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Diablo Manual

Dec 3rd, 2011
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  1. Blizzard Entertainment
  2. P. O. Box 18979
  3. Irvine, CA 92623
  4. Copyright © 1996 by Blizzard Entertainment
  5. The software and the manual are copyrighted. All rights reserved. They may
  6. not, in whole or in part, be copied, photocopied, reproduced, translated or
  7. reduced to any electronic medium or machine-readable form without prior
  8. consent, in writing, from Blizzard Entertainment. The user of this product shall
  9. be entitled to use the product for his or her own use, but shall not be entitled
  10. to sell or transfer reproductions of the software or manual to other parties in
  11. any way, nor to rent or lease the product to others without permission from
  12. Blizzard Entertainment.
  13. Diablo and Battle.net are trademarks and Blizzard Entertainment is a registered
  14. trademark of Davidson and Associates, Inc.
  15. Uses Smacker Video Technology, Copyright © 1994 by Invisible Inc. d.b.a. RAD Software
  16. Blizzard Entertainment
  17. P.O. Box 18979
  18. Irvine, CA 92623
  19. (800) 953-SNOW Direct Sales
  20. (949) 955-0283 International Direct Sales
  21. (949) 955-0157 Technical Support Fax
  22. (949) 955-1382 Technical Support
  23. (900) 370-SNOW Blizzard Hint Line
  24. http://www.blizzard.com World Wide Web
  25. [email protected] Online Technical Support
  26. The Initiate
  27. Which way is the right path, as I stand upon
  28. this chaotic crossroad of hate…
  29. How many ways are there to roam
  30. on this dark and damned road of Fate…
  31. “There are many ways, my son,
  32. to find where the souls of Demons remain…
  33. But it takes only one second of despair and of doubt
  34. until at last, your soul, they will gain…
  35. Inherit these lands, these things, these dreams
  36. that are yours, forever, to adore…
  37. For there is no life, in the depths of chaos, my son,
  38. for you to explore…”
  39. C. Vincent Metzen
  40. 4
  41. 5
  42. TABLE OF CONTENTS
  43. Getting started & TroubleShooting .........................6
  44. Technical support .........................................................9
  45. Tutorial ........................................................................ 10
  46. Overview of Gameplay ................................................ 21
  47. Multi Player Instructions ........................................23
  48. Character Summary ....................................................28
  49. Warrior..................................................................... 30
  50. Rogue ..........................................................................32
  51. Sorcerer .....................................................................34
  52. Items ...............................................................................36
  53. Spells ............................................................................. 44
  54. Beastiary....................................................................... 50
  55. Librarius Ex Horadrim
  56. Book I - Of Heaven And Hell
  57. The Great Conflict .....................................................................61
  58. The Sin War ................................................................................. 62
  59. The Dark Exile ............................................................................ 63
  60. The Binding of the Three ......................................................... 64
  61. Book II - The Return of Terror
  62. The Lands of Khanduras........................................................... 69
  63. The Awakening ........................................................................... 70
  64. The Darkening of Tristram ..................................................... 71
  65. The Fall of the Black King ....................................................... 72
  66. The Reign of Diablo................................................................... 73
  67. The Nature of the Soul Stones .................................. 77
  68. Credits............................................................................ 78
  69. 6
  70. GETTING STARTED (PC)
  71. System Requirements
  72. Computer: Diablo requires an IBM PC or 100% compatible computer,
  73. with a Pentium 60MHz or better processor. Your computer must
  74. have at least 8 megabytes of RAM for a single player game. 16
  75. megabytes of RAM are required to play multi player games of Diablo.
  76. Operating System: You must be utilizing Windows 95 or Windows
  77. NT 4.0 to play Diablo on your system.
  78. Controls: A keyboard and a 100% Microsoft-compatible mouse are
  79. required.
  80. Drives: A hard drive and a double-speed or faster CD-ROM drive are
  81. necessary for installation and play.
  82. Video: Diablo requires a SuperVGA card that supports Direct Draw.
  83. You must also have DirectX 3.0 or higher installed on your system to
  84. play the game (DirectX 3.0 is included on the Diablo CD.)
  85. Sound: Diablo will work with any Windows 95 compatible sound
  86. card. To play the music during the game, both your sound card and
  87. your CD-ROM drive must be configured for playing digital audio.
  88. Installation of Diablo
  89. Place the Diablo CD into your CD-ROM drive. If
  90. your computer is AutoPlay capable, a Diablo
  91. menu will automatically appear on the screen.
  92. Select “Install Diablo” from the list of choices to
  93. start the installation program. Follow the onscreen
  94. instructions to install Diablo on your
  95. system. After the game is successfully installed,
  96. you will have the option of adding a Diablo
  97. shortcut to your Start menu.
  98. If your system is not AutoPlay capable, open the
  99. “My Computer” icon on your Desktop, then select
  100. the drive letter that represents your CD-ROM
  101. drive. Double-click on the “Setup” icon and
  102. continue as above.
  103. Installation of DirectX
  104. Try starting Diablo without running the install for DirectX. Diablo will
  105. tell you if you need to install DirectX. IF you do, make sure the Diablo
  106. CD is in your CD-ROM drive. From the Diablo Install screen select the
  107. icon for “Install DirectX 3.0.” Then select “Install DirectX.”
  108. “To try to find strength in
  109. righteousness is folly.
  110. For He seeks to topple those who
  111. have the farthest to fall…”
  112. 7
  113. “But I, in truth, have been
  114. once here before:
  115. that savage witch Erichte, she
  116. who called
  117. the shades back to their bodies,
  118. summoned me.
  119. My flesh had not been long
  120. stripped off when she
  121. had me descend through all the
  122. rings of Hell,
  123. to draw a spirit back from the
  124. Betrayer’s circle.
  125. That is the deepest and the
  126. darkest place,
  127. the farthest from the heaven
  128. girds all:
  129. so rest assured, I know the
  130. pathway all.”
  131. -Dante
  132. TROUBLESHOOTING (PC)
  133. Diablo requires that you have Microsoft’s DirectX 3.0 installed, and
  134. that your video and sound cards are DirectX 3.0 compatible. DirectX
  135. 3.0 is included on the Diablo CD, and you can install it by running
  136. “Setup” on the CD and selecting “Install DirectX” from the list of
  137. options. Blizzard also recommends that you contact your video and
  138. sound card manufacturers to make sure that you have the most recent
  139. drivers installed on your system.
  140. I am not hearing any music or sound effects in Diablo.
  141. Make sure that your sound card is DirectX 3.0 compatible. Sound
  142. cards that are not supported under Microsoft’s DirectX will not work
  143. with Diablo. Install DirectX 3.0 from the Diablo CD. You should also
  144. contact your sound card manufacturer to obtain the latest drivers for
  145. your system and information on installing them.
  146. I keep hearing static or feedback during the game.
  147. This usually occurs with older sound card drivers. Contact your sound
  148. card manufacturer to obtain the latest drivers. You also may want to
  149. check your mixer settings under Windows95.
  150. Why am I only getting a black screen when I start Diablo?
  151. Either your video card is not DirectX compatible, or you are using an
  152. older version of DirectX. You will need to install DirectX 3.0 from the
  153. Diablo CD and/or obtain DirectX compatible drivers from your video
  154. card manufacturer.
  155. Will Diablo work on my Cyrix 6x86 computer?
  156. Yes.
  157. Can I run Diablo on my 486 or other non-Pentium processor?
  158. Diablo has been optimized to run best on a Pentium 60 or faster
  159. processor. While CPUs slower than a Pentium 60 may run the game,
  160. it may not run properly or at playable speeds.
  161. Is there any way to play the full version of Diablo without the CD?
  162. No, you must have the Diablo CD in your CD-ROM drive in order to
  163. play a full-version single player game. See the Multi Player section of
  164. this manual for information on “spawning” Diablo on other systems.
  165. Can I install Diablo to a compressed drive?
  166. This should cause no problems, however, due to performance issues
  167. we do not recommend it.
  168. Will Diablo work with my RAM doubling utility?
  169. Yes, but you will probably notice a performance decrease. We suggest
  170. disabling RAM doubling utilities when playing Diablo.
  171. 8
  172. GeTTing STarTed (Mac)
  173. System Requirements
  174. Computer: Diablo requires a Mac OS computer with a PowerPC
  175. processor, and 16 megabytes of physical RAM plus Virtual Memory
  176. (32 megabytes of RAM recommended). For Multiplayer games of
  177. Diablo, 32 megabytes of RAM is required.
  178. Operating System: Diablo requires System 7.5 or higher. Diablo has
  179. been tested on Mac OS 8.
  180. Controls: A keyboard and mouse are required. If you have a two
  181. button mouse, please consult your mouse manual for instructions
  182. on configuring the second button to simulate a command ( ) click.
  183. Drives: A hard drive and a double-speed or faster CD-ROM drive are
  184. required for installation and play.
  185. Video: Diablo requires that your computer support at least a 640 x
  186. 480 display in 256 colors.
  187. Sound: Diablo will work with any Mac OS compatible systems built
  188. in sound.
  189. Installation of Diablo
  190. Place the Diablo CD into your CD-ROM drive. Double-click on the Diablo
  191. CD Icon, and then double-click on the “Diablo Installer” to copy the
  192. required game and system files to your hard drive. The installer will
  193. present an abbreviated “Read Me”, please read this, as it will contain
  194. the most up to date information about Diablo.
  195. TroubleshooTing (mac)
  196. Most problems running Diablo on the Macintosh are resolved by
  197. making sure that the proper extensions are loaded, and that there
  198. are no extension conflicts. Below is the Minimal Extension list for
  199. Diablo Macintosh:
  200. Apple CD-ROM
  201. DrawSprocket
  202. Sound Manager (for Systems earlier than 7.5.3 only)
  203. Open Transport (Optional)
  204. The easiest way to avoid extension conflicts is to set up an Extension
  205. Set specifically for Diablo using the Extensions Manager Control panel
  206. (or third party equivalent). Select only the extensions you need loaded,
  207. save the set and restart your Macintosh.
  208. “Surt from the south comes
  209. With flickering flame;
  210. Shines from his sword
  211. The Val-God’s sun.
  212. The stony hills are dashed
  213. together,
  214. The giantesses totter;
  215. Men tread the path of Hel,
  216. And heaven is cloven.”
  217. -Sæmund’s Edda
  218. 9
  219. Technical SupporT
  220. Online Support Services
  221. Blizzard Entertainment provides upcoming news, software updates,
  222. product demos, reviews, technical support and more on the following
  223. online services.
  224. Internet: [email protected] (for IBM-PC)
  225. [email protected] (for Macintosh)
  226. World Wide Web: http://www.blizzard.com/support.htm
  227. http://www.battle.net
  228. Additional Support Services
  229. Automated Technical Support, with faxing capability for most
  230. problems, is currently available twenty-four hours per day, seven days
  231. a week at: (714) 955-1382.
  232. You may also contact Blizzard Entertainment via fax and mail.
  233. Fax: (714) 955-0157
  234. We receive faxes 24 hours a day, and will respond 9 A.M. to 6 P.M.
  235. Pacific Time, Monday through Friday, holidays excluded.
  236. Mail: Technical Support
  237. Blizzard Entertainment
  238. P.O. Box 18979
  239. Irvine, CA 92623
  240. Before You Call
  241. for Technical Support
  242. If you are having problems, please consult the “Troubleshooting”
  243. section before calling technical support. We receive many calls every
  244. day and can deal with your inquiry more efficiently if you know the
  245. following information:
  246. • The manufacturer of your computer and the CPU type/
  247. clockspeed
  248. • How much RAM your system has
  249. • The version and type of Operating System that you are using
  250. • The manufacturer and model of your video card, sound card,
  251. and modem
  252. Our technical support number is (714) 955-1382. Our hours are 9
  253. A.M. to 6 P.M. Pacific Time, Monday through Friday, holidays excluded.
  254. Have a pen and paper handy when you call, and be near your computer
  255. if at all possible. NO GAME PLAYING HINTS WILL BE GIVEN
  256. THROUGH THIS NUMBER.
  257. “Pierce me with steel, rend me
  258. with claw and fang.
  259. As I die a legend is born for
  260. another generation to
  261. follow…”
  262. “Wisdom is earned…not
  263. given.”
  264. 10
  265. TUTORIAL
  266. Starting The Game
  267. Insert the Diablo CD into your computer. If your computer is
  268. Autoplay capable, a menu screen will appear with a list of
  269. options. If your computer does not have Autoplay enabled,
  270. you will need to manually start Diablo by double-clicking on
  271. the “My Computer” icon, and then double-clicking on your CDROM
  272. icon. Locate the “Setup” program and double-click on the
  273. icon. If you have already installed Diablo, select “Play Diablo”
  274. from the list of choices. Diablo will start up shortly. If Diablo
  275. does not start up, consult the Troubleshooting section in this
  276. manual.
  277. Once Diablo starts, select a Single Player game by either clicking
  278. on the “Single Player” selection or pressing the Enter key on
  279. the keyboard. If this is your first time playing, you will
  280. automatically be taken to the New Single Player Hero screen. If
  281. this is not your first time playing, a list of saved characters will
  282. appear. Double-click on “New Hero” to create a new character.
  283. Notes on Mouse Use
  284. Since most of your control over the character is through using
  285. the mouse, here are a few terms that you should be familiar
  286. with before continuing with this tutorial. The term “left-clicking”
  287. indicates pressing and releasing the button on the left side of
  288. your mouse, whereas “right-clicking” indicates pressing the right
  289. hand button. “Double-click” means to quickly click a mouse
  290. button twice. If you are using a mouse that has three-buttons,
  291. the center button is not used while playing Diablo.
  292. Macintosh users: Wherever the manual says “right-click”, users with a
  293. one button mouse can hold down the command key ( ) and click to
  294. get the functionality of a “right-click”. I f you own a multi-button
  295. programmable mouse, then you may want to
  296. program a button to send a “command-click”. Please
  297. follow the directions that came with your mouse to
  298. do so.
  299. Creating a Character
  300. There are three character archetypes, or
  301. “Classes,” for you to choose from in Diablo.
  302. Although the three Classes share common
  303. abilities, they have different strengths and
  304. weaknesses. In addition, each Class possesses
  305. a unique skill that is only usable by members
  306. of that class.
  307. Left-Click Right-Click
  308. “He was skilful enough to have
  309. lived still, if knowledge could be
  310. set up against mortality.”
  311. -William Shakespeare
  312. 11
  313. For now, select the Warrior Class by highlighting “Warrior”,
  314. and left-clicking on “OK”. The Warrior is the strongest and
  315. toughest of the three Classes, and is the most effective in
  316. close combat. His starting skill, Repair, grants him the ability
  317. to do quick field repairs on weapons and armor.
  318. Enter a name for the new hero that you have created and your
  319. journey into the world of Diablo will begin. Once the world
  320. has been created you will find yourself in the town of Tristram.
  321. The Interface
  322. The game screen in Diablo is divided into two main sections,
  323. the Play Area and the Interface Bar. The Play Area displays
  324. the immediate environment around your character, including
  325. any other creatures or items that are within your character’s
  326. line of sight. You can zoom in on your character by pressing
  327. the Z key on the keyboard. Press Z again to return to normal
  328. view.
  329. The Interface Bar provides you with quick information on
  330. your character, as well as buttons to access the various
  331. information screens.
  332. The colored orbs indicate your character’s current Life and
  333. Mana. The red orb represents your current Life, and the blue
  334. orb represents your current Mana. As you take damage or
  335. cast spells, the liquid in the orbs will decrease. If you run
  336. out of Life points, your character is dead. Running out of
  337. Mana will prevent your hero from being able to cast
  338. memorized spells.
  339. Character Information Screen
  340. To take a closer look at your character’s attributes, open up
  341. the Character Information screen. This can be done by leftclicking
  342. on the button, or pressing the C key on the
  343. keyboard. The Character Information screen displays the
  344. following information about your character:
  345. “Might and magic are spokes
  346. on the same wheel…
  347. In lacking one you lack both…”
  348. 12
  349. The character’s name and class
  350. The character’s current level and experience
  351. How much experience the character needs to achieve
  352. the next level
  353. How much gold your character currently possesses
  354. Your character’s attributes, including any bonuses
  355. or penalties from magical items. Bonuses are
  356. displayed in blue, while attributes that are below
  357. normal are displayed in red. Statistics at their
  358. maximum are displayed in gold.
  359. Strength represents how strong your character is, and adds to
  360. the damage that your character does in melee combat.
  361. Magic is your character’s innate ability to channel magic, either
  362. through memorized spells or enchanted items.
  363. Dexterity covers your character’s agility and nimbleness. Your
  364. chance of successfully striking an opponent in combat
  365. increases with your level and dexterity.
  366. Vitality is an indication of the overall health and fitness of your
  367. character.
  368. Life is the current physical state of your character. This indicates
  369. how much damage your character can take before dying.
  370. Mana is the magical energy that your character possesses, and
  371. is used to power spells.
  372. Your character’s attributes also affect the items that he or she
  373. can use. A character with low Strength, for instance, could
  374. not wield a Great Axe.
  375. The right column of the Character Information screen displays
  376. your hero’s current combat statistics, which are:
  377. Armor Class A measurement of how well protected your
  378. character is from physical harm. It is a total of the armor
  379. classes of all the armor that your character is currently
  380. wearing, as well as any dexterity and magical bonuses.
  381. The higher your character’s armor class, the less likely
  382. you are to be hit in combat.
  383. To Hit This is the relative chance that your character has to
  384. hit an unarmored opponent in combat.
  385. “Not even the sun can banish
  386. the phantoms of our land.
  387. Nevertheless, we huddle in the
  388. darkness and pray for
  389. dawn…”
  390. 13
  391. Damage This is the range of damage that your character can
  392. inflict with the weapon that he or she is currently wielding.
  393. Your resistance to various types of magical effects are located
  394. below your character’s combat statistics.
  395. Magic This includes spells that summon pure magic to create
  396. their effect.
  397. Fire This will help shield you from the effects of fire based
  398. attacks and spells.
  399. Lightning Resistance to lightning will help protect you from
  400. electrical spells and attacks.
  401. Once you have looked over your hero’s statistics, close the
  402. Character Information screen by clicking the button, or
  403. pressing C on the keyboard.
  404. Inventory Screen
  405. To see what equipment your character is currently carrying,
  406. you will want to examine your character’s inventory. To open
  407. the Inventory screen, either click the button, or press
  408. the I key on the keyboard. A silhouette of your hero will appear
  409. along with several boxes to represent wielded/worn
  410. equipment, as well as items stored in your backpack.
  411. “Honor and courage are a
  412. warrior’s right and left
  413. hands…”
  414. 14
  415. Head For wearing caps, helmets, crowns and the like.
  416. Torso This displays the overall armor that you are currently
  417. wearing.
  418. Right Hand Place any weapons that you wish to use in this
  419. spot.
  420. Left Hand This space is normally used for carrying a shield. If
  421. you are wielding a two-handed weapon, such as a great
  422. axe or a bow, this space will display a darkened version
  423. of the weapon to indicate that your left hand is also full.
  424. Amulet Various magical amulets may be found deep within the
  425. labyrinth under the church. Only one amulet may be worn
  426. at a time.
  427. Rings Magical rings can gift the wearer with many abilities. The
  428. nature of the these powerful enchantments, however,
  429. allows only one ring to be worn on each hand.
  430. Backpack The space below your character silhouette represents
  431. your backpack. Note that items of different sizes take
  432. up different amounts of space. It may be necessary to
  433. rearrange items in your inventory to make room for new
  434. treasure.
  435. Put your cursor over the club in your hero’s backpack. Notice
  436. that the club will highlight, and a description of it will appear
  437. in the Description Box at the bottom of the screen. Left-click
  438. on the club. Your cursor will be replaced by
  439. the picture of the club. Move the club over to
  440. another empty square in your backpack, and
  441. left-click again. You have now moved the club
  442. to another spot within your backpack.
  443. To drop the club from your inventory, left-click
  444. on it to select it and move the cursor over the
  445. Play Area. Left-click on the ground near your
  446. character and he will toss the club onto the
  447. ground. Move the cursor over the discarded
  448. club. It will be highlighted by a blue outline,
  449. and a brief description of it will appear in the
  450. Description Box. Left-click on the club to pick it up again.
  451. Note that if the Inventory screen is open, items will not
  452. automatically be placed in your backpack. Move the cursor
  453. over an empty space in your backpack and left-click to put
  454. away the club.
  455. “The only future Peace has to
  456. offer is War…”
  457. 15
  458. Items in your backpack such as scrolls and books can be
  459. used by right-clicking on them. If it is a potion or other nontargeted
  460. effect, the effects will take place immediately. If it is
  461. a spell or effect that requires a target, your cursor will be
  462. replaced by a targeting cursor. Put the targeting cursor over
  463. the item or area that you wish to affect and click the left mouse
  464. button.
  465. Close the Inventory screen by clicking on the button or
  466. pressing I on the keyboard. You can also close the inventory
  467. screen by pressing the spacebar on the keyboard. Pressing the
  468. spacebar automatically closes any screens that you have open.
  469. The Belt
  470. Small items, such as potions and scrolls, can be kept on your
  471. belt instead of in your backpack to make them easier to use.
  472. The Warrior starts out with two healing potions stored on his
  473. belt. The number in the lower right hand corner of the potion
  474. icon is the hotkey for that item. Pressing the 1 key on the
  475. keyboard, for example, will cause your character to drink the
  476. potion in the first spot on his belt. You can also use the items
  477. by right-clicking on them. When your character picks up a
  478. usable item that is small enough, he will automatically place
  479. it on his belt if there is room. You can also transfer items
  480. between your backpack and your belt by opening the Inventory
  481. screen, left-clicking on the item to be moved, and then leftclicking
  482. on the space that you want to move the item to.
  483. Movement
  484. Movement in Diablo is accomplished by placing the cursor
  485. over the area where you wish to walk and then holding down
  486. the left mouse button. Your character will automatically move
  487. towards that direction. Note that walls, monsters, or closed
  488. doors may prevent your character from being able to find a
  489. route to where you want him to go.
  490. Interacting with Characters
  491. Now it’s time to explore the town of Tristram and talk to one
  492. of the few remaining residents. Walk over to the fountain in
  493. the center of the town. Several people will be visible. Move
  494. your cursor over the large fellow standing off to the right. His
  495. name will appear in the Description Box. Denizens of the town
  496. or labyrinth may ask your character to perform tasks for them
  497. “I have seen the horrors that lie
  498. beneath the earth. I have felt
  499. the icy breath of darkness upon
  500. my skin, and have been gripped
  501. by the skeletal talons of death
  502. itself. What prayer can ever
  503. heal the bleedingmarks of
  504. Terror’s embrace?”
  505. “A warrior’s true strength lies
  506. not in the body, but in the
  507. spirit…”
  508. 16
  509. or offer advice on quests on which you are
  510. currently working. Some people may even have
  511. access to goods or magical artifacts that will
  512. aid you on your journey. To talk to Griswold,
  513. left-click on him. Your character will
  514. automatically walk to him and start a
  515. conversation.
  516. Griswold is the blacksmith of Tristram and can
  517. provide your character with weapons and
  518. armor. Left-click on “Buy Basic Items”. A list of
  519. items that Griswold is selling will appear. You
  520. can left-click on the scroll bar or use the Arrow
  521. keys to scroll up and down the list. The item’s name, description
  522. and statistics will be listed, along with its price.
  523. Items that are in red are too powerful for your
  524. character to use; your hero may be too weak
  525. to wield the weapon, or too clumsy to utilize it
  526. properly. Left-click on “Back” or press Escape
  527. once to get back to the main conversation
  528. menu, and then left-click on “Leave the Shop”
  529. or press Escape again to end the conversation
  530. with Griswold.
  531. The Quest Log
  532. Continue to explore Tristram and talk to each of
  533. the people that you meet. Eventually, one of them will ask you to
  534. perform a task for them. You have just received your first quest.
  535. Quests are various missions that you may be asked to complete
  536. as you are investigating the evil that has been plaguing the land.
  537. To view a list of the quests that you are currently
  538. working towards, or to review the instructions
  539. that you have been given, take a look at the Quest
  540. Log. Click on the button on the Interface
  541. Bar, or press the Q key on the keyboard. All
  542. quests that your character is currently assigned
  543. will be displayed. Left-click on the quest name
  544. or press Enter to read the instructions again.
  545. Once you are done, close the Quest Log. This
  546. can be done by clicking on the button,
  547. pressing the Q key on the keyboard, or pressing
  548. the spacebar. Also, once you have a quest, you
  549. can ask everyone in town for information that could help you.
  550. Saving/Loading the Game
  551. Before you venture into the labyrinth, you’ll probably want to
  552. 17
  553. save your game. Bring up the Main Menu by
  554. pressing the button or pressing the
  555. Escape key. From here, you can Save your
  556. game, Load a saved game, begin a New Game,
  557. Exit Diablo, or change the game Options. Click
  558. on “Save Game” to save your character’s status.
  559. Single player heroes have one saved game slot
  560. per character, so save wisely. Multi player
  561. heroes are saved automatically as they
  562. adventure throughout the town of Tristram and
  563. the labyrinth below.
  564. Game Options
  565. If you wish, you can also adjust the game’s
  566. music or sound effects volume by choosing the
  567. Options selection. You can also adjust the
  568. brightness/darkness of the game by changing
  569. the Gamma setting. The farther you move the
  570. Gamma slider to the right, the lighter the game
  571. screen will become. You can exit the Menu by
  572. clicking on the button or pressing the
  573. Escape key on the keyboard.
  574. Entering the Dungeon
  575. Now you are ready to begin your quest to
  576. destroy Diablo. Moving the cursor over the
  577. entrance to the church will reveal the way down
  578. into the labyrinth below. Left-click on the
  579. entrance and you will begin your descent.
  580. The labyrinth beneath the church provides a
  581. similar view to that of the town above, with
  582. one notable exception. As your character
  583. approaches walls and doorways, they will
  584. become slightly transparent, so that you don’t
  585. miss any items or creatures that may be hidden
  586. behind them. Only items and creatures that are
  587. within your character’s line of sight are visible.
  588. Pausing the Game
  589. There may be creatures near the entrance that will approach
  590. your hero. To pause the game, press the P key on the keyboard.
  591. The screen will turn red to indicate that the game play is
  592. stopped. Pressing the P key again will resume the game. Note
  593. that pausing the game is available only in single player games.
  594. 18
  595. Interacting with the Environment
  596. Movement in the labyrinth is the same as in the town. You can
  597. either click on the destination where you wish to walk, or you
  598. can hold down the left mouse button to walk in the indicated
  599. direction. Anything that you can interact with will become
  600. highlighted when you move the cursor over it. Creatures are
  601. highlighted in red, items that you can pick up are highlighted
  602. in blue, and dungeon features such as doors are highlighted
  603. in gold. Left-clicking on the selected item will cause your
  604. character to automatically move to and interact with the
  605. selected item.
  606. Combat
  607. Combat is handled in the same fashion as movement. To attack
  608. a creature, move the cursor over the target, which will highlight
  609. it. The name of the creature, and what your character knows
  610. about it, will be displayed in the Description Box. Left-click on
  611. the creature to attack it. If your character is not within range,
  612. he will automatically walk towards the creature to attack it. If
  613. you are using a bow, or are trying to stay behind cover such
  614. as a doorway, you can hold down the Shift key on the keyboard
  615. while attacking to prevent your character from moving. He
  616. will stand in the same spot and fire his bow or swing his
  617. weapon.
  618. Search the labyrinth until you find some creatures to fight.
  619. Don’t forget that if your health gets low, you can use a healing
  620. potion to restore some of your hit points.
  621. The Automap
  622. An Automap is available to help you navigate around the
  623. dungeon. To open the Automap, click on the button on
  624. the Interface Bar, or press the Tab key on the keyboard. A map
  625. will be overlaid on top of the Play Area. Your character’s location
  626. and facing are indicated by an orange arrow in the center of the
  627. map. Doors and stairways are shown in yellow. You can use the
  628. Arrow keys on the keyboard to scroll around the map, and the
  629. + and - keys to zoom your view in and out. Game play does not
  630. stop while the Automap is displayed, so you can still move,
  631. attack, and be attacked by the denizens of the labyrinth.
  632. To hide the Automap, either click the button, or press
  633. the Tab key on the keyboard. You can also press the spacebar
  634. The Automap to hide any open screens, including the Automap.
  635. “I am not driven by hatred.
  636. I am not driven by fear.
  637. I am not driven by desire,
  638. duty, or any rationale.
  639. I can no longer feel any of
  640. these.
  641. All that remains is
  642. Retribution;
  643. Cold and hard and final…”
  644. 19
  645. Gaining Experience and Levels
  646. Continue to explore the labyrinth for a while. Try out different
  647. weapons that you find to determine which are the most
  648. effective against the creatures that you’re fighting. Don’t forget
  649. your healing potions, and, if things get too tough,
  650. you can always exit the dungeon and seek help in
  651. the town.
  652. Eventually, your character will gain enough
  653. experience to reach the next level. When this
  654. happens, your Life and Mana Orbs will be
  655. completely restored, and a button will appear
  656. in the playing area. Either click on the button
  657. or bring up the Character Information screen to
  658. gain the benefits of your new level. Each level
  659. that you advance gives you points to distribute
  660. among your attributes. Left-click on the button
  661. to the right of an attribute to raise it. Also, your
  662. character’s effectiveness in combat and with most
  663. spells will increase automatically.
  664. Using Skills and Spells
  665. Once you have gained enough experience to reach level 2,
  666. head back to the entrance. Use the Automap to
  667. locate the stairway up if you’ve moved far away
  668. from it. Before you go back to the town, left-click
  669. on the icon on the Interface Bar, or press
  670. the B key on the keyboard. This opens your
  671. Spellbook that holds a list of all the spells and
  672. skills that your character currently knows. Leftclicking
  673. on the numbered tabs along the bottom
  674. of the Spellbook allows you to flip through the
  675. pages in your Spellbook. Left-clicking on a spell
  676. or skill will prepare it, and the icon on the Interface
  677. Bar will change to indicate the prepared spell/
  678. skill. Prepare your Repair skill by left-clicking on
  679. the icon on the first page of your Spellbook. Click
  680. on the button, or press the B key on the
  681. keyboard, to close the Spellbook.
  682. Move your cursor over the playing area and click the right
  683. mouse button. Your character will be surrounded by a magical
  684. aura, and your cursor will turn into an icon to represent the
  685. Repair skill. The Inventory screen will also automatically open.
  686. Move the cursor over a piece of equipment that you wish to
  687. 20
  688. Repair, and left-click on it. Most spells and skills
  689. are used in this way, though some spells will
  690. automatically target the area that you right-click,
  691. so you’ll need to experiment to see which
  692. technique to use for each spell. Also, rightclicking
  693. on the icon in your Spellbook will cast
  694. that spell.
  695. The Speedbook and Spell Hotkeys
  696. Another method that you can use to select the spell or skill
  697. that you wish to use is through the Speedbook. Click on the
  698. icon on the Interface Bar or press the S key on
  699. the keyboard to open the Speedbook. A row of
  700. icons indicating the spells and skills that your
  701. character is capable of using will appear in the
  702. Play Area, just above the Interface Bar. Skills
  703. are displayed in gold, memorized spells in blue,
  704. spells contained on scrolls are red, and spells
  705. available through a staff are orange. To change
  706. the spell/skill that you wish to have prepared,
  707. left-click on the icon that represents the one
  708. that you want. The Speedbook will close and
  709. that spell/skill will be readied for use.
  710. Once you have learned a few spells, or have found several
  711. magical items, it might be useful to set up spell hotkeys so that
  712. you do not have to use the Spellbook or Speedbook to change
  713. spells. Put the cursor over the Repair icon in your Speedbook.
  714. Press F5 on the keyboard. The description of the skill will change
  715. to reflect the new hotkey. Pressing the F5 key at any time will
  716. now prepare the Repair skill for use. Using the F5 through F8
  717. keys, you can assign up to four spell hotkeys.
  718. End of Tutorial
  719. Feel free to continue adventuring with this warrior, or open the
  720. Main Menu (using the button or Escape) and select “New
  721. Game” to create a new hero. For more detailed information on
  722. the world of Diablo and the creatures and items contained within
  723. it, continue reading the manual.
  724. “Gird thyself with the
  725. weapons of knowledge and the
  726. armor of wisdom.
  727. Victory is won as much
  728. through strength of mind and
  729. will as through brawn and
  730. steel.”
  731. 21
  732. OVERVIEW OF
  733. GAMEPLAY
  734. Movement
  735. Left-click on the location that you want your character to walk to.
  736. Continuous movement can be achieved by moving the cursor in the
  737. direction you wish to travel and holding down the left mouse button.
  738. Your character will continue to walk in that direction until the mouse
  739. button is released or a path is not available.
  740. Combat
  741. Place the cursor over the creature that you wish to attack. The
  742. creature’s name and any information that your character knows about
  743. that creature will appear in the Description Box. Unique creatures
  744. will have their name displayed in Gold.
  745. Left-click on the creature to attack it with the weapon currently
  746. wielded by your character.
  747. Holding down the Shift key while attacking will attack a location and
  748. prevent your character from moving.
  749. Using Skills and Spells
  750. Left-click the skill/spell that you wish to prepare by using the
  751. Spellbook or Speedbook.
  752. Right-click on the creature or area where you wish to cast the prepared
  753. spell. Spells or skills that affect an item in your character’s Inventory
  754. will turn the cursor into a targeting icon. Highlight the item that you
  755. wish to target with the cursor and left-click on it.
  756. Hotkeys can be assigned to frequently used spells by using the
  757. Speedbook. Open the Speedbook, and place the cursor over the
  758. spell that you wish to assign a hotkey to. Press F5-F8 to assign that
  759. key to the spell, and close the Speedbook. Pressing the appropriate
  760. key will now prepare that spell.
  761. Speedbook Color Key:
  762. Gold: Skill
  763. Blue: Memorized Spell
  764. Red: Scroll
  765. Orange: Staff
  766. Interacting with the Environment
  767. Move the cursor over any item. A colored highlight indicates that the
  768. item can be manipulated or interacted with.
  769. Blue: Item that can be picked up
  770. Red: Creature
  771. Gold: Anything else with which your character can interact
  772. “It is easy to go down into Hell;
  773. night and day, the gates of
  774. dark Death stand wide; but to
  775. climb back again, to retrace
  776. one’s steps to the upper air —
  777. there’s the rub, the task. ”
  778. — Virgil, The Aeneid
  779. “Break the bones and the body
  780. will heal.
  781. Break the spirit, and the body
  782. will die…”
  783. 22
  784. Left-clicking on the highlighted item will cause your character to
  785. walk over to the item and pick it up, attack it, or otherwise interact
  786. with it.
  787. Using Items
  788. Moving the cursor over an item on the ground will display its name.
  789. Moving the cursor over an item in your character’s Inventory will
  790. display any other information that is known about the item. The
  791. color of the description indicates the nature of the item.
  792. White: Normal item
  793. Blue: Magic item
  794. Gold: Unique item
  795. Any equipment that is tinted in Red is either unusable or too powerful
  796. for your character to use.
  797. Right-click an item in your character’s Inventory or Belt to use it. If
  798. the item requires a target, the cursor will be replaced by a targeting
  799. icon. Move the cursor over the desired target and left-click.
  800. An item carried on your character’s belt has an automatic hotkey
  801. assigned to it. The hotkey is displayed in the lower right hand corner
  802. of the belt slot. Pressing the hotkey will use that item.
  803. Right-click on gold that your character is carrying to drop a specific
  804. amount.
  805. Keyboard Commands
  806. F1 Display Diablo Help
  807. P Pause the Game
  808. Escape Bring up the Main Menu
  809. B Open the Spellbook
  810. C View Character Information
  811. I Examine Inventory
  812. Q Read Quest Log
  813. S Display the Speedbook
  814. Z Zooms view in and out
  815. Shift Hold down when attacking to prevent movement
  816. Tab Display the Automap
  817. +/- Zoom Automap In/Out
  818. Arrow Keys Scroll Automap
  819. 1-8 Use specific belt item
  820. F5-F8 Highlight spell in Speedbook and press F5-F8 to
  821. assign hotkey. Once hotkey is assigned, the key
  822. will prepare that specific spell
  823. F9-F12 Auto send messages (Multi player only)
  824. Enter Open message window/send message
  825. (Multi player only)
  826. Spacebar Closes all open windows
  827. “It is easier to stab someone in
  828. the back than it is to look them
  829. in the eyes.
  830. Society is built upon this
  831. principle, and it is universal
  832. amongst those who rule…”
  833. “The burning tongues of Hell
  834. lap at our heels as we run
  835. screaming from its horrible,
  836. gaping maw. There can be no
  837. escape from the relentless beast
  838. of Terror…”
  839. 23
  840. MULTI PLAYER
  841. INSTRUCTIONS
  842. Multi player Gaming
  843. The forces of evil are powerful, but you don’t have to face
  844. them alone. Diablo will allow up to four players to journey
  845. into the labyrinth beneath Tristram as friend or foe. Multi
  846. player characters are separate from single player characters.
  847. A multi player character’s state is saved periodically during
  848. play, with experience and equipment being carried over from
  849. session to session. Therefore, the “Save” and “Load” options
  850. will not appear when the Diablo Menu is opened during a
  851. multi player game.
  852. The Multi player Interface Bar
  853. The Interface Bar in multi player games has two additional
  854. buttons on it, the Message button and the Player Intent
  855. button. To send a message to other players in a multi player
  856. game, left-click on the Message button, or press Enter on
  857. the keyboard. The description box will display a prompt
  858. where you can type in your message. Click on the Message
  859. button or press Enter to send the message. From the
  860. message screen, you can toggle specific players on or off.
  861. This will allow you to send secret messages to only the players
  862. that you want. If you want to quickly send a frequently used
  863. message, the keys F9-F12 are available as hotkeys to relay
  864. preset messages.
  865. The Player Intent button controls how your character interacts
  866. with other players in the game. Left-clicking on the Player
  867. Intent button toggles it between Aggressive and Peaceful
  868. . Choosing Aggressive means that your character will treat
  869. other players like any other creature in the dungeon, and
  870. will attack the player if you left click on them. For a
  871. cooperative game, you will want to select Peaceful. A Peaceful
  872. character will not attack other players if they are left-clicked
  873. on, and will not directly target them with harmful spells.
  874. Note: other players may still be hit by arrows and spell effects
  875. even if they are not specifically targeted. Use caution when
  876. fighting in close quarters.
  877. “He who fights with monsters
  878. might take care lest he thereby
  879. become a monster.”
  880. -Friedrich Nietzsche
  881. “Any Master of battle should
  882. always take stock of his friends
  883. as well as his enemies. Knowing
  884. both can, in time, be
  885. profitable.”
  886. 24
  887. Spawning Diablo
  888. Diablo includes the ability to “spawn” a shareware copy of
  889. itself onto other systems for playing without the Diablo CD.
  890. Spawned copies of Diablo allow you to play multi player
  891. games using the warrior class, including games over
  892. Battle.net. Only spawned versions of Diablo can play against
  893. each other; a normal installation and a spawned installation
  894. will not “see” each other in multi player games. Note: A
  895. spawned copy of Diablo takes up considerably more disk
  896. space than a normal installation, as the game’s data files must
  897. be stored on the computer’s hard drive.
  898. Connection Methods
  899. It is important to note that any multi player game is limited
  900. by the quality of the connection of all of the systems involved.
  901. Heavy network traffic, poor cabling, line noise, latency, and
  902. other environmental effects can greatly detract from the
  903. reliability and performance of a multi player game.
  904. Direct Connection
  905. Supports: 1-4 players
  906. Requires: 2 or more computers connected
  907. via their serial ports with a null-modem cable.
  908. One player needs to select “Create Game”
  909. to start up the game. Once the game is
  910. started, work down the chain of computers
  911. If a player does not automatically join, select
  912. “Retry Connection” to attempt to join the
  913. game again.
  914. Troubleshooting: Check the cable to insure that it is a nullmodem
  915. cable, and double-check the connections. If a nullmodem
  916. adaptor is being used, make sure that no more than
  917. one adaptor is being used. The cable needs to connect to
  918. the serial, or COM ports, on each computer, not the parallel
  919. (printer) ports. A terminal program, such as Hyperterminal
  920. in Windows 95, can be used to confirm the connection. Make
  921. sure that there are no conflicts between the COM ports that
  922. are being used for the null-modem connection and any other
  923. devices on either system.
  924. Null-modem cable: A specific
  925. type of serial (9 or 25 pin) cable
  926. that connects two computers
  927. through their serial (COM) ports.
  928. A null-modem adaptor can also be
  929. attached to a serial cable to create
  930. a null-modem cable. Due to signal
  931. strength loss, do not use a nullmodem
  932. cable that is over 30' in
  933. length.
  934. 25
  935. Modem Connection
  936. Supports: 2 players
  937. Requires: 2 computers, each with its own
  938. modem and telephone line
  939. If your system has one modem installed, that
  940. modem will automatically be chosen when
  941. you select Modem as your connection type.
  942. If you have more than one modem installed,
  943. you will need to choose the specific modem
  944. that you wish to use.
  945. The player that is initiating the call should
  946. select “Create Game” from the menu. The
  947. other player should select “Enter New
  948. Number,” and enter the creator’s phone
  949. number. If the game creator’s number has
  950. been previously entered, you can simply
  951. select it from the menu list . If their modem
  952. is set up correctly, the game will
  953. automatically answer the incoming call and
  954. establish the connection.
  955. Troubleshooting: Your modem needs to be
  956. set up correctly in the Windows 95 “Modems”
  957. Control Panel before Diablo will recognize it. Check your
  958. modem’s settings by opening the “Modems” Control Panel.
  959. Click on the “Diagnostics” tab, and double-click on the
  960. modem that you wish to check. Windows 95 will run a test
  961. on your modem. If any errors are reported, consult your
  962. modem manufacturer.
  963. IPX Network Connection
  964. Supports: 1-4 players
  965. Requires: 1 or more computers, connected
  966. to an active IPX-compatible network
  967. To create a game, click “Create.” The name
  968. of that game will be based on the name of
  969. your character. A player who wishes to join
  970. your game will need to know the game’s
  971. name.
  972. IPX network: A group of
  973. computers with network cards that
  974. are cabled together and
  975. communicate using the IPX
  976. protocol.
  977. 26
  978. Troubleshooting: Check the settings for the IPX/SPX
  979. protocol in the “Network” control panel; contact your
  980. network administrator for assistance in setting up your
  981. network connection. Check all the physical network
  982. connections. Note that Diablo will only work across one
  983. network segment. Remember that the name of a game is
  984. based on the name of the player’s character that creates it.
  985. Battle.net Connection
  986. Supports: 1-4 players
  987. Requires: A 32-bit TCP/IP connection to the
  988. Internet. This can either be a dial-up
  989. connection or a direct connection.
  990. Battle.net is Blizzard Entertainment’s on-line
  991. Internet gaming service. It allows players from
  992. around the world to adventure with and
  993. compete against each other. Select the
  994. “Battle.net” connection method to connect
  995. to Battle.net. If your computer is configured for dial-up
  996. networking, Diablo will automatically establish a connection
  997. with your Internet Service Provider. Once connected to
  998. Battle.net, you can chat with other players to arrange, create,
  999. and join games. Specific information is available from within
  1000. Battle.net by pressing the F1 key on the keyboard.
  1001. Troubleshooting: If your computer is not configured for
  1002. dial-up networking, you will need to establish a connection
  1003. with your Internet provider before starting Diablo. Check
  1004. with your Internet Service Provider to find out the latency
  1005. level of your connection and whether your connection
  1006. supports 32-bit TCP/IP applications. A high latency
  1007. connection with any of the players can result in an unstable
  1008. multi player game.
  1009. If you are having problems with Battle.Net call your Internet
  1010. service provider and ask for their most updated 32-bit
  1011. program to connect to the Internet.
  1012. 32-bit TCP/IP connection:
  1013. Generally, if you are able to run
  1014. the newest versions of Netscape
  1015. Navigator and/or Microsoft
  1016. Internet Explorer, you have a
  1017. connection capable of supporting
  1018. 32-bit applications. Contact your
  1019. Internet Service Provider if you
  1020. are unsure if your connection is
  1021. 32-bit capable.
  1022. Low latency: “Latency” is a
  1023. measure of the time that it takes
  1024. for your system to send and receive
  1025. information over a network. For
  1026. reliable play over Battle.net,
  1027. Blizzard recommends that your
  1028. connection have a latency less than
  1029. 500ms.Contact your Internet
  1030. Service Provider for information
  1031. on the latency level of your
  1032. connection.
  1033. 27
  1034. AppleTalk Network Connection
  1035. Supports: 1-4 players
  1036. Requires: 1 or more Macintosh computers,
  1037. connected to an active AppleTalk network.
  1038. To create a game, click “Create”. The name
  1039. of that game will be based on the name of
  1040. your character. A player who wishes to join
  1041. your game will need to know the game’s
  1042. name.
  1043. If your network has more than one AppleTalk
  1044. zone, then click on the “Choose Zone” button
  1045. to select the zone that Diablo will listen to in
  1046. search of a game. Note that Diablo can only
  1047. see games on one AppleTalk Zone at a time.
  1048. Troubleshooting: Check the settings for your
  1049. network in the “AppleTalk” or “Network”
  1050. control panel; consult your Owners manual
  1051. for assistance in setting up your network
  1052. connection. Check all the physical network
  1053. connections. Remember that the name of a
  1054. game is based on the name of the player’s
  1055. character that creates it.
  1056. Dynamic Games
  1057. Games over IPX networks, AppleTalk networks and Battle.net
  1058. are dynamic. Players can join and/or leave the game at any
  1059. time, and as long as one player is still active in the game, it
  1060. will continue. Players cannot join a game that already has
  1061. four active players, however. If all of the players leave the
  1062. game, it will cease to exist.
  1063. 28
  1064. CHARACTER SUMMARY
  1065. Character Level and Experience
  1066. As your character explores the world of Diablo and combats the evil that threatens to
  1067. overrun the land, he or she gains “experience” and becomes more skilled. The
  1068. character’s total experience determines his or her Level. A character’s Level provides
  1069. a quick approximation of his/her overall effectiveness, but different characters of the
  1070. same Level can have different strengths and weaknesses. Increasing a level gives your
  1071. character additional points to spend on Attributes, as well as increasing effectiveness
  1072. in combat, spell casting, and skill use.
  1073. The most direct way to gain experience is to destroy the denizens of the labyrinth. The
  1074. exact amount of experience gained by killing a creature is based on the relative Levels
  1075. of the character and the creature. A seasoned Warrior does not gain any benefit from
  1076. destroying a mere skeleton, for he has faced far greater evils before.
  1077. Attributes
  1078. Your character has several Attributes corresponding to abilities he or she will use
  1079. during the game. Each character Class starts out with different starting values to
  1080. represent training that they have already had. Each Class also has limits on how high
  1081. some Attributes can be raised. Warriors, for instance, cannot normally raise their Magic
  1082. rating as high as an experienced Sorcerer. While gaining experience is the surest path,
  1083. there are known to be magical means to raise Attributes as well.
  1084. The different Attributes, and the aspects that they represent, are as follow:
  1085. Strength represents the raw physical power that the character possesses. Very strong
  1086. characters are capable of using more powerful weapons and can wear heavy
  1087. armor. A high Strength gives a bonus to the amount of damage done in close
  1088. combat.
  1089. Magic is a measure of the character’s ability to manipulate the forces of magic. It is a
  1090. combination of intelligence, willpower, and innate magical aptitude. A high Magic
  1091. rating is required to learn and control complex and powerful spells and staves.
  1092. Dexterity rates the character’s general agility and accuracy. A character with low Dexterity
  1093. has a very difficult time hitting opponents in combat. Dexterity is a very important
  1094. Attribute for archers to develop.
  1095. Vitality indicates the character’s overall physical fitness. Characters with high Vitality
  1096. are very healthy, rarely become sick, and have a strong endurance.
  1097. Mana is an overall rating that determines how much Mana a character can safely
  1098. channel when spellcasting. It is based on the character’s Class, Level, and Magic
  1099. Attribute. A character that has exhausted his or her Mana is no longer able to
  1100. cast learned spells. Scrolls and staves may still be used, as they draw their own
  1101. 29
  1102. power from the environment on their own. Special Mana potions are able to
  1103. restore the hero’s spell casting abilities by refreshing the body and clearing the
  1104. mind of the imbiber.
  1105. Life is how much physical harm the character can suffer before dying. The Life total is
  1106. based on Class, Level, and Vitality. A Warrior, for instance, can take more physical
  1107. punishment than a Sorcerer of the same Level and Vitality rating. Once Life
  1108. reaches zero the character is dead. Potions and healing spells can rebuild the
  1109. human body at an incredible rate, restoring precious Life points.
  1110. Combat Statistics
  1111. A character’s effectiveness in combat is influenced by many factors, including the
  1112. equipment that he or she is using, the Class of the character, his or her Attributes, any
  1113. enchantments that are in effect, etc. The Combat Statistics displayed on the Character
  1114. Information screen represent the character’s current values, but do not include the
  1115. effects of non-Identified magical items.
  1116. Armor Class is a total of all the protection that your character is currently receiving
  1117. from armor, talismans, shields, etc. A high armor class allows the character to
  1118. resist the effects of physical attacks, and may help against various magical
  1119. effects as well.
  1120. To Hit is a rough indication of the chance that your character has to successfully hit
  1121. and damage a single unarmored opponent. It is a combination of many factors,
  1122. and is strongly affected by the opponent’s armor and overall toughness.
  1123. Damage is the current range of damage that your character can inflict on a successful
  1124. hit during combat. An opponent hit by the character will lose this much Life.
  1125. The Damage rating is based on the weapon being wielded, the character’s
  1126. Attributes, Level, and any magical bonuses.
  1127. Resistances
  1128. Magic is a fickle and unpredictable force, and every character and creature is able to
  1129. resist the effects of spells. The chance of successfully avoiding the effects of a dangerous
  1130. spell is primarily affected by Level, but outside factors may give the character a bonus.
  1131. The Resistance ratings displayed in the Character Information screen display only
  1132. bonuses granted from outside sources.
  1133. Magic resistance protects the character from spells that expel raw magical energy, or
  1134. spells that attempt to change or transform the character’s physical form.
  1135. Fire resistance provides defense against fire spells of all types. It can also help to
  1136. resist the attacks of creatures and weapons that use fire or heat to cause damage.
  1137. Lightning resistance defends against electrical attacks of all types, from lightning bolts
  1138. to the powerful charges exuded by certain creatures.
  1139. 30
  1140. 31
  1141. WARRIOR
  1142. The Warriors of the lands of Khanduras are well trained in all of
  1143. the weapons of war. Ranging from crusading paladins to unscrupulous
  1144. mercenaries, Warriors can be found wherever there is conflict amongst their
  1145. countrymen. Many of these adventuresome men joined with King LeoricÕs
  1146. army and went to battle against the Northern kingdom of Westmarch. As
  1147. the fires of war burned themselves out, these Warriors returned home to
  1148. find their kingdom in shattered disarray.
  1149. Dark rumors of the mysterious demise of King Leoric abound and
  1150. the evil that lurks within his Cathedral has drawn many Warriors to
  1151. Khanduras seeking fortune and glory. Though they were warned by the
  1152. people of Tristram, a few of these brave souls have ventured into the chaotic
  1153. labyrinth beneath the old church- never to be heard from againÉ
  1154. Whether they are driven by valor, honor, madness or greed, new
  1155. Warriors arrive in Tristram every day, ready to challenge the dark unknown
  1156. that awaits them beneath the earth.
  1157. The Warrior is the strongest and toughest of the three available
  1158. Classes, and he excels in the art of close combat. His primary weakness is
  1159. that his extensive physical training has left little time to develop more than
  1160. a rudimentary knowledge of magic. The extended periods of time that most
  1161. Warriors spend away from their homes and civilization requires that they
  1162. learn to repair their own weapons and armor, although their skill is no
  1163. match for the talent of a true blacksmith.
  1164. 32
  1165. 33
  1166. ROGUE
  1167. The Sisters of the Sightless Eye are a loosely organized guild shrouded in
  1168. mystery amongst the peoples of the West. These highly skilled archers employ
  1169. ancient Eastern philosophies that develop an Òinner-sightÓ that they use both in
  1170. combat and to circumvent dangerous traps that they may encounter. Known only
  1171. as wandering Rogues in the West, the Sisters conceal their secret affiliation by
  1172. posing as simple travelers. Many pompous fools have made the mistake of
  1173. underestimating these steel nerved women in combat and paid a terrible price
  1174. for their vanity.
  1175. The strange events transpiring in Khanduras have caught the attention
  1176. of many of these Rogues. They have come from as far as the Eastern dunes to
  1177. test their skills against the dark evil that is said to be lurking in Tristram. It is
  1178. also believed that untold riches wait to be discovered among the ruins of the
  1179. Horadrim monastery.
  1180. Although not as powerful in close combat as the Warrior, the Rogue is
  1181. the undisputed master of the bow. A skilled Sister can send a stream of arrows
  1182. at an opponent, each fired with a seemingly careless precision. The innate sixth
  1183. sense that all Rogues seem to possess also allows them to sense trapped fixtures,
  1184. and aids them in attempts to disarm these traps.
  1185. 34
  1186. 35
  1187. SORCERER
  1188. Although practitioners of the mystic arts are scarce within the often
  1189. superstitious and religious lands of the West, many magi have made the
  1190. pilgrimage from the Far East to see for themselves what horrors lie beneath
  1191. the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei,
  1192. one of the eldest and most dominant mage-clans of the East, has sent many of
  1193. its acolytes to observe the dark events unfolding in Khanduras first hand.
  1194. The Vizjerei, known for their brightly colored turinash -or spirit-robeshave
  1195. taken a keen interest in both gathering knowledge of demons and seeing
  1196. them slain. The Vizjerei elders hope that their acolytes will learn the secrets
  1197. of the dark evil that they sense growing in the West and can destroy it. The
  1198. possibility of discovering long-lost tomes of magical knowledge within the
  1199. confines of the labyrinth has also captured the interest of many wandering
  1200. Sorcerers.
  1201. Most magic in Khanduras is in the form of enchanted items and
  1202. elixirs. The Eastern Sorcerers have developed a greater understanding of
  1203. spellcasting than the other classes, and while a Vizjerei neonate knows only
  1204. the simplest of spells to start, he can expect to rapidly grow in power as he
  1205. discovers new incantations. All Sorcerers possess the ability to recharge spell
  1206. staves by drawing power from their surroundings and channeling them through
  1207. the staff.
  1208. 36
  1209. ITEMS
  1210. As you explore the world of Diablo you will encounter many
  1211. items that can aid you in your expeditions. Items can be
  1212. examined by picking them up and highlighting them in your
  1213. inventory. A description of the item will appear in the
  1214. Description Box at the bottom of the Interface Bar.
  1215. By using precious metals, magical gems, and eldritch symbols,
  1216. many items can be magically enhanced. Any enchanted items
  1217. that your character discovers will have their descriptions
  1218. displayed in blue. While your character can sense the unnatural
  1219. nature of the treasure by its appearance and magical aura, he
  1220. or she will need to have it magically identified before these
  1221. abilities make themselves known.
  1222. Items which have their name and description displayed in
  1223. gold are unique items and are treasures of legendary power.
  1224. Although your character may recognize the artifact from stories
  1225. and myths, he or she will still need to identify it to discover
  1226. the truth behind its reputation.
  1227. Many items require that your character meet certain Attribute
  1228. minimums to be used effectively. A war maul, for instance,
  1229. can only be used by extremely strong heroes. Very powerful
  1230. scrolls and books can only be understood by those with the
  1231. highest magical abilities. If your character does not meet the
  1232. requirements to use an item, that item will appear in red when
  1233. picked up or carried.
  1234. Durability
  1235. Over time, weapons and armor wear down until they eventually
  1236. break. Equipment found in the labyrinth is almost always worn
  1237. by time and improper care. A gold silhouette of the worn
  1238. equipment will appear in the corner of the Play Area when it is
  1239. close to breaking. The silhouette will turn red just before the
  1240. item is completely destroyed.
  1241. Warriors can perform quick repairs on their equipment, but
  1242. this inevitably lowers the items’ quality over time. A good
  1243. blacksmith can repair equipment without lowering its long
  1244. term effectiveness, for a price. Enchanted weapons and armor
  1245. must be repaired by using the same precious metals and gems
  1246. that were used during its construction, and can be expensive
  1247. to have repaired.
  1248. “But he that hides a dark soul
  1249. and foul thoughts
  1250. Benighted, walks under the
  1251. mid-day sun
  1252. Himself is his own dungeon…”
  1253. -John Milton
  1254. 37
  1255. Weapons
  1256. Very few creatures in the labyrinth can be reasoned with, and
  1257. only a fool or a very powerful sorcerer would dare enter the
  1258. confines of the church without a sturdy weapon in hand. It is
  1259. rumored that there are many enchanted weapons buried
  1260. beneath the church, remnants of the Horadrim’s war against
  1261. the Three.
  1262. Swords
  1263. The sword is the epitome of the warrior’s weapon. Forged in
  1264. fire and tempered to a fine edge, a good blade can cut through
  1265. armor or a demon’s thick hide with equal ease. Some warrior
  1266. clans of Khanduras go so far as to forsake any other weapon
  1267. besides a sword, and abandon the use of a shield in favor of
  1268. greatswords that stand the full height of a man.
  1269. Axes
  1270. Axes are favored by those who are willing to sacrifice defense
  1271. for power. In addition to being slower than other weapons,
  1272. even the smallest combat axe requires two hands be free to
  1273. wield properly, precluding the use of a shield. However, no
  1274. other mundane item can match the damage of a good axe.
  1275. Legends speak of enchanted axes capable of slicing through
  1276. flesh and steel as if through butter.
  1277. Maces and Clubs
  1278. Sometimes the simplest tools are the best. Whether it be a
  1279. stout piece of wood or a spiked mace, a good clubbing weapon
  1280. can be deadly in the hands of a strong warrior. The minions of
  1281. Mephisto—the undead—are said to have an especially difficult
  1282. time resisting the effects of broken bones and shattered limbs.
  1283. 38
  1284. Staves
  1285. The art of staff fighting has never gained much acceptance in
  1286. Khanduras, but long ago the Brotherhood of Vizjerei discovered
  1287. ways to use a simple wooden staff as a container for focused
  1288. magical energy. The process of creating a spell staff is very
  1289. time consuming, but even an apprentice Vizjerei can recharge
  1290. a staff by channeling magical energy into it. Spell staves may
  1291. be used to cast spells that the wielder does not yet know, and
  1292. that do not require the expenditure of mana. The staff must
  1293. be wielded in order to use the spell it contains.
  1294. Oddly enough, the act of infusing a staff with sorceries seems
  1295. to grant the staff a will of its own. Only those skilled in the arts
  1296. of magic can hope to control very powerful spell staves. It is
  1297. also possible to find staves that have been further enchanted
  1298. to make them more effective in combat or to grant other
  1299. abilities to the wielder.
  1300. To prepare a spell from a staff, use the Speedbook to ready the
  1301. spell. Spells from staves will appear on an orange background.
  1302. To cast the spell right-click on the spell’s target.
  1303. Bows
  1304. Bows are excellent weapons for those who to prefer to strike
  1305. at their foes from a distance. The greatest archers in the world
  1306. are the Sisters of the Sightless Eye. They are trained in the
  1307. use of every instrument of archery, from the short bows used
  1308. by the Horsemen of the Kataan Steppes to the great war bows
  1309. of the Northern Tribes. Even the most skilled of the Sisters,
  1310. however, knows that a bow is no match for a sword or other
  1311. weapon if the fighting should come to close quarters. Note:
  1312. Holding down the Shift key while attacking with a bow will
  1313. prevent your character from moving closer to his or her target.
  1314. 39
  1315. Armor
  1316. Good armor is essential if you wish to survive the attacks of
  1317. the creatures lurking in the labyrinth. Even a simple leather
  1318. jerkin or thick cloak can help to turn aside a weapon’s edge or
  1319. a demon’s claws and prevent the wearer from being mortally
  1320. wounded. There are three general classifications of armor.
  1321. Light Armor
  1322. Light armor ranges from simple clothing, such as robes and
  1323. cloaks, to hardened leather armor. Even tossed aside rags will
  1324. provide some protection. Although armor of this type offers
  1325. minimal protection from most attacks, it is very lightweight and
  1326. inexpensive to repair.
  1327. Medium Armor
  1328. This category includes basic metal armor, such as chain mail
  1329. and ring mail. In general, armors of this type provide good
  1330. protection from physical attacks, but are heavy enough that
  1331. only athletic characters can wear them comfortably.
  1332. Heavy Armor
  1333. Most heavy armor consists of solid metal plates over a chain
  1334. mesh. The extent of the plate coverage determines the exact
  1335. type of armor. Field plate, for instance, covers only the torso
  1336. and arms with solid plates to provide maximum mobility. Only
  1337. the strongest heroes can wear heavy armor, and it is very
  1338. expensive to repair. Plate armor does provide the highest
  1339. protection possible from physical attacks, and enchanted plate
  1340. armor can make a warrior nearly unstoppable.
  1341. 40
  1342. Helmets
  1343. Even a simple leather cap can spell the difference between
  1344. life and death, and it is a good idea to use the best helmet
  1345. that you can afford. Many members of the Horadrim wore
  1346. crowns of unearthly metals to reflect their status, and often
  1347. these crowns were enchanted for superior protection.
  1348. Shields
  1349. Shields are extremely popular as both a means of defense
  1350. and decoration. Your character will automatically attempt to
  1351. block any incoming blows with his or her shield, and in times
  1352. of desperation it can even be used as a bashing weapon. Bows,
  1353. axes, staves, and other two-handed weapons cannot be used
  1354. in conjunction with a shield.
  1355. Jewelry
  1356. Precious gems and metals make excellent foci for magical
  1357. enchantments. Although most of the knowledge of creating
  1358. such talismans has been either been long lost or is jealously
  1359. guarded by the Eastern mage clans, rings and amulets of power
  1360. may still be discovered. The primary drawback of enchanted
  1361. jewelry is that multiple pieces seem to interfere with each
  1362. other. For this reason, only one ring may be worn on each
  1363. hand, and but one amulet may be worn about the neck. The
  1364. greatest advantage of rings and amulets is that they are nearly
  1365. impossible to strike in combat, and as such do not need to be
  1366. repaired or maintained as armor does.
  1367. 41
  1368. Potions
  1369. One form of magic that is still strong in the West is the brewing
  1370. of elixirs that can have a variety of beneficial effects on the
  1371. imbiber. By far the most common of these draughts are healing
  1372. potions, which can instantly mend torn flesh and knit broken
  1373. bone back together. Mana potions are infused with raw magical
  1374. energy to restore the abilities of spell casters that have
  1375. expended their power. The old church is sure to have a strong
  1376. supply of both types of potions, as the clergy used them to
  1377. care for the sick and wounded. Locals skilled in herbcraft may
  1378. also be able to supply your character with potions, for the right
  1379. price. It’s known that the greatest of the Horadrim alchemists
  1380. created strange concoctions that permanently affected the
  1381. drinker.
  1382. To drink a potion, right-click on it when it is on your belt or in
  1383. your backpack. You can also use the potion’s hotkey if it is on
  1384. your character’s belt.
  1385. Scrolls
  1386. By carefully preparing special parchment with magical inks, a
  1387. focus for spells can be created. Such magical scrolls provide
  1388. the reader with the ability to cast a spell that they normally
  1389. may not know, without expending any mana. Very powerful
  1390. spells cannot be used by the untrained, however, for the cryptic
  1391. symbols upon them are difficult to comprehend. The act of
  1392. casting the spell drains the scroll of all magical power and causes
  1393. the parchment to crumble to dust instantly.
  1394. To cast a spell from a scroll, either right-click on a scroll that
  1395. your character is carrying, or use the Speedbook to prepare the
  1396. spell. Spells from scrolls will appear on a red background.
  1397. 42
  1398. Books
  1399. More valuable than gold to any sorcerer, books may contain
  1400. clues to quests, spell formulas, or other pieces of knowledge.
  1401. The time of the Horadrim is considered to be the greatest age
  1402. of magic, when untold discoveries in the arcane arts were
  1403. made. These powerful mystics used every ounce of power at
  1404. their command to preserve humanity. Although the Eastern
  1405. mage-clans keep watch over vast libraries of magical tomes,
  1406. it is suspected that a great part of this knowledge was lost
  1407. when the last of the Horadrim died. There may be lost works
  1408. beneath the church that could bring some of these ancient
  1409. magics to light…
  1410. You can discover a book’s contents by left-clicking on it when
  1411. your character discovers it. Books that contain spell formulas
  1412. can be carried by your character to trade - or to study. Rightclicking
  1413. on such books will increase your ability with a specific
  1414. spell. No single book can teach your character all that there is
  1415. to know about a spell, however. The more books that your
  1416. character reads on a specific spell, the greater his or her ability
  1417. with spell will become. Mastering a spell requires intimate
  1418. knowledge of the ways of magic, This is reflected by an
  1419. increasing magic requirement to memorize the spell.
  1420. Gold
  1421. During the long reign of peace that existed in Khanduras most
  1422. towns and cities agreed upon a standard gold coin to use in
  1423. trade. The Church of Zakarum has tried to have its own
  1424. currency accepted as the new standard, but so far it has gained
  1425. little acceptance. Although it would seem that the minions of
  1426. the Three would have no use for gold coins, many demons
  1427. hoard all the wealth that they can find.
  1428. To drop a specific number of coins, right-click on gold in your
  1429. character’s inventory. Type in the amount of gold that you wish
  1430. your character to drop, and press the Enter key.
  1431.  
  1432. 44
  1433. SPELLS
  1434. The Nature of Magic
  1435. Magic is an extremely powerful force, the manipulation of
  1436. which is carefully studied, frequently learned, but it is never
  1437. fully mastered. Enchantments exude an aura that can be
  1438. sensed by many, but years of training are required to properly
  1439. exploit the Mana that pervades our world.
  1440. Some scholars use natural manifestations to explain the
  1441. workings of the universe. In a common archetype, the physical
  1442. world is likened to the sky while the ethereal realm of magic
  1443. is set as the ocean. If we follow this line of thought, spells are
  1444. much like the turbulence that occurs where the two interact
  1445. with each other. During the Sin War, Demon and Angel alike
  1446. wrought powerful magicks that threatened to tear the fabric
  1447. of reality apart. The physical and magical realms began to
  1448. blur and merge, which, in our archetype, would be the
  1449. equivalent of a fierce hurricane.
  1450. The Forces of Order sought to preserve our reality by limiting
  1451. the power of mortal man. As a consequence, only the strongest
  1452. wills can harness more than the most basic of magical effects.
  1453. Even then, much energy is lost in the transition of power
  1454. between the two Realms. As a practitioner of the arcane arts
  1455. grows more knowledgeable he is able to create these effects
  1456. with greater efficiency, resulting in spells that are more potent,
  1457. have more endurance and drain less Mana in their casting.
  1458. “Either slain thou shalt gain
  1459. heaven, or conquering thou
  1460. shalt enjoy the earth.
  1461. Therefore arise, son of Kunti,
  1462. unto battle, making a firm
  1463. resolve.
  1464. Holding pleasure and pain
  1465. alike, gain and loss, victory
  1466. and defeat, then gird thyself for
  1467. battle: thus thou shalt not get
  1468. evil.”
  1469. - The Bhagavad Gita
  1470. 45
  1471. Firebolt
  1472. The true essence of Fire lies at the edge of Energy and Matter.
  1473. It is, therefore, a fairly simple matter to shape Mana into a
  1474. magical flame. Controlling a bolt of this fire as it flies towards
  1475. its target is another matter entirely. As experience and
  1476. knowledge with this spell grows, both the intensity of the flame
  1477. and the speed of the bolt can be increased with the caster
  1478. feeling less exertion.
  1479. Inferno
  1480. Inferno sacrifices the mobility of a Firebolt for pure damaging
  1481. power. Rather than attempting to control the path and
  1482. cohesiveness of a single bolt, the caster conjures forth an
  1483. individual, focused stream of flame. Although it dissipates
  1484. beyond more than a few paces, with a greater understanding
  1485. of the forces at work the stream of fire can not only be
  1486. extended a significant amount, but also can be maintained
  1487. for a few moments more. The heat of an Inferno is more intense
  1488. than that of a Firebolt as more Mana is being converted into
  1489. essential energy.
  1490. Wall of Fire
  1491. Magical fire feeds upon no earthly source, being fueled instead
  1492. by the mystic energies known as Mana. While the heat of
  1493. conjured flames may cause normal matter to combust and
  1494. burn on its own, the flames themselves will burn as long they
  1495. have Mana to draw upon. By carefully controlling the flow of
  1496. Mana to a magical fire, its life-span can be extended well
  1497. beyond that of a Firebolt or an Inferno. The Horadrim were
  1498. skilled enough to create torches that burn with an eternal
  1499. flame, but those abilities have been long lost. With this spell,
  1500. the caster creates a wall of eldritch flame that will burn until
  1501. the Mana in that area has been exhausted. As knowledge of
  1502. this spell increases, the rate at which Mana must be consumed
  1503. can be better controlled and the Wall of Fire can be made to
  1504. burn longer.
  1505. 46
  1506. Charged Bolt
  1507. The true essence of Electromagnetism exists on the threshold
  1508. of the Ethereal and the Physical Realms. While it is very efficient
  1509. to transform Mana into electrical energy, it is extremely difficult
  1510. to control. This spell calls into being multiple pockets of
  1511. lightning which seem to have a will of their own. The caster is
  1512. able to shield himself from the effects of these charges, but
  1513. any creature - friend or foe - may be struck. Greater
  1514. understanding of this spell allows more of these Charged Bolts
  1515. to be formed, and their existence will be maintained for a
  1516. longer period of time. The physical toll on the caster, however,
  1517. increases as well, requiring more Mana to be spent.
  1518. Lightning
  1519. The caster of this spell seeks to control the discharge of
  1520. electrical energy by focusing it into a single stream of Lightning.
  1521. The effects of channeling this powerful force of nature onto
  1522. an unprotected creature are awesome indeed. With
  1523. experience, these bolts of lightning may be maintained for a
  1524. longer period of time while requiring less Mana to be used.
  1525. Flash
  1526. The Flash spell was created to fight the servants of Baal, whose
  1527. minions prefer to surround their enemies and attack from all
  1528. sides simultaneously. To properly form most incantations, the
  1529. caster must be able to concentrate long enough to complete
  1530. the necessary invocations and gestures. With this spell, the
  1531. caster draws in as much Mana as possible as quickly as
  1532. possible from the surrounding area and concentrates it into a
  1533. single point within his own body. This Mana is then released
  1534. in a single burst of raw energy that dissipates very rapidly –
  1535. and very violently. While this spell is usable only in close
  1536. combat, it is extremely potent and will strike creatures on all
  1537. sides of the caster.
  1538. “When all magic fails, rely on
  1539. three feet of steel and a strong
  1540. arm…”
  1541. 47
  1542. Holy Bolt
  1543. While the Horadrim were the greatest mortal spell casters ever
  1544. known, not all of the followers of the Light were as proficient
  1545. in magic as they were. During the quest to bind Mephisto,
  1546. common soldiers were hard pressed to combat the seemingly
  1547. endless tides of the undead that guarded the First Brother.
  1548. During this time, Cathan, a devout priest who was also a fierce
  1549. warrior, found that by invoking the powers of the High Heavens
  1550. and then infusing them with the essence of Fire, a bolt of
  1551. great speed and intensity could be created and used by those
  1552. otherwise untrained in the use of magic. This Holy Bolt harms
  1553. only the undead, making it far safer to use while on a chaotic
  1554. battlefield.
  1555. Healing
  1556. The art of self healing is an invaluable ability, and it is for this
  1557. reason that this spell has been preserved throughout the ages.
  1558. When cast, Mana courses through the body, instantly knitting
  1559. broken bone, replacing torn tissue and reducing the effects
  1560. of shock and fatigue. With time, this spell can be developed
  1561. to the point that it can instantly restore even those on the
  1562. brink of death. The ability to heal others is much rarer, and
  1563. those that can do so are greatly respected.
  1564. Resurrect
  1565. During the assault upon Mephisto’s Fortress of Bone, the army
  1566. led by the Horadrim was nearly overwhelmed by the legions
  1567. of the damned. As soon as one of the crusaders was slain in
  1568. combat, his body would rise again as an undead warrior to
  1569. fight against his former companions. On the eve of what was
  1570. to be the final attack upon the Fortress, a mysterious figure in
  1571. white appeared before the Council of the Horadrim. This
  1572. apparition revealed to them the secret of piercing the barrier
  1573. between Life and Death. By Resurrecting the slain soldiers,
  1574. they could be saved from eternal corruption. Those present
  1575. at the Council swore an oath never to use this ability once the
  1576. battle was over, but somehow the secret escaped. This spell
  1577. has the power to bring a dead soul back to the physical world,
  1578. but it must be performed at the site of the person’s death.
  1579. 48
  1580. Identify
  1581. Any object imbued with magic exhibits an aura that is easily noticed.
  1582. To determine the exact nature of this enchantment, however,
  1583. requires intense study and an extensive knowledge of arcane
  1584. materials and symbols. While none have mastered the ability to
  1585. memorize a spell of this magnitude, the Vizjerei have developed a
  1586. means for the untrained to discover the secrets of an ensorcelled
  1587. object by using a rare crystal that is extremely sensitive to magical
  1588. auras. This sensitivity makes it very fragile, however and the crystal
  1589. will shatter if it is brought too close to an enchanted item. The
  1590. very act of Identifying such an object also destroys the crystal.
  1591. Scrolls and staves have been crafted that can be used to Identify
  1592. magical auras. By using special inks and dyes that contain tiny
  1593. grains of these crystals, the stability of the crystal is maintained
  1594. until it is used to examine the enchanted object.
  1595. Town Portal
  1596. The Horadrim constructed numerous magical gateways between
  1597. the mighty fortresses so that they could quickly concentrate their
  1598. defenses against any incursion by the Demons. With but a thought,
  1599. the Crusaders of the Light could transport themselves to
  1600. predetermined destinations many leagues apart. Although the
  1601. secret of creating these gateways has been long lost, it is still
  1602. possible to use the pathways that are already in place. A Portal
  1603. opened by means of this spell will always take the caster to the
  1604. location of the nearest gate and remain open long enough to bring
  1605. the caster back to his point of origin. The Church of Tristram is
  1606. built upon the remains of a Horadrim monastery, and it is quite
  1607. probable that a gateway lies nearby.
  1608. Telekinesis
  1609. This versatile spell is derived from a training exercise that was
  1610. used by the Horadrim. Once they reached a certain point in their
  1611. training, acolytes were bound and locked in a cell, with the key to
  1612. the door lying on the floor in front of them. The student had to
  1613. unlock and open the door without being able to physically move.
  1614. Through intense concentration and fine control, the acolyte could
  1615. manipulate the key as if it was held by an invisible hand. Those
  1616. that were able to open the cell door were allowed to proceed to
  1617. the next level of training. There is some speculation as to the fate
  1618. of those unfortunates that lacked the magical prowess to escape.
  1619. Today, this spell serves as a reminder that what was once a simple
  1620. mental exercise for the Horadrim is now a difficult spell known by
  1621. few sorcerers. Telekinesis could prove very useful in the labyrinth,
  1622. as there are many trapped doors and chests that could be safely
  1623. opened from a distance. By exerting greater force, at a cost in fine
  1624. control, creatures can also be pushed away from the caster.
  1625.  
  1626. 50
  1627. Accurate reports on the nature of the horrors that lie below
  1628. the church come to light more rarely than survivors. I have
  1629. attempted to provide a base knowledge of what awaits you by
  1630. searching through our vast libraries for historical and scientific
  1631. tomes recounting the Horadrim’s epic war against the Three.
  1632. I have summarized the information that I discovered. Due
  1633. to the length of time that has passed since most of the original
  1634. accounts were written, and the uncertainty surrounding the
  1635. present evil that plagues this land, I cannot guarantee the
  1636. veracity of this information. I do, however, believe that this
  1637. information is as accurate as possible under these trying
  1638. circumstances.
  1639. It is known that the Three Brothers often acted through
  1640. personal servants. While I would not classify all of these servants
  1641. as Demons, they do represent the most horrible aspects of
  1642. their Masters. What follows is what has been documented
  1643. concerning the creatures that were known to serve the Brothers
  1644. during their reign of evil. It should be noted that in their battle
  1645. against the Seraphim, the Brothers would constantly twist and
  1646. change their servants to best resist the powers that they were
  1647. facing. Two demons of the same physical shape may have
  1648. dramatically different weaknesses, depending upon the whims
  1649. of their Master. The specific species described herein were those
  1650. most commonly encountered by the Horadrim.
  1651. Take the greatest of care when journeying through the
  1652. cursed lands. It is well known that the creatures of Darkness
  1653. are a cowardly lot, and will attack using strength of numbers to
  1654. their advantage whenever possible. I fear the knowledge
  1655. contained herein is incomplete, at best, for there were no living
  1656. witnesses of the most powerful horrors. If one of the Three has
  1657. truly come free of his binding, he will call as many of these
  1658. infernal servants to him as possible, as well as creating new
  1659. and more powerful minions to command.
  1660. Vischar Orous
  1661. Chief Librarian
  1662. Zharesh Covenant
  1663. Brotherhood of the Vizjerei
  1664. The Minions of Darkness fall into three categories, and are
  1665. divided according to their masters. Study these words well, for
  1666. this knowledge may be all that keeps your immortal soul from
  1667. being devoured by the denizens of the underworld.
  1668. “All things roll here: horrors of
  1669. midnights,
  1670. campaigns of a lost year
  1671. Dungeons disturbed, and
  1672. groves of lights;
  1673. Echoing on these shores, still
  1674. clear,
  1675. Dead ecstasies of questing
  1676. knightsyet
  1677. how the wind revives us
  1678. here!”
  1679. - Arthur Rimbaud
  1680. 51
  1681. Mephisto, the Lord of Hatred (Odium)
  1682. The legions of Mephisto are driven by a hatred of all living
  1683. things - especially those who are pure of heart. He counts as
  1684. minions both the walking dead, who forever seek vengeance
  1685. upon the living, as well as a host of demonically corrupted
  1686. creatures whose twisted limbs and misshapen bodies leave
  1687. them in eternal agony and rage.
  1688. Skeletons (Ossium Animatum)
  1689. These are the skeletal remains of warriors who either died as
  1690. soldiers in some dark campaign, or were betrayed by those
  1691. they most trusted. Now animated by unnatural forces, these
  1692. troops of the Damned forever seek new recruits to join their
  1693. ranks. If our greatest fears do prove to be true, the skeletal
  1694. warriors that are rumored to haunt the town of Tristram might
  1695. well be the corrupted remains of the valiant Horadrim monks
  1696. laid to rest in the catacombs beneath the church. Only an
  1697. incredibly potent evil could have disturbed the peaceful slumber
  1698. of these eremites.
  1699. Skeletons are usually found in places where the dead are laid
  1700. to rest or at the sites of great battles. While physically fragile,
  1701. they are never lacking in numbers, for those that fall to them
  1702. in combat are damned to an eternal lust for living blood.
  1703. Coupled with their unthinking rage, this makes them a
  1704. dangerous opponent.
  1705. “I am Yesterday, Today, and
  1706. Tomorrow, and I have the
  1707. power to be born a second time.
  1708. I am the divine hidden Soul
  1709. who created the gods and gives
  1710. sepulchral meals to the denizens
  1711. of the deep, the place of the
  1712. dead, and heaven...Hail, lord
  1713. of the shrine that stands in the
  1714. center of the earth. He is I, and
  1715. I am he! ”
  1716. -Egyptian Book of the Dead
  1717. 52
  1718. Zombies, (Cibus Animatus)
  1719. Worm-ridden and reeking of foul decay, Zombies are formed
  1720. from the corpses of men executed for committing the most
  1721. depraved and degenerate crimes against the innocent. They
  1722. are driven by both the hatred that consumed them in life and
  1723. an insatiable hunger for the flesh of the living.
  1724. Tenacious and possessing stamina of infernal origin, Zombies
  1725. and their ilk make for a difficult encounter. Fortunately, these
  1726. undead minions are lacking in both wit and mobility which
  1727. can be used to great affect against them.
  1728. Overlords (Tyrannus Pinguis)
  1729. Even the Seraphim are not immune to the corruption of the
  1730. Dark Lords. One such angel, Inarius, was proud of his beauty
  1731. and boasted loudly of his purity and worth. His thoughts
  1732. became so clouded that he believed himself to be above both
  1733. Angel and Demon, and he left the High Heavens to form his
  1734. own dominion. He constructed a great cathedral of mirrored
  1735. glass and crystal, and followers flocked to him, drawn by his
  1736. numinous charm and wealth. Once Inarius had gathered a
  1737. sizable army, he decided to prove his power.
  1738. Inarius first laid siege to an infernal temple devoted to the
  1739. worship of Mephisto, but made the foolish mistake of
  1740. overestimating his prowess. The armies of Inarius laid waste
  1741. to the temple and killed the dark monks that dwelled within.
  1742. The Three Evils had considered the vain warrior a mere
  1743. nuisance and amusement until this time, but this was an insult
  1744. that they could not bear.
  1745. Mephisto himself is said to have appeared at the cathedral of
  1746. Inarius. He laid waste to the church and the surrounding
  1747. countryside. The Lord of Hatred took the proud archangel and
  1748. his followers captive. He bound Inarius with tremendous
  1749. chains and slowly tore the wings from the back of the angel.
  1750. Great barbed hooks were then used to stretch out the once
  1751. glowing skin and his features were distorted by vile powers.
  1752. Many of the followers of Inarius were given as gifts to Baal
  1753. 53
  1754. and Diablo, but the rest were molded to match the bloated
  1755. image of the now crippled angel. To this day, Inarius is said to
  1756. be trapped in Hell within a chamber of mirrors, his eyelids torn
  1757. from his face as he is forced to gaze upon his misshapen form
  1758. for all eternity. His misguided followers now serve as Hell’s
  1759. taskmasters, taking the anguish of their lost glory out upon the
  1760. bodies of others.
  1761. These grotesque demons have considerable brawn hidden
  1762. beneath their layers of greasy flab. Do not underestimate their
  1763. strength or their intelligence for crossing swords with them is
  1764. ill advised. You will be far better served to combat them with
  1765. ranged weapons or magic.
  1766. Magma Demons (Dominus Ardor)
  1767. During the Great Conflict tremendous battles were fought in
  1768. both the High Heavens and the Burning Hells. Both sides often
  1769. carried the conflict deep within the realms of their enemies.
  1770. During one epic battle into the very heart of Mephisto’s fiery
  1771. lair, a group of brave Seraphim warriors fronted an assault
  1772. against the Lord of Hatred himself. One of these angelic soldiers
  1773. made a bold attack and struck a fierce blow that caused the
  1774. foul blood of Mephisto to rain upon the ground. Each drop that
  1775. fell seared through the crust of Hell itself and formed powerful
  1776. demons shaped from molten rock. These demons quickly rose
  1777. to the aid of their master, and drove back the forces of Light by
  1778. striking them with thrown masses of lava that seared both flesh
  1779. and bone with the intensity of the Burning Hells. The losses
  1780. dealt by these Magma Demons were tremendous.
  1781. 54
  1782. Ba al, Lord of Destruction (Excidium)
  1783. The soldiers of Baal seek the undoing of the universe. They
  1784. strive for ultimate disorder and destruction, and to this end
  1785. covet the destruction of all they behold. Order is an abhorrence
  1786. to them and these creatures are the manifestation of the forces
  1787. of chaos.
  1788. Fallen Ones (Nanus Improbus)
  1789. Swarms of these impish terrors have been known to come
  1790. out of the night and tear apart a sleeping village in minutes.
  1791. Small of stature and simian in appearance, these creatures
  1792. possess surprising strength and unnatural agility. Other than
  1793. killing, the only act which gives them pleasure is breeding, so
  1794. expect to encounter them in large packs.
  1795. The small size of these devils does fill them with cowardice,
  1796. however, and this fear can be used against them. They prefer
  1797. to attack under the guise of darkness and in large numbers
  1798. whenever possible. If they are shown great strength, preferably
  1799. by killing one of their kind, they will retreat and regroup. Do
  1800. not turn your back on them, though, for their appetite for
  1801. destruction will eventually overcome their caution and they
  1802. will attempt to strike again.
  1803. “O Rose thou art sick
  1804. the invisible worm
  1805. that flies in the night
  1806. in the howling storm:
  1807. has found out thy bed
  1808. of crimson joy:
  1809. and his dark secret love
  1810. does thy life destroy.”
  1811. -William Blake
  1812. 55
  1813. Goat Men (Aries Vehemens)
  1814. The lieutenants of Baal are bred for strength, endurance, and
  1815. cunning. These demons constantly train themselves in the art
  1816. of war, for battle is their bread and the blood of innocents,
  1817. their water. There are several known “clans” of Goat Men, each
  1818. given a different gift from their Dark Master. It is believed that
  1819. to earn their powers they once held mock wars in Hell for the
  1820. entertainment of the Three Brothers. Do not expect them to
  1821. fight amongst themselves on the mortal realm, however, for
  1822. they much prefer to slaughter the innocent.
  1823. Like most of Baal’s spawn, the bestial Aries are incredibly strong
  1824. and agile. Be especially wary of their archers, for they are
  1825. renowned for the accuracy and power of their great bows. Fleet
  1826. of foot, they may try to evade an unwary foe and then attack
  1827. from a different angle.
  1828. Spitting Terrors (Bestia Acerbus)
  1829. After an especially violent battle, Baal enjoyed celebrating with
  1830. his Brothers by holding a disgusting feast of blood, human flesh,
  1831. and other Hellish delights. The Bestia Acerbus are the
  1832. descendants of doglike creatures that lived by feeding upon
  1833. the remains of Baal’s nightmarish feasts. The variety of vile
  1834. substances that the creatures consumed, along with their close
  1835. proximity to the Lord of Destruction, twisted and warped the
  1836. viscera of these Hounds of Hell. This diabolic species is capable
  1837. of spitting up a variety of caustic fluids and projecting them a
  1838. considerable distance. Packs of these terrors are especially
  1839. devastating, as their bile has been known to eat through the
  1840. strongest of armor and poison the most hearty men.
  1841. Great care must be taken when within the lair of these Bestia.
  1842. Their venom retains its potency for a considerable amount of
  1843. time and puddles of it may be found everywhere. When killed,
  1844. the beast’s inner toxins eat through the now-dead flesh, leaving
  1845. a dangerous trap for those foolish enough to tread upon the
  1846. corpse.
  1847. 56
  1848. Horned Demons (Impetum Cornuta)
  1849. Used as living siege engines, there are numerous accounts of
  1850. these juggernauts smashing into the lines of the Seraphim
  1851. and leaving only death and ruin in their wake. The skull and
  1852. the single large horn in the snout of the demon are unnaturally
  1853. durable. The Horned Demons prefer to wait until a clear path
  1854. is available and then they charge towards their victims at
  1855. incredible speeds. Be wary of this initial charge! It is far better
  1856. to deal with these creatures in close quarters or with magic.
  1857. Diablo, Lord of Terror (Metus)
  1858. Using illusion and fear as their greatest weapons, the attendants
  1859. to Diablo are formidable adversaries. They prefer to wait for
  1860. their opponent to display a moment of weakness before they
  1861. attack. Equally dangerous in the dark or in your dreams, they
  1862. are the fears of man made flesh by Diablo’s will. These
  1863. nightmares lurk at the edges of mortal perception from the
  1864. moment that you take your first breath - and they long to be
  1865. with you when your take your last.
  1866. “Strange and strident. It
  1867. shrilled terror to the ears that
  1868. heard it through the hall’s side
  1869. wall, the grisly plaint of God’s
  1870. enemy, his song of ill success, the
  1871. sobs of the damned one
  1872. bewailing his pain.”
  1873. -Beowulf
  1874. 57
  1875. Winged Fiends (Alae Nefastus)
  1876. Some people are so hungry for power and knowledge that they
  1877. are willing to sacrifice their humanity to the Lords of Hell in
  1878. exchange for gifts that inevitably turn against them. One such
  1879. group, a dark cabal of wizards, decided to take the power of
  1880. creation into their own hands and magically created a race of
  1881. creatures to act as servants and messengers. Using infernal
  1882. abilities granted to them through their arcane pact, they formed
  1883. small bat-winged imps that they believed would prove useful
  1884. in carrying out deeds that were too trivial for their own efforts.
  1885. Each of the sorcerers created an entity that reflected his magical
  1886. specialization. The creatures thus created were small, nimble
  1887. and possessed an unnatural cunning.
  1888. At first the corrupt sorcerers were overjoyed at the success of
  1889. their experiment, but they soon began to notice that the Alae
  1890. did not serve them as loyally as they had hoped. The creatures
  1891. had taken to secretly feeding from the very essence of their
  1892. masters, weakening them and eventually killing them. The
  1893. sorcerers tried to destroy their creations, but the fiends banded
  1894. together to combat them. The Winged Fiends had been secretly
  1895. breeding outside of the sorcerer’s domains, and swarms of
  1896. them attacked, killing their former masters. To this day, the
  1897. descendants of these creations terrorize the countryside.
  1898. Do not underestimate these foul demons. They are physically
  1899. weak, but posses great speed. Many of them possess unearthly
  1900. abilities reflecting the powers of their creators and they also
  1901. enjoy using their razor sharp claws and hooked wings to tear
  1902. the flesh from the faces of their victims.
  1903. Scavengers (Maleficus Vorax)
  1904. Maleficus Vorax are the smallest of a related group of demonic
  1905. creatures that feed upon carrion, mostly the remains of victims
  1906. killed by their larger cousins. Unlike most scavengers, however,
  1907. they are extremely aggressive and will not hesitate to attack
  1908. anyone hapless enough to encounter them. They have powerful
  1909. legs which they use for swift springing attacks, striking at
  1910. vulnerable faces and throats. Their primary weakness is their
  1911. voracious appetite; the smell of death may drive them into a
  1912. feeding frenzy where they will stop their attacks to feast upon
  1913. remains that are nearby.
  1914. 58
  1915. The Hidden (Metus Occultus)
  1916. The Hidden are the bogeymen that haunt our dreams and live
  1917. in the nightmares of children. Although they dwell at the edge
  1918. of the Physical and Ethereal Realms where they remain unseen
  1919. by mortal sight, they can quickly manifest and strike those
  1920. that appear vulnerable. Metus Occultus and others of their ilk
  1921. feed on the essence of fear. When wounded, they will seek to
  1922. retreat back into the Ether to heal themselves. It is important
  1923. to note that even while invisible the creature exists partially
  1924. on the Physical Realm, and can be affected by spells and
  1925. weapons.
  1926. Gargoyle (Signum Vitiosum)
  1927. In ages past, it was customary to decorate buildings with stone
  1928. statues of demons that were enchanted to serve as guardians
  1929. and protectors of those within. The misshapen figures of the
  1930. statues were designed to taunt and anger any demons that
  1931. attempted to gain entrance. Diablo worked to unlock the wards
  1932. that protected these granite images, and eventually was able
  1933. to gift them with a Hadean life. The Gargoyles arose from their
  1934. captive sleep and swooped down to prey upon those whom
  1935. they were created to protect. Naturally, the remaining statues
  1936. were immediately destroyed, but there are Signum that escaped
  1937. and continue to terrorize the innocent to this day.
  1938. The act of transforming from flesh to stone allows the creature
  1939. to heal any wounds that it has suffered, so it is best to either
  1940. avoid these demons entirely or to hunt them down until they
  1941. are dead. Do not allow them to flee, for they will soon return
  1942. in full force.
  1943.  
  1944. The Fall of Izual
  1945. 61
  1946. Librarius Ex Horadrim
  1947. BOOK ONE
  1948. OF HEAVEN AND HELL
  1949. THE GREAT CONFLICT
  1950. ince the Beginning, the forces of Light and Darkness have engaged
  1951. in an eternal war: The Great Conflict, whose victor will rise from the
  1952. apocalyptic ashes to hold sway over all creation. To this end, the
  1953. Angels of the High Heavens adhere to strict militaristic disciplines.
  1954. Seraphim warriors strike at the enemies of Light with swords imbued
  1955. with righteous wrath and justice. The Angels believe that only absolute
  1956. discipline can properly restore order to the myriad realms, while the
  1957. demonic denizens of the Burning Hells hold that absolute chaos is the true
  1958. nature of all things.
  1959. The battles of the Great Conflict rage across both time and space, often
  1960. infringing upon the very fabric of reality itself. From the Crystal Arch at the very
  1961. heart of the High Heavens to the arcane Hellforge of the Underworld, the
  1962. warriors of these eternal realms journey to wherever their timeless conflict
  1963. carries them. The legendary deeds of the heroes of the realms beyond elicit
  1964. both veneration and insight.
  1965. The greatest of these heroes was Izual, lieutenant to the Arch-Angel
  1966. Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce
  1967. attack upon the Hellforge as the creation of the dark demonblade Shadowfang
  1968. was nearing completion. His quest was to destroy both wielder and weapon - a
  1969. charge that he was destined never to complete. Izual was overcome by the
  1970. legions of chaos and, tragically, was lost to the Darkness. His fate stands as
  1971. testament to the fact that Angels and Demons alike shall fearlessly enter into
  1972. any domain - so long as their hated enemies dwell within.
  1973. Although the Great Conflict burned hotter and longer than any of the
  1974. stars in the sky, neither side could gain dominion over the other for long. Both
  1975. 62
  1976. factions sought some way to turn the tides of the war to their favor. With the
  1977. ascension of Man and his mortal realm, the Great Conflict ground to a
  1978. mysterious halt. Both armies paused in a breathless stalemate, waiting to see to
  1979. whose side Man would eventually turn.
  1980. Mortals had the unique ability to choose between Darkness and Light,
  1981. and it was held that this would be the deciding factor in the outcome of the
  1982. Great Conflict. Thus, the agents of the nether-realms descended to the mortal
  1983. realm to vie for the favor of Man…
  1984. THE SIN WAR
  1985. The coming of the Great Conflict to the mortal realm is known as the Sin
  1986. War. Angels and Demons, disguising themselves while traveling amongst men,
  1987. attempted to secretly lure mortals to their respective causes. Over time, the
  1988. forces of Darkness discovered that mortals responded much more to brute
  1989. force than to subtle coercion, and so began to terrorize Man into submission.
  1990. The Angels fought to defend humanity against this demonic oppression, but all
  1991. too often their austere methods and severe punishments succeeded only in
  1992. alienating those whom they sought to protect.
  1993. The violent battles of the Sin War occurred often, but they were seldom
  1994. witnessed by the prying eyes of Man. Only a few “enlightened” souls were aware
  1995. of the supernatural beings that walked amongst the huddled masses of humanity.
  1996. Powerful mortals arose and accepted the challenge of the Sin War, allying
  1997. themselves with both sides in the Great Conflict. The legendary deeds of these
  1998. great mortal warriors served to earn both the respect and hatred of the netherworlds.
  1999. Although lesser demons kneeled before those possessing power and
  2000. strength, they also cursed the very existence of mortal man. Many of these
  2001. fiends believed that the deadlock brought about by the emergence of Man was
  2002. a perverse offense to their “higher” role in the great scheme of things.
  2003. This jealousy of Man led to harsh, atrocious acts of violence by the demons
  2004. against the mortal realm. Some men learned of this deep hatred and used it
  2005. against the denizens of the Underworld. One such mortal, Horazon the
  2006. Summoner, delighted in summoning demons and then breaking them to his
  2007. will. Horazon, along with his brother Bartuc ,were members of the Eastern mageclan
  2008. known as the Vizjerei. This mystic clan studied the ways of demons and
  2009. had catalogued their lore for generations. Empowered by this knowledge,
  2010. Horazon was able to take the work of the Vizjerei and pervert it for his demented
  2011. purposes. The denizens of Hell sought revenge against this bold mortal, but
  2012. Horazon managed to keep himself well protected within his arcane sanctuary.
  2013. 63
  2014. Bartuc, the brother of Horazon, was eventually lured to the side of
  2015. Darkness. He was granted exceptional strength and longevity, and fought
  2016. alongside the legions of Hell against the cursed Vizjerei, and eventually his own
  2017. brother during the Sin War. Although Bartuc was renowned amongst the warriors
  2018. of many realms, his dominance in battle came with a terrible price. An insatiable
  2019. lust for mortal blood pervaded his every thought and deed. Bartuc soon became
  2020. as fond of bathing in the blood of his enemies as he did of shedding it, and in
  2021. time he came to be known only as the Warlord of Blood.
  2022. THE DARK EXILE
  2023. “Seven is the number of the powers of Hell, and Seven is the number of
  2024. the Great Evils.”
  2025. Duriel, the Lord of Pain
  2026. Andariel, the Maiden of Anguish
  2027. Belial, the Lord of Lies
  2028. Azmodan, the Lord of Sin
  2029. These are the true names of the lesser of the Great Evils. For ages
  2030. uncounted each have ruled over their own domains within the Burning Hells,
  2031. seeking absolute dominion over their infernal brethren. As the Lesser Four
  2032. continuously vied for the control of those forces that dwelled within their realms,
  2033. the Greater Three held absolute power over the whole of Hell. The Lesser Four
  2034. used dark and evil measures in their quest for power, and herein begins the
  2035. legend of the Dark Exile.
  2036. Mephisto, the Lord of Hatred
  2037. Baal, the Lord of Destruction
  2038. Diablo, the Lord of Terror
  2039. These are the Prime Evils of Hell that wielded their power as a dark,
  2040. sovereign triumvirate. The Three Brothers ruled over the Lesser Four by brutal
  2041. force and malicious cunning. Being the eldest and strongest of the Evils, the
  2042. Three Brothers were responsible for countless victories against the armies of
  2043. the Light. Although they never held sway over the High Heavens for long, the
  2044. Three were justly feared by enemies and subjects alike.
  2045. 64
  2046. With the ascension of Man and the subsequent standstill of the Great
  2047. Conflict, the Three Brothers began to devote their energies to the perversion
  2048. of mortal souls. The Three realized that Man was the key to victory in the war
  2049. against Heaven, and thus altered their rigid agendum that they had propagated
  2050. since the Beginning. This change caused many of the Lesser Evils to question
  2051. the authority of the Three, and so brought about a great rift between the Prime
  2052. Evils and their servitors.
  2053. In their ignorance, the Lesser Evils began to believe that the Three were
  2054. afraid to continue the war with Heaven. Frustrated by the cessation of the war,
  2055. Azmodan and Belial saw the situation as their chance to overthrow the Prime
  2056. Evils and take control of Hell for themselves. The two demon lords made a pact
  2057. with their minor brethren, assuring them that the wretched plague of humanity
  2058. would not deter the ultimate victory of the sons of Hell. Azmodan and Belial
  2059. devised a plan to end the stalemate, achieve victory in the Sin War and ultimately
  2060. ride the bloody crest of the Great Conflict straight into the very arms of
  2061. Armageddon. Thus, a great revolution was set into motion as all of Hell went to
  2062. war against the Three Brothers…
  2063. The Brothers fought with all of the savagery of the Underworld, and to
  2064. their credit, annihilated a third of Hell’s treacherous legions. In the end, however,
  2065. they were overcome by the Horned Death led by the traitors Azmodan and Belial.
  2066. The Prime Evils, weakened and bodiless, were banished to the mortal realm where
  2067. Azmodan hoped that they would remain trapped forever. Azmodan believed that
  2068. with the Three set loose upon humanity, the Angels would be forced to turn their
  2069. focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned
  2070. and defenseless. Those few demons who still pledged allegiance to the Three
  2071. Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to
  2072. seek out their lost Masters.
  2073. As the warfires died out upon the battlefields of Hell, Azmodan and Belial
  2074. began to argue over which of them held the higher authority. The pact that they
  2075. had made quickly fell to ashes as the two demon lords took up arms against
  2076. each other. The legions of Hell that remained were polarized behind either
  2077. warlord, launching themselves into a bloody civil war that has lasted to this
  2078. day…
  2079. THE BINDING OF THE THREE
  2080. In the ancient days, before the rise of the Western Empires, the dark and
  2081. terrible entities known as the Three Evils were exiled to the world of Man. These
  2082. eternal entities wandered throughout the waking world and fed upon the lusts
  2083. Horadrim
  2084. 66
  2085. of men, leaving chaos and attrition in their wake. The Evils turned father
  2086. against son and prompted many great nations into brutal and petty wars.
  2087. Their Exile from Hell left them with an insatiable hunger to bring suffering and
  2088. pain to all who would not kneel before them, and so the Three Brothers ravaged
  2089. the lands of the Far East for countless centuries.
  2090. Eventually, a secretive order of mortal magi was gathered together by the
  2091. enigmatic Arch-Angel Tyrael. These sorcerers were to hunt the Three Evils and
  2092. put an end to their vicious rampage. The order, known as the Horadrim, consisted
  2093. of wizards from the diverse and numerous mage-clans of the East. Employing
  2094. disparate magical practices and disciplines, this unlikely Brotherhood succeeded
  2095. in capturing two of the Brothers within powerful artifacts called Soulstones.
  2096. Mephisto and Baal, trapped within the swirling, spiritual constraints of the
  2097. Soulstones, were then buried beneath the dunes of the desolate Eastern Sands.
  2098. The powers of Hatred and wanton Destruction seemed to diminish in the
  2099. East as a nervous peace began to settle over the land. Yet, for many decades the
  2100. Horadrim continued their grim search for the third Brother, Diablo. They knew
  2101. that if the Lord of Terror was left untamed there could never be any lasting
  2102. peace within the realm of humanity.
  2103. The Horadrim followed in the wake of terror and anarchy that spread
  2104. throughout the Western lands. After a great battle which claimed the lives of
  2105. many brave souls, the Lord of Terror was captured and imprisoned within the
  2106. last of the Soulstones by a group of Horadrim monks led by the Initiate Jered
  2107. Cain. These monks carried the cursed stone to the land of Khanduras and buried
  2108. it within a secluded cave near the river Talsande. Above this cave the Horadrim
  2109. constructed a great Monastery from which they could continue to safeguard the
  2110. Soulstone. As ages passed, the Horadrim constructed a network of catacombs
  2111. beneath the Monastery to house the earthly remains of the martyrs of their Order.
  2112. Generations passed in Khanduras, and the numbers of the Horadrim slowly
  2113. dwindled. With no quests left to undertake, and too few sons to sustain their
  2114. guardianship, the once powerful Order faded into obscurity. Eventually, the great
  2115. Monastery that they had built fell to ruins as well. Although villages grew and
  2116. thrived around the shell of the old Monastery, no one knew of the dark, secret
  2117. passageways that stretched into the cold earth beneath it. None could have
  2118. dreamed of the burning red gem that pulsed within the labyrinth’s heart…
  2119. THE SYMBOL OF THE ORDER HORADRIM
  2120. The Madness of the Black King
  2121. 69
  2122. BOOK TWO
  2123. THE RETURN OF TERROR
  2124. THE LANDS OF KHANDURAS
  2125. ears after the last of the Horadrim had died, a great and prosperous
  2126. society grew in the lands of the West. As time wore on, many
  2127. Eastern pilgrims settled in the lands surrounding Khanduras and
  2128. soon established small, self contained kingdoms. A few of these
  2129. kingdoms bickered with Khanduras over holdings of property or
  2130. routes of trade. These squabbles did little to upset the lasting peace
  2131. of the West, and the great Northern kingdom of Westmarch proved
  2132. to be a strong ally of Khanduras as the two lands steadily engaged in
  2133. ventures of barter and commerce.
  2134. During this time, a bold, new religion of the Light known as Zakarum
  2135. began to spread throughout the kingdom of Westmarch and into many of its
  2136. northern principalities. Zakarum, founded in the Far East, implored followers
  2137. to enter into the Light and forsake the darkness that lurked within their
  2138. souls. The people of Westmarch adopted the statutes of Zakarum as their
  2139. sacred mission in the world. Westmarch began to turn towards its neighbors,
  2140. expecting them to embrace this “New Beginning” as well. Tensions rose
  2141. between the kingdoms of Westmarch and Khanduras as the priests of Zakarum
  2142. began to preach their foreign dogma whether they were welcomed or not.
  2143. It was then that the great northern lord Leoric came unto the lands of
  2144. Khanduras and, in the name of Zakarum, declared himself King. Leoric was
  2145. a deeply religious man and had brought many Knights and Priests with him
  2146. that comprised his Order of the Light. Leoric and his trusted advisor, the
  2147. Arch Bishop Lazarus, made their way to the city of Tristram. Leoric
  2148. appropriated the ancient, decrepit Monastery on the outskirts of the town for
  2149. his seat of power and renovated it to match its time-lost glory. Although the
  2150. free people of Khanduras were not pleased with being placed under the
  2151. sudden rule of a foreign King, Leoric served them with justice and might.
  2152. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing
  2153. that he sought only to guide and protect them against the oppression of
  2154. Darkness.
  2155. 70
  2156. THE AWAKENING
  2157. Not long after Leoric took possession of Khanduras, a power long
  2158. asleep awakened within the dark recesses beneath the Monastery. Sensing
  2159. that freedom was within his grasp, Diablo entered the nightmares of the
  2160. Arch Bishop and lured him into the dark, subterranean labyrinth. In his
  2161. terror, Lazarus raced throughout the abandoned hallways until he at last
  2162. came to the chamber of the burning Soulstone. No longer in command of
  2163. his body or spirit, he raised the stone above his head and uttered words
  2164. long forgotten in the realm of mortals. His will destroyed, Lazarus
  2165. shattered the Soulstone upon the ground. Diablo once again came into
  2166. the world of Man. Although he was released from his imprisonment within
  2167. the Soulstone, the Lord of Terror was still greatly weakened from his long
  2168. sleep and required an anchor to the world. Once he had found a mortal
  2169. form to wear, he could begin to reclaim his vastly depleted power. The
  2170. great demon weighed the souls residing in the town above, and chose to
  2171. take the strongest of them - that of King Leoric.
  2172. For many months King Leoric secretly fought the evil presence
  2173. that twisted his thoughts and emotions. Sensing that he had been
  2174. possessed by some unknown evil, Leoric hid his dark secret from his
  2175. Priests, hoping that somehow his own devout righteousness would be
  2176. enough to exorcise the corruption growing inside him - he was sorely
  2177. mistaken. Diablo stripped away the core of Leoric’s being, burning away
  2178. all honor and virtue from his soul. Lazarus too, had fallen under the sway
  2179. of the Demon, keeping close to Leoric at all times. Lazarus worked to
  2180. conceal the plans of his new Master from the Order of Light, hoping that
  2181. the demon’s power would grow, well concealed amongst the servants of
  2182. Zakarum.
  2183. The priests of Zakarum and the citizenry of Khanduras recognized
  2184. the disturbing change within their liege. His once proud and rugged form
  2185. became distorted and deformed. King Leoric became increasingly
  2186. deranged and ordered immediate executions of any who dared to question
  2187. his methods or authority. Leoric began to send his Knights to other villages
  2188. to bully their townspeople into submission. The people of Khanduras
  2189. who had once grown to see great honor in their ruler began to call Leoric
  2190. the Black King.
  2191. Driven to the brink of madness by the Lord of Terror, King Leoric
  2192. slowly alienated his closest friends and advisors. Lachdanan, Captain of
  2193. the Knights of the Order of Light and honored Champion of Zakarum,
  2194. tried to discern the nature of his King’s deteriorating spirit. Yet at every
  2195. turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish
  2196. him for questioning the actions of the King. As tensions grew between
  2197. the two, Lazarus charged Lachdanan with treason against the Kingdom.
  2198. To the Priests and Knights of Leoric’s court, the prospect of Lachdanan
  2199. 71
  2200. committing treason was ridiculous. Lachdanan’s motives were
  2201. honorable and just, and soon many began question the reason of their
  2202. once beloved King.
  2203. Leoric’s madness was growing more obvious with each passing
  2204. day. Sensing that the advisors of the court were becoming increasingly
  2205. suspicious of foul treachery, Lazarus desperately sought to contain the
  2206. eroding situation. The Arch-Bishop masterfully convinced the delusional
  2207. Leoric that the kingdom of Westmarch was plotting against him, secretly
  2208. planning to dethrone him and annex Khanduras into its own lands. Leoric
  2209. flew into a rage and summoned his advisors to his side. Manipulated by
  2210. the Arch-Bishop, the paranoid King declared a state of war between the
  2211. kingdoms of Khanduras and Westmarch.
  2212. Leoric ignored the warnings and admonishments of his advisors and
  2213. the royal army of Khanduras was ordered to the North to engage in a war
  2214. that they did not believe in. Lachdanan was appointed by Lazarus to lead
  2215. the armies of Khanduras into Westmarch. Although Lachdanan argued the
  2216. against the necessity of the coming conflict, he was honor-bound to uphold
  2217. the will of his King. Many of the high-priests and officials were forced to
  2218. travel to the North as emissaries on errands of diplomatic urgency, as well.
  2219. The desperate ploy of Lazarus had succeeded in sending many of the King’s
  2220. more ‘troublesome’ advisors to their certain deaths…
  2221. THE DARKENING OF TRISTRAM
  2222. The absence of prying advisors and inquisitive Priests left Diablo free
  2223. to assume total control over the King’s battered soul. As the Lord of Terror
  2224. attempted to strengthen his hold upon the maddened King, he found that
  2225. the lingering spirit of Leoric fought with him still. Although the control over
  2226. Leoric that Diablo held was formidable, the Demon knew that in his weakened
  2227. state he could never take complete possession of his soul as long as a glimmer
  2228. of his will remained. The demonlord sought a fresh and innocent host upon
  2229. which to build his Terror.
  2230. The demon relinquished his control over Leoric, but the King’s soul
  2231. was left corrupted and his mind crazed. Diablo began to search throughout
  2232. Khanduras for the perfect vessel to act as his focus, and found such a soul
  2233. easily within his reach. Enjoined by his dark master, Lazarus kidnapped
  2234. Albrecht - the only son of Leoric - and dragged the terrified youth down into
  2235. the blackness of the labyrinth. Flooding the boy’s defenseless mind with the
  2236. essence of pure Terror, Diablo easily took possession of the young Albrecht.
  2237. Pain and fire raced through the child’s soul. Hideous laughter filled
  2238. his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the
  2239. presence of Diablo within his mind as it seemed to push him down, deeper
  2240. and deeper into darkness and oblivion. Diablo gazed upon his surroundings
  2241. 72
  2242. through the eyes of the young prince. A lustful hunger still tortured the
  2243. demon after his frustrating bout for control over Leoric, but the
  2244. nightmares of the boy provided ample substance to sate him. Reaching
  2245. deep into Albrecht’s subconscious, Diablo ripped the greatest fears of
  2246. the child from their hiding places and gave them breath.
  2247. Albrecht watched, as if out of a dream, twisted and disfigured
  2248. forms appeared all around him. Unholy, writhing visages of terror danced
  2249. about him chanting choruses of obscenities. All of the ‘monsters’ that
  2250. he had ever imagined or believed that he had seen in his life became
  2251. flesh and were given life before him. Large bodies comprised of living
  2252. rock erupted from the walls and bowed to their dark master. The ancient,
  2253. skeletal corpses of the Horadrim arose from archaic crypts and lumbered
  2254. off into the red washed corridors beyond. As the cacophony of madness
  2255. and nightmares hammered its final blow against Albrecht’s shattered
  2256. spirit, the bloodlusted ghouls and demons of his mind scattered and
  2257. scrambled maniacally into the lengthening passageways of his waking
  2258. Nightmare.
  2259. The ancient catacombs of the Horadrim had become a twisted
  2260. labyrinth of raw, focused Terror. Empowered by Diablo’s possession of
  2261. young Albrecht, the creatures of the boy’s own imagination had gained
  2262. corporeal form. So strong was the terror that grew inside of Albrecht,
  2263. that the borders of the Mortal realm began to warp and tear. The Burning
  2264. Hell began to seep into the world of Man and take root within the labyrinth.
  2265. Beings and occurrences displaced by time and space, and long lost to
  2266. the history of Man were pulled screaming into the ever-expanding domain.
  2267. The body of Albrecht, fully possessed by Diablo, began to distort
  2268. and change. The small boy grew and his eyes blazed as tendril-like spines
  2269. ripped through his flesh. Great, arched horns erupted from Albrecht’s
  2270. skull as Diablo altered the form of the child to match that of his demonic
  2271. body. Deep within the recesses of the labyrinth, a growing power was
  2272. being harnessed. When the moment was right, Diablo would venture
  2273. once more into the mortal world and free his captive Brothers Mephisto
  2274. and Baal. The Prime Evils would be reunited, and together they would
  2275. reclaim their rightful place in Hell.
  2276. THE FALL OF THE BLACK KING
  2277. The war against the zealous armies of Westmarch ended with a
  2278. horrible slaughter. With the army of Khanduras ripped to shreds by the
  2279. superior numbers and defensive positions of Westmarch, Lachdanan
  2280. quickly gathered together those who were not captured or killed and
  2281. ordered a retreat back to the safety of Khanduras. They returned to find
  2282. the town of Tristram in shambles.
  2283. 73
  2284. King Leoric, deep within the throes of madness, went into a
  2285. rage when he learned that his son was missing. After scouring the
  2286. village with the few guards that remained with him at the monastery,
  2287. Leoric had decided that the townsfolk had abducted his son and hidden
  2288. him somewhere. Although the townsfolk denied any knowledge of Prince
  2289. Albrecht’s whereabouts, Leoric insisted that they had crafted a conspiracy
  2290. against him, and that they would pay the price for such treachery.
  2291. The mysterious disappearance of the Arch-Bishop Lazarus left no
  2292. one in Tristram with whom the King would take council. Overcome by
  2293. grief and dementia, Leoric had many of the townsfolk executed for the
  2294. crime of high treason.
  2295. As Lachdanan and his fellow survivors returned to confront their King,
  2296. Leoric sent his few remaining guards against them. Believing that Lachdanan
  2297. was somehow part of the townsfolk’s conspiracy, Leoric decreed that he
  2298. and his party were to die. Lachdanan, finally realizing that Leoric was
  2299. beyond salvation, ordered his men to defend themselves. The ensuing battle
  2300. carried them down into the very halls of the darkened Monastery, bringing a
  2301. final desecration to the once holy sanctum of the Horadrim. Lachdanan
  2302. won a bittersweet victory as his men were forced to kill all of Leoric’s deceived
  2303. protectors. They cornered the ravenous King within his own sanctuary and
  2304. begged him to explain the atrocities he had committed. Leoric only spat at
  2305. them and cursed them for traitors against both his crown and the Light.
  2306. Lachdanan walked slowly towards his King and sorrowfully drew his
  2307. sword. Full of grief and rage, all honor having been cast to the winds,
  2308. Lachdanan ran his blade through Leoric’s shriveled, blackened heart. The
  2309. once noble King screamed an unearthly death-cry, and as his madness finally
  2310. overtook him, he brought down a curse upon those who had so betrayed
  2311. him. Calling upon the forces of Darkness that he had spent his entire life
  2312. combating, Leoric condemned Lachdanan and the others to eternal
  2313. damnation. In that last, fleeting moment within the heart of the Monastery,
  2314. all that was ever virtuous or honorable about the stewards of Khanduras was
  2315. shattered forever.
  2316. THE REIGN OF DIABLO
  2317. The Black King lay dead, slain at the hands of his own Priests and
  2318. Knights. The young Prince Albrecht was still missing, and the proud defenders
  2319. of Khanduras were no more. The people of Tristram looked about their
  2320. lifeless town and were greatly dismayed. Awash in feelings of both relief and
  2321. remorse, they soon realized that their troubles had merely begun. Strange,
  2322. eerie lights appeared in the darkened windows of the Monastery. Misshapen,
  2323. leathery-skinned creatures were seen venturing forth from the shadows of
  2324. the church. Horrible, wounded cries seemed to linger on the wind, emanating
  2325. 74
  2326. from deep underground. It became apparent that something quite
  2327. unnatural had infested the once holy sight…
  2328. Travelers on the roads surrounding Tristram were accosted by
  2329. cloaked riders that seemed to now constantly roam the deserted
  2330. countryside. Many villagers fled Tristram, making their way to other towns
  2331. or kingdoms, fearing some unnamed evil that seemed to wait in the
  2332. shadows all around them. Those few who chose to remain seldom ventured
  2333. out at night, and never tread foot upon the grounds of the cursed
  2334. Monastery. Whispered rumors of poor, innocent people being abducted
  2335. in the night by wicked, nightmarish creatures filled the halls of the local
  2336. inn. With no King, no law, and no army left to defend them, many of the
  2337. townsfolk began to fear an attack from the things that now dwelt beneath
  2338. their town.
  2339. The Arch-Bishop Lazarus, frayed and disheveled, returned from
  2340. his absence and assured the townsfolk that he too had been ravaged by
  2341. the growing evil of the Monastery. With their desperate need for
  2342. reassurance clouding their good judgment, Lazarus whipped the
  2343. townspeople into a frenzied mob. Reminding them that Prince Albrecht
  2344. was still unaccounted for, he persuaded many of the men to follow him
  2345. into the depths of the Monastery to search for the boy. They gathered
  2346. torches and soon the night air glowed with the flickering light of hope.
  2347. They armed themselves with shovels, picks and scythes and so prepared,
  2348. they boldly followed the treacherous Arch-Bishop straight into the fiery
  2349. maw of Hell itself…
  2350. The few who survived the horrible fate that awaited them returned
  2351. to Tristram and recounted what they could of the ordeal. Their wounds
  2352. were terrible, and even the skills of the healer could not save some of
  2353. them. As the stories of demons and devils spread, a stifling, primal Terror
  2354. began to consume the hearts of all of the town’s inhabitants. It was a
  2355. Terror that none of them had ever known…
  2356. Deep beneath the foundations of the ruined Monastery, Diablo
  2357. gorged himself upon the fears of the mortals above him. He slowly sank
  2358. back into the welcoming shadows and began to harness his depleted
  2359. power.
  2360. He smiled to himself in the sheltering darkness, for he knew that
  2361. the time of his final victory was fast approaching…
  2362. The Corruption of Prince Albrecht
  2363.  
  2364. 77
  2365. THE NATURE OF THE
  2366. SOULSTONES
  2367. BY JERED CAIN OF THE HORADRIM
  2368. t was long ago that the enigmatic Arch-Angel Tyrael bestowed upon us the secrets of the
  2369. mysterious Soulstones. Tyrael bequested upon our Order three of these Stones so we
  2370. could contain the vile essences of the Three Prime Evils who had been let loose upon our
  2371. world. Although the artifacts were constructed in realms far removed from our own, we
  2372. found that they were simple to understand.
  2373. The Soulstones effect only beings that are non-corporealand thus have no power
  2374. over living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual”
  2375. vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recesses
  2376. of the Soulstone and are forever trapped within. These spirits are released only when the
  2377. Soulstone is deactivated or destroyed.
  2378. The power of the Soulstones proved to be much more difficult to employ when used
  2379. against the great Prime Evils. Voraciously disposed to possessing hapless mortals, the Three
  2380. Brothers found that they were immune to the effects of the Stones while occupying human
  2381. souls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils so
  2382. that their demonic essences could be subject to the effects of the Soulstones.
  2383. Mephisto and Diablo, once found, were easily lured into the Soulstones. The capture of
  2384. their brother Baal, however, became complicated when the Soulstone that was to be his eternal
  2385. prison was shattered and fragmented. We found that while the shards still held the power to
  2386. lure the demon to them, they could not properly contain it. Tal Rasha, a fellow Initiate who has
  2387. been since immortalized in Horadrim lore, theorized that a mortal of strong will might be able
  2388. to contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortal
  2389. so chosen would be forever tortured while locked in eternal conflict with the enthralled demon.
  2390. To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.
  2391. Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself the
  2392. essence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and buried
  2393. deep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned for
  2394. many years now, and although the demon was imprisoned without the use a whole Soulstone,
  2395. we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would have
  2396. the formidable powers of Baal added to his own. By ridding the world of this present Evil, we
  2397. may have created a nightmare worse than that which we first sought to contain…
  2398. 78
  2399. CREDITS
  2400. Executive Producer
  2401. Allen Adham
  2402. Producer
  2403. Bill Roper, Shane Dabiri
  2404. Associate Producer
  2405. James Phinney, Brian Love
  2406. Diablo Strike Team
  2407. Allen Adham, Ron Millar, Mike O’Brien,
  2408. James Phinney, Bill Roper, Pat Wyatt
  2409. Music
  2410. Matt Uelmen
  2411. Sound Design
  2412. Matt Uelmen, Glenn Stafford
  2413. Cinematic Music & Sound
  2414. Glenn Stafford
  2415. Voice Production, Direction & Casting
  2416. Mark Schwarz, Glenn Stafford, Bill Roper
  2417. Script & Story
  2418. Eric Schaefer, Eric Sexton, Chris Metzen,
  2419. Bill Roper
  2420. Voice Editing
  2421. Glenn Stafford
  2422. Voices
  2423. Michael Haley, Glynnis Talken, Michael
  2424. Gough, Paul Eiding, Lani Minella, Steve
  2425. Brodie, Bill Roper, Mark Schwarz, Glenn
  2426. Stafford, Chris Metzen, Max Schaefer
  2427. Recording Engineer
  2428. Robert Koenigsberg
  2429. Manual Design & Layout
  2430. Peter Underwood, Jeffrey Vaughn, Chris
  2431. Metzen, Bill Roper
  2432. Manual Artwork
  2433. Samwise Didier, Chris Metzen, Roman
  2434. Kenney, Maxx Marshall
  2435. Provisional Director of QA
  2436. Shane Dabiri, Mike Brannigan
  2437. Lead Tester
  2438. Shane Dabiri, Dean Shipley
  2439. QA Assault Team (Testers)
  2440. Christopher Cross, Mike Givens, Dave Hale,
  2441. Brian “Doc” Love, Hung Nguyen, Dean
  2442. Shipley, Chris Sigaty, Ian Welke, Jamie Wiggs,
  2443. Dan Moore, Matthew Morris, Frank Gilson,
  2444. Nick Santucci, Derek Simmons, Phillip Stuart
  2445. Game Design
  2446. Blizzard North
  2447. Senior Designers
  2448. Erich Schaefer
  2449. David Brevik
  2450. Additional Design
  2451. Max Schaefer. Eric Sexton, Kenneth
  2452. Williams
  2453. Lead Programmer
  2454. David Brevik, Dave Lawrence
  2455. Senior Programming
  2456. Richard Seis, Doron Gartner, Mike O’Brien,
  2457. Pat Wyatt
  2458. Programming
  2459. Peter Brevik, Robin van der Wel, Jon Morin,
  2460. Collin Murray, Frank Pearce, Brian
  2461. Fitzgerald, Tony Tribelli, Brian Bishop
  2462. Installer Programming
  2463. Bob Fitch, Pat Wyatt, Jeff Strain
  2464. Battle.net Programming
  2465. Mike O’Brien, Mike Morhaime, Dan
  2466. Liebgold
  2467. Art Directors
  2468. Erich Schaefer, Samwise Didier
  2469. Artwork
  2470. Michio Okamura, Eric Sexton, Ben Haas,
  2471. Patrick Tougas, Kelly Johnson, Eric
  2472. Schaefer, Max Schaefer, Hugh Tom Byrne,
  2473. Roman Kenney, Samwise Didier, Dave
  2474. Berggren, Micky Neilson, Eric Flannum,
  2475. Justin Thavirat, Brian Sousa, Stu Rose, Nick
  2476. Carpenter, Joeyray Hall
  2477. Technical Artwork
  2478. Christopher Root, Mark Sutherland, Robert
  2479. Djordjevich, Jeffrey Vaughn
  2480. Cinematic Art Directors
  2481. Duane Stinnett, Matt Samia
  2482. 3D Cinematic Artwork
  2483. Duane Stinnett, Matt Samia, Rob
  2484. McNaughton, Eric Flannum, Dave Pursley,
  2485. Micky Neilson, Maxx Marshall, Trevor
  2486. Jacobs, Brian Sousa, Samwise Didier, Ron
  2487. Smorynski, Ben Haas, Patrick Tougas
  2488. Cinematic Technical Artwork
  2489. Joeyray Hall
  2490. Macintosh version credits listed in italics
  2491. 79
  2492. QA Special Ops Team (Compatibility)
  2493. Adam Maxwell, Russell “Rug” Miller, Ken
  2494. Hagler
  2495. QA Artillery Support (Additional Testers)
  2496. Rich Alcazar, Mike Jones, Rev. Dan Moore,
  2497. Matt Morris, Mark Pfeiffer, Harish “Pepe the
  2498. Enforcer” Rao
  2499. QA Counterintelligence
  2500. Alan Dabiri, Jesse McReynolds, Walter
  2501. Takata
  2502. Order of Network Information Services
  2503. Robert Bridenbecker, Jason “Brother
  2504. Shaggy” Schmit, Jamie “Brother Gug”
  2505. Steigerwald
  2506. Customer Support
  2507. John Schwartz, Vic Larson, Chad Chaudry,
  2508. Mick Yanko, Brandon Riseling, Kirk
  2509. Mahony, Tony Hardy, Richard Amtower,
  2510. Collin Smith, Andrew Edwards, Roger
  2511. Eberhart
  2512. Dunsel
  2513. Alan Dabiri
  2514. Mr. Dabiri’s Background Vocalists
  2515. Karin Colenzo, Christina Cade, Kim
  2516. Farrington, Melissa Edwards
  2517. Public Relations
  2518. Linda Duttenhaver
  2519. Susan Wooley
  2520. Marketing
  2521. John Patrick, Steve Huot, Neal Hubbard,
  2522. Kathy Carter
  2523. International Sales
  2524. Ralph Becker, Chris Yoshimura
  2525. U.S. Sales
  2526. Todd Coyle, Danny Kearns
  2527. Manufacturing
  2528. John Goodman, Tom Bryan
  2529. Legal & Business
  2530. Paula Duffy, Eric Roeder, Paul Sams
  2531. Special Thanks To
  2532. Prime Net, Earthlink, AOL, Compuserve,
  2533. ATI, Matrox, STB, Creative Labs, Logitech,
  2534. USRobotics, Gravis
  2535. Thanks To:
  2536. Steig Hedlund, Matt Householder, Ian
  2537. Colquhoun, Rod Shean, Brian Fitzgerald,
  2538. Sharon Williams, Todd Schaffer, Richard and
  2539. Sandra Schaefer, Rick Bowles, Greg Bogden,
  2540. Cindy Sievert, Brad Mason, Chuck Goldman,
  2541. Karin Colenzo, Wendy Brevik, Jennie Brevik,
  2542. Hanna Carroll, Katie Newell, Karen Weiss,
  2543. Kurt Beaver, Stan McDonald, Brian Sexton,
  2544. Michael Wan, Megan Williams, Jessica
  2545. Gensley, Beth Ann Parks, Brian Piltin,
  2546. Johnathan Root, Brett Supernaw, Sabeer
  2547. Bhatia, Mark Rearick, Brad Mason, Diane
  2548. Kodama, Bernadette Sexton, Barbara
  2549. Uhlmann, Patricia McDonald, Kris Kelley,
  2550. Alissa Vaage, Denise Hernandez, Paula
  2551. White, Rachel Marie Hawley, Laura Gaber,
  2552. Isaac Matarasso, Susan Stafford, Gretchen
  2553. Witte, Alan Dabiri, Walter Takata, Jason
  2554. Sailor, Nathalie Didier, Nicole Welke, Dawn
  2555. Caddel, Tracey McNaughton, Ray the Soda
  2556. Guy, Sam Raimi, A. Guinness Brewing Co.,
  2557. John Woo, Chow Yun Fat, Jackie Chan,
  2558. Proposition 215, Rumiko Takahashi, Bunchy
  2559. & Mason, The Friends of Stan, The Zoo Crew,
  2560. Team Hamro, Brazil 2001, RUSH, Cornholio,
  2561. THE BROS., Dar, Emeril Lagasse, Tom Waits,
  2562. Ice-Cube, The Strike Team Deflectors, Tony
  2563. Levin, Big Jim and the Twins, Jag‘rmeister,
  2564. The Megasphere, Condor, The Allower, The
  2565. Sunday Night Group, Gravitar, Steinway
  2566. Pianos, Round Table Pizza, The Poxy
  2567. Boggards, Urban Mystic & Co., Caffeine,
  2568. Hunter Rose, Marly mediums in the box,
  2569. sweet Poteen, Dave Scarpitti, The Byter, Bim
  2570. Man, Krissann for color, Avalon Tattoo,
  2571. James, Whaleboy, Dunsel Training Institute,
  2572. monkeys, Dob Bole, Rootes Group, Porshe,
  2573. Bongo, Scarlett, Apollo. The House of
  2574. Mediocrity, Amelias, The King, Saag and All
  2575. the folks at Davidson
  2576. In memory of
  2577. Lawrence and Barbara Williams
  2578. David A. Hargrave
  2579. Tony “Xatre” Collin
  2580. Thomas H Sexton
  2581. Very Special Thanks to
  2582. Bob and Jan Davidson
  2583. Walter Forbes
  2584. NOTICE
  2585. Blizzard Entertainment reserves the right to make improvements in the product
  2586. described in this manual at any time and without notice.
  2587. This program will perform substantially in accordance with the published
  2588. specifications, the documentation, and authorized advertising. Blizzard
  2589. Entertainment, when notified of significant errors within 90 days of purchase,
  2590. will at its option 1) correct demonstrable and significant program or
  2591. documentation errors within a reasonable period of time; or 2) provide the
  2592. customer with a functionally equivalent disk; or 3) provide or authorize a refund.
  2593. If the program disk is damaged within 90 days of purchase, Blizzard
  2594. Entertainment will replace the disk with a functionally equivalent disk within a
  2595. reasonable period of time upon receipt of the damaged disk by Blizzard
  2596. Entertainment.
  2597. Blizzard Entertainment does not warrant that the functions of the software will
  2598. meet your requirements or that the software will operate error-free or
  2599. uninterrupted. Blizzard Entertainment has used reasonable efforts to minimize
  2600. defects or errors in the software. You assume the risk of any and all damage or
  2601. loss from use or inability to use the software.
  2602. Blizzard Entertainment makes no other warranties, express or implied, with
  2603. respect to the manual or the software described in this manual. In no event
  2604. shall Blizzard Entertainment be liable for direct or indirect , incidental or
  2605. consequential damages resulting from any defect in the software, even if Blizzard
  2606. Entertainment has been advised of the possibility of such damages. Some
  2607. states do not allow the exclusion or limitation of implied warranties or liability
  2608. for incidental damages, in which case the above limitations or exclusions may
  2609. not apply to you.
  2610.  
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