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- Blizzard Entertainment
- P. O. Box 18979
- Irvine, CA 92623
- Copyright © 1996 by Blizzard Entertainment
- The software and the manual are copyrighted. All rights reserved. They may
- not, in whole or in part, be copied, photocopied, reproduced, translated or
- reduced to any electronic medium or machine-readable form without prior
- consent, in writing, from Blizzard Entertainment. The user of this product shall
- be entitled to use the product for his or her own use, but shall not be entitled
- to sell or transfer reproductions of the software or manual to other parties in
- any way, nor to rent or lease the product to others without permission from
- Blizzard Entertainment.
- Diablo and Battle.net are trademarks and Blizzard Entertainment is a registered
- trademark of Davidson and Associates, Inc.
- Uses Smacker Video Technology, Copyright © 1994 by Invisible Inc. d.b.a. RAD Software
- Blizzard Entertainment
- P.O. Box 18979
- Irvine, CA 92623
- (800) 953-SNOW Direct Sales
- (949) 955-0283 International Direct Sales
- (949) 955-0157 Technical Support Fax
- (949) 955-1382 Technical Support
- (900) 370-SNOW Blizzard Hint Line
- http://www.blizzard.com World Wide Web
- [email protected] Online Technical Support
- The Initiate
- Which way is the right path, as I stand upon
- this chaotic crossroad of hate…
- How many ways are there to roam
- on this dark and damned road of Fate…
- “There are many ways, my son,
- to find where the souls of Demons remain…
- But it takes only one second of despair and of doubt
- until at last, your soul, they will gain…
- Inherit these lands, these things, these dreams
- that are yours, forever, to adore…
- For there is no life, in the depths of chaos, my son,
- for you to explore…”
- C. Vincent Metzen
- 4
- 5
- TABLE OF CONTENTS
- Getting started & TroubleShooting .........................6
- Technical support .........................................................9
- Tutorial ........................................................................ 10
- Overview of Gameplay ................................................ 21
- Multi Player Instructions ........................................23
- Character Summary ....................................................28
- Warrior..................................................................... 30
- Rogue ..........................................................................32
- Sorcerer .....................................................................34
- Items ...............................................................................36
- Spells ............................................................................. 44
- Beastiary....................................................................... 50
- Librarius Ex Horadrim
- Book I - Of Heaven And Hell
- The Great Conflict .....................................................................61
- The Sin War ................................................................................. 62
- The Dark Exile ............................................................................ 63
- The Binding of the Three ......................................................... 64
- Book II - The Return of Terror
- The Lands of Khanduras........................................................... 69
- The Awakening ........................................................................... 70
- The Darkening of Tristram ..................................................... 71
- The Fall of the Black King ....................................................... 72
- The Reign of Diablo................................................................... 73
- The Nature of the Soul Stones .................................. 77
- Credits............................................................................ 78
- 6
- GETTING STARTED (PC)
- System Requirements
- Computer: Diablo requires an IBM PC or 100% compatible computer,
- with a Pentium 60MHz or better processor. Your computer must
- have at least 8 megabytes of RAM for a single player game. 16
- megabytes of RAM are required to play multi player games of Diablo.
- Operating System: You must be utilizing Windows 95 or Windows
- NT 4.0 to play Diablo on your system.
- Controls: A keyboard and a 100% Microsoft-compatible mouse are
- required.
- Drives: A hard drive and a double-speed or faster CD-ROM drive are
- necessary for installation and play.
- Video: Diablo requires a SuperVGA card that supports Direct Draw.
- You must also have DirectX 3.0 or higher installed on your system to
- play the game (DirectX 3.0 is included on the Diablo CD.)
- Sound: Diablo will work with any Windows 95 compatible sound
- card. To play the music during the game, both your sound card and
- your CD-ROM drive must be configured for playing digital audio.
- Installation of Diablo
- Place the Diablo CD into your CD-ROM drive. If
- your computer is AutoPlay capable, a Diablo
- menu will automatically appear on the screen.
- Select “Install Diablo” from the list of choices to
- start the installation program. Follow the onscreen
- instructions to install Diablo on your
- system. After the game is successfully installed,
- you will have the option of adding a Diablo
- shortcut to your Start menu.
- If your system is not AutoPlay capable, open the
- “My Computer” icon on your Desktop, then select
- the drive letter that represents your CD-ROM
- drive. Double-click on the “Setup” icon and
- continue as above.
- Installation of DirectX
- Try starting Diablo without running the install for DirectX. Diablo will
- tell you if you need to install DirectX. IF you do, make sure the Diablo
- CD is in your CD-ROM drive. From the Diablo Install screen select the
- icon for “Install DirectX 3.0.” Then select “Install DirectX.”
- “To try to find strength in
- righteousness is folly.
- For He seeks to topple those who
- have the farthest to fall…”
- 7
- “But I, in truth, have been
- once here before:
- that savage witch Erichte, she
- who called
- the shades back to their bodies,
- summoned me.
- My flesh had not been long
- stripped off when she
- had me descend through all the
- rings of Hell,
- to draw a spirit back from the
- Betrayer’s circle.
- That is the deepest and the
- darkest place,
- the farthest from the heaven
- girds all:
- so rest assured, I know the
- pathway all.”
- -Dante
- TROUBLESHOOTING (PC)
- Diablo requires that you have Microsoft’s DirectX 3.0 installed, and
- that your video and sound cards are DirectX 3.0 compatible. DirectX
- 3.0 is included on the Diablo CD, and you can install it by running
- “Setup” on the CD and selecting “Install DirectX” from the list of
- options. Blizzard also recommends that you contact your video and
- sound card manufacturers to make sure that you have the most recent
- drivers installed on your system.
- I am not hearing any music or sound effects in Diablo.
- Make sure that your sound card is DirectX 3.0 compatible. Sound
- cards that are not supported under Microsoft’s DirectX will not work
- with Diablo. Install DirectX 3.0 from the Diablo CD. You should also
- contact your sound card manufacturer to obtain the latest drivers for
- your system and information on installing them.
- I keep hearing static or feedback during the game.
- This usually occurs with older sound card drivers. Contact your sound
- card manufacturer to obtain the latest drivers. You also may want to
- check your mixer settings under Windows95.
- Why am I only getting a black screen when I start Diablo?
- Either your video card is not DirectX compatible, or you are using an
- older version of DirectX. You will need to install DirectX 3.0 from the
- Diablo CD and/or obtain DirectX compatible drivers from your video
- card manufacturer.
- Will Diablo work on my Cyrix 6x86 computer?
- Yes.
- Can I run Diablo on my 486 or other non-Pentium processor?
- Diablo has been optimized to run best on a Pentium 60 or faster
- processor. While CPUs slower than a Pentium 60 may run the game,
- it may not run properly or at playable speeds.
- Is there any way to play the full version of Diablo without the CD?
- No, you must have the Diablo CD in your CD-ROM drive in order to
- play a full-version single player game. See the Multi Player section of
- this manual for information on “spawning” Diablo on other systems.
- Can I install Diablo to a compressed drive?
- This should cause no problems, however, due to performance issues
- we do not recommend it.
- Will Diablo work with my RAM doubling utility?
- Yes, but you will probably notice a performance decrease. We suggest
- disabling RAM doubling utilities when playing Diablo.
- 8
- GeTTing STarTed (Mac)
- System Requirements
- Computer: Diablo requires a Mac OS computer with a PowerPC
- processor, and 16 megabytes of physical RAM plus Virtual Memory
- (32 megabytes of RAM recommended). For Multiplayer games of
- Diablo, 32 megabytes of RAM is required.
- Operating System: Diablo requires System 7.5 or higher. Diablo has
- been tested on Mac OS 8.
- Controls: A keyboard and mouse are required. If you have a two
- button mouse, please consult your mouse manual for instructions
- on configuring the second button to simulate a command ( ) click.
- Drives: A hard drive and a double-speed or faster CD-ROM drive are
- required for installation and play.
- Video: Diablo requires that your computer support at least a 640 x
- 480 display in 256 colors.
- Sound: Diablo will work with any Mac OS compatible systems built
- in sound.
- Installation of Diablo
- Place the Diablo CD into your CD-ROM drive. Double-click on the Diablo
- CD Icon, and then double-click on the “Diablo Installer” to copy the
- required game and system files to your hard drive. The installer will
- present an abbreviated “Read Me”, please read this, as it will contain
- the most up to date information about Diablo.
- TroubleshooTing (mac)
- Most problems running Diablo on the Macintosh are resolved by
- making sure that the proper extensions are loaded, and that there
- are no extension conflicts. Below is the Minimal Extension list for
- Diablo Macintosh:
- Apple CD-ROM
- DrawSprocket
- Sound Manager (for Systems earlier than 7.5.3 only)
- Open Transport (Optional)
- The easiest way to avoid extension conflicts is to set up an Extension
- Set specifically for Diablo using the Extensions Manager Control panel
- (or third party equivalent). Select only the extensions you need loaded,
- save the set and restart your Macintosh.
- “Surt from the south comes
- With flickering flame;
- Shines from his sword
- The Val-God’s sun.
- The stony hills are dashed
- together,
- The giantesses totter;
- Men tread the path of Hel,
- And heaven is cloven.”
- -Sæmund’s Edda
- 9
- Technical SupporT
- Online Support Services
- Blizzard Entertainment provides upcoming news, software updates,
- product demos, reviews, technical support and more on the following
- online services.
- Internet: [email protected] (for IBM-PC)
- [email protected] (for Macintosh)
- World Wide Web: http://www.blizzard.com/support.htm
- http://www.battle.net
- Additional Support Services
- Automated Technical Support, with faxing capability for most
- problems, is currently available twenty-four hours per day, seven days
- a week at: (714) 955-1382.
- You may also contact Blizzard Entertainment via fax and mail.
- Fax: (714) 955-0157
- We receive faxes 24 hours a day, and will respond 9 A.M. to 6 P.M.
- Pacific Time, Monday through Friday, holidays excluded.
- Mail: Technical Support
- Blizzard Entertainment
- P.O. Box 18979
- Irvine, CA 92623
- Before You Call
- for Technical Support
- If you are having problems, please consult the “Troubleshooting”
- section before calling technical support. We receive many calls every
- day and can deal with your inquiry more efficiently if you know the
- following information:
- • The manufacturer of your computer and the CPU type/
- clockspeed
- • How much RAM your system has
- • The version and type of Operating System that you are using
- • The manufacturer and model of your video card, sound card,
- and modem
- Our technical support number is (714) 955-1382. Our hours are 9
- A.M. to 6 P.M. Pacific Time, Monday through Friday, holidays excluded.
- Have a pen and paper handy when you call, and be near your computer
- if at all possible. NO GAME PLAYING HINTS WILL BE GIVEN
- THROUGH THIS NUMBER.
- “Pierce me with steel, rend me
- with claw and fang.
- As I die a legend is born for
- another generation to
- follow…”
- “Wisdom is earned…not
- given.”
- 10
- TUTORIAL
- Starting The Game
- Insert the Diablo CD into your computer. If your computer is
- Autoplay capable, a menu screen will appear with a list of
- options. If your computer does not have Autoplay enabled,
- you will need to manually start Diablo by double-clicking on
- the “My Computer” icon, and then double-clicking on your CDROM
- icon. Locate the “Setup” program and double-click on the
- icon. If you have already installed Diablo, select “Play Diablo”
- from the list of choices. Diablo will start up shortly. If Diablo
- does not start up, consult the Troubleshooting section in this
- manual.
- Once Diablo starts, select a Single Player game by either clicking
- on the “Single Player” selection or pressing the Enter key on
- the keyboard. If this is your first time playing, you will
- automatically be taken to the New Single Player Hero screen. If
- this is not your first time playing, a list of saved characters will
- appear. Double-click on “New Hero” to create a new character.
- Notes on Mouse Use
- Since most of your control over the character is through using
- the mouse, here are a few terms that you should be familiar
- with before continuing with this tutorial. The term “left-clicking”
- indicates pressing and releasing the button on the left side of
- your mouse, whereas “right-clicking” indicates pressing the right
- hand button. “Double-click” means to quickly click a mouse
- button twice. If you are using a mouse that has three-buttons,
- the center button is not used while playing Diablo.
- Macintosh users: Wherever the manual says “right-click”, users with a
- one button mouse can hold down the command key ( ) and click to
- get the functionality of a “right-click”. I f you own a multi-button
- programmable mouse, then you may want to
- program a button to send a “command-click”. Please
- follow the directions that came with your mouse to
- do so.
- Creating a Character
- There are three character archetypes, or
- “Classes,” for you to choose from in Diablo.
- Although the three Classes share common
- abilities, they have different strengths and
- weaknesses. In addition, each Class possesses
- a unique skill that is only usable by members
- of that class.
- Left-Click Right-Click
- “He was skilful enough to have
- lived still, if knowledge could be
- set up against mortality.”
- -William Shakespeare
- 11
- For now, select the Warrior Class by highlighting “Warrior”,
- and left-clicking on “OK”. The Warrior is the strongest and
- toughest of the three Classes, and is the most effective in
- close combat. His starting skill, Repair, grants him the ability
- to do quick field repairs on weapons and armor.
- Enter a name for the new hero that you have created and your
- journey into the world of Diablo will begin. Once the world
- has been created you will find yourself in the town of Tristram.
- The Interface
- The game screen in Diablo is divided into two main sections,
- the Play Area and the Interface Bar. The Play Area displays
- the immediate environment around your character, including
- any other creatures or items that are within your character’s
- line of sight. You can zoom in on your character by pressing
- the Z key on the keyboard. Press Z again to return to normal
- view.
- The Interface Bar provides you with quick information on
- your character, as well as buttons to access the various
- information screens.
- The colored orbs indicate your character’s current Life and
- Mana. The red orb represents your current Life, and the blue
- orb represents your current Mana. As you take damage or
- cast spells, the liquid in the orbs will decrease. If you run
- out of Life points, your character is dead. Running out of
- Mana will prevent your hero from being able to cast
- memorized spells.
- Character Information Screen
- To take a closer look at your character’s attributes, open up
- the Character Information screen. This can be done by leftclicking
- on the button, or pressing the C key on the
- keyboard. The Character Information screen displays the
- following information about your character:
- “Might and magic are spokes
- on the same wheel…
- In lacking one you lack both…”
- 12
- The character’s name and class
- The character’s current level and experience
- How much experience the character needs to achieve
- the next level
- How much gold your character currently possesses
- Your character’s attributes, including any bonuses
- or penalties from magical items. Bonuses are
- displayed in blue, while attributes that are below
- normal are displayed in red. Statistics at their
- maximum are displayed in gold.
- Strength represents how strong your character is, and adds to
- the damage that your character does in melee combat.
- Magic is your character’s innate ability to channel magic, either
- through memorized spells or enchanted items.
- Dexterity covers your character’s agility and nimbleness. Your
- chance of successfully striking an opponent in combat
- increases with your level and dexterity.
- Vitality is an indication of the overall health and fitness of your
- character.
- Life is the current physical state of your character. This indicates
- how much damage your character can take before dying.
- Mana is the magical energy that your character possesses, and
- is used to power spells.
- Your character’s attributes also affect the items that he or she
- can use. A character with low Strength, for instance, could
- not wield a Great Axe.
- The right column of the Character Information screen displays
- your hero’s current combat statistics, which are:
- Armor Class A measurement of how well protected your
- character is from physical harm. It is a total of the armor
- classes of all the armor that your character is currently
- wearing, as well as any dexterity and magical bonuses.
- The higher your character’s armor class, the less likely
- you are to be hit in combat.
- To Hit This is the relative chance that your character has to
- hit an unarmored opponent in combat.
- “Not even the sun can banish
- the phantoms of our land.
- Nevertheless, we huddle in the
- darkness and pray for
- dawn…”
- 13
- Damage This is the range of damage that your character can
- inflict with the weapon that he or she is currently wielding.
- Your resistance to various types of magical effects are located
- below your character’s combat statistics.
- Magic This includes spells that summon pure magic to create
- their effect.
- Fire This will help shield you from the effects of fire based
- attacks and spells.
- Lightning Resistance to lightning will help protect you from
- electrical spells and attacks.
- Once you have looked over your hero’s statistics, close the
- Character Information screen by clicking the button, or
- pressing C on the keyboard.
- Inventory Screen
- To see what equipment your character is currently carrying,
- you will want to examine your character’s inventory. To open
- the Inventory screen, either click the button, or press
- the I key on the keyboard. A silhouette of your hero will appear
- along with several boxes to represent wielded/worn
- equipment, as well as items stored in your backpack.
- “Honor and courage are a
- warrior’s right and left
- hands…”
- 14
- Head For wearing caps, helmets, crowns and the like.
- Torso This displays the overall armor that you are currently
- wearing.
- Right Hand Place any weapons that you wish to use in this
- spot.
- Left Hand This space is normally used for carrying a shield. If
- you are wielding a two-handed weapon, such as a great
- axe or a bow, this space will display a darkened version
- of the weapon to indicate that your left hand is also full.
- Amulet Various magical amulets may be found deep within the
- labyrinth under the church. Only one amulet may be worn
- at a time.
- Rings Magical rings can gift the wearer with many abilities. The
- nature of the these powerful enchantments, however,
- allows only one ring to be worn on each hand.
- Backpack The space below your character silhouette represents
- your backpack. Note that items of different sizes take
- up different amounts of space. It may be necessary to
- rearrange items in your inventory to make room for new
- treasure.
- Put your cursor over the club in your hero’s backpack. Notice
- that the club will highlight, and a description of it will appear
- in the Description Box at the bottom of the screen. Left-click
- on the club. Your cursor will be replaced by
- the picture of the club. Move the club over to
- another empty square in your backpack, and
- left-click again. You have now moved the club
- to another spot within your backpack.
- To drop the club from your inventory, left-click
- on it to select it and move the cursor over the
- Play Area. Left-click on the ground near your
- character and he will toss the club onto the
- ground. Move the cursor over the discarded
- club. It will be highlighted by a blue outline,
- and a brief description of it will appear in the
- Description Box. Left-click on the club to pick it up again.
- Note that if the Inventory screen is open, items will not
- automatically be placed in your backpack. Move the cursor
- over an empty space in your backpack and left-click to put
- away the club.
- “The only future Peace has to
- offer is War…”
- 15
- Items in your backpack such as scrolls and books can be
- used by right-clicking on them. If it is a potion or other nontargeted
- effect, the effects will take place immediately. If it is
- a spell or effect that requires a target, your cursor will be
- replaced by a targeting cursor. Put the targeting cursor over
- the item or area that you wish to affect and click the left mouse
- button.
- Close the Inventory screen by clicking on the button or
- pressing I on the keyboard. You can also close the inventory
- screen by pressing the spacebar on the keyboard. Pressing the
- spacebar automatically closes any screens that you have open.
- The Belt
- Small items, such as potions and scrolls, can be kept on your
- belt instead of in your backpack to make them easier to use.
- The Warrior starts out with two healing potions stored on his
- belt. The number in the lower right hand corner of the potion
- icon is the hotkey for that item. Pressing the 1 key on the
- keyboard, for example, will cause your character to drink the
- potion in the first spot on his belt. You can also use the items
- by right-clicking on them. When your character picks up a
- usable item that is small enough, he will automatically place
- it on his belt if there is room. You can also transfer items
- between your backpack and your belt by opening the Inventory
- screen, left-clicking on the item to be moved, and then leftclicking
- on the space that you want to move the item to.
- Movement
- Movement in Diablo is accomplished by placing the cursor
- over the area where you wish to walk and then holding down
- the left mouse button. Your character will automatically move
- towards that direction. Note that walls, monsters, or closed
- doors may prevent your character from being able to find a
- route to where you want him to go.
- Interacting with Characters
- Now it’s time to explore the town of Tristram and talk to one
- of the few remaining residents. Walk over to the fountain in
- the center of the town. Several people will be visible. Move
- your cursor over the large fellow standing off to the right. His
- name will appear in the Description Box. Denizens of the town
- or labyrinth may ask your character to perform tasks for them
- “I have seen the horrors that lie
- beneath the earth. I have felt
- the icy breath of darkness upon
- my skin, and have been gripped
- by the skeletal talons of death
- itself. What prayer can ever
- heal the bleedingmarks of
- Terror’s embrace?”
- “A warrior’s true strength lies
- not in the body, but in the
- spirit…”
- 16
- or offer advice on quests on which you are
- currently working. Some people may even have
- access to goods or magical artifacts that will
- aid you on your journey. To talk to Griswold,
- left-click on him. Your character will
- automatically walk to him and start a
- conversation.
- Griswold is the blacksmith of Tristram and can
- provide your character with weapons and
- armor. Left-click on “Buy Basic Items”. A list of
- items that Griswold is selling will appear. You
- can left-click on the scroll bar or use the Arrow
- keys to scroll up and down the list. The item’s name, description
- and statistics will be listed, along with its price.
- Items that are in red are too powerful for your
- character to use; your hero may be too weak
- to wield the weapon, or too clumsy to utilize it
- properly. Left-click on “Back” or press Escape
- once to get back to the main conversation
- menu, and then left-click on “Leave the Shop”
- or press Escape again to end the conversation
- with Griswold.
- The Quest Log
- Continue to explore Tristram and talk to each of
- the people that you meet. Eventually, one of them will ask you to
- perform a task for them. You have just received your first quest.
- Quests are various missions that you may be asked to complete
- as you are investigating the evil that has been plaguing the land.
- To view a list of the quests that you are currently
- working towards, or to review the instructions
- that you have been given, take a look at the Quest
- Log. Click on the button on the Interface
- Bar, or press the Q key on the keyboard. All
- quests that your character is currently assigned
- will be displayed. Left-click on the quest name
- or press Enter to read the instructions again.
- Once you are done, close the Quest Log. This
- can be done by clicking on the button,
- pressing the Q key on the keyboard, or pressing
- the spacebar. Also, once you have a quest, you
- can ask everyone in town for information that could help you.
- Saving/Loading the Game
- Before you venture into the labyrinth, you’ll probably want to
- 17
- save your game. Bring up the Main Menu by
- pressing the button or pressing the
- Escape key. From here, you can Save your
- game, Load a saved game, begin a New Game,
- Exit Diablo, or change the game Options. Click
- on “Save Game” to save your character’s status.
- Single player heroes have one saved game slot
- per character, so save wisely. Multi player
- heroes are saved automatically as they
- adventure throughout the town of Tristram and
- the labyrinth below.
- Game Options
- If you wish, you can also adjust the game’s
- music or sound effects volume by choosing the
- Options selection. You can also adjust the
- brightness/darkness of the game by changing
- the Gamma setting. The farther you move the
- Gamma slider to the right, the lighter the game
- screen will become. You can exit the Menu by
- clicking on the button or pressing the
- Escape key on the keyboard.
- Entering the Dungeon
- Now you are ready to begin your quest to
- destroy Diablo. Moving the cursor over the
- entrance to the church will reveal the way down
- into the labyrinth below. Left-click on the
- entrance and you will begin your descent.
- The labyrinth beneath the church provides a
- similar view to that of the town above, with
- one notable exception. As your character
- approaches walls and doorways, they will
- become slightly transparent, so that you don’t
- miss any items or creatures that may be hidden
- behind them. Only items and creatures that are
- within your character’s line of sight are visible.
- Pausing the Game
- There may be creatures near the entrance that will approach
- your hero. To pause the game, press the P key on the keyboard.
- The screen will turn red to indicate that the game play is
- stopped. Pressing the P key again will resume the game. Note
- that pausing the game is available only in single player games.
- 18
- Interacting with the Environment
- Movement in the labyrinth is the same as in the town. You can
- either click on the destination where you wish to walk, or you
- can hold down the left mouse button to walk in the indicated
- direction. Anything that you can interact with will become
- highlighted when you move the cursor over it. Creatures are
- highlighted in red, items that you can pick up are highlighted
- in blue, and dungeon features such as doors are highlighted
- in gold. Left-clicking on the selected item will cause your
- character to automatically move to and interact with the
- selected item.
- Combat
- Combat is handled in the same fashion as movement. To attack
- a creature, move the cursor over the target, which will highlight
- it. The name of the creature, and what your character knows
- about it, will be displayed in the Description Box. Left-click on
- the creature to attack it. If your character is not within range,
- he will automatically walk towards the creature to attack it. If
- you are using a bow, or are trying to stay behind cover such
- as a doorway, you can hold down the Shift key on the keyboard
- while attacking to prevent your character from moving. He
- will stand in the same spot and fire his bow or swing his
- weapon.
- Search the labyrinth until you find some creatures to fight.
- Don’t forget that if your health gets low, you can use a healing
- potion to restore some of your hit points.
- The Automap
- An Automap is available to help you navigate around the
- dungeon. To open the Automap, click on the button on
- the Interface Bar, or press the Tab key on the keyboard. A map
- will be overlaid on top of the Play Area. Your character’s location
- and facing are indicated by an orange arrow in the center of the
- map. Doors and stairways are shown in yellow. You can use the
- Arrow keys on the keyboard to scroll around the map, and the
- + and - keys to zoom your view in and out. Game play does not
- stop while the Automap is displayed, so you can still move,
- attack, and be attacked by the denizens of the labyrinth.
- To hide the Automap, either click the button, or press
- the Tab key on the keyboard. You can also press the spacebar
- The Automap to hide any open screens, including the Automap.
- “I am not driven by hatred.
- I am not driven by fear.
- I am not driven by desire,
- duty, or any rationale.
- I can no longer feel any of
- these.
- All that remains is
- Retribution;
- Cold and hard and final…”
- 19
- Gaining Experience and Levels
- Continue to explore the labyrinth for a while. Try out different
- weapons that you find to determine which are the most
- effective against the creatures that you’re fighting. Don’t forget
- your healing potions, and, if things get too tough,
- you can always exit the dungeon and seek help in
- the town.
- Eventually, your character will gain enough
- experience to reach the next level. When this
- happens, your Life and Mana Orbs will be
- completely restored, and a button will appear
- in the playing area. Either click on the button
- or bring up the Character Information screen to
- gain the benefits of your new level. Each level
- that you advance gives you points to distribute
- among your attributes. Left-click on the button
- to the right of an attribute to raise it. Also, your
- character’s effectiveness in combat and with most
- spells will increase automatically.
- Using Skills and Spells
- Once you have gained enough experience to reach level 2,
- head back to the entrance. Use the Automap to
- locate the stairway up if you’ve moved far away
- from it. Before you go back to the town, left-click
- on the icon on the Interface Bar, or press
- the B key on the keyboard. This opens your
- Spellbook that holds a list of all the spells and
- skills that your character currently knows. Leftclicking
- on the numbered tabs along the bottom
- of the Spellbook allows you to flip through the
- pages in your Spellbook. Left-clicking on a spell
- or skill will prepare it, and the icon on the Interface
- Bar will change to indicate the prepared spell/
- skill. Prepare your Repair skill by left-clicking on
- the icon on the first page of your Spellbook. Click
- on the button, or press the B key on the
- keyboard, to close the Spellbook.
- Move your cursor over the playing area and click the right
- mouse button. Your character will be surrounded by a magical
- aura, and your cursor will turn into an icon to represent the
- Repair skill. The Inventory screen will also automatically open.
- Move the cursor over a piece of equipment that you wish to
- 20
- Repair, and left-click on it. Most spells and skills
- are used in this way, though some spells will
- automatically target the area that you right-click,
- so you’ll need to experiment to see which
- technique to use for each spell. Also, rightclicking
- on the icon in your Spellbook will cast
- that spell.
- The Speedbook and Spell Hotkeys
- Another method that you can use to select the spell or skill
- that you wish to use is through the Speedbook. Click on the
- icon on the Interface Bar or press the S key on
- the keyboard to open the Speedbook. A row of
- icons indicating the spells and skills that your
- character is capable of using will appear in the
- Play Area, just above the Interface Bar. Skills
- are displayed in gold, memorized spells in blue,
- spells contained on scrolls are red, and spells
- available through a staff are orange. To change
- the spell/skill that you wish to have prepared,
- left-click on the icon that represents the one
- that you want. The Speedbook will close and
- that spell/skill will be readied for use.
- Once you have learned a few spells, or have found several
- magical items, it might be useful to set up spell hotkeys so that
- you do not have to use the Spellbook or Speedbook to change
- spells. Put the cursor over the Repair icon in your Speedbook.
- Press F5 on the keyboard. The description of the skill will change
- to reflect the new hotkey. Pressing the F5 key at any time will
- now prepare the Repair skill for use. Using the F5 through F8
- keys, you can assign up to four spell hotkeys.
- End of Tutorial
- Feel free to continue adventuring with this warrior, or open the
- Main Menu (using the button or Escape) and select “New
- Game” to create a new hero. For more detailed information on
- the world of Diablo and the creatures and items contained within
- it, continue reading the manual.
- “Gird thyself with the
- weapons of knowledge and the
- armor of wisdom.
- Victory is won as much
- through strength of mind and
- will as through brawn and
- steel.”
- 21
- OVERVIEW OF
- GAMEPLAY
- Movement
- Left-click on the location that you want your character to walk to.
- Continuous movement can be achieved by moving the cursor in the
- direction you wish to travel and holding down the left mouse button.
- Your character will continue to walk in that direction until the mouse
- button is released or a path is not available.
- Combat
- Place the cursor over the creature that you wish to attack. The
- creature’s name and any information that your character knows about
- that creature will appear in the Description Box. Unique creatures
- will have their name displayed in Gold.
- Left-click on the creature to attack it with the weapon currently
- wielded by your character.
- Holding down the Shift key while attacking will attack a location and
- prevent your character from moving.
- Using Skills and Spells
- Left-click the skill/spell that you wish to prepare by using the
- Spellbook or Speedbook.
- Right-click on the creature or area where you wish to cast the prepared
- spell. Spells or skills that affect an item in your character’s Inventory
- will turn the cursor into a targeting icon. Highlight the item that you
- wish to target with the cursor and left-click on it.
- Hotkeys can be assigned to frequently used spells by using the
- Speedbook. Open the Speedbook, and place the cursor over the
- spell that you wish to assign a hotkey to. Press F5-F8 to assign that
- key to the spell, and close the Speedbook. Pressing the appropriate
- key will now prepare that spell.
- Speedbook Color Key:
- Gold: Skill
- Blue: Memorized Spell
- Red: Scroll
- Orange: Staff
- Interacting with the Environment
- Move the cursor over any item. A colored highlight indicates that the
- item can be manipulated or interacted with.
- Blue: Item that can be picked up
- Red: Creature
- Gold: Anything else with which your character can interact
- “It is easy to go down into Hell;
- night and day, the gates of
- dark Death stand wide; but to
- climb back again, to retrace
- one’s steps to the upper air —
- there’s the rub, the task. ”
- — Virgil, The Aeneid
- “Break the bones and the body
- will heal.
- Break the spirit, and the body
- will die…”
- 22
- Left-clicking on the highlighted item will cause your character to
- walk over to the item and pick it up, attack it, or otherwise interact
- with it.
- Using Items
- Moving the cursor over an item on the ground will display its name.
- Moving the cursor over an item in your character’s Inventory will
- display any other information that is known about the item. The
- color of the description indicates the nature of the item.
- White: Normal item
- Blue: Magic item
- Gold: Unique item
- Any equipment that is tinted in Red is either unusable or too powerful
- for your character to use.
- Right-click an item in your character’s Inventory or Belt to use it. If
- the item requires a target, the cursor will be replaced by a targeting
- icon. Move the cursor over the desired target and left-click.
- An item carried on your character’s belt has an automatic hotkey
- assigned to it. The hotkey is displayed in the lower right hand corner
- of the belt slot. Pressing the hotkey will use that item.
- Right-click on gold that your character is carrying to drop a specific
- amount.
- Keyboard Commands
- F1 Display Diablo Help
- P Pause the Game
- Escape Bring up the Main Menu
- B Open the Spellbook
- C View Character Information
- I Examine Inventory
- Q Read Quest Log
- S Display the Speedbook
- Z Zooms view in and out
- Shift Hold down when attacking to prevent movement
- Tab Display the Automap
- +/- Zoom Automap In/Out
- Arrow Keys Scroll Automap
- 1-8 Use specific belt item
- F5-F8 Highlight spell in Speedbook and press F5-F8 to
- assign hotkey. Once hotkey is assigned, the key
- will prepare that specific spell
- F9-F12 Auto send messages (Multi player only)
- Enter Open message window/send message
- (Multi player only)
- Spacebar Closes all open windows
- “It is easier to stab someone in
- the back than it is to look them
- in the eyes.
- Society is built upon this
- principle, and it is universal
- amongst those who rule…”
- “The burning tongues of Hell
- lap at our heels as we run
- screaming from its horrible,
- gaping maw. There can be no
- escape from the relentless beast
- of Terror…”
- 23
- MULTI PLAYER
- INSTRUCTIONS
- Multi player Gaming
- The forces of evil are powerful, but you don’t have to face
- them alone. Diablo will allow up to four players to journey
- into the labyrinth beneath Tristram as friend or foe. Multi
- player characters are separate from single player characters.
- A multi player character’s state is saved periodically during
- play, with experience and equipment being carried over from
- session to session. Therefore, the “Save” and “Load” options
- will not appear when the Diablo Menu is opened during a
- multi player game.
- The Multi player Interface Bar
- The Interface Bar in multi player games has two additional
- buttons on it, the Message button and the Player Intent
- button. To send a message to other players in a multi player
- game, left-click on the Message button, or press Enter on
- the keyboard. The description box will display a prompt
- where you can type in your message. Click on the Message
- button or press Enter to send the message. From the
- message screen, you can toggle specific players on or off.
- This will allow you to send secret messages to only the players
- that you want. If you want to quickly send a frequently used
- message, the keys F9-F12 are available as hotkeys to relay
- preset messages.
- The Player Intent button controls how your character interacts
- with other players in the game. Left-clicking on the Player
- Intent button toggles it between Aggressive and Peaceful
- . Choosing Aggressive means that your character will treat
- other players like any other creature in the dungeon, and
- will attack the player if you left click on them. For a
- cooperative game, you will want to select Peaceful. A Peaceful
- character will not attack other players if they are left-clicked
- on, and will not directly target them with harmful spells.
- Note: other players may still be hit by arrows and spell effects
- even if they are not specifically targeted. Use caution when
- fighting in close quarters.
- “He who fights with monsters
- might take care lest he thereby
- become a monster.”
- -Friedrich Nietzsche
- “Any Master of battle should
- always take stock of his friends
- as well as his enemies. Knowing
- both can, in time, be
- profitable.”
- 24
- Spawning Diablo
- Diablo includes the ability to “spawn” a shareware copy of
- itself onto other systems for playing without the Diablo CD.
- Spawned copies of Diablo allow you to play multi player
- games using the warrior class, including games over
- Battle.net. Only spawned versions of Diablo can play against
- each other; a normal installation and a spawned installation
- will not “see” each other in multi player games. Note: A
- spawned copy of Diablo takes up considerably more disk
- space than a normal installation, as the game’s data files must
- be stored on the computer’s hard drive.
- Connection Methods
- It is important to note that any multi player game is limited
- by the quality of the connection of all of the systems involved.
- Heavy network traffic, poor cabling, line noise, latency, and
- other environmental effects can greatly detract from the
- reliability and performance of a multi player game.
- Direct Connection
- Supports: 1-4 players
- Requires: 2 or more computers connected
- via their serial ports with a null-modem cable.
- One player needs to select “Create Game”
- to start up the game. Once the game is
- started, work down the chain of computers
- If a player does not automatically join, select
- “Retry Connection” to attempt to join the
- game again.
- Troubleshooting: Check the cable to insure that it is a nullmodem
- cable, and double-check the connections. If a nullmodem
- adaptor is being used, make sure that no more than
- one adaptor is being used. The cable needs to connect to
- the serial, or COM ports, on each computer, not the parallel
- (printer) ports. A terminal program, such as Hyperterminal
- in Windows 95, can be used to confirm the connection. Make
- sure that there are no conflicts between the COM ports that
- are being used for the null-modem connection and any other
- devices on either system.
- Null-modem cable: A specific
- type of serial (9 or 25 pin) cable
- that connects two computers
- through their serial (COM) ports.
- A null-modem adaptor can also be
- attached to a serial cable to create
- a null-modem cable. Due to signal
- strength loss, do not use a nullmodem
- cable that is over 30' in
- length.
- 25
- Modem Connection
- Supports: 2 players
- Requires: 2 computers, each with its own
- modem and telephone line
- If your system has one modem installed, that
- modem will automatically be chosen when
- you select Modem as your connection type.
- If you have more than one modem installed,
- you will need to choose the specific modem
- that you wish to use.
- The player that is initiating the call should
- select “Create Game” from the menu. The
- other player should select “Enter New
- Number,” and enter the creator’s phone
- number. If the game creator’s number has
- been previously entered, you can simply
- select it from the menu list . If their modem
- is set up correctly, the game will
- automatically answer the incoming call and
- establish the connection.
- Troubleshooting: Your modem needs to be
- set up correctly in the Windows 95 “Modems”
- Control Panel before Diablo will recognize it. Check your
- modem’s settings by opening the “Modems” Control Panel.
- Click on the “Diagnostics” tab, and double-click on the
- modem that you wish to check. Windows 95 will run a test
- on your modem. If any errors are reported, consult your
- modem manufacturer.
- IPX Network Connection
- Supports: 1-4 players
- Requires: 1 or more computers, connected
- to an active IPX-compatible network
- To create a game, click “Create.” The name
- of that game will be based on the name of
- your character. A player who wishes to join
- your game will need to know the game’s
- name.
- IPX network: A group of
- computers with network cards that
- are cabled together and
- communicate using the IPX
- protocol.
- 26
- Troubleshooting: Check the settings for the IPX/SPX
- protocol in the “Network” control panel; contact your
- network administrator for assistance in setting up your
- network connection. Check all the physical network
- connections. Note that Diablo will only work across one
- network segment. Remember that the name of a game is
- based on the name of the player’s character that creates it.
- Battle.net Connection
- Supports: 1-4 players
- Requires: A 32-bit TCP/IP connection to the
- Internet. This can either be a dial-up
- connection or a direct connection.
- Battle.net is Blizzard Entertainment’s on-line
- Internet gaming service. It allows players from
- around the world to adventure with and
- compete against each other. Select the
- “Battle.net” connection method to connect
- to Battle.net. If your computer is configured for dial-up
- networking, Diablo will automatically establish a connection
- with your Internet Service Provider. Once connected to
- Battle.net, you can chat with other players to arrange, create,
- and join games. Specific information is available from within
- Battle.net by pressing the F1 key on the keyboard.
- Troubleshooting: If your computer is not configured for
- dial-up networking, you will need to establish a connection
- with your Internet provider before starting Diablo. Check
- with your Internet Service Provider to find out the latency
- level of your connection and whether your connection
- supports 32-bit TCP/IP applications. A high latency
- connection with any of the players can result in an unstable
- multi player game.
- If you are having problems with Battle.Net call your Internet
- service provider and ask for their most updated 32-bit
- program to connect to the Internet.
- 32-bit TCP/IP connection:
- Generally, if you are able to run
- the newest versions of Netscape
- Navigator and/or Microsoft
- Internet Explorer, you have a
- connection capable of supporting
- 32-bit applications. Contact your
- Internet Service Provider if you
- are unsure if your connection is
- 32-bit capable.
- Low latency: “Latency” is a
- measure of the time that it takes
- for your system to send and receive
- information over a network. For
- reliable play over Battle.net,
- Blizzard recommends that your
- connection have a latency less than
- 500ms.Contact your Internet
- Service Provider for information
- on the latency level of your
- connection.
- 27
- AppleTalk Network Connection
- Supports: 1-4 players
- Requires: 1 or more Macintosh computers,
- connected to an active AppleTalk network.
- To create a game, click “Create”. The name
- of that game will be based on the name of
- your character. A player who wishes to join
- your game will need to know the game’s
- name.
- If your network has more than one AppleTalk
- zone, then click on the “Choose Zone” button
- to select the zone that Diablo will listen to in
- search of a game. Note that Diablo can only
- see games on one AppleTalk Zone at a time.
- Troubleshooting: Check the settings for your
- network in the “AppleTalk” or “Network”
- control panel; consult your Owners manual
- for assistance in setting up your network
- connection. Check all the physical network
- connections. Remember that the name of a
- game is based on the name of the player’s
- character that creates it.
- Dynamic Games
- Games over IPX networks, AppleTalk networks and Battle.net
- are dynamic. Players can join and/or leave the game at any
- time, and as long as one player is still active in the game, it
- will continue. Players cannot join a game that already has
- four active players, however. If all of the players leave the
- game, it will cease to exist.
- 28
- CHARACTER SUMMARY
- Character Level and Experience
- As your character explores the world of Diablo and combats the evil that threatens to
- overrun the land, he or she gains “experience” and becomes more skilled. The
- character’s total experience determines his or her Level. A character’s Level provides
- a quick approximation of his/her overall effectiveness, but different characters of the
- same Level can have different strengths and weaknesses. Increasing a level gives your
- character additional points to spend on Attributes, as well as increasing effectiveness
- in combat, spell casting, and skill use.
- The most direct way to gain experience is to destroy the denizens of the labyrinth. The
- exact amount of experience gained by killing a creature is based on the relative Levels
- of the character and the creature. A seasoned Warrior does not gain any benefit from
- destroying a mere skeleton, for he has faced far greater evils before.
- Attributes
- Your character has several Attributes corresponding to abilities he or she will use
- during the game. Each character Class starts out with different starting values to
- represent training that they have already had. Each Class also has limits on how high
- some Attributes can be raised. Warriors, for instance, cannot normally raise their Magic
- rating as high as an experienced Sorcerer. While gaining experience is the surest path,
- there are known to be magical means to raise Attributes as well.
- The different Attributes, and the aspects that they represent, are as follow:
- Strength represents the raw physical power that the character possesses. Very strong
- characters are capable of using more powerful weapons and can wear heavy
- armor. A high Strength gives a bonus to the amount of damage done in close
- combat.
- Magic is a measure of the character’s ability to manipulate the forces of magic. It is a
- combination of intelligence, willpower, and innate magical aptitude. A high Magic
- rating is required to learn and control complex and powerful spells and staves.
- Dexterity rates the character’s general agility and accuracy. A character with low Dexterity
- has a very difficult time hitting opponents in combat. Dexterity is a very important
- Attribute for archers to develop.
- Vitality indicates the character’s overall physical fitness. Characters with high Vitality
- are very healthy, rarely become sick, and have a strong endurance.
- Mana is an overall rating that determines how much Mana a character can safely
- channel when spellcasting. It is based on the character’s Class, Level, and Magic
- Attribute. A character that has exhausted his or her Mana is no longer able to
- cast learned spells. Scrolls and staves may still be used, as they draw their own
- 29
- power from the environment on their own. Special Mana potions are able to
- restore the hero’s spell casting abilities by refreshing the body and clearing the
- mind of the imbiber.
- Life is how much physical harm the character can suffer before dying. The Life total is
- based on Class, Level, and Vitality. A Warrior, for instance, can take more physical
- punishment than a Sorcerer of the same Level and Vitality rating. Once Life
- reaches zero the character is dead. Potions and healing spells can rebuild the
- human body at an incredible rate, restoring precious Life points.
- Combat Statistics
- A character’s effectiveness in combat is influenced by many factors, including the
- equipment that he or she is using, the Class of the character, his or her Attributes, any
- enchantments that are in effect, etc. The Combat Statistics displayed on the Character
- Information screen represent the character’s current values, but do not include the
- effects of non-Identified magical items.
- Armor Class is a total of all the protection that your character is currently receiving
- from armor, talismans, shields, etc. A high armor class allows the character to
- resist the effects of physical attacks, and may help against various magical
- effects as well.
- To Hit is a rough indication of the chance that your character has to successfully hit
- and damage a single unarmored opponent. It is a combination of many factors,
- and is strongly affected by the opponent’s armor and overall toughness.
- Damage is the current range of damage that your character can inflict on a successful
- hit during combat. An opponent hit by the character will lose this much Life.
- The Damage rating is based on the weapon being wielded, the character’s
- Attributes, Level, and any magical bonuses.
- Resistances
- Magic is a fickle and unpredictable force, and every character and creature is able to
- resist the effects of spells. The chance of successfully avoiding the effects of a dangerous
- spell is primarily affected by Level, but outside factors may give the character a bonus.
- The Resistance ratings displayed in the Character Information screen display only
- bonuses granted from outside sources.
- Magic resistance protects the character from spells that expel raw magical energy, or
- spells that attempt to change or transform the character’s physical form.
- Fire resistance provides defense against fire spells of all types. It can also help to
- resist the attacks of creatures and weapons that use fire or heat to cause damage.
- Lightning resistance defends against electrical attacks of all types, from lightning bolts
- to the powerful charges exuded by certain creatures.
- 30
- 31
- 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 LeoricÕs
- 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 in 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
- labyrinth beneath the old church- never to be heard from againÉ
- Whether they are driven by valor, honor, madness or greed, new
- Warriors arrive in Tristram every day, ready to challenge 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.
- 32
- 33
- 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 Òinner-sightÓ 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.
- 34
- 35
- 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 horrors 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-robeshave
- taken a keen interest 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 expect to rapidly grow in power as he
- discovers new incantations. All Sorcerers possess the ability to recharge spell
- staves by drawing power from their surroundings and channeling them through
- the staff.
- 36
- ITEMS
- As you explore the world of Diablo you will encounter many
- items that can aid you in your expeditions. Items can be
- examined by picking them up and highlighting them in your
- inventory. A description of the item will appear in the
- Description Box at the bottom of the Interface Bar.
- By using precious metals, magical gems, and eldritch symbols,
- many items can be magically enhanced. Any enchanted items
- that your character discovers will have their descriptions
- displayed in blue. While your character can sense the unnatural
- nature of the treasure by its appearance and magical aura, he
- or she will need to have it magically identified before these
- abilities make themselves known.
- Items which have their name and description displayed in
- gold are unique items and are treasures of legendary power.
- Although your character may recognize the artifact from stories
- and myths, he or she will still need to identify it to discover
- the truth behind its reputation.
- Many items require that your character meet certain Attribute
- minimums to be used effectively. A war maul, for instance,
- can only be used by extremely strong heroes. Very powerful
- scrolls and books can only be understood by those with the
- highest magical abilities. If your character does not meet the
- requirements to use an item, that item will appear in red when
- picked up or carried.
- Durability
- Over time, weapons and armor wear down until they eventually
- break. Equipment found in the labyrinth is almost always worn
- by time and improper care. A gold silhouette of the worn
- equipment will appear in the corner of the Play Area when it is
- close to breaking. The silhouette will turn red just before the
- item is completely destroyed.
- Warriors can perform quick repairs on their equipment, but
- this inevitably lowers the items’ quality over time. A good
- blacksmith can repair equipment without lowering its long
- term effectiveness, for a price. Enchanted weapons and armor
- must be repaired by using the same precious metals and gems
- that were used during its construction, and can be expensive
- to have repaired.
- “But he that hides a dark soul
- and foul thoughts
- Benighted, walks under the
- mid-day sun
- Himself is his own dungeon…”
- -John Milton
- 37
- Weapons
- Very few creatures in the labyrinth can be reasoned with, and
- only a fool or a very powerful sorcerer would dare enter the
- confines of the church without a sturdy weapon in hand. It is
- rumored that there are many enchanted weapons buried
- beneath the church, remnants of the Horadrim’s war against
- the Three.
- 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 ease. 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.
- 38
- 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 staff by channeling magical energy into it. Spell staves may
- be used to cast spells that the wielder does not yet know, and
- that do not 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.
- To prepare a spell from a staff, use the Speedbook to ready the
- spell. Spells from staves will appear on an orange background.
- To cast the spell right-click on the spell’s target.
- 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. Note:
- Holding down the Shift key while attacking with a bow will
- prevent your character from moving closer to his or her target.
- 39
- Armor
- Good armor is essential if you wish to survive the attacks of
- the creatures lurking in the labyrinth. Even a simple leather
- jerkin or thick cloak can help to turn aside a weapon’s edge or
- a demon’s claws and prevent the wearer from being mortally
- wounded. There are three general classifications of armor.
- 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 chain mail
- 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.
- 40
- 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.
- Jewelry
- Precious gems and metals make excellent foci for magical
- enchantments. Although most of the knowledge of creating
- such talismans has been either been long lost or is jealously
- guarded by the Eastern mage clans, rings and amulets of power
- may still be discovered. The primary drawback of enchanted
- jewelry is that multiple pieces seem to interfere with each
- other. For this reason, only one ring may be worn on each
- hand, and but one amulet may be worn about the neck. The
- greatest advantage of rings and amulets is that they are nearly
- impossible to strike in combat, and as such do not need to be
- repaired or maintained as armor does.
- 41
- Potions
- One form of magic that is still strong in the West is the brewing
- of elixirs that can have a variety of beneficial effects 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.
- To drink a potion, right-click on it when it is on your belt or in
- your backpack. You can also use the potion’s hotkey if it is on
- your character’s belt.
- 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.
- To cast a spell from a scroll, either right-click on a scroll that
- your character is carrying, or use the Speedbook to prepare the
- spell. Spells from scrolls will appear on a red background.
- 42
- 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…
- You can discover a book’s contents by left-clicking on it when
- your character discovers it. Books that contain spell formulas
- can be carried by your character to trade - or to study. Rightclicking
- on such books will increase your ability with a specific
- spell. No single book can teach your character all that there is
- to know about a spell, however. The more books that your
- character reads on a specific spell, the greater his or her ability
- with spell will become. Mastering a spell requires intimate
- knowledge of the ways of magic, This is reflected by an
- increasing magic requirement to memorize the spell.
- 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.
- To drop a specific number of coins, right-click on gold in your
- character’s inventory. Type in the amount of gold that you wish
- your character to drop, and press the Enter key.
- 44
- SPELLS
- The Nature of Magic
- Magic is an extremely powerful force, the manipulation of
- which is carefully studied, frequently learned, but it is never
- fully mastered. Enchantments exude an aura that can be
- sensed by many, but years of training are required to properly
- exploit the Mana that pervades our world.
- Some scholars use natural manifestations to explain the
- workings of the universe. In a common archetype, the physical
- world is likened to the sky while the ethereal realm of magic
- is set as the ocean. If we follow this line of thought, spells are
- much like the turbulence that occurs where the two interact
- with each other. During the Sin War, Demon and Angel alike
- wrought powerful magicks that threatened to tear the fabric
- of reality apart. The physical and magical realms began to
- blur and merge, which, in our archetype, would be the
- equivalent of a fierce hurricane.
- The Forces of Order sought to preserve our reality by limiting
- the power of mortal man. As a consequence, only the strongest
- wills can harness more than the most basic of magical effects.
- Even then, much energy is lost in the transition of power
- between the two Realms. As a practitioner of the arcane arts
- grows more knowledgeable he is able to create these effects
- with greater efficiency, resulting in spells that are more potent,
- have more endurance and drain less Mana in their casting.
- “Either slain thou shalt gain
- heaven, or conquering thou
- shalt enjoy the earth.
- Therefore arise, son of Kunti,
- unto battle, making a firm
- resolve.
- Holding pleasure and pain
- alike, gain and loss, victory
- and defeat, then gird thyself for
- battle: thus thou shalt not get
- evil.”
- - The Bhagavad Gita
- 45
- 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 source, 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. The 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 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.
- 46
- 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 into a 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 of 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 simultaneously. 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 a
- 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.
- “When all magic fails, rely on
- three feet of steel and a strong
- arm…”
- 47
- 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 the 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.
- 48
- 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.
- Scrolls 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 held 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 as 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.
- 50
- Accurate reports on the nature of the horrors that lie below
- the church come to light more rarely than survivors. I have
- attempted to provide a base knowledge of what awaits you by
- searching through our vast libraries for historical and scientific
- tomes recounting the Horadrim’s epic war against the Three.
- I have summarized the information that I discovered. Due
- to the length of time that has passed since most of the original
- accounts were written, and the uncertainty surrounding the
- present evil that plagues this land, I cannot guarantee the
- veracity of this information. I do, however, believe that this
- information is as accurate as possible under these trying
- circumstances.
- It is known that the Three Brothers often acted through
- personal servants. While I would not classify all of these servants
- as Demons, they do represent the most horrible aspects of
- their Masters. What follows is what has been documented
- concerning the creatures that were known to serve the Brothers
- during their reign of evil. It should be noted that in their battle
- against the Seraphim, the Brothers would constantly twist and
- change their servants to best resist the powers that they were
- facing. Two demons of the same physical shape may have
- dramatically different weaknesses, depending upon the whims
- of their Master. The specific species described herein were those
- most commonly encountered by the Horadrim.
- Take the greatest of care when journeying through the
- cursed lands. It is well known that the creatures of Darkness
- are a cowardly lot, and will attack using strength of numbers to
- their advantage whenever possible. I fear the knowledge
- contained herein is incomplete, at best, for there were no living
- witnesses of the most powerful horrors. If one of the Three has
- truly come free of his binding, he will call as many of these
- infernal servants to him as possible, as well as creating new
- and more powerful minions to command.
- Vischar Orous
- Chief Librarian
- Zharesh Covenant
- Brotherhood of the Vizjerei
- The Minions of Darkness fall into three categories, and are
- divided according to their masters. Study these words well, for
- this knowledge may be all that keeps your immortal soul from
- being devoured by the denizens of the underworld.
- “All things roll here: horrors of
- midnights,
- campaigns of a lost year
- Dungeons disturbed, and
- groves of lights;
- Echoing on these shores, still
- clear,
- Dead ecstasies of questing
- knightsyet
- how the wind revives us
- here!”
- - Arthur Rimbaud
- 51
- 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 never lacking 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.
- “I am Yesterday, Today, and
- Tomorrow, and I have the
- power to be born a second time.
- I am the divine hidden Soul
- who created the gods and gives
- sepulchral meals to the denizens
- of the deep, the place of the
- dead, and heaven...Hail, lord
- of the shrine that stands in the
- center of the earth. He is I, and
- I am he! ”
- -Egyptian Book of the Dead
- 52
- Zombies, (Cibus Animatus)
- Worm-ridden and reeking of foul decay, Zombies are formed
- from the corpses of men executed for committing 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 wit 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 angel, 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
- 53
- 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
- taskmasters, 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.
- 54
- Ba al, 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 of 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.
- “O Rose thou art sick
- the invisible worm
- that flies in the night
- in the howling storm:
- has found out thy bed
- of crimson joy:
- and his dark secret love
- does thy life destroy.”
- -William Blake
- 55
- 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 Bestia 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
- proximity 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 a
- 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.
- 56
- 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 Demons 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, 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
- nightmares lurk at the edges of mortal perception from the
- moment that you take your first breath - and they long to be
- with you when your take your last.
- “Strange and strident. It
- shrilled terror to the ears that
- heard it through the hall’s side
- wall, the grisly plaint of God’s
- enemy, his song of ill success, the
- sobs of the damned one
- bewailing his pain.”
- -Beowulf
- 57
- 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 loyally 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 had 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 these 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 larger cousins. Unlike most scavengers, however,
- they are extremely aggressive and will not hesitate to attack
- anyone hapless enough to encounter them. They have powerful
- legs which they use for 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.
- 58
- 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 granite images, and eventually was able
- to gift them with a Hadean life. The Gargoyles arose from their
- captive sleep and swooped down to prey upon those whom
- they were created to protect. Naturally, the remaining statues
- were immediately destroyed, 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.
- The Fall of Izual
- 61
- Librarius Ex Horadrim
- BOOK ONE
- OF HEAVEN AND HELL
- THE GREAT CONFLICT
- ince 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
- 62
- 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 mageclan
- 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.
- 63
- 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 Dark 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.
- 64
- 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
- Horadrim
- 66
- of men, leaving chaos and attrition in their wake. The Evils turned father
- against son and prompted many great nations 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 powerful artifacts called Soulstones.
- Mephisto and Baal, trapped within the swirling, spiritual constraints of the
- Soulstones, were then buried beneath the dunes of the desolate Eastern Sands.
- The powers of Hatred and wanton Destruction seemed to diminish in the
- East as a nervous peace began to settle over the land. Yet, for many decades the
- Horadrim continued their grim search for the third Brother, Diablo. They knew
- that if the Lord of Terror was left untamed there could never be any lasting
- peace within the realm of humanity.
- The Horadrim followed in the wake of terror and anarchy that spread
- throughout the Western lands. After a great battle which claimed the lives of
- many brave souls, the Lord of Terror was captured and imprisoned within the
- last of the Soulstones by a group of Horadrim monks led by the Initiate Jered
- Cain. These monks carried the cursed stone to the land of Khanduras and buried
- it within a secluded cave near the river Talsande. Above this cave the Horadrim
- constructed a great Monastery from which they could continue to safeguard the
- Soulstone. As ages passed, the Horadrim constructed a network of catacombs
- beneath the Monastery to house the earthly remains of the martyrs of their Order.
- Generations passed in Khanduras, and the numbers of the Horadrim slowly
- dwindled. With no quests left to undertake, and too few sons to sustain their
- guardianship, the once powerful Order faded into obscurity. Eventually, the great
- Monastery that they had built fell to ruins as well. Although villages grew and
- thrived around the shell of the old Monastery, no one knew of the dark, secret
- passageways that stretched into the cold earth beneath it. None could have
- dreamed of the burning red gem that pulsed within the labyrinth’s heart…
- THE SYMBOL OF THE ORDER HORADRIM
- The Madness of the Black King
- 69
- BOOK TWO
- THE RETURN OF TERROR
- THE LANDS OF KHANDURAS
- ears 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 established 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 statutes of Zakarum as their
- sacred mission in the world. Westmarch began to turn towards its neighbors,
- expecting them to embrace this “New Beginning” as well. Tensions rose
- between the kingdoms of Westmarch and Khanduras as the priests of Zakarum
- began to preach their foreign dogma whether they were welcomed or not.
- It was then that the great northern lord Leoric came unto the lands of
- Khanduras and, in the name of Zakarum, declared himself King. Leoric was
- a deeply religious man and had brought many Knights and Priests with him
- that comprised his Order of the Light. Leoric and his trusted advisor, the
- Arch Bishop Lazarus, made their way to the city of Tristram. Leoric
- appropriated the ancient, decrepit Monastery on the outskirts of the town for
- his seat of power and renovated it to match its time-lost glory. Although the
- free people of Khanduras were not pleased with being placed under the
- sudden rule of a foreign King, Leoric served them with justice and might.
- Eventually, the people of Khanduras grew to respect the kind Leoric, sensing
- that he sought only to guide and protect them against the oppression of
- Darkness.
- 70
- 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 realm 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 the corruption growing inside him - he was sorely
- mistaken. Diablo stripped away the core of Leoric’s being, burning away
- all honor and virtue from his soul. Lazarus too, had fallen under the sway
- of the Demon, keeping close to Leoric at all times. Lazarus worked to
- conceal the plans of his new Master from the Order of Light, hoping that
- the demon’s power would grow, well concealed amongst the servants of
- Zakarum.
- The priests of Zakarum and the citizenry of Khanduras recognized
- the disturbing change within their liege. His once proud and rugged form
- became distorted and deformed. King Leoric became increasingly
- deranged and ordered immediate executions of any who dared to question
- his methods or authority. Leoric began to send his Knights to other villages
- to bully their townspeople into submission. The people of Khanduras
- who had once grown to see great honor in their ruler began to call Leoric
- the Black King.
- Driven to the brink of madness by the Lord of Terror, King Leoric
- slowly alienated his closest friends and advisors. Lachdanan, Captain of
- the Knights of the Order of Light and honored Champion of Zakarum,
- tried to discern the nature of his King’s deteriorating spirit. Yet at every
- turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish
- him for 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
- 71
- 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
- 72
- 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 shattered
- spirit, the bloodlusted ghouls and demons of his mind scattered and
- scrambled maniacally into the lengthening passageways of his waking
- Nightmare.
- The ancient catacombs of the Horadrim had become a twisted
- labyrinth of raw, focused Terror. Empowered by Diablo’s possession of
- young Albrecht, the creatures of the boy’s own imagination had gained
- corporeal form. So strong was the terror that grew inside of Albrecht,
- that the borders of the Mortal realm began to warp and tear. The Burning
- Hell began to seep into the world of Man and take root within the labyrinth.
- Beings and occurrences displaced by time and space, and long lost to
- the history of Man were pulled screaming into the ever-expanding domain.
- The body of Albrecht, fully possessed by Diablo, began to distort
- and change. The small boy grew and his eyes blazed as tendril-like spines
- ripped through his flesh. Great, arched horns erupted from Albrecht’s
- skull as Diablo altered the form of the child to match that of his demonic
- body. Deep within the recesses of the labyrinth, a growing power was
- being harnessed. When the moment was right, Diablo would venture
- once more into the mortal world and free his captive Brothers Mephisto
- and Baal. The Prime Evils would be reunited, and together they would
- reclaim their rightful place in Hell.
- 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.
- 73
- 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 with him 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 realized that their troubles had merely begun. Strange,
- eerie lights appeared in the darkened windows of the Monastery. Misshapen,
- leathery-skinned creatures were seen venturing forth from the shadows of
- the church. Horrible, wounded cries seemed to linger on the wind, emanating
- 74
- 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 who 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 judgment, Lazarus whipped the
- townspeople into a frenzied mob. Reminding them that Prince Albrecht
- was still unaccounted for, he persuaded many of the men to follow him
- into the depths of the Monastery to search for the boy. They gathered
- torches and soon the night air glowed with the flickering light of hope.
- They armed themselves with shovels, picks and scythes and so prepared,
- they boldly followed the treacherous Arch-Bishop straight into the fiery
- maw of Hell itself…
- The few who survived the horrible fate that awaited them returned
- to Tristram and recounted what they could of the ordeal. Their wounds
- were terrible, and even the skills of the healer could not save some of
- them. As the stories of demons and devils spread, a stifling, primal Terror
- began to consume the hearts of all of 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…
- The Corruption of Prince Albrecht
- 77
- THE NATURE OF THE
- SOULSTONES
- BY JERED CAIN OF THE HORADRIM
- t was long ago that the enigmatic Arch-Angel Tyrael bestowed upon us the secrets of the
- mysterious Soulstones. Tyrael bequested upon our Order three of these Stones so we
- could contain the vile essences of the Three Prime Evils who had been let loose upon our
- world. Although the artifacts were constructed in realms far removed from our own, we
- found that they were simple to understand.
- The Soulstones effect only beings that are non-corporealand thus have no power
- over living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual”
- vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recesses
- of the Soulstone and are forever trapped within. These spirits are released only when the
- Soulstone is deactivated or destroyed.
- The power of the Soulstones proved to be much more difficult to employ when used
- against the great Prime Evils. Voraciously disposed to possessing hapless mortals, the Three
- Brothers found that they were immune to the effects of the Stones while occupying human
- souls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils so
- that their demonic essences could be subject to the effects of the Soulstones.
- Mephisto and Diablo, once found, were easily lured into the Soulstones. The capture of
- their brother Baal, however, became complicated when the Soulstone that was to be his eternal
- prison was shattered and fragmented. We found that while the shards still held the power to
- lure the demon to them, they could not properly contain it. Tal Rasha, a fellow Initiate who has
- been since immortalized in Horadrim lore, theorized that a mortal of strong will might be able
- to contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortal
- so chosen would be forever tortured while locked in eternal conflict with the enthralled demon.
- To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.
- Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself the
- essence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and buried
- deep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned for
- many years now, and although the demon was imprisoned without the use a whole Soulstone,
- we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would have
- the formidable powers of Baal added to his own. By ridding the world of this present Evil, we
- may have created a nightmare worse than that which we first sought to contain…
- 78
- CREDITS
- Executive Producer
- Allen Adham
- Producer
- Bill Roper, Shane Dabiri
- Associate Producer
- James Phinney, Brian Love
- Diablo Strike Team
- Allen Adham, Ron Millar, Mike O’Brien,
- James Phinney, Bill Roper, Pat Wyatt
- Music
- Matt Uelmen
- Sound Design
- Matt Uelmen, Glenn Stafford
- Cinematic Music & Sound
- Glenn Stafford
- Voice Production, Direction & Casting
- Mark Schwarz, Glenn Stafford, Bill Roper
- Script & Story
- Eric Schaefer, Eric Sexton, Chris Metzen,
- Bill Roper
- Voice Editing
- Glenn Stafford
- Voices
- Michael Haley, Glynnis Talken, Michael
- Gough, Paul Eiding, Lani Minella, Steve
- Brodie, Bill Roper, Mark Schwarz, Glenn
- Stafford, Chris Metzen, Max Schaefer
- Recording Engineer
- Robert Koenigsberg
- Manual Design & Layout
- Peter Underwood, Jeffrey Vaughn, Chris
- Metzen, Bill Roper
- Manual Artwork
- Samwise Didier, Chris Metzen, Roman
- Kenney, Maxx Marshall
- Provisional Director of QA
- Shane Dabiri, Mike Brannigan
- Lead Tester
- Shane Dabiri, Dean Shipley
- QA Assault Team (Testers)
- Christopher Cross, Mike Givens, Dave Hale,
- Brian “Doc” Love, Hung Nguyen, Dean
- Shipley, Chris Sigaty, Ian Welke, Jamie Wiggs,
- Dan Moore, Matthew Morris, Frank Gilson,
- Nick Santucci, Derek Simmons, Phillip Stuart
- Game Design
- Blizzard North
- Senior Designers
- Erich Schaefer
- David Brevik
- Additional Design
- Max Schaefer. Eric Sexton, Kenneth
- Williams
- Lead Programmer
- David Brevik, Dave Lawrence
- Senior Programming
- Richard Seis, Doron Gartner, Mike O’Brien,
- Pat Wyatt
- Programming
- Peter Brevik, Robin van der Wel, Jon Morin,
- Collin Murray, Frank Pearce, Brian
- Fitzgerald, Tony Tribelli, Brian Bishop
- Installer Programming
- Bob Fitch, Pat Wyatt, Jeff Strain
- Battle.net Programming
- Mike O’Brien, Mike Morhaime, Dan
- Liebgold
- Art Directors
- Erich Schaefer, Samwise Didier
- Artwork
- Michio Okamura, Eric Sexton, Ben Haas,
- Patrick Tougas, Kelly Johnson, Eric
- Schaefer, Max Schaefer, Hugh Tom Byrne,
- Roman Kenney, Samwise Didier, Dave
- Berggren, Micky Neilson, Eric Flannum,
- Justin Thavirat, Brian Sousa, Stu Rose, Nick
- Carpenter, Joeyray Hall
- Technical Artwork
- Christopher Root, Mark Sutherland, Robert
- Djordjevich, Jeffrey Vaughn
- Cinematic Art Directors
- Duane Stinnett, Matt Samia
- 3D Cinematic Artwork
- Duane Stinnett, Matt Samia, Rob
- McNaughton, Eric Flannum, Dave Pursley,
- Micky Neilson, Maxx Marshall, Trevor
- Jacobs, Brian Sousa, Samwise Didier, Ron
- Smorynski, Ben Haas, Patrick Tougas
- Cinematic Technical Artwork
- Joeyray Hall
- Macintosh version credits listed in italics
- 79
- QA Special Ops Team (Compatibility)
- Adam Maxwell, Russell “Rug” Miller, Ken
- Hagler
- QA Artillery Support (Additional Testers)
- Rich Alcazar, Mike Jones, Rev. Dan Moore,
- Matt Morris, Mark Pfeiffer, Harish “Pepe the
- Enforcer” Rao
- QA Counterintelligence
- Alan Dabiri, Jesse McReynolds, Walter
- Takata
- Order of Network Information Services
- Robert Bridenbecker, Jason “Brother
- Shaggy” Schmit, Jamie “Brother Gug”
- Steigerwald
- Customer Support
- John Schwartz, Vic Larson, Chad Chaudry,
- Mick Yanko, Brandon Riseling, Kirk
- Mahony, Tony Hardy, Richard Amtower,
- Collin Smith, Andrew Edwards, Roger
- Eberhart
- Dunsel
- Alan Dabiri
- Mr. Dabiri’s Background Vocalists
- Karin Colenzo, Christina Cade, Kim
- Farrington, Melissa Edwards
- Public Relations
- Linda Duttenhaver
- Susan Wooley
- Marketing
- John Patrick, Steve Huot, Neal Hubbard,
- Kathy Carter
- International Sales
- Ralph Becker, Chris Yoshimura
- U.S. Sales
- Todd Coyle, Danny Kearns
- Manufacturing
- John Goodman, Tom Bryan
- Legal & Business
- Paula Duffy, Eric Roeder, Paul Sams
- Special Thanks To
- Prime Net, Earthlink, AOL, Compuserve,
- ATI, Matrox, STB, Creative Labs, Logitech,
- USRobotics, Gravis
- Thanks To:
- Steig Hedlund, Matt Householder, Ian
- Colquhoun, Rod Shean, Brian Fitzgerald,
- Sharon Williams, Todd Schaffer, Richard and
- Sandra Schaefer, Rick Bowles, Greg Bogden,
- Cindy Sievert, Brad Mason, Chuck Goldman,
- Karin Colenzo, Wendy Brevik, Jennie Brevik,
- Hanna Carroll, Katie Newell, Karen Weiss,
- Kurt Beaver, Stan McDonald, Brian Sexton,
- Michael Wan, Megan Williams, Jessica
- Gensley, Beth Ann Parks, Brian Piltin,
- Johnathan Root, Brett Supernaw, Sabeer
- Bhatia, Mark Rearick, Brad Mason, Diane
- Kodama, Bernadette Sexton, Barbara
- Uhlmann, Patricia McDonald, Kris Kelley,
- Alissa Vaage, Denise Hernandez, Paula
- White, Rachel Marie Hawley, Laura Gaber,
- Isaac Matarasso, Susan Stafford, Gretchen
- Witte, Alan Dabiri, Walter Takata, Jason
- Sailor, Nathalie Didier, Nicole Welke, Dawn
- Caddel, Tracey McNaughton, Ray the Soda
- Guy, Sam Raimi, A. Guinness Brewing Co.,
- John Woo, Chow Yun Fat, Jackie Chan,
- Proposition 215, Rumiko Takahashi, Bunchy
- & Mason, The Friends of Stan, The Zoo Crew,
- Team Hamro, Brazil 2001, RUSH, Cornholio,
- THE BROS., Dar, Emeril Lagasse, Tom Waits,
- Ice-Cube, The Strike Team Deflectors, Tony
- Levin, Big Jim and the Twins, Jag‘rmeister,
- The Megasphere, Condor, The Allower, The
- Sunday Night Group, Gravitar, Steinway
- Pianos, Round Table Pizza, The Poxy
- Boggards, Urban Mystic & Co., Caffeine,
- Hunter Rose, Marly mediums in the box,
- sweet Poteen, Dave Scarpitti, The Byter, Bim
- Man, Krissann for color, Avalon Tattoo,
- James, Whaleboy, Dunsel Training Institute,
- monkeys, Dob Bole, Rootes Group, Porshe,
- Bongo, Scarlett, Apollo. The House of
- Mediocrity, Amelias, The King, Saag and All
- the folks at Davidson
- In memory of
- Lawrence and Barbara Williams
- David A. Hargrave
- Tony “Xatre” Collin
- Thomas H Sexton
- Very Special Thanks to
- Bob and Jan Davidson
- Walter Forbes
- NOTICE
- Blizzard Entertainment reserves the right to make improvements in the product
- described in this manual at any time and without notice.
- This program will perform substantially in accordance with the published
- specifications, the documentation, and authorized advertising. Blizzard
- Entertainment, when notified of significant errors within 90 days of purchase,
- will at its option 1) correct demonstrable and significant program or
- documentation errors within a reasonable period of time; or 2) provide the
- customer with a functionally equivalent disk; or 3) provide or authorize a refund.
- If the program disk is damaged within 90 days of purchase, Blizzard
- Entertainment will replace the disk with a functionally equivalent disk within a
- reasonable period of time upon receipt of the damaged disk by Blizzard
- Entertainment.
- Blizzard Entertainment does not warrant that the functions of the software will
- meet your requirements or that the software will operate error-free or
- uninterrupted. Blizzard Entertainment has used reasonable efforts to minimize
- defects or errors in the software. You assume the risk of any and all damage or
- loss from use or inability to use the software.
- Blizzard Entertainment makes no other warranties, express or implied, with
- respect to the manual or the software described in this manual. In no event
- shall Blizzard Entertainment be liable for direct or indirect , incidental or
- consequential damages resulting from any defect in the software, even if Blizzard
- Entertainment has been advised of the possibility of such damages. Some
- states do not allow the exclusion or limitation of implied warranties or liability
- for incidental damages, in which case the above limitations or exclusions may
- not apply to you.
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