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Diablo II: Lord of Destruction Manual

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'''Corpse Recovery:''' In [[Nightmare ]] and [[Hell ]] difficulty settings, whenever your character dies, he or she suffers a loss of gold and experience points. In games of [[Diablo II: Lord of Destruction]], if you recover your corpse at the location of its demise, you can regain some of the experience points you lost. If, however, you choose to ‘Save and Exit’ out of your current game in order to restart and recover your body in town, you will not regain any of your lost experience.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 11)</div>'''Hirable Non-Player Characters (“Hirelings”):''' Diablo II: Lord of Destruction offers some exciting modifications to hirable NPCs. These computer-controlled hirelings who fight by your side can be hired from specific NPCs in most “towns”—the safe starting points in each Act—or are given free of charge as a reward for completing certain quests. In the original Diablo II, they followed your character around and helped you slay monsters, but you did not interact with them directly. In Diablo II: Lord of Destruction, you can increase their efficiency in combat and assist their development in a number of ways. (Note: These special new features only apply to hired NPCs and retainers acquired as quest rewards. Summoned creatures are not subject to these improvements.)
{|align="right" style="clear:right; margin: 0 0 5px 10px;"
|<center>Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br>[[Aust|Aust of Harrogath]]</center>
3rd day of Montaht, Lauds<br>
<br>
My dearest [[Elora]],<br>It’s It's been ten long years since you were taken from [[Anya]]<br>
and me. In my mind’s eye, I still see your beautiful face<br>
and remember the happier days of our time together.<br>
are reading this yourself. It may not be long before I<br>
join you in the afterlife.<br>
Our peoples’ peoples' time here in [[Harrogath ]] is drawing to an<br>end. Recently, our seer, [[Caldra]], has been afflicted with<br>
terrifying visions of our doom. Last night, the whole<br>
village awoke to her screams. When I reached Caldra’sCaldra's<br>
cottage, our daughter, Anya, was already there,<br>
comforting her. During the night, the seer’s seer's raven hair<br>
had turned stark white. She was delirious when I<br>
entered the room, howling senselessly and tearing out<br>
seemed only a shadow of her former self. She wouldn’t<br>
respond to any of us directly, instead staring into some<br>
unseen world beyond our own. The healer, [[Malah]], came,<br>
but her attempts to cure Caldra were futile. Our<br>
tortured seer was not sick of body—she had quite<br>
<center>''"And a child will cradle Terror in his breast as the heart of man falls under the shadow.''
''A [[Wanderer ]] will pass through the ancient lands trailing chaos in his wake.''
''The [[Three Brothers ]] will be reunited as the mortal world trembles before their might.''
''And so it was foretold that the Three, once reunited, would be shattered again—''
''And now at last the storm surges forth from the southlands, and the hand of Destruction''
''Reaches out to undo the workings of the Ancients[[Ancient]]s. The tides of [[Burning Hells|Hell ]] surge—ready to smash''
''Down upon the shores of the mortal world—to drown the guilty and the innocent alike.''</center>
I once believed.
Others looked to me for strength, for my faith was a pillar in the house of the Elders[[Elder]]s. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished.
I believed the [[Prophecies of the Final Day ]] to be mere superstitions—and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time.
I was a fool.
The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact—At long last, the prophecies have begun to fulfill themselves.
First, there was [[Tristram]]...
[[Diablo]], the Lord of Terror, cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo’s Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the [[Light ]] did they vanquish Diablo’s Diablo's mortal host and put an end to his nefarious schemes.
It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith…but faith...but alas, the nightmare was only just beginning.
Somehow, Diablo’s Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious [[Wanderer]], Diablo set out to free his brothers, [[Baal ]] and [[Mephisto]], from their imprisonment in the East.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 14)</div>
Just as before, a new band of heroes arose to put a halt to Diablo’s Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of [[Burning Hells|hell]]. Only Baal, the Lord of Destruction, was left unaccounted for...
Once again, it seemed that justice had been served. Blind as I was, I clung to the path of the righteous—believing that perhaps, finally, all was well...that the nightmare had given way to a dream of peace.
{|align="right" style="clear:right; margin: 0 0 5px 10px;"
|<center>Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br>[[Aust|Aust of Harrogath]]</center>
4th day of Montaht, Sext<br>
<br>
This morning, as the dawn came, the other<br>
Elders [[Elder]]s and I held a vigil over Caldra’sCaldra's<br>comatose form, praying to the Ancients [[Ancient]]s for<br>
guidance. Then, just as suddenly as it began,<br>
her madness broke, or so it seemed. She sat<br>
each of us in turn. With a slight, almost<br>
mocking smirk, she whispered in a ragged voice,<br>
"Baal comes…and comes...and destruction follows him like<br>
a storm." She then sank back into the bed and<br>
with a shudder, breathed her last. By the gods,<br>
Elora, as long as I draw breath, I will never<br>
forget her terrible portent.
|}Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons [[demon]]s that revel in mayhem and wanton chaos—and they are headed right towards us...right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail [[Mount Arreat|Arreat]], seeking the [[Worldstone|Heart of the World]]. And my faith, once unwavering, is now shaken to the very core.
The prophecies that spoke of this day have at last come true. Doom has come to our world.
==The Assassins==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 15)</div>In the third century, two brothers rose to dominance from within the ranks of the [[Vizjerei ]] [[mage clan|clan of mages]]; their names were [[Horazon ]] and [[Bartuc]]. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.
When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the [[Viz-Jaq’taarJaq'taar]], the [[Order of the Mage Slayers ]] — otherwise known as the Assassins[[Assassin]]s.
Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of [[Prime Evils|the Three]], and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.
<br>
<br>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 16)</div>
===Martial Arts===
Intrinsic to the Assassin’s arsenal of abilities is her incredible prowess in the mysterious Martial Arts style of the [[Viz-Jaq’taarJaq'taar]]. Martial Arts skills come in two forms, Charge-up Skills and Finishing Moves. A Charge-up Skill is an attack that adds a “charge” for each successive hit within a short time frame. While each Charge-up attack deals normal damage, the charges continue to accumulate until triggered or until the time limit runs out. To trigger the accumulated charges, strike a monster with either a normal attack or one of the Finishing Moves. A Finishing Move doesn’t just trigger the release of the accumulated charges—it also adds a powerful effect of its own. Furthermore, by building up a succession of different Charge-up Skills, Assassins can generate a potent combination of effects. Assassins are specially trained in the use of exotic Claw-class weaponry, and certain of their skills can be used only when armed with these weapons.
'''{{iw|Tiger_Strike Tiger Strike }} – Charge-up Skill'''<br>
Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.
'''{{iw|Dragon_Talon Dragon Talon }} – Finishing Move'''<br>
An Assassin is taught to utilize her entire body as a weapon—using this skill, she lets loose a powerful kick to send her opponents flying.
'''{{iw|Fists_of_Fire Fists of Fire }} – Charge-up Skill'''<br>
Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.
'''{{iw|Dragon_Claw Dragon Claw }} – Finishing Move'''<br>
This skill allows the Assassin to try to finish her opponent off with a rending double claw attack. (Requires two equipped Claw-class weapons.)
'''{{iw|Cobra_Strike Cobra Strike }} – Charge-up Skill'''<br>
A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she drains her adversary of life and spiritual essence adding it to her own.
'''{{iw|Claws_of_Thunder Claws of Thunder }} – Charge-up Skill'''<br>
Using her weapon’s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 17)</div>
'''{{iw|Dragon_Tail Dragon Tail }} – Finishing Move'''<br>
The experienced Assassin can deliver a kick so powerful it actually causes an explosion on impact, sending any nearby victims sprawling.
'''{{iw|Blades_of_Ice Blades of Ice } – Charge-up Skill'''<br>
Charging the ether around her claw blades, the trained Assassin can freeze opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)
'''{{iw|Dragon_Flight Dragon Flight }} – Finishing Move'''<br>
After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, she lunges at her target and delivers a devastating kick.
'''{{iw|Phoenix_Strike Phoenix Strike }} – Charge-up Skill'''<br>
This mighty skill allows the Assassin trained in its arts to prepare an attack that gives off powerful elemental energies.
'''{{iw|Claw_Mastery Claw Mastery }} – Passive'''<br>
Well-disciplined training in this skill improves the artistry with which an Assassin wields her unique Claw-class weapons.
'''{{iw|Psychic_Hammer Psychic Hammer}}'''<br>
By utilizing her intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards.
'''{{iw|Burst_of_Speed Burst of Speed}}'''<br>
Tapping into her psychokinetic energies, an Assassin temporarily increases the speed of her movements and attacks.
'''{{iw|Weapon_Block Weapon Block }} – Passive'''<br>
After developing this skill, an Assassin wielding two Claw-class weapons can use her blades to deflect incoming attacks, thus giving herself a defensive edge without using a shield. (Requires two equipped Claw-class weapons.)
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 18)</div>
'''{{iw|Cloak_of_Shadows Cloak of Shadows}}'''<br>
Moving through the darkness, unseen by her foes, the enshrouded Assassin can steal past opponents or ambush her unsuspecting victims with a series of devastating attacks.
'''{{iw|FadeFade}}'''<br>
An Assassin can will her physical being to shift partially into the astral planes. As her body becomes less substantial, she becomes less susceptible to the effects of elemental attacks and magical curses.
'''{{iw|Shadow_Warrior Shadow Warrior}}'''<br>
The Assassin trained in this discipline has the ability to project a “shadow” of herself. The Shadow Warrior makes use of the two skills the Assassin has readied for herself.
'''{{iw|Mind_Blast Mind Blast}}'''<br>
Focusing her anima, an Assassin using this potent ability can crush the will of a group of enemies, stunning them and confusing the feebleminded into attacking their comrades.
'''{{iw|VenomVenom}}'''<br>
Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins.
'''{{iw|Shadow_Master Shadow Master}}'''<br>
This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills.
'''{{iw|Fire_Blast Fire Blast}}'''<br>
This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordnance explodes on impact, damaging any foe within its small blast radius.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 19)</div>
'''{{iw|Shock_Web Shock Web}}'''<br>
These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.
'''{{iw|Blade_Sentinel Blade Sentinel}}'''<br>
This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.
'''{{iw|Charged_Bolt_Sentry Charged Bolt Sentry}}'''<br>
This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.
'''{{iw|Wake_of_Fire Wake of Fire}}'''<br>
Once erected, this trap releases waves of searing flames that incinerate any opponents within its path.
'''{{iw|Blade_Fury Blade Fury}}'''<br>
Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.
'''{{iw|Lightning_Sentry Lightning Sentry}}'''<br>
This device discharges great bolts of electricity, frying any assailants foolish enough to come near.
'''{{iw|Wake_of_Inferno Wake of Inferno}}'''<br>
Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.
'''{{iw|Death_Sentry Death Sentry}}'''<br>
This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies.
'''{{iw|Blade_Shield Blade Shield}}'''<br>
This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.
<br>
==The Druids==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 20)</div>In the ancient tome of the Druids[[Druid]]s, the [[Scéal Fada]], it is written that [[Bul-Kathos]], the great and ancient king of the [[Children of Bul-Kathos|Barbarian tribes]], had a mysterious but trusted confidant, who was only referred to as [[Fiacla-Géar]]. This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of [[Mount arreat|Mt. Arreat]], of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other’s philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as [[Scosglen]]. There he and his people created the first of the [[Druid CollegesCollege]]s, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of [[Mount Arreat|Mt. Arreat]] until the time of the [[Uileloscadh Mór]], the final battle between the men of the world and the demons of the [[Burning Hells]].
Here, in preparation for the impending conflict, he taught his people the [[Caoi Dúlra]], a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of [[Sanctuary]]. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.
At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak [[Glór-an-Fháidha]]. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the [[Leathdhiabhala]], demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.
===Traits and Abilities===
The Druids [[Druid]]s shun the use of traditional [[magic]], or [[Dubhdroiacht]], as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of [[Sanctuary]], a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.
<br>
<br>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 21)</div>
===Elemental===
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids’ Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.
'''{{iw|FirestormFirestorm}}'''<br>
Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes.
'''{{iw|Molten_Boulder Molten Boulder}}'''<br>
By virtue of this talent, a Druid can summon forth a huge, rolling mass of magma, bowling over smaller enemies in its path before bursting into fiery shards.
'''{{iw|Arctic_Blast Arctic Blast}}'''<br>
Aided by the will of the North Winds, the Druid conjures up a chilling torrent of frost that incapacitates all caught within the frozen blast.
'''{{iw|FissureFissure}}'''<br>
Sending his plea to the very core of the earth, the Druid rends the earth’s very crust, tearing open volcanic vents beneath the feet of his adversaries, charring them to the bone.
'''{{iw|Cyclone_Armor Cyclone Armor}}'''<br>
This skill allows the Druid to sheath himself in a swirling mass of charged particles that absorbs damage from fire-, cold-, and lightning-based attacks.
'''{{iw|TwisterTwister}}'''<br>
Calling to the winds, the Druid sends small whirlwinds advancing into the midst of his enemies, buffeting and stunning them as they go.
'''{{iw|VolcanoVolcano}}'''<br>
A Druid trained in this ability possesses the power to summon from the bowels of the earth a violent eruption, raining molten rock down upon all nearby foes.
'''{{iw|TornadoTornado}}'''<br>
Manipulating the great winds into a fearsome cyclone, the Druid sends this force of destruction into a throng of opponents, crushing into them and leaving devastation in its wake.
'''{{iw|ArmageddonArmageddon}}'''<br>
This terrible force of nature’s vengeance rains down flaming stones around the Druid who cast it, pummeling any opponents foolish enough to be caught in its fury.
'''{{iw|HurricaneHurricane}}'''<br>
Particularly talented Druids can summon this most potent gale of devastation. A fierce storm wreaks havoc around him, while the Druid stays cradled within the gentle calm of its eye.
'''{{iw|WerewolfWerewolf}}'''<br>
This ability allows an enlightened Druid to take on the form of a wolf, imparting to him quicker reflexes and heightened combat facilities.
'''{{iw|Lycanthropy Lycanthropy}} – Passive'''<br>
Changing shape is quite a taxing ordeal for a Druid, and he can only assume animal forms for a limited time. This skill enhances his constitution while in animal form, thereby increasing the amount of time he can remain transformed.
'''{{iw|WerebearWerebear}}'''<br>
This skill empowers the Druid with the capacity to assume the form of a savage bear, granting him great strength and fortitude.
'''{{iw|Feral_Rage Feral Rage }} – Werewolf only'''<br>
When in wolf form, the Druid using this ability enters a frenzied rage, viciously tearing into foes and becoming heartier with each consecutive attack.
'''{{iw|Maul Maul}} – Werebear only'''<br>
A Druid in Werebear form uses his mighty paws to rend brutal gashes in the flesh of his enemies. Using this ability, the fury of his assault increases with every opponent he kills.
'''{{iw|Rabies Rabies}} – Werewolf only'''<br>
When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents.
'''{{iw|Fire_Claws Fire Claws }} – Werewolf or Werebear'''<br>
While in his animal form, a Druid can use his affinity with the natural elements in order to supplement his attacks with a blazing assault.
'''{{iw|Hunger Hunger}} – Werewolf or Werebear'''<br>
Nature gives life, but it can also snatch it back. When a Druid using this ability bites an opponent, he drains some of his victim’s vital essence, replenishing his own.
'''{{iw|Shock_Wave Shock Wave }} – Werebear only'''<br>
With a tremendous roar, the Druid shakes the earth, stunning any enemies in the surrounding area with the resultant tremor.
'''{{iw|Fury Fury}} – Werewolf only'''<br>
The use of this skill drives the Druid into a bloodthirsty frenzy, attacking many foes with a raging fervor.
'''{{iw|RavenRaven}}'''<br>
With enough training in this skill, a Druid can summon a conspiracy of ravens, who viciously attack any opponents with razor sharp talons, flying over obstacles even the Druid himself cannot traverse.
'''{{iw|Poison_Creepe Poison CreeperCreepe}}r'''<br>
A more subtle ally, these intelligent vines travel through the ground and use their cruel thorns to poison any opponents they contact.
'''{{iw|Oak_Sage Oak Sage}}'''<br>
The Druid uses this ability to call upon a helpful spirit of Nature to enhance his well-being, as well as the health of his companions.
'''{{iw|Summon_Spirit_Wolf Summon Spirit Wolf}}'''<br>
This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague.
'''{{iw|Carrion_Vine Carrion Vine}}'''<br>
The sentient plant summoned by this skill draws the corpses of your enemies into the ground, where it rapidly decomposes them, giving their life energies to the Druid who summoned it.
'''{{iw|Heart_of_Wolverine Heart of Wolverine}}'''<br>
This ability grants the Druid the knowledge needed to summon into being a spirit that increases his skill in battle, as well as that of his party.
'''{{iw|Summon_Dire_Wolf Summon Dire Wolf}}'''<br>
This blessing from Nature imparts to the Druid the ability to summon several great wolves. Though the wolf is already fierce in combat, its savagery becomes greatly inflamed as it consumes the corpses of fallen foes.
'''{{iw|Solar_Creeper Solar Creeper}}'''<br>
This skill conjures forth an intelligent plant that draws the enemy’s dead deep into the earth, where it drains their spiritual essences and bestows them upon the Druid who summoned it.
'''{{iw|Spirit_of_Barbs Spirit of Barbs}}'''<br>
The spirit invoked by this skill bestows upon the Druid and his company the mystical ability to reflect damage back at any opponents who injure them.
'''{{iw|Summon_Grizzly Summon Grizzly}}'''<br>
This boon grants the Druid the aid of a tremendous wild bear with huge claws and great fangs that fights ferociously alongside him with terrible strength and unmatched fury.
<br>
Whether you choose to spend your time searching for the perfect collection of magic items with which to outfit your hero, or you merely enjoy seeing how much loot you can amass, the [[Diablo II: Lord of Destruction ]] expansion set offers an abundance of new item types and enchantments to whet your appetite.
{|align="right" style="clear:right; margin: 0 0 5px 10px;"
|<center>Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of [[Elder]]<br>[[Aust|Aust of Harrogath]]</center>
<br>
5th day of Montaht, Vespers<br>
<br>
If Caldra’s [[Caldra]]'s prophetic words were not enough to<br>move [[Qual-Kehk ]] and his men to take up arms, then<br>
the black clouds of smoke rising in the south surely<br>
proved to be! We surmised that a great army was<br>
marching towards us, led by none other than [[Baal]],<br>
the Lord of Destruction. Our worst fears were<br>
confirmed when we lost all contact with our<br>
capital, [[Sescheron]].<br>
I fear the worst, but I put my faith in Qual-Kehk.<br>
He’s He's always defended us against those who would<br>attempt to assault sacred [[Mount arreat|Mt. Arreat]]. It’s It's likely<br>
that Sescheron was taken by surprise—may the<br>
Ancients [[Ancient]]s watch over them—but we, the sons of<br>[[Harrogath]], remain vigilant. The ancient barricades<br>
and watchtowers built for this day stand ready, as<br>
they always have.<br>
darkening skies, I know that day of doom has<br>
finally come.
|}'''Class-Specific Items:''' Items of this type can only be used by the character class for whom they were designed. In the original [[Diablo II]], there were certain items that anyone could wield, but that had properties only accessible to certain classes (e.g., the Necromancer’s [[Necromancer]]'s wands or the Paladin’s [[Paladin]]'s scepters). In Diablo II: Lord of Destruction, there are specific items that are only usable by their intended class, possessing special abilities only pertinent to that class. Be sure to pay close attention to the requirements of each item as listed in its pop-up description to see if an item is class specific.
:* '''Jewels:''' Jewels are similar to Gems, except that instead of having predetermined magical abilities like a Gem, each Jewel possesses random magic properties, allowing you to bestow a wide variety of magical abilities to your Socketed Item. Some uncommon Jewels can have two or more magical properties. Before inserting a Jewel, its magical properties must be “identified” either by the use of a Scroll of Identity, or by a wise sage who can provide such a service.
{|align="right" style="clear:right; margin: 0 0 5px 10px;"
|<center>Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br>[[Aust|Aust of Harrogath]]</center>
<br>
7th day of Montaht<br>
<br>
It seems that I am not the only one who cannot sleep.<br>
[[Qual-Kehk ]] readies his men even now, as I ready<br>
myself. This morning, I shall propose that we<br>
perform one of the long-forbidden Druidic [[Druid]]ic spells of<br>warding. As Elders[[Elder]]s, we alone are capable of<br>
summoning such tremendous energies. Though the<br>
ward may drain us of vital magical reserves, if our<br>
land is to be saved, we will do what we must.<br>
Our people once considered the Druids brethren—but<br>
after the terrible [[Mage Clan Wars|Mage Wars]], the Druids were<br>
exiled to the harsh wilds beyond our homeland. Since<br>
then, our Elders have kept their fearsome Druidic<br>
army. However, I have studied the rites, and I am<br>
confident that I can cast the warding correctly with<br>
the Council’s Council's help. The ward will bar passage to any<br>spawn of Hell—even [[Baal ]] himself. I intend to place it<br>around the entirety of [[Harrogath]].<br>
Casting the spell in this fashion requires that all<br>
seven Elders venture outside the protective walls of<br>
our city. The danger is great.... We may all be killed.<br>
However, I see no alternative. I go now to take this<br>
matter before the assembled [[Council of Elders]].
|}
:* '''Runes:''' Runes are small stones inscribed with magical glyphs that can be inserted into Socketed Items. Runes are different from other Insertable Items: not only do individual Runes have magical properties, certain combinations (or Rune Sets), when inserted into an item in the proper order, give that item even more wondrous abilities.
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