallowed up in a gigantic fissure that opened beneath him. He was incinerated in a ball of hellfire, and can't answer your questions anymore. Oh, that isn't what happened? Then I guess you'll be buying something or you'll be on your way. ARCHBISHOP LAZARUS Griswold : I was there when Lazarus led us into the labyrinth. He spoke of holy retribution, but when we started fighting those hellspawn, he did not so much as lift his mace against them. He just ran deper into the dim, endless chambers that were filled with the servants of darkness! Cain : You must hurry and rescue Albrecht from the hands of Lazarus. The prince and the people of this kingdom are counting on you! Pepin : I was shocked when I heard of what the townspeople were planning to do that night. I thought that of all people, Lazarus would have had more sense than that. He was an archbishop, and always seemed to care so much for the townsfolk of Tristram. So many were injured, I could not save them all... Adria : I did not know this Lazarus of whom you speak, but I do sense a great comflict within his being. He poses a great danger, and will stop at nothing to serve the powers of darkness which have claimed him as theirs. Odgen : Lazarus was the archbishop who led many of the townspeople into the labyrinth. I lost many good friends that day, and Lazarus never returned. I suppose he was killed along with most of the others. If you would do me a favor, good master - please do not talk to Farnham about that day. Gillian : I remember Lazarus as being a very kind and giving man. He spoke at my mother's funeral, and was supportive of my grandmother and myself in a very troubled time. I pray every night that somehow, he is still alive and safe. Farnham : They stab, then bite, then they're all around you. Liar! Liar! They're all dead! Dead! Do you hear me? They just keep falling and falling... their blood spilling out all over the floor... all his fault... Wirt : Yes, the righteous Lazarus, who was sooo effective against those monsters down there. Didn't help save my leg, did it? Look, I'll give you a free piece of advice. Ask Farnham, he was there. DIABLO Griswold : - Cain : Your story is quite grim, my friend. Lazarus will surely burn in hell for his horrific deed. The boy that you describe is not our prince, but I believe that Albrecht may yet be in danger. The symbol of power that you speak must be a portal in the very heart of the labyrinth. Know this, my friend - the evil that you move against is the dark Lord of Terror. He is known to mortal men as Diablo. It was he who was imprisoned within the labyrinth many centuries ago and I fear that he seeks to once again sow chaos in the realm of mankind. You must venture through the portal and destroy Diablo before it is too late! Pepin : - Adria : - Odgen : - Gillian : - Farnham : - Wirt : - =============================================================================================== 18. H I N T S A N D T I P S =============================================================================================== 1. If you need a lot of gold, start a two player game and load two same character. Transfer all the gold from player two to player one. Save player one's character, but don't save player two. Start another two player game and transfer all the gold from player two to player one. Repeat that process until you have the desire amount of gold. 2. If you have a magic item or unique item that decrease your spell levels by 1 or 2 don't sell it or throw it away because it's a very useful item (specially for the warrior). Here's the trick, when you wear those item your spell levels will decrease by one and the magic requirement also decrease, so you can level up your spell, then put-off that item. Your spell level will increase. Example, you have a Charged Bolt on Level 2. If you want to read a Charged Bolt Book it requires 36 magic. Put on that item and your Charged Bolt Level will decrease 1. So now you have a Charged Bolt Level 1 and if you want to read the book it only requires 30 magic. Read the book, and your level will increase 1. Put off that item and your Charged Bolt now on Level 3. 3. The best way to kill a skeleton is using a 'Holy Bolt' spell. 4. Every level-up, your character will gained 5 level-up points. Distribute it wisely, because it will help your character through the 16 levels of Diablo. And remember that you can't buy an Elixir of Vitality. 5. Don't forget to repair your item, because when their durability reach zero, the item will disappear. 6. Pepin the Healer will give you a free healing every time you visit him. 7. You can only cast one Golem at a time. If you cast another Golem, both of them will destroyed. 8. When you get a level up, go to your inventory and pick up an item, then put it back down. Your damage will increase by one every time you get a level and do that. =============================================================================================== 19. A C T I O N R E P L A Y C O D E S =============================================================================================== I got these codes from Cheat Code Central (www.cheatcc.com) and I have got their permission to put these codes in my faq. ________________________________________________________ | | | | MUST ENTER BEFORE ENTERING ANY CODES | | | | | | Master Code | D000E218 0000 | | | | | Code Protection Breaker | 300005F4 0002 | | | | | PLAYER 1 CODES | | | | | | Infinite Life | 800D9354 FFFF | | | 800D9356 0001 | | | | | Infinite Mana | 800D9368 FFFF | | | 800D936A 0001 | | | | | Quick Level Up | 800D937A 5FFF | | | | | Infinite Gold | 80070150 0000 | | | 800D9388 FFFF | | | 800D938A 02FF | | | | | Infinite Distribution Points | 800D9340 029B | | | | | Infinite AC | 800DABD0 FFFF | | | | | Max Strength | 800D9332 00FF | | | | | Max Magic | 800D9336 00FF | | | | | Max Dexterity | 800D933A 00FF | | | | | Max Vitality | 800D933E 00FF | | | | | Max Damage | 800D9374 0064 | | | | | Max Life | 800D934E 0002 | | | 800D9352 0002 | | | | | Max Mana | 800D9362 0002 | | | 800D9366 0002 | | | | | Max Magic Protection | 300D9385 0064 | | | | | Max Fire Protection | 300D9386 0064 | | | | | Max Lightning Protection | 300D9387 0064 | | | | | Have All Spells | 800D92F0 FFFF | | | 800D92F2 FFFF | | | 800D92F4 FFFF | | | | | Active & Max Levels for all Spells | 800D92AA 0F0F | | | 800D92AC 0F0F | | | 800D92AE 0F0F | | | 800D92B0 0F0F | | | 800D92B2 0F0F | | | 800D92B4 0F0F | | | 800D92B6 0F0F | | | 800D92B8 0F0F | | | 800D92BA 0F0F | | | 800D92BC 0F0F | | | 800D92BE 0F0F | | | 800D92C0 0F0F | | | 800D92C6 0F0F | | | 800D92C8 0F0F | | | 800D92CA 0F0F | | | | | PLAYER 2 CODES | | | | | | Infinite Life | 800DAD3C FFFF | | | 800DAD3E 0001 | | | | | Infinite Mana | 800DAD50 FFFF | | | 800DAD52 0001 | | | | | Quick Level Up | 800DAD62 5FFF | | | | | Infinite Gold | 80070150 0000 | | | 800DAD70 FFFF | | | 800DAD72 02FF | | | | | Infinite Distribution Points | 800DAD28 029B | | | | | Infinite AC | 800DC5B8 FFFF | | | | | Max Strength | 800DAD1A 00FF | | | | | Max Magic | 800DAD1E 00FF | | | | | Max Dexterity | 800DAD22 00FF | | | | | Max Vitality | 800DAD26 00FF | | | | | Max Damage | 800DAD5C 0064 | | | | | Max Life | 800DAD36 0002 | | | 800DAD3A 0002 | | | | | Max Mana | 800DAD4A 0002 | | | 800DAD4E 0002 | | | | | Max Magic Protection | 300DAD6D 0064 | | | | | Max Fire Protection | 300DAD6E 0064 | | | | | Max Lightning Protection | 300DAD6F 0064 | | | | | Have All Spells | 800DACD8 FFFF | | | 800DACDA FFFF | | | 800DACDC FFFF | | | | | Active & Max Levels for all Spells | 800DAC92 0F0F | | | 800DAC94 0F0F | | | 800DAC96 0F0F | | | 800DAC98 0F0F | | | 800DAC9A 0F0F | | | 800DAC9C 0F0F | | | 800DAC9E 0F0F | | | 800DACA0 0F0F | | | 800DACA2 0F0F | | | 800DACA4 0F0F | | | 800DACA6 0F0F | | | 800DACA8 0F0F | | | 800DACAE 0F0F | | | 800DACB0 0F0F | | | 800DACB2 0F0F | |______________________________________|_________________| =============================================================================================== 20. C R E D I T S =============================================================================================== Joe Laib ([email protected]) For inspiring me to write the 'Spell description' section. [email protected] For tip #8 in 'Hints and Tips' section. =============================================================================================== 21. S P E C I A L T H A N K S =============================================================================================== 1. GOD for everything 2. My family and my dogs 3. Game FAQS for publishing my faqs 4. Cheat Code Central (http://www.cheatcc.com/) for the Game Shark Codes. Thanks Dave. 5. Blizzard Entertainment for making this GREAT game 6. My computer 7. You for reading my FAQ =============================================================================================== 22. L I S T O F T H E D A M N E D =============================================================================================== This list now contain two suckers. I still hope that this list isn't growing so fast. 1. Today, I went to a game-shop, and guess what? I found that my Dino Crisis walkthrough has been published without my permission. That sucker only translate my walkthrough in Indonesian language and sell it for Rp. 12.500,-. That bastard translate it words by words. It’s title is GAME GUIDE Volume : 9. And it has this statement on the back cover : “Anggota IKAPI 106/JBA/10-08-99”. Some of my friends told me that it was made in Bandung by VEGA(the same store that sell it). The previous volume of that magazine is also ripping someone else's faq (especially from GameFAQs)and translate it into Indonesian. And I got some words for anyone that responsible for this : FUCK YOU, BASTARD. I SWEAR TO GOD THAT IF I KNOW WHO YOU ARE, I WILL TAKE CARE OF YOU. I'M NOT KIDDING. I WILL MAKE YOU PAY FOR YOUR SINS. So if you happen to read my walkthrough prepare to be scared. I mean VERY SCARED (No, don’t worry, I won’t take your pitiful soul from your brainless body, I only make sure that you will suffer till the rest of your life). And for you, dear readers, if you know anything, anything about this asshole -person, please let me know about that. I will apreciate any infos about this animal. His address, telephone, faxs, or e-mail. I will greatly appreciate it. Ah, hah. Finally I got that bastard's e-mail address : [email protected] So please send all your curse words and condemn to that motherfucker. 2. This magazine called Game Station and also made in Bandung. Well, he actually didn't stole my walkthrough, but he stole my friend's walkthrough. So I think this bastard is worth enough to enter my list. OK, here's the stat : Game Station, October 1999, third week, volume 21, Rp. 3.500,-. It's address is on Jl. Pungkur 155 Lt. 2, Bandung 40251. And, the best part is I know its e-mail address : [email protected] And this magazine is also have some connection to VEGA (the one that plagiarized my walkthrough). So, if you concern about this plagiarism problem, you know where to send your e-mail. 3. Since he said sorry and tell me that he mistyped my name for someone else, I remove his name from this Damned List. 4. This is another smart-ass. In my Resident Evil 2 walkthrough, I forgot to put Room 35 and 36 in the map. Then this guy mail me and said I forgot to put Room 36 in my map but he doesn't tell me what game. So I think it was my Dino Crisis walkthrough (since RE2 is an old game and I think only a few people still playing it now) and I replied to him saying that there are Room 36 in my map. Then he replied like this : What i am trying to say is, well I'll just copy and paste what you wrote. "Now enter the Arms Storage / Weapon Storage (use the Red Card Key on the cardreader). Open the locker. You can take either the Machine Gun or the sidepack. Exit. Go to Room 36. Take the Film on the table. On the North wall of this room, there are 3 statues (from left to right) 11, 12, and 13." You see in the purple letters it says to go to room 36, on your map. How am I going to go to room 36 if it isnt on the map for me to find. Am I just supposed to walk around looking for the stupid room. Well guess what that is what I did and your lucky I found it! P.S. = Please put all of the info on the map that coresponds with walkthrough next time! Take notice that he said I'm lucky because he can found the room. Who the hell did he think he is? Dare to threat me. Then on his third mail he said that I can't read well. That's it. I'm pissed-off. Hey reader, who do you think can't read? I have told everyone in my faq that if you want to ask me a question, write down the name of the games in the subject field. So I guess he's the one that can't read, right? His e-mail address is : [email protected] =============================================================================================== 23. I M P O R T A N T N O T E =============================================================================================== Hey, faq-makers, you should read this section. I just receive an e-mail and he told me that he has asking everybody who made a walkthrough (including myself) and I'm the ONLY one that answered. Have you all forgot the manner that your father and mother taught you when you were kids? If someone asking for your help and you can help him, then do so. If you don't want people to send you an e-mail then said so on your faq. Don't let people disappointed. I also have the same experience. I asked someone and he didn't answered me. I don't know if he's a busy man or not, but he didn't answered me. I'm very disappointed. Just because you have made a great faq, and a lot of people e-mail you, it don't make you a great man. What makes you a great man is your attitude. And for myself, I guarantee that I will answer your questions, even if I can't answer it. And if I haven't answered your mail within a week , please mail me back, because maybe I don't read your faq, or something like that. =============================================================================================== 24. A U T H O R ' S N O T E =============================================================================================== For those of you who want to send comments, questions, or informations regarding this FAQ, send them to : [email protected] Feel free to e-mail me about any mistakes or additions concerning this FAQ, but don't forget to mention "Diablo" in the "Subject" field. If you read this FAQ not on these sites : 01) Game FAQs (http://www.gamefaqs.com/) 02) Console Gamer (http://www.console-gamer.com/) 03) Absolute Playstation International (http://www.absolute-playstation.com/) 04) Playstation Network (http://www.caratworld.com/psnetwork/) 05) Cheat Code Central (http://www.cheatcc.com/) 06) Video Games Strategies (http://www.vgstrategies.about.com/) 07) Planet Web (http://www.planetweb.purespace.de/) 08) Hype.Se (http://cheats.hype.se/) 09) Game Revolution (http://www.game-revolution.com/) 10) Game Core (http://www.videogamecore.com/) 11) Xcheater (http://www.xcheater.com/) 12) PhatGames (http://www.phatgames.com/) 13) Spoiler Centre (http://www.the-spoiler.com/) 14) The Cheat Empire (http://home.planetinternet.be/twuyts) 15) The PlayStation Pit (http://www.psxpit.com) 16) Survival Horror (http://survivalhorror.com/) 17) Games Blaster (http://www.gamesblaster.com/) 18) Gaming Addiction (http://www.games.prohosting.com/) 19) Diablo Page (http://www2.50megs.com/neo667/diablo.html) 20) Resident Evil Extreme (http://rextreme.evilgaming.net) 21) PsxGamer (http://www.psxgamer.com) 22) SuperCheats (http://www.supercheats.com) 23) All Anime (http://www.allanime.com) 24) Adrenaline Vault (http://www.avault.com/cheats) Please tell me where you read it. And if you know someone who has rip-off my work, please tell me his e-mail address and where you read it, we will take care the rest. Thanks for reading my FAQ and please send in any comments, questions, or informations! This document copyright (c) 1999 - 2000 Stinger 3:16